Showing posts with label Cypher Creator. Show all posts
Showing posts with label Cypher Creator. Show all posts

Sunday, February 28, 2021

Last Legend 9: Bellum Speaks

 

The team meets with members of the League of Arcanists and is asked for a favor

Session Date (Real Life): 02/27/2021
Begin (Game Date): 10/19/520 12:00
End (Game Date): 10/20/520 20:00
Player Level: 2   
Total XP: 3


At the bottom of this post is a list of characters and groups that you can reference in this post for keeping track of who people are.

Last Legend is a fantasy tabletop RPG campaign using the Open Legend RPG system. For more information on the setting of Last Legend, check the background post here: https://goalworlds.blogspot.com/2021/01/Last Legend Overview.html

Or, go to the Last Legend Glossary, here: https://goalworlds.blogspot.com/p/last-legend-glossary.html

The team (Aanso, Arthur Grant, Balthazar, and Kesua), along with Molly, an arcanist; and Kismo, a girl from Mūsūyya, had entered a high-tech ruin of the ancients as they searched for Lyatbi, a girl from Kismo's hometown. As they searched, they had encountered a Watcher, one of the robots which served as a scout for others. Aanso had just used his time magic to incapacitate a Watcher.

Kesua vanished in

Sunday, February 17, 2019

"Leave the Light On" Release Day

I just put out a new Cypher System adventure called Leave the Light On. This adventure puts players amid an annual Festival of Lights in honor of the yearly arrival of the famous dimension-hopping city of light, Lumoscity. When Lumoscity doesn't show up, the players are sent out to investigate the occurrence. They will find themselves wrapped up in a complex plot where their choices could affect the future of the world forever.

Check it out here: https://www.drivethrurpg.com/product/266905/Leave-the-Light-On

This adventure took me a bit longer to put together than some of the other ones I have created, but I think that it's higher quality as a result.

I even created 4 Cypher System Foci for the adventure, detailing them all the way from 1st Tier through 6th Tier!

I hope you'll check it out, and I hope that you enjoy the adventure!

Friday, December 1, 2017

Place Clever Title Here

Hi.


A lot has happened since last time we talked.


I can remember telling you that I wasn't dead, nor was I dying, and now I've vanished for like two months. It's not very honest of me. Hopefully I'll do better, but I'm not sure what I can promise. It's often hard for me to know what to give.


The Toybox Closes

Last night, the Toybox closed for good. The campaign ended. The Toybox crew had found a portal to the realm from which Vinka had been assembling her universe-altering efforts. They were accompanied by knights riding Xi-Drakes, Aeon Priests, WRENCHes, and reality-bending flying entities from another planet.


As they traveled Vinka's realm, each ally was necessary against a particular challenge. The Xi-Drakes took on some flying monsters that acted in Vinka's defense. The Aeon Priests battled members of the Convergence and kept their esoteries from taking effect. The WRENCHes worked on a mechanical machine that was producing numerous automaton warriors. The aviators used their powers to hold back the Iron Wind itself.

Wednesday, May 24, 2017

When a Break is Not a Break and Other Madness

A Few Announcements

E-Mail List

Now, if you sign up for my e-mail list, you can get a free download of Heroism and Other Lies Episode 101: Pilot! If you've been waiting to start the Heroism and Lies series, this is the perfect opportunity to jump on board.

Link: http://eepurl.com/cKrLjf

If you sign up for my e-mail list, I'm not going to bombard you with a bunch of spam or talk a lot about random things. That's what this blog is for. The list is mostly for book announcements so that I can keep people informed of new releases.

Heroism and Other Lies: Episode 103: Monster of the Week

The third episode of the Heroism and Lies series is going to be released in ebook form on Friday (26 May 2017). It's already available in physical print. This is one of the most action-packed episodes so far!

Ebook: https://www.smashwords.com/books/view/722906

Kindle: https://www.amazon.com/dp/B072HTMR23

Physical: https://www.createspace.com/7152394

Now On To What I Was Going To Talk About

*Sits down*

Hi. Hello. How are you?

