Roleplaying Games


I don’t tend to use modules and campaign guides to run them, but to mine them for ideas. I’ve never run one without tearing it apart and modifying it for the players/characters/campaign we’re playing. However, when we were kicking the tires on Alien a few years ago, I wound up using the Chariot of the Gods adventure to try and lure the group in and kickstart a campaign. The players wrote up their own characters instead of using provided ones. The premise was simple — a missing Weyland-Yutani ship, Cronus, is discovered by a group of salvage operators who find the science module/lifeboat is missing and most of the crew gone, save for a few in hypersleep. The ship is almost dead and they have to get it fired back up. After the crew gets wakened, the requisite horrible stuff starts happening. There’s a third act where a competitor ship shows up, but I ditched that as we got to the end and the characters did some clever things to survive aboard Cronus long enough to go into hypersleep with the ship supposedly on course for the nearest port.

It’s a good adventure and well written, as is the “sequel” a campaign instead of a one-shot “cinematic” adventure — Destroyer of Worlds. The adventure takes place on a colony world on the edge of American space. There’s the the UPP — the setting’s “commies”, if you will, invading because of a secret lab producing the bioweapons. The characters are looking for some deserters from the colonial marines and things, as one might expect, go pear-shaped. The setting of the colony is extensively presented and I wouldn’t mind running a few adventures on the world before the events of DoW. It wound up giving me ideas for creating and running the colony world that some of the players’ characters have landed on after a hit job in Tokyo went bad and they had to run for it.

So while I don’t tend to run published adventures very often, I do find them useful for inspiration or finding material to use. If you’re a new GM, however, they can be a real lifesaver — cutting the prep time down, allowing you to often hit all the rules mechanics for players to learn, and reducing the intimidation factor that running a new game for a group of people can inspire.

This year’s RPGaDay is really exposing my lack of dork. I’ve only been to two conventions in my life. One was back in the ’80s in Philadelphia where I met some cool folks and had to leave early due to food poisoning. The other was a sci-fi and comic convention in Albuquerque about five years ago, and I went to that one to support a friend that was having a time of it and just wanted to go have fun.

I think my favorite purchase was the P90 airsoft gun I found for him to go with his Stargate (Atlantis, if i recall) costume. It wasn’t for me — I wanted him to have a good time and the $100 or so was worth it. I think I bought myself an Eaglemoss Akira-class starship model (one of the wee ones…) The convention was also good for the fee pics he got to take with various actors because i was making a joke of him posing with all these cosplayers — I would take a picture of the person, but only his elbow, arm, small bit would be in frame. (Yes, there was also a proper one with him in the shot.) It was so well received that the actor from Voyager (Garret Wang?), the bad guy/kid from Karate Kid, and a bunch of other guests took pics with him for free to be in on the joke. (They got tipped well — they’re not working for free.)

Sadly, we’re not friends anymore.

I guess someone needs to convince me to go to a convention.

This one’s easy. It’s also a tale of how some folks take gaming way too seriously.

Early ’90s. I had just moved back to my hometown in Pennsylvania and couldn’t find a group. I wound up introducing a regular customer that hung out at the gas station I was working nights at to gaming. I was running Space:1889 using the old GDW rules and the Cloudships and Gunboats minis for the ship combat. A few sessions ensued, a few more folks from the local college joined in.

In an epic battle between the heroes, who had been stranded at a British frontier station on Mars after the cloudship was damaged in a fight, they found themselves pitted against a large force of Martians from a local “empire”. They were fighting to get back to the station after an unsuccessful foray, and running out of ammunition and support, they needed to withdraw. But not this guy. While shouting that he would bring down the might of the British empire (or some such), he charged alone into a horde of baddies.

And died really quickly and ignominiously.

This was done even after the classic GM letting you know you’re idea is truly stupid — “You sure about that?” It was also the way he played the character that made this more comic than tragic or even brave. Afterward, he let me know that he felt the other players weren’t giving Sir Diesalot his appropriate due and that he had a dream where the character had “haunted him” over their lack of respect.

So, he was out of the group quickety-quick. That’s a bit too much lack of reality for me, and honestly, gaming was probably not the healthiest pastime for him, it would appear.

This guy and the “ninja” from my time in Philadelphia are two of the reasons that I vet gamers in a neutral area (you don’t get my address until I know you’re not a kook) and we’re pretty fussy about newcomers.

There’s a few I wouldn’t mind playing, and some that had incredible longevity in our various iterations of the game group. From 1983 until about 2010, I regularly would run James Bond:007, and from 1989 until a few days ago, I ran a Space:1889 game — although I stopped using the GDW mechanics pretty early. We tried FUDGE (the original FATE), settled on Castle Falkenstein (with heavy modifications) to power it through the 1990s and 2000s until it rolled off the game rotation in favor of Hollow Earth Expedition.

So what do we still play? Dungeons & Dragons has recently rejoined the rotation with the latest game group. I hadn’t played it since our big campaign in high school that ended wonderfully. That was Advanced D&D and I didn’t play it again, save for one disastrous game night with a horrorshow of a person running, until 2016 when I coaxed a few old friends back into gaming by doing a Rome-based D&D campaign. Old West End Games’ Star Wars got trotted out for a bit a few years ago, as did the old Decipher Star Trek system.

Setting-wise, however, the big boy is Space:1889 — it was the game that got me into Victorian history (mostly because I wanted verisimilitude in the game world) and eventually led me into history as a field of study. I’ve been running it for my daughter recently, and she loves the setting. However, to drive the game, I’m using the Broken Compass rules. They’re clean, quick, and for a pre-teen that’s the ticket to getting through a “mission” or “adventure” in a night or two.

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.

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