Showing posts with label Company: BTRC. Show all posts
Showing posts with label Company: BTRC. Show all posts

Friday, February 21, 2014

Play On Target takes on Settings with Serial Numbers Filed Off

So this post is a set of reactions to Play On Target's podcast episode on Settings with the Serial Numbers Filed Off. As always, these are one sentient's opinions and not meant to be a review or critique -- in the hopes that this feedback will help the podcast creators gauge how their podcasts are impacting their audience.

Stuff that I Really Enjoyed

Great!
Play On Target provides useful information in the podcast site about the episode in question!

Not only does it tell you what the episode is about -- "we talk about the pros and cons of releasing a product that is obviously a licensed property with the numbers files off" -- it also gives a list of relevant links to each of the games mentioned in the podcast.

Great for research, and to figure out how a game's name might actually be spelled, especially if composed of a homonym friendly play on words (I'm looking at you InSpectres).

I'm also grooving to the fact that my opinions on the Fading Suns reactions (It's not Dune with the serial numbers filed off. Nor is it Warhammer 40k with the serial numbers filed off.) match my own. I also find it hilarious that my reactions to the 'almost-Highlander' RPGs (Legacy: War of Ages,
Immortal: The Invisible War) were so similar, despite the fact that I never bought either -- just looked 'em over in the game shop. To be honest I felt that purely on visual appeal alone, Legacy: War of Ages was clearly the superior product -- but neither convinced me to shell out money.

Dread. That game again. I must buy it -- when I have the money.

I liked the reversal of the premise also -- just before the middle of the podcast -- that led into the discussion of the murky issue of vampire / werewolf / frankenstein's monster / world of darkness / new world of darkness intellectual property.

Bounty Head Bebop. Cute and Fuzzy Seizure Monsters. Really? Frickin' A! Thanks!

And yes, Fiasco & Hollowpoint are also things I must play soon.

All this stuff in the space of an hour! Amazing!

Stuff that I Found Interesting

Interesting.
I didn't know that d6 Space was effectively Star Wars with the numbers scraped off. I mean, I know that the d6 systems are really close to that original system -- a friend of mine picked up the Metabarons RPG, and I could really see the Star Wars D6 system that I knew and loved underneath everything -- but I didn't know it was that close in the generic system as well. I should really go through it now that they're free on RPGNow.

I also agree it would be cool to find out about the 'cease-and-desist' rumor about either or both 'almost-Highlander' RPGs. Keep us posted on that, guys!

I also found it interesting that InSpectres came across to some folks as more of a Ghostbusters-alike RPG, rather than as the indie game / collaborative RPG approach. Which is how I know about it -- and I'd pretty much dismissed the analog to Ghostbusters, because of that confessional mechanic that was mentioned. But it's true -- it really owes a lot of its inspiration to Ghostbusters.

Lords of Gossamer & Shadow is also interesting, because of its original incarnation as Amber: The Diceless Roleplaying Game, and because of its expanding sources of inspiration. In fact, I was immediately thinking of integrating an equivalent of the TimeLords and the Daleks into the list of other factions to run into. It has a different feel that the other forked setting / ruleset -- Lords of Olympus -- which is really more in the vein of gods and demi-gods and politics and epic universe-shaking and -shaping adventure.

With one exception -- see below in Stuff I Didn't Like -- I got a nostalgic thrill on the rundown of the X-files inspired RPGs. I was surprised that C.O.R.P.S. 1st Edition wasn't mentioned, but I guess I'm one of the few remaining BTRC fans.

When talking about Cyberpunk, I flashed back to the Fading Suns RPG and wondered how much some RPGs are less [insert property here] with the serial numbers filed off, and are just very niched genre/sub-genre emulation games / game systems. Cyberpunk 2020 certainly qualifies, and so does the Mekton series of games.

Burning Sands: Jihad. There is such a thing?

It's interesting that the Price of Freedom still has that stigma to it. Greg Costikyan has mentioned before that he really didn't believe everything in Price of Freedom, or at least to the extremes described in it. He seems to have been going for a Paranoia type of vibe for it in modern day(especially since it was also under the West End Games banner), but I think it was too close to reality to jump over to the humorous side of things.

I also like Crimson Skies, and enjoyed reading Warbirds. I wasn't as put off by the setting. Just think that it's not an alternate dimension but an alternate dimension timeline. Besides, they might have been trying to avoid the whole intellectual property landmine just waiting there.

The brief discussion on why getting licensed properties can be difficult for RPG companies, and thanks for the "Blake's 7 RPG" link reference. Although, I would posit my suggestion for such a game: Cold City / Hot War + Stars Without Number.

Stuff I Didn't Like

Whoa.

