Showing posts with label New Releases. Show all posts
Showing posts with label New Releases. Show all posts

Sunday, August 21, 2016

New Kiwi Games

Welcome to a round-up of the latest roleplaying games created by New Zealanders.  Previous instalments in this series include Roleplaying Aotearoa Style (April, 2015), the rise of New Zealand Roleplaying products, (Aug 2013) and  New Zealand Roleplaying Products (Feb 2011).  Now, on to the 2016 edition:

We start with The Sprawl, a Powered-by-the-Apocalypse RPG of mission-based action in a gritty neon-and-chrome cyberpunk future. On the back of a successful Kickstarter, Hamish Cameron has created a game where you are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that those multinationals can’t do... or can’t be seen to do. You are deniable, professional and disposable.

Another Kiwi to successfully harness Kickstarter is Ciâran Spencer Searle, who raised funding for Transylvania, a hidden role party game of vampires and villagers played in a darkened room for six or more people.

Next up, Steve Hickey released Soth, a diceless game of cultists vs investigators where you play cultists in a small-town, trying to summon a dark god.  If you complete three more rituals, Soth will rise. But can you conceal your murderous crimes from family and friends?

Also of note, Left Coast, Steve's role-playing game about a science fiction writer in California, who struggles as the weirdness from her novels spills into real life, was a runner-up for the 2016 Indie RPG Award for Most Innovative Game!

Catherine Pegg has also been busy.  The Face of Oblivion, is a science-fiction chamber LARP for 6-8 players, designed around a hard choice.  Disaster is coming: will you save a large group of people that you are responsible for, or a smaller group of everyone you ever loved and everything you ever cared about?

Catherine also released My Bloody Valentine, a LARP scenario for 6-8 players, where instead of spending Valentine's Day with your loved one, you're stuck having biscuits and a cuppa with your landlady.  And it's worse than that - she's making you talk to her other tenants. Trouble is, Miss Elisabeth is so nice, she'll let anyone in. They're nuts!  How long before you're climbing the walls?

Anna Klein released two live action roleplaying scenarios during 2015.  Argonautica is an intense vignette inside the lives of eight characters who have found themselves in desperate enough circumstances to take part in an unpleasant shock reality TV show, wherein they sequestered from the world at large for four months, and subjected to the general ridiculousness of reality TV challenges. Partway through the game, a horror element is introduced, and the tone of the game becomes one of personal horror.

Boats Against the Current (also by Anna)  is an introspective live action roleplaying scenario for 9 players, set New York, in the throes of the roaring twenties.  Recently, an eccentric but much talked about millionaire socialite died under questionable circumstances. Speculation abounds in the streets, and splashed across the papers - who was this man, really? Where did he come from? Who killed him? And why?

At the end of 2015 I released Death of Legends, a GM-less dark-fantasy roleplaying game that tells the story of epic deeds against great odds in aid of UNICEF New Zealand, and followed this up with a high-fantasy expansion First KingdomsDeath of Legends was recently awarded an Indie Groundbreaker Award for Best Rules and was second runner up for the Indie RPG Award for Best Free Game of 2015. 

I also released another Christmas Special scenario for the EPOCH survival horror roleplaying game Polaris Six and Candidate, a micro-game of political ambition.

New Zealand game designers have also been well represented in international competitions.  Rose Docherty was a finalist for the renown Game Chef 2016 competition.  Rose's game, Making History is a game about history, hard decisions and public memory.  Hamish Cameron entered a game called Mirror Ball, a game about the many faces of technology and I entered Fragment (see below).  Rose also created School of Magic, a card-based RPG where you play teenagers in a mage school as part of the Fantasy RPG Design Challenge.

This is the biggest list to date, and I think it reflects the growing strength and diversity of New Zealand game design.

If you know of a product I've missed, comment below.

Also of Note
Mike Sands has been hard at work on Heavy Metal Æons, a roleplaying game of heavy metal inspired science-fantasy adventures.  A playtest document is currently available. 

My 2016 Game Chef entry Fragment, a game of machines and memory is currently available to playtest.

Holding On, Morgan Davie's entry into the 200 word RPG challenge recently went micro-viral.

