Showing posts with label cyberpunk 2020. Show all posts
Showing posts with label cyberpunk 2020. Show all posts

Tuesday, 2 October 2012

Iconic Cyberpunk 2020 Images

Like a bride, a good cyberpunk image needs four things. First, it needs to be noirish: you have to be able to imagine whoever it depicts committing crimes. Second, it needs to be unspeakably 80s: it needs to be big hair, spandex, raybans and shoulder pads. Third, it needs to mix something conspicuously futuristic with something grimy and old; that juxtaposition is what it is all about, stylistically. And fourth, it needs to look cool. You get bonus points for big guns, cigarettes (though these can count, nowadays, as the "grimy and old"), and girls who a 12 year old boy would develop a crush on.


The fixer. Cyberpunk 2020 is one of the earlier games, I think, to contain what you might describe as "multiethnic art". I understand Paizo think they deserve plaudits for doing that with Pathfinder; maybe somebody needs to tell them Mike Pondsmith was doing it in the 80s.


All elements are present here: she's clearly up to no good; the leggings are unspeakably 80s; you have the mix of old leggings with holes in and super-duper cybernetic monocle thing; and she's cool. She also has a gun and is appealing to the adolescent male. (The adult male too actually.)  


An action piece. He has wolverine blades and he has just shot somebody through the chest with a micro-jet missile, and someday your character can do that too!


There is no mixture of the conspicuously new and scuzzy and old here. He's all brand new. But he does have a BIG FUCKING GUN.


Probably my favourite piece in the whole book: I don't think there is anything more cyberpunk than a guy in a trenchcoat sitting in a bar drinking scotch and smoking while showing off his new arm.


This one deserves a special mention, not just for the 12 year old boy inside me but also for the cyberdeck: this is what people used to think the future would look like. You'd have to carry around your modem in your handbag. One day, I'd like to see this in one of those "Complete History of the Future" type exhibitions where people examine cultural artefacts from the past which purported to predict our future.


She's cute. She's exotic looking. She is hiding her gun behind her back. She is cyberpunk.

Saturday, 18 August 2012

C*nt Riot

Cunt riot are a riot grrrl 3-piece, loosely affiliated with the feminist agitprop Slater-Koney collective; like most individuals connected with that body, they are also involved in various forms of semi-organised crime, including gun-running, "tax collection", and plain old-fashioned assassination. The three members are known only as Ayano, Voina, and Wei.

Ayano, Voina, Wei
Wei

Wei is Cunt Riot's bassist and, in their non-musical pursuits, its Nuclear Option: she shoots first and doesn't ask questions. She never met a problem she couldn't put a bullet through the face of.

It is some times speculated that Wei spent time soldiering for warlords in the former USSR and the the Wild West of China. This seems entirely based on the fact she likes Soviet and Red Chinese guns.

INT 8 REF 10 CL 9 TECH 7 BODY 7 EMP 7/5 ATT 8 LUCK 5 MA 7
Skills:
Combat sense +6, Handgun +6, Rifle +5, SMG +4, Melee +5, Aikido +5, Endurance +3, Heavy Weapons +4, Awareness +5
Cyberwear:
Neural processor
-Kerenzikov Boost +1
-Smartgun link
Skinweave
Usual Equipment:
Stolvoboy St-2 10mm
CCMMC Qi-15 assault shotgun
CCMMC Jinhua M-9
Nylon helmet (SP14)
Light kevlar jacket (SP12)
Light kevlar pants (SP10)

Ayano

Ayano is Cunt Riot's lead singer and guitarist. She also writes the words. In her spare time, she cracks bones, removes fingernails, and breaks teeth.

INT 9 REF 10 CL 10 TECH 6 BODY 7 EMP 4/3 ATT 5 LUCK 5 MA 6
Skills:
Combat Sense +5, Handgun +3, Rifle +2, Melee +5, Judo +7, Tae Kwon Doe +7, Interrogate +6, Intimidate +6, Awareness +5
Cyberwear:
Cyberaudio
-Voice stress analyser
-Bug detector
-Wide band radio scanner
-Digital recording link
Usual Equipment:
Sternmeyer P-35 11mm
Heavy kevlar jacket SP18

Voina

Voina doubles up on drums and illegal entry. She leaves the murder to the others.

Voina, some say, was a trained spy for the Mozambique state oil company. Others say she learned her trade in the employ of the Mumbai mafia.

INT 10 REF 8 CL 8 TECH 10 BODY 5 EMP 6/4 ATT 4 LUCK 7 MA 8
Skills:
Hide/Evade +7, Shadow/Track +6, Pick Lock/Safecracking +7, Demolitions +4, Sambo +3, Resist Torture/Drugs +5, Stealth +8, Awareness +7
Cyberwear:
Cyberoptic
-Image enhancement
-Teleoptics
-Digital camera
-Ultraviolet vision
Cyberaudio
-Amplified hearing
-Radio link
-Homing tracer
-Sound editing
-Phone splice
-Level damper

Wednesday, 25 July 2012

D&D my Cyberpunk; or, Hit points? We don't need no stinking hit points!

Some of the comments on yesterday's post got me thinking. It would be perfectly possible to run a game of D&D and using its core themes (bunch of adventurers seeking glory, wealth, fame and fortune through exploring ancient tombs and ruins and hexcrawling) in a setting with more up-to-date technology - taking inspiration from, say, the American Wild West, Brazil in the era of the bandeirantes, the exploration of Australia's interior by whites, the Russian conquest of Siberia, Livingstone's journeys in to "darkest Africa", and so on - but with dragons - were it not for the fact that D&D as a system just doesn't model guns very well. You can explain away the fact that 9th level characters have so many hit points by abstraction in a normal game of D&D, but the abstraction gets stretched to breaking point once it comes to bullets (this is part of the reason why I loathed my experience playing d20 Modern, despite perfectly good DM and players).

There is a simple solution to this, of course: as characters gain levels they don't gain hit points. A 9th-level character has the same number he started out with. (The DM might want to be generous and give starting characters max hit points for their class.) So an ambush of 9th-level characters by shotgun wielding goblins would retain the sense of fear and danger that a real gunfight would have, and make things suitably concrete.

Another thought occurs, however: Cyberpunk 2020 is a surprisingly robust and effective generic system if you want something that is easier to learn than GURPS while retaining a decent level of grit and crunch. I know this because I ran a WWII-era zombie game with it and thought it worked very effectively. (The only complaint would be that dice rolls are irritating and fiddly when it comes to damage - if you get hit by a 7.62mmx54mmR round you have to roll and add up 6d6+2 damage, which is clearly enough to render an unarmoured target dead in almost all cases but not quite enough to justify saying 'a hit is a kill', so in big gun fights you are constantly rolling and totalling up fistfuls of d6s.)

I also think that, the more 'modern' ones D&D becomes, the more it needs to have skills. In a low-technology world, people are not particularly specialised, because adventuring skills are not hard to learn: everybody can swim, use a rope, climb, pick locks, look for secret doors, etc. But the more technologically advanced a society becomes, the more career-type skills become necessary - it's more plausible to imagine somebody would have to sacrifice learning other skills in order to become a train driver, or astronomer, or demolitions expert, or whatever. A system that wants to model this would have to have a skill system, and Cyberpunk 2020 has a simple and reasonably effective one.

