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Yesterday's game went well, though not without a couple of mechanical hitches. I get the feeling that I'm missing something in the Buffy game system. 


Still, socially the game was a great success, and for a system test it showed me what I needed to do differently to make this game work. I'd come back to it.

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I'm on vacation, so I spent a goodly amount of time today getting tomorrows Infinite Frosts/Buffy game put together. I had one plot idea prior to this morning that I would use but was having  problems with, but some research on Inuit mythology gave me a much better idea, so I had to scrap what I had put together and start over. 

The sad part, however, is that in putting together this one shot game I now have an entire SEASON of Doris the Vampire Slayer in my head. I know that this adventure is episode 4 of the season, I know what the previous episodes contained, I know which of the season's themes the episode illuminates. I have identified the Big Bad, and I have the Big Bad feint in place as well. I even have 3-4 Monster of the Week episodes. 

What I don't have, of course, is the time to run the game. I suppose I'll have to write all of the ideas up and then include it on the next prospectus. We'll see what happens from there. Still the important part - a game for tomorrow - is done.

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As it is the Radin-Dushays coming down for the weekend; nevertheless I hope to get some gaming in. Here are the options I sent to the invitees for what will hopefully be an afternoon game on Saturday the 7th. In all cases one of the central characters is Bob Dushay's pulp adventurer Roger Frost - a white man raised by the inuit and now a Yale professor of anthropology, he is an expert tracker, master with the harpoon, can speak with animals and has a pet wolf, Leet.

1) Gamma World: the last time we saw Frost he was staggering away from
the crash site of Wells time machine (which had been stolen by the
Germans), lugging the unconscious body of Carrie-Ann Cross.
Unbeknownst to him, he is being observed by a group of mutated humans
and animals in the post-apocalyptic weirdness that is the Gamma World.
Continuing this without Eugene would be a pain, but the idea of Carrie
Ann being unconscious during the whole of her time in the story of the
century has a certain appeal.

2) Doris the Vampire Slayer: I just got the Buffy The Vampire Slayer
rulebook and would like to try it out. The premise would be a Slayer
operating in New Haven in 1903. There's been a string of wolf-like
killings in the area, and from the Slayer's perspective that boy just
brought back from the arctic would be the logical suspect. This would
be two 'hero' level characters in the form of the Slayer and Frost and
a pair of 'white hats' as the Slayer's watcher and either Frost's
uber-competent butler or Winslow Watkins, the anthropology
professor last seen in 1908's "First Wild West Picture Show."

3) Call of Cthulhu: if I could quickly borrow Stephen's copy of the
rules I could whip up an arctic expedition in the 1880's in which
something is found that makes events go drastically wrong. I warn you,
this is the story that gets Frosts' parents killed and orphans him
with the Inuit, so it is very much a 'And I Alone Escaped To Tell
Thee' scenario. I expect a casualty rate of 75%. On the other hand,
it's a 4 hour one shot, and there's something refreshing about going
totally crazy or leaving a really messy corpse.

I have no idea which they'll pick, but I wouldn't have suggested them if I didn't like all three. Of course, it would help if they'd get back to me so I had more than a few days to plan (hint hint).
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I'm nearly finished with my read of the Buffy RPG and am impressed with everything except the spot editing - the revised core rulebook should not have glaring typographical errors - but I'm not sure that I'll ever get a chance to run anything in it. Of the gamers in my two groups I am only aware of [profile] ladegardbeing a fan of the show. There is certainly room for Slayage in other times and places (that reminds me: [profile] whswhs, do you have a chronicle for the Boca del Inferno game online anywhere?), but I'd want to come up with a premise that remains faithful to the Buffy concepts accepting responsibility and female empowerment within the confines of social strictures. I suspect that the system would work very well for a game with our arctic Tarzan Roger Frost with a team of helpers - students and professors at Yale before the great war, with anthropologist & mythographer Dr. Watkins making a serviceable Watcher substitute - but the transition from female empowerment to respecting native cultures would make it distinctly not-Buffy. 

Being the genre fiend that I am that sort of thing matters to me. It's the same reason why I want Old Lives, Old Civilizations to feel like original Star Trek, cheesy sets, dated fight choreography, telegraphed morals and all. And it's most especially why things like the recent spate of treating the Marvel and DC universe as if they were closer to 'the real world'  or the existence of Section 31 in Deep Space 9 irk me so much: they are violations of the underlying truth about the fictional universe. If people or governments were going to treat supers they way they would in the 'real world' then the world would never have turned out like the Marvel & DC universes, so the switching of gears is a blow to the setting fidelity and the sign of a writer floundering for a story. It's a truism that the Federation and humanity has reached an ethical point where it can operate through nobility, diplomacy, and the willingness to back it up with a warship or a punch to the jaw - saying at a later date that it needs an assassination bureau undercuts the whole thing.  

(Building a whole new world from scratch that has always worked on those priciples, is just fine and dandy. I have no problem with Wild Cards, or even the Starfleet Battles inspired Prime Directive that views Starfleet through a highly practical, martial lens.)

In any event, the Buffy RPG was a treat to read. Finding something to do with it other than steal the White Hat/Hero and single die roll combat mechanics is something else again. 

 

 

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I think I have everything that can get worked out worked out - the 'aim to kill' rule solves som of the problems in my head at least, and I won't know for sure until I find some radioactive mutant gineua pigs to test them on. Otherwise the system, slight as it is, feels good. It's hard to remember how little cruft there was in TSR's game systems pre-AD&D.

To round things out, here are the social status cards that the players will have to pass around - that plus their mutations plus their genotype will make up the baseline character. That ought to give me enough diversity.

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So the re-read of the combat rules is finished, and I'm still not sure I divined the authors intent - unless all Mr. Ward wanted was some really long combats, or a major excuse for the PCs to want to upgrade their tech. There was one interesting bit that I can make use of...

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The other thing I found is the effect of Strength on damage (+1 per point over 15, meaning the 22 PS Mutated Cougar with a claw/claw/bite attack is going to be insanely effective). I also expect I'll adopt the old -10 HP till your dead rule, just because it's quick, easy, and won't have mutant grasshopper corpses littering the landscape.
subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Is what I'm gunning for in the Gamma World game, should it ever happen. The idea is to make the world feel alien and foreign without making it impossible for the players to wrap their brains around in a short session or two. That, but to hew pretty closely to the 2E Gamma World rules. (Honestly, they're not that bad, and I'm starting to groove on their simplicity - if it weren't for what I feared would be endless combat I'd be all set.)

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Since I've started down this road, I'll keep blathering. Those of you who recall my A&E discussion about possible doing Gamma World remember that I had a six sets of mutations arranged for the 'take one card, pass it around' style of on-the-spot PC design. Since I'm not going to post all of these in A&E, I thought I'd use them as an excuse to try that little 'read more' thingy in LJ.

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These were duly rolled up off the 4E charts, and then merged into these more coherent forms by years of V&V experience. The only one that I had to modify was the Symbiote, where I swapped a couple of powers to get the effect. Still, 5 out of 6 ain't a bad score for the Random Tables.
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I'm contuning my modifications of Gamma World for the Infinite Frosts project, and also under the assumption that some of my local players might read background detail and not wince at the idea the next time I pitch Gamma World as a game.

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I still want to do something with this Gamma World, but there's the matter of some of the game's mechanics to consider. I also want to play the early version of the game more-or-less as is, given the nature of the Crisis on Infinite Frosts project. That leaves me at cross purposes.

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Brian Rogers

March 2025

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