Friday, 7 January 2011

List of Places Zombies Can Be Encountered

List of locations/scenarios in which I've put zombies, or intend to:
  • In a signal box by a railway junction.
  • In a church - zombie priest and choirboys.
  • In the middle of a frozen lake.
  • Submerged in the water underneath the ice on a frozen river or lake.
  • Zombie DJ at the top of a radio tower.
  • Mineworkers in an abandoned mine.
  • Zombie stewardesses at the airport.
  • Zombie zoo animals running amok.
  • Zombie dwarves at an abandoned circus.

Thursday, 6 January 2011

The Exploration Game

One type of adventure that role playing games don't really do well - in my opinion - is straight-up exploration. In my experience players are too goal-oriented (naturally enough); they want to acquire stuff and glory, they want to complete missions/quests (self-set or given by outsiders) and they want to win battles. They don't just want to head out into the great beyond and see what's out there.

Possibly this is because, let's be frank, many campaign settings just aren't that unique, interesting or detailed. For exploration to be fun and rewarding there has to be a complex, enthralling and entertaining world out there to explore. Yet for every DM willing to put the huge amount of hours necessary in, there are twenty dozen who lack the imagination, time or both.

But also, it has to be said that many of the tasks which one must assume most explorers have to deal with the majority of the time (finding food, keeping warm, staving off disease) are pretty boring and almost entirely unrewarding. (There's only so many times you can roll a dice to see if you caught malaria before it gets old.)

The obvious way around this as far as I can see it is: random encounter tables. And not just of the "3d6 orcs" variety. A genuine random encounter table is more a grab-bag of events, happenings, rumours, vignettes and meetings than it is simple crossings-of-paths with monsters. In an exploration game I see the DM's role as primarily the creative force coming up with list after list after list of amusing and dangerous and interesting episodes, only some of which will ever be used and in entirely unexpected order.

Anyway, to get yourself in the mood for an exploration campaign, you can do worse than reading Hendrik Coetzee's blog. It's a beautifully written manifesto for the adventuring lifestyle - given extreme poignancy by the fact that the poor guy died only a few weeks after writing in his final entry that he'd "never lived a better day".

Wednesday, 5 January 2011

Science Fiction Illiteracy

There's been a bit of talk about Inception lately, on the film review show I regularly tune into, since it set out its "films of the year" list for 2010. Naturally Inception features highly on that list, and I think it would be hard to dispute that it was definitely one of the best films in a pretty forgettable year for cinema.

But what everybody - reviewers, fans calling in, and the film's participants - seems to talk about is something that I can't relate to at all; the supposed difficulty of following the plot. Now, I'll grant you that Inception has a more convoluted plot than most films. I guess if all you're used to watching is Marley and Me and Transformers 2, it might have been a minor shock to the system. But really, to anybody who has done any reading of Gibson, Zelazny, Wolfe or even Alastair Reynolds, it should present any sort of challenge at all - par for the course, really.

Though aye, there's the rub - ordinary cinema audiences and, perhaps more critically, supposedly well-educated intellectual film reviewers, are not science fiction literate. They aren't used to following a relatively complex plot while also keeping track of new information and concepts that require them to stretch their imagination in any way. When presented with something just a little bit mind-bending they find it very difficult to handle and they shut down into "Crikey, does not compute, pass the popcorn" mode.

It's at times like these that I find myself succumbing to the arrogance of the snobbish geek. Join me in wallowing in it.

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, 3 January 2011

Role Playing in the PBEM Wargames Community and the Roots of the Hobby

Something I have a mild interest in, from an anthropological perspective, is the way in which people tend to naturally role play during any sort of game scenario. (By "people", I mean irrespective of whether they have any experience with role playing games or even know what they are.) You get it a lot with games like Diplomacy and Risk of course - people begin to take on airs and behave in a self-consciously "ruler"-ish sort of a way (usually with their tongues firmly planted in their cheeks), or make threats to one another and talk with funny accents. I'm sure you've all experienced this.

