Thursday, 1 January 2015

Homebrews are personal: Legends of Ryllia by Michael Morrison

Michael Morrison uses sticky globs of paint Legends of Ryllia to fill the canvas of Ryllia. A homebrew pulled from that fizzing place in all our minds where the campaign world really lives. Michael bravely states:
Ryllia is my home
The races and places are landmarks in both game and his life and I feel privileged to be a part of it for 108 pages. Ryllia isn't tight, the system isn't novel but it has something more precious: a soul.

It begins with the past

History informs Ryllia's current state. A creation myth scoops up lush lumps of antiquity to intertwine the fates of races. The loci of this rich history is The Curse. The old immortal races, jealous of the new mortal races (humans), got together to wipe them out. It backfired spectacularly and each old race suffered their own unique drawback, from hoarding to hedonism. These races exist in the modern day at odds with the effects of The Curse; powerful yet broken enough to retain balance.

The campaign world is rich and plump; brimming with wild jungles, dark unexplored forests, sunny archaepelagos, towering citadels and scarred mountains. The races are neatly describes and broadly humanoid. My favourite race is the Myrwinn, an intelligent race of flying rats whose culture differs in each nation. The Myrwinns below are from the Great Forest.

Magic

Split into world shattering Greater Elements of Wind, Water, Void, Deep and Fire and then the wear-flowers-in-your-hair powers of prayer, songs and hugs in front of a log fire (I made that last one up). You pick an element (called an Aspect) and stick with it. There are no spell lists to pour through but a good set of examples of the kind of things each element can do. Magic has sensible limitations and if you do quite a lot of magic, you're going to pick up quirks. In magic systems such as these, the player's imagination is key and I think Ryllia gives just enough to fire the imagination without snuffing it out by over-specification.

Creating a Legend

Not the title of Tom Cruise's autobiography but character creation. You don't actually create a legend, though; that will happen through the course of play but you do create a budding hero-to-be. The creation steps lead you through nicely, although I think picking race and nation is rather difficult because it requires that everyone reads the entirety of Chapter One.

Attributes and skills are point buy with a dash of D6 points too. Your Attributes are Sight (awareness/intelligence), Joy (charisma) and Life (strength/dexterity). Spark adds a player chosen ability, such as "Always makes a dramatic entrance". You can have as many Sparks are you can afford. Mystery is used to generate plot hooks for your character. The more you have of it, the more the referee can pull out of the blue. I am not sure I like this one as an attribute as I think that players should all be given their turn in the spotlight. Professional skills are decide-your-own and combat skills are choose-a-style.

Boons and banes are advantages and disadvantages and latch onto an attribute. A player decides a little description and a value (boons and banes must balance). Use these during play when appropriate.

Story Points are awarded for making the story more interesting and a Legendary rating charts your progress in the game. The higher your Legendary rating, the more difficult you are to kill. Both Story and Legendary points can be used to save yourself or bend the narrative.

Mechanics

Based on skill, attribute, modifiers, a D6 and a target number. Exploding die on a 6 and if your equipment is particularly nasty you can roll more than one D6 and pick the best. Combat has initiative and then you choose how much of a pool of points you assign to offence and defence. When you attack, use the attack number with a D6. When defending, use the defence. There's more but nothing startling here. The background is rife for reimplementing in your own favourite system.

Now to say the difficult bit

No-one will love your campaign world like you will. That accepted, you can move onto making it easier for others to play. Ryllia is a great campaign world and deserves its bolts tightened to improve its accessibility. I don't know if Michael intends to return to it but hopefully this little list might help others struggling to move from "the brain dump" to a work more easily consumed.
  • Organise your contents. Introduction passages should avoid.
  • Be consistent in your terms. If you have an ancient warrior race called the Gumbys then avoid using "that old Warrior Race".
  • In introductions, keep the number of made up names to a minimum. Use as much common English as you can. In the detail, use the common names
  • Split up races and locations.
  • The players won't ready all the background before building a character, so write short paragraphs for each nation/race choice.
  • Put all the chatting-to-the-reader in an appendix at the end.
  • If the relative locations of places are important, include a map. Could be a photo of a scribble on a napkin but it makes a big difference.

