Fluff/Inspiration

Three computer RPGs every tabletop RPG fan should play

In the first post on this blog I actually said that I won’t be writing about computer games here. Today I want to make an exception from this rule. I have been an avid fan of computer roleplaying games long before I actually knew that tabletop RPGs existed. Most computer roleplaying games actually are not worthy of being called “roleplaying” games. Often the only thing they share with their tabletop counterparts are the underlying rules systems and several tropes.

But there are a couple of computer roleplaying games that actually allow you to roleplay to a degree. Others are great examples of world-building which could be an inspiration to GMs who love to create their own settings. There are three of these games I want to write about today.

Fallout
Fallout One of my all-time favorite computer games is Fallout. I am actually talking about the 1997 Interplay game here. The original Fallout takes place in a post-apocalyptic Southern California. It’s the year 2161 and family of the hero has survived the apocalypse in a huge underground vault. After a vital piece of equipment breaks down, the hero is sent out to retrieve a replacement from another vault. Of course this is only the first step in an epic adventure. What set Fallout apart from other games of the time was that you really could play the game like you wanted. You could focus on fighting your way through any opposition, outsmart or sneak around your enemies. In my first playthrough I played a charismatic and intelligent character that solved almost any problem with talking instead of shooting. I had a blast. The writing was solid, it had great humor, and a gripping, pretty non-linear story. Your decisions actually mattered, unlike in other games where different dialog options always lead to the same outcome.
In my humble opinion the Fallout universe is also deep enough to be used as a basis for a tabletop campaign. The sequels Fallout 2, Fallout 3 and Fallout: New Vegas are still great games, but the first Fallout is definitely the best title in the series.
Fallout was actually meant to employ the GURPS rules, but Steve Jackson Games was unhappy about the game’s mature content, so the developers had to come up with a completely original system.

Mass Effect
Mass Effect If you’re even remotely interested in computer and video games you must’ve heard about the Mass Effect series. The Mass Effect trilogy spawned several spin-off games for mobile devices, comics, book, an animated movie and there are even plans for a feature film. Mass Effect is a science fiction action RPG developed by Bioware which tells the story of Commander Shepard who is fighting against the mysterious Reapers who wipe out the major civilizations of the Milky Way in a regular cycle. When I first played Mass Effect I was surprised how deep the background setting was. The Mass Effect feels much larger than the game itself. In a way it reminded me of the Star Wars galaxy. Even after watching Episode 4 I felt that I have glanced into a much larger universe. I felt the same with Mass Effect 1.
The gameplay varied slightly during the series. Mass Effect 2 and 3 feel much more like first person shooters than the first game in the series. But like in the aforementioned Fallout, combat is not everything that matters in Mass Effect. The decisions you made actually mattered and sometimes things you’ve done in the first episode of the trilogy affected events in the last episode. The conclusion of the series was a letdown to many gamers, but overall Mass Effect is probably the computer game that had the biggest emotional effect on me. I have to admit that there’s one scene in Mass Effect 3 that brought tears into my eyes. This is something no other computer game has achieved so far.
Why do I recommend Mass Effect to tabletop RPG fans? Mostly because of the setting. Mass Effect is a incredibly deep (for a computer game) and well designed space opera that works great at the tabletop. I’ve successfully run a Mass Effect game in the past using Starblazer Adventures and there are many other conversions available on the internet.

The Elder Scrolls: Skyrim
Skyrim Skyrim is the lastest game in the Elder Scrolls series. Like it’s predecessors it’s set in the continent of Tamriel, which has been ruled by the Empire for millenia. But things started to go downhill after the last member of the Septim bloodline sacrificed himself. The game is set into the northern-most province of the Empire called Skyrim. The game starts with your player character being sentenced to death but a sudden dragon attack gives you the chance to escape and eventually start a new life. After a short and pretty linear tutorial during which you can flee from the dragon attack, a whole world opens up for you to explore. Skyrim is a huge and beautiful sandbox for you to play in. There are countless dungeons, several large cities, small towns, lone farm houses, hundreds of quests, a crafting system, houses for you to buy and decorate… The options are almost endless. The main story of Skyrim is actually not that great, but that’s probably not why anyone plays an Elder Scrolls game. The Elder Scrolls series always provided a great sandbox experience. Other parts of the series probably offered you a deeper gameplay – in older titles you could even create custom spells and own businesses – but Skyrim is definitely the most accessible game of the series. By the way, Ken Rolston, who was lead designer for two games of the series, Oblivion and Morrowind, was a pen & paper RPG designer before he entered the video game industry. I think it’s no surprise that the rules system used in the earlier games of the series reminds me a lot of RuneQuest.

