Feeds:
Posts
Comments

Posts Tagged ‘The Forge’

The tale of the D.C. Beltway Sniper – a man and a teenage boy terrorize D.C. with a sniper rifle over several weeks – is a Sorcerer tale.  A teenage boy in Alabama was going through hell, and none of the adults in his life would give him the help he needed.  In his desperation, he created a demon in the form of his childhood hero: a revered uncle who had just died in Afghanistan.    A demon with a Desire to protect the boy, and a Need to kill.  The demon hunted down and shot the boy’s tormentor, but it didn’t end there.  As more bullies and less-favourite teachers turned up dead, the boy realized that he had endangered his whole town.  He tried to unsummon the demon, but it proved too strong.  That’s when it kidnapped him, stole a car, and took the killing spree on the road.

The boy struggled between his fear of discovery and his fear of the murderous fiend in the shape of his uncle.  He nudged the roadtrip towards the nation’s capital, hoping to be captured there.  Once, he mastered himself long enough to telephone for help.  It was a few more days before the authorities caught up with the pair.  They couldn’t have subdued the demon without the boy’s help.

What really happened between their arrest in 2002 and the demon’s “execution” in 2009, we’ll never know.

– – –

The setting-and-character generation session is still a week away, so this is how I exercise my creative energy (and exorcise my obsession).

I’ve just finished re-reading the Annotated Sorcerer, the re-issue of the Sorcerer rulebook complete with the author’s extensive observations and comments on 15+ years of play (his and ours) and discussion on The Forge forums.  It’s a great resource.  I still wish Ron Edwards had updated or rewritten the rulebook, because finding the definitive version of a rule requires perusing both the original text and the nearby notations.  But the annotations taken together comprise a master class in running/playing Sorcerer, and in Forge-style play.  Valuable, fascinating reading.

Since our game’s scenario will be based on the characters’ kickers, this (re-reading the rulebooks, and finding sorcerous tales in pop culture and current events) is the only “prep” that I can do.

Advertisements

Read Full Post »

2014 is turning out to be a really, really good year for new games.  Not only is Vincent Baker actively and publicly developing the next Apocalypse World game, and so far it looks brilliant; but Ron Edwards (of Sorcerer fame) is developing and publishing a new RPG!  The latter, called Circle of Hands, Kickstartered in March and is due to be published by the end of the year.  From now until the end of the summer, Ron is running an open playtest of the working draft.  What a great opportunity, not just to get a sneak preview of a favourite designer’s latest game, but also to participate in game development with him!  I grabbed the playtest document and assembled a few friends to play it with me.

Circle of Hands is a gritty story-now RPG set in a fictional iron-age land that culturally and technologically resembles Northen Europe around 1000CE.  Not castles but walled towns.  Not kings but chieftains.  Not swords but spears.  There are no non-human races, but there are some fantastic monsters.  The combat mechanics aim to be fast, simple and brutal while bringing a measure of realism never before seen in a fantasy RPG.  And there is magic, oh is there magic.  Gone is the false choice of muscles or brains; if you want to wield magic, you’d better be strong enough.  There are no skinny bookish spellcasters in this harsh land.  Wizards mutter spells through gritted teeth, between spear thrust and shield bash.

Mitch, Peter and Christian stepped up to try out the game with me (David also volunteered, but due to interference by Real Life never actually made it to a session).  They really threw themselves into the true spirit of playtesting.  Although I offered to teach them the rules at the table, they all read the playtest doc ahead of the first session.  They gamely tried the different character options, and worked to test all the mechanics in play.  And best of all, they gave good post-game discussion and feedback.  All of our comments were enthusiastically received by Ron on the Adept Press forum, and lead to some very interesting conversations.  Our names will be in the published game.  We played three sessions in total, and it was a great experience.

What’s the game like?  As promised, fast and brutal.  A scenario is meant to be started and finished in one night, which we usually achieved without having to rush.  The game has an interesting scenario-generation mechanic for the GM, which doesn’t take long at all and results in some very charged situations.  It’s a story-now game, so the GM isn’t meant to plan out what happens.  He creates the initial conditions (location, problem, some NPCs), and then plays to find out what happens.  Game play includes a mandatory social roll for every PC/major-NPC interaction, which strongly influences how things proceed.  This is great, because it makes it impossible for the GM to plan what will happen in a scenario, and leads to some very interesting unexpected situations.

Besides the above, the game stands out for two reasons: the combat mechanics and the magic rules.

