Okay, I had an idea...what if Black Tom Cassidy was arrested and tried in London? I jotted down some notes, changed things around when I saw someone posted awesome stats for Purifiers, and moved on from there.
We played half the adventure tonight. Summary: I need to read the rules again. I also need some work with pacing.
Also, I really like the game.
Okay, I'm going to bed now. The cat is acting odd.
Friday, March 30, 2012
Thursday, March 29, 2012
Stream of consciousness
I've been working on a new game. Its about ghosts, and people who hunt for them. I have some solid pages down about the mechanics, and character creation. I think I know what I want to look for when it comes to artwork. I know my source material. I know the genre. I've studied what ghost stories mean to American culture. I understand scary stories.
But what does a ghost represent, and why am I so obsessed about stories about them? And why is it so hard to write about them?
My wife talked to me about what ghosts mean to her. She's really practical. To her, the meaning is really simple: its a person's lack of willingness to let go. A ghost is about our baggage. What haven't you been able to release? That's probably what will manifest.
Its elementary, I suppose. If you're going to write a ghost story, think about the stuff that hasn't been resolved.
I haven't been able to get any further than the mechanics. Every time I try to write about the ghosts themselves, about what they represent and about how people interact with them, I'm stuck. I'm not ready to talk, in a game, about what a ghost means to fictional characters.
Here's a funny story...I needed a palate for my paint. I have this old crystal dish that my mom used as an ashtray. As a matter of fact, I only ever knew it as an ashtray; I don't think it ever had any other purpose when it was in my mom's possession. It took effort, but I used it as a palate. I made a dumb comment about it on Facebook, just to ease the tension, a little something to help rip the bandage from the wound, I guess.
Does that analogy make sense? It has to do with my mom, too.
So, we were talking about ghosts. I've been jotting down notes about what ghosts mean in different cultures...about the angry poltergeist, about the Victorian haunters.
I had this professor in college who told us that we'll know what's real, what's true, when it comes to us in the still, small moments in the night. They're the things that wake us up. I'd forgotten about that. He always helped us get over what ever baggage we had when it came to academia. Remember what is real.
Grief is real, sure. But so is the creative process. So is the written word.
But what does a ghost represent, and why am I so obsessed about stories about them? And why is it so hard to write about them?
My wife talked to me about what ghosts mean to her. She's really practical. To her, the meaning is really simple: its a person's lack of willingness to let go. A ghost is about our baggage. What haven't you been able to release? That's probably what will manifest.
Its elementary, I suppose. If you're going to write a ghost story, think about the stuff that hasn't been resolved.
I haven't been able to get any further than the mechanics. Every time I try to write about the ghosts themselves, about what they represent and about how people interact with them, I'm stuck. I'm not ready to talk, in a game, about what a ghost means to fictional characters.
Here's a funny story...I needed a palate for my paint. I have this old crystal dish that my mom used as an ashtray. As a matter of fact, I only ever knew it as an ashtray; I don't think it ever had any other purpose when it was in my mom's possession. It took effort, but I used it as a palate. I made a dumb comment about it on Facebook, just to ease the tension, a little something to help rip the bandage from the wound, I guess.
Does that analogy make sense? It has to do with my mom, too.
So, we were talking about ghosts. I've been jotting down notes about what ghosts mean in different cultures...about the angry poltergeist, about the Victorian haunters.
I had this professor in college who told us that we'll know what's real, what's true, when it comes to us in the still, small moments in the night. They're the things that wake us up. I'd forgotten about that. He always helped us get over what ever baggage we had when it came to academia. Remember what is real.
Grief is real, sure. But so is the creative process. So is the written word.
Tuesday, March 27, 2012
Marvel Heroic RPG after-action report
I forgot, I never got to write up that after-action report for my Marvel Heroic RPG.
The characters were chosen some time earlier. Matt chose Cyclops, Chris chose Storm, and Alan chose Cannonball. So there we were, with Team "Team Leader."
To try out the system a little bit, we started with a Danger Room scenario: the team fighting ninja vampires on the rooftops of Neo-Tokyo. The players interacted in an interesting manner...seeing three team leaders interact was fun. XP were gained as a result of the small inter-party confrontations.
