It happens — one of your players who is integral to the plot that night doesn’t show up. Or you have a handful that are unreliable, or there’s a period of time that players get flaky on showing up (for us, it’s usually late summer when one that works in the movie industry is usually on set and another is doing the convention rounds; or it’s the holiday season.) So what do you do?

There’s the usual stuff — don’t play ’til you have the necessary folks for the adventure, have someone run/roll for the missing characters (this is my usual MO), play a board game or pick up game instead. One of the threads over at Gnome Stew had the idea of running a game or series of gmaes con-style — one shots that don’t require a lot of planning or character work.

Think of it as a sort of James Bond style game: You know the hero is going to be a certain way — we don’t have to delve into his weaknesses beyond the most basic — he’s a sucker for dames, his lovers don’t get past the end of the film, he’s relentless to bad guys. The Bond girls — there’s a femme fatale, one or two love interests that make themselves useful in some manner. There’s usually a local sidekick (Felix Leiter, Matthis, Tiger Tanaka, whoever…) The bad guys are fairy simple and have a nefarious plan. Come up with a few action sequences to string the exposition into. Go.

For the GM, think of it as writing a movie, rather than a series or series of books. There doesn’t have to be a lot of backstory, just enough to do the job. (Think Raiders of the Lost Ark — Indy’s really not a well-defined guy: he’s a cruise missile that goes after his prize without hesitation. He’s scared of snakes. He’s got a nemesis that usually bests him [Belloq]. He’s an eminent archeologist with friends all over the world to help him. He likes to use a whip and loves Marion. Done. Go.)

In this style, the GM writes up characters to fit the plot and has a basic notion of what’s going on. The James Bond system had a nice random mission generator in the For Your Eyes Only splatbook, and I’m sure other game genres have something similar. Keep it simple and keep it fast. One idea could be randomly giving characters to the players. I thought that using a system like Leverage or FATE where you could craft up archetypal characters for the genre and just let the players fill in the necessary bits of development on the fly might be conducive to this style of play.

Say, a fantasy game: You’ve got the main hero(ine) and their sidekick (a thief, usually, in the fantasy movies), and maybe the old wizard/sorceress to aid with esoteric knowledge exposition and handling magically stuff. Fill in the blanks — is the lead a bruiser like Red Sonja or Conan, a bit more trickster with animal friends like the Beastmaster, a wet-behind the ears but game for anything type like Perseus or Hercules? (Or Luke Skywalker, for that matter…)

Mix and match tropes, kill some stuff, a chase scene, big showdown with the bad guy that honked your team off for whatever reason…that’s a quick night or two’s play.

Most of us know the name Hanoi Shan from quips in Buckaroo Banzai, but he was a character in the novels (allegedly based on real criminal cases) of H Ashton-Wolfe, a writer in the late 1920s/early 1930s. Hanoi Shan was based on the classic Yellow Peril villain Fu Manchu of Sax Rohmer, and only turned up in a handful of stories.

Coming up in our Shanghai-based Hollow Earth Expedition campaign is an encounter with the nefarious Hanoi Shan, who is based heavily on Ashton-Wolfe’s character, but with a liberal helping of Fu Manchu on top.

HANOI SHAN (aka An Loi Shan)

Thought to be, if not the head, then one of the leaders of the Silk Mountain Triad in French Indochina and southern China, Hanoi Shan was once a highly respected man of science. Indeed, this doctor and philosopher had trained at the Sorbonne and was a native colonial superintendent for the French in his native Annam, based in Hanoi. He is rumored to have always had shady connections with the triads, but after a hunting accident that had left him in a coma for months, Shan’s personality changed. He became bitter, angry, and a fervent anti-colonialist. (There are those that think he was always so, and that his support for insurgents in northern Indochina led the French to attempt to kill him…hence the “accident.”)

He is a master of chemistry and medical science, fusing the modern Western science with ancient Chinese philosophy and alchemy — the result is terrifying. While his gang members use guns, bombs, and the usual assortment of hand weapons to do their job, the Silk Mountain is most dangerous when Shan employs his scientific knowledge and deadly female assassins to poison his victims, be it to addle their minds or kill them altogether. Recently, he has gotten more and more ambitious, linking with other anti-colonial forces from the Kuomintang to the communists in preparation to open a new and vicious war on those that hold the East captive!

Shan is a tall, elegant gentleman who looks to be in his 50s — although his followers subscribe to the legend that he is muh, much older thanks to his alchemical knowledge. He is well-educated, stunningly intelligent, and terribly polite. He is rumored to have studied in Tibet hypnotism and has the power to cloud men’s minds. He dresses in fine Chinese attire, and usually has metal “claws” on his fingers (possibly poison delivering.)