I know that this is all by fans for fans, and that we're not all professionals here, but consider this constructive criticism -- and just imagine me making these expressions while listening.

There was a point where the podcast crew was trying remember the game 3:16 Carnage Among The Stars that made me cringe a bit, and I was trying to figure out why. God knows the same thing happens to me on occasion, and it can be annoying. I do suggest that in the future, you can just say you'll put it into the the show notes and move on -- I felt that we wasted some time there remembering (subjective, because I KNEW what you meant guys, but screaming it across space and time wouldn't help). I also cringed at the mention of Hot War, because it was such a different type of game from what was being discussed -- but that's just me.

Also: come on, guys. Delta Green was written that way before X-files came out, everybody knows that. It's in the preface thingy in the book. As hard core Call of Cthulhu enthusiasts (which you are, right?) at least one of you would have known that bit of geek trivia. But, to be fair, it was very much in the vein of that conspiracy-laden zeitgeist.

Suggestions

You may wish to...

Technical stuff. Sometimes the difference in the audio quality can be jarring. Early on, some of it was choppy -- and then some times staticky. Mostly okay though, don't get me wrong.

Also, because there are so many of you guys -- rather than just a duo -- I kind of lose track of who's talking. Not that it matters, since most of the time I'm listening to the content -- but perhaps once in a while an identification of sorts might be great, 'cause in my mind I don't want to keep score of whose talking by labeling them (in  my mind only): Lowell; Not Lowell; Lowell again, maybe; Sam? Not Sam -- wait no, Sam, so who was the other guy?; Brian???; Not Brian, definitely not Sam, maybe Andrew????

Be careful when you guys end up talking over each other -- the volume can be painful to folks with earphones!

Structuring. Perhaps you can try to group things together and create artificial breaks at various arbitrary points (Sci-Fi, then Fantasy, the Horror OR 80s, 90s, 2000's) so that folks like me who squeeze the show in can feel like we're finishing a chapter or two and then come back to it later taking on the next chapter and so on.

Saturday, March 3, 2012

Setting Expeditions: Code Black -- Part IIIb

So to wrap up Code: Black, the setting can easily incorporate source material from a variety of horror RPGs.

Fabulous Monster Hunters

For your standard monster hunting thrills, you can use the source material already in the book and add in things from Supernatural by Margaret Weis Productions or the Buffy the Vampire Slayer / Angel RPGs by Eden Studios. Look no further than White Wolf's World of Darkness and New World of Darkness for different spins on classic monsters.

Keep in mind, however, that the primary approach toward monsters in Code: Black is that -- at their core -- all these monsters are also former inmates on Prison: Earth. They're evil, and because they're not human, they tend to be more touch by Evil than humans. Of course, some humans could probably give them a run for their money; and maybe one or two are 'redeemable' by human standards. But those are few and far between. Most monsters are for killing, pure and simple. It's just that there are enough numbers of them that all out war between the monsters and humans would make things very messy, especially for those born without The Sight -- the ability to truly see things for what they are. So there's an uneasy truce, and killings are only countenanced in set rules of engagement.

Stalking the Mythos

For modern Cthulhu-inspired horrors, look to the newish The Laundry RPG, the semi-newish Trail of Cthulhu, and the older Delta Green for different takes on organizations taking on the mythos in modern society.

The Laundry contributes an interesting take on the nature of the Deep Ones and the greater powers of a mythos-choked Earth, and the tenuous detente with the various occult organizations of the world. It also posits a math-based basis for magic and summoning of creatures that was explained more fully in the novels of Charles Stross. Furthermore, it gives source material on the possible structure of anti-mythos government agencies not only in the U.K., but also around the world.

Trail of Cthulhu has a plethora of adventures set in modern times that will challenge the agents of Code: Black's Brotherhood of Gilgamesh; Delta Green will give an example of a cell-structure based conspiracy of mythos-fighters in the American idiom that can be easily tweaked to avoid contradictions with the material from The Laundry.

Exploring True Reality

For strange invaders from alternate dimensions that may or may not be heaven or hell, try to find a copy of Kult and pick up JAGS Wonderland and JAGS Book of Knots. Esoterrorists is another must-read for this type of horror exploration.

Kult's main proposition -- that the true reality is the city known as Metropolis, and our reality is a prison meant to keep humanity from awakening to their true nature -- is very in sync with the cosmology of Code: Black. Furthermore, the creatures and monstrosities that fill the RPG are more inspired by the Hellraiser and Nightmare on Elm Street movies and books -- and perhaps the Silent Hill series of games, which can make for a different change of pace adventure as well.

JAGS Wonderland & Book of Knots are very similar, though realized through a wonderfully dark and consistent use of the Alice novels as both inspiration and metaphor for humans dealing with the dangers of different levels of reality.

