Monthly Archives: January 2017

Neat Interview

A Conversation with Mike Pondsmith, Creator of Cyberpunk 2020

A really interesting interview with the creator of one of favorite games, Cyberpunk 2020. Of note is that Walter Jon Williams, one of the seminal Cyberpunk authors, was a play-tester for the original CP2013 rules and that Mike had not read any Walter Gibson until doing the rule-revisions for that became CP2020.

 

 

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Games I Want to Play in 2017

The title says it all, what games do I want to play this year?

Dnd 5E is a simple choice, we’re still running with the Age of Worms adventure path, along with having to add in the odd adventure here and there. We’re all enjoying it, and I’m still having lots of fun figuring out the details of my campaign world in 5E terms.

Call of Cthulhu 7E – Everyone seemed to enjoy the short intro adventure(s). KT is really interested in playing one of the longer, classic campaigns and with the Pulp Rules that even seems possible without having to have a seemingly exhaustless supply of new characters. The big issue is that I have one player that has no interest in playing it and sits out those games.

Traveller – I love this RPG, and you can see some of my meanderings about the setting here on the blog. For the life of me I can’t decide if I wanted to use the Classic Traveller or the Mongoose Traveller rules-set. But they aren’t particularly incompatible, I’m just increasingly drawn to simpler vs. complicated. Both are pretty simple, and the complications are different in each edition.

Cyberpunk 2020 – Another game that I simply love, combined with a setting I enjoy (especially when I combine it with Traveller). I have to say that CP2020 is a slightly more adult game in the way it explicitly handles some subject matters (cybernetic sexual implants anyone?)- but I like how it is relatively fast-paced and the mechanics are pretty simple for everyone to grasp.

Kult: Divinity Lost – Ok, this may be a pipe dream simply because if Call of Cthulhu is too much horror (body horror, occult horror, etc), and CP2020 is too much sexuality (at least potentially), then Kult is the very grown up mix of the two and is intended to be played that way – think Hellraiser + Martyrs + American Psycho + Se7enMulholland Drive. I Kickstarted this, and have the alpha version of the Quick Start rules that were released around Yule. I’m not entirely certain about the Powered By The Apocalypse engine but would be willing to give it a try. It seems to be trying to be too clever for it’s own good in some ways… But finding players that want to play Kult? That might be the issue…

Lastly, I love to play Runequest – I Kickstarted the reprint of 2E, but what I’m really looking forward to is the new edition. For those who aren’t familiar, it is adventuring in it’s own, highly detailed setting, using Bronze Age technology and tropes. It’s always been a very different kind of game and I haven’t played it in years.  I kind of hope that it gets out this year but I’m actually thinking that it will get Kickstarted and then released in 2018… *sigh*

As an Honorable Mention, I’d also love to pick up the Chicago Unseen campaign that my husband and I co-ran back in the day. It was originally run using Mage: The Ascension, but we just find White Wolf as a system/engine pretty badly broken. I looked at a number of games as a replacement, and finally settled on Witchcraft and Armageddon as a bit of a mashup. The truth is, unless my husband gets excited about it, I can’t imagine that I’d get excited about running it. That may be a game/setting that has finally moved into the pasture, to be mined for ideas and remembered fondly.

TTFN!

D.

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Player Knowledge vs. Character Knowledge

Also, closely related, is Player Intelligence/Wisdom vs. Character Intelligence/Wisdom (and, for that matter, Charisma).

While this usually couched in terms of things that the players know that the characters don’t, everything from simple Out-Of-Character knowledge based on listening to other players to a real-world doctor playing a character with no medical knowledge, I want to talk about this from the perspective of things the players don’t know that their characters do – many of these notable because I have done them so the disparity can be glaring when I try explain how something does or doesn’t work.

The short list I’ve run into in my games over the years:

  • What it is like to hike with a full pack for anything from short daytrips, to extended multiday backpacking trips.
  • Related to the above, but what it is really like to travel “overland” when there is no trail.
  • Also related to the above, but travelling or simply living in radically different climates. Forest is different from plains is different from jungle (not me, but my husband served during Operation Just Cause in Panama and my father served in Vietnam, so plenty of 1st Person data there) is different from badlands, is different from desert (husband also served in Desert Storm), etc.
  • What combat is actually like. Ok, so I have a couple of vets in my group, but most people have never even been in a serious fight as an adult. They’ve never studied martial arts, never thrown a kick or a punch or received one either (let alone a throw or taken a fall).
  • Related to the above. Guns. Never fired them, never handled them, no idea of what it takes to conceal one, etc. etc. etc.
  • Knives and swords follow – FWIW I’d almost rather be shot rather than stabbed…
  • Ok, wearing armor – and just how much it can mess with movement and comfort (and how much it doesn’t, depending on training and design)
  • Hunting and dressing game – I have players who would prefer to think that meat came in plastic packages on trees. The nuts and bolts of draining blood, gut removal, etc. is beyond them.
  • Amusingly, since I started doing rock climbing again last year (indoor only, this summer should see us grabbing rock again) the number of people who’ve never done rock climbing or any sort of technical (aka, with a rope and/or harness) climbing is pretty small.
  • Can we say the same thing about canoes?

Now, none of this is a problem exactly, the problem is when a player’s entire corpus on knowledge of this sort of thing comes from RPG’s, CRPG’s, movies, documentaries, and the occasional Reality TV show (though those latter two can be pretty illuminating for some topics). It’s been awhile since I’ve had a player who argued some point of detail, at this point my players have all pretty much established their areas-of-knowledge and expertise and we use them all to our advantage.

D.

Categories: FYI, Game Design | Tags: | 2 Comments

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