WoD Mod #1: Morality for Power

Posted in Gaming, RPG Design, Role-Playing Games on February 3rd, 2010 by Shaun

I’ve been thinking of ways to revitalize my blogging. Usually, I find myself unable to keep myself interested in whatever it is that I happen to be doing, hence the lack of updates. Fortunately, I had some ideas that might just make me keep this thing up to date. At least for a while.

One of these ideas is the WoD Mod series; a bunch of random, unplaytested hacks for White Wolf’s World of Darkness line of games. Very few of these are written with the intension of saying, “This was bad game design. Here’s how to fix it.” There might be a couple of posts like that, but for the most part, these are about trying to get the game to give you a different feel. Also,  as I said above, nothing in here is playtested, and it’s entirely possible that I won’t get a chance to test them ever, so, I’m relying on you kind WoD players to try these out in your own games, then come back and let me know how they work, or if the idea was completely retarded. Which is possible because, hey, I don’t write games for a living.

Let’s talk about the Morality track in WoD, shall we?

Basically, as written, the Morality attribute is intended to measure how in touch your character is with whatever his nature happens to be. For mortal characters, this is basically a question of adhering to general Western moral ideals. For all the supernatural critters, it’s  a measure of  consonance or dissonance with one’s nature. How close are you to the monster inside you? Or, something like that, anyway. In practice, all it really does is disincentivise people from playing either retardedly moral or retardedly amoral characters. It’s really really hard to get to Morality 10, and pretty much impossible to stay there. You also have to be really really bad to drill down to Morality 1. Generally, you have to engage in every activity that makes GMs, and probably every other player at the table, roll their eyes as you describe how you mutilate kittens in gory detail. In practice, there’s generally this sweet-spot between Morality 5 and 7 where most characters reach a kind of stasis, and manage to stick around that range. If you play any World of Darkness game, you probably know all this already.

One of the things that I always want World of Darkness games to be about is being forced to make the hard choices – do you give in to the nature of what you are, in order to accomplish what you need to do. To that end, here’s the hack I propose for making the WoD just a little more Faustian.

Instead of using the normal power currency for the activation of Disciplines, Gifts or Spells, turn Morality (whatever it happens to be in the game line you’re using) into a spendable pool of points, like how Willpower works, and spend those points to fuel your abilities. Keep the original power currency, but use it to fuel the “mundane” stuff – healing, buffing your stats, or whatever. The real point is to make it so that using your awesomeness costs you something real. So, when a vamp decides he wants to be superhumanly strong, instead of using Vitae to do it, you tap into the Beast – you give it control for just a little bit. Of course, if you give an inch, it takes a mile.

If you ever drop to 0 points, the Beast or the Rage or the Geist takes over and does things with your body while your conscious mind goes and hides for a while. Your Morality score automatically drops by one, you get to check for derangement, and the GM gets to put you in a shitty situation. Shitty situations are awesome, by the way.

Also, the original Morality degeneration rules still apply. Yup, you now have two ways to turn into a monster. If you do bad things, you degenerate, Gollum-like, into a subhuman – and possibly insane – creature. If you give in to the darker urges inside of you too often, same thing.

So, why do this? Really, it’s a way of making the rules affect the fiction in a cool manner. It’s also a good way of addressing one of the main themes of the game in a mechanical way. As it stands, you make Morality degeneration rolls when the GM decides that you’ve done something that warrants it, which isn’t a problem in and of itself, but, in my experience, WoD GM’s rarely actually call for degeneration rolls unless you do something blatantly evil, like murdering a busfull of schoolchildren with some vulgar magic, or wolfing out on your wife during an argument over taking out the trash.

In any case, that’s pretty much it. Give it a shot, let me know how it goes, or doesn’t!

Next week: Virtue and Vice as Aspects!

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Don Addis Dies

Posted in Editorial, Memorial on December 4th, 2009 by Shaun

Cartoonist Don Addis lost his battle with lung cancer a few days ago. I didn’t really know who this guy was, until I saw his cartoons. I’ve caught a lot of them in the blog posts of skeptics and atheists, and it’s really a shame that there won’t be any more of these:

Hemant Mehta, fromThe Friendly Atheist blog has some more images from Mr. Addis on his site.

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Rethinking the issue of PDF Distribution

Posted in Editorial, Gaming, Ramblings, Role-Playing Games on December 4th, 2009 by Shaun

This post made me start thinking, despite not having created a complete game, much less published one, about how the business of the RPG industry should be approached.

I haven’t really gotten to play Diaspora yet, but the decision by the creators to not publish a PDF until they can present the file as a product in itself, rather than just a dump of the book layout, seems like a pretty cool idea to me. It could just be that weird holdover from reading The Fountainhead, but there’s a large part of me that thinks that is of the opinion that a person’s product is his or her own to do with as they please. I also think that, while it may not be a profit-driven decision now, it could be a really good way of looking at PDF releases in the future.

A lot of folks have said that they have problems reading electronic copies of books on a computer screen, and I wonder how much that can be mitigated by creating PDF’s that were designed for digital distribution from the ground up. Also, this could start the trend toward gaming material that could be more easily ported to an ebook reader. I know that White Wolf has also made some statements about moving in that direction, which is awesome.

