Thursday, December 28, 2023
real.cool
Alique
Where to get it: itch.io page
Reading rules-light narrative rpgs can sometimes be difficult for me, because I can't entirely shake the feeling that I'm being trolled.
"Ooh, look at this nerd, he's going to start describing a guy doing some stuff and then he'll roll one of his little dice and if the number is big he'll describe the stuff as happening successfully and if the number is small he'll describe it as happening unsuccessfully and la de da, that somehow feels like a game to him."
And normally, I'd just toss out something like the Exalted 3rd edition core and defiantly proclaim, "ha, this book has a lot of different rules for when to roll dice and for what constitutes a 'high number' in various hypothetical contexts. Knowing those rules and evoking them in the correct contexts is almost like a game."
But if the only thing I had handy was Alique (Aaron Smith), then I'd be forced to hang my head in shame and mumble, "yeah, that's basically the gist of it."
Which isn't a sleight on Alique, or even on rules-light gaming in general. Call it a personal hang-up. Occasionally, I'll look in the mirror and ask myself, "hey, is this hobby that I've spent decades obsessed with, thousands of dollars pursuing, and written multiple novels-worth of blog posts about . . . kind of silly?!" And it takes me a moment to catch my breath and answer, "yeah, but that's okay."
That, incidentally, is how I would describe Alique: "it's kind of silly, but that's okay." You describe what your character is doing, roll a perfectly ordinary six-sided die, and then the number that shows on the die determines which of six outcomes will occur: (1)disastrous failure, (2)ordinary failure, (3)mitigated or partial failure, (4)success at a cost, (5)ordinary success, or (6)triumphant success. Sometimes, you'll role more than one die and the highest die you roll will determine the action's outcome.
There are barely any rules of that, either. You've got character traits that are rated from 1 to 6 and if the action you're describing is related to one of those traits, you can spend temporary trait points to add one or more extra dice. Traits return to their permanent value at the start of each game session (unless optional refresh rules are used).
I'm not sure how I feel about this particular resource-managing mechanic. My gut tells me it's probably backwards from a narrative point of view - characters are much less capable at the end of a session than the beginning - but a lot of that is going to depend on the pacing of rolls. If rolls are rare, then conserving your points at the beginning of the session is going to feel a lot less like operating at partial power and end-of-session characters are more likely to have enough resources to handle a story's climax. If rolls are common, your choices are going to be a lot harder. Maybe it's a good system to model classic D&D's attrition-based challenges, but that's not really my style.
The other notable thing about Alique is that it features significant excerpts from the Fate Core SRD, for much of its GM advice section. I approve of that decision. It's what SRDs are for, and I love to see that kind of cross-pollination. My only quibble is that Fate Core uses "compel" as a noun to refer to a particular rule, and Alique, while it has a similar rule, neglects to establish "compel" as a formal part of its jargon.
Overall, my opinion of Alique is "I can see how some people might find it useful," which admittedly seems like the sort of bland non-statement that is, in actuality, an extremely cutting insult, but here it just means that "rules-light, setting agnostic, narrative rpg" is an exceptionally crowded niche. It's very difficult to do something new in that space. Alique succeeds at bringing something new to the table. That's a genuine accomplishment.
Ukss Contribution: Almost no setting in this one, and so very slim pickings when it comes to potential setting elements. It's a stretch, but its description of Zombies as a character type had a strangely optimistic tone ("The character is dead, but things aren't as bad as they seem. Someone has been kind enough to restore your mobility. Once you learn to live with this condition, it can be quite useful.") It amused me.
To honor that, Ukss will have at least one zombie with a positive, can-do attitude.
Wednesday, December 27, 2023
(D&D 3.0) Psionics Handbook
Monday, December 25, 2023
(Eclipse Phase) Rimward
Now, I'm making the unusual decision to choose the same thing for a second time, because, in the GM secrets section, we learn something surprising and kind of uncomfortable about our friend, Meathab. It is home to an uploaded human consciousness who is "a very humane soul who happens to enjoy having his insides full of a lot of other transhumans."
I don't know what to say to this. I hate it. But it's the kind of hate that inspires me.
Wednesday, December 20, 2023
(D&D 3.5) Races of Destiny
Wednesday, December 13, 2023
Illuminati: The Conspiracy
Where to get it: Dedicated website
For much of my time reading Illuminati: The Conspiracy (Stephen Esdale with contributions from Anders Sandberg) I was highly distracted by the question of when, exactly, this thing was written. It's clearly an ancient WoD fan supplement from the early days of the internet, but what was the exact date of its creation?
I've narrowed it down to a four-year period - it must have been made after 1995, because it references the notoriously controversial Dirty Secrets of the Black Hand, but it must predate 1999, because it uses the word "magick," presents a version of the Storyteller rules that doesn't yet have Bashing damage, and just generally doesn't incorporate any of the reckoning metaplot. My gut says 1996 or 1997, because it also doesn't mention the Kuei-Jin, and I have a feeling that Kindred of the East would have made quite an impression on the "clued into White Wolf, internet early adopter, weird enough to write a fan supplement" crowd.
