Archive for October, 2008

Down In The Tube Station At Midnight

Tuesday, October 28th, 2008

In the Afterword to his masterwork Hot War (202 digest-sized pages, black-and-white softcover, $28), designer Malcolm Craig says that the game is “centred around things that fascinate me.” I could embroider that on a sampler and put it on my wall; I would go so far as to say that any game designer had damn well better find something that fascinates her if she’s going to go through all the mishigoss of writing a game. Not just to keep her plugging away at it, but to sell it to the readers: fascination is contagious. But un-fascination is freaking viral – if you aren’t interested in your game world, or elves, or combat rules, the readers can tell, and they won’t bother to be players. Or to keep reading. Malcolm Craig, on the evidence of this game, is fascinated by monstrosity, betrayal, dystopia, underground structures, and politics. (But I repeat myself, he laughed hollowly.) And you the reader will be, too.

The British, from Wells to Wyndham, have a genius for dystopia; with Hot War, Malcolm Craig stakes his claim to that noble tradition. Presenting a semi-sequel to his previous game of monster-hunter infighting in postwar Berlin, Cold City, Craig lays out the world of Hot War in a very few bold strokes. (Paul Bourne’s illustrations — mostly propaganda posters and photos of monstrous “test subjects” – provide the ideal atmospheric assistance in this project.) The Cuban Missile Crisis became World War III. All sides used “twisted technology” stolen from the Nazis: building and summoning monsters. The War has wrecked Britain, and civilization (as far as the PCs know) is pretty much restricted to London and the Home Counties, and is likewise pretty much disintegrating. You are part of a secret inter-agency task force ordered to hunt down Soviet monsters leftover from the invasion, and anything else the Government needs hunted. (Terrorists, mouthy refugees, fascists. You know.) Your true agenda depends on which agency you really work for: The jealous Royal Navy? An experimental monster-research lab? The increasingly desperate Americans? Your true agenda will also differ from your orders, perhaps fatally. Conflicts are dice pool battles; you get more dice by pulling in those secret agendas, your relationships, and anything else you want to risk. (There’s a beautiful negative-feedback system by which you can sabotage your own secret agenda by using it in doomed battles.) The winner of the conflict narrates how he won and assigns any fallout, the characters change, and the game propels itself punchily on. It strikes me as a nigh-perfect game for shorter campaigns of six to thirteen sessions; about the length of a British TV season. It strikes me as a nigh-perfect marriage of rules engine with game feel. It strikes me as fascinating.

Baugh, Humbug!

Tuesday, October 21st, 2008

By which I mean that the clever and humanistic game writer under discussion today isn’t Bruce (“Adventure!”) Baugh, but Benjamin (“not Bruce”) Baugh. What’s next? Jensen Achilli? Mike Forbeck? Dare I hint it, Kevin Hite? Is nothing sacred? And as if to further jangle my over-tired nerves, Benjamin Baugh’s Monsters and Other Childish Things (182-page black-and-white hardback, $29.99) from Arc Dream Publishing seems to believe that what Veronica Mars needed most was a crossover with Stanley And His Monster. Seriously. This is a game about youthful trauma (high school, middle school, or grade school) in which the youths have horrible monster companions who eat people. If you buy the premise – which I’m still not sure I do – the bit is terrific. The game runs on Greg Stolze’s One Roll Engine, as seen in Wild Talents, Reign, and NEMESIS, and when I say “runs,” I mean “runs.” There are ORE rules for making up monsters and story conflicts, along with the rules for putting dice into (and taking them out of) Relationships, dealing (and dealing with) Shocks or Scars (physical or emotional), and lots of monster abilities. If you like ORE, you’ll love this. There is simultaneously more and less GM material than I’d look for if I were running: there’s a ton of NPCs (child, monster, adult, and Other) that are either iconic or clichéd depending on your perspective, and a pretty good intro adventure, and two of the three other campaigns on offer provide strange variations on the theme. But the book doesn’t ever just come out and explain how to decide, most importantly, if your campaign setting should have secret monsters or public monsters. Calvin and Hobbes is a different story from Pokémon; Monsters seems to want to split the difference, and I still don’t know how.

