Saturday, February 27, 2010

Character Creation: Dawg

OK, anyone out there seen A Serious Man and would be interested in engaging in some discussion? Because I'm having some pretty significant "wtf" going on, here. Seeing it as a retelling of the Book of Job in the same way that O Brother Where Art Thou is a retelling of the Odyssey helps, but I'd love to hear other folks' thoughts.

Anyway, obviously I didn't get to do a character yesterday, so I'll do one today.

The Game: Dawg the RPG, 2nd Ed.
The Publisher: Kenzer & Co.
Degree of Familiarity: None. Read the PDF, that's it.
Books Required: Just the PDF.

John, when he was still cool enough to be doing this chargen thing, made a Dawg character (I'd link to it, but I can't bloody find it), and I asked him what the heck this game was, so he pointed me to the pdf, and here we are.

The game is a lot like Cat, except of course you play a dog ("Dawg," for PCs). There's not the same degree of magic and dream-walking as in Cat, although one of the adventure seeds does have Cerberus running away from Hades and the Gawd of the Underwurld hiring Dawgs to get him back. Anyway, I like doggies and this is quick game to make a character for, so here we are.

Step One: Choose Lineage. The temptation to make Leo as a Dawg is great, but I don't know if the intelligence statistic goes into negative numbers. I do want to make a Lab, however, because I lurvs them. I shall follow the same tactic I took when I made my above-linked kitty, and create one of the doggies I grew up with. He was a black lab name of Threedy, and I swear I did not name him that.

Threedy was an older dog, kinda lanky, and wasn't above being gruffy sometimes. I think as a Dawg he's got a real "I am smart and wise but please don't take any liberties, you pup" attitude about him.

Well, for Lineage, Threedy isn't exactly a purebred; he was all Lab, but he had no papers. I'll go with Crossbreed Cur; it's not exactly accurate, but it'll do. I start with Canine Compulsion 10 and 70 Building Points, whatever that means.

Step Two: Choose Lifestyle. Pet, obviously. My Canine Compulsion goes up by 10, I have to abide by Good/Bad Dog rules, and I get a Pet Perk. I'll take a Tug Toy - it's a tug o' war toy, but I can use it to open doors by "accidentally" getting it caught on the handle.

Step Three: Choose Breed. Threedy's a black lab, and that makes him a Hunting Dawg. This sets my various stats at their levels, but I'll get into that when I use Building Points to up them. It also gives Threedy the Mighty Sniffer trick. He can sniff his surroundings to get details about what's happening.

Step Four: Size, Dodge and Hit Points. Based on the size chart, I think labs are Medium. That starts Dodge at 45 and HP at 25.

Step Five: Select Disadvantages. I can take up to two, and they each give me 10 Building Points. Let's see if any sound good. Sure, I'll take Happy Tail (my big ol' tail clears tables) and Neutered (well, y'know). I'm up to 90 Building Points.

Step Six: Learn Tricks. I get one for free and I can buy more with BP, if I want. I pick Roughhousing; allows me to smack other dogs around without really hurting them.

Step Seven: Building Points. Yay! I buy stuff now! I have 90 BP. Let's start with Traits.

Brawn is how tough and strong I am. Starts at 40. Threedy is strong and skillful in a fight. I can boost this to 50, which would cost me 20 points. Sounds good.

Hustle is how fast and nimble Threedy is. He's an older Dawg and has hip issues. I'll leave this as-is (40).

Dodge starts at 45. Threedy, again, isn't especially fast but he's good in a fight, so I'll boost this to 50 (10 points).

Alertness. Pretty much what it sounds like. Starts at 40, I can't go higher than 50. Another 20 points here, I've spent 50 total.

Human Handling isn't Threedy's strongest point; he's better with other dogs. I'll leave it at 40.

Animal Magnetism. Despite being Neutered, Threedy is pretty good with other animals, but mostly through intimidation and being all smart and snarly. I'll spent 20 and boost this to 50.

Canine Compulsion is the stat that can make you chase a SQUIRREL! I want it low, so 20's fine.

That leaves me 20 points. I'll buy the Tough Dawg trick, which boosts my HP to 30.

Step Eight: Heading Out. A little more background? All righty then.

Threedy was born in a house in the woods in Indiana. His Mama-Dawg, Pearl, was shot by a hunter when he was just a pup, and while he's come to love his Master and the Family, he knows that humans are short-sighted at best and downright stupid at worst. He likes other dogs better than humans (Master excepted, of course), and while he does his best to be a Good Dawg, there are days that he just doesn't want to come inside, and he knows darned well that Master isn't going to be able to catch him. His bones are starting to ache as he gets older, and sometimes that means he gets challenged or roughed up by younger pooches, but ol' Threedy has a trick or two up his...collar, and he's happy to lay the smack down on a Dawg that needs it.

