The Alexandrian

Archive for the ‘Roleplaying Games’ category

Tagline: Unique. Exciting. Different. Enthralling.

Puppetland - John Tynes - Hogshead PublishingThe skies are dim always since the Maker died.

The lights of Puppettown are the brightest beacon in all of Puppetland, and they shine all the time. Once the sun and the moon moved their normal courses through the heavens, but no more. The rise of Punch the Maker-Killer has brought all of nature to a stop, leaving it perpetually winter, perpetually night. Puppets all across Puppetland mourn the loss of the Maker, and curse the name of Punch – but not too loudly, lest the nutcrackers hear and come to call with a sharp rap-rap-rapping at the door.

There is no easy way to summarize Puppetland. It is a tour de force in twenty pages by one of the most talented creative forces the roleplaying industry has ever seen. It’s a masterpiece. Unique. Exciting. Different. Enthralling.

Merely reading the book is a powerful experience in its own right – one which is quickly matched only by the act of stepping into Puppetland on your own terms, using the evocatively original mechanics of this revolutionary game.

SETTING

Many years ago, there was a war in the real world. Many people were hurt and terrible things happened. The Maker saw all that was happening, and was sorrowful. His creations were the gentlest of creatures, and they were terribly hurt by these tragedies. The Maker made puppets, and in the face of chaos and violence he made a great creation: Maker’s Land, a place where all his puppets could go and be safe until the war was over.

Maker’s Land was a place of peace and prosperity – where all of the Maker’s puppets could be happy and content. But such perfection could not last. Deep within one of the puppets, Punch, a twisted darkness lived and thrived. One night Punch stole into the Maker’s home, and slew him.

With the Maker’s death, no humans lived in Maker’s Land. But the flesh lived, for Punch took the Maker’s face and made a cruel new face for himself. That wasn’t all he made, either: by morning, he had not just a new face, but six loyal puppet-servants sewn of the Maker’s flesh. These six, whom Punch called his boys, stood beside Punch as he announced to all the land that he was now the king. He was Punch the Maker-Killer, and his word was law.

Punch subjected Maker’s Land to a regime of terror and cruelty which was utterly alien to the innocent and naïve puppets. But where there is life, there is hope.

Across the great lake of milk and cookies lies the small village of Respite. The village is run by Judy, who once loved Punch but does so no more. She knows better than anyone the cruelties he is capable of. She knows the evil that lies in his twisted heart. When Punch killed the Maker, Judy was there and she caught the Maker’s last tear in a thimble of purest silver. With this tear the Maker can be brought back to life, Judy says. This is her fondest dream, and the Maker’s Tear her most cherished possession.

The world of Puppetland is the nightmare of a child, rendered through the lives of puppets who are more than puppets. It is a startlingly powerful vision, rendered in an intense barrage of prose, which instantly captures your heart’s imagination. It is a surgical blade slicing through the detritus of maturity and laying open the veins of your inner child.

SYSTEM

Puppetland is very specifically a game, and should be thought of as such. The object of the game is to defeat Punch the Maker-Killer and save Maker’s Land.

The game of Puppetland functions by way of three basic rules:

The First Rule: An hour is golden, but it is not an hour. Like an actual puppet show, a single session of Puppetland lasts exactly one hour – at the end of which the show comes to an end. When the next show begins, the puppets find themselves back home in bed (or wherever they happen to be staying at the moment). Note that this is very deliberately a measurement of time in the real world. In that hour of real world time, the Puppets may expend days of time within Maker’s Land. (For example, a puppet can say: “I sleep for a week!” and a week has gone by.)

The Second Rule: What you say is what you say. Every word an actor says during a session of Puppetland comes out of his puppet’s mouth (you can avoid this by standing up before speaking, but this should be avoided for if it is overused it will spoil the atmosphere of the game). This rule also reinforces a puppet show style of gameplay: You wouldn’t say, for example, “My puppet moves across the room and opens the door.” Instead, you would say, “I shall cross the room and answer the door!”

The Third Rule: The tale grows in the telling, and is being told to someone not present. This is a reminder of the play-style on which Puppetland subsists. The actors and the Puppetmaster should think of themselves as collaborators in the presentation of a puppet show to an audience which is not present.