Arc Dream goes out of its way to provide me some answers, though, in Ross Payton’s Curriculum of Conspiracy (55-page black-and-white softcover, $9.99) and Baugh’s own Dreadful Secrets of Candlewick Manor (160-page black-and-white softcover, $24.99). The first is a perfectly sound “evil high school” setting that all fans of Buffy will recognize and love. It could use some more NPC students (but the ones from the corebook will do to get started), and it still tries to split the difference a bit, but the rest of the setting is supernatural enough that the thematic hiccups level out. (It forbids monsters on campus, which also helps.) Where Curriculum is good, however, Candlewick is magnificent. The monsters here are internal; the PCs (“Pathetic Children”) have Creepy Skills that leave them shunned and hated. Perhaps that’s why they’re orphans. Perhaps that’s why they’re at the Candlewick Orphanarium. The players don’t know; with Echoes instead of Relationships, the orphans remember their own pasts in play. The theme, mood, and rules of this setting hit all the targets head-on. By adding the surreal Lemony Snicket sensibility and dialing down the monsters, Baugh reaches an ideal sweet spot of campaign design. And the rules – such rules! We get a jaw-dropping set of mystery rules for battling the mystery as though it were a big, amorphous monster – and better yet, for writing it collaboratively in play! Too weird for you? Well, the “normal” mystery creation system is also quite nice (reminiscent of the town creation subsystem from Dogs in the Vineyard) and involves plenty of One-Rolls to rule the story neatly. The setting material is sheerly wonderful, borne along by Baugh’s pitch-perfect tone. Baugh’s writing in both books is pretty great, verging on brilliant with only the occasional sidestep to too-clever. Robert Mansperger’s art throughout is only a touch less good than that, and it’s nestled in Daniel Solis’ predictably excellent page designs in Candlewick and the Monsters corebook. Those two books are worth getting for Candlewick alone, if you have any interest in playing a game of country-house mystery, boarding-school strangeness, even small-town skullduggery.

Note: I originally credited Curriculum of Conspiracy to Benjamin Baugh, when, as Shane Ivey notes with remarkable politesse in comments below, it was written by Ross Payton. My apologies to Ross, although I’m not sure it’s an insult for someone to think you write like Benjamin Baugh. In short, publishers should put authors’ names on book covers.

A Mighty Hunter Before the Lord

Wednesday, October 1st, 2008

At the risk of giving away the surprise ending of this review, I have a new favorite World of Darkness game. I whined like a stuck pig about Hunter: the Reckoning back in 1999:

It’s not about badass Green Beret gunslingers puttin’ down the dead and smokin’ cheroots, despite the promotional art. Which is a shame. I wanted it to be; I like humans, even Dirty-Harry-humans, Navy-SEAL-humans, Batman-humans maybe, but humans nonetheless who kick monster butt. … Personal prejudice; I am, after all, a human.

Maybe a young Chuck Wendig read those words nine years ago, and said “When I become the Hunter developer, I’m going to give Ken Hite the game he wants.” Well, along with Justin Achilli, Richard Thomas, and a dozen writers, he did. The badass Green Beret gunslingers are on pages 147-149 of Hunter: the Vigil (372-page two-color hardback, $34.99). And their awesome ghost-killing “Etheric Rounds” lead off 8 more pages of the monster-killing arsenal available to Task Force VALKYRIE, the U.S. government’s interagency monster squad. (There’s even a shout-out for Very Old-School Hunters: Hunted fans — Project TWILIGHT is a VALKYRIE sub-agency.) That monster-killing arsenal is one sort of Endowment that your high-end hunters get as a benefit of membership in a high-end hunting conspiracy. Each conspiracy gets a different sort of Endowment; my least favorite by far is the devil-spawn conspiracy with demon powers, but I have to say I love the weird syncretic Egyptian guys who drink poison Elixirs almost as much as I love the multinational European medical conglomerate that vivisects monsters for biotech Endowments. Plus a magical relic-hunter conspiracy, and of course the Catholic Church, which gets its Endowment mojo from Upstairs. All of which supernaturalism sets up a nice Nietzschean abyss-staring type vibe.

But if you don’t want even that much inhumanity on the scale, you can just drop down a level and play a member of a “Compact,” which has nothing but human ingenuity and cussedness going for it: from the Wobblies’ Supernatural of “the Union,” to the Eurotrash John Constantines of “Ashwood Abbey,” there’s a great spread here, too. Or just play a gang of hunters with no friends but their shotguns at “cell level.” The game world is modular; any piece can come out or get slotted in sideways. Mechanically, there are superb uses of the Status Merit, a glorious tie between Willpower and Morality, a sweet “R&D” system to get new Endowments, a surprisingly comprehensive “build your own monster” section in the back, and best of all, Tactics rotes for player teams to smash up monsters big-time. It all adds up nicely to the sweet spot: humans are still horrifyingly fragile unless they hit monsters hard and hit together.

More mundanely, the cyan-tone color scheme is quite effective, although none of the art really jumped out at me; the editing has a few gaffes (including, ironically, a missing Editor credit); the main text hits the high Fortean note of the core World of Darkness book better than the Antagonists chapter does, although that chapter has to carry a lot as it is. And there’s no map of Philadelphia in the provided city setting, which in the world of Google Maps is probably no great crisis. The big picture, though, builds exactly the sort of multivalent-modular setting/game that White Wolf does better than anyone when they do it right. And Hunter: the Vigil does it so very, very right.