Ossuaries

Capuchin Crypt in Rome, Italy.

Capuchin Crypt in Rome, Italy.

The Age of Enlightenment-focused blog Cabinet of Wonders posted about ossuaries, which are “chest[s], building[s], well[s], or site[s] made to serve as the final resting place of human skeletal remains.” Sometimes it’s a heap of bones, but other times an ossuary can be a beautiful use of mortal remains. Take the crypt pictured to the right, or the ossuary at Sedlec shown in Cabinet of Wonders‘ full article. Now that’s an amazing use of the materials at hand.

So the question is: how do I fit an ossuary into my next horror game?

Fueled by Tormented Souls

Aside from a macabre place for a clandestine meeting with your contact inside the Holy See’s secret police, an ossuary could be the foundation of a necromancer’s arcane power. Every bone carefully placed within the web of energy he’s constructed adds to his power. Like a lich’s phylactery, the necromancer’s Ossiferous Chapel would be his single most well-guarded asset, with all kinds of ensorceled defenders and cunning devices between it and any hearty adventurers.

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Down and Dirty Magery

A few weeks back, Malcolm Sheppard began posting a revised take on Mage: The Ascension, calling it Mage: The Dirty Version. As Malcolm phrased it in his introductory post,

It isn’t quite an Ascension reboot, but it leans closer to it. It’s not New World of Darkness or Old. And it’s probably foolish of me to bother with — barring a surprising email from Georgia, there’s sure as hell no money in it.

I’ll be posting about factions, systems, stuff. Not sure about the order. Eight cults. Seven Spheres. Expressions, spells and rites. Maybe some fiction.

Most recently, he posted a write-up of the Eumenides tradition. Click through to discover just what that might mean.

Carnage 12 Preregistration Book Available for Download

Cover of the Carnage 12 preregistration book.

Cover of the Carnage 12 preregistration book.

Good news, everyone! The preregistration for Carnage 12, the pluckiest little game convention in all of Vermont, has uploaded their book for public perusal. You’ll find links right on the front page.

The uploading of the book means that hard copies are probably going to the post office today, so if you’re already on Carnage’s mailing list, keep your eyes on the box by the road.

Everyone else, and those who can’t wait for the United States Postal Service, get that PDF and check out what’s happening this year the weekend of November 6th through the 8th at the Lake Morey Resort.

[Read ‘Em ‘Cause You Got ‘Em] Technocracy: Iteration X

The Read ‘Em ‘Cause You Got ‘Em series charts my attempt to read all the books in my gaming library that crept in over the years and went overlooked for too long.

Technocracy: Iteration X is a howlingly bad example of how amazingly silly and discombobulated Mage: The Ascension could be. It’s rife with the kind of cheesy terminology one associates with a gonzo, unrealistic world, even beyond Technocratic methodologies, constructs and amalgams. Iteration X is manned by ciphers, armatures, programmers and comptrollers.

The “Do technocrats know they’re working magic or not?” quandary stands front and center as well. Characters continuously refer to what they do as magic, or use sphere terminology, and yet still treat what they do as science, calling it rational and logical. It may be unfair of me, coming from a post-Mage Revised perspective where Technocrats are scientists and only the highest echelons of the Union realize their hyper-technology only works because the operators believe it does, but it’s hard to see the point in this deliberate two-faced attitude of the Technocracy in first edition Mage. Things cleaned up later in the line when the Technocracy was more uninformed, unintentionally hypocritical.

But anyway, there’s so little substantive content here — and what is present is generally laughable, flimsy or suitable for only the most gonzo, over the top games — that someone looking for material for a game would be better off utilizing Guide to the Technocracy or Convention Book: Iteration X, going by the reports of the latter I’ve read. One of the advantages of coming to a game at the end of its publishing life is that one gets the benefit of everyone else’s hindsight when it comes to the best and worst supplements. In 1993, books like Technocracy: Iteration X were all Mage players had.

After reading through all five books in the Technocracy splatbook series over the last few months, I’m really starting to understand all the criticisms to the splatbook approach. They’re so amazingly formulaic, particularly the last two chapters of each, that it’s easy to skim over them without really absorbing any information, because you think you’ve read it before.

PAX Goes East

Holy frijoles, I just found out about this.

PAX, or Penny Arcade Expo, is putting on an east coast shindig in March 2010, called, appropriately enough, PAX East. The initial news post went up last March, but I just heard about it through the grapevine today.

While PAX focuses on media and video games, I’ve heard some tabletop gaming goes on as well. Steve Jackson Games’ Paul Chapman had nothing but good things to say. While PAX East will take a couple years to get up and running as the original show did, something with that kind of draw could be huge for tabletop games.

[Mage: The Suppressed Transmission] The Devil’s in the Details

Mage: The Suppressed Transmission is a Mage: The Ascension campaign I ran from the summer to winter of 2005 at Quarterstaff Games. I think of it as my first “real” campaign and present my session reports, mostly written just after the action, exactly as they are, excepting the occasional corrected typo. Continue reading

Five Essential Books to Play Mage: The Ascension

I tend to lag behind the times a bit, so here’s a list of recommended books for a roleplaying game no longer in print. The good news is that these titles are readily available through Drive Thru RPG, if not your local game store’s used section or the RPG category of eBay.