CHARACTER CREATION

Character creation begins with the selection between one of the four types of puppets: Finger Puppets, Hand Puppets, Shadow Puppets, and Marionette Puppets. (Additional puppets can, of course, be added at your discretion.) Each puppet type is defined by three characteristics: What they are; what they can; and what they can not. For example:

Finger Puppets are: short and small, light, quick, and weak.
Finger Puppets can: move quickly, dodge things thrown at them even if they only see them coming at the last moment, and move very quietly
Finger Puppets cannot: kick things, throw things, or grab things because they have no legs or arms.

Next you name them. This is done by describing one specific characteristic of the puppet (for example, a puppet with red buttons might be called “Red Buttons”), and then adding to it a common name (for example, Sally Red Buttons or Nadja Purple Hat).

Finally you modify this puppet’s specific characteristics by adding three items to each list.

It should be fairly clear now that actions are adjudicated based on the very simple interaction between the various capabilities and limitations of various puppets: For example, a Finger Puppet can out run a Marionette Puppet (which “move slowly”) every time. That is, after all, the nature of puppets.

One important aspect of character creation which I have glanced over is the drawing of a character portrait. This is done right on the puppet page (character sheet), in the provided picture box which is divided by jigsaw puzzle lines. This picture is actual size — in other words, a player’s puppet can be no larger than the picture box, and you should be able to hold the portraits of two puppets up next to each other and instantly know which is larger than the other.

COMBAT

There is no specific combat system in Puppetland, per se, but there is a specific method of keeping track of “damage” done to a puppet. Basically you do so by filling in the jigsaw puzzle pieces in your puppet’s picture box (this has no relation to the portrait itself – you will use all of the puzzle pieces regardless of whether or not your puppet occupies all of the pieces in the box). You fill in a puzzle piece whenever:

1. The puppet does something it shouldn’t be able to do.

2. Something especially bad happens to the puppet (for example, Punch’s nutcrackers crunch off one of the puppet’s arms).

At the beginning of each new story puppets awake in their bed wholly healed from whatever their prior experiences – but puzzle pieces are never erased. Slowly, over time, the filled-in pieces will accumulate until finally all of the pieces are filled-in. Then the puppet dies (although they do get to live until the end of the current tale, they know their fate).

And that is the full extent of the rules for Puppetland — although some more general guidelines for the Puppetmaster are provided.

CONCLUSION

Bringing this review to a cogent conclusion is no easy task. The game of Puppetland exists on so many levels, with so much power, that I find it difficult to put my thoughts into an order by which they may be expressed.

First and foremost, if there is any doubt left in your mind, let me make it clear that I am all but shoving you out the door and down to your local gaming shop. You simply must buy this game.

In terms of judging Puppetland I can offer nothing except for adulation and congratulations. As I wrote above, the mere reading of the book is an experience well worth the cost of admission all by itself. The combination of poetic prose, rich world design, and potent imagery blows me away every time I come back to it (and I’ve come back to it several times).

Moving beyond the simple act of experiencing the book, I think what most impressed me – after I had given some thought to the matter — is the way in which Tynes effortlessly blends storytelling with gaming. Often when you hear the phrase “storytelling game” what it really means is that the game has been reduced to a set of muddy mechanics that serve “storytelling” by being easily fudged out of existence.

Not so with Puppetland. Here the game creates the story; and the story creates the game. In other words, the mechanics of gameplay are instrumental in the creation of a Puppetland story (note how the three basic rules encourage a very specific type of storytelling experience). On the flip side of the coin, the nature of a Puppetland story (heavily influenced, naturally, by the storytelling mechanics of puppet shows) are the foundation of the game’s mechanics. The symmetry reinforces itself. Brilliant.

Words fail me. Go look for yourself.

SOME MISCELLANEOUS NOTES

The review is done, but I find myself with some housekeeping left undone:

1. There are undoubtedly some of you who don’t understand what you just read. “What the hell is he talking about?” you’re saying. “There are no dice. There aren’t even any numbers! Obviously there are no mechanics!” As I wrote in my review of Baron Munchausen, you folks Just Don’t Get It(TM). Not all games require dice, and the fact that Puppetland succeeds at being a type of game we’ve never seen before does not make it any less a game. But I digress.