Addendum
A couple I missed; Jenni Sands has been busy writing Monster of the Week mysteries, including Murders at the Music Festival, and The Shadow Man, and she's working on a new game called Purification: a facilitator-less story game with cards, violence and lots of death.

Grant Robinson has been  writing for Shadowrun.  In Amber Waves of Grain The runners are going to have some unusual jobs, including spreading some poisons and making sure innocent lives are spared (if they’re so inclined). They’ll have to be on their toes to steer clear of the authorities, get all the pieces of this particular scheme in place, and in particular answer the pressing question: Just what is Mr. Johnson up to?

Grant also contributed to Court of Shadows, an alternate setting for Shadowrun, Fifth Edition, emphasizing the magic and intrigue of the Seelie Court.

Hot off the press, Malcolm Harbrow has created The Devil's Brood, a LARP for nine players and an organiser, inspired by history and The Lion in Winter.

Tuesday, April 14, 2015

Roleplaying Aotearoa Style

In the past I've posted about New Zealand Roleplaying Products (Feb 2011) and the rise of New Zealand Roleplaying products, (Aug 2013) highlighting some great products authored by New Zealanders.  Now it's time for the 2015 edition, covering more RPG products by Kiwi authors:

We begin with a new edition of a title featured in the last instalment; Monster of the Week a new and revised edition of this best-selling monster-hunting roleplaying game powered by the Apocalypse.  Michael Sands teamed up with Evil Hat Productions to produce this slick product, packed with new art and containing some new material including an introductory mystery; example monsters like Balkan vampires, ghouls, and spore trolls; and hunter types like the Crooked and the Spell-Slinger.  Mike's also made available all the handouts and created a bundle of extra playbooks.

Next up is The Idea from Space by Simon Carryer.  This is an adventure suitable for low-level characters for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Also by Simon is Nod, a game about a barbarian from the Shivering Steppe, hunting human quarry within the walls of the city. One night is all that is given to find the quarry and flee the city. But Nod is a place of dark alleyways, strange rituals, degenerate worship and corrupt rule. The barbarian's journey will have many crooked turns, and will never end where you expect.

Steve Hickey has recently released Left Coast: the Short Story edition a role-playing game about a science fiction writer in California (and her weird friends, family, fans and nemeses).  Steve also has Soth, a game about cultists just trying to do what cultists do, coming soon.

Jenni Sands recently published Quiet Day in the Library, which is an existential live action roleplaying game about memories, relationships and coping in a crisis.  Jenni has also authored Four Things, a simple, systemless game about ordinary people that examines the quirks and foibles which form our personalities and how we relate to each other. Inspired by games like Grace, Silver and White and a team building exercise.  She also published the horror sequel Four Spooky Things, which sets the self reflection on the backdrop of a player-chosen horror scenario.

True Love Match is a free game of romance and reality TV by Morgan Davie. You’ll need six people, a couple of rooms, and a few hours. It might mess you up a little....

Stepahnie and Catherine Pegg published Tesla's Wedding,  a giddy roleplaying game based on the steampunk genre, designed in a spirit of celebration and to evoke a feeling of joy; the story of how Tesla von und zu Drakenwyrm and Pierre de l’Eclaire, having Conquered the forces Arrayed against them and Founded a little town of their own in the Black Forest, are about to get married good and proper. 

Catherine Pegg also authored The Face of Oblivion,  a science-fiction chamber larp for 6-8 players, designed around a hard choice.  Disaster is coming: will you save a large group of people that you are responsible for, or a smaller group of everyone you ever loved and everything you ever cared about?

EPOCH scenario publication has continued apace and continues to showcase some great NZ talent with Andrew Millar, Liam Jones, Marcus Bone and Michael Sands and I all contributing scenarios to War Stories, which was nominated for an ENnie Award for best adventure. Morgan Davie and Andrew Millar also each contributed a scenario with proceeds donated to charity - Silent Night was published in Christmas 2013, White Wedding in Christmas 2014.  The EPOCH companion The Experiment Continues also features original scenarios by Donna Giltrap, Liam Jones, Alasdair Sinclair and I.