We started quickly picking up on how to manipulate the environment by dice rolls. I'd bought a big dry-erase board earlier that day, and jotted down valuable notes for everyone to see (what effects were in use, some stats for bad guys, that sort of thing). We found that keeping the board out there, and constantly writing out the effects we created for everyone to see helped.
We picked up with the mission: Cerebra picked up a new mutant coming into their powers somewhere in the midwest. The first part of the action started at a shopping mall, with a pit of darkforce growing in the floor. The group did a good job moving the civilians out of the area, disrupting the threat from the darkforce, and finding whomever was the cause. The run from the mall, with a young mutant in their arms, was troubles by a couple of black helicopters with anti-mutant folks at the guns. The choppers were defeated, and the new mutant was saved.
The players all picked up the narrative use of the dice quickly. There was only an occasional bit of prompting. If someone said they were attacking, I asked what effect they were looking for. This created a cool, action-filled set of scenes.
We had a transition scene, with the PC's meeting with the new mutant's parents. Storm went to give the "I understand you're going through a lot of changes," speech. Cannonball and Cyclops gave the, "We work at a really cool school...we even brought pamphlets," speech. It was a nice way to get the players to find their characters' voices.
No dice rolls in the transition scene. No one had taken any damage in the previous scene. It was cool, but in danger of going to far.
So, in come the Sentinels. And some Hellions. The fight was cool, with everyone pulling out the best opportunities to do cool stuff and create effects that stayed over the battlefield. Plot points were handed out, the Doom Pool was used to near exhaustion. Ultimately, the Sentinels were defeated, and the Hellions were sent running. The new young mutant agreed to go to Xavier's School, with the blessing from a very nervous, but appreciative, parents.
The dice rolling during combat was quick and loose. Thanks to Christine for having her laptop open, ready to confirm the rules we needed. The biggest wall we'd hit, I think, was how we were supposed to use our Plot Points, and how I was supposed to give them out.
The characters were chosen some time earlier. Matt chose Cyclops, Chris chose Storm, and Alan chose Cannonball. So there we were, with Team "Team Leader."
To try out the system a little bit, we started with a Danger Room scenario: the team fighting ninja vampires on the rooftops of Neo-Tokyo. The players interacted in an interesting manner...seeing three team leaders interact was fun. XP were gained as a result of the small inter-party confrontations.
We started quickly picking up on how to manipulate the environment by dice rolls. I'd bought a big dry-erase board earlier that day, and jotted down valuable notes for everyone to see (what effects were in use, some stats for bad guys, that sort of thing). We found that keeping the board out there, and constantly writing out the effects we created for everyone to see helped.
We picked up with the mission: Cerebra picked up a new mutant coming into their powers somewhere in the midwest. The first part of the action started at a shopping mall, with a pit of darkforce growing in the floor. The group did a good job moving the civilians out of the area, disrupting the threat from the darkforce, and finding whomever was the cause. The run from the mall, with a young mutant in their arms, was troubles by a couple of black helicopters with anti-mutant folks at the guns. The choppers were defeated, and the new mutant was saved.
The players all picked up the narrative use of the dice quickly. There was only an occasional bit of prompting. If someone said they were attacking, I asked what effect they were looking for. This created a cool, action-filled set of scenes.
We had a transition scene, with the PC's meeting with the new mutant's parents. Storm went to give the "I understand you're going through a lot of changes," speech. Cannonball and Cyclops gave the, "We work at a really cool school...we even brought pamphlets," speech. It was a nice way to get the players to find their characters' voices.
No dice rolls in the transition scene. No one had taken any damage in the previous scene. It was cool, but in danger of going to far.
So, in come the Sentinels. And some Hellions. The fight was cool, with everyone pulling out the best opportunities to do cool stuff and create effects that stayed over the battlefield. Plot points were handed out, the Doom Pool was used to near exhaustion. Ultimately, the Sentinels were defeated, and the Hellions were sent running. The new young mutant agreed to go to Xavier's School, with the blessing from a very nervous, but appreciative, parents.
The dice rolling during combat was quick and loose. Thanks to Christine for having her laptop open, ready to confirm the rules we needed. The biggest wall we'd hit, I think, was how we were supposed to use our Plot Points, and how I was supposed to give them out.
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