Showing posts with label tunnelscape. Show all posts
Showing posts with label tunnelscape. Show all posts

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.

February 17, 2013

Sunburn Trilogy

I've put some more thought into it, and Sunburn is definitely going to be a trilogy. Partially because I want the players to know a campaign, as opposed to a mission, but also because I have too many ideas to just throw them all into Sunburn 1.

Part of the original inspiration for the trilogy was Maslow's Hierarchy of Needs. Every couple of tiers will be a part of a "section" of Sunburn.


Those in "the know" will be able to call me out on this one almost instantly. Because these are RPG characters, and not real people, they are constantly in Physiological danger. Usually from people with guns. So, I digress, it isn't perfect. But it's close.

Sunburn 1 is the Physiological tier, bordering on the Safety tier. The players will be struggling for water, and fighting against a desert war machine. Sleep and food won't be such a big issue, mainly because as a GM, I don't want to spend a lot of time focusing on them. Maybe later. For now, the survival mechanic is water and bullets. I say "bordering" on the Safety tier because they won't really have removal from danger- the campaign is spent throwing themselves into EMPIRE bunkers, so even I'm calling this one exempt.

Sunburn 2 is the Safety, and Belonging tiers. There will be several factions the players can choose to be buddy-buddy with, and each one comes with their own perks- including a warm bed at night. Of course there's going to be conflict between the groups and their environment, but there's going to be actual people. Also, more hints as to the world of OHS-817. This sets up nicely for the last installment.

Sunburn 3 is about Esteem, with Self-actualisation as a finale. Armed with skills, tools, and knowledge from the previous 2 installments, the players can kick a LOT of ass at this point. But, ass-kicking isn't the focus anymore. It's a huge element, but not the main draw. After what I hope to be one of the most horrible moral decisions I'll force someone to make, the characters will self-actualize. It's going to be the last half hour or so, and it'll set up nicely for whatever campaign I do afterwards. Probably the Spectrum RPG, but I'm not sure yet. Ultimately, it's just supposed to be fulfilling. It's a long, hot, dusty road- and I think the players will enjoy the conclusion.

Because, after all, everyone has their day in the Sun.

September 30, 2012

So I was thinking today, "I really need a blog so I can remember all of these fantastically amazing thoughts I'm having."

Then I remembered I already have a blog...

Anyhow. More things to come, as well as a lot of field reports. Consider this brain-dump space. Now I'm going to frenzy up a tag-storm.