Wednesday 5 November 2014

Using Node Maps to Figure out your Criminal Network

Yesterday caught me reading Reality Refracted, and thinking about his observation that games which focus on the criminal underground always rely on the interconnectedness of people and locations.

I'd also come to this conclusion from watching movies like Lock, Stock and Two Smoking Barrels and TV shows like Sons of Anarchy.

If you're going to run a crime/cyberpunk style scenarioyou might like to try mapping these relationships out as a node network to help you visualise where your plot might end up.  Fans of the indie RPG FIASCO will be familiar with this concept as the basis for character generation albeit on a much simpler level.  Taking my favourite crime TV show "Sons of Anarchy" as my inspiration I made this relationship map to illustrate my point.
Sons of Anarchy Relationships Map
(Click to embiggen)

Whilst far from accurate, it demonstrates that often overlooked minor characters can have unexpected or glossed over connections with otherwise unconnected groups.

For example in the Sons of Anarchy universe:

Chuckie Marstein is an often overlooked minor character often seen hanging around TM, working behind the scenes at TM, in the bar at the clubhouse, serving at the ice-cream parlor or running errands for Gemma.  However, his backstory also reveals he was Otto's cellmate and friend in Stockton County Jail, and that he was the Bookkeeper for the Lin Triad who'd stolen two of their counterfeit money printing plates.  He's also done his fair share of work for SAMCRO such as wanting to be an amputee porn star so the gang could gain access to Georgie Caruso's porn studio when he was working for Otto's wife Duanne Laney as the Cara Cara bookkeeper. There's also the unrequited love angle, as he holds a torch for Gemma after she bought him new prostethic hands.

Brooke Putner is another minor character who joined the show as a crazy teenager who blamed SAMCRO for her mother's death.  In fact it was Jax's father John Teller who collided with their car killing both himself and Brooke's mother Emily, although the show hints heavily that her mother is in fact alive and living on the streets as we see her picking through dumpsters every now and then.  Brooke has since fallen in love with Ratboy, helped out at the clubhouse and now works for Gemma as Abel and Thomas' nanny.  This close proximity to the centre of the SAMCRO empire means that it's only a matter of time before she gets hit by some of the club crossfire.

Visualising your crime network in this way makes it easier for you to write convincing plots.  You can see what the effect of an NPC death might be.  If Gemma were to be killed would Chuckie take out his own type of vengence on her killer or if Ratboy were killed in some accident would Brooke hire Happy to hunt them down?  The consequences for larger characters tend to be more obvious, say if August Marks is taken out of the game someone will fill the vacuum, but who?

One of the things I love about the show is that when SAMCRO try to get themselves out of a bad situation, their actions always have unforseen consequences which almost end up burying them.  Your game should be no different the PCs should always be making a hobson's choice with the information they have at their disposal, it's not their fault that the guy they killed in revenge is actually a key player in an even bigger, more powerful crime syndicate.  It doesn't rain.... it pours!

Tuesday 4 November 2014

10 Things I Don't Know About You

Wil Weaton asked his fans to respond to a survey, on Google+ today, for an upcoming article in the Washington Post and it's something I've been meaning to do for a long time. 

So after 4 years of shouting blindly into the blogosphere, I'd like to know a little bit about you, my readers.

Take part in my 10 Things I don't know about You survey

Thanks

RPG Mapping in Sketchup Part 2 - Simple Buildings Walls and Roofs

In this second part of the series I show a quick and easy technique to draw simple buildings with the 3 most common type of roof shapes; the Gable, the Hip and the Double Hip Roof.  Using this technique you can use sketchup to quickly construct models of buildings for use in your own RPG campaigns maps or as scene setting handouts for your players.



In the next part I'll demonstrate techniques to create the Cross Gable, Gambrel and Mansard roof shapes. 

Related Posts:

Part 1 - Unhiding the 3rd Dimension

Friday 31 October 2014

RPG Mapping in Sketchup Pt 1 - Unhiding the 3rd Dimension

As you know I got commissioned by Joe Wetzel for his Dungeonmorphs 2 Cities and Villages dice project on kickstarter, which requires me to make lots of geomorphs with buildings on them.

After a while you look at your collected sketches and think OMG all my buildings look the same.

