Wednesday, September 26, 2012

Dude, where's my L5 colony?

(Insert standard blogger apology for not posting more frequently... my teaching this semester is rewarding, but it's taking up a huge chunk of time.)

In the last post I began outlining a new game concept where players take on the roles of 1960s astronauts.  We follow both the missions and the personal lives of our intrepid sky pilots, and each success helps them "improve" in various ways.  They can spend their down time honing their technical skills, or they can choose to do things that may benefit them in other ways (who wants to go on Johnny Carson?).

But if one turn is one year, then players would reach the end of the Apollo period pretty quickly. We all know that things slowed down a bit after 1972.

What if they didn't?

In the comments on the last post, Porky predicted that this game could shift into alternate futures quite easily.  Back in the late 1970s and early 1980s, I was entranced by the grand goals of the L5 Society...


In the last post I threw out the phrase "engineering positivism" about the gung-ho early NASA period. That was nothing in comparison to the L5 peoples' attitude!  They were planning for the evolution of humanity into a fully spacefaring, space-living race.  I'm overjoyed that their full collection of L5 News PDF files is online... I'm going to read a bunch of them as inspiration for where I'd like to go with the game.

(There's a lot one could say about the sense of disappointment felt by many that these imagined futures didn't come to pass.  That's a whole 'nother post in itself.  I feel it to some degree myself, but I also cringe when I hear people say, even in jest, things like "I was promised a flying car! Where's my flying car?"  Come on... does this really look like a societal contract to anyone?)  :-)

For the game, I'm leaning in the direction of having the players choose from a set of several possible "Event packages."  (I could call them "decks" if I was settled on the use of cards, or "tables" if I was sure the players would all be familiar with D&D-style lookup charts... we'll see!)  These events will contain the possible space missions -- and their progressions and prerequisites -- as well as the "worldly" events that may occur randomly.  I'd also like to include guidelines for players to make up their own packages.  I'm hoping these will get rid of the need for a human "Game Master" (GM) and allow everyone at the table to actually play a character.

Some sets of events will be more "out there" than others.  As I work on these packages, I'll certainly start by emulating history and tracking some of the "retro-future" paths not taken.  But there's nothing stopping the game from containing increasingly sci-fi-ish elements such as alien first contact, self-aware AIs, terraforming Mars, and having to save the Earth from being hit by an asteroid.  It's a cliche, but the sky is the limit!

Wednesday, September 19, 2012

The Right Stuff RPG

A few months ago, I made a cryptic post about a new game idea I was starting to develop.  I didn't give any real details, since I wanted to give it some time to gel before releasing it into the world.  I admit that I still haven't done a huge amount of work on this thing, but I had a change of heart about discussing it.  I'm hoping that working through my ideas on the blog will be more helpful for (a) prodding me to accomplish some real work on it, and (b) improving it via either external feedback or my own process of just writing it down.  :-)

So, you've seen the working title above.  The idea is to have players play the roles of test pilots and astronauts at the dawn of the space age.

You know the 7, but do you know the 13 ?
There are other games with semi-related themes, but I haven't seen one that focuses on the test pilot culture, the friendly rivalries, and the overall sense of "We Can Do It" engineering positivism that Tom Wolfe famously wrote about.  (Of course, The Right Stuff is a copyrighted property, and my game will have a different name and will be based purely on our common public history and my own extrapolations!)

All of the games that I've seen that attempt to evoke or simulate this period of history focus mainly on the "Space Race" aspect -- i.e., one player is the Americans, another is the Russians, and they compete to see who can get to the Moon first, or whatever.  Fritz Bonner's Liftoff is one example.  Prolific DIY game designer Lloyd Krassner has another.

The overall idea, as it stands right now, is that each "turn" of the game will correspond to a time period of something like one year.  The big events are the space missions, of course -- which can go well or badly, depending on the roll of the dice.  But the astronauts can attempt to do other things in their "down time" to improve their lot, too -- training, publicity, research, and so on.  Semi-random "events" can happen to them in each year: some personal (divorce? broken leg while water skiing off Cocoa Beach?), and some worldly (what did those Russians just do?).

I'm still not clear on how the game is won.  Maybe there should be multiple options.  A clearly defined "victory condition" would be nice for a version that could be played out in just an hour or two -- a casual party game.  But I'd also like to enable people to be able to role-play an open ended long-term RPG-type campaign.  (I'm in awe of what Greg Stafford has done with the Great Pendragon Campaign, for example.)  To play John Glenn first going into space in 1962, then again in 1998, could be quite an experience!

Anyway, in future posts I hope to discuss more of the details that have been swirling around my brain about this game.  The next post, for example, will describe how this game may just be something MORE than nostalgic historical simulation...