You would probably need to have some sort of wealth-for-XP mechanic on top of it, of course, but that would be easy to cobble together. As characters gained levels they would become more skilful, and the magic-users would get to use more powerful spells, but their basic physicality - their attributes and hit points - would remain the same and they would be as frail as ever in combat. I think this would be an interesting marriage between adventuresome exploration and hijinks and the constant risk of sudden death.

Monday, 21 May 2012

The Luck (Stat) in the Head

As long-term readers of this blog may know, I spent probably more of my formative years playing Cyberpunk 2020 than any other game. Cyberpunk 2020 is a kind of messed up system, very much "of its time", but one of its great qualities is its Luck stat, which is at least as systemically important as any of the others (Intelligence, Reflexes, etc.). Naturally, the tendency for beginner players and GMs is to treat Luck like a dump stat - give it 2 points, the minimum required, and use your points to improve your other skills. This is because Luck in the core rules is pretty useless - you just spend Luck points to get bonuses to rolls. Zzz.

I gradually developed a more expansive approach to Luck - so much so that anybody who treated it like a dump stat would be a fool, a fool I tell you. Luck in my Cyberpunk 2020 games became, essentially, a primitive form of FATE point, giving the players a kind of control over the narrative: if a player asks me something and I don't know the answer and feel like making one up would be arbitrary on my part ("Is there a CCTV camera nearby?", "Is there a stapler in the office?", "Is there a taxi passing by?") I have them roll a d10. If the result is less than their luck, they get the answer they wanted. If not, they don't. I might also use luck if I can't think of a way to resolve something (there's a car crash and the players didn't decide in advance who was in the passenger seat - they all roll a d10 and add their luck and the lowest is the unfortunate one who gets thrown through the windscreen).

I've always liked this approach, because it makes me feel like it aids my objectivity (I'm neither giving players what they want nor deliberately refusing them what they want) and I enjoy the thought that luck is an actual 'thing' that has real-world effects; there's not only an element of luck in the things that you do as a player (rolling dice to see if you succeed), there's also an actual, almost physical phenomenon in the world which shapes the destinies of the people in it. And because it tends only to be used for things that are relatively trivial ("Is there a taxi nearby?") but which could literally be the hinge between life and death, it feels true as an accurate reflection of the rather random nature of life. 


Wednesday, 14 March 2012

Expecting the Unexpected and Narrative Purity

My Cyberpunk 2020 campaign ended last night in rather unexpected fashion. Well, the ending was planned - I'm transitioning to an OD&D Yoon-Suin campaign, though we'll also be doing a rotating-GM-style Microscope-created Shared World type project in tandem.

I tend to glaze over when reading other people's Actual Play blog posts, but I've done some short APs from the "Cyberpool" campaign here and here. It may be remembered that my players had a huge project underway which involved parachuting £200,000 of heroin into an inner city park, hiding it in plain sight in the form of an aerial DJ gig in front of an audience of 10,000 people. (They came up with this crackpot idea during a secret gaming session in my office in blatant contravention of regulations - we live this cyberpunk shit.)

There was another "grand theme" to the campaign, in which the PCs had become involved in a corporate-war-by-proxy between Gazprom and a Bulgarian IT conglomerate called STRELA, and one of the characters was about to throw himself full-pelt into this.

In the end, neither of these strands came to anything. In the final session (I think we've had somewhere in the region of 12 to 15) the PCs rocked up at the Cameroonian pentecostal church whose mysterious pastor, Father Philemon, is their erstwhile employer in the parachuting heist. They had, in true cyberpunk fashion, decided that their cut of the heroin money (10%) was not enough given their expenses (they'd already spent about £10,000 laying the groundwork for the gig) and they had decided they wanted the whole £200,000. In order to achieve this, they hatched a plot to smuggle a cell phone, jury-rigged into a primitive bugging device, into the church, and use it to gather information on the organization. Their ultimate goal appeared to be to set up a huge bomb under the church by entering the sewage system, thus killing Father Philemon and his cronies and allowing them to complete the parachute jump and keep the full amount of smack.

They didn't even get this far - after an altercation with Father Philemon in an attempt to create a distraction for planting the bug they were marched outside and told the deal was off. Things rapidly spiralled downhill and guns were pulled. 15 seconds of in-game time later and one of the PCs was dead (after taking at least a dozen bullets and two shotgun blasts) along with 5 of Fr. Philemon's gunmen, who were mown down by Patrick's assault-rifle-toting Somali teenage girl. The remaining PCs then fired a Light Antitank Weapon into the church and drove off.

I decided this was a reasonable point at which to End Credits, at least for Season 1.

From this we can draw two lessons:

1) In CP:2020, handguns and shotguns are all very well, but what you really want is an assault rifle when the shit hits the fan.

2) More importantly, I think our campaign demonstrates the messiness and Picaresque brilliance you get when you give players free reign. If I'd been plotting things out, there's no way the PCs would have ended up even coming up with the parachute heist anyway - I threw so many other adventure hooks their way - but once they had done, it would almost have been perverse for it not to happen. It would have been such a natural conclusion to the campaign - such a narratively logical, complete note on which to end it. It would have been climactic.

Instead, not only did the parachute jump never happen, the PCs plotted an entire level underneath it (kill employer; keep heroin), which itself didn't happen, because they ended up involved in a full on gun-fight which laid waste to all of their carefully laid plans in the course of less than 20 seconds of shooting.

If it had been a film or book, there's no way it would have turned out this way. But it did, and it was in its own way highly satisfactory: we didn't get a plotted ending, but we got an ending - and one that felt realistic. Life doesn't tie things off neatly. If you were going to compare it to something plotted, the ending seemed more like the end of Season 1 of The Wire: confused, slightly arbitrary, unexpected, and very life-like.

The conclusion being that it's important to stay true to your principles: when the sirens of plot and narrative come singing, plug in your ear wax of sandbox purity and keep on going. You won't be disappointed with the results.

Tuesday, 6 March 2012

Porfiry Petrovich I Hardly Knew Ye

Porfiry Petrovich, a PC in my Cyberpunk 2020 game, died tonight. He was summarily executed at 3am by security men after being an unwilling accomplice in a drive-by shooting which saw a drunken local politician threatening 4 Russian mobsters and 2 of the other PCs from the window of a Porsche which Porfiry was driving after all 8 men had participated in a night of whiskey-fuelled gambling together at a local casino. In a scenario almost literally too complicated to untangle, one of the Russian mobsters was shot by the local politician who was tazed by Porfiry and then beaten to death by the surviving Russians while the other PCs fled into the night, whereupon Porfiry, for reasons far too complicated to go into here, attempted to gun down the other Russian mobsters. Security personnel from the nearby corporate mall delivered the coup de grace by massacring Porfiry and the Russians in the street and asking questions later.

All in all, a good session and a somewhat fitting end: Porfiry's epitaph reads, in his player's own words, "He lived as he died, acting like a tit." Although I think that's a bit harsh - Porfiry was in large part the engine behind what was going on in the game and the leader of the "gang", and his player was resourceful and ingenious.

His next character is a homeless 19-year-old Somali immigrant girl who carries an assault rifle around in a sports bag.

I love gaming.