So, I'm on a break, as it were. Not from work or from life, but from running Toybox. We had a session last week, so there will still be another recap coming soon-hopefully. But we have two sessions off, so there will be a bit of a gap before the next one after that.

I have a lot of things I want to do with the break in the time that I would otherwise be planning for Toybox. I'll talk about them in no particular order.

Toybox

"Wait, didn't you just say that you were using time you would otherwise be planning for Toybox?" Yes, I guess I did say that. Still, I want to get ahead on plans. I've got some good general ideas of where I want to send the group for the next several things, but I need to actually get down in the weeds and figure out maps and enemies and other stuff.

One Shot

I didn't say I was taking a break from GMing altogether. I am still going to do a one shot for people with alternative work schedules sometime over the break. I've got it mostly planned already, so that won't really be cutting too much into my planning time. I'll probably post more about it here afterwards, but I'm not sure if I'll post my pre-notes, a recap, or just a general thought response.

Blog Update

The links and such on the blog have fallen somewhat into disrepair. I need to update *most* of the Toybox pages, the links on a lot of the recap episodes, as well as everything on my "Now Available" page.

Heroism and Other Lies: Mini-sodes

I am wanting to write some short stories for Heroism and Other Lies. More on this later.

GenCon Adventures

At present, I'm planning on running a Cypher System adventure and a SCRAM adventure at GenCon. I want to work on putting these adventures together before I get too focused on other things.

Other Things

Here are some things that I generally want to work on, but that I'm not necessarily as concerned about getting done over the break.

New Novel

I have an idea for a novel that I'm wanting to work on, but I've been having some trouble in planning it. Without giving away too much at this point, the novel has two parallel parts that are developed simultaneously. I am having trouble planning and figuring out logistics for one of these parts. However, it's not the part I was expecting.

Cypher System

I've got a lot of different ideas of things I'd like to do with Cypher System.

Scooby Doo Adventure
I don't know why, but one night I was kept up thinking about making the Scooby Doo characters in Cypher System. I sort of like the idea of trying to put together an adventure that sort of parodies a Scooby Doo style thing with investigating monsters that may or may not be real. Probably something with a bit more battles than a normal Scooby Doo episode though.

Fae Guardians Adventures
I've been thinking of a setting that's not quite a fae-based thing, but definitely inspired by fae style things. Something that feels partly like the Trollhunters tv show (which, if you like animated kids adventure shows, I'd recommend watching it on Netflix.) My "guardians" adventures, if I get around to making them, would be short self-contained "episodes" designed to be run with little or no prep on the part of the GM. (Using a format inspired by the Instant Adventures that MCG has come out with for Numenera or The Strange.)

Fae Campaign Path
I would like to do a longer set of adventures-a whole campaign path, taking players from 1st tier (or lower) all the way up to 6th. The idea I have presently would be something set in the same setting as the above adventures, but with a deeper and more developed plotline.

I also have a lot of space-based ideas, but they aren't taking my focus very much.

The Problem

Mostly, it's that without deadlines, I have a really hard time focusing and getting stuff done. So, I really need to give myself near deadlines to get myself to focus, but I don't have any way of enforcing anything like that. So...yeah...

And it's weird, because I feel so much better when I'm actually working on and producing creative stuff. I definitely feel my best when I'm GMing stuff, when I can bring people into my world. Writing isn't quite the same, but it's still better than the alternative. So why is it so hard to push myself to do it?

Tuesday, January 17, 2017

Projects Update

Here's a general update on what I'm working on and what stage it's at presently.

Author


Heroism and Other Lies

I honestly expected Episode 101 to be out by now. However, my editor has been held up due to unforeseen circumstances. I am hoping to have the edits before the end of the month, and then with my edits in hand it shouldn't be long before I can release the final product.

I have Episodes 2-4 written. Two will be sent to editing soon, but I'm still going to work to make some more revisions on 3 and 4 before sending them.

I have begun working on Episode 5.

Short Stories

I am working on two different short stories. The first is for an anthology that is being published in honor of Carrie Fisher. The proceeds of the sales will go to a charity supporting those with bipolar disorder.