S'pose that's it, then. 

Sunday, February 21, 2010

Character Creation: Dark Aeons

It's from a Lovecraft story, but I forget the exact quote and I can't be arsed to look it up. 

The Game: Dark Aeons: The Atlantean Chronicles
The Publisher: Stardust Publications
Degree of Familiarity: None. I...well, I'll explain below.
Books Required: Just the core. I have a print copy and the most recent pdf version, courtesy of Drive-Thru RPG.

 
So, I was on RPG.Net one day, and someone is asking for folks to run Dark Aeons at Origins this year. I'm a free agent now, as you know. I have no work from WW, and while I might run something WoD-related at cons this year, it's just as likely that I'll stick to Don't Rest Your Head and other games that don't require huge, heavy books. So I figure, what the heck, I'll ping these guys.

They're very cool, first of all. The guy I talked to was very communicative, and sent me coupons for pretty much everything for the game line, as well as a code to buy the game cheap off Lulu, which I did. And then I started reading it.

I'm not saying it's a horrible game. I'd play it, no problem. But a few things jump out:

1) Man, the editing. I mean, people bitch about WW games, sometimes for good reason, but someone really needs to take a weed-whacker to this verbiage. Lots of weak constructions ("Most if not all," "There are," etc.), lots of roundabout phrasing, and lots of mistakes in punctuation and grammar. Run-ons, fragments, etc. It doesn't make for smooth reading.

2) And the book ain't short. The history chapter alone is close to 100 pages, and it's...lengthy. Admittedly, you're talking about a game that goes from the city of Atlantis to modern days, but it's not elegantly written and it feels like an explanation of someone's homebrew given in the back of a gaming store. At no point while reading the history did I think, "Ooh, awesome, how evocative, I totally want to be part of this universe." What I was thinking was, "Holy shit how many more pages before I get to the birth of Christ?"

3) Character creation. See below.

So, in short, I had agreed to run it. I still might. But I think what I may do first is make this character, and maybe see if I can set up a playtest before I commit. I only get one Origins a year, and I don't want to burn my Saturday afternoon running a game that I don't like. That's not fair to me, the company or the players of said game.

Anyhow, moving on to chargen. The basic setup here is that there was a huge civilization in Atlantis, it went to war with other civilizations, vampires became involved, so did the Great Old Ones (yeah, those Great Old Ones), and now there are Houses of Atlanteans and they're doing...something in the modern day. Hang on.

You know, reading this game, I'm struck by two things. First, there is almost no information about how to run this game. There's a section on running games, getting the group together, making NPCs, which is nice, but how you would run a game of Dark Aeons isn't spelled out very well. Second, the structure of the book, even the order in which advice is presented, is almost identical to any OWoD book you care to name. Specifically, the GM section reminds me a lot of the old Mage: The Ascension Storytellers Guide.

Cracking open the pdf for the Arkham sourcebook, there's a sample adventure, which looks to be basically WoD/CoC with a lot of weird, kitchen-sink horror/fantasy tropes thrown in. Oh, and here's a little excerpt: It was also during these years that the legend of the Goatman of the Miskatonic Valley began surfacing; this creature was reputed to abduct travelers along the roads never to be seen again.

See what I mean about the editing?

Anyway, assuming we're going modern horror with all of this massive backstory including psychics, vampires, zombies, Cthulhu and so on, we move to Step One: Choose Persona Template.

Now, "Template" includes things like "Sorcerer" and "Deader" and "Faux-Blooded" and everything else you can think of (actually, I didn't see lycanthrope). OK, here's some really bad game design. Some of these Templates overlap, so you can play, say, an Atlantean who died and came back as a Deader. There's a chart, but it's not real helpful. From the core book: Other Persona Templates do not allow for overlaps, the easiest way to be sure of what is allowable and what isn't allowable is to fully read through the descriptions of the required Advantages and Disadvantages for the Persona Template.

The Persona Templates are described in Chapter Two. Advantages and Disadvantages are in Chapter Four. Character Creation is Chapter Three. Why'd I do this again?

OK. Let's go to Chapter Two and look at Templates. I know I don't want to play an Atlantean because that would involve reading the Houses and that's more work than I need.

