Inspiration

Outlive Outdead – Interlude

Outlive Outdead promotional imageAh, the delights of writing up a session report. I appreciate the need to get it done as soon as possible, but now – more than a week later – I shall need to dig into recent memory. I know where we started each time and where we ended – but the details inbetween might begin to merge.

Mind you, I can’t manage the session report right now. I just wanted to make it quite clear that one will follow. Well, two will follow, as I have this Monday’s session to write up as well.

To rewind a little, I have run three playtest sessions now for the as yet unpublished, but available, Outlive Outdead roleplaying game. In OO, you play survivors of the a zombie apocalypse. You might think you have heard that before, but OO approaches this from new angles (you can get a short sharp review of the system by downloading the Quickstarter). You have mechanics that stimulate and drive a rich group dynamic, supporting character building and relationships through a little incentivising crunch. The game supports a fairly standard dice roll mechanic for failure and success, but adds in the possibility that stress and overwhelming horror might just push you over the edge at any time. Moreover, if you die in the middle of the game, you don’t get left sitting out the session or forced to pick up another character – in OO you have the chance to play a zombie and assist in the downfall of those you might once have considered friends. You have the opportunity to measure success in the number of player characters who fall to the ceaseless advance of your brain munching undead minions.

I have enjoyed running the game and general, ad hoc feedback from the players has echoed the same. They have voiced very positive feedback around the Break mechanic (getting pushed over the edge by the horror of the situation before them) and the potential of the Karma system. The latter allows you to occasionally exercise special abilities that guarantee success, but which other people can tap into too by paying you one of their Karma points. If they pass the Karma to the GM, you get the benefit of the ability. However, they can also choose to double-cross you and keep the Karma for themselves – a move that means the original player can’t tap into the ability, but the character doesn’t necessarily realise the cause of the ‘inconvenience’. In roleplaying terms the other character might look like they simply failed to realise they could help, roamed out of earshot when called, tripped over at just the wrong moment, or whatever. I feel the game system augments the story potential rather than interfering with it.

On a personal level, I don’t necessarily feel that I have provided the greatest roleplaying experience. I have a bit of a character flaw when it comes down to judging myself, as I always err on the side of being a bit rubbish. I certainly feel I haven’t pushed the zombie quotient hard enough, but at the same time if you look at a show like ‘The Walking Dead‘ you can see an example of a zombie scenario where the threat lies as much with the character interaction as anything else. OO’s mechanics firmly support the interplay of individuals.

I promise I will get that session report written up as soon as possible…

Common Ground

I plan to adapt Maelstrom, a game nominally associated with tales of adventure in a historic setting, to run a science fiction scenario. I noted that the many and varied occupations, or livings, in the game bear resemblance to some of the many typical career paths seen in the sci-fi medium. Specifically, I thought a setting like Serenity / Firefly could work really rather well, with some tweakage of character’s abilities.

For example, Maelstrom has a priest orientated toward preaching and dealing with evil spirits. I think a Shepherd might need to some tweaking to draw in more skills around influence and less about exorcism. I might even draw on the more martial template of certain orders of medieval knight, individuals who combined faith and steel into a workable package. Shepherd Book, from the series, would best fit if considered an experienced character with more than one Living, as his back story suggests an understand of the criminal underworld, familiarity with combat, and influence within the bureaucratic structure of the Alliance. I can see some measure of rogue and military officer behind the monastic training, the role of Shepherd serving as a refuge and a cover story, rather than Maelstrom‘s requirement that certain Livings have a ‘cover’ career.

I can envisage various combinations for other types of character, laced with background skills associated with farming, exploration and handiwork. In some ways, my vision for how I could adapt the rules ties into my own in-house desire to expand and develop the approach to skills and talents in Maelstrom. Currently, the game lacks mechanical crunch in this area, which I feel warrants corrections, but others might appreciate for the freedom. If you want to play a blacksmith, you can make certain assumptions about skills and not get bogged down in the mechanics. Alternatively, I prefer a more defined option to dictate key skill areas, both broad and narrow.

I fully intend to use some upcoming down time to experiment and playtest the idea a little. I might take an initial approach to try to apply the current system to a sci-fi adventure without too much tinkering and see where the gaps appear, then work back from there. I wouldn’t want to retool the whole thing if I can adapt what exists now to do most if not all.

