April 28, 2013

Invisible Enemies

I love crappy movies. I don't care what critics say, what metacritic says, or what other people say- if I can, I like something.

Such is the case with Final Fantasy and The Darkest Hour. I can't offer any reasonable explanation, but I just like them. There's something else they have in common- invisible enemies.

On a basic level, the idea of an invisible enemy is terrifying. It was part of the mystique of ninjas, back in the day- an invisible swordsman. It's even scarier now, with the proliferation of automatic ranged weapons. So, what else is there to do except examine various incarnations of the concept, and then translate it into RPG elements?

I'm also going to be referencing an episode of Samurai Jack. Invisible robots, yaddah yaddah.

The first thing, usually put in for fairness, is a means of detection. Something which is completely invisible, all the time, is just unfair. FF had bio-stuff flares, TDH had lightbulbs and other electronics, and SJ just watched for footprints and threw oil onto them. Depending on how human the enemy is, there may be other indicators- shadows, doors opening and closing, SOUND, and general bad feelings.

The other common feature is a general safe area. FF had domes surrounded by energy fields (and you have to get scanned for infection when you come in), rendered useless by someone making a power-play with the shield generator. Darkest Hour had Faraday cages and any glass enclosure, which has a nice scientific feel to it. Samurai Jack had to defeat all of them with a robotic arm and some serious prayer powers.

"I'm pretty much a bad-ass time traveling warrior/cleric"

One thing which needs to be mentioned is the consequences of losing to the invisible enemy. FF takes the prize on this one. When a phantom 'offs someone... No, I'm not going to spoil it. Go watch the movie, or find a clip of it.

The aliens from Darkest Hour just un-made anything living they touched. Transmute person to ash. It was pretty vicious.

So, ultimately, there's three things that go with any invisible enemy:
  • Way to detect it (the sketchier, and easier to get false-positives from the better)
  • Some kind of shelter (not armor- what's the point after that?)
  • Unique, spectacular executions. Someone getting lifted into the air, then eviscerated, is some extremely powerful imagery, and a good fear tactic.
~

Now, a bit of narrative. An invisible enemy is the embodiment of a predator, or a coward, depending on how it's used. Once the mask comes off, that's when the players will make their judgement on what it really is. Was it an alien, or just humans in advanced stealth armor? What were its targets? Was it even trying to attack, or just deliver a message? Can the players reverse-engineer this technology?

The pacing with an invisible enemy is key. If they just show up and kill people, it's nothing special. Draw out the encounter. Make the players sweat. And remember- it most likely knows it can't be seen. This opens up its tactical options tremendously.

The victim side of the encounter is where the action is at. It's race to figure out how to detect it and kill it. Sprinkle sawdust on the floor, then find out the footprint isn't human? Chilling. Shooting at chest-level doesn't hit it? Unnerving. It only moves if you look at it? Terrifying.

Make up some rules for it, then let it loose. Just don't forget there's a fine line between horrifying and irritating.

April 23, 2013

How I'd fix Metro 2033

I got Metro 2033, in book form. I liked the game, and it was done by the same guy.

What a mistake.

I tried to read all the way through it, but I couldn't. The main character (Artyom) is nothing like he was in the game.
  • He's almost always acted upon, instead of performing his own actions
  • His life gets progressively worse, then a sudden (and expected) event gives him a little more time. Then it happens again. And again.
  • Virtually no personality to speak of, except for "gifted loner."
The world Dmitry Glukhovsky creates is exquisite. The first two chapters, describing the everyday life of the Metro and a rat attack, are some of the most gripping I've read in a while. After that, it mainly turns into him describing the degradation of the familiar subway stations. While I can't sympathize very much, it's still interesting to look at his technique.

One thing he does masterfully is simulate the politics and conflicts. There's innumerable factions inside the tunnels, and each one has their own history. The station he's in affects Artyom a considerable amount, as well as which tunnels he's in. The problem, I believe, is with the main character.

So, as a GM, how would I fix this and make a nice RPG out of it?

Step one- keep the environments, the tone, and the themes. Expand on the theme of human extinction. Re-use most of the characters.

Artyom gets to figure his own shit out. Random people won't just become his best buddy because they're bored, and if he wants to get the hell out of somewhere, it's up to him to engineer a solution.

More mutants! Trying to reinforce the theme that humans may be replaced as the dominant species. For a little while, I'd try to make the players think the ever-enigmatic Dark Ones can grow from a plant found commonly in the metro.

Let the player(s) pick their political stance. Reds, Hansa, Fringers, etc. Every side comes with its own benefits.