2. With Puppetland following on the figurative heels of Baron Munchausen I feel that Hogshead has successfully captured lightning in a bottle twice over – and proven that their New Style line of games is ripe with a potential which most publishers can only dream of. With the forthcoming conceptual sequels to these two games (Whodunnit for Baron Munchausen and Pantheon, a set of five(!) games designed by Robin D. Laws in a single package, for Puppetland), the future looks bright.

3. Puppetland is packaged back-to-back with Tynes’ Power Kill game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Puppetland is for Puppetland alone; the price is cost of both games together.

4. Puppetland and Power Kill are both available for free from John Tynes’ website, Revland. That being said, I heartily recommend purchasing the book from Hogshead. The artwork of Raven Mimura which accompanies the text is incredibly powerful – and adds much to the experience.

Style: 5
Substance: 5

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: 20
ISBN: 1-57530-601-8

Originally Posted: 1-899749-20-9

I miss John Tynes.

Roleplaying games suffered a great loss when he made the transition to video games over a decade ago.

Puppetland received an incredibly successfuly Kickstarter campaign just a few months ago, however. I’m incredibly excited to see this beautiful game returned to print.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Railroading Manifesto

March 13th, 2015

Railroad Tracks - Ha Tay

Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome.

Note, however, that both parts of this equation are important: The choice must be negated and the reason it’s being negated is because the GM is trying to create a specific outcome. The players must try to get off the train and the GM has to lock the doors.

A simple failure to achieve a desired outcome is not railroading: If the doors are unlocked, but the players can’t figure out how the door handles work that’s not railroading. For example, a player might want to hit an ogre with his sword. If he fails his attack roll, that’s not railroading. (If the GM secretly changes the ogre’s AC so that the PC misses, that’s railroading.) If the PC tries to break down an adamantine door with a fluffy pillow, that’s still not railroading even if the GM says they have no chance of success.

It’s also not railroading if the GM has a preconceived outcome, but doesn’t negate player choices in order to make it happen. As an extreme example, consider a campaign where the PCs are FBI agents in New York during World War II. On May 2nd, 1945, the newspaper headlines declare that Adolf Hitler died on April 30th. The GM, of course, knew that Hitler was going to die on April 30th long before it happened, but the newspaper headlines are not railroading the PCs.

The same remains true on a more intimate level: The GM might make a note that the beautiful dame Jane Adams is going to contact one of the FBI agents on May 15th with information about a KGB operation targeting Manhattan Project scientists. Unless the PC deliberately goes into hiding for some reason, it’s still not railroading when Jane Adams shows up.

Finally, choices having consequences is also not railroading. If a PC punches somebody in the nose and then they punch the PC back, that’s not railroading. If a player says, “I’m going to hop on I-94 and drive from Minneapolis to Chicago.” Then it’s not railroading when the GM says, “Along the way, you pass through Eau Claire.”

In fact, choices having consequences is the exact opposite of a railroad. Railroading makes a choice meaningless. Consequences make a choice meaningful.

(Of course, not every consequence is a negative one: If the PCs piss off the Red Dragon Gang, the gang might retaliate. But it’s also possible that the PCs might be given a medal by the mayor who also asks them to do a favor for him. Or they might be contacted by the Red Dragon Gang’s rivals who want to hire them as enforcers. And so forth. None of that is railroading.)

RAILROAD BY DESIGN

Railroading, in the purest sense of the term, is something that happens at the gaming table: It is the precise moment at which the GM negates a player’s choice.

In practice, of course, the term has bled over into scenario prep. We talk about “railroaded adventures” all the time, by which we generally mean linear scenarios which are designed around the assumption that the PCs will make specific choices at specific points in order to reach the next part of the scenario. If the PCs don’t make those choices, then the GM has to railroad them in order to continue using the scenario as it was designed.

However, not all linear design was created equal. And it’s not really accurate to describe all linear scenario design as being a “railroad”.

Linear scenarios are built around a predetermined sequence of events and/or outcomes.

Consider a simple mystery:

Scene 1: The PCs come home and discover that their house has been broken into and an arcane relic stolen from their safe. They need to figure out who did it, which they can do by analyzing fingerprints, looking at their neighbor’s surveillance camera, asking questions around town to see who took the job, or casting a divination spell.