The problem with composing a list of the best supplements for Mage: The Ascension is the game world is so wide ranging in the genres and places it can cover. This puts a crimp in recommending books for a GM new to the game. So think of this as a guide to assembling a toolkit with which to build your preferred Mage campaign. Continue reading

Sunday Playtime

I skipped board games this past Tuesday to attend a stand-up comedy show. However, I was able to get some gaming in earlier in the week. Friends of a friend were visiting from out of town. Their Sunday activities included some board games at the local store. In addition to getting to play games with old and new friends, I also had the chance to snap some play session photos.

The core element of game play.

Alex, Alyssa and Bob (left to right) demonstrate the core element of game play.

Ca$h ‘n Gun$ was familiar to me, having played it earlier this summer at ConnectiCon. Quarterstaff Games’ demo copy of the game, sadly, had only ever had the shrinkwrap removed and the pieces rifled through, but still sealed — by me, no less, shortly after it appeared on the shelf after Origins.

In our two rounds of play, I don’t think anyone quite got the grip of knowing when to bluff or stand their ground. After all, when you chicken out of a stand-off, you survive but get a coward token, which counts against your total haul at the end of the game. So we all faced the music most of the time and gambled on whether someone would be willing to use their precious shots on little ol’ me.

After that, we played a game of Small World. I wasn’t able to stay until the end, so I can’t comment on the overall experience. The premise is a variety of fantasy races expand across a series of geographical regions and, naturally, come into conflict with other expanding races. Like Cosmic Encounter, you mix and match races with attributes and abilities. The berserker sorcerers, for example, might rampage across a chain of regions on their player’s turn. Then the hill dwarves start doing the same thing on their turn. These attributes usually give the race a goal and sometimes an ability. I started with seafaring halflings. In addition to their basic ability of establishing “holes in the ground,” making two regions immune to conquest and other races’ powers, their nautical nature allowed the halflings to conquer and cross water regions like they were land — and keep the water regions after going into decline. Because, you see, players don’t stick with just the one species over the course of a game. There’s an ongoing queue of races to choose from; five are available at costs of victory points starting at free and going up from there. More races join the queue as others enter play.

In fact, “going into decline,” when a race has expanded to its maximum, is part of the game. You have to balance the usefulness of capturing a decreasing number of regions each turn as your units, for lack of a better term, spread across the map to retain possession of previously acquired areas, against the shiny prospects of a young race, still energetic and numerous.

Right after declaring my halflings would go into decline, having then decided the extra turn required to occupy the last water space wasn’t worth the time when all my fellow players were retiring their first peoples, I realized I had to run, so I have no idea how the game plays from there. It’s certainly worth another play.

I liked how non-confrontational the interaction was. We all knew the game was about capturing and retaking territories, but it never felt like a struggle on my part to balance aggression against keeping peace with the neighbors. That may be due to leaving just as the second races were entering play, so I’ll keep that in mind going into my next game.

[Read ‘Em ‘Cause You Got ‘Em] Masterminds & Madmen

The Read ‘Em ‘Cause You Got ‘Em series charts my attempt to read all the books in my gaming library that crept in over the years and went overlooked for too long.

For a surprisingly long time, for reasons I have never been clear on myself, I was infatuated with the HERO System. Or at least, I spent a lot of money and time accumulating and reading supplements written for it. I have since shaken the compulsion, realizing that most of the setting material for the various eras and lands of the Hero Universe just wasn’t doing it for me. There are, however, some exceptions.

Take Masterminds & Madmen, for example. It’s a catalog of villains for adventures in the pulp action genre; not just Indiana Jones-style, but also The Shadow and Doc Savage. On the whole, it’s a traditional Hero Games supplement in that a lot of ground is covered and lots of homages made without any particular sparkle or pizzazz.

But what I like about this book is it’s a one-shot factory. Even ignoring the customary plot seed sidebars attending every character, they all want something. Some times it’s a specific thing, other times it’s a kind of thing or to achieve an idea or whatever. But this themed, one-note blackguards and megalomaniacs all want something; and that’s the key to any good one-shot adventure. Once you know what the antagonist wants, the challenges and obstacles with which to beset the doughty PCs suggest themselves.

So that’s why I’m hanging on to Masterminds & Madmen, even though my flirtation with the HERO System is long over and I’m looking to offload most of the books I accumulated. It’s a great pulp adventure generation resource.

So Goes the Game Group

The Geek Social Fallacies, formulated by Michael Suileabhain-Wilson, outline “ideas about human interaction which spur their holders to do terrible and stupid things to themselves and to each other.” Geek Social Fallacy No. 5, for instance, says “Friends Do Everything Together.” This becomes problematic in a variety of circumstances, but today, I’m thinking specifically about how it applies to the context of playing games.

Primarily, I’m thinking about the notion that a game group requires constant unanimity, that everyone must like and participate in every game. In the context of board games, this can particularly problematic as the styles of play, and individual’s tastes for those styles of play, span a very wide spectrum. Some people go for regimented games of building economic engines, other people go for wacky, random “take that”-a-thons and still more fall at different points between the extremes. Variety of preference is good, but it can make finding mutually acceptable common ground in a group difficult. In my experience, insisting on picking a game everyone likes to play often leads to a very limited selection of choices. There are, generally speaking, two main ways of dealing with this.

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