I shall create a Psychic. True Atlanteans are psychic by default (it looks like), but these are normal humans with some psychic talent. I envision a character in the vein of the tortured artists of Call of Cthulhu, dreaming of monsters and slowly going nuts. This game is modern day, and since I don't know a setting I'll assume Arkham.

My character's name is Ryan Pickman (yes, he's a descendant of that Pickman). Like his great-granduncle, he's an artist, but while the original Pickman was a painter, Ryan is a sculptor. He found one of Richard Pickman's sketchbooks and, haunted by the images therein, started sculpting them. And from there, the dreams started.

OK, moving on to Step Two: Occupational Skill Set. By the way, my pdf disables c/p, or I'd totally be giving you little gems from the core book. Anyway, the Entertainer Skill Set sounds the most appropriate, so I get 1 in the following Skills: Academics, Arts, Persuasion, Social Grace, and Style. Sounds OK.

Step Three: Personality Traits. I pick three from a list. Hmm. I take Absent-Minded; Ryan, like many artists, doesn't remember the outside world once he gets going. But I take Extraspective, too (that's not a word, but whatever, it's in here): He remembers and notices everything around him. It's just that if it's not right near him (like, say, a birthday or an appointment or something abstract like that) he forgets it. And finally, I'll take Curious, because if he weren't he'd never have opened that sketchbook.

I skip Step Four because I'm not an Atlantean.

Step Five: Spending Your Study Points. I'm assuming I'm an average Persona, which is 100 points. I have to spend 10 for every Psychic Talent I want, which means I need to look into what those are. And then I buy other shit like Attributes and Skills. Hmm. Well, let's do the Psychic stuff first.

Oh, wait, actually the book recommends I do Attributes first. OK, whatever. Let's do that. Attributes cost "new rank x2" to raise with Study Points, and the Attributes are:

Agility
Appearance
Brawn
Intellect
Psyche
Vitality

Well, as an artist, I think Agility, Appearance and Intellect, maybe? Wait, what's Psyche? OK, just like in Marvel, it's mental strength. That doesn't necessarily need to be high; I can be a fragile Psychic. It's in-theme, even. OK, bumping an Attribute to 4 would cost 18 of my points, which is almost 1/5. Screw that. I'll put Agility at 3 (10 points), Appearance at 3 (10 points) and Intellect at 4 (18 points) and leave the rest at one, for now.

OK, more bad design: Step Five is listed as "Spend Study Points," but then Steps Six, Seven and Eight are "Buy Attributes, Advantages and Skills," respectively. WTF?

Since I did Attributes, let's do Advantages. I need Psychic Talent, obviously. I get a new talent for every time I buy it, so let's see. I think I want Astral Projection; I like the idea of him being a dream-traveler. Let's see if anything else jumps out at me.

Oh, look, aura projection includes a list of colors and what they mean. Where have I seen that before? Anyway, I think Astral Projection and Phantasm sound good. Phantasm lets me project illusions into people's minds, which combined with Uncle Richard's sketchbook could get nasty. That's 20 points on Advantages so far, or 58 total.

I'll buy Artistic Ability for 2 points. And there are a lot more, most of which have a familiar ring to them (especially if you've read, say, any WW book with Merits and Flaws). But then we get into Combat Merits Advantages with names like "Die Muthafucka Die!" Sigh, muthafucka, sigh.

Anyway. None of the other Advantages look appealing. I'd like to take something to represent my sketchbook from Pickman, but maybe I can buy a Skill to justify that.

Disadvantages: Oh, wait, look, you can be a werewolf! Tempting, but no. You know, screw it. I'll take Deaf. Ryan suffered a meningeal infection when he was a baby that robbed him of his hearing. He's learned to sign and he can speak a little, but his world is silent. When he dreams, though (like, dreams) he can hear...he just wishes he couldn't.

OK, one little grouse: There's a disadvantage called "skeptic". I'll type it: The Persona believes in the laws of science, they believe [sic] is so much that they deny that the supernatural exists at all. That isn't what fucking "skeptic" means, people. Arrgh. And, look, we also have Madness Disadvantages, including Dissociative Identify Disorder and Gender Identity Disorder. No, thanks. I think I'm done with Disadvantages. I'm at 60, minus 6 for Deaf puts me at 54 spent.

Now Skills. I already have 1 point in the occupational skills I picked up earlier. I suppose I need to buy up my Psychic Skills, too. Jesus, this is more annoying than Palladium. OK, I automatically gain one rank in the Skills needed for the Psychic stuff I took, which means I get one in Broadcasting and one in Control. I'll boost those to three each, which sets me back 10 (64 spent).