Saturday, September 15, 2012

Why are we here, part deux

Okay, maybe not why, but more like when.

Earlier I splurged out some thoughts on some possible ways the Sun and Moon may have teamed up to help get life started in the tidal pools of young Earth.  But that's a separate issue from why WE are here -- we humans, who come pre-packaged (these days) with all this culture stuff piled up around us.


And we can also wonder "why now?"  There have been true homo sapiens walking around for something like 250,000 years, pretty much identical to us in terms of anatomy and brain size.  The Neolithic revolution could have happened at any time, but it waited until about 10,000-12,000 years ago. Agriculture, animal domestication, and the development of towns and cities took off like a rocket.  Other things like writing and commerce came not too long after.

It's probable that the end of the last ice age had something to do with it.  With more opportunities for movement and resettlement, formerly isolated peoples may have found new ways to interact with one another and share their cultural developments at a faster pace.

Or maybe the aliens came down to teach us?

No, I'm not really going there.  But I do want to bring up a kinda-sorta related idea proposed in the 1970s by archaeologist George Michanowsky.  He made note of the fact that there was a very bright supernova that exploded in the southern sky approximately 11,000 years ago.  It would have been much brighter than the planet Venus -- maybe almost as bright as the Moon -- and it would have shone for several weeks before fading.  There's no doubt that it would have been a shocker to ancient peoples.  Michanowsky wrote a book that described various ancient inscriptions that may be dim memories of people observing this event.

Michanowsky was also a bit of a mythmaker...
"The psychological and possibly environmental impact of the Vela starburst triggered a development in their culture that, in a short time span, made them something entirely different from what they had been before. For better or worse, humanity had thus quite suddenly bitten into the fruit from the Tree of Knowledge."

"My research indicates that this heavenly event became the source of the creation myths, the cosmological concepts, and the cultural traditions of much of our civilization."
Too far?  Maybe.  But it's still fun to think about, and a nice reminder that we're not isolated from what goes on out there in this huge, awe-some (literally!) universe.

Thursday, September 6, 2012

Bring the balance back

I suppose I don't have a HUGE amount of additional thoughts about clerics after getting that last post out of my system.  I've just always been a bit bothered by how they're often constrained to never stray far from their assumed supporting role to the rest of the party.  The 4th edition of D&D annoyingly codified official Roles for party members (Leader, Striker, Defender, etc.) to set these ideas in stone, but there's nothing new about calling for the ol' "medic:"

Click on image for bigger J. D. Webster goodness
Maybe it's the lack of easy-to-identify genre characters for fighting holy men.  Friar Tuck?  Non-magical.  Van Helsing?  He channeled powers from above, but he wasn't a "fighting priest."  Archbishop Turpin from the Song of Roland?  Maybe the closest match, but how many gamers (sad to say) even know about him?  :-(   So what was left for people to do but build the narrative trope around their most talked-about role as dispenser of the healing spells?

But come on... these are guys who channel the powers of their gods to do wondrous deeds in the world.  I think they need to interact more with that unseen world that swirls around them...

The sky is filled with good and bad that mortals never know.
Oh well, the night is long; the beads of time pass slow.
Tired eyes on the sunrise, waiting for the eastern glow.
The pain of war can not exceed the woe of aftermath,
The drums will shake the castle wall,
The ring wraiths ride in black... Ride on.

This was my motivation for Sister Rebecca's spiritual warfare.  Maybe it's something that all clerics should face as they test themselves for level advancement.  (Luke Skywalker seeing his own face in the cave on Dagobah.)  Maybe it's what DMs should make happen when clerics violate their alignment or codes of conduct.  I'm curious what kind of more psychological and introspective game that might produce.  If anyone knows of supplementary RPG resources that take clerics further in this general direction, I'd be curious to know about them.

Wednesday, August 29, 2012

Sister Rebecca's Confession

Found on a yellowed piece of parchment in an old bottle...

Dear Father Confessor,

I pen these words to you with little hope you will ever read them. I fear I have sinned most grievously against our most Holy Creeds.  When you gave me your benediction to leave the cloister in the company of such gallant and jovial adventurers as Ironwolf and Dougal, I fear you did not see into their hearts as I now have.

Our first weeks in the wilderness were full of merriment and song.  Even the taunts of the crude soldiers at the Keep were of no worry.  A swing or two of the blessed "thurible," in which you had made sure I was so adept, silenced several a stray cat call, let me tell you!

But as we approached those horrible caves, truly a home of chaos as they are named, the true natures of my companions seemed to rise to the fore.  The talk of gold and gems -- and how they would be spent in the looser quarters of the Town -- became more prevalent.  Less so the cause of our quest:  the stopping of the raids by those horrible creatures on the innocent farmers of the valley.