Game Master


Toybox

By far my biggest creative focus right now is gearing up for my upcoming Toybox campaign. This campaign utilizes a tabletop game system of my own design and takes place in a setting heavily inspired by/based on Monte Cook Games' Numenera. While the setting is not directly the same as the Ninth World, it does have many of the same creatures and essential elements of it.

I'm hoping to post session summaries up here in story-form as the campaign progresses, but we'll see how that goes.

The first Toybox session will be January 26th-a little more than a week away-and I'm very much looking forward to it.

Looking Glass Moon

My surreal sci-fi setting for Cypher System isn't getting much attention at the moment. I've dropped the ball on this while focusing on other projects. I'm considering dropping this project altogether. However, if I do continue with it, I will probably roll out the setting incrementally, with various smaller books focusing on specific elements or parts of the setting rather than all at once in a huge volume. This way people can pick and choose the parts of Looking Glass Moon that they want to use, while choosing to overlook the rest.

Islands of Peril

I have recently been thinking about the Instant Adventures provided in Monte Cook Games' Weird Discoveries (Numenera) and Strange Revelations (The Strange), and I have to say that I like the format.

My first instinct was that the format of having the ability to pick up and play a session of Numenera (or really any RPG that I enjoy) without any prep seemed like an awesome idea with a lot of potential. Looking at some of the adventures, they seemed to flow nicely and have a format that played in with Node-based design, which I've mentioned in the past as something that makes interesting game sessions.

My second thought, after running one or two of these, was that these adventures are very short in comparison to what I normally think of when I think of running an RPG adventure. Not to mention that the ones I ran seemed pretty "easy" too.

This was disappointing to me, until I really thought about it. The intro to the adventures is pretty clear. They aren't trying to take the place of full RPG adventures. They're trying to fit, instead, into the slot that might be held by board games. To a degree, they're designed to be quicker and simpler. They're designed with the idea that the players may not be familiar with the system in mind.

This intrigued me as a way of introducing people who aren't familiar with tabletop RPGs to the hobby, which is something I think these sorts of adventures would do very well.

In my thinking about these sorts of adventures, I began to consider making one myself (and what that adventure might look like). One turned into more than one, and thus Islands of Peril was born.

Another thing that interested me was that the adventures in Weird Discoveries mention links to other adventures in the book, in a way that one story can lead to others. In this way, if you're playing with the same (or an overlapping) group of players, they can experience some interesting connections between their adventures. The problem that I had with it is that these adventures assume that the PCs never advance. They never gain new abilities (which sort of makes sense for the pick-up-and-play nature of the game.) In fact, in general it seems to me that there are very few cypher system adventures geared towards characters beyond Tier 1.

It is my hope to unveil 8 adventures in the Islands of Peril series which can be played stand-alone or as a linked campaign which takes the characters from Tier 1 all the way to Tier 6.

I have the skeleton of the first adventure completed, and look forward to working on the next seven.

Wednesday, January 4, 2017

Theme: Amnesia

Considering that lately two of my projects involve complete amnesia as a major starting plot point, I figured it might be good to talk about amnesia and why I like using it as a device, as well as some of the issues with it.


Toybox
In my upcoming Toybox campaign, using a system of my own design, the player characters will wake up with no knowledge of who they are or how they came to be in the mysterious location where they start.


Looking Glass Moon
In the Looking Glass Moon setting, the default for player characters is that they are humans that have come from another world. These humans arrive with no knowledge of the setting of Looking Glass Moon other than the sense that things are very wrong. The people of the setting are aware of this issue and provide some guidance, but there's much that has to be learned by the characters themselves.


1. Motivation
Some players are very good at finding things to motivate their character. Others are less so. Starting out with amnesia provides an automatic motive for your character: Find out who I am.


In my Toybox campaign, I expect some of this will revolve around discovering the past and putting together the pieces of how the players got to where they are. This mystery is inherent and different clues can lead the players down varying paths to more answers.


