Showing posts with label Burning Wheel. Show all posts
Showing posts with label Burning Wheel. Show all posts

Wednesday, June 08, 2011

Discworld

It should come as no surprise to many of you that I am a huge fan of Terry Pratchett's Discworld series of novels. I was really disappointed a few years back when Steve Jackson Games published GURPS Discworld.

But it's grown on me.  Not a lot, mind you, because I'm not a fan of GURPS.  I have a number of their sourcebooks and the (3rd Edition) core books. Since it was first released, I've been trying to find a better system for the series.

I occasionally make the mistake of mentioning this to people. They inevitably ask me, "Why don't you use Toon?" The answer to this question is surprisingly simple: Because Toon is for wacky games.  The Disc is comical, but it's not wacky.  The characters on the Disc sometimes seem to be aware of the fact that they are characters. What they're not aware of is that they are in a comedy.

I have a long commute to work. Every day, I spend more than an hour in the car on the way to work. Thankfully, Stephanie and I can carpool part of the way. It means we can switch off driving.  The rule in our car is that the driver controls the stereo. When I drive, usually listen to the satellite radio.  When Stephanie drives, we'll often listen to her audio books. And she's often listening to the Discworld books.

When Stephanie drives, I'll read books so as not to get carsick (Yes, I know. I'm wired backwards). On May 19th, she was listening to Night Watch. I was reading Burning Wheel Revised. You see, Luke Crane had just announced that BW:R had gone out of print. I was reading about Beliefs when Vimes started chewing out another character who hadn't followed the rules. It was an epiphany for me - Burning Wheel is the ideal system for Discworld.

It's really really difficult to write comedy into an RPG. The humor in most games (in my experience) comes from player interaction (and odd rolls). A few years ago, we had a D&D party that had to head through a portal to another plane. The portal guards did their best to disarm the party. We did opposed conceal vs perception checks. The Rogue didn't manage to get so much as a toothpick through due to some really poor rolls on his part. We all chuckled at this.  Then, one of the Dwarves didn't bother with conceal - he tried to Bluff.  He convinced the guard that it wasn't an axe - it was a proper Dwarven Belt Buckle. We all laughed - but we all remember it. Even had the Dwarf failed, we still would have laughed, but it wouldn't have been as memorable.

I think that because comedy is so difficult to write into a game, most comedy RPG's are doomed from the outset.  Toon is fun, but it's not a great game. Paranoia is funny, but it's hard to have long-term games with it (it's best-suited to one-shots). The Red Dwarf RPG is funny, but (again) I think it's best as a one-shot. Or short campaign.

Can Burning Wheel do funny? I think it can. And I'm apparently not the first one to think so:
In short, yes. A slightly longer answer is that Burning Wheel takes the setting completely seriously, even if the setting itself involves crooning molerats, an earring-sized battle axe known as the Wee Prick, bar brawls with gangs of nine-pin hooligans, and extra-dimensional brain-tearing missle weapons that can blow holes in buildings.

Another way to put it is that life can be really funny, but falling off your roof still hurts. Burning Wheel is kind of like that.
I intend (at some point in the not-too-distant future) to try it out. I'll let you know how it goes.

Wednesday, May 26, 2010

Sunken Empires

As I'm sure you've noticed by now, I don't write many reviews. Part of this is because I don't tend to write about things I dislike. Part of it is because I'm not a fan of negativity and too many reviews are just too negative, even when the reviewer likes a product.

That said, however, I'm going to try to write more reviews.

As my regular readers know by now, I'm running a series of one-shot games with a variety of systems and genres for a small group of friends (and I have good news on that front, too, by the way).

Being who I am (a voracious reader of books), I like to pull ideas in fron a variety of sources. Especially for those games without built-in settings.

I recently read this, and it started me thinking about a coastal fantasy or fantasy/horror game. While I could easily integrate the sunken forests into a Call of Cthulhu game, I didn't want to do another Cthulhu-flavored game this soon after my last game.

I received an e-mail last week informing me that the latest Open Design project, Sunken Empires was now available for review. That's right: I got a free copy of this one for review - and I'm glad I did.

Now, I have the Seafarer's Handbook for D&D 3.0. It ... it was okay. It was (unsurprisingly) rules for playing sailors and having adventures on the sea. Like most of the "Legends and Lairs" series that Fantasy Flight Games did, it was long on rules mechanics and short on flavor.

I'm a big fan of flavor. Flavor is especially important when your plan is to translate ideas to another system.

Sunken Empires was written by Brandon Hodge for the Pathfinder system. Like most RPG's, it begins with an introduction. It's interesting enough, and tells the history of the Aboleth. It's worth reading, too - especially because the Aboleth are referenced a number of times throughout the rest of the book. I'd forgotten about the D&D tournament scene - it was something I was unaware of until the late 90's, by which time (I think) it was dead and gone.

The first chapter of the book is all about "historical" sunken cities in real-world myth and legend. The author specifically discusses Atlantis, Lemuria, and Mu. Each of the three cities begins with a discussion of the history of the city - Atlantis, for example, was first written about by Plato. Plato's description (as written by Hodge) reminds me a great deal of the Biblical tales of Sodom and Gomorrah - humans become corrupt, and God (or Gods) decide to destroy it as an object lesson.