Honorable Mentions
If you are looking for other great games aside from the ones mentioned above, check out the other episodes of the Fallout, Mass Effect and Elder Scrolls series. If you don’t mind the dated graphics and gameplay you also should give the Ultima series a try. It’s one of the longest running computer game series and loved by many, even though the last two installments of the series were pretty bad. If you’re looking for a truly memorable story check out Planescape Torment. In my opinion it’s definitely the best AD&D-based computer RPG out there. Troika Games’ Arcanum: Of Steamworks & Magicks Obscura is steampunk fantasy game that plays a lot like the original Fallout. It has some quirks and is still somewhat buggy, but both the story and the world are worth your time. It’s one of those settings I would to use at the tabletop one day. Last but not least, I have a treat for fans of George R.R. Martin’s Song of Ice and Fire series: Cyanide’s Game of Thrones is an underrated gem. The graphics are somewhat outdated and the animations and voice acting are not the best out there, but the plot is truly awesome.

What are your thoughts on computer roleplaying games? Do you like them or hate them? Have you ever used elements from video games in your pen & paper roleplaying games? Please share your thoughts below!

Wanderers of the Outlands, a sci-fi setting!

Milky_Way_GalaxyAlmost two years ago I wrote my first post about a sci-fi setting I had in mind. I plan ahead for my campaign so I knew I wanted to run some sci-fi and began to put together some ideas about what to run. I posted a first draft here in the blog, talked with my players, the majority was excited about the prospect, listened to the comments the first time around, and have been tinkering with it ever since.

In the meantime I wrote about designing aliens (and some wonderful readers offered to help with the design, I never took you up on it because just what the aliens looked like had not really solidified in my mind, but if the offer is still good I’d love to work with any artist willing to help!) and wrote the end of the campaign for a ConCurrent game I ran, both at a Geeknic and online during the con (the links to part 1 and part 2).

So coming back full circle, here is the finished background to my sci-fi game. I already discussed it with my players, and they seem to be on board. Some elements remain undeveloped, but that is a purposeful decision because my players have agreed to develop specific elements of the campaign. I love that idea and look forward to their input.

So, without further ado, Wanderers of the Outlands! (I’ll be back after the background to discuss some specifics of the campaign…)

SWN: Jumpstarting my Creativity

Stars Without Numbers Mongoose CoverFor the last few weeks I really struggled getting anything done. I don’t know what caused it – perhaps it’s this long, cold and dark winter – but my mental health issues have been more severe lately. At this moment I am slowly starting to feel better. The bouts of anxiety I get from time to time are fewer and further between, but I still have troubles when it comes to creativity.

But just today I found a good way to jumpstart my creativity again. Stars Without Number has a pretty elaborate World generating system that allows the game master to quickly roll up detailed worlds. There are random tables for atmosphere, biosphere, tech level, population, tags, etc. Within a few minutes you can roll up a whole slew of worlds. Since I want to run SWN in the near future I decided rolling up a sector would be a good start. So I got my dice and started rolling.

To make things easier for me, I created a spreadsheet in Google Drive that allows me to enter the numbers I rolled and it automatically puts out the results. That way I didn’t have to write everything down myself. Instead I just rolled and watched as the worlds slowly took shape on the spreadsheet – and in my mind. Especially the tags generated by this system really help to jumpstart one’s ideas.

For one world I rolled up the tags Unbraked AI and Zombies. Immediately I had ideas about a world controlled by a mad AI that creates mindless cyborg zombies from any hapless human being it can get its hands on. This world could be the perfect setting for a horror-themed adventure. In another case I got Desert Planet and Alien Ruins, and my mind was filled with ideas of a lost alien civilization whose remains are scattered across a deadly desert. Within a couple of minutes I had a couple of great adventure ideas.

Of course rolling up the worlds is just the very first step. I still have to turn everything into a workable setting. Some worlds I created using the random generation method are pretty silly and don’t make much sense at all, so I’ll have to make some subtle – and not so subtle – adjustments in the coming days. But the important part is that using the random world generation in Stars Without Numbers helped me getting some creative work done. Now I have to make sure that my perfectionism and self-doubt don’t stop me dead in my tracks. Wish me luck!

Star Wars Infinities – The Gathering Storm (Part 9 of 9)

SW InfinitiesWell here we are at the end of this weekly series! It’s been a great experience for me. For a long time I had wanted to try my hand at doing a series of related posts on a unifying topic and I’m very thankful to Michael who said “Go for it!” when I told him of the idea of revisiting my old Star Wars RPG Infinities (i.e. What if? or alternate story) type campaign.

Through the process of writing these posts I’ve revisited, edited and remixed my notes on that campaign and have reacquainted myself with my plans for the game. In a way it’s reignited my desire to revisit the game. Perhaps it will happen…

I had originally planned to do eight sessions but as I revisited my notes I realized there was one more bit of information I wanted to share with our readers. The characters! My players back then made some very interesting characters and I wrote some introductions for each of them.