Scene 2: Having discovered that Jimmy “Fast-Fingers” Hall was responsible for the break-in, the PCs track him down. They need to figure out who hired him, which they can do by interrogating him, following him, analyzing his bank statements to figure out who paid him, or hacking his e-mail.

Scene 3: Having discovered that Bobby Churchill, a local mob boss, was the guy who hired Jimmy, the PCs need to get their relic back. They can do that by beating Bobby up, agreeing to do a job for him, or staging a covert heist to get it out of his vault.

That’s a fairly linear scenario: House to Jimmy to Bobby. But because we used the Three Clue Rule to provide a multitude of paths from one event to the next, it’s very unlikely that a GM running this scenario will need to railroad his players. The sequence of events is predetermined, but the outcome of each scene is not.

Non-linear scenarios do not require specific outcomes or events, allowing freedom of player choice.

Linear scenario design and non-linear scenario design exist on a spectrum. Generally speaking, requiring specific events (“you meet an ogre in the woods”) is less restrictive than requiring specific outcomes (“you meet an ogre in the woods and you have to fight him”). And the more specific the outcome required, the more likely it is that the GM will have to railroad the players to make it happen (“you meet an ogre in the woods and you have to fight him and the killing blow has to be delivered by the Rose Spear of Vallundria so that the ogre’s ghost can come back and serve the PC at the Black Gates of Goblin Doom”).

With that being said, it’s often quite trivial for an experienced GM to safely assume that a specific event or outcome is going to happen. For example, if a typical group of heroic PCs are riding along a road and they see a young boy being chased by goblins it’s probably a pretty safe bet that they’ll take action to rescue the boy. The more likely a particular outcome is, the more secure you are in simply assuming that it will happen. That doesn’t mean your scenario is railroaded, it just means you’re engaging in smart prep.

My point here is that you can’t let fear of a potential railroad make you throw away your common sense when it comes to prioritizing your prep. This, by the way, leads to one of the most potent tools in the GM’s arsenal:

What are you planning to do next session?

It’s a simple question, but the answer obviously gives you certainty. It lets you focus your prep with extreme accuracy because you can make very specific predictions about what your players are going to do and those predictions will also be incredibly likely to happen.

Where you get into trouble is when your scenario expects something which is both very specific and also very unlikely.

For example, in the Witchfire Trilogy from Privateer Press, there’s a moment where the PCs have all the information necessary to realize that a specific NPC is the bad guy they’ve been looking for. This makes it incredibly likely that the PCs will simply confront the bad guy. The author doesn’t want that, though: He wants the PCs to put her under surveillance and trail her back to her secret hideout. So he throws up a bunch of painfully contrived roadblocks in an effort to stop the PCs from doing the thing they are nevertheless overwhelmingly likely to do. (So You Want to Write a Railroad? is an almost endless litany of even more egregious design failures from another published scenario.)

THE RAILROAD EXCUSES

Another way of thinking about this is that the more specific and unlikely the necessary outcome, the more fragile your scenario becomes: It will break if the PCs deviate even slightly from your predetermined sequence. Once the scenario breaks, you’ll have to resort to railroading in order to fix it. This is why I often refer to railroading as a broken technique seeking to fix a broken scenario.

It’s fairly typical, for example, to hear someone say, “I only railroad my players if it’s really important.” And when you delve a little deeper, you virtually always discover that “really important” is a synonym for the GM making sure their predetermined outcome happens. These are literally people saying that they need to railroad because they designed a railroad.

Another common rationalization for railroading is that GMs have to use it in order to keep problem players in line. However, if your relationship with your players is that they’re naughty children who are testing their limits and you’re a parental figure that somehow needs to keep them in line, then your relationship with your players is fundamentally broken. More generally, what you’re talking about are issues outside of the game. Attempting to handle those issues with in-game behavior modifications is simply dysfunctional. It’s no different than if a player at your table was cheating or if they poured a drink over the head of another player: These are all problems which require intercession. But none of them are going to be solved through railroading.

One specific example of this is often cited as an exception, however: Behavior which is deliberately disruptive through the agency of the game world. For example, the guy who tries to assassinate the king when the PCs are called in for an audience. Ultimately, however, this example only cycles back to the previous two: Either the guy involved is a jackass (which is a problem that needs to be solved outside of the game) or this is really only a “problem” insofar as it disrupts your preconceived notion of how the royal audience was supposed to play out (which means we’ve arrived back at “I need to railroad them in order to maintain my railroad”).