Maelstrom currently does most things now with a simple Saving Throw approach. You have a base set of percentile attributes and roll d100 against them to succeed or fail. If you have expertise, you might get a +10% or +20% on the attribute before making the roll. If you have no skill, struggle, stress or otherwise have reason to expect failure, you penalise the attribute by -x%, Referee’s call. If you go with the broad view of someone’s Living, a Mechanic should have the means to fix and maintain mechanical stuff. With a more narrow view, he can bring Knowledge to bear when fixing machines, sense distress in a device with Perception, and deftly shift around the engineering room of a ship in freefall with Agility – all with a small bonus. You could go narrower and define actual, titled skills. Right now, Maelstrom opts for something in the middle ground, though not necessarily with consistency from Living to Living, as some have no specific skills or have very vague ones, closer to the broad view.

When I ran a Maelstrom adventure two years ago at a con in London, I didn’t really use any mechanics beyond some fairly generic requests for Savings Throws. In the heat of the moment, you only need to know if someone succeeded or failed. When I last ran the adventure I plan to play with these rules, I made the rules of the game up as a I went along. Somewhere in between, the combination of a simple rules set and an adaptable adventure might just find common ground.

15 Million Merits

Anyone in the UK or with access to Channel 4′s on demand output on 4od should check out the Charlie Brooker trilogy Black Mirror. Tonight’s episode, 15 Million Merits, took a glance at star making popular TV and the potential it gives the masses to rise above the role of drones. From a PARANOIA perspective there was food for thought here. Troubleshooters fill the role played by the bikers, building merits to buy possessions that don’t really mean anything. And if you do make a name for yourself and get the attention you think you deserve, is the prize really worth it. Is life easier when you’re YELLOW or BLUE Clearance? Or does it just mean you have a bigger living space and more things? Interesting viewing.

Utopian Island of Plenty

The CCCP settlement of Pyramiden, on an archipelago belonging to the Norwegians, provided a utopian lifestyle of work and plenty as an example to the people back home. However, when the Communist might of Russia collapsed, the people steadily abandoned the dream rather than struggle in the face of insurmountable hardship.

I daresay this subsidised paradise in the chilly north could easily form the backdrop for some modern day PARANOIA or perhaps some spin on the The Prisoner, with happy workers leading happy family lives amidst a basically fabricated and unsupportable community. Mandatory sports days, social events and art classes anyone?

Perhaps Pyramiden could be that colony set up on the agreement of The Computer, or one of the High Programmers, as a way to understand the way a small, above-ground community might work – or to comprehend the Communist mindset? Could the Troubleshooters wake to find they have led happy, ordinary lives as honourable and loyal Communists with loving families and generous prospects? Take them through the routine of labour in the mines, followed by swimming, song, and sitting around the fire telling stories to the children – but, over time, introduce clear signs of hardship, of a lack in essential maintenance skills and materials (because the central office back home always sends a replacement) and the remoteness of the colony. Then cut the lifeline completely, pull the plug, and leave them with nothing but static. Invariably, panic will grow, desperation follows when bellies grumble, and The Computer will send in ‘support‘, highly likely to be mistaken by the mind-altered inhabitants of the colony as a Capitalist invasion force… What fun!

The Defenders

I managed to read a short story over breakfast, using the Stanza app on my iPhone. I don’t manage to do anything quite so significant during breakfast any day of the week, but on Sunday… well, it impressed even me.

I read ‘The Defenders‘ by Philip K. Dick. If it hasn’t been mentioned somewhere in a PARANOIA bibliography before, it needs to be appended. I’m sure it has.

Our world has descended into nuclear war. The Cold War went hot, and the Soviet and Allied forces struck fast and hard with weapons that rendered the surface uninhabitable. Mankind found a place to live deep beneath the ground, protected in great bunkers. Civilisation exists within layers of habitation beneath the earth. People live desperate lives, eating synthetic food, existing for their work bathed in artificial light. Stooped, tired and angry, they do what they can for the war effort, manufacturing weapons for transportation to the surface – where the Leady armies of both sides continue to battle. The artificial life-form known as the Leady can exist in the radioactive wasteland of the surface and continue to fight for the just cause of those struggling below. In time, the Leady will triumph and then their task will be to rebuild and cleanse the surface. Until then, the people strive to live from day-to-day, working hard, absorbing daily news reports from the war above like sponges, and hoping one day to see the Sun again.

I can see a touch of PARANOIA, a smattering of Terminator. Dick plays with themes he has used before, but the short tale makes for an enjoyable read – and when you reach the end, you know the conclusion could go no other way. You could have PARANOIA use the Leady concept to mean no one see the Outdoors. The Computer simply can’t risk lives sending anything up there but robots. It isn’t safe, it wouldn’t be right – to risk anyone out there would be to waste precious resource and serve only to create more casualties that benefit the cause of the enemy.