Wednesday, 2 November 2011

A Walk Down Memory Lane

Like many role playing enthusiasts of my generation, I spent my formative years not so much dicking around with D&D as dicking around with Cyberpunk 2020 and, to a slightly lesser extent, Shadowrun. It's difficult to believe now, because times have changed so much, but these games really were popular back then. At my local Virgin Megastore (which shows how far back in time this is going; not only did Virgin Megastores stop stocking RPG books about 15 years ago, they disappeared entirely about 10 years ago) CP2020 and Shadowrun books were probably second only in volume to AD&D ones, with MERP and Rifts stuff being vastly distant fourth and fifth. Before the hideous rise of Vampire: The Masquerade, I think it's safe to say that CP2020 bore the mantle of the "credible alternative" to AD&D (inasmuch as any role playing game can be "credible"). Where AD&D (by now in its 2nd edition) was seen as stale, cliched, and trite, there was still something edgy about CP2020, with its extremely deadly and realistic combat system, its rules for drug use, and sassy writing style.

Of course, nowadays when you page through the rule-book, the edginess seems amazingly tame and endearingly non-edgy. Mike Pondsmith's authorial voice is still very much in evidence and it's not hard to imagine why my 14-year-old self was impressed with lines like:

[So] you're starting to look over the list of cyberenhancements, and you're thinking, "I don't have the kind of Eurobucks I need to swing this newtech." At this point, you have to ask yourself "How desperate am I? Am I really hard up enough to risk death and dismemberment just to get a lousy cyberarm?"
Sure you are.

In fact, fuck it, I'm still impressed with it now; cheesy it may be, but this guy really knew how to make a rulebook fun to read, and, more importantly, he knew how to make a rulebook make you really want to play the game.

But it's all quite safe and charming, from a 2011 perspective. One of the illustrations has a guy with two guns and a tattoo of a pentagram with '666' on his shoulder (ooh!). In the section on how to design/buy drugs, the reader is reminded that drugs will "mess up [your character] beyond repair - just like in real life". And there's no bad language, so we get hilarious "melon farmer" style quasi-swearing ("Who does this choob think he is?").

More noticeably, of course - and this, ultimately, is probably the reason for the demise of cyberpunk in general as a literary, cinematic, or ludic genre - it's all so very, very wrong about how the future has turned out. Although, notionally, CP2020 was "set" in the year 2020, and we can't say what might happen in the next 9 years, so many of its predictions about how the world would be have turned out to be laughably wrong. (Indeed, I find it neatly ironic that the main message of one of William Gibson's early stories, The Gernsbeck Continuum, which took the piss out of 1930s sci-fi's vision of the future, could quite easily be applied to cyberpunk.)

So, in the CP2020 rulebook, we are told that a cellular phone will cost $400 and a contract for cell phone service $100/month. You are expected to pay $1/minute at a phone-box-esque "Data Term" in order to access newspapers and other information online. Cyberdecks are used not for social networking, creating wikipedia articles, or arguing on forums because "somebody is wrong on the internet", but only for the very limited purposes of data mining and sabotage. Pocket computers have "100 pages of alphanumeric memory" (gasp!). And if you're a music fan, you can buy "digital music chips" containing up to 6 (!) albums to listen to on your "digital chip player".

More significantly perhaps, because these are just cosmetic, cyberpunk as a genre and CP2020 as a game was just wrong in its vision of how society would develop. CP2020 asks us to imagine a future in which the streets are ruled by crazed boostergangs, corporations fight wars against nation-states, nuclear meltdown has made entire areas of the globe uninhabitable, and the Soviet Union is still a dominant force. We don't live in that kind of dystopia, and some blips notwithstanding, our lives are immeasurably better now than they were in 1985.

This is undoubtedly why CP2020 slipped from the minds of role players. Tastes change, and set against the WoD games I suppose it began to seem quaint, old-fashioned, and just a bit naff. Just as you don't see films like Blade Runner being made any more, you don't see cyberpunk having any legs as a genre of RPG; it's not so much that CP2020 has disappeared, it's that nothing has replaced it.

But in a sense none of that really matters, because as a game it did work once, and there's no reason why it can't still work today. Some day I'd like to pick up my old CP2020 rulebook and, like the old school movement did for D&D, play the game on its own merits, warts and all, and see what charms I can discover. Forget the internet; we have cyberspace. Never mind facebook; cyberspace is for hacking into other peoples' bank accounts. Forget ubiquitous iPhones; cell-phones are the preserve of the super-rich and still weigh a kilo. Laptops cost thousands of dollars and, if you're lucky, might hold 8 MB of RAM. And yet at the same time, we're able to literally create replacement eyes out of silicon and metal. Soviet-created bio-plagues and radioactive fallout pass on hideous diseases to the unprotected. And all the while, in the mean streets of vast dystopian cityscapes, anarchy reigns, and cyberpsychos stalk the earth...

Monday, 22 August 2011

The Relationship Hexmap

Following on from yesterday's post, and drawing from ckutalik's interesting sequence on Top Secret and network linkages from earlier this year, I did some thinking last night on how to come up with a conceptual hexmap for non-geographical sandbox play. This post is just a summary of my preliminary thoughts - it's basically some rough ideas.

What I want, and what I envisage, is a hexmap revolving around interpersonal space rather than physical space. Instead of the players exploring a geographical area hex by hex, with encounters and events taking place as they go, in the Relationship Hexmap they explore a network of interpersonal relationships instead.

The key to this, as I see it, is that it has to retain the elements of what makes a hexmap work when you're using it for a D&D-esque sandbox. It has to be loose, it has to allow for random events, and (crucially) the GM shouldn't have any preconceptions about what will happen.

This last point is probably the most important. What I like about a fantasy sandbox is that, although the DM has set up the basic framework and scattered the thing with interesting locales, it's as much a voyage of discovery for him as it is for the players. This means that, although there needs to be some pre-existing information on the contents of each hex, it should be as vague and nebulous as possible until the players discover it.

Maybe it's best to give a physical example of what I'm talking about. Here is a small relationship hexmap that I came up with this morning when I should have been working. (Something about drawing it using paint's "crayon" feature appeals to the inner child in me.)


First off, an explanation of what all the pretty colours mean:

  • Blue blobs are actual sentient entities that have agency in the game world. Each could represent an individual, a gang, a corporation, a cartel...really anything that could forge communicative or personal links with another blue blob. For the sake of this hexmap, I'll call them "people", but remember this could refer to one person or many people in one unit.
  • Red lines represent a strong, positive link between two people - basically, where an alliance, agreement, or mutually benefecial relationship exists. It could be love, it could be a military alliance, it could be a free trade agreement - anything you can think of.
  • Orange lines represent contact. Simply, two people linked by an orange line have had some sort of communication with one another, whether regular or not. It could be they've just had one interaction in the distant past, or it could be that they're in regular email contact but the relationship is not positive enough or close enough to be "red".
  • Yellow lines simply represent awareness. The two people are aware that the counterparty exists.
  • Arrows are used to indicate whether contact, or awareness, is one way. Yellow and orange lines usually work in both directions, but in some relationships one party is always contacted by the other and not the other way around (a spy who recieves communiques via encrypted SMS messages, for example), and sometimes a person can know about another person without the same being true in reverse. Arrows indicate this.
  • Black lines represent hostility. They are the opposite of red lines. Here, an antagonistic relationship (open or covert) exists.