Charm

Campaign worlds that turn into games are full of charm and heart. Reading Ryllia stirred something up that peeled out a smile. Reading it is like reading a mirror on the campaign worlds of each and every one of us - personal, loved and inhabited as a time shared with cherished friends. I do hope Michael returns to it, to help it mature rather than leaving it to languish.

Thank you for sharing, Michael.

Tuesday, 24 June 2014

Punk AND Cyber in Always Never Now by Will Hindmarch

Always Never Now by Will Hindmarch successfully fuses cyber and punk, augmenting Lady Blackbird's system and adding twists. Split into player's handbook and scenario for the GM, it's deep, familiar and exceptionally well thought through. Good writing draws you into the dark world of mega-corporations that - worryingly - is starting to look like our own. Like it's inspiration, Always Never Now is billed as a single scenario but I think that plays down the huge amount of gaming it will spawn.

Choose a character

Always Never Now comes with six pre-made character that build a refreshingly interesting cyberpunk team: ex corporate security, counter-intelligence ninja, inter-corporation operative, spy infiltrator, engineer tank and paramedic surgeon. The balance is excellent between them; each are handy in a fight and there is enough separation and overlap to make a subset selection work as well as a whole team. Having spent years cajoling the misanthropes around my table to build a coherent team, I bow to the masterful balance.

The descriptions are excellent and character imagery (funded by successful Kickstarter) are apt and excellent. Players will have these character sheets on the table during the whole game, so making them evocatively beautiful is very important.

System of words

Always Never Now takes Lady Blackbird's rules and performs back street bionic augmentation. For those unacquainted with Lady Blackbird, it combines the semantics of words that describe your character and die rolls. Your character has a number of traits, broad descriptions of a skill area. Each trait has a number of tags, which are more specific things that character can do.

For example, the Trait Infiltrator has the tags Stealthy, Perceptive, Quick, Subtle, Agile etc. It is up to the player to negotiate for as many dice as possible.

When a player needs to perform an action, they begin with a single die (any will do) and add one extra die for the appropriate trait and then another for each appropriate tag. Each die has a 50/50 of being a success (use 4+ on a D6, or odds/evens or your choice!). Difficulty is set by the number of successes you need.

When you fail an action, the GM will assign you a condition, one of: Angry, Exhausted, Impaired, Hunted, Trapped, Recognized. These drive the narrative, adding flavour to the story. Each Character also has a Key, which is a facet that is particular to that character. When you use that Key during play, then you pick up experience points to spend later. An example key is Key of the Comedian, the character makes jokes and when they're funny - they get an XP. Finally, each character gets an Edge that they can use once per session to help die rolls in certain situations or steer the narrative.

The rules are well explained and the examples are both informative and setting-flavoured.

A story game, with a story

Story games that fail to incite story trigger an allergic reaction in me. Always Never Now requires no anti-histamine. The scenario file that accompanies the player file is a complete adventure that you can pick up and run straight away. This is the crux of Always Never Now - there is a lot to read but it's so well written that it is a joy. There is a little fat to trim in the player file but it never gets in the way.

The scenario is formalised and organised into a series of scenes. After each scene, the players can choose from a number of new scenes depending on the clues they uncover. They can also have a recovery scene where they plot, plan, rearm and get ready to punk it up some more. Coupled with a neat diagram that acts as an in-game aide-mémoire, it's a neat way of presenting a scenario to a GM. A simplified Choose Your Own Adventure.

The setting is luscious. Twisting and embellishing the familiar, regressing some aspects and progressing others (the secret of good cyberpunk). Technocracy are a ruling elite, driven by complex whims and power thirst. Megacorps and subsidiaries sprawl over a broken earth and a good balance of available technologies. The opening paragraph in the introduction is one of the best I've ever read.