(Note, too, how often these “problems” can quickly be solved by having the game world respond naturally to the circumstances: Crazy McGee has just assassinated the king. What happens next? Well, the king’s guard is going to try to arrest them. If they escape, there’s going to be a manhunt. Then there’s going to be a power struggle to fill the vacuum. The other PCs need to decide whether to help hunt down their former comrade or help him escape. There may be a rebel group who concludes that the PCs are on their side because of the assassination. And so forth. That all sounds like interesting stuff.)

Nobody minds the railroad if the destination is Awesome Town!

The theory here is that if you offer a big enough carrot, nobody will mind being hit by the stick a few times.

There’s a fair amount of truth to that, but what always strikes me about this popular meme is the extraordinary amount of hubris it demonstrates. See, any time that a player chooses to do something, that implicitly means that it’s something that they want. That doesn’t necessarily mean that they should automatically succeed at everything they attempt, but if you’re artificially negating their choice in order to enforce your preconceived outcome, what you’re saying is, “I know what you want better than you do.”

Which might be true. But I’m willing to bet that 99 times out of 100, it isn’t.

The railroad creates specific situations. The goal is to see how the PCs react to those specific situations.

This is a more nuanced and deliberate application of railroading techniques. The idea is that the choices you’re interested in are those made in specific moments. The methods by which individual moments are reached are of less interest, and, in fact, it’s more important to create specific moments of particular effectiveness than it is to enable choice outside of those moments. You’re basically stripping out the strategic choices of the players in order to create intense tactical experiences.

In practice, however, railroads warp the decision-making process of the players. When you systematically strip meaningful choice from them, they stop making choices and instead start looking for the railroad tracks.

So railroading PCs into a situation to see what choice they’ll make doesn’t actually work: Having robbed them of free agency in order to get them there, you’ve fundamentally altered the dynamic of the situation itself. You’ll no longer see what their reaction is; you’ll only see what they think you want their reaction to be.

I suspect that GMs who habitually railroad have difficulty seeing this warping of the decision-making process because it’s the only thing they’re used to. But it becomes glaringly obvious whenever I get the players they’ve screwed up: Nothing is more incoherent than a player trying to figure out where the railroad is when there’s no railroad to be found.

For example, I had a group who spent all their time trying to figure out which NPC was the GM NPC they were supposed to be following around because that was the method their last GM had used to lead them around by the nose. Since the scenario I was running for them revolved around a conspiracy with multiple factions who were all more than happy to use the PCs to achieve their own agendas the result was… bizarre. (Unfortunately, I only figured out what had gone so horribly wrong in the postmortem.)

Of course, it gets even more obvious once the players start demonstrating Abused Gamer Syndrome.

Go to Part 2: Methods of the Railroad

THE RAILROADING MANIFESTO
Part 2: Methods of the Railroad
Part 3: Penumbra of Problems
Part 4: Chokers
Part 5: More Chokers

Addendum: Random Railroads
Addendum: I Want To Be Railroaded
Abused Gamer Syndrome
How a Railroad Works

One of the problems a lot of RPG sourcebooks have is that they don’t include enough practical, game-able material: The type of stuff that you can actually bring to the table and start playing with. Over the past few years, however, I’ve started leveraging a lot more utility out of my RPG setting sourcebooks by simply rolling back the clock.

Perhaps the easiest way to explain what I mean is by way of example.

A SIMPLE EXAMPLE: DROPLET

Droplet - Eclipse Phase: Gatecrashing

In the Eclipse Phase universe, the Pandora Gates allow humanity to skip across the galaxy at faster-than-light speeds. The Gatecrashing supplement details a selection of the many worlds which lie beyond the gates, including the world dubbed Droplet.

One of the cool things about Eclipse Phase is that Posthuman Studios has licensed the entire game under a Creative Commons license. So if you want to follow along, you can download the Gatecrashing PDF for free from Rob Boyle’s site and follow along. (The section on Droplet starts on page 89.)

