Thursday, October 6, 2011

Crazy street preacher part 1

I happen to be on a business trip in Italy, so I am unable to play anything but Mythic, the game I always carry with me :)
So here is some result, but first
Disclaimer: this story has adult content and it is not suitable for young people. The ideas and views that appear in the game do not represent my personal views and opinions. I am only role-playing the game in the way Mythic rolls it, using some stereotypes that can be heard in the world we live in.

I decided to play a Mythic adventure, starting from zero. I started with the chaos factor of 5.
In the beginning I decided to generate a hero using UNE. Here is the result:
Prying scientist, motivated to Aid magic, attend zeal and proclaim deprivation.
OK. So Geri is a cult member wannabe of the worst kind. Not only that he believes in supernatural, but he claims that he knows scientific evidence for everything from ghosts to UFOs. He constantly tries to convince others with his “evidence”.
He was accidentally able to read some books about Buddhism, and he started to be a strong supporter of eastern philosophy and religion.
Although he comes from the middle class family, he refused to take any kind of job, left his parents house and started living as homeless street preacher bugging the people that walk the city.

Now that I have my hero, I would like to know what happened to him. Excitement masses. What about? Mistrust expectations.
Good. So, the economical crisis is over, right? Well, think again. Governments continue to pressure politics of savings. It is easy for them to say, but are they ever thinking about working class, who finds harder and harder to mach ends meet? And to demonstrate their un-satisfaction, unions invited people to the streets.

Geri joined them, of course, seeing opportunity to preach to the masses. But will anyone listen to him? Unlikely: No. People are to occupied shouting and protesting to pay attention to the street preacher.
So, Geri decided to try to sneak among the union representatives, climb at the improvised speaking stand, steal the microphone and use it to talk to the masses. Can he make it? Very unlikely: No but (I am using alternative fate chart with conditional yes and conditional no answers. Chart can be found here) he will find one person who will listen to him! Who?
UNE: Refined monk, motivated to secure force, teach racism and inform about ghosts.
Before Geri could climb to the stand, somebody grabbed him from behind and pulled him into the side street. When he finally managed to release himself from the grip, Geri noticed that his capturer was a white man, neat, clean and intellectually looking, with shaved head and dressed in the robe of the Buddhist monk.

I have heard you preaching, said the monk, and I see that we have the same ideas. I happen to know that there are others like us. So, we will create an organization with goal to change the world. We want to create a paradise on earth, but before that, we have to clean the Earth from all that is not pure. Our governments are week, they are unable to control economy, or deal with the terrorist threat. The change is necessary, and it is our time to act. For this, we have the blessing of our ancestors. The ghosts of great people from the past, huge leader of men and fathers of their nations all of them, are willing to lead us and help us achieve our goal. All I need to know is are you with us?

Geri accepted the offer to join the cult with gratitude.

Will the monk ask Geri to attend some secret meeting? Likely: No.
You are one of us now, said monk. When the time comes to act, I will contact you. Until then, carry on your mission the way you did so far…

Geri was not in control, so CF rises to 6.
NPC List
Mysterious monk.
Thread
Learn more about the cult Geri joined.

Monday, October 3, 2011

Cursed Mansion

My 6d6 solo game is progressing slowly, so I decided to post first part of it, and to write it down as I go. So, here it is!

Peter needed the money. That why he accepted the challenge of the old countess. 10.000 USD for anyone who spends the night in the cursed mansion seemed like the easy money at first…

Game mechanics: The goal of this adventure is to survive the night in cursed house. I used the blueprints of Andrew Carnegie House I found on internet as the map of the mansion.
To achieve the tension, some cards in the opposition deck received Time keyword. These cards will be 1d6+0 from 7:00 pm to 9:00 pm and later from 6:00 am to 7:00 am, 1d6+1 from 9 to 11 pm and from 5 to 6 am, 1d6+2 from 11 pm to 1 am and from 3 am to 5 am and 1d6+3 from 1 to 3 am. This way, adventure will be more and more dangerous as night progresses until the which hour, and then the tension will slowly lower till morning.
7:00 pm As soon as Peter entered the mansion, door closed and locked behind him. It felt strange, since he was shore that he came here alone. But then he decided not to pay attention. It must have been someone playing practical jokes, or maybe just the wind closed the door… There are several other doors in this house, and if they are all locked, one can always break the window…