Sketching out the idea process - not sure if any of these will be in the final product
This is caused mostly by the constraints of making sure the design is legible and that they fit on a 1inch d6.  In search of inspiration I decided to experiment with roof shapes and turning them into 3D buildings using sketchup.  Enjoy...

Wednesday 29 October 2014

My post apocalyptic future needs... Motorcycle chariots

In the 80s we had our fair share of visions of a post apocalypse future, my favourite being Mad Max, which had motorcycle gangs but sadly none of them had motorcycle chariots...


Is this not a sport fit for the "Ayatollah of RockandRolla"?

There's a cool article on Viral-Nova with more photos and a video of ex pro wrestler Buff Bagwell's attempt at a chopper chariot.  Googling also found this neat Fallout 3 concept art

Fallout 3 "Chariot" ConceptArt
and dakkadakka member wyrmalla's recreation for miniature wargaming.

Wyrmalla's mini wargaming version of a Fallout 3 Chariot vehicle

Monday 27 October 2014

Citymorph Dice Kickstarter from Inkwell Ideas

Who woulda thunk it?  Citymorphs has spawned a kickstarter!!

Roll your own Cities!!
Inkwell Ideas head honcho Joe Wetzel has gathered together a few of the RPG communities morphing cartographers, myself included, and is kickstarting a version of his popular Dungeonmorph Dice but this time with city designs.

The aim is to produce a set of 5 dice with which you'll can quickly "roll up" your own city map.  There's pledge levels for all sizes of pockets with PDF/Font versions available from $5 and a set of dice for only $20.  They're pretty substantial at 1 inch square (so have dictatorial thunk of authority when they hit the table).  Unlike a lot of custom dice which might just predict the weather, random direction or what body part you've hit, these also function as regular dice and are pretty unique. 

The first set is a mix of City/Village designs,  but the project has far higher aspirations and includes stretch goals to create further sets with designs for Ruins, City Walls and Harbours.  The more money Joe can raise, the more designs he can get into production and the more variety you can create.  With plenty of stretch goals to unlock on the way like free bonus dice and dice trays available, it's a win win situation! 


Pull them out in your group and hear your friends gasp in amazement as they lust after your cool new dice, buy them for your roleplaying partner as a gift, they'll love you all the more for it.   

So if you're interested go to the Dungeonmorphs 2 kickstarter page and become a backer.


Tuesday 21 October 2014

The Vikings Have Landed - Codex Nordica Thane Unboxed

In some bizarre twist of history the vikings have once again sailed across the Atlantic Ocean and delivered my Codex Nordica Kickstarter Thane bundle.  There's a lot of stuff to digest but at the moment I am a happy Di Sma Undr Jordi (see page 35).

Map of the Nine Realms, Wooden Rune Tiles & Box, Kings Table Boardgame, Nordica Tankard
Codex Nordica Hardback, Odins Fury and Hel Rising Nordica Adventures,
My bonus Items (Players Handbook, Curse of the Khan, Malady of Kings and Heart of Glass Adventures)
There's also an unboxing vid on You Tube.

Monday 20 October 2014

Rick and Morty - Packed full of Sci-Fi Tropes

I guess sometimes I can be accused of sleeping under a rock when it comes to the latest US TV shows, but I bet I'm not the only one.  Which is why I just have to share the love for Adult Swim's Rick and Morty.

An example of what happens in just about every episode.

Created by voice actor and director Justin Roiland, who some might recognise as the voice of Adventure Time's "Lemongrab",  and Dan Harmon, creator of the hit sit com "Community".  Rick and Morty is an adult sci-fi cartoon series following the mind bending, dimension hopping adventures of sociopathic alcoholic scientist Rick and his 14 year old grandson Morty.   

A show of two halves, each episode finds Rick and Morty on some wild adventure whilst his family (unemployed ad exec dad Jerry, horse surgeon mom Beth and unpopular sister Summer) are often left to deal with the unintended consequences of one of Rick's devices.

Bizarre ideas are the meat and potatoes of this show and no trope is safe.  Season 1 has seen cyborg dog revolution, a contagious love virus / preying mantis / Cronenberg monster apocalypse, inception dream walking, alien abduction, a Rick and Morty multiverse, sex robots and alien child rearing to name just a few.