So how does all this work in actual play? The answer is that I'm not sure yet, but my basic thoughts on how it might break down are as follows:

  • First, the GM draws up the hexmap in a random(ish) way, as I did this morning. I haven't decided on who any of the blue blobs represent yet, or why their relationships are the way they are. I just had fun with crayons.
  • Second, the GM picks a number of the blue blobs and gives them a personality, history, and description. It doesn't have to be all of them, and in fact, it shouldn't be. Around half will do. This is the equivalent to the way in which a D&D DM draws up a hexmap but only details what's in some of the hexes - the rest will come as and when it is necessary.
  • Third, a handful of the blue blobs/people are selected as the locus points at which the PCs could "start" the campaign. As with a fantasy sandbox, there needs to be a beginning point, but it would be too restrictive to select one blue blob/person and say "You know this guy and he tells you [x]" (although the Mr. Johnson routine is fine if you're into that sort of thing). I imagine that most Cyberpunk sandbox campaigns begin with the fixer-types using their streetdeal skills to find contacts and rustle up jobs. This could give them a number of different "leads" (each being a separate blue blob). 
  • Fourth, the immediate relationships (orange, red, yellow, black) around those locus points are fleshed out in a bit more detail. 
  • Fifth, the GM puts in some "other interesting information" relating to each hex. I imagine this introducing some sort of temporal element to the process. For instance, you might write that on Day 5 of the campaign, Person 0402 will attempt to assassinate the head of Company 0503. Or, on Day 8 of the campaign, Person 0307 will be contacted by Person 0402 in relation to Gang 0607.
  • Sixth (and this is hazy) there need to be random tables changing the nature of the relationships on the map. At various points in time, the GM needs to be rolling dice to find out what is going on on the map irrespective of what the players are up to. I'm picturing a table of stuff like "relationship deteriorates because of X" or "communication breaks down because of Y".
  • Seventh, profit.
I imagine it working especially well for investigative play - for instance, if the player characters are police, engaged in corporate espionage, that sort of thing. This is fitting, since I cribbed a lot of the ideas from ckutalik, who in turn cribbed ideas from Top Secret.

Anyway, more on this to follow as I ruminate some more.

Sunday, 21 August 2011

The Cyberpunk Sandbox

Trollsmyth has been doing a series of hexmap-related blog entries lately, and what can I say? I have a case of sandboxitis going on.

There are a million and one blog entries about making sandboxes "out there" in the blogosphere. (I recommend these three in particular: by Rob Conley, Chgowiz, and of course ars ludi). It's as you would expect - the OSR has sandbox play as its totem, its modus operandi, its raison d'etre, and a whole lot of other words in Latin and French.

But these sandbox articles are all to do with fantasy, and D&D in particular, which has from the beginning been designed for sandbox play - in particular, for the kind of hex-based, hexcrawl adventure which the OSR recommends. All well and good, but for those of us who have swallowed the Kool-Aid and accepted the One True Way of Sandboxism but who want to apply it in other genres of games which we enjoy, there are some problems with the assumption of a hexcrawl and its associated mores. (The exception to this is, perhaps, Traveller and maybe post-apocalyptic Gamma World or pleasingly bastardised versions of Rifts.)

After fantasy, my go-to genre has always been Cyberpunk. Actually, in my gaming career, I've probably had more 'face time' with Cyberpunk 2020 and Shadowrun (the latter to my slight shame) than with D&D. So naturally my thoughts turn from time to time to the notion of Cyberpunk 2020 in the sandbox.

The crucial thing about a CP:2020 campaign is that it is a) usually urban and based in one city; and b) it is set in the future. You don't hexcrawl in that sort of environment - a taxi, subway train or gyrocopter can take you anywhere you want to go, and all the information about everywhere is available online (except the top-secret stuff, and probably not even then). So the hexmap has to be conceptual rather than physical; the surprises have to come from interpersonal relationships and behind-the-scenes shenanigans as well as vast amounts of tables of random events, because there is nothing geographically interesting about the actual physical space of the setting. So where rumour, conflict and player-motivated change are important in the D&D hexcrawl, in the CP:2020 hexcrawl they are everything.

Because I like a good project, I'm going to do a trollsmyth-esque series of posts on developing a CP:2020 sandbox setting over the next couple of weeks, interspersed with my usual ranting and miscellaneous musings. And so it was written, and so it shall be done.

Tuesday, 4 January 2011

All Zombies on the Eastern Front [Session 2]

Session 2 of All Zombies... was a good few weeks ago now, so my recollections are a little dim, but I remember the broad details. Session 1 ended with the PCs (a group of escaped German, Italian, and Finnish POWs), after having roamed for a few days around a mostly deserted but somewhat zombie infested Siberian wilderness, commandeering a half track off an NKVD squad they ambushed. After a somewhat protracted discussion they agreed to head West back in the direction of their homelands, despite some (sensible, in my view) support for the idea of going East and ending up in Manchuria with the hope of catching a ship home.

These are seasoned players so, as they followed the Transiberian railway Westwards, they studiously avoided any of my attempts to lead them astray and into difficulties. I dangled a good few temptations their way - even a rumour of a crashed cargo plane with plenty of food on board - but they pushed on regardless in relatively pell-mell fashion, surviving a few encounters with roaming zombies and NKVD deserters. (They still aren't aware that the Soviets are pursuing a scorched earth policy and retreating both Eastwards and Westwards from the Tomsk area - the source of the plague - leaving any stragglers to their fate.)

Finally they made it to a river with a bridge, which they quickly assertained was being watched over by some of these NKVD stragglers, presumably in the hope of ambush. I listened with some amusement to their discussion of how best to proceed - they must have talked for about an hour; correctly, they've come to the conclusion that eventually they'll reach a blockade or firewall of some kind which the Red Army will have set up to contain the zombies, but incorrectly they seemed to believe for a while that this bridge constituted it. Eventually common sense prevailed and they realised any blockade would be considerably stronger and better fortified than this.

The result was a charge across the river via a nearby ford, in hell bent fashion, which resulted in a conclusive victory but the half track being pranged by a PTRD anti-tank rifle. This was a severe blow as it meant continuing on foot, which they did for the remainder minutes of the session - which lead them apparently towards the outskirts of a large settlement of some kind, though they're not sure what or where.

It was another fun session, though I have to confess I was a little frustrated by the gang's determination not to get sidetracked from their journey - I had a good few side scenarios lined up which will have to be scrapped now. They're unfortunately experienced enough to smell the DM's bait. But experience is a two-edged sword - it also means that they're willing to chip in with good house rule suggestions (using poker chips to represent amounts of calories when it comes to rations, etc.) and also ideas on armoured combat, which Cyberpunk 2020 apparently lacks detailed rules for but which became relevant when 14.5mm calibre weapons started being fired at half tracks.

Session 3 is this Sunday, so I'm in the planning stages now. I'm trying to decide whether a zombie woolly mammoth awakened from the permafrost is too gonzo or not...

Monday, 25 October 2010

All Zombies on the Eastern Front [Session 1]

There was enough interest expressed in my post on prepping my current campaign that I thought I'd give a heads up on how the first session went: Swimmingly. (It was two weeks ago, though, so my memory is getting hazy... And the next session, incidentally, is booked in for three weeks from now - the joys of trying to find time to game in adulthood, eh?) A good time was had by all, mainly because I think all the players really bought the concept; for whatever reason the right tone of gritty realism and slightly pulpy adventure was struck from the get-go. I started things off in media res (with the PCs escaping from a prison train heading into Siberia which a pair of IL-2s were mysteriously attacking) and I'm glad I did, as the momentum just flowed from there and didn't really let up for the rest of the session.