More physical problems. Chasms in the tunnels, collapses, gas leaks, underground bodies of water, etc. Let the player(s) use their creativity and problem-solving skills.

Some day, I'm going to read the book all the way through. Until then, though, I'll probably choose to imagine it however I please.

April 19, 2013

Powerful Imagery Redux

I think I've finally figured out what I was trying to say last post. Bear with me here.

Powerful imagery is any moment where the players stop, and really appreciate their surroundings. Either in a positive, or negative way.

I cite Halo:CE as my first real experience with this. After finishing the game, and going back to the menu, I watched the ring float silently in space amid a timeless, seemingly omniscient choir. Ever since that moment, I've always appreciated the spectacle involved. Looking at it now, I'm filled with a mix of emotions- fear of what's down there, happiness for my own survival, and awe for the creation of such an advanced structure.
The elements all blend together perfectly.


Of course, the effect is diminished once you actually play the game- it's hard to appreciate the scenery when you've only got 5 minutes to get the hell out of dodge. This is where the developers show another masterful touch: There's one or two "wow" moments in each level.

One thing virtually every medium has is its own "wow" moments. Video games, RPGs, movies, paintings, music, dance, etc. All can express it somehow. In music, it's the best part of the song. In movies, it's usually the climactic turning point (In Independence Day, it was the White House getting lase'd by an alien ship).

RPGs make it a little more difficult, because the only input the players have is what the GM says and does. If there's something truly powerful, he/she/it has to describe it in detail, in such a way that it's powerful.

"You see, like, a mountain range in front of you. The sun is shining on it, and stuff. There's a couple eagles too."

Though difficult, I endeavor to put in a few instances of powerful imagery in the large-scale RPGs I do. Sunburn has two (very beginning and very end), and the planned Spectrum RPG will have at least five. The purpose is to give the players a sense of accomplishment, and to let them relax in a way (only the positive ones).

One that I have planned is a tribal ceremony on top of a local mountain. Having been accepted by the people, the council of elders decide to officially induct the player characters into the tribe. It's a night of torches, dancing, alcohol, and tattoos. During this moment, I'm not going to have any rolls for the players to make. It's a relaxing, festive moment designed to showcase more of the tribals, and make the players feel welcomed in a foreign land.

A consequence comes with the use of powerful imagery- overuse. If too much spectacle and attention is brought to every facet of the game, it just waters down the experience. When everything is special- nothing is. It becomes the new bland. This is why I deliberately limit myself to only a handful of moments- to keep it amazing when it happens.

It's a powerful tool. As with any tool, there are good ways to use it and bad ways to use it. And, as long as I'm a little better each time I use it, I'm okay.

April 18, 2013

Powerful Imagery

Every GM has their own unique style. Some like large, broad stories. Others like smaller, more personal stories. Some enjoy elegant, highly stylized campaigns. I, personally, like to make mine a little gritty. Here's why.

I'm a big fan of post-Heinlein military sci-fi. Partially because of the events depicted in them, and partially so I can command the last division of surviving humans after I am thawed from cryogenic sleep in the far future.

Most of the books I'm citing are by Joe Haldeman and Robert Buettner (Forever War and Orphanage, respectively. If anyone knows any other good ones, drop me a line). And, one thing I really liked was their creative deconstruction of familiar, or seemingly powerful and elegant objects of the future. One bit I remember particularly well from Forever War was when he describes the acceleration pods used to shelter humans from the harsh g-forces of hyperspace. I paraphrase: "When the pod opens up, your brain is confused from disorientation and drugs. You can entertain yourself for hours trying to spell your own name."

Instead of using the stereotypical description of a hero waking up (complete with dry ice, for dramatic effect), Haldeman shows what it feels like- almost as if he's done it himself... that would explain a lot, actually.

I believe that describing the feeling of something is as important as describing the object itself. Same goes for the character's perception of something. For example, note the difference between these two descriptions:

"It's a semi-automatic pistol. 12 rounds, 9 millimeter. It appears to be in usable condition."

~or~

"A semi-auto pistol, 12 rounds 9 millimeter. It fits nicely into your hands, and has some heft to it. American craftsmanship at its finest."

And, depending on the tone of the game, it may be a good description to illustrate how much something sucks, or what its drawbacks are.

To each, their own. That's the golden rule.

April 12, 2013

The Ideal GM

A while ago I did a post- the ideal tabletop gamer. Today I wanted to expand on it in a simple way.

The ideal GM should also be a good player.