Meanwhile Jerry and Beth struggle to keep their marriage alive, as Dan Harmon puts it, "the nature of their relationship is that it's always 1 minute from ending" and Summer stives to improve her social position from "not super hot/super popular" high school girl whilst being the result of the "unwanted pregnancy" that keeps her parents together.

The language and visuals are as adult and bizarre as they can be and dialogue is often delivered at a breakneck pace in order to cram as much action in as humanly possible.  The casting is spot on from regular voice performers Justin Roiland (Rick/Morty), Chris Parnell (Jerry), Spencer Grammer (Summer), Sarah Chalke (Beth) to the great vocal cameos delivered by Alfred Molina, Dana Carvey, David Cross, Rich Fulcher, Claudia Black, Virginia Hey, John Oliver and Cree Summer.

Rick & Morty 3D Billboard courtesy of Dailybillboard
 The show is a definite must see and has been picked up for a second series scheduled to air in early 2015 along with a spin-off comic book.  The "point and click" style game "Rick and Morty's Rushed Licensed Adventure" is also available to play on the adultswim website.

With all this richness it should only be a matter of time before someone writes a Fiasco playset based on this universe and it's one setting that most definitely has to go "gonzo"... every single time.

Thursday 16 October 2014

Delving the Dark with Dungeon Master G

Following on from yesterdays Geomorph related post, I've been following the exploits of the Dungeon Crafting crowd (The DM's Craft, TheDMGInfo and AJ Pickett) on YouTube for a while now and have been especially entertained by The DMG Info's latest series "Delving The Dark".

It's essentially, a video "walk-through" of a dungeon that Gareth has created using his take on DM Scotty's 2.5D tile system.  Each episode describes a single room and its contents.  The descriptions are system neutral and concise and the plot detail offered adds enough spice to keep the viewer and potential DM interested.



Whilst watching Level 1 Area 16/20, Gareth casually dropped that there were at least 5 levels to this dungeon...  Woah, that's gonna be a pretty sweet little series of vids. 

To avoid spoilers, this is definitely one for DMs only and it's a great showcase for how the 2.5D dungeon tiles can be used in your game.

Wednesday 15 October 2014

DIY Tournament Dungeon Boardgame

24 Cheap and easy 2.5D Dungeon Tiles
My RPG club, The Hobbit's Hole, runs an annual memorial tournament in honour of one of its founding members called the Manic Trophy.

This year it's my turn to host the game and I'll be putting on a simple dungeon crawl game.  I'm musing over the rules at the moment but here's my outline: 

PREMISE
My aim is to have a 3 to 5 player competitive dungeon crawl lasting no more than 45 minutes, in the style of the boardgame Dungeon Quest.  Players start on the same tile, like in Drakon, each time they move they reveal a new tile and orient it as they see fit discovering the dungeon as they go.  The final tile holds the great treasure and the Boss Monster.

I'm going to be using a version of the 9 inch cavern geomorph tiles as popularised by YouTubers TheDMGInfo / TheDM'sCraft / DM Kaydons Kastle, where each tile contains an encounter, be it a trap or a monster (or maybe both).  This also gives me a chance to use the cards from the Inkwell Ideas Creature Decks.  

I like the idea of having a finite number of "moves" to a game, everyone has an equal chance the player skill element comes from trying to push your luck or deciding to flee.  I've played  games like Lost Cities which use this sort of "push your luck" mechanic and enjoyed them immensely.

I need quick and dirty "trump" style resolution so I'm going to base everything around a regular deck of playing cards.  Players get to choose their card whereas the DM draws randomly from a deck.

To represent levels of the dungeon the DM deck is divided into 3 stacks; Level 1(cards numbered 2 to 6), Level 2 (cards 7 to J) and Level 3 cards (Q to A).  I have 24 tiles in the game so the first 10 tiles represent Level 1, the next 10 Level 2 and the last 4 are Level 3.

STATS & CHARACTER GENERATION

Looking at the card suit symbols we have:
  • HEARTS - Look like a heart so should represent life force or vitality, these cards are used for all tests of strength and stamina.
  • CLUBS - Look like a tree and sort of like a brain so these represent knowledge and intelligence.
  • DIAMONDS - Looks sharp like a sword so these cards are used to represent Melee combat ability.
     