Cyberpunk 2020 works fantastically well for a gritty WWII game, as its sheer deadliness when shorn of its rules for armour and cyberwear makes combat genuinely terrifying. (A rifle bullet is guaranteed either to kill or render hors de combat with a single hit, not to mention a 12.7mm round - and given that any competent soldier can score easy hits at 200 yards with a Mosin-Nagant, firefights are incredibly short and brutal.) Suspecting this would be the case in advance, I came up with a system whereby the players had at least some sort of control over their own destiny (a primitive "save" feature, really) - at the start I gave each of them a number of cards corresponding to their luck score from a doctored deck composed entirely of 3s, 4s, 5s, Jacks, Kings, Queens and Aces; they could then play these at any time to get various 'lucky' results (a 3 allows you to add 3 to a single dice roll; a Jack allows a single re-roll; an Ace allows you to reduce the damage of a single hit to 1, etc.). Two of them were forced to rely on this to save their characters from death at various stages.

Yet the speed and lethality of the combat didn't result in anticlimax-style fights. Quite the contrary; things built to a natural climax in which the PCs were gunning down NKVD men in a race against time before one of the enemy reached a half-track mounted 12.7mm HMG which would simply have made mincemeat of them. There was genuine tension in the dice rolling at that moment, as things really were touch-and-go.

My only regret from the session was that in actual fact only two zombies were encountered - the players were so traumatized by these events that they spent the rest of the session studiously avoiding any possible meeting with the undead! That's good for a GM to experience, as it means the players are clearly getting a visceral reaction, but still, it would have been nice to see more zombies being blasted with anti-tank rifles...

Wednesday, 15 September 2010

Be Prepared

I suppose an explanation is in order for the growing gaps between posts on this blog. I'm afraid it's nothing remotely interesting - just the daily grind of trying to juggle work, shoving together a PhD, social commitments and flat-hunting - but I hope it will serve as an explanation nevertheless. Suffice to say: I am both busy and knackered, all the time, at the moment.

But I am still finding time for actual play, on a bi-weekly/sometimes monthly basis. As coincidence would have it I happen to be planning a campaign due for launch in October, and since the blog carnival this month (which I am amazed is still going) is all about game prep, I think this is a perfect opportunity to both kick Monsters & Manuals into gear and show off my super duper game planning skillz.

The game I am planning is called All Zombies on the Eastern Front (AZotEF!!!! for short) and is a World War II/Zombie Apocalypse game. The core concept of the campaign is, essentially, "You're in the middle of World War II, then something even worse happens" - and in keeping with this spirit I've tried to make it as bad as possible for the players: they begin as Axis POWs in the hands of the Soviets, trapped on a prison train heading into Siberia...an area of the world which happens to be in the first stages of being overtaken by a zombie epidemic. The email blurb I sent out to the players sums things up nicely, I think, and runs as follows:

...All Zombies on the Eastern Front will be about one part Zombieland, one part Twilight 2000-esque “soldiers in a post-apocalyptic Europe”, one part John Carpenter’s The Thing, and one part I Am Legend (the book, not the cruddy Will Smith version). There’s quite a bit of flexibility in that players can be of any rank or branch of the armed services, and can be German, Italian, Hungarian, Romanian, even foreign volunteers in the Waffen-SS (though I stress the focus of the game is escaping the clutches of zombies, not Nazism), and although I’ll be using the Cyberpunk 2020 rules they’re quite heavily hacked (no classes, very different skill list).

Content-wise, there’ll be plenty of opportunity to mow down hordes of the undead with your stolen PPD-40 and its 71-round drum magazine, but combat is by no means the be all and end all, and there’ll be a lot of NPC interaction and investigative stuff going on too, as well as all the travails that go along with post-apocalyptic gaming (finding food, ammo and shelter; overcoming moral quandaries about protecting innocent fellow survivors; avoiding cannibal bandits, etc.) and quite a bit of wilderness exploration.

You read that right; I'm using a hack of the Cyberpunk 2020 rules. This is mainly because I want to lift the Friday Night Firefight rules wholesale; my philosophy on World War II games is that you want combat to be frightening and deadly, and without armour or cybergear believe me, Cyberpunk 2020's combat rules are very deadly. I'm yet to see how it will work in play (I'm slightly worried there'll be a TPK within an hour), but the first signs are encouraging - the players are making noises along the lines of avoiding combat and playing intelligently, which is always nice to hear.

Logistically my prep is involving lots of maps, random encounter tables, random NPCs, and random name generators - stuff which I generally enjoy - as I envisage a lot of travelling on the part of the PCs, and I'm leaving it open ended, which makes for little in the way of pre-planned encounters/adventures. (Whether the players want to head back to Europe, go East and try to make Japan, hunker down and see if they can survive or investigate the source of the Zombie plague is up to them.) I expect all this stuff to run into the pages and pages, which will be a further drain on my time but one I'll actually enjoy - a rarity at the moment.

Tuesday, 30 June 2009

Chigasaki, 2028 AD

[I lived in Chigasaki for almost four years, between early 2003 and late 2006. Of all the places around the world I've been for any length of time, Chigasaki is my favourite after my home city of Liverpool. I've often thought about setting a campaign there. Currently I have an idea for a Cyberpunk 2020 game set in the city, taking place in the broader context of my Japan, 2028 AD campaign setting.]


Chigasaki City

Population (2020 census): 216,378
Ethnic Composition (unofficial*): 91.9% Japanese, 4.2% Korean, 1.8% Philippino, 0.8% Chinese, 0.6% Other Asian, 0.4% South American, 0.2% Black African, 0.1% White European
Major Industries: Manufacturing (machine parts, pharmaceuticals, military hardware, nanotechnology, biotechnology), tourism, fishing
Mayor: Shimoyamada Yonosuke (New Komeito)
Notable Sites: Samukawa Jinja (the most important shinto shrine in the region) is situated to the north in Samukawa town; the Southern Beach is, along with Kugenuma-kaigan, famous as the birthplace of surfing in Japan.

Description

Chigasaki was a seaside resort town from the time of the Shogunate; in fact the Tokugawa family long maintained summer residences in the area, taking advantage of the warm waters of Sagami Bay and glorious views of Mount Fuji.

After the Second World War, particular after the 1960s, Chigasaki began to achieve fame for surfing, and is widely known as the place where the sport first became popular in Japan. It gained a reputation as a playground for young Tokyo-ites and a desirable residence for the nation's burgeoning nouveau-riche.

During the Daikonran Chigasaki escaped severe damage, although it was the scene of several riots between supporters of the New Komeito party and various fascist and communist groups. After the onset of the war in 2020 the city underwent further industrialisation (which had hitherto been light), concentrating on producing machine parts for military vehicles, and high-tech components for biological and nanotech weapons.

Shin-Keiretsu

Both the Hitotsuyanagi and Hoshino conglomerates have a strong presence in Chigasaki, making it a front line in the corporate cold war between the two groups. Kimura Seimei, one of Hitotsuyanagi's flagship companies, has its Kanto headquarters in the north of the city; other Hitotsuyanagi group corporations with plants there include the biotech research company Murada Bio and the rocket manufacturer NRC. Hoshino group companies in the city specialise in pharmaceuticals and machine parts.

The war between Hitotsuyanagi and Hoshino occasionally turns hot, as when a car bomb near Kita-Chigasaki Station killed three civilians and an executive officer for Kimura Seimei in December 2027.

Immigrant Groups

Kanagawa prefecture has had large, longstanding Korean and Chinese populations, both with histories stretching back to before the Second World War. The city has also relied on immigrants from the Philippines, Indonesia and South America to support its industry since the 1990s. Post 2016 and the institution of the new regime saw increased immigration also from Africa and Eastern Europe.