I also recently released Wicked Lies & Alibis, a whodunit roleplaying game set in the age of Art Deco enabling you to recreate murder mystery stories in the finest tradition of the goden-age of detective fiction. 

New Zealand writers also feature in the RPGgeek Dramasystem contest, in  particular Monster's Brawl by Morgan Davie and Grapes of Wharekaka by Eric Dodd.

Looking back over the last lists all the way back to early 2011, there has been a lot of growth.  Some names have appeared with regularity, their writing credits growing steadily, while there has also been an influx of new talent.  All in all it seems to be a vibrant and diverse community of writers, publishers and gamers. Perhaps we should all get together sometime?

If you know of a product I've missed, comment below.

Saturday, April 11, 2015

Designer's Notes - Wicked Lies & Alibis

I recently launched a new game; Wicked Lies & Alibis, a whodunit roleplaying game set in the age of art deco.  I thought it might be interesting to briefly discuss how this game came about and the thinking behind some of the key design decisions that were made.

Inspiration
It all started when I was playtesting a new EPOCH scenario - Harvest - which was subsequently published in The Experiment Continues.  One of the suggested setups for the characters in the opening scene is that they are old friends who are travelling together to sprinkle the ashes of a recently deceased friend from the cliffs of her remote, coastal, hometown. This background served no purpose to the scenario beyond being a reason that the characters travel together to the town where the scenario begins

EPOCH is designed to encourage the players to construct interesting backstories for characters with a specific flashback mechanic.  As my playtest progressed the players began to focus on the story of the deceased friend, and created a Tarantinoesque story involving a drug-deal gone bad, double-crossing and finally death.  Each player used their flashback to show a different way in which the friend was badly injured during these escapades, but concluded with the friend being alive when they last saw them - implicating the other characters.

So engaging was this story of betrayal it came to compete with and even eclipse the scenario plot.  That led me to conclude that EPOCH worked pretty well to support this kind of a game. But what, I wondered, would a game that was explicitly designed to generate this kind of story look like?

I have always found it interesting that in most murder mystery stories the crime itself is fairly straightforward; the bulk of such stories are the lies, obfuscation and twists that the guilty, and not-guilty, weave in order to hide their secrets.  It seemed to me that there was a neat game experience to be had in recreating this kind of game for the tabletop, focussing on the human drama and secrets of the suspects, rather than the procedural aspects of following clues and deduction.


Characters
I started with character creation; EPOCH does a pretty good job of supporting the players to generate interesting concepts from a few card-based concepts which could be fleshed out in much greater detail over a single session, so I borrowed these mechanics - but there were a few tweaks I wanted to make.  For example, in the past I'd observed players complain they simply couldn't reconcile two randomly dealt character creation cards, and sometimes players would even agree to swap cards.  So, I decided it would be important to give the player several options so they could pick a combination of cards that suited them from the outset.  I also added a motive card which would have obvious importance for later in the game.

In EPOCH I suggest using a group relationship to help players establish an identity relative to one another.  For Wicked Lies & Albis I wanted this relationship to have a mechanical effect, so during the opening scenes each character can play a connection (which they specify) on another character, and both players look at each other’s secret motive and circumstance cards, binding them together in a way that enables them to help or incriminate one another later in the game.  During playtest this had the greatest impact when players established close relationships, particularly immediate family.  It also means that some characters might end up being heavily connected (and knowing a lot of other people’s secrets) which I think helps reflect the reality the way social groups actually work in real life.

The game itself is split into two parts.  The opening scenes serve to ease the players into their characters, and to interact in order to establish some basic relationships.  Another EPOCH device that I’ve slightly refined this is also where the GM does the scene setting and introduces the future victim, and at the conclusion, the means of their demise.

The System
The second part of the game is perhaps the real meat of the game experience.  I wanted the characters to be able to tell stories of the victim’s demise, and ultimately accuse each other – but I needed a way to balance the different skills and experience that players bring to the table, and create a story framework that was constrained enough that it could evolve over the course of the game, and where the key elements could be remembered by the players. 