  • SPADES - Look like an arrowhead so these cards are used for all Missile attacks and Dexterity based skill checks.
  • JOKERS - Each player gets one of these to use during the game to automatically succeed at a challenge or to inflict an instant kill.  However, Jokers cannot be used to defeat the BOSS MONSTER, unused jokers are worth 15 points at the end of the game.
Players get to choose their class and pick up the relevant 2 suits of cards as follows:
  • Warrior - (Strength) and (Melee)
  • Wizard - ♣ (Intelligence) and ♠ (Missile)
  • Thief - ♠ (Dexterity) and ♣ (Intelligence)
  • Ranger - ♠ (Missile) and (Melee)
  • Cleric - ♣ (Intelligence) and (Melee)
Additional Character Classes contributed by Stu Rat
  • Barbarian - (Strength) and ♠ (Dexterity)
  • Bandit - (Strength) and ♣ (Intelligence)
  • Monk - ♣ (Intelligence) and (Strength)
  • Archer -  ♠ (Missile) and (Strength)
  • Warlord - (Melee) and ♣ (Intelligence)
  • Gladiator - (Melee)  and (Strength)
  • Swashbuckler - (Melee) and ♠ (Dexterity)

The first suit is their PRIMARY stat, e.g. Warriors (Strength) and is used to break ties.
ENCOUNTERS

Each time players move onto a new tile they will encounter either a monster, a trap or need to search for a treasure.

MONSTER ENCOUNTER: Players may either FIGHT using (Melee) or ♠ (Missile) or EVADE using ♣ (Intelligence) or (Stamina).  If a player succeeds in a fight the monster is killed and a treasure awarded.  If a player succeeds in evading the player can move to the next tile but the monster remains and no treasure is awarded. 

TRAP ENCOUNTERS: Players may either DISABLE using ♣ (Intelligence) or ♠ (Dexterity) or EVADE using (Strength) or (Melee).  If a trap is disabled it is removed from the game and the player gets a reward otherwise the trap remains.

NO ENCOUNTER:  Empty tiles can be searched by any player using any card. So there is merit in just following the first player and scratching around in the room once they've defeated all the monsters.

As detailed above, players resolve encounters by choosing a card and comparing it with the DMs Card, whichever is higher wins.  Players who fail an encounter must discard an extra card at random from whichever suit they used in the encounter.  In the event of ties a player who used their primary stat always wins, if they used their secondary stat they always lose.
I'm going to decide monster or trap based on a coin flip.  Heads it's a Monster, tails its a Trap, but you could design specific traps for each tile design you have.

TREASURE

Treasures are awarded for defeating monsters, disabling traps or succeeding in search rolls.  They are either drawn randomly from a seperate deck or if you want the rewards to increase in level as the challenges increase you can just award the challenge card.

THE BOSS MONSTER

When the last tile is drawn, the players have reached the end of the dungeon.  Any players who can move their character onto this tile in their next turn can attempt to defeat the boss monster either collectively as a group or try it on their own.  Players are reminded that the boss monster is an instant kill event and failure will result in death.  There's no such thing as a dead Hero in this game.

In either case they choose a card as normal, excluding Jokers.  However, the boss monster gets to  shuffle all the remaining challenge decks together and draws 1 card plus 1 card for each party member in the combat and discards the lowest card.

Players are awarded 2 treasures each for defeating the boss monster.

FLEEING

Players can FLEE the dungeon before drawing a new tile and keep any treasure cards they have amassed so far.  If their route out of the dungeon is blocked by a monster they must discard a card at random as they flee.

TURN ORDER 

Players determine their Initiative order by choosing one card from their hand.  Highest goes first, in the event of ties the player who used a primary stat card wins, all others discard and redraw.

1.  FLEE - Players may decide to flee the dungeon or continue exploring.

2. MOVE - Move through an open exit and reveal the next tile.

3. ENCOUNTER - Each player resolves the encounter as outlined above.

4. NEXT TURN - Play moves to the player with the next highest initiative.

SCORING

Once the boss monster has been defeated (or all players have fled the dungeon) the game is over and scoring occurs.

1.  DEAD players score 1 point for each unused stat card in their hand (+ 15 points for an unused joker).

2.  SURVIVING players score 1 point for each secondary stat card (+ 15 points for an unused joker) + the face value of any primary stat cards remaining + the face value of any treasure rewarded.