When the game began our group had just changed the location of our game, some players had move to the USA and amazingly I had only 4 players as the campaign began. That quickly changed and the group eventually grew to 5 early one and eventually to 6 by the end of the campaign, about 8 or 9 months later.

On this post I’m going to share the character concept the players gave me and the introduction I wrote after my discussion with the players following character creation. The following stories are not simply my creation they were crafted with player input, so I am very thankful we could tell these stories together. A BIG thanks my player then, Luis Manuel Alvarado, Luis Lao, José Bellavista and Karlo Yeager. Two of them are not currently playing with us regularly, but I always hold hope these good friends will sit at my table once more.

Each section will begin with the character concept as presented by the player, in italics, and the introduction I wrote for each of them. So here we go!

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Star Wars Infinities – The Gathering Storm (Part 8 of 9)

SW InfinitiesYes you read that right! This was supposed to be the 8th installment of the weekly series of posts based on my old Star Wars Infinities campaign. Organizing the information for these posts has been a trip down memory lane and I realized that I have materials for one additional post. So next week will be the REAL final installment, an overview of the campaign itself. But for this week we’ll venture into crunch territory, house rules!

While the first 7 posts were mostly fluff and (I hope) usable for any Star Wars game, regardless of the system, this one is specifically about the Star Wars Sage Edition RPG. Published in 2007, we quickly embraced the system and got to playing. As I often do before a campaign I submitted a survey to the player about campaign expectations, this gave way to the Infinities timeline and background you’ve read in previous posts. It also gave way to the following house rules.

Back in 2007 I did share some of these rules in the EN World forums and got some excellent feedback form members. The rules evolved, I took some of their advice, ignored other bits, and came up with the following rules…

(Various caveats: I wrote the rules back in 2007, only the core rules had come out. I had some idea of how I wanted the system to work, specifically cutting back on some of the Jedi’s power. Whether I succeeded is debatable. In the end I believe I added needless complexity and there were some easier fixes, but hindsight is 20/20! One last thing, the force talents were adapted from those posted online. I cannot find the original source for all of them; some are adapted from the Imperial Knight Prestige Class (found here), the others I cannot identify. I don’t think I wrote them from scratch, but I am not sure.)

These are the house rules as I presented to my players back them. So let’s take a trip down memory lane to 2007!

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Star Wars Infinities – The Gathering Storm (Part 7 of 8)

SW InfinitiesUnderstand, all the planning for this campaign began in 2007. While Social Media existed, not all my players were avid users. One didn’t even have internet access at home. So when I decided to begin teasing about the campaign my best bet were text messages. This was not even MMS, no smart phones in the group. This was only text, and short messages at that…

These messages began simply as a distraction, a way to get all the ideas about the Star Wars game out of my head and give the players an idea of the campaign. I sent the first few while waiting in line at the bank. The response was immediate and I realized these messages could serve another purpose. Through them I could send teasers about the happenings in the galaxy and possible plotlines. Likewise the players took an active role and began interacting with the storyline, one quickly integrating e-mail for longer responses.

Here I have collected and edited all postings sent via text message or e-mail and ordered them into a semi-logical sequence.  They give a glimpse at what had been happening in the Galaxy before the game started, hinted at things to come, and even introduce some characters they met during the game. A very special thanks to Sammy, Piwie and José, they are not currently playing with us regularly, I hope to have them at my games again in the future.

So without further ado, this week’s installment:

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Star Wars Infinities – The Gathering Storm (Part 6 of 8)

SW InfinitiesAnother Friday, another Star Wars post! I’ve been having a lot of fun writing these posts. Revisiting material I created for my campaign, revising some of it, and getting this incredible urge to run this campaign again. Sadly of the group that was playing my game back then two players moved and one is not currently playing due to RL complications. I wonder if it would even be possible to revisit this campaign 5 years after we played it. Yes, all this material I created back then. But enough musings about my game!

This is the last installment of the fiction pieces I wrote for the campaign, this time focusing on Thrawn. In my experience he’s become the Drizzt of the Star Wars Expanded Universe, people either love him or hate him. While I loved Heir to the Empire when it came out, starved for new Star Wars content back in 1991, I now realize that for all the great things in the series, Thrawn as a character has been done to death. So why did I use him? Well one of the players was a BIG fan and I thought he would be a good vehicle to introduce information about a particular Jedi Order. I remember back then someone commented the story was a little “hard-ish” sci-fi for their taste. I don’t see it, perhaps it’s not what they thought of when they thought of Star Wars, but most of my players enjoyed it. So here is my take on the character, hope you like it.

“Open a secure channel to Coruscant. Inform the Director the Gen’Dai is active…

Agent Daala, Republic Intelligence

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