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 Trying to get back in the habit of this. 

1) _Trail of Cthulhu_ by Kenneth Hite: This was very good - a clear but complex discussion of the Mythos, a solid setting shift from the 20's to the 30s to differentiate it from _Call_ and a nice introduction to the Gumshoe mechanic. I obviously need to run a one or two shot game in the near future to wrap my brain around the resource management aspects of the mechanics, but the Gumshoe system plays nicely into my genre-drive narrativist GMing style. 

2) _Happy Every After_ by Nora Roberts: This is the 4th book in the 'bride quartet' and I'd read nos 1 and 3 last year in the pre-and-post baby haze. Romance isn't my favorite genre but I have to give Roberts props - she's been doing this for 30 years and she's got her craft down. The series as a whole avoids some of the insane aspects of the genre in that the manditory bumps in the road to true love all make sense within the characters she's crafted, and when people are acting stupid they generally either know it and are working to get over it or realize it and resolve it quickly. This book has an advantage in that the the couple did not include one character who had secretly been in love with the other for years - instead they'd met 10 months ago, hung out for a few months, dated for a few months and got engaged. a quick romance, but refreshingly normal. 

3) _Naked Heat_ by "Richard Castle": Rachel and I are fans of the TV show _Castle_, which has the premise of bestselling crime novelist Richard Castle tagging along with NYPD detective Kate Beckett to get inspiration for his series of novels about his new heroine, 'Nikki Heat'. So naturally ABC is releasing some ghost written _Heat_ novels to capitalize on the show's success. In the _Heat_ novels Nikki is followed around by superstar journalist Jameson Rook for a series of articles on her. While this allows the dynamic of the book to match the dynamic of the show without actually being a novel about Castle and Beckett, it does make me wish that they'd release the Jameson Rook stories about Nikki heat so the writers could grab their own navels and yank themselves into the 11th dimension.

Alas, while the book is amusing it's also a muddled mess. _Naked Heat_ contains scenes/elements/characters of virtually every episode of _Castle_'s 2nd season, which plays nicely to the conceit of the show but makes the book too overstuffed with disparate elements. I don't mind the idea - it's cute and popcorny - but the execution is overdone in a way that other TV tie-in books aren't.
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About how Gmail makes me see way more gaming in the world than there is, I found myself rather perturbed by a recent Newseek article on the evolution of Vampire portrayals in modern culture (culminating with Edward the vamp who is so chaste and good that he even insists his virginal human girlfriend wear buckle up her seat belt - no 1970's LeStat hedonist he!). While it had some interesting points it managed to completely skip the entire 1990's Vampire the Masquerade Goth-Punk scene, the existence of which surely had an impact on the current Vamp portrayals. Apparently gaming is still way too under the radar (or history is easily forgotten, take your pick).

On a similar note, we've been having a few discussion threads in A&E regarding genre tropes, specifically around Horror, and how games need to break away from the cliches now in order to engage the players - Dead Man Stop, the C0C5E sample adventure is apparently a yawner because it's just a run of the mill, Nyarlythotep backed animated dead horror. When exactly did that become run of the mill (not that I doubt that it is)? And is it still run of the mill in the larger culture? Would people who never played an RPG or COC before have the same response it it, or is it because gamers have gotten bored with the "same old thing". (As a counter, Dig To Victory, a COC scenario set in the trenches of WWI, is apparently creepy as all hell, likely because it's not the sort of thing you see every day.)
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No, not the Muppets. [livejournal.com profile] netcurmudgeon ran session 4 of 6 in his Space Marshals game today, which spurred some game theory thoughts (not to mention being a crackin' good time).
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The PCs are part of the crew of 5 on an lunar shuttle, heading in to replace half the crew of the MoonsEye Observatory, a joint scientific/military venture constructed 5 years ago to, among other things, keep an eye out for potential collision course asteroids. The observatory and radio-telescope make other searches as well, as do the scientists experimenting in low gravity, highly isolated environments or mining deeper into the lunar rock.