The core thing to know about Droplet is that it was once home to an intelligent race that humanity refers to as the Amphibs. The Amphibs gave rise to a technological civilization about 1 million years ago and then abruptly died out. They left remarkably durable ruins scattered all across the planet, but the most significant Amphib artifact is the titanic Toadstool:

TOADSTOOL

This unique alien construct rises from the floor of a shallow ocean, just offshore from Davis Island, approximately 600 kilometers from the Droplet Gate. It is shaped like a mushroom with a stalk 80 meters in diameter, rising 90 meters above the ocean’s surface and extending 80 meters down to the ancient volcanic bedrock that makes up that coastline. Above this “stem” is a flattened ovoid, 460 meters in diameter and 110 meters thick. It is clearly artificial and seamless, made of unknown but sturdy composite materials. After detailed examinations, scientists now believe this structure is over a billion years old, likely established well before the evolution of the Amphibs, when Droplet itself was a much different planet. Despite its age, the Toadstool appears to be in perfect condition, as if it was created no more than a few years ago. Close scrutiny has revealed that its walls swarm with specialized nanotechnology that keep it in perfect repair, removing algae-like biological growths that would normally accumulate from the ocean.

Researchers also assume that these nanomachines— or some other unknown mechanism—are responsible for the fact that the stem of the Toadstool is only 200 meters from the shore despite a billion years of erosion and slowly shifting geology. Though the Toadstool has proven to be impenetrable to all forms of scanning, a careful examination of the underlying rock indicates that this structure is mostly hollow. So far, all attempts to gain entrance to the Toadstool have failed. The walls are made of exceptionally hard materials and repair themselves within moments of any damage being done. No one has been willing to use nuclear weapons or other similarly devastating means to breach this construct’s walls, since the goal is to get inside and not to destroy it. Extensive Amphib ruins have been found in the vicinity of the Toadstool. The native life forms clearly built a large city around it and considered the Toadstool important to their culture. There is no evidence that they ever learned more about it than transhumanity currently knows, but simple graphics of the Toadstool can be found on many of their items that were in daily use.

Amongst the Amphib ruins which surround the Toadstool there are also a number of ruins belonging to another extinct race known as the Iktomi. Gatecrashers have found Iktomi ruins all over the galaxy, but it’s quite unusual to find them on Droplet because the physical conditions of the planet are completely dissimilar to their other habitats. The most logical conclusion is that the Iktomi were just as fascinated by the Toadstool as humanity is. As with their other sites, however, the Iktomi appear to have vanished a few thousand years ago, leaving only their dream shells.

The other odd thing about the Toadstool is that async psi-sensitives find its proximity intensely unpleasant.

USING DROPLET

And that’s pretty much it as far as Droplet is concerned.

If you wanted to use Droplet in your campaign, one way of doing that, of course, would be to figure out what happens next: What is the secret of the Toadstool? Does it manifest its purpose in some terrible way? Are there hidden archives within the Iktomi ruins which might shed light upon it? And so forth.

These approaches, however, take only minimal advantage of the material found in the Gatecrashing supplement. The stuff you’re creating is certainly being built on the foundation of the material found in the sourcebook, but the active material — the stuff you’re really using in your game — is all being created from scratch.

There’s nothing wrong with simply standing on the shoulders of giants and creating new stuff, of course, but the other way you could approach Droplet would be to simply rewind the timeline. Back things up to the point before humanity had found Droplet and then have the PCs step through as the first explorers of this unknown world. Now all of the stuff described in the supplement becomes active fodder for your game:

  • The PCs get to stumble through the Amphib ruins surrounding the Pandora Gate and become the discoverers of a lost alien race.
  • They’re the ones who discover an Amphib map guiding them to the Toadstool.
  • They get to probe the Toadstool and discover its strange properties.
  • It’s a PC async who first experiences the “blinding stimuli” of the Toadstool.

And so forth.

After you’ve leveraged all that material, of course, you’re now free to continue building on that foundation in exactly the same way that you could before. But now that foundation has been made intensely personal for your and your players: They lived that stuff. So when a Go-Nin team comes through the Pandora Gate and tries to stake a claim to the Toadstool, the conflict which erupts between the scientific missions the PCs have been sponsoring and the hypercorporate stooges becomes intensely meaningful to them.