Organised Crime

Organised crime groups in the city include the yakuza clans Kawabata-gumi, Tsurugaoka-kai and Ota-kai. As is traditional, the membership of these clans is international in character, with up to 50% of the membership being of Korean-Japanese, Chinese-Japanese or Philippino-Japanese origin - obviously as a result of the limited economic opportunities offered these groups. Chinese Triad gangs also have a presence in the city, notably the 14k group; there is a constant low-level war between it and the yakuza clans.

Economic activities carried out by these groups include prostitution, pachinko, pornography and tobacco and firearms smuggling - primarily from the Occupied Regions. Drug-running remains a lesser concern.

Other Issues

Chigasaki is a centre for illegal whaling and fishing for endangered species of shellfish. This is a longstanding issue which various city governments have attempted to resolve, sometimes through force and other times through incentivising; none have been successful. It is a widely acknowledged truth that police corruption is mostly responsible for the failures.

Chigasaki is also a staging point for ferries to the Izu-Shoto Autonomous Economic Region, since the creation of a new harbour in 2019. Ferries are available for employees in AER-based companies only, and security in the area is strictly enforced. Human rights abuses, including summary beatings and imprisonment without trial of 'trespassers', are frequently attributed to corporate security around the harbour area.

*The Japanese government does not collate data on ethnic composition in its census.

Sunday, 28 June 2009

Nihilism and Robin Hood in 2020 AD

Mr. faustusnotes, regular hand-wringing cry-me-a-river liberal commenter on my entries (just kidding) in my last entry made the comment that Cyberpunk 2020 encourages nihilism and criminal behaviour. I challenged this, pointing out that most RPGs seem to take this sort of behaviour as standard. He then followed up with the contention:
I don't think most PCs [in most games] are nihilists and criminals. Most PCs cooperate with a group of people to save the world from evil. The fantasy genre context for nihilism is completely different to the cyberpunk context.
Thinking about this, I realised that nihilistic criminals tended to be type of characters my group and I always made up for our CP 2020 campaigns, because we were teenage boys, but the game itself can be played in a moral way - and that this is very consistent with the genre.

Bruce Sterling's introductory essay to William Gibson's short-story collection Burning Chrome is a vital read for anybody who wants to understand cyberpunk as a genre. (In fact Burning Chrome, far more so than Neuromancer, is I think Gibson's true masterpiece. None of the stories dip in quality below excellent; all of them paint a compelling vision of the future.) As I've written several times, the key point that Sterling makes is that Gibson's stories - in contrast to sci-fi's general obsession with the square-jawed two-fisted heroic technocratic Ralph 124C 41+ type - concern themselves with the underbelly of society, the Victims of the New. His characters are those who have been crushed, eaten, chewed up, swallowed, and then spat out again by a society which has no place for them and does not care. This in my opinion is an almost Dickensian mode of fiction writing and highly moral: it says "These are the victims of this bleak future, here is their story, and here is how they win (or lose with defiance)."

CP 2020 can be all about that too. Ideas for Robin Hood style campaigns, off the top of my head:
  • A group of 'nomads' (Roma/Sinti or Travellers in Europe, Native Americans, Aboriginal Australians, tribal communities in Asia) are turfed off their land by the government or a corporation - how do they fight back?
  • The PCs are crusading investigative reporters uncovering dastardly exploitation of land or labour/war crimes/criminal activity/political corruption
  • The PCs are an ambulance crew/vice squad in the roughest part of a major city, trying to do some little good
  • The PCs are a group of vigilantes attempting to restore order in their neighbourhood in the face of police apathy
There are plenty more options for games which focus on stemming the tide of nihilism, rather than require nihilistic behaviour from the PCs.

Saturday, 27 June 2009

"It's not like I'm using, it's like my body's developed this massive drug deficiency."

So Sir Larkins has asked me to elaborate on why I commented in the past that Cyberpunk 2020 was "broken" as a game. I should clarify by saying that I love the game and have played it a lot, probably as much as D&D, and that there is a perfectly okay system lurking in there somewhere - if you're willing to house rule. A lot.

So what are the problems? Cyberpunk 2020's design flaws: How do I love thee? Let me count the ways.

1) The core mechanic (d10+skill+stat, beat the difficulty score) has a key problem, namely that failure is too frequent - whenever you roll a '1'. A 10% rate of failure, no matter how skilled the actor or how hard the task, is just too high to be credible.

2) The d10+skill+stat mechanic has that "Eh?"-inducing element which all systems using that mechanic have. I call it the Stupid Biology Professor problem: A biology professor with average intelligence (5) but a PhD in biology (+9) has the same chance of success in a biology related task as a brilliant person (intelligence 10) with only an A in biology at 'A' level (+4). That doesn't make sense.

3) Each role has a special skill, available only to them, which supposedly reflects their unique character. Except that most of these are poorly defined and far too broad in nature to be be associated with one role. The worst culprit was the Solo's special ability - Combat Awareness - which gives bonuses to initiative. Supposedly, it reflects the Solo's nature as a hitman/corporate assassin/mercenary. But if you think about it for even a second, it just doesn't make sense that a rookie Solo who's never even been in a firefight should be faster (way faster, potentially) and more combat-aware than a Cop who's seen 15 years on the street and been in countless gun battles with hardened criminals - simply by virtue of the fact that the Solo has a different role and thus possesses 'Combat Awareness'. This problem is common to essentially all the roles.

4) Characters start off with different amounts of cash depending on what role they have and how many points they've invested in their role-specific special skill. Works well for Solos and Techies, who have valuable special skills: not only does putting lots of points into that skill pay off in-game, it also means they start off with lots of cash. Not so great for Medias, whose special skill is basically a dump stat, or Fixers, whose special skill is amorphous, vague, and superseded by what happens in-game. Those characters have to trade off being a competent pauper or a rich specialist in a crap ability.

5) Netrunning is by turns incredibly dull, complicated, time-consuming and laughable in its vision of the internet. The last problem isn't the designers' fault, because how could they know? But the rest conspire to make what should have been an essential element really annoying.

6) Armour is too important. Even relatively light kevlar can stop most decent rounds. This is made worse by the cheap and readily available cyber implants which armour the skin. Combine the two and you have starting characters who are practically invulnerable to anything smaller than a FN-FAL and who you need a railgun to take down with one shot. But this of course applies to NPCs too - which then results in the need for the PCs to go everywhere with 7.62mm calibre assault rifles or bigger.

7) The Reflex characteristic was just far too important, as it governed everything from combat to driving to athletics to stealth. It was the very embodiment of the concept of the god-stat.

All of that said, however, Cyberpunk 2020 is still a lot of fun. Combat is exciting and lethal, the rules are very easy to grasp, character generation (if you're into random chargen) comes up with hilarious results. Moreover it gets that tone just right: the writing perfectly captured the mood of what cyberpunk is all about as a genre - those wonderfully 80s concerns about accelerating technological development, societal breakdown, the spread of Communism, and the rise of Japan. And yet it also captured the Punk part very well too - it manifestly concerned itself with Sterling's "Victims of the New" and what their role in the future would be. This is a perennial concern, something which speaks to the human condition, if you will, and ripe for exploration in gaming. (I've written about this before, somewhere - ah yes, here.)

