Roleplaying Games


Define “weird”. I suspect the intent here was to angle toward discussing horror or horror-adjacent RPGs. That’s never really been my thing. I played Call of Chthulu once back in the early ’90s with an absolutely horrible GM. (As an aside, the dude was a goth Christian that wrote really bad goth Christian music.) The experience was so awful, I’ve never played CoC again, and avoided most of the White Wolf lines of the ’90s. (Which, to be honest, having hung around with some of the LARPers that played them, seemed to revolve mostly around dressing up and trying to get laid. Nothing wrong with that, mind; just not my idea of “role playing”.)

I remember buying Kult back in whenever it came out and being unimpressed with the rules. Other than that, the closest I’ve gotten to “weird” — other than being an RPG player in the first place — is probably Tales from the Loop and Things from the Flood. These games are meant to evoke the kids-on-bikes movies of the ’80s, but could be taken in the Stranger Things direction very easily. I ran a few sessions of TftL, but just couldn’t quite get the groove, although the players seemed to like it.

Another than might count more for the material explored in the campaign would be Alien. I love the franchise but we’ve steered away from the alien body horror for the most part and focused on corporate intrigue and the horrors of synths replacing people, genetically-engineered critters for pets — from cute anime synths to gene-spliced sabertooth tiger “pets” and worse. Instead of looking to space for the truly awful, I’ve focused more on people.

Anyway — that’s about all I’ve got for this one. What are some “weird” games I’m missing out on?

This prompt again outs my shaky geek credentials. I know there are a lot of games that have tie-in novels, comics, movies, etc. There’s stuff for Dungeons & Dragons and other RPGs, but for the most part, I’m usually focused on my take on that particular property, so I don’t really tend to buy those things. That said — and this particular game keeps coming up — I did rather enjoy the run of DIE the comic, which was developed and published at the same time as the creative team were working on the RPG. The run of the comic is over, so you should be able to get a hold of these at your local comic store or via Comicology or Amazon, or whatever. I suggest the LCS — they probably are still reeling from shutting the planet down.

The comic follows the adventures of a group of friends who got together to play a mysterious new roleplaying game in the ’90s as high school students and subsequently got transported to an alternate world based on RPGs, Tolkein’s experiences in World War I, HG Wells’ fascination with wargaming, the writings of the Bronte kids, and of course, Lovecraft. (As one does…) This world is a 20-sided die, with each facet containing a world (although there’s more to it), and over two years, they existed there before finally escaping — minus the GM who was caught in this other world. They come back to their hometown 15 years later and when their friend’s blood-covered (and magic) d20 is delivered to them, they find themselves trying to decide if they should destroy it. Too late, they are pulled back into DIE, where as their characters, they must figure out what’s going on. The comic deals with the emotional and other issues of the players as they deal with a world that feeds on their emotions and actions — good, bad, or indifferent.

It’s pretty good and worth grabbing the four volumes of graphic novels.

The other obvious one is Dungeons & Dragons; Honor Among Thieves which was a surprisingly good, and just flat out fun! movie. I took my daughter to see it and about half way through realized it was the most fun I’d had at a movie in a long time. And the fat dragon — well done.

Otherwise, without that, I would have to go with one of the properties that a roleplaying game was based on — a sort of inverse tie-in — and then there are so many: Babylon 5, Alien, Star Trek, Star Wars, Firefly, Battlestar Galactica (the good one), and so on… If we’re allowing for that then the hands-down winner for me is Blade Runner. I saw the original in the theater opening night as a teen and was simply blown away by the look and feel, the moral ambiguity, and Rutger Hauer’s amazing performance. I know some purists prefer the original release, but I felt the “director’s cut” improved the movie dramatically by removing the quasi-happy ending, the listless narration, and the addition of the dream sequence that throws an awful lot into question — some of which the newer sequel dodged.

Something a lot of people seem to miss. Gaff makes origami figured to suit the personality of the replicant they are dealing with — the stick figure man for Leon, the unicorn for Deckard (if he is, indeed, a replicant)…and the chicken for Captain Bryant. For me, that one bit begs the question: how many people were actually replicants and didn’t know it? Never went off the reservation and lived out their short lives not knowing?

The Denis Villaneue sequel is excellent, and I think from a standpoint of story and pacing, character and acting, and hitting the emotional and moral elements of the original, it far surpasses the original. (But I could be full of shit.) That said, the world created by Ridley Scott was so unique at the time that it inspired a host of manga, anime, and science fiction films’ look. Ghost in the Shell and Akira owe much to Blade Runner, as do other sci-fi animes (and curiously, to two smaller films — Streets of Fire and the very strange Trouble in Mind (which has one of my all-time favorite villains, Hilly Blue, a gangster played by Divine [out of drag]).