For the most part, me working out this puzzle was a matter of personal curiosity. I read the equipment section and was like, "oh, wow, this fiber optic camera records to a miniature video tape. . . wait, am I reading an artifact?" But I did also have another agenda - I needed to place this work into a particular time and context so I could better calibrate my reaction to it.
I don't like to draw too much attention to this, because I already have quite a lot on my plate, reading-wise, but I've made an open offer - if you made an rpg, and you want me to read it, all you have to do is send me a copy and I'll put it on the list. Partially, this is a marketing scheme (mweh, heh, heh, if I read an author's book, that will be at least one more person who will want to read my blog, driving up my readership count by at least 2 percent), but mostly it's because I've been led to believe that writing reviews (or whatever it is I do around here) is somehow useful to an author. It's my small way of supporting a medium that I love.
And I bring all that up because sometimes there's a conflict between my conscious goal (doing something helpful) and my integrity as a critic. Illuminati: The Conspiracy is one of those times. Like, if I were to whip out the claws and go full wicked witch mean reviewer mode, the cattiest comment I can make about this work is that it really feels like it was written by a teenager.
But if I ponder the likely publication date, I realize that at least 25 years have passed and it's entirely probable that it was written by a teenager. And I generally like it when teenagers write things. No shade at all towards amateurs being amateurs. It's one of the paradoxes of being a critic (I like to claim I'm a critic when I'm about to pontificate and deny I'm a critic when the label might imply a degree of responsibility) - the more broadly I experience polished professional work, the more I become able to appreciate the merits of unpolished amateur work. So on the off chance that this post falls through a time portal and reaches the young Stephen Esdale, my overall message is this: good job. There are some rough patches, but if you keep practicing, in a few years I think you could really make a go of it.
My message to current-day Stephen Esdale: Hey, your juvenilia made it to the current day without having anything too embarrassing in it - way to go. That's more than I can say for myself. I once wrote a WoD fan supplement, a few years after you did Illuminati: The Conspiracy and I would be mortified to learn that someone was reviewing it. It was super brave of you to let your friend make this request on your behalf. And, writer to writer, I'm going to keep those typos to myself. Believe me, I get it.
Enough preamble, though, what about the book itself?
I am probably the wrong person to read it, because its central conceit is something that I don't exactly dislike but am reluctant to fully embrace - the badass normal.
The reason this bugs me is because it sits in a weird place where the basic idea is appealing - people with unearned, inborn talents can be surpassed by less talented individuals who are clever, determined, and hardworking. But if you extend the logic of that idea, it more or less implies that the powered individuals are lacking in those meritorious qualities. Batman has a contingency plan for dealing with Superman if he ever goes rogue, because Batman is brilliant, cautious, and willing to put the work in, and that plan is likely to work because Superman is dumb, careless, and lazy enough that his immense starting advantages are effectively cancelled out.
So for me, whether or not a "badass normal" plot works depends entirely on whether or not I'm properly primed for it. If the story prepares me to believe that the villains could be negligent or overconfident, then hell yeah, let's get that regular person in to show them what for! But if it's a character I would otherwise like, such as Superman, then it really just bums me out.
Illuminati: The Conspiracy is about a conspiracy of MUNDANES which out-conspiracies all of the World of Darkness' various conspiracies. And look, I'm not so all-in on the Technocracy and the Camarilla that I'm outraged that they could be beaten at their own game by mere mortals, but there is a certain transitive property of laziness going on. I've been playing Mage: the Ascension and Vampire: the Masquerade under the assumption that the antagonists have a certain degree of competence. To have the villains that have hitherto been so hard to defeat be unceremoniously manipulated by a weaker group runs the risk of trivializing the protagonists' struggles. I came into this book with a pre-existing investment in the lore and reading that, "Years ago, the Illuminati voted to allow the Technocracy freedom to create the Age of Reason" . . . well, it put me on the back foot.
I can, however, imagine a version of the World of Darkness where this might work. Perhaps one where the power and scope of the supernatural conspiracies has been dialed down, or alternatively, one where everything is pumped up 11 and the Illuminati become a parody of the WoD's tangled spaghetti ball of competing conspiracies. Neither of those are the precisely the WoD I'm used to, but it just goes to show - trying to set the various WoD in the same world is a mistake. If you're going to play Illuminati: the Conspiracy, your best bet is to start from scratch and incorporate the supernatural factions into its paradigm from the get go. Probably just remove the Technocracy from the equation entirely (seriously, the overlap is huge - the Illuminati even have their own Men in Black).
Overall, I can't say that this book was for me, but it did delight me to take this trip back in time (biggest nostalgia trip of the book - the crossover suggestions for the fan supplement: Highlander: the Quickening). I'm glad I got the chance to read it.
Ukss Contribution: "Queen" is a gender-neutral title. Not something you see a lot of in fiction.