Game mechanics: I created this investigator using 70 points worth of cards. Since he has to survive one night inside the house, there will be no healing in this game, so I decided to give him more life cards then it is usual for a standard game. Life cards: Faith (Atheism) +2, Problem Solving +2, Quick Wits +1, Memory, Will Power, Self-Confidence. Skills: Gather Information +2, Alert +1, Search, Engineering. Knowledge: Natural Philosophy +2, Culture, History. Pistol, 9mm.

7:05 Leaving the entrance hall, Peter entered the main corridor of the building. Corridor was empty aside for the old, mice eaten sofa in one corner.

Game mechanics: In this solo game, I decided to use different movement system then in original 6D6. Instead of squares, I will use room as unit movement. So using walk speed, my character will move into new, previously unexplored room in 5 min time. This represents opening doors and investigator looking around to see where he is, remembering position in the house, etc.

7:10 From main corridor, wide stairway lead to the back yard. Mist was slowly gathering outside, but one could still see through it. On the other end of the yard, city was still busy. One more reason to forget the locked front door…

Game mechanics: Whenever investigator enters new room, two cards are drawn from opposition deck. In this case, cards drawn were Liberty and Mist. I interpreted them as if investigator is free to leave the mansion through misty back yard. Then I checked how thick the mist is, using Alert skill (1d6+1) and rolling against Mist card (1d6+0 in this early hour). I was victorious at the roll on so mist is scarce and can be seen through. Mist card can be seen as object, so mist stays in this “room” permanently and will be there the next time investigator enters back yard.

7:20 Peter returned to the main corridor, that was still as empty as before.

Game mechanics: Whenever investigator enters a room he has already visited, he has to roll against room resistance (set to 1d6+0) to see if anything changed there from his last visit. Investigator will roll 1d6+3 from 7:00 pm to 9:00 pm and later from 6:00 am to 7:00 am, 1d6+2 from 9 to 11 pm and from 5 to 6 am, 1d6+1 from 11 pm to 1 am and from 3 am to 5 am and 1d6+0 from 1 to 3 am. If he beat the room resistance, nothing changed. But if he lose roll on, he has to draw number of cards equal to the number of pips he lost by. For example, if room would roll 5 and investigator 3, investigator will draw 2 new cards, that will combine with the ones already existing in the room to picture the new situation. Investigator can move through 3 previously explored rooms in 5 min time, but has to roll for each of them.

7:25 Next room our hero entered seemed to be a study (persecute investment). He spent some time looking through the papers and discovered that last owner of this house neglected his business. Instead, he lost all his money betting on sport events.

Game mechanics: once I determined that this room is study, I was shore that this is narrative event, so that I can use all cards I have, with the restriction that each card used that was not in the pool at the moment my hero entered a room costs 5min of time. Using cards from the pool cost nothing.
In this case I used my
Search and Gather Information +2 from the remaining cards (spending 10 minutes) and tried to beat the room (persecute investment, total 2d6+0). I rolled 11 against room's 7, winning by 4. Therefore I was able to take 4 new cards that will further explain the room. I got neglect, riches, abuse, competition. Using common sense and knowing that this room is a study, I interpreted them as mentioned above.

Sunday, September 25, 2011

Real life in the way

It so happened that I got a sudden chance to change the job, which I quickly seized :)
The procedure for this took all my time during last week or so, and that drastically slowed my current 6d6 game, and all other gaming projects...
So stay tuned, and as soon as I settle down on my new position, this blog will be updated more regularly....

Saturday, September 17, 2011

6d6 Core: Solo playability

Some time ago, I have received a reviewer copy of 6D6 core RPG game. I have to say that I was surprised once I moved through the rules for the first time, since 6d6 core feels and plays as mix of RPG and collectable card game!
I do not want to repeat what other people said, so I will not try to explain mechanic of the game here. Please read posts on tankarstavern and gameknightreviews for that. Come back once you read it, this blog will be waiting :).