Body: 2   Dexterity: 2   Strength: 2   Charisma: 3   Intelligence: 5   Willpower: 4

Size: 0   Move: 4   Perception: 9   Initiative: 7     Defense: 4     Stun: 4     Health: 6     Style: 4

Resources & Traits: Calculated Attack, Kung Fu (uses his knowledge of accupressure to use INT as base), Contacts 2: French colonial government, anti-colonial movements; Diehard, Intelligent, Iron Will, Psychic Ability (Cloaking); Rank 4 (Silk Mountain Triad); Skill Mastery, Academics & Science; Weird Science, Chemistry

Flaws: Criminal, Callous, Obsession

Languages: Vietnamese & French (native), Cantonese, English, German, Mandarin, Spanish, Tagalog, Tibetan

Skills: Academics 2/7, Athletics 2/4, Bureaucracy 2/7, Con 2/5, Craft, Chemistry 3/8, Diplomacy 2/5, Drive 2/4, Firearms 1/3, Gambling 1/6, Intimidation (Torture) 3/6, Investigation 1/6, Kung Fu 2/7, Linguistics 3/8, Medicine 3/8, Melee 2/4, Ride 1/3, Science 3/8, Stealth 2/4, Streetwise 2/5, Survival 1/6, Warfare 1/6

For our Hollow Earth Expedition campaign, I decided to do some serious fan servicing in the creation of the “Sky Rats”, or the Foreign Volunteer Force aiding China against the Japanese. This is pre-Flying Tigers, mind you. It’s a hodge-podge of characters that work under the self-styled Colonel Trapp Sommers, a Clark Gable-esque American adventurer who is a bit rougharound the edges, but whose heart is in the right place; and Squadron Commander Joseph “Sky Captain” Sullivan — if you’ve seen the movie, you know who I mean.

Rounding out the FVF are a few characters from various movies and TV shows, as well as some homebrew ones (stats to follow…)

There’s LT Jake Cutter, former AA ball player recruited from his work flying for Pan Am and his drunken friend and mechanic Corky. And of course, his one-eyed dog, Jack. Rounding out the Sky Captain angle is Dexter Dearborn, the chief mechanic and tinkerer for the group, and the recently arrived in China Francesca “Frankie” Cooke, an adventuress fresh from India.

Other characters that haven’t been fleshed out yet include “Injun Joe” Malloy, a supposedly half Comanche, half Irish (really, all America mutt) warrior from Oklahoma (that much is true); Alan “Tommy” Gunn, a former RAF pilot who isn’t half the stick he brags of being; “Blackie” Washington, a black pilot from Mississippi who has been roaming the world flying and fighting for the underdog; Ling Wu, the first Chinese woman to fly combat missions (there was an actual female Chinese Air Force pilot about this time…) and — of course — karate ass-kicker.

Okay, I finally decided to take a chance and try to upgrade my iPad 2 to iOS 5 last week, after the disastrous first attempt. It finally went through, with no issues. So here’s what I’ve found: it’s a solid update, but it’s not going to change your life, bring you wealth and happiness, nor cause the stars to align and give us world peace, like most fanboys would have you think.

The bad: You don’t get Siri on the iPad. But then you’re not clogging the internet with useless questions to impress your friends with how Siri can do whatever. Also, iPhone users are seeing serious battery life issues thanks to iCloud synching, which drains your battery a whole hell of a lot faster than Flash ever did. One of the other culprits in this is the crap-laden Newstand app, which loads your machine up with publication specific apps (some were offered free — but not any issues…jus the app) which also ping the web regularly. You can’t delete newstand if you want to, nor hide it (easily) in a folder. It’s crap.

Also, if you have a first-generation iPad, it won’t do multitouch, as it will on iPad 2.

The good: You can use the dictionary function pretty much anywhere on the machine now. The notification center is nicer, less intrusive, but I’ve found mail doesn’t push to it particularly well. The iCloud synch for calendars and contacts is useful. I wouldn’t synch much else unless you want to have a machine that runs for 2 hours.

The really good: the Twitter integration is superb! Also, while it’s not really iOS specific, the Facebook app is near seamless. The ability to undock your keyboard and have it split for thumb use I thought would be useless — it’s not. It’s fantastically easy to type with.

The outstanding: Best of all, you’re off the iTunes synch if you dont’ want to. The iPad is now a stand-alone device. I tried wireless synching and while it takes a while, you can still use the device without issue. A top-notch improvement over the earlier iterations of iOS.