There's numerous quotes about leadership, but the one that comes to my simplistic mind is; "Those that cannot follow, cannot lead." That sounds very sadistic on paper, but it's true. The player's role is to follow the narrative, and enjoy themselves along the way. The GM's job is to make the narrative and respond to any player feedback. And to enjoy him/her/itself.

One thing I truly appreciate is dedicated players. People who can just follow a story, wherever it goes. There's something magical about it- being able to deliver an experience perfectly, to an eager audience. I'm mostly sure that's one of my basic food groups by now.

The internet (and local chatter) is stuffed with stories of bad GMs. Ninety percent of those shortcomings could have been avoided if the GM would have thought, "How would I like this as a player?"

Some food for thought.

The desert is an oasis of blood.

April 5, 2013

Finishing Sunburn - 5/5

The first batch of characters are done. 70 XP is a really good amount for three of them, so I think I'll be keeping it at a 210 pool to be divided among the characters.

There's really no telling how long it's going to take to run through the campaign. And, after that, I plan to ship it around to some isolated testing groups (you know who you are). So, there will be a follow-up post with the results.

One step I forgot- making really professional looking printouts for the whole shebang. Right now I'm keeping data written down on scrap paper, which isn't the classiest way to go about things.

The desert holds many secrets.

April 4, 2013

Finishing Sunburn - 4/5

10:30
Got back to my roots, watched Pitch Black. Wanted to set the mood.

12:40
Currently working the numbers, trying to make it balanced. Definitely put this off for too long.

1:01
Hell is having a nice sheet all worked up, and no printer to use.
Thinking the first group will have three people: A fighter, a survivalist/pack mule, and a medic/techie.

1:15
A 20-80 range of HP sounds pretty good, as does a 10-30 range of AP. Think I'll go with this for now.

1:30
Got stuff done on the player side- now to work the maps. Oh joy.
Survival is definitely going to let players cross the desert faster- GPS can only predict so many things when there's twisters that can pick up a tank.
Starting the group off with 210 XP total to split between them. We'll see how long the balance works.

Tomorrow:
Print maps, play.

April 3, 2013

A Short Story

I promised a reader I'd put up one of my stories. It's also a good distraction from all the Sunburning.

And, guys, have you listened to any of Peter Gabriel's music? I just found it, and I think I'm addicted.

~


What Really Matters
By Mark Hermanson

        The two samurai stand, swords drawn. Their shoguns have been at war for years, and this battle was supposed to end the feud. The men have slain dozens, then dueled for hours.
        Smoke billows from wrecked palisades and towers on one side. Gakuya raises his sword at the other. “You will know defeat at my hands today, I promise!”
        Seigo adjusts his helmet, and wearily raises his katana. “You have no honor- nor do your cuts have any depth!”
        In the dead distance, over the corpses of formations, crowds gather. Civilians watch as Gakuya, their last champion, defends their way of life. Seigo’s armies have sworn to not fight in this battle, for honor. The fate of the land will be decided here.
        Seigo takes up a stance among the bodies, his feet planted firmly on tramped ground. “This is pointless, Gakuya. So many have died. Let’s stop the bloodshed, and tell our shoguns this must be resolved some other way.” His voice trembles with the weight of recent events, having slain without compassion.
        Gakuya is wobbling slightly, the weight of his sword making his hands shake. “This ends here. It is the way of samurai to finish the battle in glory.”
        “There is no glory in death. Let us live, and revel with our families in an honorable victory over all this carnage.” Seigo also chose to save his soldiers from whatever Gakuya’s master had waiting at the castle.
        “I suppose that makes sense, Seigo. Very well.” Gakuya sheathed his sword, took off his helmet, and drops to one knee.
        Seigo does likewise, out of respect. His arm is bloodied from fighting Gakuya for hours, and torrents of arrows beating on him.
        The two samurai kneel, swords sheathed. Their shoguns are desperate for victory, and this battle will declare a victor.
        Seigo grins, despite the twisted bodies of his master’s men around him.
        Gakuya raises an eyebrow. “Is something funny? I thought war was an honorable thing, without laughter or cajolery.”
        Seigo chuckles slightly. “We are at rest. Please, come over here, I must tell you.”
        “I am standing within a spear’s reach. You can tell me.”
        “I don’t want my men to hear this, they have the ears of eagles.”
        This confused Gakuya. But he obliged his fellow warrior, hoping to be diplomatic, just as the shogun is.
        “Here, could you help me with my arm?” Seigo tore a sleeve off his armor, and exposed the cuts of Gakuya’s sword to the sun. The wounds were many and shallow.
        The defending samurai obliged him, and began to tie fresh bandages around the gashes. He took a moment to admire his handiwork, as he was not humble in all ways.
        Seigo waited until both of Gakuya’s hands were tying the knot, then reached to his sword. His foolish enemy was so engrossed with healing, he forgot to be a real samurai, full of glory and war! He slashed into the enemy with his sword, and drew much blood. His shogun would be pleased.
        Gakuya fell to the ground, and clutched his chest. “So this is how we honorless pigs die?” His voice rasped from his throat, and his eyes looked into a blackened sky.
        Seigo laughed, holding his arms out far to his side and slightly above his head. “We? Clearly you are mistaken, I stand victorious, my actions washed in history by the water of glory and fortune!”
        Gakuya smiled as his death drew near. “Did you notice I never cut you deeply?”
        Seigo dropped his arms, puzzled. “I noticed- I barely needed armor to defend against your soft, feminine strikes.”
        “This morning, I covered my blade in the poisons of the fugu fish.” Gakuya looked serene as he died among the bodies of his compatriots. “I knew you would want to impress your shogun by dueling me, and that you would soil your honor. I am taking your honorless soul into the afterlife with mine, and making the land a better place.”
        Seigo felt his heart slow down. He felt a coldness come over him, an evil spirit in his body.
        The two samurai lie, swords on their chests. Their shoguns died honorless, slain by their own courtiers. The battle is over, and so is the war. But legends tell of a day, just after the cherry trees bloom, when two ghost swordsmen can be seen fighting for the honor of a proper death.