So — tell me what I’m missing out there? Is there a tie-in I absolutely need to see/read?

This is probably unusual for most gamers, but I don’t really have a favorite set of dice. I’ll use pretty much whatever is at hand, and since I run a lot of the games using my laptop, I often just use a dice-rolling app like Dice by PCCalc on the MacBook Air. This app works well for me as you can set up strange sided dice, like d5s and d7s — which are useful if you play Lex Arcana with it’s strange dice mechanic. It allows for Fate dice, as well.

However, there is a new trend in games of having bits and bobs to go along with it — especially stuff on Kickstarter where stretch goals usually include some form of card deck and dice. Of those specialty dice, the ones from Broken Compass were pretty neat — with faces reading N, W, E, S, and a compass face. You don’t really need numbers in a game of (essentially) Yahtze, where you are looking for matches. The red and black ones from DIE are neat in that the highest face has a graphic representation of the type of die you’re using. The facehugger dice for Alien were cool, and helped craft a mood — but necessary? Not so much. I particularly liked the specialty dice for Avatar Legends, which have the sigils of the various elements on the 6 face.

Are any of these necessary? No — but they are fun and help set the mood.

This is a tough one. I’m perpetual GM for most of the games I’ve played, so I never have just one character; I get to play a bunch of them. Over time, there are a few that stood out, however:

There was the hill Martian that joined the crew of a cloudship in our Space:1889 game, and who became attached to the Texan gunslinger that was being played by one of the other gamers. A generally well rounded character that has a touch of the modern “strong female character” to her. she’d be more nuanced this time around.

There was Athena — the sentient starship from our early aughties Star Trek game, and who was fun for her frustrations with her crew. One of the Treknobabble things was FTL switching for their computers. I decided that she knew the answer to questions that would be asked…but causality meant she had to wait until the question was asked to respond. If they didn’t ask it, the answer would simply dissipate in her mind. She was protective and funny, with a snarky side.

There was the troll in our Rome-based D&D game that the current game group started in. Stupid, violent, but with a weird sense of honor and morals, he was convinced with a spectacular roll by the monk to stop their fight and listen to the word of God. In a later campaign with different characters a few decades later, he turned up as a lay priest in England, where his graps of the Bible and the Ten Commandments were horribly misunderstood and he went about grifting the local passersby using the bridge by his Church with massive tolls “for God.” He was probably one of the most popular with the gaming group.

Recently, I’m rather fond of our story mcGuffin in Alien, an android named Stella. An older model that’s had her mind moved from one body to another, and has possibly been witness to some really awful stuff. She was the android with the group in the original run of the Chariots of the Gods adventure that Free League put out (and I tweaked), and she has been the impetus for adventures for a few groups now. I’ve been trying to keep her in the vein of David from Prometheus — is she sentient? Isn’t she? Does she have real feelings or is it all artifice? Does it matter?

Weirdly, now that I’m playing a single character in Fallout…I don’t think it’s as interesting as the various ones I’ve had to cough up out of nowhere and breathe life into on the fly.

There’s a couple of ways this one can be taken: the smartest game (either run or the smartest players…) or the smartest setting/genre, or the smartest rules set…

I’ll go with the middle one first. The smartest game I’ve ever played was is probably the one we’re trying out now — DIE the RPG. The meta-quality of playing characters who are themselves dragged into a game and playing their characters isn’t a new idea, but the system and the setting are designed to play with the foibles and issues of the characters as the world of DIE seeks to “feed” on their hopes and desires, fears and pain. It’s also the first game to explicitly have the GM be a character/player in the game that I can think of — the world is crafted by that player’s issues. It’s an interesting aspect that can really be fun for the GM.

The smartest game as in the storyline, players’ actions, etc. has got to be the Battlestar Galactica campaign I ran for years. Running a game in an established property is tricky, especially one where the story is has already been told and has it’s own heroes — think Babylon 5, for instance, that was tricky to create a story that allowed the players to have real impact when Sheridan and the others are running around deciding the fate of the galaxy, of Star Wars — where you’re not going to get to destroy the Death Star or take out the emperor; or even Star Trek, to a point.

Does chess or Parcheesi or Go count? Probably not.

The oldest RPG I’ve played was pretty new at the time — the original Dungeons & Dragons boxed set. The one where you didn’t even have die, but had to cut out chits and shake them in a cup. The rules were fairly simple, especially compared to the encyclopedias you need now just to know all the bits your characters do.

The oldest game we still play is Space: 1889, although I’m running the old setting with the new, lite Broken Compass rules. The oldest rules set we used up until about 2010 was the James Bond:007 RPG. It’s still worth a look.