For my other skills, I know I want Arts at 4, so that costs me 9 (73 spent). Wait, hang on. Actually, I want Arts at a level that makes me a skilled artist, but 4 is like, grade-school. OK, that's bad design, guys, but whatever. If I want my Arts at 7, that costs me 27, not 9, which means I've spent 91. Wow. I'll buy Social Grace up to 2, that leaves me with 7 points left. I'll spend four of those to buy Psyche up to 2, and the remaining 3 to buy the first two levels of the Craftsmanship Skill.

100 points isn't nearly enough to simulate what characters should be able to do. Or maybe "Average Persona" means "grade-schooler," I don't know. All I know is that I'm fucking tired and I want to be done with this.

Right, moving on to Derived Traits: Charm is 3, Life Force starts at 9, Mental Stability at 90. Psionics starts at 3, which is important because I use that to do my psychic stuff. Toughness is...weird. It's Brawn + Vitality divided by 3, which is less than one, and since we round down I assume it starts at zero. I ain't real tough. I fill in my movement rates and the other derived shit and I'm done. No questions about the character or concept or anything.

You know, I think Ryan is an interesting character, but I'd have to make him up in a better system. Con X might work.  

 

Wednesday, February 17, 2010

Character Creation: Shambles

As I mentioned some weeks back, the fine folks at OneBookShelf (by way of DriveThruRPG) put out a bundle of about $1400 worth of RPG products for $20, all proceeds to help Doctors Without Borders. They raised something like $178K, by the way. That's worth a whoop.

Whoop!

OK, so of course I scooped that right on up. I already did a character from one of those games, Barbarians Vs, but I'd like to do a character today and I started to do one for a game called Shambles. Since I already printed the sheet, might as well finish it on up today before...dinner. OF BRAAAAAINS.

(Side note: Heather and I were playing Scrabble with Aaron when he was here visiting, and he had the letters to spell "BRAAINS", but we wouldn't let him.)

Anyway:

The Game: Shambles
The Publisher: A Terrible Idea
Degree of Familiarity: With zombies and related media, lots. With this particular game, none.
Books Required: Just the Shambles pdf.

 
The system works on three principles: Players Like Rolling Lots of Dice, Players Hate Doing Lots of Math, and Fudging Dice Rolls is Fun. While I haven't found the first point to be universally true, there certainly is something to be said for throwing a fistful of dice around.

Anyway, this is a game in which you play zombies. Yep. The game asks you to design a person who is boring as hell, and then make him/her a zombie. The setting for the game isn't...well, set, and there are several suggestions on how to use the game engine and setting conceits (you heal by eating brains, otherwise you slowly decay).

Basically, all chargen asks you to do is think of some backstory, and then assign numbers to the six stats using either a die roll or point division. I'll worry about numbers presently.

My zombie is (was?) named Josh Wilson. Josh wanted to be a writer. He surely did. That doesn't mean he actually wrote, of course. He just wanted to be a writer. He had a computer and everything. Every day, he'd get done with his shift at the gas station/convenience store, come home...and plop on the couch. He just really wanted to watch this movie he got from Netflix. He really wanted to get that last achievement on Prototype (awesome game, BTW). He really wanted to just do this one thing, and then tomorrow he'd write.

He had it all planned out in his head.

Then he died. But then he got up. Because his death, like his life, was a little thing, a speed bump on the road to true greatness. Josh is a zombie...but he still wants to be a writer. In fact, he always carries a pen.

There, that's good for a backstory. Now I assign numbers to my stats. Stats in this game are Lurch (moving around), Flail (beating stuff), Clutch (grabbing stuff), Brawn (strongin' stuff), Chuck (flingin' stuff), and Sense (huh?). I choose to use the "Roll Lots of Dice" method of chargen, because the book assures me that this is fun. I don't have dice handy, though, so I slip over to good ol' entropy-land. OK, I get 6, 1, 3, 3, 4, 2. Not horrible.

These go 1 to 6, BTW, where 1 is "poor" and 6 is "awesome!" I'll put my 1 into Brawn. Josh is the kind of Zombie that can't make it through a paper screen without help. I'll put my 2 into Flail. Not strong, so not so good with the beating.

I'll put my 3s into Clutch and Lurch. Josh can hold on tight (you should see him work a burrito), and he moves OK for a zombie. I'll put the 4 into Sense. Josh isn't dumb, just lazy (and undead). And that means the 6 goes into Chuck, which means that Josh writes a blog and is unnaturally obsessed with pie can throw shit like Bullseye, if Bullseye were a zombie.

I don't start with any Laff points or Brains or anything, so that's me done, then.