Finishing Sunburn - 3/5

Maps are done, populated, and fine-tuned, at least slightly.

No real way to differentiate between what weapons enemies have, but how hard can it be? Far ones have battle rifles, nearer ones have machine guns, even closer ones have ARs or pistols, and the ones right next to elevators have knives. Kid's stuff.

I wound up putting a lot of containers inside the bunkers. For one, I feel like a bunker in a desert needs to be supplied with things like guns, ammo, and water. For two, the players need a reprieve for going commando.

Also noticed a large prevalence of computers. Oh no! I might have to make the Education skill worth two shits. A certain few are more important than others, but they'll all have a purpose. It's all tactical, is what I'm try to do. I just found out now that the EE is going to have a cover mechanic. Who knew!?

So, good times all around. Tomorrow is the first round of character creation, and blundering my way through the campaign. It should be reasonably epic.

The desert does not love, and it does not hate.

Finishing Sunburn - 2/5

Gah, procrastinated Tuesday. Dammit!

Today (Wednesday), I'll be adding enemy populations and making sure the EE isn't totally broken. Probably some character creation for the Thursday and Friday play-through.

~

One idea I had was for player characters to have manifest destinies. The session before the end, I'll have them write up what they want to happen to their characters. So, I can jury-rig the plot of the campaign to put them in those positions, respectively.

I'm pretty sure Grognardia actually inspired this one. The idea being that after they hit epic level... well, it's no more fun, because the PCs are nearly god-like in power. But, the actual idea was that the characters retire, and inhabit the world they've helped change.

I thought it would be a good touch for players (most likely at the end of Spectrum) to be able to retire their characters. Now, not necessarily retire like we do, but have a "manifest destiny" of sorts. Most likely settling, or wandering any of the worlds made available to them. This idea is still rolling around in my head, so it'll take a while to perfect. I just thought it was a cool idea- and isn't that what really matters?

April 1, 2013

Finishing Sunburn - 1/5

I'm going to finish Sunburn by the end of this week. This is the first part of a journal to document its completion.

I've finished the interior maps. Tomorrow I'll add population, and the 3 days after are dedicated to testing.

Now, little updates (less than 140 characters, even) don't make for very good content. Neither do apologies about updates. So, I'll try to give some forecasts about future content.

For example, I came up with an idea for how to finish RP and RPG campaigns. First, watch this:

http://www.youtube.com/watch?v=m6j-W7bOV54

I like how Fallout, at the end of a game, tells the player how their actions have affected the world they played through. That clip wasn't even from the main game- that one goes on for about ten minutes. But, it's a really nice touch for the players to be able to reminisce about all they did.

I decided to take it one step further- I'd let the players read it. I'll hand out a little notecard, one for each prominent event, and let them take turns reading them. Then, I'd read the last one. It sounds like it could be really epic, or faceplant completely. Depends how much energy they have. We'll see.

I'm Mark, and I'm a guy. I do things.