Archive for September, 2009
Robin D. Laws interview
3Recently I started reading Esoterrorists and Trail of Cthulhu again, since I am planning to run a game using the GUMSHOE system. While doing some research on the system, reading playtest reports and listening to actual play podcasts, some questions arose. Although I was very intruiged by the GUMSHOE system, there are a few things that concerned me, so I thought the best cause of action would be to contact the creator of the system to ask him a few question. And luckily enough, Robin D. Laws agreed to do an interview.
Please note: The intervierw was done by email and I added the photos afterwards. So the photos don’t convey Robin’s emotions while answering those questions. It’s just me fooling around with his profile pictures from his Lifejournal account. The photos are used with his permission.
Stargazer: Thanks again for answering a few questions for me and my readers. Some time ago I stumbled upon the GUMSHOE system in general and Esoterrorists in particular. The GUMSHOE system has been designed with investigative scenarios in mind. When did you first have the idea to create a roleplaying game especially for that kind of play?
Robin: Simon Rogers of Pelgrane Press commissioned me to create a rules system that would rethink investigative roleplaying from the ground up. He’d been frustrated in the past by the dead ends that tend to crop up in investigative games and wanted a system that would remove these roadblocks. I started by examining the problem of the failed information-gathering roll that stops the plot, but we wound up with a mechanism that changes much more than just that one classic dilemma. From that simple change evolved a streamlined investigative engine allowing for a focus on clue interpretation over clue gathering. The result are games that more closely emulate mystery stories, from Lovecraftian probings into truths best left unlearned, to TV police procedurals.
Stargazer: And why was a special system for this genre necessary?
Investigative roleplaying has always been one of the major structural forms of roleplaying, but is comparatively under-served compared to the action-adventure gaming that forms the basis of almost all other RPGs, no matter what their exterior genre trappings might be. Inspectres did a great and innovative job in the cooperative storytelling arena, where the entire group collaborates to create the mystery as the game develops. But it seemed like there was still creative room left to explore the more traditional mystery game, where the GM has a predetermined solution and the players piece together the clues to work toward it.
The basic idea behind the game could have been conveyed in a number of ways. I could have written it as a magazine article, as a chunk of rules text for an existing rules set, or as a blog post. All of these choices, however, would ignore the process through which ideas enter the collective gamer consciousness and become part of the established corpus of techniques. To do that, you need a new rules set to garner sustained attention and spotlight your defining idea. That gets hundreds and thousands of gamers to grapple with the concept you’re working to convey, rather than the dozens or hundreds you’d get otherwise.
Once it’s injected into the bloodstream of gaming in this way, your strand of conceptual DNA can then become a permanent part of various GMs’ play styles, and travel from there into other games. A previous example of the same phenomenon would be the way that Feng Shui encouraged players to describe elements of the physical environment and incorporate them into their fight descriptions. In 2009 this sounds like an incredibly minor step toward the shared narrative control that now runs through so many indie designs. At the time it came as an exciting revelation to many GMs, and changed the way they played their other games, too.
So while on a design level, you could easily bolt on the basic concept of GUMSHOE to any existing traditional investigative game, the reception dynamics that determine which ideas get taken up and which ones vanish decreed that it should be presented as the core of its own specialized game system.
Similarly, it’s a simple fact of RPG marketing that you can sell more copies of a product that appears as a core game than you can as a supplement or modification to something else.
The gamer soul is torn when a new game appears. The uber-gamer wants to buy new games, yet does not want to buy new games. Who wants to spend more money on more stuff? None of us, yet at the same time all of us. This sales resistance is understandable, and fuels the online reception to new products as they appear. You have to expect a certain segment of the audience to ask if your game really needs to exist. RPGs are entertainment products; none of them need to exist. The ultimate proof in the pudding is not whether folks question a game’s existence, but whether enough of them buy it, dig it, and keep playing it. And fortunately we’ve reached a point where GUMSHOE has acquired a self-sustaining base of players who see why the game warrants its independent existence and are happy to keep on playing it.
Stargazer: At least for me the name GUMSHOE conjures up images of hardboiled ’40s detectives wearing trenchcoats and fedoras, but no game using this system is actually set into this genre. Was this intentional or are you considering writing a game inspired by the “hardboiled detective genre”?
Robin: We needed a snappy, one-word name that instantly conveys the core idea behind not just the first game, but the system, and GUMSHOE seemed instantly to be the right choice. It was the first name I came up with and we never considered another one.
The hardboiled detective is one of many sub-genres of straight-up mystery that could easily be done with GUMSHOE. A Sherlock Holmes game is another obvious choice. Because they’re medieval history buffs, lots of gamers enjoy Ellis Peters’ Cadfael books,. Thanks to Lindsey Davis, the Roman empire is also an appealing setting for mystery that in its own toga-clad way recalls the classic tropes of Raymond Chandler and Dashiell Hammett.