My solution was to create a deck of accusation cards.  Each has an element that incriminates another character somewhat (for example the character has a violent temper or previously threatened to kill the victim), and a player draws three such cards in each of four rounds and choses one to play on another character at the table in order to incriminate them as the potential murderer.  Played cards remain on the table as a physical reminder of the story and where the weight of accusations sits. 

In the hands of some players these cards support the framing of a detailed flashback scene which culminates in an accusation; for others less interested in exercising narrative control, simply making the accusation across the table is sufficient.  There are also alibi cards that allow a player to cancel an accusation played on another character by providing an alibi, rather than making an accusation.

The key is that the accusations can fit any context that the players construct – for example we know the character of the actor has a violent temper because it has been narrated in an accusation that they assaulted a theatre critic who reviewed them poorly – now that we know the actor is violent and probably ambitious, so a further accusation might infer that perhaps the victim was preparing to fund their next theatrical outing and reneged at the last minute, or perhaps they were a beneficiary of the victim’s will and needed a cash injection to promote their career... As the accusations are played, we learn more about the character and their motive to murder.

So while the accusation cards provide elements of a story framework, the players are the ones who really shape the story.  Playing multiple accusations on a character allows players to build on one-another’s stories, and ultimately each is a vote for which of the emerging narratives is most compelling.  This is an unusual experience for the players as they begin the game with total autonomy over their character, but in the second part of the game, they give up some of this autonomy and gain a level of narrative power over other characters, while still remaining in the skin of their character. 

During this phase the GM takes a formal facilitation role through the NPC of the Great Detective, who already knows the identity of the murderer, but will only reveal this once the secrets of the key suspects, and their attempts to obfuscate the truth, have been laid bare.

Playtesting the game yielded a further element – players wanted to have the opportunity to respond immediately to accusation made against their character, by turning them back on their accuser.  So I added the Prime Suspect card (given to the character with the most accusations) which allows this to happen once per round, providing some disincentive to piling accusations on one character, while also providing a physical reminder of which character is soon to face charges for murder.  This all comes to a conclusion in a formal end scene, where each player provides a conclusion for their character.

Conclusion
So, how does this all work?  In my experience Wicked Lies & Alibis supports an almost entirely player-driven story experience, and balances interaction so that everyone at the table has a fairly equal degree of participation.  It manages this without needing a 10,000 word scenario or the threat of character elimination that is the modus operandi of EPOCH.  All the GM needs is a deck of cards, a one-page case summary and to have some idea about the Great Detective they want to portray.

That said, much like EPOCH, I imagine this won’t be a game for everyone, it’s pretty non-traditional, dispensing with attributes, skills and characteristics, and my perusal of relative sales status of DriveThruRPG titles suggests that while investigation is common in many popular RPGs, dedicated murder mystery RPGs don’t seem to have a huge following.  There’s also the need to assemble the deck, which is obviously a much higher bar to entry than simply grabbing your trusty dice and a pencil.

As always, it took much longer to pull together all the material I wanted to include than I initially imagined.  Following on from the example of EPOCH scenarios I wanted to offer some detailed facilitation notes to explain how to get the most from each phase of the game, and some summary materials to make the GM's life easy at the table (as a regular 'con GM I am a big advocate of simple reference sheets).  Then there is the historic context - I wanted to set this during the art deco period (mid 1920's- late 1930's) to parallel the 'golden age' of detective fiction, so I wanted to add a few historical details, but as this wouldn't be the focus of the game, I didn't want to get bogged down in this material, so I hit on the idea of introducing selected historical themes in the same way you'd introduce an NPC - some general details to enhance the flavour of the game.

So, that's a high-level overview of creating Wicked Lies & Alibis.  It makes it sound a much more orderly and planned experience than it actually was - at it's heart this is a game that evolved from a tabletop experience, and was refined through further gaming and experimentation.  

[Cross-Posted to Wicked Lies & Alibis]

Monday, December 1, 2014

'Tis The Season

It’s been a busy time as EPOCH celebrates its 21st;  that’s 21 scenarios of character-driven survival-horror published over the last two and a bit years.  These 21 scenarios have been written by 10 different authors and collaborators, and each has featured stunning artwork from Doug Royson, been carefully edited by Andrew Smith, and been fitted into the excellent layout template created by Marcus Bone.  I am very grateful to have worked with such talented folks, and I think the quality of the finished product is a good reflection of all the hard work that’s gone in behind the scenes.  Thank you all for helping to spread the horror.
 