Our first sight of one of those creatures, a shriveled one called kobold  by Silverleaf, sent them into a frenzy.  I am ashamed to admit to being whipped up by some of that aggressive talk, because I was with them, arm to arm, when we attacked.  We hacked, we pounded, we stomped.  As we chased some of them into the mouth of the cave, Dougal went off into a side cavern where I heard what sounded like the wailing of babes.

When Dougal emerged, smoke billowed behind him.

I kept telling myself that these foul creatures were the Spawn of the Adversary, impossibly corrupted and wholly exempt from mercy.  When Dougal died, I earnestly gave him the Rites and commended his soul to the High One because of his brave actions.

Later, much later, at the campfire, as Frederick and Ironwolf argued over the disposition of some bauble, the talk turned back to the Keep.  Over and over again, they talked of the weaknesses in the soldiers' defense, the sheen of the new weapons they carried, and the unfairly gathered tax money stored in their coffers.  I held my tongue and offered Hands and Balms to their wounds.

My sleep that night was fitful.  After my turn at the watch, I settled into a deeper slumber.  My dreams began in the caves -- as they have every night since -- but on that night there were no beasts.  Only one fiery form, tall and thin, with the brightest flames covering the face.  From time to time I thought I could see a piece of armor or clothing that resembled that of one or other of my companions.  It walked towards me and drew a bright sword.

I swung at this demonic visage with my mace, but it passed through as if my opponent was made of the wind.  Panicked, I dropped the mace and, as you know is my habit in times of trouble, clutched at the Holy Symbol of the High One around my neck.  The cross came off its chain and was tightly gripped by my right hand.  I was astounded to see that the cross became a hilt, and a long blade of light, even brighter than my opponent's, grew out out of it.  I did not even need to swing or thrust, since its shining light made the fiery person (man? woman? I still know not) recoil and speed away in terror.

I awoke, knowing exactly what I needed to do.  I still do not know whether it was a dream or a true encounter with one from the realms of the inner world.  May it have been a test of the High One... or possibly a temptation from the Adversary?  No matter.  I am strengthened.  I am resolved.  I am... experienced.

I now must stop my careful scratching, as this, my last piece of parchment, is full, and my hastily gathered quill (apologies, good goose!) is wearing thin.  Be not alarmed by these scarlet words, since I had no other ink than mine own.  The bloodletting has not weakened me, since I am uplifted by the High One and by the hope that my path away from those mercenaries has been well hidden.  I took no treasure but this bottle in which you find this confession of a sinner, now hopefully redeemed by fire.  I pray to arrive back at the cloister by the next full moon.

Yours,

Sister Rebecca

(Inspired by this, and by some recent thoughts on ways to make the CLERIC class more interesting... specifics to come eventually.  Suffice to say, Rebecca didn't need formal training to level up, did she?)  :-)


Monday, August 20, 2012

Leveling up with Kundalini

You can't go far on the internet without seeing ads for geeky T-shirts.  This one caught my eye the other day -- a super silly mash-up of the Hindu chakras with D&D polyhedral dice.  People familiar with the seven chakras will immediately realize that one's missing here (if you ignore the D&D logo at the bottom).  Old-school role-players will recognize that they should have included the momentous 30-sided die to complete the set.

I'm a bit embarrassed to say that I was first exposed to chakras via the 1988 PBS TV series Joseph Campbell and the Power of Myth.  Although that show was slammed, fairly I think, for reasons of superficiality, new-agey-ness, and George Lucas worship, it was still the thing that broke me out of my ultra-materialist and atheist shell as a college student. Just being able to see that there were other spiritual traditions that didn't have the flaws that I perceived with the faith of my upbringing was liberating.  (I didn't end up converting to Hinduism or anything, but the chakras have stayed with me because they're a very useful "filing system" for our inner worlds.)

Nowadays, many people may have been introduced to the chakras via Avatar: The Last Airbender.  (Not just a show for kids!)  Aang was mentored through a process of chakra awakening in the episode "The Guru," and someone collected the relevant clips into a tidy 11:28 here.  I'm nearly certain that the writers used a popular book that attempted to reframe the concept for a Western audience -- to great effect, in my opinion.