Oddly enough both of the Trojan Point satellites that help MoonsEye maintain communication with Earth are down, so the shuttle has to drop the crew off and go to repair one before it can come back and collect the exiting crew. Not to worry, there are escape shuttles with plenty of room, and this is all standard protocol.

It's once the shuttle drops them off that they realize something is horribly wrong.

I've actually run this one as a 1-shot for [livejournal.com profile] ashacat, [livejournal.com profile] taichigeek and [livejournal.com profile] netcurmudgeon with very favorable results. Really freaked them out once or twice, defied every one of Taichigeek's expectations and ended with one PC dead and another insane, cradled in the arms of the one survivor in the last surviving escape shuttle. Exactly what I was aiming for.

Horror Trek

Nov. 2nd, 2006 04:28 pm
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Just a brief entry. I'm trying to do a week of horror (and backdating so 2 posts today make for 1 yesterday...), and got to thinking about Horror games I've actually run. Not too many. Some Chill back in the day, a FUDGE horror game that will be/has been mentioned tomorrow and one session of Vampire. But I have run horror style games in other genres: the Atomic Horror of the Firestorm Effect universe, though it is a little more super-hero than it is horror, and a couple of trek sessions that could be seen as Horror.

In Lysestrata the USS Carter becomes a plague ship, with all the men on board doomed to die and the women fated for perpetual isolation unless a cure can be found. I got the players to engage in some legitimate in character soul searching around that one in the classic Trek tradition.

In Red in Tooth and Claw the planet's EM field was removing the away team's senses of morals and restraint. It ended up being played partly for laughs - the Ensign introducing himself as Captain, and the hottie doctor going skinny dipping - but the security chief was starting to go just a little over the edge and there were the tigers and elephants trying to kill them. I could easily tweak something like this into a full horror setting, with the loss of control becoming a loss of identity, the masque of civilization being slowly stripped away as the super-ego feels itself crumble to forces it can't control.

These being Trek games horror wasn't exactly on the agenda, but I wonder what would have happened if I had run either as a one shot using FUDGE and let the players know in advance it was a horror game. How much would the outcome have changed?
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The 112 attendees and counselors of a summer camp catering to 8-13 year olds suffered an... incident. Police reports were never able to properly describe what happened, and the accounts of 11 of the 13 survivors were muddled if not contradictory. The remaining two have not interacted with the world in the last two decades.

The only thing that some of the survivors agree on is this: It's Coming Back.

The PCs are obviously some of the survivors of the incident (which I'm not sure would ever need to be played out or even fully described, but to play fair each survivor should have an account of what they remember-clearly or not - two decades on), and the ideas of survivors guilt, recovery and how the survivors went on with their lives would be central to the game. The 20 year time span would give plenty of time for the truly dedicated/scared PCs to develop the classic investigator skill sets, but at a cost. With more survivors than players the other survivors might be back up PCs in thhe case of fatalities.

Obviously Cthulhu or Unknown Armies would be the engine for this. I realize that the plot is at least somewhat reminiscent of Stephen King's IT, but since haven't read it, I can\n't be sure.
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Said Simon Fraiser at his discovery of Hell's Gate, a particularly nasty area on what eventually became the Canada Pacific railway. About a century and a half later William van Horn, president of the Canada Pacific railway, said "If we can't export the scenery we'll import the tourists."

This does not strike me as a happy solution if Fraiser was right.

The tourist nature of the railway opens things to a wide variety of PCs, the Victorian/gaslight level of technology prevents communication with the outside world when the train breaks down and is engulfed in a blizzard at the worst possible place. Isolated but with some makeshift supplies, the tourists face days or weeks in the places where no human should venture, waiting for aid to come from the railway company... when the first child goes missing.
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Prepare to delete all files."

This is the message flashing on each of the PCs cell phones as their heads clear, but they are suffering from some from of amnesia. I'm not sure if it's all life and identity or just the past, say, 5 years. If they do have some memory of their lives those lives do not have any reason to know one another, but all of them are in the same place at the same time, so they obviously do. Equally obvious is that their position must have been compromised to someone

Start peeling the onion.

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Brian Rogers

March 2025

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