I came across an interest blog post on the difficulties of science fiction (and especially cyberpunk) settings, the case in point being that they can lead to nihilistic behavior in characters that is hard to GM for as it can derail storylines or make planning challenges for the players moot. I found some of the arguments persuasive, as I’ve seen similar problems in these settings — both as a player and a gamemaster — but I also found that much of this was due to the style of the GM and campaign, as well as the type of players that were at the table.

Starting with the subject of cyberpunk settings. This was a genre which was influenced mostly by noir-style detective/crime fiction (by William Gibson’s own admission, much of his early stuff was built on the style of Elmore LEonard and others of his ilk.) These universes are almost universally oppressive — government and corporative entities hold tight sway over the population either through police might or economic serfdom. The characters were almost always down-and-out street dwellers or criminals (even the wealthy characters.) They were often just trying to thrive ans survive — a setting that is intrinsically nihilistic. That’s the draw. However, the characters often found their fight against these powers-that-be to mold their perceptions — they gain empathy for people (Case and Molly in Neuromancer), they get their impressions of success shattered (Sarah from Hardwired), even when they are part of the system they get screwed (Deckard and Rachel in Balde Runner.)

For a gamemaster to run a campaign of this nature, you have to either embrace being the bad guys or you have to have a very specific goal for the characters as players and the GM…beyond “I wnat to be a bad ass that doesn’t take shit from anyone.” The ways to do this are evidenced in the complaints about the genre in the above cited piece. Cyberpunk (0r Serenity, which he cites later) is an environment where you are always outgunned, outfoxed, outmanned, and ultimately, your fate is not your own. It’s a world of control — so high-powered weapons aren’t as common as you would like. They’re there, they’re expensive, and the people that deal in them aren’t too trusting of strangers — instead of simply toddling over to Guns R Us, you make finding big f’ing guns an episode itself. (I’ve done this often with espionage campaigns where the host agency doesn’t arm the characters in denied countries to avoid legal entanglements…when they need guns, they’ve got to find them on their own. Think the gun buying scene from Ronin…)

The cops have better guns. And more of them. Probably non-lethal stuff, too; use of the latter means your characters don’t die in a blaze of glory — they go to jail, get their cybernetics stripped out, whatever… Use GM fiat (but on the sly!) to reign the players in, if needed. Hit them in other places — family, friends, have their accounts hacked. Get creative.

Or…you work together to define the campaign. Serenity is one of those universes that isn’t “cyberpunk” but is criminal oriented, if you follow the tropes of the movie, and the TV show Firefly. The good guys are forced to crime by an unyielding, meddlesome government and their own intransigence to opt into a corrupt system. Make good guys gone bad, have their heartstrings pulled with jobs that go south ala The Train Job or that protect the “innocent” or powerless (Heart of Gold).

I would submit that science fiction is not unusual in these problems, and would refute the idea that it lends instantly to more powerfully equipped characters, as opposed to a fantasy game setting. Point of fact, I would suggest that the latter is much more individualistic and prone to violence, save where the critter you’re fighting is immune to the effects of your weapons, or can turn them against you. (If you have aliens in your sci-fi campaign, you can achieve the same effect. How many times in Star Trek are creatures immune to phasers but not physical damage…so where’s the damned .45s?) Sword-wielding adolescents out to slaughter scores of “monsters” (genocide? racism?) so they can pilfer their stuff — sounds like the same problem to me. In fact, it’s why I don’t like fantasy settings — well, that and they’re all derivative of the Tolkein with a twist syndrome to my eye.

I would suggest that the problem is 1) players with a power gamer mentality — where the play is a chance to self-actualize through violence, anti-social behavior, and a touch of narcissism. There’s a place for that at the right table and more power to ’em…just not mine. Players interested in role playing — in taking on a character with flaws, as well as big biceps and a sword — tend to be more interested in the storyline, in the characters they interact with. You have less of the power gamer’s direct action and more subtlety.