Brad Murray, one of Diaspora’s creators, has a very astute blog entry about how information is presented and correlated between physical books and electronic documents. Reading it made me realize that these issues haven’t at all been addressed in most available PDF game documents. I very much think that they should, not just because it’s interesting, but because I think that electronic distribution with an option of a print-on-demand physical book is likely the future of the entire industry, especially as the cost of the reader technology drops.

This is one of those weird situations where the niche hobbyist is really going to do something innovative that will ultimately inform, at least in some small way, how some of the bigger players in the industry will offer their products in the future.

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Wordpress App test

Posted in Random, Updates on December 4th, 2009 by Shaun

This is just a test of the new version of the iPhone WordPress app. Feel free to ignore it.

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Small Update

Posted in Gaming, RPG Design, Random, Role-Playing Games, Updates on December 4th, 2009 by Shaun

Since TMD is on hiatus until things get settled, I’ve decided I’m going to try and go back to updating this blog. I’ve got a couple of projects that I’ve been toying with, and some thoughts on games that I’ve been playing that are floating around unarticulated in my head. So, since I have the capability of keeping this thing up to date on the road, and I’m still paying for the hosting, I figure I may as well get back to putting some thoughts down for the Internets to check out.

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KublaCon 2009

Posted in Conventions, Role-Playing Games on May 22nd, 2009 by Shaun

For the third year in a row, Kristin and I are heading to KublaCon in Burlingame, CA.

Fri 12:45 pm – We meant to be leaving for the con in an hour or so. Two of our jobs got cancelled and replaced with a single job that probably won’t start until 3 or 4. We will hopefully make it in time to buy our badges tonight.

Fri 4:11 pm – Finally on the way to the bay! We have an extra hour delay, though, on account of needing to borrow my sister-in-law’s laptop for podcasting. Still, at least we’re on the road.

Fri 8:30 pm – Finally got checked in and registered. As always, getting badges, was painless. Parking not so much. The con filled up the garage, so we had to valet park. Of course, I left my wallet in the car, which means getting it bedore tomorrow will be a pain.

Sat 9:30 am – Not exactly live, but last night we were able to get into a Changeling: The Dreaming game run by Dave Martin of The Wrecking crew. It was fun, but I was incredibly tired, and started getting grumpy near the end.

Sat 1:00 pm – just got back from lunch with Sean from Narrative Control and some other folks. Had a great time. Hopefully, we’ll be able to convince some folks to do some pickup gaming between the scheduled games.

Sun 4:30 pm – Just finished playtesting Justin’s Schaurmarchen game for GOCon. Anybody playing in that one is going to have a great time with it.
Last night we got a chance to demo Geist: The Sin-Eaters. The premise is good, but the demo needs a little bit of work. Can’t say too much, but it should be worth getting when it comes out.
We also recorded an interview with Dave Martin last night, and an episode of Narrative Control with Justin and Sean. Both of those had some really great content, although NC I thought went better than the interview.

Sun 10:30 am – Just about conned out. I’m currently sitting in on a Dogs in the Vineyard game as an observer, and reading through Shock: Social Science Fiction.
That last one was a total impulse buy. I went down to get Dominion and 3:16, and Shock: was just kind of there. Judging by the opening fiction, it looks like it might have been a good buy.
Last night’s plan was to play Dread, but it was midnight before people were going to be out of their games, and we were all exhausted, so it just never happened. Which was fine, really. I only wish that we’d decided not to play prior to 2 am, since we’re going to be exhausted for the trip home.
Still, Kubla was a good con, as usual. Next year, though, I think I’m going to fill up my schedule, even if I have to add games that I don’t actually want to play. I figure that will get me into more games overall, while still giving me time for pickup games and whatnot.

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Mobile Blogging!

Posted in Ramblings, Random on May 20th, 2009 by Shaun

My wife was wonderful enough to get me a new phone, one capable of letting me update this thing on the road. That means I might actually get to blog on a regular basis. Go me!

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Ben Goldacre on Anti-Vaccination and Anti-Science

Posted in science on March 16th, 2009 by Shaun

I’m one of those people that hate fake medicine. One of the awesome people who continue to fight against snakeoil and bullshit is the British columnist, blogger and scientist, Ben Goldacre. Not long ago, Ben posted a recording of a radio program that was promoting the idea that the MMR vaccine causes autism (it doesn’t). The radio station demanded that he take down the content, but not before the Internet had gotten ahold of it (you go, Internet!) and distributed the recording to many different websites. Here’s a video in which he talks about that event, and where he, as Phil Plait put it, slams UK anti-science.

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Wordpress Update

Posted in Updates on March 13th, 2009 by Shaun

I’m finally upgrading the site to Wordpress 2.7.1. It’s entirely possible that the site will break. Hopefully, that won’t happen.

Edit – The upgrade went swimmingly. Enjoy your day!

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Oh, The Irony

Posted in Gaming, RPG Design, Role-Playing Games, Updates on March 13th, 2009 by Shaun

So, it’s Friday the 13th, and I just got laid off today.

Of course, we’re in the midst of a wicked recession (in case you ain’t heard), and it wasn’t just me, so there’s really no hard feelings. Fortunately for me, my wife owns her own company, and she’s offered to let me help her out, so I won’t be entirely useless. Still, I find myself with some excess free time.

One of the things that I said I’d do was to post more. Obviously, I’ve failed to do that. However, I’ve had a couple of ideas for games that I need to get written down, and, well, there’s not much better places to do that than the blog that I’ve set up for exactly that purpose.

In any case, the beginning of those posts should start on Monday. Hopefully.

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