Since I run almost nothing through the iCLoud or iTunes wifi synch, I’ve had no battery issues, and have actually seen a slight improvement (I think) in battery life — about 1:10 hours/10% of battery. As said, I like the improvements to the keyboard, the wireless upgrades and synching, and find the device to be even more useful that before. I think my next experiment will be to see if I can type more comfortably over time with it that I could before. I find trying to do long manuscript work with the iPad can get tedious, and still prefer a physical keyboard.

Yup… Head on over to dorkly.com to see more like this.

I’ve been trying to upgrade my iPad2 since about 1100 my time. I purposefully downloaded the package rather than try a straight download and install on the off chance they would have issues with a product they’ve been hyping all year. A good call…

The Apple servers are slammed because every bloody iDevice out there is trying to upgrade, and worse — you have to go through the cowpat that is iTunes to do it. So after waiting through the glacial backup process for the iPad, I’m running into an “inner error” — that’s the verification server failing to recognize you. Worse for an iPad user: you have to wade through the backup process every damned time you make the effort to upgrade; you have to wait an hour just to get told “sorry, pal!” by the Wizards of Cupertino.

A magical device and a great customer experience, indeed.

We finished the Supernatural pilot tonight. Overall, the game went well — the first night was a blend of humor and creepy, the second night was more of a setup/investigation night, the last a wild, almost pulp-style series of action sequences in and around Central Park.

The characters were having some trouble, as by this time, they’d been up for almost 24 hours and fatigue was making them sloppy. The apprentice priest got slapped around by one of the werewolves and knocked cold (the player was out tonight), the former FBI man got knocked about and found out the hard way his 10mm S&W 1076 wasn’t doing much to the hairy buggers. They had a chase and showdown in Central Park in the pre-dawn hours, then tracked “Werewolf 0” — the one that started it all — to a pump house along the reservoir and captured him just as the sun came up and turned him human, then exorcised him.

The players responded that they had all enjoyed the game and were interested in doing more, so that’s a successful night, I think… Going to have to work on the creepy and the darker tones of the setting — we’re a humorous lot and that occasionally overwhelms the horror aspect.

To those who have been purchasing my books on Kindle and Amazon. I truly appreciate the support. Sales of Perseus have been best in the US, Cawnpore — as expected — is selling better in the UK. The big surprise has been the sales on The Reluctant Imperialist — all about the same time, late August; I’m wondering if someone is using it as an assigned text?

I would love it if those who have bought and read could give a review at the Amazon Kindle pages for the respective books. It’ll help sales, and give me an idea of what I did right/wrong in these works. With work on Cubicle 7’s Marvels of Science and Industry for their Victoriana RPG line out of the way, I’m hoping to publish a modern western/murder mystery set in New Mexico, and a post-apocalyptic novel sometime in the next year, if the dissertation permits.

Once again, thanks!

The third night of our Supernatural campaign closed well. Although I’m not wholly satisfied with it, the players seem to be enjoying it. The horror aspect got a bit lost in this one thanks to a few very amusing NPCs they had to deal with, but they also had their first run ins with “bad guys.”

Taking up where we left off, the team is interviewing the victims of the “killer” (werewolves, they think) — one of the first two is highly suspicious; they think she might remember her transformation and actions. The other (her boyfriend) is less so. Both are professors at NYU where a few attacks happened; the woman lives in Flushing, where another attack survivor described the assailant as female. They interview that last survivor in the hospital. Hilarity ensued.

They finally found one of the first victims, who thinks he killed his girlfriend in their apartment, but can’t remember…he also has had blackouts and woken up bloody.

The players have been enthusiastically researching the subject and found that there were old exorcism rites for lycanthropy…so they decide, with the full moon in the offing, to give it a try, first with the hospitalized victim. She gets violent and starts to turn, threw a few characters around, but they succeeded. They tried it on the first victim who thinks he’s a murderer with success. Their souls are saved…not the former FBI agent (working as an inspector for the Bureau on this, thanks to their being understaffed for the 9/11 threat response), has him arrested.

The female professor that might remember her transformation is in the wind, but they find blood in her drain trap. (DNA’s not back as of the end of the session, but it will be the hospitalized victim, giving Parkes [FBI guy] another murder suspect)…they ended with them attempting to locate the professor in the middle of the night with the full moon due to rise very soon.

Overall, the team is gelling, the players seem happy with the game, but I need to work on darkening the flavor a bit. i think more atmospheric description and a bit more reliance on traditional “horror movie” tricks to build suspense might be in order. Still really want a subway foot chase that ends up in the 9/11 memorial space.