In Looking Glass Moon, there's no apparent way for the player characters to return to where they came from, so determining who they are isn't so much about the past. Instead, Looking Glass Moon focuses on how characters will choose to fit into the world where the story is taking place, and who they are as people. Are they kind? Are they selfish? What do they care about? The setting will test all of these things, especially if the players travel on the "Path of Truth", a literal and symbolic journey that teaches the players more about the world and about themselves.


2. Setting Discovery
Tabletop games often focus a lot on exploration. Still, characters are generally a product of their setting and are expected to know certain things about it. Having a player start their character with amnesia allows the player and the character to explore the world together, with everything being new. In this way, a GM can inspire wonder and surprise through things that would be less wondrous to natives to the setting.


3. Simplicity
While some players like writing out long complex backstories for characters, others find the process tedious. Starting a character with amnesia is a way to simplify the process by stopping this requirement.


A warning: there is a danger with this that players will become more focused on the game as a game. If that's the sort of thing you want to encourage, it's fine. However, if it isn't, then it is important to encourage the players (in advance of the game as well as through it) to focus on their character's personality and, as the game develops, their motivations all the more because of their lack of backstory.


4. GM Control/Adaptability
I'm a big supporter of working in player backstories in campaigns. However, it's not always easy to do. Especially if players form their backstories independently and they contain widely disparate events taking place in far separated parts of the setting. When characters have amnesia, the GM has control over their backstories and, therefore, can work in details from them more easily and relevantly as the story progresses.


A warning: One of the advantages of working in backstories is that they help the players feel ownership over the game. By inventing the backstories for the players, you're taking some of this ownership from them. If you are going to do this, it is important to establish a connection between the player and their character's past. This might be done through introducing NPCs the player/character like from their past, or other plotlines that make the player excited when they can learn new things about who their character used to be.


What are your thoughts on amnesia as a storytelling device, either in RPGs or in written fiction?

Monday, November 21, 2016

Looking Glass Moon: An Explaination

Invisible Sun promotional image by Matt Stawicki
I've mentioned Looking Glass Moon on here a couple times, but I haven't really talked much about it. If you've purchased either of my adventures, or if you've looked at the Upcoming page on this blog, then you may have seen that Looking Glass Moon is a surreal science fiction setting inspired by Invisible Sun and designed for Cypher System. I'd like to talk a little more about it.

Looking Glass Moon

Looking Glass Moon is primarily based around a planet and it's collection of eight moons. Each moon is a particularly unique environment, and each moon holds pieces of the puzzling truth of the universe.


The Looking Glass Moon, Miravis, the namesake of the game, bears a flat, silvery, and reflective surface that appears to be devoid of life. However, push against the surface, and you will find that you pass right through. On the other side, metropolitan cities, grown from the moon itself, thrive with life and civilization.


Players take the roles of Righthanders (most people who are natural born to the setting are left-handed). These are people who come to the world of the Looking Glass moon through an odd mirrored cube. They have no memory of where they came from, or of anything else before their arrival, only that it was somewhere else, somewhere very different than this place.


A cycle has been found-a way of repetitively moving through the spheres of the planetary system-through which one can learn more about the universe. In this way, one can learn varying Truths which are expanded on one's journey. The more one learns about a Truth, the more that Truth can be bent, granting strange and often mighty powers. This is not a path; it bears no beginning nor end. It can be begun at any point along it, and those who wish to gain the most of it, those who want to solve the mysteries of the universe, must continue to circle around over and over again. As a moon revolves around it's planet, and the planet revolves around its sun which revolves within its galaxy, so too do those who follow the cycle revolve around the Truth in never ending loops.

Invisible Sun

I was there at GenCon this year when Monte Cook Games announced it's new project, Invisible Sun. I missed the announcement, but I did look it up when they posted the video of the announcement. From the get-go, I felt like Monte Cook games had reached into my head and taken ideas I'd been thinking about for a while. Everything from the broad idea of having a game that engaged players when the session wasn't going on to having ways for players to be absent from the game and for session to still happen to a world built up on secrets that have to be solved even right down to the box. All of this was stuff I'd been considering in an earlier version of what would eventually become my Toybox project.


