1.) Woot! My networked printer (the slow and smelly HP LaserJet that time forgot) works again! It was a bad network cable, it seems. I can print!
2.) Since the weather's been so unbelievably drab of late, making my budding photographic hobby a bit difficult, I've thrown myself back into the RPG biz again, further toasting the most crispy golden brown of the half-baked ideas I've come up with so far, Head.
In this game, PCs play a range of autonomous creatures that live in the head of the central character (the Head, also a PC). Characters include spirit guides, demons, ghosts, imaginary friends, schizophrenic delusions. The individual PCs fight for control and toward their own goals, while the Head just tries to stay sane and get rid of all of them.
Each PC has a Goal, a specific end to which they are working toward, as part of their character concept. Reward points (redeemable for stat increases, more chips, or a windbreaker with the logo on it) are given by the GM, who assesses characters' roleplaying and advancement toward their goal. Although the game is GM-arbitrated, it is primarily player-driven, with players often acting against one another.
Aside from doling out points, the GM sets scene and plays any outside characters.
Notes...
- Character Alignments
- [G]ood
- Primary Goals should align with the Head, or work for the Head's protection.
- [N]eutral
- Goals and motivations are driven with little regard to the Head.
- [E]vil
- Goals are driven toward the corruption of the Head, or using the Head as a means for malicious purposes.
- Characters
- [PC] The Head
- The player-character.
- Goals of a Head generally consist of "neutralize the other players and hold myself together."
- Games should only include one of this character type.
- [G] Fairy Godmother/Guardian Angel
- Upside: Can temporarily neutralize [E] elements. Able to produces some effects in the real world.
- Downside: No direct control or dialogue with the Head's mind.
- Goals consist of protecting the Head from harm, and possibly advancing them toward a healthy or positive action.
- Games should only include one of this character type.
- [G] Spirit Guide
- Upside: Able to uncover and neutralize MDP rational phobias. Able to subtly alter chance in the real world.
- Downside: Has few Muting abilities.
- Goals consist of protecting the Head from harm, and helping them to gain strength and insight against other PCs.
- Games should only include one of this character type.
- [N] Imaginary Friend
- Upside: Very resistant to blocking of manifestation.
- Downside: Few overall goals.
- Goals are general, random, and scattershot.
- Games should rarely include more than one of this character type.
- [N] Ghost
- Upside: Can affect the physical world, NPCs, etc. Can possess the character with extreme effort.
- Downside: Must leave the Head in order to manifest physically. No hallucination abilities or access to memories.
- Means and tendencies may fall toward the G/E ends of the spectrum, but the overriding goal of the Ghost has no bearing on the Head. Generally, goals are looking for revenge, closure, or some effect on the real world. (If the Head is the enemy of the Ghost, it is a rare case that the ghost's goals may be [E] in intent. If the character is to be aligned [G] or [E] to the character, consider a Spirit Guide or a Demon, respectively.
- Games may include many of this character type.
- [E] Demon
- Upside: Can affect NPCs, completely possess the Head, easier possession abilities than Ghost.
- Downside: Must leave to possess NPCs. Supernatural physical abilities limited to higher-order possession events.
- Demons are similar, but more universally malicious than Ghosts. Goals may consist of simply destroying or corrupting the Head, or using the Head to perform evil deeds. Demons are never out for specific revenge-- for that, the player should consider a Ghost.
- Games may include many of this character type.
- [E] Multiply Disordered Personality
- Upside: Can introduce rational phobias, very easy total possession.
- Downside: Easily dominated.
- Goals for MDPs should be driven by a Dark Secret, which influences the MDP's personality. If an MDP's Dark Secret is revealed to the player, they are extremely vulnerable. However, they have the defensive mechanism of taking possession of the Head whenever the subject comes up.
- Games should rarely include more than one of this character type, and numbers should always remain small.
- [E] Schizophrenia
- Upside: Can generate fleeting hallucinations, delusions, and voices quite easily, and longer-lasting delusions and hallucinations with expenditure.
- Downside: Limited autonomy and abilities by virtue of not being a full-fledged character.
- Goals for Schizophrenias should center around solidifying its core delusions, rituals, concepts or actions, or enacting long-term delusional goals.
- Games may include many of this character type, but players may wish to confer so as not to intrude upon the same areas.
2-an'a-half.) Aside from the plot, I'm also using this game to try out (what I think is) a rather unique conflict resolution system. Instead of relying on static statistics or chance (or a marriage of both) to determine a victor, conflict resolution depends more on active player preparation before a scene. Stat values are determined by small tokens-- poker chips or small change-- stacked on the stat (or "stack"). The player has a number of minimums and maximums they have to abide by, but for the most part, their statistics are determined by a pool of chips they can place where they wish before each turn.
Let's say we were using this system in a more conventional RPG. If you were to rush into combat, guns a'blazing, you might place most of your chips into Firearms or Melee. However, as you have a limited supply of free chips, you would have to take them from things like Alertness, which would mean that you would be susceptible to sneak attacks or someone coming from behind. Then, determining a victor and degree of victory is simply a matter of comparing who has the larger stack in the relevant abilities. Rather than the usual RPG conflict resolution, which depends primarily on chance (with probability provided by stats), this system (I believe) would allow a more realistic type of achievement, where success is achieved by raw stats (the mins and maxes) and how much of your attention you are willing to dedicate to that task.
3.) Reading around various indie-gaming forums, I also thought of a type of casual game that could be interesting. It's basically a more formalized version of that "continue the story" campfire game, only played with RP nerds on a mission.
Bullshit! RPG: A generic, mutational, democratic, casual, multi-GM roleplaying game
- Required Materials
- Paper for character sheets.
- 1d(x), where (x) is equal to or greater than the number of players.
- Setup:
- Nothing is discussed.
- Number off
- Everyone fills out a character sheet.
- Your character's name.
- Five unique abilities or qualities about your character. Simple facts.
- Play Starts
- During any die roll: If your own number comes up, or if a number greater than the number of players comes up (if you're using a d6 in a group of five, for instance), re-roll.
- Someone rolls the die. The person whose number comes up is the first player.
- That person rolls the die. The person whose number comes up is the first GM.
- The GM narrates the scene. It can be any type of scene whatsoever... the rest of the players just have to play along.
- Play Continues
- The player takes one action or turn.
- The GM says whether their action succeeded or failed, and narrates the event. This is completely up to the GM's discretion, and not based on any sort of dice rolls, checks, or stats (except that the player may mention one of their five extraordinary stats).
- If any player thinks the GM is unfair in their judgement, they can call "Bullshit!", for a vote-of-no-confidence. After calling "Bullshit!", players raise their hands if they agree, and a vote is taken of all players present. If the majority believes that the GM's move was bullshit, the GM must replay the reaction in more agreeable terms.
- After the player's turn (be it contested or uncontested), the player rolls a die, and that number is the next GM. The die is then given to the next player (Round-robin, decide on a direction. I don't want to hold your hand through all of this), and we continue from Play Continues...
Play note: Players should save their "Bullshit!" calls for truly unbelievable decisions, and other players should vote on that standard as well.