Showing posts with label vampire. Show all posts
Showing posts with label vampire. Show all posts

Saturday, October 31, 2009

Early Thoughts on Wave and Gaming

NaNoWriMo starts tomorrow, so predictably, I've been thinking a lot about gaming lately. If all goes well, things are going to continue to be quiet around here through the end of the month. Last year I quit NaNo early, partly because I got massively distracted by a sandbox I was working on, but mostly because the novel was terrible. So I'm hoping that doesn't happen this year.

Anyhow. The main thing that's had my attention lately, gaming and otherwise, has been Wave. Trollsmyth and I have been using it to chat about gaming and setting stuff, and it's been great for that. It's a more convenient format to re-read than e-mail, there's a lot of tools for organizing conversations, and most importantly, conversations have a lot more structure to them. Everyone talks about the real-time, simultaneous editing, and it does conversations run a lot faster, but being able to break a conversation into multiple streams, or head off in another direction if I think of another question a few days later, is the main advantage Wave has over my other forms of communication.

The improvement in my between-session activities is good enough to make it a permanent tool in my gaming arsenal, but naturally I've also been pondering the use of Wave as a gaming platform directly. There's a different ways here to adjust (and perhaps improve) traditional play-by-post gaming; in particular, Wave's editability suggests a lot of possibilities, and the ability to easily manage a number of Waves with different combinations of participants should come in handy as well.

Trouble is, one of the main things I like about the online chat gaming I've been digging so hard lately is the ease of immersion. The 15-minutes-a-day format of PbP doesn't really encourage that. It's got other advantages -- and I don't really have another spot for a 4-hour block of gaming in my life right now -- but that's still a serious drawback. So I'm starting to think about what would take the best advantage of the PbP format, if I was to run a game like that. There's no point running a game that I'd be happier with if it was in chat. If I'm going to use the medium, I want to do something with it that only it does well.

Unfortunately, right now when I ask my brain that question ("What would PbP do well?") it keeps spitting back "Vampires!" So I think I'm going to give it a few more weeks.

Thursday, March 19, 2009

Other Campaigns I Might Run This Summer

High-level 4e D&D. At the very least mid-Paragon tier; I'd consider going all the way to Epic. I wouldn't mind giving the system another spin, and a lot of my players like it, but I don't want to fiddle around with the first four levels again. I want to see what the system can really do. I'd like to try out my old "world ruled by rival factions of giants" idea, possibly with the players as freedom fighters against the giant oppression. But if I were to use as many kinds of giants as I imagine, and if any kind of combat came up with them, there'd be a lot of custom monster making, since there's only three kinds in the MM and one is kind of oddball. Not bad, just more work. I might end up just going with the "team of reckless archaeologists" idea; Indiana Jones seems like a good fit for the game's style. Either way, the real problem with this is that it'd awaken the temptation to buy more 4e crap, which is an urge I don't need.

Megadungeon. This should be ready for play by that time, so this'd probably be the lowest work option out of the things I'm considering. Some of the players are surprisingly enthusiastic about it, too. Unfortunately, a couple of them are flatly uninterested, and though I could probably convince them to try it I'd rather do something that everyone's excited about from the get-go. I'll probably break it out a couple of times over the summer for testing purposes; that's the nice thing about the megadungeon set-up, it's fairly accomodating of occasional but connected expeditions.

Vampire. Either Rockstar or Lawyers, Guns and Money, depending on what kinds of characters wanted to run. This is another option with a surprisingly high amount of player interest, even from the people who haven't wanted to play this for years. On the other hand, I'd really rather play Vampire than run it, and I'm not too sure about my groups willingness to "take it seriously."

Superheroes. Most likely Mutants & Masterminds, though one guy I know has HERO and likes it, so I'd be open to that option. I've had a game like this in the back of my mind for a long time, and it'd be nice to give the genre a shot for once. Unfortunately, though the group has several major superhero enthusiasts, it's got several people who actively dislike superheroes.

3.5 D&D Supplement Extravaganza. I have a bunch of d20 crap. My players have a bunch of d20 crap. We've never gotten to use all that d20 crap. I don't know if I'd want to go so far as to use absolutely everything the group owns, but I'd like to get a chance to use a lot of the material in Sandstorm, Tome of Magic, Book of Nine Swords, Expanded Psionics Handbook, Spell Compendium, and Magic Item Compendium that never quite saw play. So probably a weird fantasy/ancient world game, with a bunch of different competing orders -- Jedi-analogues/Bene Gesserit-types, ninjas, a bunch of different martial arts monks/sages -- and the players hook up because they all want to get the same cosmic doo-dad, and they figure they're better off working together until they get the chance to grab the thing for their order and run. Hilarity ensues.

Monday, December 29, 2008

Six Half-Baked Vampire Chronicles

Vampire Rockstar
The PC coterie is based on mutual membership in a local band. Maybe they hooked up after their embrace, more likely their band is important to local politics (or their music has mystical significance) and their sires took an interest in them on that account. Perks include groupies to feed on, music and dance based devotions/disciplines, and the quest for the Ultimate Groove. On the other hand, they have to contend with that werewolf band that's beating them to all the best gigs, "creative differences" within the band, guys trying to steal their artifact instruments, and The Man.

Lawyers, Guns & Money
Three words: Vampire lobbying firm. Designed to both advance vampire political interests directly, and rack up favors from members of the business community who have heard of their almost unnatural ability to seal the deal. The PCs start out at the bottom, kept busy mostly scaring punks away from their K Street property and shaking down "the competition." As they earn a little more trust from upper management, they start getting tapped to "entertain" clients. And there are always the jobs they do on the side, either for groups they belong to or for their own self interest.