But it also happens with games which are more abstract, like, say, Monopoly and even Snakes and Ladders - any sort of leisure pursuit, I suppose, which requires some level of investment in a character, counter, or other physical representation of some kind. (You can't really imagine it with a genuinely abstract game like Go, Backgammon or Poker...) Immediately the little toy iron or piece of plastic that acts as your avatar takes on a kind of personality of its own, and suddenly you feel as if you really are travelling around an early 20th Century London buying houses on Regent Street or climbing up a ladder to beat your spouse in a race to the prize.

Given the historical connections between role playing and wargaming, we shouldn't be surprised to discover that wargames elicit the urge to role play very readily. This is something I've noticed a lot of during my career as a Steel Panthers: World at War PBEM player. Not content to merely trade insults or commentary on battles as they develop, I've discovered that most opponents very readily engage in fantastical accounts in which they are a battalion commander on the Eastern Front (or wherever), communicating with their troops and often coming up with highly detailed and entertaining fictional After Action Reports of their encounters. In their email exchanges they pretend to be SS or NKVD officers issuing humorous, over-the-top commands to take no prisoners, or British majors twiddling moustaches and swilling port. The roots of our hobby are very clear in these exchanges; the gap between pretending to be a Red Army colonel advocating death for those who retreat, and between pretending to be a Red Army colonel on a secret mission with a close group of comrades is very small. The only thing separating the two is, in the end, scale and rules.

In light of this one begins to suspect that the development of role playing games was inevitable once wargames became popular. I'm reminded of that old saying that, given the achievements of Newton, Einstein and Da Vinci, you would choose the latter as more important, because somebody somewhere would have eventually made the discoveries of the former two whereas the latter's were by definition unique. In a similar way, though Gygax and Arneson et al have to be commended for their creations, somebody else in the wargaming community, given the nature of gaming in general and wargaming in particular, would likely have come up with them sooner or later. Though obviously in a very different form.

Sunday, 2 January 2011

The Prodigal Son Returns

In keeping with the tradition of New Year's Lists, here's mine for 2010: The Top 5 Things that Stopped Me Blogging This Year.

  1. My PhD. It's my last year of funding and my third year of research: this creates a simple equation - Lf + Wy = Panic, where Lf is "last year of funding" and Wy is "writing-up year". Panic is perhaps slightly too strong a term, but I have basically about 10 months to finish off the damn thing and get on with my life.
  2. Work. I translate ordinances and acts into English for the Japanese Ministry of Economy, Trade and Industry on a freelance basis, and autumn is for whatever reason the time of year when this sort of field gets busy. So since October I've been hunched over my computer looking up obscure Japanese terms and discovering they mean things like "zero coupon bond" and "share with put option", rather than, say, "3d6+4 damage" or "zombie beholder".
  3. Gaming. Seems strange to say, but regular gaming in "real life" has taken a lot of my energy away from writing about it. During this blog's heyday of 2008-2009, when I was writing an entry pretty much every day and often even more frequently, I wasn't gaming at all, and thus Monsters & Manuals was a kind of release valve. Now I'm playing pretty often and have a solid group, so there's no need to let off steam online.
  4. Swearing off forums. I do love hanging around places like rpg.net and the rpg site, but I realised about 6 months ago that they were pretty much hives of scum and villainy (and in rpg.net's case, annoying mods) and grotesque sinks of my time. Since forums are a great source of grist for the blogging mill, my lack of access to them simply stripped away a lot of stuff to write about.
  5. Having a Kindle. Alright, it didn't stop me blogging really, but I've been doing a lot of reading on it (thanks to the magnificent feat of human endeavour that is Project Gutenberg) and, well, I just wanted to show off my latest toy, really.