Tuesday, December 12, 2023
(D&D 3.5) Races of Stone
I'm in the awkward position where my opinion of Races of Stone (David Noonan, Jesse Decker, Michelle Lyons) is more or less the exact same as my opinion of Races of the Wild - it's a supplement with an ideal format, covering a subject I care little about. There are nuances I could go on about. Contra to halflings being in the book of the wild, it actually makes perfect sense to classify gnomes as a "race of stone." Goliaths have a better-drawn culture than the raptorans, so it makes sense that they're the only one of these new "Races of . . . " 3rd-stringers to return in subsequent editions. I didn't like that the extra monsters were "potential mounts" instead of "potential friends." (I probably wouldn't have noticed if I didn't read Races of the Wild first, but I did and now the omission is glaring, especially since this book includes rules for riding a Delver - a creature "more intelligent than the average human, and therefor riding and training one is a matter of Diplomacy checks rather than the use of Handle Animal" - sounds like a potential friend to me.)
But as much fun as they are to make, all my little "observations" add up to the same thing - this is a great book to have if you need more vanilla fantasy, and something that can be safely overlooked if you want literally anything else. It's also a good example of why I don't do numerical scores. I'd constantly be saying things like "10 out of 10, but you must burn it with fire." (Actually, that's my rating for Mage: the Ascension, for this book it's more like "8 out of 10 - only read it as part of a dare.")
I kid, though. I mostly enjoyed myself with this one. The only thing I'd directly count as a flaw is the NPC stat blocks. They are too long and contain too little a density of novel information. Each of the book's prestige classes comes with a sample NPC, and in roughly half of those, the NPC stats are longer than the class's description (this is especially funny when the NPC is high level and their stats contain brief summaries of all the prestige class's abilities). That didn't really bother me, though. For my particular use case, a D&D 3.5 stat-block is basically like the free square on a bingo card. If you ever have a secret you're afraid I'll discover, just put it in a 3.5 NPC and I'll be guaranteed never to find it.
Which brings me unceremoniously to the arbitrary thing I've decided I'm going to use this book as an excuse to talk about: gnomes.
They're a difficult creature type for me to talk about, because I kind of dig their whole vibe, but I also kind of hate that they're a separate thing from dwarves. And having both dwarves and gnomes in the same book really emphasizes the redundancies. They're both crafty, earth-themed short folks with beards and hardy constitution. There's distinctions between them, but none of those distinctions rise to a level that would necessitate an entirely new species. Using illusion magic? Talking to badgers? Enjoying practical jokes? Like, maybe there could just be an additional way for dwarves to be.
And I think WotC must have agreed with me, at least a little, because this book gives gnomes some new stuff to do. Unfortunately, much of that stuff is fucking ridiculous. "Really into the arts" isn't a cultural trait (let alone something that requires gnomes to be their own species). It's barely even a piece of information. You gotta have something to say about the specific arts they produce. Then there's the thing with gnomish technology, which the book is kind of diffident about ("Inventors are considered artisans, not scientists"). And I'm like, it's exactly that sort of genre-preserving cautiousness that has made me so skeptical of this whole "gnome" thing in the first place. Do you even want gnomes? Because no one's forcing you to have them (actually, who am I kidding, people complained up a storm when 4e delayed them to the second players' handbook).
But I think the weirdest thing this book does with gnomes is trying to sex them up. I can just about get on board with the idea that the goddess Sheyanna Flaxenhand "is said to be the ideal of gnome beauty" because, I can infer, logically, that such a thing must exist, but then the book goes on to say, "Gnomes joke that clerics of Sheyanna are trained extensively in the amorous arts," and my brain goes into stand-by mode. The book goes on to clarify that it's just a bit of ribald frippery, but it's too late. It's already planted the idea in my head. I am officially pondering the existence of a gnome sex academy, where "the most attractive gnomes in a given community" (canonically, Sheyanna's clerics) go to learn how to fuck good.
I swear, I'm not being weird. One of the adventure pitches is about a high-priced gnome assassin! How can there be high-priced gnome assassins if they aren't trying to imply that gnomes fuck now? It is objectively the sexiest possible profession!
Oh, you think this is funny? Keep laughing and I'll have no choice but to share with you the cursed knowledge. I'm not kidding. It's real, and you can't unknow it!
I see. Fine, but don't come to me later and say you weren't warned. Here it is:
You know what, WotC, I'm calling your bluff. I actually think this character is really cool, and plan on using her in a game. Maybe you could describe her for me, so I know how to explain her appearance to my friends?
(Fun fact: while I was brainstorming this post, I considered a different version of the previous bit, where I just went full-on "men writing women" parody, and I decided against it because I didn't want the phrase "proportionately massive gnome gazongas, barely restrained by her dungeon-punk overalls" on my permanent record).
I was, of course, cherry-picking in service of a whimsical thesis. Despite "the bard race" becoming their thing, "the gnomes who fuck" are actually a pretty small part of the book. It's just that if you take that away from them, they don't have much left. Look at that Whisper Gnome art again. Now look at this art of Lidda, the signature halfing: