Tuesday, 2 February 2010

Roll your own in Cursed Life by Sean Wilt

Cursed Life by Sean Wilt is a dark, modern roleplaying game that has an epic character background creator and a modular setting. It's the modular underpinning of the setting that catches my beady eye: it provides the GM with a guiding toolbox to build a varied world. Mechanics lite and setting heavy but does it leave too much for the GM to do? Well, it depends how lazy your GM is...

Character Generation

Attributes take the form of Traits (Physical, Mental and Spiritual), whose values cap their respective skills. Secondary Traits add a welcome extra crunch and measure how alien to the world the character is. Marked as optional but I'd force the gnashing, blood-shot eyed players to have them. Skills make up learnt abilities and are purchased before the life path is decided. I won't dwell on these; Sean didn't. In the epic that is character generation, Traits are merely "In the beginning God created the heaven and the earth.".

Your character coagulates during a trudge along a life path. The life path is a huge (yet quick) system for generating random character backgrounds and a smorgasbord of sharpened hooks for the plot hungry GM. Although the tables run into tens of pages, random rolling avoids endless pouring over the rules (which is included as an option). Lifepaths are generated by a series of random rolls. You begin by rolling for parents, then for childhood. The wealth and standing of your parents will specify which of the childhood tables you roll on. Education rolls then specify what you get to roll for on the Adult tables. You then roll for your Transformation. There is a strengths chart and a weaknesses chart and for each strength (or super power) you must roll a weakness. You can have up to four. For my players, that means they would have four. Why? Because they are just like that.

Every character has a crooked, evil side (based on the deadly sins) called an Alien. This could be infection of an evil spirit or evil lurking in the recesses of your character's psyche (setting dependent). The vile urge is treated like a parasitic alien entity. As the Alien is important to the character's modus operandi, it is chosen - not randomly rolled. The descriptions cause the creative mind to froth.

Enemies and friends are rolled for. The enemies table is particularly delicious - listing a superb array of reasons why you might fall out with someone.

Mechanics

Roll d10 + skill + modifiers vs value of 9. opposed is higher roll wins. Rolls for unskilled items are d10-2. Character advancement is based on the number of sessions played. Combat is played out using opposed rolls and description with damage application requiring another roll and the use of a table. With a slick engine in general, damage feels a little like a cog with some teeth bitten off.

Setting

Cursed Life is set in the modern world where humans have been 'transformed', that is beings with special abilities and a dark evil too. The origin can be either from another world, a scientific explanation, spiritual warfare, planetary alignments or magic. The GM can then choose to either transform only a few of the humans or all of them. The combinations of these bring light to some fascinating settings. What if everyone on earth is from another world but people are slowly waking up to that stark realisation through a planetary alignment. As such the setting can be overlaid onto any game: fantasy, supers, modern day or cyberpunk. Quite a lot needs to be filled in by the GM but the combinatorial nature provides a broad tapestry of what Cursed Life can be.

Gamesmastermungous

Cursed Life loves the Gamesmaster. The GM Section reads like a monologue of lust toward the GM and the tips there are mostlye solid with a few Cursed Life specific ones. The equipment section is brief and drags the RPG back into the real world. There are pre-solidified Corporations and NPCs for the GM, which indicate how the system might be played. Attractive stock Superhero art is good throughout but doesn't always convey the same description in the text.

The niggles

Cursed Life needs a thorough application of my Guide to Organising an RPG. In particular, I would have liked a brief introduction at the start of the game that details what the characters actually do and why the game is worth playing at all. It's important and should be at the front, bold as brass! Some explanations are marred by lots of "GM can do modify this" caveats. Noting that the GM is free to change and modify to suit is important but need only be included once. I also think the Lifepath section should be performed first so that Traits can be set to match the character's upbringing.

Conclusions

Cursed Life is a toolbox of ideas that can be combined and combed into a unique quiff. To some, a boon. To others (the time strapped GM), a pointless extravagance. Cursed Life does need effort from the Gamesmaster to get running but the settings you would generate can be novel enough to intrigue and familiar enough to be unsettling. Cursed Life is a glinting gem.

Thank you to Sean for sharing some very large ideas.

Tuesday, 19 January 2010

Win £30 in a new 1KM1KT competition: The Cyberpunk Revival Project

Go to the special forum
Mistercho, blogger, philanthropist and Scotsman has kindly stumped up thirty of his British pounds to sponsor a competition over on 1KM1KT. I think we should all enter. Not because you love Cyberpunk as much as I; not because the idea of modernising the typically 80s feel of Cyberpunk is a tantalising goal but because forcing Misterecho (a Scotsman) to part with thirty coins bearing Her Majesty's mug will be one of the most life changingsteps he will ever have to take. That and crossing south of Berwick Upon Tweed to buy printed matter!

What's it all about

Quite simple really. Cyberpunk is really an 80s phenomenon and although there have been authors in naughties to paint their own particular impression of the genre, we as roleplayers have a somewhat dated bible. The competition is to forge a setting (and rule system, if you're so inclined) that has more modern concerns and does away with shocking neon 80s fashion and dated ideas about the net. Misterecho's thought processes spawned a fascinating thread on 1KM1KT, which I am glad to have participated in as well as learnt much from. Pop along there for some inspiration.

I do love the original Cyberpunk, and Cybergeneration. And Corporation. And other other Cyberpunk games. I know others have done this well but we think it should be done again. For free this time!

For those who love to link this sort of madness, please use the flyer above (resize as you need) or if you fancy, this simple banner:

Win 30 pounds for writing a modern Cyberpunk Setting

It's free to enter, so what do you have to lose? Apart from your sanity. But then, you're a roleplayer, is your sanity realy intact? It's probably worth a swing for trading the tattered remains for £30!

Sunday, 17 January 2010

The Free RPG Blog 60 Second Guerilla Podcast

Guerilla Podcast

I have created 10 Sixty Second Guerilla Podcasts and am in the process of casting them across the internet. The aim is to spread the word of free RPGs by producing free RPG reviews in 60 seconds and having them played inside other people's podcasts. Over the next month or two, you will hear them in some of your favourite podcasts. Each one focuses on a different topic, some you'll recognise but presented in a very different way.

Let's make a game out of it

Rather than tell you where the podcasts appear, I'm going to leave it to you, the readers, to find them. Shortly after the last one is aired, I'll create a big list of where they are. If you hear a Guerilla Podcast then please post in the comments the podcast where you found it! Let's see if you, the readers acting as a team, can find the Guerilla Podcasts before I post the big list. I bet you can't!

Podcasters, fancy playing one?

I still have a few Guerilla Podcasts to hand out, if you're interested then please email me at brainwiped@gmail.com and I'll send you the details! You'll get a big, fat thank you and a link to your podcast when they are all played out.