If I was going to run Cyberpunk 2020 again (and I'd like to) it would be with the old house rules we used to use:
  • Netrunner is an NPC role
  • Anybody can pick any special skill, at double the IP cost
  • Starting cash is a flat rate for each role
  • Automatic failure on a roll of '1' can be re-rolled if you have +5 in the skill or more
Plus some extra ones I've been toying with while thinking over this entry:
  • There are no roles, just skills and abilities
  • 'Reflexes' gets split into Agility and Reflexes
More generally, some of the problems (especially those to do with the importance of armour and toting around massive guns) can be solved by the GM being realistic about what the police and society expects. No, it is not possible to walk around in broad daylight wearing a flak helmet without the police wondering what you're up to. No, you can't walk into a club cradling an uzi without the bouncers wanting to stop you. Yes, you will be minigunned down by SWAT team gyrocopters if you start a firefight in broad daylight. I don't think the rulebook stressed the importance of this sort of thing nearly enough, and consequently though our games were always a lot of fun for the 14-year-old male (full-body conversion cyborgs with smartchipped assault carbines chewing up entire shopping precints) I don't think they'd hold my attention for longer than about 10 minutes now. Well, okay, perhaps half an hour...

Tuesday, 28 April 2009

The Knowledge Economy and the New Cyberpunk

I was flicking through my old Cyberpunk 2020 rulebook again last night while listening to the football. Fascinating how different the world looked in the 80s. According to the timeline of the 'Night City' setting, there should by 2020 have been a nuclear apocalypse in Australia, a unification of Korea, a collapse of the United States, and a domination of the world economy by Japan and the EU. Meanwhile many events that were totally unexpected have occurred - in Cyberpunk 2020 the USSR is still a major power and China is still a Maoist backwater. (A lesson in epistemic arrogance if ever there was one.)

Of course, it's not really fair to criticise the predictions of a gang of RPG designers and cyberpunk novelists. They never made any claims to be soothsayers - or at least most of them didn't. But nowadays it seems incredible to think that people actually believed Japan would one day be the world's most important economy - especially if you know anything about the huge demographic nightmare which is fast approaching that country.

I have a friend who's something of an expert in economic migration, who did his PhD on the growing knowledge economies in places like Singapore, Mauritius, and the Seychelles. He was telling me over lunch about how the governments in those countries are attempting to create new economies based on human capital: essentially, because (in theory) anybody doing knowledge-based work can nowadays work from anywhere in the world (thanks to the internet), they are hoping that they can attract researchers, scientists, thinkers, from all over the world to live and do business on their territory. This is seen as the perfect developmental model for places like Mauritius, the Seychelles, even possibly Fiji and Cape Verde (not to mention tax havens like the Cayman Islands whose days are likely numbered).

In a future in which cyberspace is even more dominant than it is today, should we not be considering places like Singapore - high tech, agile, expert - to be the kings of the world? They'd be rich and advanced enough to employ armies of cyborgs and elite mercenary units to defend themselves; powerful enough in cyberspace to use it as a security tool and a weapon of war (teams of military programmers scouring the net and eliminating enemies with wetware); and insulated from crime and social decay by strict authoritarian government, communitarian values, and the sea. Food, material goods and menial labour would be imported from the developing world on vast oceangoing liners. Major corporations with a vested interest in maintaining the status quo would set up home there, rather than the chaotic and violent North America or the politically unstable Latin America and Eurasia. These tiny islands, isolated high-tech paradises, would be the utopias of a dystopian world.

Nice beaches, too.

Monday, 27 April 2009

Colonialpunk

I've been wanting for a long time to come up with a campaign setting for Cyberpunk 2020 - a kind of alternate history of the future. Nothing like as detailed or out-there as Sirlarkins' fantastic Rifts setting idea, but perhaps vaguely in that vein, imagining a world in which Something Big happened at some point in the 20th Century that radically changed the course of history.

I have a lot of nostalgia for nuclear apocalypse as a trope of sci-fi/fantasy. Perhaps it's because my generation was the last to grow up in a world in which it was a genuine possibility. (I vividly remember in primary school - probably at the age of about 10 - me and another kid were chosen to debate the advantages and disadvantages of spending tax income on Britain's Trident nuclear programme, compared to the NHS. Being 10 year old boys, we naturally came down on the side of Trident.) However, nuclear apocalypse is too decisive an event for a cyberpunk world; cyberpunk is about malaise, about decay, and about slow decline. A nuclear apocalypse is a watershed. In cyberpunk, there is no watershed - just a steady worsening.

I enjoyed the concept behind The Arabesk Trilogy, John Courtenay Grimwood's cyberpunk future, based in an Ottoman Empire which never fell. The execution was lacking (Grimwood, like Neal Stephenson, is one of those writers whose prose I actually actively dislike), but the idea was there. However, World War I what-ifs are a too familiar a point of deviation for alternate history, just like World War II and the American Civil War. There needs to be something less obvious and less obviously world changing. Subtle difference.

One possibility which I've often considered is that imperialism never failed. (I'm no imperialist, quite the opposite; but remember, this is about dystopia.) There is every reason to believe that it might not have, had the first and second world wars - its death knells - never happened. The major powers in the fin de siecle period were extraordinarily self-confident and strong, and ruled practically the entire globe. Without the wars, which broke down the great powers' economies and ushered in concepts such as human rights, that strength might have proved unshakeable and we might still live in a colonial world.

The key to all this is Austria-Hungary. In the late 19th and early 20th centuries two ideas were floating around Archduke Franz Ferdinand and his cronies, who were well aware of the problems which faced them (and which would eventually boil over with catastrophic consequences in Sarajevo in 1914). The first of these ideas was the complete reform of the Dual Monarchy into an entity known as the United States of Greater Austria - a federal state comprised of 15 separate autonomous entities for the various ethnic groups found within its borders. This may have served to satisfy the nascent nationalist movements within the empire - whose main complaint was lack of political representation - and placated terrorist groups such as the Black Hand. Hey presto! - no World War I.

The second idea was the elevation of the Kingdom of Croatia to the same level as Austria and Hungary - creating a Triple, rather than a Dual, monarchy. This would have been accompanied by greater regional autonomy within each of the three monarchies, and a far greater balance of power between all of the empire's ethnic groups.

The glory of alternate histories such as these is that they don't have to be particularly plausible. I have no idea if the United States of Greater Austria would ever have worked. All I need, however, is the knowledge that there was a slim chance it could. And then work from there.

Implications of this idea in another post sometime, maybe.

Wednesday, 4 March 2009

WHFRP and the Beauty of Random Character Generation

I'm a big fan of random character generation. For one thing, I just love randomness. Modern gaming often seems to be a huge exercise in reducing its effects, and I find this trend boring. I want to be surprised by what the dice throw up, the more surprises the better. (This is probably why point-based systems like GURPS, or diceless games like Nobilis, have never been by thing.) And why should the character I'll be playing be any different?

D&D character generation in its 'purest' forms is nicely random, but only up to a point. Once you have your stats, the rest is up to you. Weirdly, D&D characters also arrive more or less fully formed into the universe; you start off with a blank piece of paper, roll 3d6 six times, and hey presto! a 50-year old elven druid appears from the ether. This is a strength of the system, because it's quick and easy, but it's also less fun than, say, Cyberpunk 2020 and Warhammer Fantasy Roleplay.