The question then becomes whether we could sell enough copies to justify doing any of these settings. Traditionally gamers play historical RPGs only if you add a fantastical element to them, whether it’s magic or SF gear or Cthulhoid horrors. You see this logic at work in Mutant City Blues, which takes the modern police procedural and makes it interesting to our audience by grafting super-powers onto it. The smaller base of players who want a straight police procedural can then take the book, ignore the super stuff, and they’re set to go.
On those grounds, it may be that something like Gareth Hanrahan’s Trail Of Cthulhu supplement, Arkham Detective Tales, is as close as we can come to a straight-up hardboiled game.
Sherlock Holmes might be doable as a crossover out of the gaming scene because of the large Holmesian collectors’ market.
(The interview continues after this break…)
THEY are out there!
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I was a skeptic, a non-believer until I bought Monte Cook’s latest book “The Skeptic’s Guide To Conspiracies”. At first I was enraged to see that they sold me an obviously used book. Someone has added notes in red letters to certain parts of the book, there were coffee stains and dog ears all over the book. But I started to read it anyway.
Monte Cook writes about various famous conspiracies from the Templars and Freemasons to the JFK Assassination. After a while I didn’t mind that someone has already read the book before, because some of the comments were eye-opening.
There really are Freemason symbols on the dollar bill, aren’t there? And I always knew the Knights Templar were up to something. Paul McCartney is dead and John Lennon was killed because he wanted to tell the truth! I knew it! If I hadn’t read Monte Cook’s book, my eyes would have been kept closed forever! I would have been a sleeper like the rest of us…
Around that time I started to notice the changes. Every time I used my office phone, I heard strange crackling noises. Have they already wire-tapped my phone? And is the van outside really from the telephone company? And why did my boss have that strange look on his face when he saw Monte’s book lying on my office desk? I know it: THEY ARE WATCHING ME! I AM NOT SAFE ANYMORE AND NEITHER ARE YOU!
I hope you are still with me. Of course I don’t believe all those paranoid theories are real. I just tried to write a funny and fitting introduction for my review of Monte Cook’s latest book. The 272-paged softcover book is not necessarily a RPG supplement, but in my opinion, it can be very much used as such.
At its core its giving the interested reader about all the twisted conspiracy theories out there. But there’s a twist. The whole book is given a used look (with the aforementioned faux coffee stains and notes scribbled by some unknown conspiracy theorist). You can definitely read it as a serious but funny treatise on conspiracy theories, but you can also use it as a inspirational goldmine for your modern-age roleplaying game. The book even comes with a “create your own conspiracy theory” generator in the appendix. Creating weird adventure seeds is as easy as rolling a few dice.
In my opinion “The Skeptic’s Guide To Conspiracies” is a fun read for everyone even remotely interested in conspiracy theories. Skeptics will probably have more fun than true believers though. Another possible target audience are GMs who want to run a modern RPG campaign laden with conspiracies, weird phenomenon, politics and intrigue. Pick your favorite theories, throw in a few random monsters and aliens, stir and you’ve got a great campaign reminiscent of X-Files!
P.S.: On the other hand, I may be one of THEM. Or Monte is. Or we both are. Or neither of us. You’ll never know.
A Time of War – Beta release
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If you are interested in the Battletech roleplaying game “A Time of War”, Catalyst Game Labs has a special offer for you.
They have released the upcoming game as a beta release for just $10 at RPGNow. The current available PDF is 402 pages long and is of course not 100% complete yet. The index is still missing, but the book itself is looking pretty good.
If you are unsure if this new game is for you, you should check out the quickstart rules that have been released quite some time ago. In my humble opinion it looks much better than Mechwarrior 3rd Edition and it should be compatible with the rest of the core game series.
Interested players will be able to playtest the game and post any issues they encounter at a special thread a the Classic Battletech forums. The designers of the Battletech RPG are also looking for more adventure seeds like the one presented on pages 347-348 in the book. So, if you have a great idea, you can post them here and if you’re lucky and your seed is accepted, you will even be mentioned in the credits of the final release.
The final release of the PDF will set you back $25 and all people who purchased the beta release will of course get a free update. So, if you are interested in the upcoming Battletech RPG, you should consider this offer.
Breaking News: Roleplaying finally possible in D&D 4th Edition
19When D&D 4th Edition was released a lot of people argued that it wasn’t not D&D anymore, that it was more like a boardgame and that the rules actually hinder roleplaying.
But today Ryan Macklin, the guy with a Master Plan, has finally solved this problem. From now on roleplaying in D&D 4th Edition is just as easy as using any other power!
Behold the “Dramatis Personae” power:
Wow! That’s truly amazing! Roleplaying is possible in D&D 4th Edition after all! Wahoo!
Iron Kingdoms RPG source books now available in PDF
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When I first read about this, I thought “Hell, it’s about time!”. The Iron Kingdoms campaign setting is still one of my favorite setting, and it was a shame that most books haven’t been available for quite some time. Since I own all IK RPG books but the Monsternomicon II, I haven’t bought any of the PDFs yet, but I am pretty sure they just removed all references to the d20 System License and released it fully under the OGL.