Esoterrorists tackles agents struggling to stop the breakdown of our reality, and covering up the attempts of Esoterrorists to release imprisoned intellects and entities and extradimensional realities into our own.


All in all, Code: Black is a lovely kitchen sink setting that allows GMs and players to make use of almost any horror RPG material.

Wednesday, December 21, 2011

Setting Expeditions: Code Black -- Part IIIa

Just because I'm in a stressed mood and have a lot of work ahead of me, I decided to do a little quiz (not that hard really) based on the various movies that you can technically run in the Code: Black setting with some minor tweaks to the rationale, and in some cases not at all.

And for fun, I've arranged the pics into a safe for work (I think) arrangement of pics that seems to follow the traditional sequence of horror plots in these kinds of adventures. Hope you enjoy, and let me know if you recognize all the films.

Signs & Portents
Due Diligence
Inciting Artifact
Legwork
Strange Discovery
Fatal Encounter
Regroup and Rally
The Gang
The Gear
The Garb
Into the Belly of the Beast
Not In Kansas Anymore
Confrontation
Enough Talk
Oh, it's on now!

Wednesday, December 14, 2011

Setting Expeditions: Code Black -- Part II

To my mind, there are three major elements of the Code: Black setting. They are (a) Good and Evil; (b) The Brotherhood; and (c) Earth is a flawed prison.

Good and Evil

Potentially the most difficult or most understandable element is the existence of absolute good (hereafter referred to as Good) in the universe, as well as absolute evil (hereafter referred to as Evil). The setting states that the forces of Good and the forces of Evil, and all the races and intelligences and being that were a mixture of both were caught up in a war. Yes, the classic eternal struggle of Good vs. Evil.

Except that it ended a long time ago, and Good won. And after Good won, it disappeared from the universe utterly, leaving behind Evil and its allies imprisoned in this universe.

Humanity, long an ally of Evil (some were coerced, some joined willingly), for reasons only guessed at, were released from their imprisonment on Earth and inherited the empty universe.

Of course, other creatures of greater Evil escaped as well and fought against humanity and sometimes enslaved it. And there are even more powerful creature of Evil that rage against their imprisonment in the jail that Earth has become, and struggle to weaken the nature of their respective prisons by craft and cunning and power.

The Brotherhood

The Brotherhood of Gilgamesh fights these Evil monsters in all their forms, but must do so with the understanding that there are battles that can be deferred and that there are limited resources to use. The most precious resource is that of personnel with The Sight.

The Sight is the ability to perceive reality as it is. Unlike the mindbending Metropolis of the Kult RPG, reality is pretty much as it is now -- the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it -- except that there may be a werewolf here, a vampire there, a zombie outbreak nearby, and a growing gateway to a nether realm beneath your bed.

People with The Sight can join The Brotherhood and fight monsters, and become part of an organization that tends to lose members in many nasty ways. As a result, there are protocols and secrets in the organization mixed in with the necessary openness to get new hires up to speed. And then it's sink of swim time.

The Brotherhood isn't all about holding hands and expecting everyone to fall in line against Evil. They know that we were once allied with Evil and all its factions -- the pull may be too strong for some. There are protocols about that too.

Earth is a Flawed Prison

As stated earlier, the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it. Some terrible creatures exist in our reality -- vampires, lycanthropes, and so on -- but it's suggested that for all their power they are still bound in certain ways by reality and can thus be slain with the appropriate tools and spells. One wonders how much more powerful they might be in an altered reality.

Altered realities can take place in specific locales: perhaps a place where an elder god is attempting to weaken the prison and burrow out, perhaps minions of a long-dead deity have made sacrifices and performed rituals to allow it to bestow its blessings on its followers, perhaps a great cataclysm has weakened the integrity of the prison in this particular area. And that's why you get strange things happening in places that it shouldn't.

How many cells to this prison? How many realities exist, folded and twisted into the mundane world we call home? How many creatures have escaped?

That's where you come in -- welcome to the Brotherhood.

Sunday, December 11, 2011

Setting Expeditions: Code Black -- Part I

Code: Black is an RPG that acts as a Kitchen Sink Setting for your supernatural / preternatural / weird sh*t campaigns.