Back? Good.

It is obvious; 6d6 core is many games in one. If you have Game Master and several friends, you can play it like any other RPG. If there is just the two of you, you can create two characters and start a duel, just like with any CCG, with the one difference that 6d6 encourage you to create your own cards instead of to buying their, premade ones.
But for this blog, the most important question is, of course, can 6d6 be played solo?

The answer is definitely yes.
6d6 Core is not planned to be used that way, so there is no mention of solo play in the book. But being a card driven game, the possibilities for solo play it opens are many, and the rules need just a little tweaking.

The very first idea I had was to make an “opposition deck” from where I would draw events and dangers my hero will have to face. This opposition deck should be populated with some generic and some genre specific cards.
Generic ones I created by simply writing on cards words from Event Meaning: Action and Event Meaning: Subject table of Mythic Game Master Emulator. All this cards have power of 1d6+0. The bad news is that you have to produce 200 cards. The good news is that you have to do it only once, after that you can use the same cards in any game you play, regardless of genre.
Opposition deck should hold at least 100 genre specific cards like Goblin shaman or Chtulhu or Partial fingerprint. To increase tension of the game, some of these cards should have variable power. For example, daemons and chaos cultist your inquisitor meet will be less powerful on the upper levels of the hive city, and will grow stronger as you descend deeper. So the power of such cards should be 1d6 + level, that will produce 1d6+0 on ground level to 1d6+3 for a third level of the underground.

It is also good to move your solo experience with 6d6 a little towards the feel of board games. 6d6 Core solo version can really profit if you use it with some kind of map or tiles, be it ever changing dungeon for fantasy setting or the blueprints of the hunted mansion.

The game mechanic is simple. Each time the hero enters new chamber, draw two cards from the deck and interpret them as you would do with Mythic GM Emulator. That will be opposition your hero will have to face this turn. The very nature of the card drawn will decide if the scene is narrative or action, and in that way limit the range of cards hero can use.

I am currently in the middle of a Cthulhu themed game using 6d6 Core for solo play as described above and so far it is very fun experience. My next post will be a write-up from this game, and there I will explain some mechanic elements I used in detail.

Thursday, September 8, 2011

Niegolewski’s failure

It was late September 1809. Commandant Kozuletski of the 1ere Regiment de Chevau-Légers Lanciers de la Garde Impériale (Polonais) invited his chief of scouts captain Niegolewski.

(Earlier adventure of Andrzej Niegolewski can be found here)

I have a mission for you Andrzej, said Kozuletski. There is a small village not far from here. It is just few houses, but it is good place for troops to camp. I want you to take couple of your boys and secure this village. French will send some line voltigeurs as well.
I believe that British also know about this place, so expect trouble. Try to keep the village at all cost. This small victory can tip the scales of the next battle.
Game is played using Flintloque 3rd edition light rules that can be received for free directly from Alternative Armies web page, or from their Yahoo group. British soldiers are led by slightly modified Flintloque solo bolt on rules.

Using the speed of their mounts, Niegolewski and two of his lancers arrived at the village. French light troops were right behind them. While British soldiers slowly approached, Poles and French took defensive positions.
One of the British soldiers tried to enter the village, but was hit by musket fire so he returned to his line, heavily wounded.Another tried the same thing and he managed to engage two voltigeurs into close combat. Line soldiers are often better in these things then light companies, so British soldier managed to get one of the voltigeurs out of fight and another pushed back!Polish lancers approached brave British soldiers and fired their pistols into him from close range. This is first British out of fight!
But one of the lancers got exposed, and put out of fight by aimed shots from British line!
After some distant shots were exchanged, another British soldier went OOF. Second lancer had enough of hiding and he did what he knew best – charged!He runed his lance through the nearest British soldier, killing him on the spot. But he exposed himself to musket fire, so first bullet throws him from his horse, while second puts him OOF.
Niegolewski took the clear sight of the enemy officer and charged. But British officers are famous as good swordsmen, and Niegolewski got wounded. Finally, another British soldier joined the duel of the officers, and together two British men managde to throw Polish captain from his horse.French voltigeurs run to the wounded officer and retreated with him from the field of battle.
British soldiers camped in the village that night…