Well, a lot of the stuff that has come in recently was Kickstarter between last year and the end of 2020, so the RPG bought this year was Mödiphiüs’ Star Trek Adventures, reviewed here. I had run a Star Trek game a few years ago, but I used the old Decipher system that had powered our long-running campaign of the early aughties. (A friend was a Trekkie, Enterprise was showing, I figured why not?)

Fast forward to this year. One of the other players has been running Fallout for us (review here) and the 2d20 system that had been so damned awful in playtesting years ago, was much better laid out and explained than when we were trying to struggle through the unedited playtest material for John Carter. I had popped for the PDF of the game a few years back never intending to play it, but maybe mine it for ideas at some point. After playing in Fallout, I had a pretty good sense of how the system worked, and what rules were a bit to wargame-y and would get conveniently ignored in a Trek game.

So I bought the Corebook bundle (comes with the PDFs for pretty much all the books expect Lower Decks and the Klingon supplement), a GM screen (which comes with an excellent set of starship combat sheets to aid players in what they can do when the photons start flying), and the Discovery-period sourcebook (more for the Strange New Worlds ties.) The goal is a “season 2” of the campaign we played a while back, using the 2d20 engine.

This post will also cover the Most Recent Game Bought post for tomorrow.

This was long enough ago I honestly don’t quite remember. I’ve been playing — starting with the box set of Dungeons & Dragons I got from Hess’ department store in…’78? ’79? maybe? Long enough that it was “dungeon master”, not gamemaster. I know it took a long time to find someone who wanted to play. There was a distant cousin I wound up running the game for, and there was an older guy who was running D&D at the local library, but I don’t remember his name, but I remember he didn’t make it very exciting; it was very rules oriented.

Once I had an actually group of friends playing by 1980, we played a lot — and I was usually the GM’d. We cycled through a lot of games — all the TSR offerings, then hit on James Bond:007, which was my favorite system until about a decade ago. It’s still damned good.

In college, others would take over running games, but they usually would last a few episodes then hand it off to me because they were busy or just didn’t have the time.

The only one that really sticks is the redheaded giant dude, totally spectrum, who ran Dungeons & Dragons for the group for about most of a session before we started working on peeling out the good gamers for our own group. This guy was stunningly misogynistic — after going through his 80 page bible on his game world, he gave us our characters, making sure the singular female got the cleric…who was mute. Better yet, he made sure his wife was getting us drinks and food. He had played once at our place and while stretching, he knocked the glass light cover off the kitchen ceiling. Shatter. Did he offer to clean up? Nope — he expected my then-wife to.

Then there was the goth Christian who ran Call of Chthulu — more on him later…

I decided to hedge my bets on this one and give the first RPG played with my daughter, and with the gaming group, this year. That gives me a chance to talk about two games!

The first is the game I was playing with my daughter (and later the wife jumped in, as well): Aegean. This is a rules lite RPG set in ancient and mythic Greece. The players can be normal folks or demi-gods, and the there’s a couple of expansions that came along as stretch goals on the Kickstarter which ended way back in October of 2021, and which was supposed to be on backers’ doorsteps in Summer of 2022. Of course, between shutting the f***ing planet down and the attendant issues that caused, while the PDF has been in hand for a while, the printed materials (as of this writing) are still vaporware.

The system is simple — you have five attributes and fifteen of skills. To do something, add the appropriate skill and attribute and roll that number of ten-sided dice. Eights and above are successes, with 10 allowing you to activate a feat on your weapon, bank Resolve (their luck/story/hero point mechanic), give a success to a companion, or “invoke the fates”. It’s a pretty standard mechanic, especially for d6 games. It’s light, fast, and works. The character can embark on adventures from monster killing (a pretty common hero thing, even in Greek myth), to competing in contests at city games, to help to build up one’s polis — the city you are from. Players work together to create a basic polis and can get elected into the government.

Overall, the system is tight, there’s enough material to work with, and fans of the myths should be able to craft story arcs with ease. The production values, based off of the PDFs is very simple. Layouts are single column, block paragraph with easy to read typefaces. Art is at a minimum in the core book and teh follow-on Book of Heroes and Book of Empire — which I still haven’t had a chance to look through, as they came in which we were kicking the tires on other games systems at the time.

Aegean can still be pre-ordered at Kickstarter, and at DriveThruRPG. I should have gone with the print-on-demand version; proof for the print version were only spotted in April, so I’m expecting this to take another few months to see.

The other “first” for the game group was Free League’s Blade Runner. I love police procedurals and espionage adventures. Always did. Hell, they directed me into my former field of endeavor, before I got into teaching. Set in the rain-soaked, neon-lit, dystopian future of the movies, the game has the characters playing the eponymous police assassins. You can play a human or a replicant. I promptly ignored the need to be Rep-Detect and several of the characters are in other divisions of LAPD: a Robbery-Homicide detective (who caught the murder that started our campaign), a Special Investigations Service detective (they’ve got an…interesting history), and a pair of Blade Runners — an older experienced one with a dark secret, and a new Nexus 9.