Recently I published The Experiment Continues the companion to the EPOCH roleplaying game which has some new rules, more advice and also includes 4 new scenarios.  The companion had been in development for most of the year, and collects a variety of things drawn from my experiences in playing and facilitating the game, reports from others, and a collection of formal reviews.  Mostly this is in the form of advice, although one particular innovation I’m quite proud of are the Twist cards.  When I was first designing EPOCH there was some feedback that there should be more variety in outcomes for the characters, a degree of randomness which had a mechanical effect beyond the core outcome process.  At the time I stuck with the core idea of balance – that every player has an identical chance of  character survival, and that eliminations would be solely determined by collective decision making. 
 
However, the Twist cards add a layer on top of that mechanic, and have really enhanced the games in which I’ve used them.  There have been some extremely memorable plays of ‘Die Hard’, ‘Big Damn Hero’ and ‘In League With The Horror’.  One of my favourite plays was in a scenario which shall remain nameless. Igor had been dealt and then chose to play the ‘insight’ card.  Insight  lets the player look at one of the face down Horror Track Cards.  The card Igor peeked at read “Determine the entire town is gripped by homicidal mania’.  The look on his face was priceless, as were his characters, largely fruitless attempts to convince the others that they were in danger.
 
The scenarios are pretty fantastic as well.  My player were initially luke-warm about the premise of Donna’s scenario  The Tribute as they felt that playing characters in Ancient Greece would be tricky, but within a few minutes of getting started, they realised it was much more familiar setting than they had initially thought and they made it their own, invoking gods, heroes and pirates and having a great time.  Perhaps the best thing was hearing glowing reports of Donna’s run of the scenario at Fright Night, and seeing just how big the differences were between our respective facilitation of the scenario, but how both had delivered a gripping and entertaining experience for the players, despite being very different.
 
Mash’s scenario of gangster horror has an immediate and compelling setup, and I think it’s a scenario that will develop some very memorable experiences.  Our playtest was a lot of fun, and, as ever, the player stories were very memorable.  I was struck by just how many people have played some version of Death on the Streets when compiling the list of playtesters, it’s like a mini convention all by itself – which goes to show just how much thought and effort Mash puts into his craft.
 
Then there’s Liam’s scenario Slaughterhouse, which is deceptively simple, as the title would suggest, yet entirely perfect for EPOCH where character stories should be in the fore.  I had a great time playtesting the scenario, and I think Doug’s illustration perfectly captures one of the most dramatic moments.  Liam’s accomplishment is all the more impressive when you consider he wrote the first draft on an i-pad while overseas on a work trip in order to meet my deadline.
 
In addition to the Companion, I also recently released  White Wedding, the 2014 EPOCH Christmas Special.  Andrew pulled together this incredible scenario at short notice, which was amazing, as I was buried in editing the Companion for most of that time.  Andrew had a very clear vision of the scenario he wanted, and I think he’s created a really compelling and engaging piece.  Then there’s Doug’s stunning cover and fantastic interior art.  All in all, the twenty first published EPOCH scenario is one of the best yet.  If you haven’t yet, you should pick it up, and donate whatever you can afford to help children in need.   

Sunday, November 3, 2013

New and Noteworthy Horror

Over on NZRaG Luke has begun his annual ranking of the top games & products of 2013.  When I looked at my own top picks, all of them were horror.  I found that little surprising - I don't exclusively read horror games, and I feel that several other products I've purchased have been of high particularly quality (e.g. Doctor Source Books for the Doctor Who Adventure in Time and Space RPG, The Laundry and Mutants & Masterminds products).

So, what (other than EPOCH) made the top of my list?

1. Eternal Lies.  The true test of a campaign like this is actually running it, but the sheer quality, size and attention to detail evident in this product are amazing.  Then, to top it off, Pelgrane offer additional support, including a soundtrack, map, comprehensive conversion notes for Call of Cthulhu, plus NPC portraits.  Truly a masterful product.