Hodge then discussed the cities in a bit more depth - not much more, but enough to give us some flavor. Each city gets just over a page of its own, plus a sidebar. These sidebars call themselves "Design Notes," but what they are is plot hook generators.

Following these three cities, Hodge designs a lost city of his own - just to show us how it's done. The resulting city is as believable as any of the other three, and is rich with plot hooks and story ideas for a fantasy game.

Most importantly to me, this chapter is 100% rules-free. It's usable with nearly any game. I could easily see using this chapter in a Spirit of the Century game (not least of which because both Mu and Lemuria feature heavily in pulp writings from the 20's and 30's). It wouldn't be too difficult to move the twin cities of Cassadega forward to a more modern pulp setting, either.

Chapters two through four are rules-and-stat-heavy. I'll be honest: they were a bit of a slog for me, especially as I am not currently playing any Pathfinder games. I can take a few of the ideas from these chapters and tweak them to work in the games I'm more likely to be playing, but Chapter Five is where things start to heat up for me. I am familiar enough with Pathfinder to be able to say "nothing in these chapters seemed hugely broken," however. These chapters are your lists of weapons and armor and spells and Feats and so on. One thing did catch my eye, here: There are no new classes. There are suggestions for modification of existing classes, instead.

The spells, Feats, and items all seem to be relatively well-balanced, with very few exceptions. Every land-borne wizard bound for an aquatic adventure, for example, should take the "Will to Live" feat. The next time I play a Wizard in Pathfinder, I'll take "Puddle Jump" over "Dimension Door." Every time.

Chapter Five is the chapter on underwater adventuring - he starts out with guidelines for GM's to keep from just utterly annihilating characters from the beginning. These guidelines are broken down by level, but are easily adapted to other game systems. Low-level characters, for example, shouldn't be pulled into the deepest parts of the ocean. It's common sense, but a lot of GM's can still handle a reminder or two.

The author then breaks ocean terrain into three zones, with a few pages on what to expect from each zone. It's a good breakdown and has some rules suggestions for GM's. The paragraph on "Sea Stacks" reminded me of Haystack Rock in Oregon (If you've seen The Goonies, then you know what Haystack Rock looks like).

Chapter Six is the monsters chapter. There are some excellent creatures here that I will be adapting to the Burning Wheel RPG when I have some spare time. I'm especially fond of the Goblin Shark. The end of this chapter (and the book) is dedicated to the Aboleth. They are presented as monsters and villains, and the book provides a number of variants which serve to make the Aboleth more versatile and less predictable. These variants also make Aboleth society seem a bit more well-rounded and realistic.

All in all, I'm satisfied with this book. Even though I won't be playing Pathfinder any time in the near future, I will definitely be using some of the ideas from this book in a Burning Wheel game in the not-too-distant future.

Oh! And the most important question for me: "Does it Kindle?"

This book rendered on my Kindle DX with no problems or hesitation. The font was a bit small, so those of you with the Kindle 2 may want to wait until you have the 2.5 update before trying to read it on your Kindle.

Sunken Empires is available from RPGNow and the Kobold Quarterly store.

Wednesday, May 19, 2010

A Role-Playing Game I'd Like To Play

A few years back, I was trying to figure out how to do Oz as an RPG. No, not the HBO TV series. L. Frank Baum's setting.

I think most of us have seen the movie, but the movie is not the book, which is in the public domain. As are most (if not all) of the (more than you think there are) Oz books. Project Gutenberg has most of them in a variety of formats. And they're worth reading.

Yes, they're aimed at kids. This is actually one reason I abandoned the project - the setting was too saccharine to make an effective game. Good always triumphed over evil, who - really - never even had a chance. Most of the character background elements that GM's use to hang story hooks on just don't fit in an idyllic setting such as this.

I gave up completely. Tossed my notes.

Then I watched SyFy's "Tin Man" film. It wasn't spectacular, but it was entertaining and grownup. And got me thinking about Oz again.

Then I saw this a few weeks ago. Go. Watch it now. I'll wait.

Suddenly, the land of Oz doesn't seem like quite as idyllic a setting, and I'm pondering pulling the project off of the back burner.

I can see it run as a Sorcerer game, with each PC haunted by their own demons, as it were. After all - the classic four characters were all deeply flawed in some way. In the first book. After the first book, they were just as flawed, but they didn't let their flaws get in the way - and they had different flaws.

Or maybe it would be playable in Fate - after reading through Spirit of the Century, I think it could be a good match. After all, each character had a number of distinctive traits that could easily be picked as Aspects.

Maybe it could be done in The Burning Wheel. I'm not sure which flavor of BW - it'd either have to be the core BW game or a Mouse Guard hack. Burning Empires isn't really as translatable to a different setting. I just got the core game, so I don't know how adaptable it is, yet (based on what I've seen so far, it's very adaptable). Mouse Guard, on the other hand, has an entire forum devoted to hacks such as this one.

I may have to think about resurrecting the project, which means reading the books again, looking for shadows I can amplify.

Sounds like a great way to spend a few days - reading.