SELECTIVE REWINDING

In the case of Droplet we’re basically rewinding the whole setting. That’s a technique that can actually work in a lot of RPG settings, but it’s also quite possible to take just one aspect of the setting and back it up half a step.

For example, in Shadows of Asia for Shadowrun, we can read about how Queen Michelle of Shaanxi rose to power by funneling support from her sanctuary in England to the rebels fighting the military junta in her homeland. We don’t have to wind back the entirety of the Shadowrun setting in order to back the clock up a couple of ticks and have the PCs running Michelle’s guns.

CONCLUDING THOUGHTS

I think what’s going on here is some combination of two factors:

First, the creation of an RPG setting is an inherently narrative creation. And we have a strong desire to bring our narratives to a conclusion.

Second, most of us live in a world that we largely perceive as as status quo: The United States government was here yesterday. Our job was here yesterday. They will still be here tomorrow. (Of course, we all occasionally experience big changes in our lives. But the change generally comes to an end and then we’re in another form of status quo.)

But when it comes to an RPG, the status quo is generally not very useful. What we’re interested in is the cusp. The thing that is about to happen (or which is currently happening) that the PCs can get caught up in.

Some setting supplements, of course, are better at this than others. For example, I had Heavy Gear: Life on Caprice readily to hand as I was writing this up and I flipped through it looking for a good example I could use. I couldn’t find anything, though, because every single gazetteer entry seemed to make a point of describing what was happening right now. For supplements like that, this tip becomes irrelevant. They’ve already got you perched on the cusp. You just need to push!

Go to Part 1

VESTIGIAL COLOUR

“From that stricken, far-away spot he had seen something feebly rise, only to sink down again upon the place from which the great shapeless horror had shot into the sky. It was just a colour – but not any colour of our earth or heavens. And because Ammi recognized that colour, and knew that this last faint remnant must still lurk down there in the well, he has never been quite right since.” – The Colour Out of Space, H.P. Lovecraft

Sometimes also referred to as a stunted colour, the vestigial colour is that remnant left behind when the pupating colour launches itself from a planetary mass. Perhaps it is some reaction mass, necessarily abandoned in order to propel the rest of the colour on its way. After all, the laws of Newton demand that in order for anything to go anywhere, something else must be left behind. (Although such a concession to our earthly physics seems hardly in keeping with the colour’s character.)

What is certain is that the vestigial colour’s effects are still felt upon the landscape near it, although in a much less energetic form than the pupating colour: Stunted flora that is “not quite right” in the spring. Wild things that leave queer prints in the winter snow. In a disquiet they cannot quite name, many people flee the region while others are unwittingly compelled to remain.

Perhaps most disturbing is the report that numbers twist queerly in the wake of the colour. In a digital age, who can say what effect the vestigial colour might have upon the memes and videos and telecommunications which fill our every waking hour?

Think of this and it might be true: In order to fuel its ascension, the pupating colour harnesses a memetic processor of incomprehensible scope and nature. When it leaves this world, what it leaves behind it is a stunted and broken version of the same – stripped of value and order and purpose, but nevertheless possessed of the gross mechanisms which seek to assimilate and consume and regurgitate and transform the memetic landscape around it.

These actions are no longer guided by any true purpose or agenda. But the thoughts twist and the spirits of the eye are haunted and slowly, year by year and decade by decade, the influence of the vestigial colour spreads inch by inch. And those beasts and men who are insensibly translated by it are sent ahead as its heralds.

COLOURS OF THE DEPTHS

Colour of the Depths

There is another theory which holds that colours were the dawn of life on earth. That they crashed like flaming mercury through ashy and primordial skies, creating meaning and order where they found none.

If such a thing were true, then we are all descended from madness. We would be forced to reconsider the strange and hallucinatory bioluminescences reported by those who explore the abyssal depths of the sea. We would be pressed to call for a greater caution before exploring the strange and unseen truths which lurk in the primeval trenches of the world; those places where the unspoken pressure of the aeon-lost truths which once clung to unnamed ziggurats would seek to crush all human reason.

And if one were to accept that such ancient, primal colours did exist, one might be called to question the identity of that glimmering, shimmering iridescence which clings to the skin of Cthulhu in his immortal, sunken vault.