Vampire Surfers
Elysium is the best local beaches, and the Prince rules the waves. In addition to all the usual things vampires have to do to maintain rank, the PCs have to show their stuff on the water. Alternatively, they're a bunch of surf punks, with more than just good surfing to defend in their "territory."

World of Darkness 2020
Cyberpunk + Vampires = Awesome. This one would take a little rejiggering of the rules, some adjustments to the skill set and a new equipment list at the very least, but it could work. The moods, particularly, mesh pretty well, the whole "our world, but darker, controlled by forces beyond our control" thing being a feature of both genres.

City of the Damned
Set in a real fantasy world -- none of this "our world, but darker" nonsense. Most of the world is overrun by monsters and cultists and generally unpleasant critters. The vampire rulers of the city defend it from those menaces, but at a terrible price. The players are new to the "city defense force," drafted to replace a few veterans who died under very mysterious circumstances. Should they, as they've been instructed, ignore that mystery and get on with their monster hunting duties? The attendant life of luxury they live during their off hours argues most persuasively in favor of looking the other way, but then there's the question of where exactly all those monsters are coming from, and just how benevolent the elders in charge of the city really are.

Vampires in Spaaaaace!
They are probably also pirates. Vampire space pirates. Yeah, that's the ticket. Pretty much just steal the system generation and space travel rules from Traveller, then let the PCs figure out how to feed while stuck in warp. On the bright side, there's no sun in deep space. No, I don't have any excuse for this.

Sunday, December 28, 2008

The Year in Gaming

This was sort of the year of the one shot, for me. I didn't as much gaming done as I would have liked, but what I did do was pretty fun. Pretty much all new systems, too; besides three sessions of a tragically doomed D&D 3.5 game, I don't think I played any of my old standbys. Here's the break down:

The Aforementioned Tragically Doomed D&D 3.5 Game: Four brand new players, one of whom never showed up after the first session and another who I'd kind of dragged into it and spent most of his time playing mah jong. Theoretically wilderness exploration, except for some reason I'd dumbed most of the hex map I worked up in September and replaced it with a really terrible random encounter chart. The play environment wasn't great either; we used a college provided study room, and the white board was handy, but the big glass window, terrible fluorescent lighting, and total lack of snacks just didn't set the right tone. Despite some really great play from the two players who wanted to be there, I just couldn't muster any enthusiasm for the thing, and stopped scheduling the games after a couple of weeks.

Feng Shui: In a trend that will continue, I got very excited about this on the train home from New York, played a single session that had a satisfyingly level of Nazi punching and general ludicrosity, and promptly forgot about the whole thing. Despite the fun we had with it, I haven't had the urge to play it again since.

4th Edition Dungeons & Dragons: Obsessed over it for, oh, a good eight months before it came out, ran a mostly successful short campaign using Keep on the Shadowfell over the summer, and decided it wasn't for me. Fun, yes, but a little too slick, and a little too streamlined.

Traveller: Mongoose Traveller gave me an excuse to get the book and see what all the fuss was about. Very impressed, spent a month or two rolling up a subsector. Never got around to playing it, though a couple members of my home group have expressed interest in it, and it's still top contender for games next semester and over the summer.

Swords & Wizardry: Finally started paying attention when the PDF version came out (especially since it's available for free at the official website) and proceeded to get very excited and spend a month and a half working on a crazy sandbox setting, which I still haven't run, and might not ever. I had fun putting it together, but it's still an irritating pattern.

Paranoia: A game my home group has been talking about for years, we picked it up on a whim and went home to play a crazy late night session. We managed to get in another game, and have some vague plans for a session next year, so this one may end up being a regular part of our college diaspora gaming landscape. It's been fun, and nice to be a player for once.

Vampire: the Requiem: Developed a bizarre fixation on the line, then got the book and became thoroughly confused. That's one to sort out in the New Year.

So I kind of got distracted every five freaking minutes, but I had fun doing it all so I'm not too unhappy with it. Hopefully I'll be able to run an actual campaign next year, but I'll tackle that when I blatantly rip off Amityville Mike's Gaming New Year's Resolutions.

Saturday, December 27, 2008

So What Does a Vampire Game Look Like, Anyway?

So I got my hands on a copy of Vampire. It's, um, well, it's a pretty decent read. It takes 86 pages to get to anything resembling a game, but I can forgive. The system looks kind of spiffy, and I need to get a hold of the core book so I can take a closer look at that. And it's got some amusing stuff about the usual behavior of young vampires. They pretty much all act like PCs -- questioning the government, treating Disciplines as superpowers, "getting off on being a dark creature of the night," and breaking stuff for no good reason -- which, of course, they are.

But I just can't seem to wrap my head around how I'd actually run the dang thing. I don't have a good sense of what a typical session would look like, or what a really good session would look like. The book tends to go on about "moral choices" and "themes" and "Man vs. Beast" but I can't imagine running a game that gets too seriously into that stuff. Most of my games, though they're not necessarily combat heavy, tend to err on the adventure-y side of things. Crashing weddings, jumping out of helicopters, questing for lost swords, setting off volcanoes, that kind of thing.

Which should, theoretically, be doable with Vampire--people are always complaining about it being used for "dark superheroes" which sounds like it would work, but I can't really get a good sense for what that would look like. The game has a pretty obvious starting point, the whole "you've just been turned, now what do you do?" thing, but I'm not completely solid on where I would go after that.

And I have absolutely no clue what to do with a "standard" game, which otherwise I'd think might be interesting to try. What is it that Vampire PCs spend most of their time doing? Clawing their way up the power structure? Messing with other vampires? Trying to connect with mortals?

My suspicion is that my problems will be solved once I can just get a hold of some players. Get some characters, some actual goals, a couple extra sources of ideas, and I should be able to get a better handle on what exactly this Vampire thing is supposed to look like. Or I could just run some Traveller or something. We'll see.