But does this have anything to do with D&D?  I originally thought to correspond the chakras to the primary attributes (strength, intelligence, and so on) that one determines when first creating a character.  I don't think that works too well, and it also has the problem that one doesn't necessarily want "excesses" (high values) for the attributes of their chakras.  In D&D language, having all bog-standard 10's would be a much more balanced and beneficial state than having one glaring score of 18/00 calling attention to itself so loudly!  :-)

The chakras are things people think about when they ponder their lives and their goals. So what better to correspond them with than the different ways that RPG characters gain experience in the lives we imagine for them?
  1. The first chakra, at the base of the spine, governs the basic survival instinct:  eating, shelter, and other absolute necessities.  It's no coincidence, then, that the original version of the game awarded most of its experience points (XP) for the TREASURE gained by the players.  In a game where the actual eating, sleeping, and other biological realities were often hand-waved as uninteresting to role-play, those coveted gold pieces became the most basic way of keeping track of one's needs and wants.
  2. The second chakra corresponds to the genitals and that other most basic need that calls out to be met after one has eaten and found shelter.  More generally, it deals with pleasure and its flip side, guilt.  So what better form of XP award to discuss than Jeff Rients' infamous rules for CAROUSING once the adventure is done?  This is one of the most fun things the old-school renaissance has given the world, I think, as well as being a natural extension to the idea of "gaining experience."
  3. The third chakra sits near the solar plexus and deals with the need to have power over one's environment -- to project one's will in the world.  This, of course, is where XP awards for DEFEATING FOES comes into play.  Traditionally, one calls it XP for "killing monsters," but most GMs take a broader approach.  Winning the day by subterfuge against purely human foes often counts just as much as hewing away at goblins...
  4. Next, at the level of the heart, is the fourth chakra, which deals with love and relationships.  (The needs are ascending in a similar way as Maslow's hierarchy.)  We've now run out of the oldest of the old-school ways to award XP, but one that's been often added is the idea of gaining experience for FULFILLING QUESTS, which usually involves deciding to help others and become useful members of a community.  Other games, like Pendragon, have explicit rules and goals for the courtly wooing of fair maidens, as well.  :-)
  5. Movin' on up, there's the fifth chakra at the level of the throat.  Here's the site of intellect and communication.  The guru on Avatar said it's purpose is truth, and it is blocked by lies.  In role-playing games, the goal of many adventurers is to spread the word of one's exploits far and wide.  I'm not sure if many GMs award XP for gaining FAME (or its flip side, INFAMY), but it's certainly a milestone when peasants from leagues away can recite the bardic songs about you that have spread through the countryside.
  6. Next comes the sixth chakra at the "third eye" position on the forehead.  This is the domain of finding one's unique place in the world.  It governs the use of insight and wisdom to combat illusions and grow as a person.  I wonder if here, the goals of the character start to give way to the goals of the player.  Usually RPG characters don't have such a rich inner life, but I wonder if it would be rewarding to play that out "at the table," too.  Of course, another way to go here is to talk about what happens when powerful characters can "find their place in the world" by establishing their own kingdoms!  This type of DOMAIN-LEVEL play has its own challenges that make it essentially a different game than grubbing around dungeons for loot.  Some new iterations of the game are known for focusing on it.
  7. Can we go even further?  The seventh chakra is the "thousand-petaled lotus" at the crown of the head, and it deals with ultimate spiritual transcendence.  Believe it or not, but at least one version of D&D went there -- by codifying APOTHEOSIS in the Immortals boxed set, and prodding on new godlings to wider vistas of adventure in the outer planes of existence.
Now that I'm at the end of my list, I'm doubtful that there's much practical, "game-able" content in here.  I'd love to hear if anyone finds ways to apply these ideas to their games, though!

FYI:  Blogging may be light for the next month or three.  I'm starting to teach a university course after Labor Day.  Very time-intensive, but hopefully very rewarding... on many chakra levels!?  :-)

Wednesday, August 8, 2012

Some Blendsday, girl, I don't know when...

I can't remember if I did a Muppets mashup already.  The other funny one I found was Star Trek themed (search for "Gorn in the USA").

Although I'm not the most devoted or knowledgeable fan of The Boss, I do love the earnestness and poetic detail in the dude's early (pre-1982-ish) songwriting.  I also feel somewhat obligated to know what he's all about, since he grew up about a half-dozen miles from where I grew up in central New Jersey.  7.3 miles, to be precise.  (Thanks, Google Maps!) The mother of one of my best friends went to high school with him in Freehold, NJ.

People who live in NJ are sometimes conflicted that a favorite son so often sung about GETTING OUT.  As someone who got out, I'm not that conflicted.  :-)

However, this weekend, I am taking the boy to the land of hemi-drones and giant Exxon signs.  To prepare myself for the mythic environment, I plopped a few virtual pushpins onto a map of the area where fans have realized that Bruce was singing about real, specific locations.  We will be exploring the inside of the following crooked pentagram, letting the ley line energy flow over us...

Click for bigger; this article will help you add even more points.