Showing posts with label Game Hacks. Show all posts
Showing posts with label Game Hacks. Show all posts

Tuesday, 12 June 2018

Make It So

This is a micro-hack for A Penny for My Thoughts: you will need a copy of that game in order to play this. You'll also need a familiarity with the tropes of Star Trek and similar space operas.

The distant future. A galaxy lying open, inviting exploration. You are are part of the bridge crew of an interstellar craft, seeking out new worlds and new life-forms, to expand your civilization's knowledge of their place in the universe. In this game, you all take on the roles of the executive officers on-board your star ship, but you also take turns playing the Captain, directing the ship onward and choosing from the best options presented by the crew. In order to play, you'll need to change many of the assumptions & set-up procedures of A Penny for My Thoughts, but the heart of the mechanics stays the same.

Monday, 18 September 2017

The Continent Adrift

Over the past four weeks, I've been sharing a sci-fi supplement for Dungeon World in twice-weekly installments to Google+ communities: this is the full story of that supplement.


Chainsaw Dungeon

Image result for sf pulp magazine coverI have a soft spot for fantasy adventuring: like many other people, I can while away a happy hour or two pretending that I'm cleaving goblins in two with my axe, setting them alight with fireballs or sneaking up behind them to stab them in the back. It's pure, simple fun, with maybe a little bit of wish-fulfillment, where I can kick back and enjoy the fantasy without worrying about real-world issues. When it comes to literature though, I prefer sci-fi to fantasy: I like my stories with wormholes & time-warps rather than myths & spells for the most part. This inevitably lead me to consider blending the two together, which caused the image of a hero chainsawing alien monsters in a techno-dungeon to spring into my head.

Friday, 28 July 2017

Best Friends Forever

Lately, I've had an urge to dig some Gregor Hutton games out of my stack and introduce them to a new audience of players; one of my favourites for doing this is Best Friends, a simply brilliant design that I've used in the past for sessions inspired by Galaxy Quest, Scooby-Doo and The Guild. It's a perfectly well-balanced game; in fact, it's almost too well balanced, as it is designed to work best for exactly six players plus a GM. These are my thoughts on how to release Best Friends from it's constraints and make it work equally well with any number of players and even without a GM; think of this as a 'Chapter Zero' or appendix to the main rules, but you will need to have read  the latter to understand what follows.

Thursday, 4 May 2017

Twilight of the Gods

or, You Can't Teach an Old God New Tricks

What follows is a very special playset for Blood & Water: the rules stay the same, but the setting and assumptions are different. This playset is based on an idea by Scott Dorward, adapted from his notes.


Shade Orchard

What happens to the Gods when their believers dwindle and their powers fade? The Gods can never truly die, as long as someone in the world still believes in them, so they find ways to pass the quiet millennia. Shade Orchard is a nursing home with some very special residents, though the staff remain largely unaware of this; a significant number of the people living here are in actual fact the Gods of various pantheons who have settled in for the long haul. Though individually weak, collectively they have enough power to cast a haze about their home that prevents the mortal staff from asking too many inconvenient questions.

Saturday, 24 September 2016

Oil & Water

This is another reskin of Blood & Water, taking inspiration from sources as disparate as the 50th Anniversary of the Cybermen in Doctor Who, the TV series Humans and the musical performances of Steam Powered Giraffe; enjoy.


Service Manual

Image result for steam powered giraffe
The current Steam Powered Giraffe lineup
In this version of the game, the residents are all mechanical lifeforms who have found their way to each other with the common cause of hiding the truth of their existence from the human race in general and learning what it truly means to be alive. Choose a house as usual, but keep in mind the specific needs of androids & robots over supernatural creatures: they must have access to some kind of technology to maintain themselves, as well as to be viable creations in the first place.

The service manual for each character is quite different from the resident's book: not only are there different questions to answer, there are also different assumptions made about the characters throughout. On the first page, replace the normal introductory statements with the following:

Monday, 22 August 2016

A Quiet Night In

File this under 'Playsets That Never Were': it's one of two rough ideas for playsets that I toyed around with as additional content for Blood & Water but just couldn't quite make the concept gel. I think Nick Reynolds had the right idea in pitching a strong, distinctive setting for the game and going from there as usual, which is the approach I use myself at conventions now and I recommend to anyone else wanting to give a taster of the game to others.

Still, there's this...


The Best Laid Plans

Morgan, Tara, Walter and Jean share a house in an unassuming part of town: they keep themselves to themselves and have undemanding jobs that pay the bills. Also, they are not human: Morgan is a banshee, who is drawn towards the dying; Tara is a succubus, who feeds upon male lust; Walter is a djinn, who just can't stop himself from granting wishes; and finally, Jeanette is host to a legion of disembodied spirits who need to be contained lest they inflict great harm upon the world.

It's best for all of them if they have as little contact with the human race as possible, but's what best is not always what's done and compromises must sometimes be made. Tonight, they are all going to get very compromised.

This playset provides the complete resident's book for each of the above four characters, plus suggestions for the mediator to weave this into an appropriate narrative for a one-shot.

Wednesday, 10 August 2016

Saving Throw Down

Explicit Content Warning! This post is NSFW and contains explicit sexual references and profanities; it is not suitable for anyone under the legal age of consent and probably not anyone over the legal age either. Do not attempt to play this game with strangers or friends, or at all, really.

...

I think it might work with someone you were fucking, though.


Whores on the Orient Express

This game does for published scenarios what the porn industry does for Hollywood: it turns them into porn. That's the whole premise of the game, which is intended to satirize... something or other, I don't know; look, they can't all be deep, socially relevant metaphors because sometimes all you want is a good shag.

Tuesday, 10 March 2015

Spectres

This is a short hack of InSpectres by Jared Sorensen, so you will need a copy  of that game, or at least familiarity with it, in order to play this one. In Spectres, most of the players are ghosts who have died in the same residence over the centuries, while the GM poses the problems they face from the mortal world.


inspectres_432x666.gif
InSpectres, 2002

Being a Spectre


All the player-characters in this game are ghosts who died in the same place, the same building they all now haunt. The first step to playing is to agree on what that place is: it might be a castle, manor house, industrial space or a house that has been renovated and modernised many times over the years. The history of the building will inform the choices made when creating the spectral characters.

Spectres have two attributes: Mortal, which covers the ordinary things they do, and Spectral, which governs the strength of their supernatural powers. Every PC starts out with scores of Mortal 3 and Spectral 1, but this can be changed during character creation.

Sunday, 1 March 2015

Dead of Night: Hacked Up

Dead of Night, Second Edition
One of my favourite games, and an influence on how I play, run and design others, is Dead of Night by Andrew Kenrick: it's a deceptively simple horror game, which models movies & campfire tales excellently. It's not so much the rules of the game which do this but the meta-rules: the second edition contains extensive guidance on how to tweak the rules, adjusting variables and circumstantial effects to best reflect the style of horror game you want to emulate, whether that's dark horror comedy or tense, claustrophobic psychological thriller.

The nature of these meta-rules encourages experimentation and I've had some success playing with the possible combinations to produce different effects: my Cold Fusion scenario, which appears in the book, changes the ways Survival point are used, splitting them into two colours which are drawn randomly from a bag, providing a countdown to a fate other than death for the player-characters.

I've also hacked the game more extensively, to profoundly change the assumptions of play, tailoring it to extended campaign play or ensemble disaster movies. Presented here is the essence of those two hacks, plus one more to represent tense, situational horror that can still be used in conjunction with 'humans vs. monsters' style games.