Fine tuning

The cover of Always Never Now does not adequately represent the high quality of the insides and for me, that's a problem. After click download, it's the first thing that the a prospective GM is going to see and they really should be more WOW'd by it. I'd make a montage of the character art at the very least. The long form of writing is difficult to use as a reference; a contents/index would help, as would more sub headings and better marked examples. I wonder if some might not get the movie references, so I would hyperlink those to Wikipedia. There's a neat description of roleplay for newbies but as I imagine that 90% of the readers will have played before, a quick jump link to the story game specific stuff would be handy.

I like the descriptions of Details, Beats and Moments as a description of building a successful scene but the writing gets a little fluffy round there and I think tightening it up would make it easier to understand. On first read through, it feels like rules bloat when it isn't at all - just putting definitions on techniques to help those people who have not had much control over the narrative before.

Always Now, not Never

One-shots might put you off but Always Never Now is no ordinary one-shot. It's a self-contained cyberpunk campaign that is ready to print-and-run. The standard of writing is high, which is vital for a good story game and although it might need a little boiling down in places, the depth and breadth of setting is a delight. If you have a bubbling interest in running a story game, then Always Never Now is an excellent choice.

Thank you to Will for sharing.

Monday, 2 June 2014

Rewired Revised by R.E. Davis is tasty Cyberpunk. OM NOM.

Rewired Revised by R. E. Davis is not the "Quick and Dirty Cyberpunk RPG", it is "The Free Cyberpunk RPG of perfect proportion". A solid system, well written, well presented and lots of support. Join me in a punk voyage from brain-jacked cortex static to Irish Stew. Yes, Irish Stew...

The taste of character

Before jacking your punk up to the retinas, you need slam down 13 points across your Chrome (strength), Wires (reflexes), Signal (influence) and Data (intelligence). They're attribute carrion to Awareness, Initiative, Toughness, Defense, Firewall (cyberspace rating), Carry Capacity and Edge. Not yet washed out by cortex static? Slap down mad skills, pick some perks; they'll turn you from forgettable Joe to gutter celebrity in a heartbeat.

Perks can be things you are, mental powers or upgrades to your festering carcass. That's all preamble to your gear. Guns, armour, vehicles and drones; mods and hacks aplenty. Get tooled or fall - and fall fast.

The feel of system

This ain't no 8-bit hash, this is a salted 256 SHA. Its genes are spliced from the rain soaked streets (WyRM, RAG) and glimmering corporate enclaves (FATE). Cut and shut by a backstreet game hacker street preacher called Rev. Lazaro. Don't ask where he got the parts, just be happy that it all works together.

Snatch your cubes and chuck three D6, add skill, add mods and best a target number, or some other gutter lunatic rolling against you. Best wins. The bigger your diff, the more it hurts. And it will hurt bad. Death is easy. Stun will make your fall over, wounds mean you don't get up again. It's passionate combat scrawled in charcoal across virgin paper.

If lady luck elopes with your best friend, burn your Edge to chuck another cube, absorb some hurt or demand your own story. The toxic consumerist eagle is fed with wealth and the law is laid down for hot car chases.

The look of punk

Rewired is a looker. Easy on tired eyes; lifted with enough glyphs to remind you tired post-modern middle aged spread what punk is. The GM (who's a corporate sararīman) gets drugs, NPC generation, hacking and help with awarding those poor player suckers with points they crave. The book? Neat. Navigable. Paged. Cover. Credits. No contents, no index, not needed. His cyberspace site has tonnes of content.

The scream of data

Ever heard a 56K modem? That's data in pain. Rewired's system is solid. You could hack it into any setting and for me, that's its Achilles. Renaming attributes isn't Cyberpunk enough. When I need a hit of Cyberpunk, I need the system to feel like the grim, gritty, high-tech dystopic nightmare. It's ragged in places but only in typography, not in heart. I want my Cyberpunk to be further into my future, not Gibson's; I'm already in his future. I prop up gin soaked bars cursing Cyberpunk 2020's identical entropic fate.

The smell of success

Rewired is the Irish Stew of Cyberpunk roleplaying games. Enjoyed all over the world under a million different names. Filling, familiar, dependable. Call it Scouse, Goulash or Burgoo it's still a meat stew. You recognise all the ingredients, so you can get on with just stuffing your face. OM NOM NOM.