When the kickstarter for Invisible Sun launched, I watched it avidly. There were a lot of things about it that I felt captivated by, and I read through every update.  Admittedly, there were some things I was disappointed by. Some of my play is online and in my regular group, I have a player who comes in digitally. An absence of a digital play option was, is, more than a little disappointing, given that it means I can't really play with some of my more involved players. The price is also a bit restrictive. On the kickstarter, it was $200 for the base set, and $500 for one of everything. I had a hard time striving to justify the $200, and as a completionist, I have a hard time accepting a lower level when I know that a higher one exists.


Note that I'm not saying the product isn't worth the price. If you take a look at everything that's included, I'm sure that at either level you definitely get your money's worth. It's just also pretty hard for me to spend that much on an RPG, especially one I can't play with some of my regular players, all in one go. I do wish that they had come out with a version that was digital and slightly cheaper (maybe $100 for the base set and $250 for the set with everything but digital), even if it didn't provide access to 100% of the secrets that the physical set had.

Looking Glass Moon's Inception

I had been working on preparing The Machine God's Temple for release through Cypher Creator when the Invisible Sun kickstarter was running. As I moved on from that to working on The Wonder Vault Heist, I was thinking about other potential Cypher products that I could design. Thinking of how there were many MCG fans who were feeling sort of the way that I was about Invisible Sun, I realized there might be people interested in a somewhat similar setting for Cypher.


The idea was infectious and I began thinking through the hurdles immediately. To begin with, I was thinking with something of an 'opposite' type connection, and I'd thought of using a moon instead of a sun as the central base of my setting. Thus, the moon part. Then, I began thinking about how the moon wasn't really an 'opposite' of a sun, but how it just reflected it's light. Since I'd already been thinking about surreal fantasy, it was only a short jaunt past Wonderland to get the idea of calling it Looking Glass Moon.

Science Fiction Vs Fantasy

Invisible Sun is a Surreal Fantasy RPG, so that was what I was trying to make when I started with Looking Glass Moon. However, the further I got into working on the project, the more I realized that it was much more Sci-Fi than Fantasy. The role of space and travel through it was important in my setting. The idea of moons and planets and orbits was important in my setting. Overall, while the setting of Looking Glass Moon still captures a very surreal feel and shares many elements with Invisible Sun, it definitely has more in common with science fiction than it does with fantasy.


And embracing that has really helped as I've been going through writing the draft. There are many ideas that work very well within that genre that wouldn't have worked as well in Fantasy. I feel that I am able to do more unique surreal things to fit within Looking Glass Moon, and that the pieces just fit together better than they would otherwise.


On top of that, it does create more uniqueness to the product and makes it more different from Invisible Sun. While I feel that the two still share many core elements, I think that the paths I've gone down make my product unique in its own right and as through I am adding something useful to the masses of existing material, rather than just imitating something else.


Tuesday, November 1, 2016

Publication Day: Wonder Vault Heist

I have released my second Cypher System adventure, The Wonder Vault Heist.


If you've read my posts on heist adventures, this was the adventure I was designing that got me thinking about them.




This is a heist adventure designed for a science fantasy setting, but which could easily be converted to other settings/systems.


The heist revolves around a mechanical/mystical vault, left by the ancients, which can bend space and time, and the sinister group that controls it. As the players get closer to the wonder vault itself, they learn more about their enigmatic employer, and about the events of the past which tore a rip in space and time where the vault now stands.




If you haven't checked out my posts on running heist adventures and are interested in making/running your own, see the posts below:


Heist Adventures 1: 5 Challenges


Heist Adventures 2: Tips and Advice


Heist Adventures 3: Heist Campaigns

Thursday, October 13, 2016

Heist Adventures 3: 3 Heist Campaigns

Leverage logo and images are property of
TNT and Electric Entertainment.
Because I've been working on a Cypher System adventure based around a Heist, The Wonder Vault Heist, I've been writing about running Heist Adventures in Tabletop RPGs.

If you haven't seen the other articles in the series, check them out here:



These articles have been focused on individual adventures. However, sometimes players and GMs will want to have an entire campaign based around heists. There are a few different perspectives to take with this, depending on the sort of game your players want to have.