Example: I played in a poorly GM’d Shadowrun campaign that was the typical hack-n-slash players with big ass guns. They were loud, boorish, and had the same sense of invincibility problem mentioned in the other blog. I decided to play a professional elven Irish terrorist. We were supposed to rob a bank for some reasons (it’s been 17 years since this…) and the boys wanted to do the usual big gun bash. I convinced people to do it quick, surgical, and with as little violence as possible…why? To not only do the job, but get away with it Scot-free. The change of style this brought to the game lessened the fighting, but increased the role playing, character cooperation, planning, subtly. And it was fun.

2) Campaigns that don’t have some kind of story arc — even a vague one — are prone to drift in a way that makes them difficult to plan for, and to keep the players on track or even interested. I’ve found that my best campaigns always had some sort of Omega point that the characters were aiming for. Sometimes, once reached, you could throw them another target; sometimes that was the end of the game.

For example, several long-running Star Trek campaigns grew out of what was to be a mini-campaign…but I had a clear vision of the universe where machine intelligence like Data was becoming more commonplace, and the slow decay of the Federation society through sloth brought about by generations of people not working for a living and spending all their time in adult education classes (Ever notice that, besides Starfleet and the occasional sicentist, everyone in the TNG and after universe were mostly artists?) The machines were taking over and trying to save the biological creatures by reintroducing artificial scarcity and other reasons for people to strive. Each campaign was a piece of that storyline with a different set of characters involved in some way.

Babylon 5 was even more direct: they were part of another group fighting the Shadows during the war. When the war ended, the campaign fizzled. My Serenity campaign was running well until they had effectively slipped the bonds of the Alliance and their yakuza opponents. Interest in the campaign died off after that.

I would suggest that sci-fi isn’t the problem when it comes to nihilistic behavior in a game. It’s the parameters of the game and the type of players/characters that are inhabiting it.

It looks like these guys might have actually read and understood the Edgar Rice Burroughs books…

Over at Nevermet Press, the boys are having their latest RPG Blog Carnival. The topic was supposed to be Technology and Your Game Table, but they thought that would be boring. So instead, they went with the terrible “What Makes a Roleplaying Game Bad Ass?”

“What, in your view, is the most Bad Ass game out — or ever!? What tweaks, mods, fixes have you houseruled to make your favorite games even more bad ass?Why is Savage Worlds so much more Bad Ass than [insert the rest]? =P And last, but not least, remember the last time you were explaining some new mechanic or story plot point to another gamer and they just simply said “Oh, that’s just Bad Ass!” What was it that was so Bad Ass?!”

I think any game that does the job of helping the players have fun and the GM tell a story (or for those that like the more distributed storytelling — like Primetime Adventures — everyone tell a story) is “bad ass” (read: effective.) Some settings lend themselves to the sobriquet than others — espionage games, superheroes, pulp action… Whatever floats your boat.

For me, the most effective system I’ve used for espionage/modern action is the old James Bond:007 rules set, as evidenced by the support it gets on the website. I’m rather partial to Cortex for its simplicity, but the surprisingly amount of crunch it has; the mechanics just seem to work for me. It’s similar to Savage Worlds but I think it’s more streamlined.

FATE seems like, in the right hands, it could be very cool…those hand just aren’t mine, so that also leaves out Cortex Plus (aka Leverage and the execrable Smallville.) Otherwise, there’s no system that is “bad ass” to me.

Settings are where the “bad ass” moniker is more appropriate. Hollow Earth Expedition is bad ass: Naxis, dinosaurs, and a hollow freakin’ Earth! Space: 1889 is bad ass: Victorian steam powered sci fi on Mars!

What really makes an RPG bad ass is good players, characters, and the fun of doing things you wish you could in real life. It’s getting together with friends on a regular basis and throwing life aside for a few hours a week.

On the original topic: I’ve found the iPad to be an indispensable tool for running a game. I can use Dropbox to transfer files, game book pdfs are in iBooks. Diceshaker for rolling for NPCs, Google Maps for setting information in the latest espionage adventure (set in Ciudad del Este), Penultimate to draw maps, etc,.; hit the internet to call up a picture of a type of car or gun, or snag info from a wiki online. The battery lasts 10 hours, wifi+3G means you can usually get onto the net if needed, the screen is big enough for the players to see maps, pictures, etc.