The books are available from RPGNow and Paizo and are still a bit too expensive for my taste, but at least they are available after all.
I still would like to see a new IK RPG line probably using the Pathfinder RPG, Fantasy Craft or Savage Worlds rules, but it seems Privateer Press is recently focusing on their miniature games, which is really a shame in my opinion. Hmm, I think I should stop moaning and be happy that the IK RPG books are finally available again. Thanks, Privateer Press!
Swords & Wizardry Reference Sheets now available at RPGNow
0I am one of the people who got infected by the “old-school” bug by Michael Shorten’s Swords & Wizardry Quick Start. Today his latest product, the 29-paged “Swords & Wizardry Reference Sheets” PDF is available at RPGNow. The sheets are meant for use with S&W Core Rules 3rd Printing and set you back $1.99.
The sheets are formatted for digest printing on US letter paper (but you can easily print them on DIN A4 paper, too) and Michael even gives us step-by-step instructions how to print the booklet on the first page.
The “Swords & Wizardry Reference Sheets” contain handy tables, extensive equipment lists and even complete monster stats. A veteran S&W game master can probably run the game with these sheets alone without ever having to look into the rulebook.
I wholeheartedly recommend any S&W game master to get a copy of Michael’s work!
First Look: The SKETCH System
0Imagine the following situation: it’s your weekly roleplaying session, everyone has gathered at the game table but one player. Alas this player’s character will be crucial for the next session, so you decide not to run the game in his absence.
When something like that happens, you can always play cards or a boardgame or watch some videos instead of running a roleplaying game. But sometimes you decide you could run an one-off, single night adventure. Most people would probably recommend the excellent RISUS for this, but if you prefer something a bit more crunchy, you should have a look at SKETCH.
The SKETCH system was developed by Jonathan Hicks from Farsight Games and is available as a free 6-paged PDF document. SKETCH uses one attribute Strength that also doubles for hitpoints and skill groups. SKETCH’s skill groups are somewhat broader than skills in most systems but are not as blurry as RISUS’ clichés. So if you prefer a more classical approach to roleplaying game rules, you are probably more comfortable with SKETCH. Task resolution is pretty easy, you just roll 1D6 and to succeed you have to roll equal or lower than your level in the relevant skill group. The GM can modify the skill groups level according to the difficulty of the task at hand.
The big advantage of SKETCH compared to a lot of other free rules-light games is that it comes not with only one setting but eight so far! Each free SKETCH game is a complete RPG in its own right using the easy-to-learn SKETCH rules.
The currently available SKETCH games are:
- MACABRE – A game about witches and daemons
- ECHOES – A SF game where mankind is alone among the stars
- BLADE RUNNER – A SKETCH game based on the 1982 movie
- THE 13TH YEAR – A post-apocalyptic game set into an alternate 1952
- THE SETNIN SECTOR – A Star Wars game
- STORMLAND – A fantasy game set in a world wracked by foul weather
- HIGHLANDER – A SKETCH game based on the 1986 movie
- COSMIC QUEST – A totally unfunny comedy SF game
Each of those PDF documents contains all the rules needed to play, enough setting information to create your own adventures and in some cases even a introductory scenario. If you have a copy of any of those SKETCH games with you, you are never unprepared.
But of course you are not limited to these eight settings. If you want to make SKETCH your own, you can write and distribute your own SKETCH game, as long as you give proper credit and release your work for free.
I haven’t run or played SKETCH at the game table yet, but after reading a few of the SKETCH games Jonathan Hicks created, I am tempted to create my own.
Robin: Simon Rogers of Pelgrane Press commissioned me to create a rules system that would rethink investigative roleplaying from the ground up. He’d been frustrated in the past by the dead ends that tend to crop up in investigative games and wanted a system that would remove these roadblocks. I started by examining the problem of the failed information-gathering roll that stops the plot, but we wound up with a mechanism that changes much more than just that one classic dilemma. From that simple change evolved a streamlined investigative engine allowing for a focus on clue interpretation over clue gathering. The result are games that more closely emulate mystery stories, from Lovecraftian probings into truths best left unlearned, to TV police procedurals.
Investigative roleplaying has always been one of the major structural forms of roleplaying, but is comparatively under-served compared to the action-adventure gaming that forms the basis of almost all other RPGs, no matter what their exterior genre trappings might be. Inspectres did a great and innovative job in the cooperative storytelling arena, where the entire group collaborates to create the mystery as the game develops. But it seemed like there was still creative room left to explore the more traditional mystery game, where the GM has a predetermined solution and the players piece together the clues to work toward it.
Robin: We needed a snappy, one-word name that instantly conveys the core idea behind not just the first game, but the system, and GUMSHOE seemed instantly to be the right choice. It was the first name I came up with and we never considered another one.







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