The system is the Mutant Year Zero system, well the “2.0 version” I guess you might call it. Rather than rolling all d6s, the the characters roll between a d4 (really a d6 is the lowest for characters) up to a d12 depending on their attribute and their skill. A 6 or higher is a success, and a 10 or higher is a double success. (That sounds familiar…doesn’t it?) After having played Alien, where a wheelbarrow of die could seemingly not get you a success, this version of the MY0 engine (and which also powers Twilight:2000) seems to guarantee more consistent results for higher levels. It good enough I’ve been considering converting Alien over to the newer version — something Free League should seriously consider.

I’ve been enamored with the admitted-awful future of Blade Runner since I sat as a teen in the theater and watched it opening night. It still is a draw and I will admit this is the most I’ve enjoyed running a game since my five-year long epic Battlestar Galactica game ended.

Both games are good and worth a look. Aegean will set you back $25 on DriveThruRPG, Blade Runner more than that from Free League.

You see the memes on social media, you’ve heard the jokes about how — to be true to the experience of the game Dungeons & Dragons: Honor Among Theives should have ended about halfway through and the audience should have to wait through repeated re-schedulings to see the end. It’s funny. It’s also true.

Having been gaming for about 40 (man, I’m old!) years, one thing that has set my groups apart is that everyone usually commits to being there once a week. (Some groups, for a while, were meeting two to three times a week. We had no life.) That doesn’t mean that people canceled out for illness, or a special event, or what have you; but that the remainder of the group met to do something while that player was out. Sometimes it’s a board game night. Sometimes it’s movie night. Sometimes a cook-out or something social but not gaming. (Invite the significant others and family!)

So, I’ve been particularly lucky that this hobby has been a consistent and comforting norm throughout much of my life — even during my military service. International pandemic? Fuck that — it’s nerd night Thursday!

However, this summer has seen the steady encroachment of “other things” into nerd night. Work trips — unavoidable, yes; but there’s been a lot of them as every workplace seems to think they’ve got to “make up for time lost” wasting your time at conferences. Vacations — understandable. Vacationing over the last few years, unless you went to Florida (where the freedom is), was a bust. You want to make up for lost time. It got to the point where at least one of the group was out every single damned week of the summer.

We have a few techniques we use to get around the “X is gone this week” — someone else plays the missing person’s character if they are essential (or can’t just disappear for a time); the GM can run them although I’ve always found this can get tricky if the character gets killed (or you have to obviously fudge it); you can play a different game. We tend to rotate what we play on a semi-regular basis, so there’s usually a game and plot waiting where we can do a one-shot or add the missing player back in later.

Keep the momentum and the schedule going.

This is important for very simple human behavior reasons. Once something (or someone) slides out of a priority for a person, they tend to sideline it. As time goes on, it gets easier to replace that commitment with something or someone else novel. Eventually, you stop showing up. Friendships and hobbies, like any habit, survive on repetition. Break that chain and it’s harder and harder to weld it back together.

In our case, the last three to four months of vacation/work travel/illness has led to one of the core players — one that’s been consistent for 18 years (!) — to be out. A lot. The most recent call out is instructive. He’s off to GenCon last week, had work travel in the first week of August, but he was in this week…until a last minute call out to go to a concert. This is what I mean. Normally, it wouldn’t be a big deal, but after having screwed up the group and our scheduling most of the summer, this last minute call-out between call-outs is what I mean. It’s easier. Hey, come on, it’s no big deal; I’ve only canceled on you guys most of the summer.

And he’s right: it’s not a big deal. It’s a hobby, not a job…but it’s also friendships that have obviously become less important over time. The socializing outside of gaming for this one has been steadily on the decline to the point I still invite him and his significant other…but more to be polite. I know they’re not coming. (I’ve heard this a lot more from other friends talking about their interactions with their friends and families over the last three years. The global lockdowns destroyed a lot of people’s social lives.)

A few weeks before this last minute blow-off, I’d even asked if he wanted to quit or take a break (which is the same thing…) and was told “no, I’ve just been busy…” Well, we’re all busy. I work two jobs most of the year, am a parent with a spouse that needs attention, as well; and I have other friends and hobbies. I prioritize the game because I prioritize the people. I could go motorcycle or shoot with buddies. I could write more. I have a bunch of stuff to do, but I like my friends and this is our main (but not only) bond.

This is one of the reasons why game groups need to be friends. If you don’t see each other outside of the game — there’s really nothing there. Without that connection, things will inevitably draw a group apart. When you have that, the consistency flows; when you don’t…

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