In Warhammer Fantasy Roleplay, random character generation extends far beyond generating stats. Not only can you roll on a 'starting career' table containing dozens of entries (from Pit Fighter to Zealot to Rat Catcher), you also randomly determine pretty much everything else, including eye colour, star sign, distinguishing features (like 'pox marks'), birthplace, family background and and finally even your name (plus names and careers for your family too, if you're so inclined). I love this process and can spend a considerable amount of time merrily churning out characters. It almost always throws up interesting plot hooks for the game, too: who was this pit fighter born in a hovel in Talabecland, why does he have a missing eyebrow, and what are his 5 sisters, one of whom is an outlaw, doing? Boom: loads of ideas for the GM to use in the game.




It wouldn't be hard to incorporate something like this into a D&D campaign, and in fact it's something I might try. In particular, I think such random tables are fantastic if you're going to be running a game in a non-standard (i.e. not high fantasy) setting: we all know how hard it is to get players to invest in a game set in ancient Akkadia or whatever and how likely they are to come up with stuff that just doesn't fit. How much easier is the process made if you can randomly generate a character using tables that are tailor-made to produce results that fit in with the setting? At a stroke some of the key difficulties running campaigns in Tekumel, Athas or your bizarre homebrew setting are removed.

Of course, the best random character generator of all was Cyberpunk 2020's, with its silly life path and life history tables which never failed to turn up weird and wonderful results. ("I'm playing a Fijian netrunner who likes wearing fingerless gloves but otherwise goes around completely nude, whose favourite possession is a childhood toy, and who has five sworn enemies, seven ex-lovers and grew up in a pirate gang? Cool.")

Monday, 22 December 2008

Weekend Thoughts - Tentpole Dungeons and The Changing Face of the Future

I'll continue the alignment rundown tomorrow, but I just wanted to jot down some thoughts I had over the weekend, while alternately hungover in bed or on the train to and from London. The first relates to what Greyhawk Grognard refers to as Old School Campaign Tent Poles - that is, megadungeons which function as tentpole adventuring locales for a campaign:

Adventurers are free [he writes] to delve into its mouldy depths if they choose, but they're just as free to poke around in the local town or city, hie off into the wilderness, or explore smaller dungeons that the DM should properly have waiting for those eager for a change of pace.

But what I think is important is that the tent-pole dungeon is there, for those days when the PCs weary of tracking down clues and following whatever plots they have been pursuing throughout the campaign. The tent-pole should, I think, be a sort of refuge from such things, existing in the world but not of it, a place where the PCs can set aside their plot-induced cares and just go someplace, kill things, and take their stuff.

This sort of thing is enough to get the pulse of any DM (or player, really) racing: doesn't it just make you want to get up right now, grab some graph paper and a pen and start mapping?

James Maliszewski writes that "2e was an era that moved away from tent pole megadungeons as a principle of setting design" and I agree with him, but I also agree that "most of the 2e settings could be retooled to support a tent pole megadungeon" - which sounds like a task I'd like to work on someday, specifically for my favourite setting of Planescape. Indeed it strikes me that Planescape is one of the more obvious megadungeon-friendly 2e settings; not only do you have the Mazes, Sewers and Hive in Sigil, you also have the 16 gate towns in the Outlands (each of which could have a uniquely flavoured megadungeon under its foundations), the Spire (with an infinite pit at its foundation?) and an endless multiverse in which to plonk down whatever you like. You could even envisage entire Planes as megadungeons - what else is the Abyss, after all, but an infinite labyrinth full of monsters, death and treasure? Ditto Pandemonium.

*

My second thoughts for the weekend related to Cyberpunk 2020 and alternate visions of the future. Some time ago I was thinking about this in very vague terms, and actually wrote a post about it - as well as starting off an interesting (for once) rpg.net thread. At that time, I was thinking in terms of what was realistic - i.e. what we might reasonably expect the future to be like from our current standpoint, as opposed to that of the 1980s. But I recently read Pashazade, a book by John Courtenay Grimwood, which had been sitting on my shelf for years. It is the first part of the Arabesk Trilogy, and is set in an alternate future (rather than alternate past), where WWI never got off the ground and the Ottoman Empire still exists. The action centres around Alexandria (El Iskandriyah) in the mid 21st century, and the setting is like a William Gibson novel but with North African Islam as its backdrop rather than LA or Japan. The book isn't great, but the setting is, and it got me thinking about non-European and non-Japanese cyberpunk futures. India, Brazil, Russia and China are obvious candidates for future Megapowers, and near-future games set in worlds dominated by one or the other (or all) would just be fantastic to create and play games with.

Once again I regret there isn't enough time to do all of these potential projects and keep abreast of work and a social life. How unfair that we don't have a few extra hours each day.

Wednesday, 3 December 2008

Japan 2028 (Part II: Hitotsuyanagi Group - Corporate Profile)

A continuation of yesterday's post. I might leak out a few more of these little titbits (or what one American girl I used to know would charmingly refer to as "tidbids") on my 'Japan, 2028' Cyberpunk 2020 setting over the coming days and weeks.
Hitotsuyanagi Group (一柳グループ) - Corporate Profile

Hitotsuyanagi is one of the so-called 'new zaibatsu' which arose during the years directly leading up to the Great Kanto Earthquake. Founded in January 2009 by Toshiro Yanagisawa, it was originally a bio-technology firm operating out of the Yokohama docklands. Somewhat insulated from the damage caused by the quake and the chaos of the years that followed, it grew rapidly at the expense of Japan's collapsing old giants, though Yanagisawa's motto has always been 'intelligent expansion' and the Hitotsuyanagi Group is one of the smallest of the new zaibatsu in terms of employees and turnover. Its member companies are those specialising in ultra high technology fields such as genetic manipulation, cybernetics, nanoware and biochemical warfare.

Its companies employ around 74,000 personnel, not including a private 'security wing' consisting of a motorised infantry brigade of around 8,000 men, with an attached squadron of gyrocopter gunships. Hitotsuyanagi's military is the smallest corporate army in Japan, though it has a reputation for efficiency and brutality. Many of its members were originally soldiers of fortune, with the majority originating from Brazil and Peru and the rest South Africa, Fiji and the Former Australia.

Kimura Biotech Corporation (Kimura Seimeikougaku Kabushikigaisha, or Kimura Seimei for short) is a key member of the Hitotsuyanagi Group and the favoured supplier of biological warfare components to the Armed Forces of Japan. Because of this, it and the other Hitotsuyanagi companies enjoy high levels of freedom and influence within Japanese politics and industry. Toshiro Yanagisawa is a prominent member of the so-called 'Wednesday Club' (Suiyoukai) of industralists, generals and politicians who meet on the first Wednesday of every month at the Tokyo Hilton hotel to formulate government policy.

It is well known that there is a considerably less than cordial relationship between Yanagisawa and the head of the Hoshino Group, Yuutaka Hoshino - who also happens to be a member of the Wednesday Club. The men loathe each other. The rivalry stems from before the war, when the Hitotsuyanagi Group launched a 'dawn raid' hostile takeover of a medical research company which Hoshino had been just about to approach. In retaliation Hoshino arranged the corporate defection of two of Kimura Seimei's top researchers to one of its affiliates, in a botched move which resulted in the destruction of a Kimura facility and several deaths. Since that time there have been a dozen assassinations and three car bomb attacks, widely attributed to the rivalry between Toshino Yanagisawa and Yuutaka Hoshino.

Yanagisawa has made it clear that the Hitotsuyanagi Group (like the vast majority of the new zaibatsu) is actively working towards an end to the occupation of Western Japan. What the clause 'actively working towards' refers to is unclear.