If you can judge the whole book from the light rules, Flintloque 3rd edition seems like a great rule set. It is made for fantasy napoleonique wars, but I do not have any figures for that setting (yet) so I played with my regular Napoleonic troops, and it worked fine with historical settings.
What I especially liked in this game is balance between movement and shooting distances and modifications, which is the best I have seen so far among the skirmish games.
The game lasted rather long, took me 4 hours to play 9 turns, but it is OK considering that I am new with the rules and that I was constantly flipping pages to find explanation for one situation or another.
Solo engine is good, with only remark that it does not define order for activation of enemy soldiers. This can be easily overridden by giving each enemy a number, and then drawing cards to see the order they activate.
This was a fun game, and I think I will use Flintloque a lot in the future….

Monday, September 5, 2011

Developing a civilization in a pocket

Searching for free and solo board games through Board Game Geek entries, I found a game called Pocket Civ. Game is free and can be downloaded here.

Pocket Civ can be played in two versions. Light version requires only peace of paper, pen and set of event cards. This version you can play on a road, or wherever you are.
The full version is more suitable for home play, it offers more of the boardgame feel, and if you have proper counters at home, you can even make it 3D like I did.
Basically, this is worker allocation game, remotely based upon Sid Meier's Civilization.
Game is played in eras, where first few eras can be easily survived but later things get tougher and tougher.
AI is great, maybe the best thing in this game. Not only it can give you serious challenge, but the complete AI mechanism is located on a set of no more then 16 event cards! Something that every solo enthusiast should definitely look at and admire.

Another nice solution is the way the resources are taken into consideration. Simply, provinces that have mountains in it are considered to have the use of stone, etc.
The main resource in the game are tribes. Almost everything you need to build is payed by sacrificing certain amounts of tribes. In this game people are the greatest fortune. There is also a gold, but it is hard to acquire, and it is reserved as resource only for the greatest civilization achievements.

Anyway, this is a great game, something you should definitely try if you love solo play. Furthermore, it is free, so what are you waiting for? Go download it!

Thursday, September 1, 2011

Maps, glorious maps!

So far, I have played many “Chose your adventure” solo RPGs, and I hope to play many more, from Lone Wolf series available for free download at Project Aon web page, up to relatively recently published Chronicles of Arax.
But so far none of them offered as much fun as a game called Last Stand at Kirrinbahr, made by Mark Wightman.
This game was made in 2006, but I have discovered it just recently.
What made this game so special for me? Well, in order to play it, you have to draw a map of the castle you are walking through. And this map is the absolutely best part of the adventure. I had unbelievable fun while drawing it.It reminded me of the old days of my youth, when I played textual adventures on my ZX Spectrum, and drew maps of the areas my character explored. And of later days, when I first entered the hobby during University years, when characters played by me and my friends often crawled through mazes and tunnels where every turn and fork had to be recorded on paper...
It also made me wander what happened with the necessity of the map drawing as one of the essential part of the PRG gaming? Was it completely eliminated by the use of tiles? I was not forced to draw a map in a RPG game for a long, long time…Last Stand at Karrinbahr is rather linear game, but I wonder why this idea was not used further…
This way I am almost tempted to use map making technique for designing Chose your Adventure games to make a game on my own, similar but more non-linear and combined with the advanced storytelling…
I will not have time to do it any time sooner, so I really wish someone else does it instead of me :)

PS. I have just learned about the game called DestinyQuest. Here is what the official web page says about it:

"Unlike an ordinary storybook, you don’t read DestinyQuest® by simply turning the pages and reading it from start to finish. Instead, you plan your own journey through the book using the maps.

Each map shows you the locations of all the different quests that your hero can take part in. To select a quest you simply turn to the corresponding numbered entry in the book and read on from there – returning to the map when you have finished."

Is this what I was looking for?
Anyway, this book enters my To be purchased list....