Which is all a roundabout way of saying, thanks for sticking with this blog despite its silence over the last few months. You can probably guess what my New Year's Resolution will be: To update my blog and comment on somebody's else's once a day on weekdays and once at the weekend for the duration of 2011. Can I make it beyond about January 8th? Watch this space.

Tuesday, 26 October 2010

Me me me

I couldn't partake in the 15 games in 15 minutes thing because, really, I don't think I could actually even think of 15 games off the top of my head. But Scott has started a newer and more relevant-to-my-interests meme (10 fantasy books you would take to a desert island, no more than one by a single author) so hey, why not? Mine would be, in no particular order:
  • Zelazny's Chronicles of Amber omnibus edition.
  • Gene Wolfe's Book of the New Sun omnibus edition.
  • Vance's Tales of the Dying Earth omnibus edition.
  • Tolkien's Lord of the Rings omnibus edition (noticing a trend here?).
  • China Mieville's The Scar (not an omnibus edition).
  • M. John Harrison's Viriconium omnibus edition.
  • George R. R. Martin's A Clash of Kings. (I can't go with the entire Song of Ice and Fire to date, and I think the second one was probably my favourite volume so far...)
  • John Grant's The Sacrifice of Ruanon. (Probably my favourite "young adult" fantasy book.
  • Terry Goodkind's Wizard's First Rule. (People complain about this series but I've only read the first volume and thought it was rather good, actually.)
  • C. S. Lewis' Chronicles of Narnia omnibus edition.
What? Including omnibuses (omnibi?) is cheating? Well I'm fucked if I'm going to decide which single volume from each one I'd take - you think I have all day?


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...

Sunday, 24 October 2010

It's like a zen thing, man

If a tree falls in the forest and there is nobody to hear it, does it make a sound? And, Tigerlilly, if a GM relocates NPCs, locations or encounters from one part of a hex map that he has a good idea the PCs will never go to, to one they will, is his sandbox really a sandbox, or is it merely a railroad in disguise?

These are the thoughts occupying my mind this Sunday.

Sunday, 17 October 2010

You Stupid Bookers

The 2010 Man Booker Prize winner was announced recently; it ended up being Harold Jacobson's The Finkler Question, which I'm willing to bet was probably an entertaining read - something that is quite unusual in Booker winners - as I've read some of Jacobson's stuff before and always liked it. (I doubt any American readers have heard of him; he's sort of like the British Jewish equivalent of Tom Robbins without so much of the fourth-wall-breaking.)

But it comes just as I'm re-reading Vance's Dying Earth stories, and the confluence of the two events really does hit home precisely how stupid and blinkered supposedly intellectual people can be. We fantasy fans are worldly enough by now to know that the literati loathe the genre, and fantasy authors will never get recognition even when they deserve it - that's par for the course; indeed it's a truism. But every so often a moment like this comes along and really hammers home the point: a man who could write something so absolutely perfect in every way as the Cugel stories had more creative power in his little finger than every Man Booker prize winner since the competition began, and yet his career gets almost no mention in any sort of discourse on modern literature - indeed I would be surprised to learn any literary establishment figures in the UK had even heard of him (I can't speak for the US.)

There are moments reading Vance where he is simply so brilliant, so much of a virtuoso, that you can hardly stand it. My particular favourite episode in all of the work of his that I've read is the chapter called (I think; I don't have the book in front of me) "At the Inn of the Blue Lamps", which comes near the start of Cugel's Saga. The depiction of gradual descent into drunkenness of the characters involved, the understated humour, the slightly sardonic detached tone in which it is written, and the joyous unfurling of the tightly-wrought and carefully constructed plot (the creation of which you haven't even noticed because it has been done with such aplomb) - it's enough to make you remember all over again just why literature is enjoyable and important. And yet, because it doesn't pretend to say anything about the human condition, or contemporary geopolitics, or gender, or multiculturalism, or [insert liberal bete noire of the week here], it apparently isn't worthy of the attention of anybody with a brain. What a strange and mysterious world we live in.