This adventure is set before the Fall of the Colonies, and was designed to muddy the spiritual and narrative waters in my campaign.

The characters can be scientists, Colonial military, Colonial Marshals or Security Service, or Sagittaron terrorists or police.

The premise: a scientific expedition on Sagittaron is working on a find that some spelunkers found outside of Petra, a bustling city not too far from the captial of Tawa. The cavers had been exploring a section of complex caves in the hills outside of town and not only found human remains, but indications of an underground city. The scientists can be part of an archeological expedition sent to examine the find, following the initial assessment that has rocked Colonial science and religious circles — what was found is the remains of a modern city — the honeycombs of the caverns are the interiors of buildings reclaimed by rock over time, but still sporting the advanced metalurgy of modern day.  More intriguing, there are indications of the photographic shadowing of a nuclear flash. There are skeletons from an era ago… and the carbon dating puts the place at 100,000 years prior to colonization! It predates the Exodus from Kobol — how is this possible?

 

The Sagittarons (and other religious groups) see this as a threat to the literal truth of the Sacred Scrolls and want the dig shut down. If playing the Sagittarons, they are part of the Sagittaron Freedom Movement or the Servants of Kobol, a radical splinter group. Their mission: take the scientists hostage and force the Sagittaron government to invoke their anti-blasphemy laws to evict the expedition from the planet and force the Colonial government to suppress the findings.

If Colonial police or military, your mision is to rescue the scientists by negotiation or a raid — tricky as the find is underground in a complex series of caves. They will be able to get help from one of the spelunkers (a Leoben, here for his own spiritual reasons…) Put a clock on the mission to push the action.

The point to this is to play off of the “all of this has happened before, and all of it will happen again” mantra of the series…but is this the same retelling of the great cycle as in the show? Could it be that the story of Earth, Kobol, and the Colonies is more complex? Did the people of Earth (either one) settle Kobol and create the Gods – maybe Cylons? — who then created their own artificial life (the Colonials), who then run to the Colonies only to be destroy time and time again?

Key point: do not answer their questions…leave it mysterious and build on it. Maybe there are other iterations of the colonies, Earth, Kobol out there, or do they cycle through the only habitable real estate inteh galaxy over and over again..?

First, have a network upgrade that drops customers’ phones on a regular basis so they have to go get their SIM cards reprogrammed or have the phone refresh the towers it’s looking for. Second, a month later, when the same issue recurs frequently — dropped calls, calls that don’t connect — inform the customer that “according to your contract, we’re not responsible for dropped calls in a building”. You know…like my house. Three, don’t bother to even try to find a way to satisfy the customer other than “buy a new phone…”

So I’m locked into a contract for this? Answer? No. I already made arrangements to go to Virgin Mobile. If I’m going to get crap service, I only want to pay $25 for it.

I’m going Browncoat on just about everything I can, these days — politics, economics, publishing, and my phone…it’s my money and vote they want. Time to earn it.

Here’s a character I put together for a Savage Worlds campaign that I’m hoping might continue to fly…it was my first time playing SW and I found the mechanics a bit curious and the initiative bolted on (a legacy from Deadlands, I understand…) The name was ripped off from a quip on Red Eye a few years back — the name just stuck, for some reason. Without further ado:

Trapp Sommers is the son of former Colonel, now Congressman, Stone Sommers of Cape May, New Jersey. He was born on 9 September, 1900 in Moab, Utah — where the family was living at the time. As a boy, his family lived in the El Paso region of Texas and near Nogales, Arizona, where his father was a United States Army officer fighting Mexican gangsters and the occasional Apache miscreant.

His father was an American advisor to the British government in 1914, working with Herbert Hoover on his efforts to evacuate Americans from Europe after the start of hostilities. Trapp was scheduled to attend Princeton in 1917 but instead lit out to France, where he lied about his age to join the Lafayette Escadrille unit of aviators, fighting the Germans. When the American flyers were rolled into the 103rd Aero Squadron of the US Army, where he was commissioned a 1st lieutenant.