That's a very broad amount of genre ground to cover, but the overall premise of the setting allows for a campaign that can tackle
  • straightforward "monster showdowns" ala From Dusk Till Dawn and Tales from the Crypt: Demon Knight;
  • spooky atmospheric hauntings ala The Eye, The Grudge and The Ring;
  • professionals taking on the weird ala X-Files, Supernatural, Dog Soldiers, and the little known film Double Vision (starring Tony Leung and David Morse);
  • reality-bending, "the world you know is wrong" extravaganzas like Hellraiser and Silent Hill;
  • science-gone-wrong outbreaks like Resident Evil and almost any zombie apocalypse movie;
  • humans tampering with the natural order of things as in the cult film Cube and the riffs on The Island of Dr. Moreau;
  • old standbys like cthulhoid elder gods, demons and devils, and trapped ancient evils.
RPG-wise, the setting feels like a mashup between Stalking the Night Fantastic & Chill, marinated in the juices of Kult, lightly seasoned with some Call of Cthulhu. The flexibility of the setting's recipe allows for the infusion of the ridiculously complex political structures of White Wolf's World of Darkness, the down-the-rabbit-hole weirdness of Over The Edge (especially the mystic sh*t crew), and the fantastic work Pelgrane Press has put into releases like Esoterrorists and Trail of Cthulhu.

System isn't really much of a concern here; it's statted out for BTRC's entry into the Univeral RPG System arena (EABA), but you can make use of whatever gear and creatures you already have in your system of choice and just add the elements you need.

Up Next: Key Elements of the Setting

Sunday, March 6, 2011

Three from BTRC

I'm a fan of the stuff coming out of BTRC, and that's a problem, given that I have a limited monthly budget for game purchases that will be reduce further when my son begins schooling.

Despite this, Greg Porter still manages to come out with intriguing settings statted out with his own universal role-playing system EABA. Let me share a few of the ones I'm hankering to play.

Steampunk

The newest release is the long awaited Verne! Let's take a look at the description blurb:
Men of steel in the age of steam. Victorian science fiction and steampunk for EABA. Battle dirigibles, Cavorite, steamtroops, dinosaurs, Martians, Selenites, mad scientists, clacking Babbage engines, the works. Verne starts off with the historical Victorian Era and then merges it with the fiction of Jules Verne, H.G.Wells, Edgar Rice Burroughs and others to create a seamless alternate history that the adventurers get to shape and be part of. Verne can be as stiff-upper-lip fictional or Victorian Era grimy as you like, with detailed historical and cultural information, half a dozen adventures and numerous plot-centered NPC's and gadgets.
Ooh, a steampunk must have. Especially with the free Verne character creation software.

Sideways in Time

Timelords is a fascinating time travel setting in the vein of both Doctor Who and Sliders.
The Designers invented time travel to escape the fading of the Milky Way some billions of years from now...only to find their extinction in the distant past. As the unwitting inheritors of their unfathomable technology, humanity can now travel through time and dimension, shaping not only history, but histories to suit their whim.
Your adventurers possess the key genetic sequences needed to activate Designer technology. This would normally be a good thing, but the temporal fugitive using you as bait for his unrelenting pursuer didn't tell you this ahead of time. He just dumped you into an alternate dimension and disappeared in a flash of light.
Now, you have to figure out how to Jump and how to survive in order to get home again.
But when you learn to Jump timelines and dimensions, will you even want to go home again?
Establishing a campaign is probably a headache, but most game sessions will probably deal with alternate pasts, presents and futures being battled over by the various Timelords and their offspring. Also, I like the rationale of dealing with the grandfather paradox and how conflicting timelines can be handled by factions.

Space Opera

Mentioned this one before, but Fires of Heaven is one I'm still hoping to get it soon. Should be fun to loot for material for a Stars Without Number campaign as well.
A fragile peace. A decade ago, the United Worlds and Vorn were at war. Just as we never knew why they attacked, we never knew why they withdrew from U.W. space, but given the losses suffered, we were glad they did.
The Vorn remain a weight on the minds of U.W. military planners, but life goes on for everyone else. From the domes covering the frozen wastes of Tawhirimatea to the lush jungles of Yewel, humans the other races of the U.W. live, work and squabble on dozens of inhabited worlds, deal with the ever-changing Jodoni demenses, wonder about the aloof, cryptically prescient Ethereans, and worry about what was important enough to the Vorn to have them retreat when their victory was nearly certain.
And that's it for this weekend!

Wednesday, February 24, 2010

Never judge a book by its cover...

... unless it's from BTRC.

Fires of Heaven is a space opera setting for the EABA system by BTRC. Originally authored by Patrick Sweeney for the Hero System, somehow Greg Porter ended up with it, and it's almost out. In the meantime, enjoy the cover.

Looks nice, doesn't it?

Check out the interview with Greg Porter at RPG Blog II to find out more.

It should be interesting though -- I've enjoyed all the settings that I've picked up from BTRC for the EABA system.

My top faves are Code: Black -- monster-hunting and supernatural investigations with an interesting unifying background; and TimeLords -- a thought-provoking out time-travel campaign setting.