2. World War Cthulhu: Darkest Hour.  So far I only have this in PDF, so can't comment on the quality of the physical book but this seems like an interesting take on Delta Green style gaming in WWII, and the first in a series of Cthulhu war books. I'm not sure how easily this setup would mesh with the history of WWII - history buffs often have high levels of expectation about integrating games like this into the context of such a well-known conflict, and may therefore have trouble suspending disbelief - for example if the characters fail to prevent the horror from manifesting, how does this not have a visible impact on the war?  Interestingly with the parallel release of Achutung! Cthulhu you can choose whether you prefer a pulp or purist take on Cthulhu in WWII.

3. Esoterrorists 2nd Edition a refresh of the Gumshoe system in this clever and compelling contemporary horror setting.  I love the idea of the Esoterrorists setting, albeit not wildly dissimilar to Delta Green or The Laundry.  However, some of the scenarios have been very well executed, and this is a game I'd like to run more of.  I find the basic Gumshoe combat system a little clunky, so i'd be interested to see how this edition improves on that.

Sunday, September 8, 2013

EPOCH Goes To War

Today I released War Stories, the second scenario collection for the EPOCH survival horror roleplaying game.  As the title suggests, War Stories features scenarios set during wartime, and covers conflicts which span more than ninety years – from the horrors of trench warfare in WWI through to the complexities of peace-operations in the Democratic Republic of Congo.
 
War Stories features the works of some very talented RPG writers including: Monster of the Week author Michael Sands, the co-author of Call of Cthulhu’s Monophobia  Marcus D. Bone, Frontier of Fear contributors Andrew Millar and Liam Jones, and, of course,  yours truly. 
 
Each of these scenarios offers something different; a unique take on war and the role of the characters as soldiers and civilians in the context of wartime.  I think there are hours of great gaming to be had exploring each of them – I certainly had a blast during the playtesting process.
 
The collection has been beautifully illustrated by talented artist Doug Royson.  I think it’s evident that his art has gone from strength to strength with each piece in this collection, and the extremely evocative cover is truly outstanding. 
 
Behind the Scenes
Assembling this collection was more time consuming than I had expected.  This is the largest EPOCH scenario collection to date, and each author has put considerable thought and effort into their offering.  The collection comes in at 155 pages and a little under 60,000 words, and it took a fair while for the authors to design, playtest, write-up and submit their work.  Then each scenario was edited by me, which involved a fair bit of back-and-forth with the author, to ensure a level of consistency with other EPOCH scenarios, while staying true to their vision, and then a detailed edit was done by Andrew Smith, who also flagged any questions he had regarding content.   
 
Writing an EPOCH scenario is both simple and extremely tricky.  On the one hand, EPOCH allows a high level of flexibility which allows an author to adapt virtually any horror premise.  The source of the horror (and associated effects) merely need to threaten the physical or mental wellbeing of the characters on 6 specific occasions, ideally culminating in a dramatic climax.   As the players will apply and describe the suffering of their own characters during these challenges, there is no need for complex mechanical detail (stat blocks, skill checks and difficulties etc.).

On the other hand, EPOCH is about empowering the players to create any character they wish, and makes the development of these characters the core focus of the game.  Therefore, it can never be assumed that characters will investigate explore or endanger themselves voluntarily – which is the central tension of most horror games.  In EPOCH the source of the horror, and the scenario setup, must either be tailored to threaten the characters irrespective of their actions, or the characters must seek an escape which puts them into the path of the horror – or some combination of the two.
 
This character focus means that the scenario is actually more of a framework to provide ever increasing tension and drama to force character development, rather than a detailed story to be explored in-and-of itself, and I think this can be challenging to write – particularly if you have a strong vision for how you want the scenario to play out.  So, although scripting an EPOCH scenario seems simple at first, creating a scenario with sufficient adaptability to suit a diversity characters can be a challenging undertaking.
 
War Stories brings the total of published EPOCH scenarios to 14, featuring the work of 7 individual authors.  Needless to say, I am extremely grateful for the contribution of these talented folks to the game, and I hope you’ll take the time to check out their work.