3.  The winner is the player with the most points

Wednesday 27 August 2014

French Space Opera - Time Jam: Valérian and Laureline

I've mentioned several times on this blog that Luc Besson is one of of my favourite directors/producers/writers and I always keep up to date with what projects he is involved with.  Back in 2012 he announced he was working on a Valérian movie, which for those who don't know, Valérian is a French graphic novel first published in Pilote magazine (Nov 1967) and written by Pierre Christin with art by Jean-Claude Mézières.

A few of the many aliens in the Time Jam universe
Just a few of the many aliens from the Time Jam universe (centre: Valerian and Laureline)
Besson has always been a fan of the original comicbook and so he hired Mézières and Jean Giraud Moebius to do the concept art for a little sci-fi project he was putting together which ended up being "The Fifth Element".  Besson's production company, Europacorp, also colaborated on a 40 episode anime series loosely based on the comic book, first aired in 2007.  Besson is not the only fan to be inspired by and some of the original comicbook has bled through to Star Wars.  Jeffrey Willis has a good write up of some of these on his blog The Geek Flag

The series follows the adventures of junior Space Time Agent Valérian, voiced by Nigel Greaves, who travels back to medieval France to undertake cultural observations for the Oxford Intergalactic University.  Needless to say his first mission goes spectacularly wrong and he ends up escaping feudal justice with a headstrong peasant girl called Laureline, voiced by Alison Dowling.  When they time jump back to 2417 they discover that the Earth has disappeared and they spend the rest of the series as the only humans in the galaxy trying to find out what has happened to it.  

The universe features a plethora of alien species, cultures, planets and technology, most notably the insectoid Vlargos who are intent on dominating the Galaxy.  Valérian and Laureline have to constantly thwart their devious plans as they ply their trade as space adventures.  One of their patrons are a trio of weird small winged entrepreneurs with trunks know as Shingouz.  Much like Star Trek's Ferenghi they are always in search of profit and end up sending Valérian and Laureline on quite a few dangerous missions to retrieve various objects. 

Their encounters often occur on weird planets that try to kill them or have been rendered dangerous by some legendary artefact they must recover and they are assisted by ship's computer "Rondha" which fills in some of the blanks for them and the viewer.  There's plenty of variety in setting and plot for each episode as the pair embark on various missions for their different patrons and they end up making just as many friends as enemies.

With the exception of the bizarre "Space Dandy", it's been a while since I've seen anything that I would class as "Space Opera".  By this I mean in the spirit of of E.E. "Doc" Smith's classic Lensman, a light hearted, galaxy hopping tour of the universe with only a laser blaster and a well timed one liner for defence.  It's pitched at an early teens audience, the tone is firmly in the "mild peril" zone, but it's good inspiration fodder for any Space Opera RPG and could be easily "hardened" up for more engaging adult sessions.  I would recommend using it as an alternative setting when you want to drop your players in at the deep end and watch them gradually learn about the universe as they play.

Wednesday 13 August 2014

5 Things I'd Love to do with RPG Props

Here's a bucket list of things I'd like to do with props have effects in a game world. 

Fortune Cookie (may include game content) 
1.  Fortune Cookies - Imagine a game where the PCs have just polished off a nice celebratory chinese meal, when the DM/waiter hands out a plate of fortune cookies.  Each of the players takes one and discovers a clue or instruction to their next adventure inside.

2.  Defuse the Bomb - Make a prop bomb complete with digital timer and hand the players a screwdriver and a set of wire cutters.  I'm going to need to trap them in a locked room so they have no choice but to defuse it.  This is probably the trickiest of the lot as I'd have to find a good timer circuit which I can use. 

3.  SMS Patron - Have a game where all the instructions coming from the patron are delivered to the characters via SMS text to the players mobile phones.

4.  Amaretti Scroll of Raise Dead - This is something I'd like to do when playing a magic user.  When a party member dies, I'd like to pull out a piece of amaretti paper covered in symbols claiming it's a Raise Dead scroll.  Read out some incantation and then roll it up into a tube and set fire to it.  At the last moment the paper will fly into the air (just like in the video) and the character is back from the dead.



5.  Crossword from Beyond the Grave.  Give one or more PCs a half finished crossword puzzle as a clue, preferable found near the body of someone they wanted to interrogate.  The players must complete the crossword to reveal a message from the victim.