CYBERCOLOURED NETWORKS

Cybercoloured Networks

Now we move purely to the hypothetical. Colours act as predators in a memetic landscape made real. They consume thoughts and ideals and genetics – they very concept of a thing – and then take action upon the memetic fiber of existence as we understand it.

Given the existence of such a thing, we must understand that the channels of memetic transmission pose a unique and horrid danger. They are avenues – vast boulevards – down which the colour’s strands can stretch without any spatial relationship. The fiber-optic lasers of our networks can be skewed towards the hideously impossible chromatics of their light. The flickering LEDs of your computer monitor are nothing more than the rainbow-slicked surface of an oily depth.

We look out into the universe and we see the Paradox of Fermi writ in every silent star. We look down and see our entire world bound into a single memetic nexus ripe for the voracious plucking of the colour out of space.

DUST OF THE COLOUR

Another vestige of the pupating colour’s launch is the dust of the colour: As the colour saps its feeding ground of all its memetic life, what’s left behind is a broad expanse of fine grey dust or ash. No wind ever seems to touch or shift the dust of the colour, and most who draw near avoid it almost without thought. If questioned in particular about their aversion, it seems to primarily derive from the fact that the dust of the colour was never properly fixed in their mind; it never truly rested in their thoughts. It simply did not exist for them despite its evident presence.

Similarly, photos of the dust of the colour seem to occlude it more often than not. Such photos stitch themselves together as if the dust were not present at all, like some Photoshop heuristic being applied to the world itself.

But the dust can be harvested. It is mentioned in a number of grimoires as a reagent of particular potency (particularly in rites of unmaking or undoing), and there are other texts which report those have consumed it.

Even in the smallest doses, the dust seems quite potent. To its users it presents visions of broken worlds. Of pasts there were not and futures which do not proceed from the present. More disturbingly, the bonds between the consumer and their world are often reported as being stripped away: If they were married, then they were never so. Books they wrote now belong to other authors. In paradox, their parents were never born or they were never born to their parents.

Often shadows of these former truths can be found, but they do not lessen the horror of the loss.

SEEDS

The seed by which many pupating colours come to a new world arrives in the white hot heat of a world flame and does not cool. Its substance is soft, almost plastic in nature. Upon first landing, the seed is possessed of a soft glow, but this fades over the course of a few days.

Seed of the Colour Out of SpaceIf heated, the seed produces no occluded gases. It contains no metals. Its substance cannot be identified with terrestrial tests, although it possesses a measurable magnetic field. Although non-volatile, it noticeably shrinks over time. (And even when physically isolated, the seed will continue shrinking while leaving behind no identifiable residue.)

The seed is a solidified extrusion into our three-dimensional torpology. It protects the memetic neutrality of the nascent colour so that it neither interferes with the memetic structure of the parental colour (or colours?) nor is corrupted by it. (The pupating colour, thus, is a clean slate ready to have impressions made upon it by the world.)

It is possible that the payload launched by a pupating colour is the seed itself (or a pod of such seeds). But it seems more likely that the colour’s seeds are created in extraterrestrial environments of which we could only fancy: Forged in depths of a gas giant? Skimmed from the surface of a neutron star? Scooped from the thin, memetic vacuum of an Oort Cloud?

These are mysteries which shall light our eyes with impossible hues only when we have journeyed deep into the voids of space.

Query: “My PCs were drugged, captured, tortured, and put on a slow boat to their execution. The villain comes in to interrogate them and they just toss one-liners and empty threats at him. How do you get your players to take your villains seriously?”

Kill them.

I’m not saying you should capriciously seek to slaughter them, but if the logical outcome of the PCs’ actions is lethal then let the dice fall where they may and don’t protect them from the consequences.

A lot of GMs shield their players from the negative consequences of the actions they take… and then wonder why the players keep engaging in bad behavior. (One common reason for this is that the GM is protecting the railroaded plot they’ve predesigned. But it just demonstrates how the railroader’s desire for rigid conformity actually just creates a compounding fragility which makes it ever more difficult to achieve the conformity.)

Conversely, I’ve played in games where PCs had explicit script immunity and had great experiences. But it requires the players to erect a rigid wall between their metagame knowledge and the actions of their characters. If the characters start acting as if they knew they had script immunity things go bad very, very quickly.


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