Lt. Sommers was part of the US AAC airship training mission to England from 1918-1920, before returning to the United States. He served as a flight officer out of Lakehurst, New Jersey and attended Princeton in his spare time, until his decommissioning in 1922. He studied the law and graduated in the bottom half of his class from Princeton in 1924. He never took the bar exam, instead choosing to become a contract pilot for Pan Am from 1925-28, scouting new flight routes for the airline. He bought a Sikorsky S-38 flying boat in early 1929 after being accepted into the Explorer’s Club and has been working as a contract pilot for various African and South American expeditions, as well as continuing to map new routes for Pan Am and TWA.

Trapp is a brash and manly fellow, known for acting impulsively, but underneath it all he has a heart of gold, always trying to help the “little guy” (and gain some fame and fortune in the process.) His wealth comes from a Mexican gold mine he discovered and invested in in 1928, and several major archeological finds (some call it “tomb raiding”) have provided him with a very comfortable lifestyle, despite the Depression. He often works with US Army Intelligence. (I picture him as looking quite a bit like Clark Gable.)

ATTRIBUTES & SKILLS: 

AGILITY d8, Boating d4, Driving d6, Fighting d6, Piloting d8, Shooting d6, Throwing d4

SMARTS d6, Notice d4, Repair d4, Streetwise d4, Survival d4

SPIRIT d8, Guts d6, Persuasion d6

STRENGTH d6

VIGOR d6

Pace: 6”   Parry: 4   Toughness: 4 (5)   Charisma: 0

Languages: English, French, Spanish

Hindrances: Heroic

Advantages: Ace: +2 vehicles tests; Command: +1 to overcome shaken in followers; 1 Contact/adventure session; Rich: 3x starting

Weapons: S&W M1917 .45 Revolver 2d6+1 damage; Thompson M1928A1 .45 2d6+1 dam AUTO

Vehicle: Sikorsky S-38 Seaplane (seats 10 passengers)

 

A little something for the lady players…

Female Armor Sucks (sorry, no embed for WordPress…)

Kel-Tec is a small firearms company in florida that does excellent polymer handguns that are cheap, small, and very light. (Also, others have described their products as being the Saabs of the gun world — you either get the best gun you’ll ever own, or a nightmare that goes back to the company repeatedly….my experience has been exclusively the first.) Now they’re building a bullpup, 14-shot 12-gauge shotgun that features two side by side tube magazines. Finish off one mag, you flip a small switch at the front of the feed area under the gun to the next one. Recoil is manageable and with a foregrip on the pump, it’s very controllable.

KEL-TEC KSG 12 GAUGE SHOTGUN

PM: 0   S/R: 2   AMMO: 14   DC: H   CLOS: 0-9 LONG: 25-40   CON: n/a   JAM: 98+   DR: -2   RL: 5

GM Information: When swapping one mag to the other, the character must make a EF5 DEX test to switch to the new 7-round magazine.

The United States Marine Corps is swapping out their M249 SAWs for the new M27 Infantry Automatic Rifle. It’s a gas piston driven 5.56mm NATO M4 similar to the FN SCAR and the H&K 416 (which this is based on.) Other than the piston drive  — which makes the weapon much easier to maintain and more resistant to heat, dirt, and other fouling — and full-auto rather than a 3-round burst function, it’s the same gun. The USMC is using both 30 round standard magazines and the 100 round Beta-C double drum.

PM: 0   S/R: 2/10   AMMO: 30/100   DC: I/L   CLOS: 0-15   MAX: 40-70   CON: n/a   JAM: 98+   DR: 3   RL: 2

GM Information: The M27 JAM is 99 for single fire.

Q Evaluation: The M27 represents the latest and best evolution of the M16/M4/AR15 platform, with a much more robust action (the gas piston similar to the AK-47) coupled with the accuracy of the 5.56mm round. There is some concern that this weapon represents a reduction in the firepower for a marine squad in comparison to having an M249 in the squad, but that is debatable.