Combat mechanics

Whenever you attack OR are attacked, you enter a “clash” with your opponent.  You each roll attack and defense at once, and either one of you can injure the other.  You also get to decide how far you bias your action towards attack or defense.  And then there’s the Advantage die; one and only one character in each clash gets an extra die based on the immediate tactical situation.  There are no rounds, and what we would traditionally call the initiative order is very dynamic.  Whenever you attack or fight back, you go to the end of the initiative order.  If you get attacked a lot, you might never get to initiate any actions, but you could still be doing a lot of damage.  Any time, you can spend a point of Brawn to skip to the front of the line.  But don’t be a spendthrift: Brawn is also your damage modifier, your hit points AND your spell points!  In practice, all this meant for some very exciting combat scenes full of rapid reversals of fortune.  The mechanics are just complex enough to demand quick and strategic thinking.

Magic rules

All PCs use magic.  Wizard PCs have access to all of the spells; yes, all of them, right from the start.  Non-wizards select just a few spells for their repertoires.  There are two types of magic: White and Black.  As you might expect, White is all about healing and purity, and Black is demons and necromancy.  But don’t make the mistake of calling them Good and Evil; they’re both terrible.  White magic run amok will purify your village right out of existence, erasing it as surely as a horde of undead will.  All NPC wizards are devoted to one source of magic or the other, and the war between White and Black magic is the scourge of the setting world.  The PCs are unique in that they alone have sworn to use both kinds of magic in balance.  Spellcasting expends your Brawn attribute (as mentioned above), and using too much magic of one colour has permanent consequences.

Circle of Hands has a few other unique spins on the way we role-play.  I won’t try to get into them all now.  Overall, we really enjoyed the game, and as GM I was forced to practice some new techniques.  We and other playtesters did manage to find a couple of leaks in the rules.  Ron is currently re-writing and reformulating several parts of the game.  I look forward to playing it again soon; and to eventually receiving the finished product.

-J

Read Full Post »

I foresee the possibility of armies clashing in our Elric campaign, so I did a little reading on The Forge as to how to handle that.  Here are the relevant threads: How would you do mass combat? Armies in Conflict .  And here’s what I gleaned:

Overview

Remember that Sorcerer is not a Simulationist system, and your goal in “playing out” mass combat should not be to simulate the battle.  The conflict between individuals and their demons (and Demons) should remain the focal point of any clash of armies.

The most dramatic way to play this out is for the principal characters to meet on the field and decide the outcome of the battle between themselves (a-la The Illiad). (more…)

Read Full Post »

The excellent game Sorcerer has been central to my gaming experience and tinkerings lately.  A few loosely-related notes:

A Sorcerer Tweak?

We love Sorcerer.  When it landed in the late ’90s, it was revolutionary.  Compared to D&D, it was Completely Different.  It was the first (?) RPG that really put the focus on “Story Now!,” the phenomenon of story creation as a real-time group activity (in contrast, the D&D paradigm is “Story Before”: the GM creates the story alone, and then brings it to the table and runs the players through it).  But…

Sorcerer is now the oldest game in the Story Now! category.  Since Sorcerer landed, there have been 10+ more years of great indie games that have built on what Sorcerer started.  Perhaps Sorcerer could benefit from an upgrade, a renovation, an incorporation of some of the refinements that have emerged from the forge (ahem) of indie games in recent years.

Things We Love About Sorcerer:

  • Humanity – what do you need so badly that you’ll risk your soul to get it?  This score is the heart of the game.
  • Kickers & Bangs – the players initiate the story, the GM puts pressure on things, the story continues to come from the players.
  • Relationship maps – delicious complexity in NPCs without pre-planned “encounters”.
  • Demons – dangerous allies that are NOT your friends.  The rope by which the desperate protagonist hangs himself.

Aspects Of Sorcerer That Could Stand Some Refining:

  • Conflict Resolution (“Combat”) – we still spend a lot of time going “how many dice do i get?”. – there’s a lot to track: next-action damage, lasting damage, victories carried over, damage penalties, etc.  This needs to be simplified.
    • maybe just one kind of damage instead of “next action” and “lasting”.  Reduce the damage table to something simpler.
  • The Statistics of The Dice-Pool Mechanic – do they suit the kind of game we want to play?
    • a big dice-count advantage rarely translates into a large number of victories.

We (my gaming group) want to give Sorcerer a serious think-over.  Can we make the game even better while preserving the best aspects of the original?  No, let me re-phrase: can we make the game more suitable for the kind of experience that we want at the table?

-J

Read Full Post »