Notably, heist-based campaigns tend to be more episodic, with each heist being a part of a separate job. However, sometimes there can be overarching plots or threads that connect the varying heists.

1. Independent Group
Your player characters are on their own. They have no one backing them and no leadership outside themselves. This is the most commonly portrayed option in television/movies. This is Ocean's 11, Leverage, the Italian Job, etc.

This group can be motivated by selfish/personal reasons, as is the primary case in the Ocean's movies. Maybe it's profit, maybe it's just independent ambition. This is sort of like an evil campaign, just with probably less death. Player characters in this sort of campaign have pretty loose morals and don't care if people get hurt from what they do.

They could also have a more Robin Hood type dynamic, fueled by some sort of moral driving to steal from the rich and powerful in order to right some sort of wrong. This is more or less the premise of Leverage.

An important part of determining how the campaign progresses is determining how the group will receive jobs. One of the easiest/best ways of doing this is by giving the player characters contacts who can pass word of opportunities to the group. However, it could also be done through player characters doing independent research or seeking out opportunities on their own.

2. Thieves' Guild
In a Thieves' Guild campaign, the players work for a larger group or guild which is designed around thievery and crime. The extent of the influence of the group may vary depending on your setting and the campaign outlook you have.

Usually, the primary goals of a thieves' guild are profit and infiltration/control, with motivations and moral ranges similar to the selfish/personal group type motives.

A thieves' guild campaign has the added benefit of having a structure from which the missions can be given to the group.  This makes things nice and orderly and allows for moving things forward easily. Also, it provides an easy way of having knowledgeable NPCs who can help the PCs plan heists or gather information about their targets.

A potential campaign arc might involve having the PCs start as fledgling members of the thieves' guild, and have to work their way up the ranks. Possibly, there is inter-organization competition and politics which the PCs have to wade through and eventually overcome. This could all eventually result in the PCs rising to become leaders of the group, or even potentially start their own.


3. Spy Agency
Spy fiction seems to have almost as many heists going on as crime fiction. Oftentimes, this is breaking into an enemy base of some kind, but sometimes it's even more convoluted than that. Spies seem to sometimes even need to break into places controlled by allies or even neutral parties to gather intelligence, technology, research, or some other McGuffin.

Having a spy agency allows for all/most of the benefits and opportunities of a Thieves' Guild campaign with none of the moral ambiguity. Well, to be perfectly honest, spy stuff does tend to have a lot of moral ambiguity involved in it. However, usually a spy agency is committed to some purpose or goal other than wealth/selfishness. This could be dedication to a country, opposition of an enemy, or something else depending on your setting. This provides an advantage if you want to have heist adventures, but have players who don't want to play selfish/evilly motivated characters.


A spy agency also lends itself more readily to ongoing plots, with each heist revealing more about something sinister and convoluted going on, with recurring enemy factions, and with a structure that mixes investigation and thievery together.


Hopefully, if you're looking to run a heist campaign, one of these ideas will be helpful to you.


If you'd like to see a heist adventure that I've put together, check out The Wonder Vault Heist when it comes out next month.

What other ideas or suggestions do you have for running a heist-based campaign?

Monday, October 10, 2016

Heist Adventures 2: Tips and Advice

Planning a heist adventure for an RPG can be difficult. I discussed the difficulties of this in my last post: Heist Adventures 1: 5 Challenges

In planning my upcoming adventure, the Wonder Vault Heist, I had to think through some of these issues. I'll share some of my thoughts with you on how to overcome them.

As you recall from the Challenges post (or, as I'll tell you now if you haven't read it), a majority of the challenges to planning a heist adventure have to do with how to present the planning of the heist to the players. Much of the advice below will have to do with those challenges. Some of these ideas can be used together, some are best used separately.

1. NPC Mastermind

One way to bypass the opportunity for PCs (Player Characters) to have bad plans, and possibly even the information gathering phase, is to have an NPC present by the plan and the information to the PCs.

This strategy cuts out a lot of the advance legwork for the PCs, which many players find tiresome anyway, and allows them to get right to the heist, which is what a lot of the PCs want to do.

The only issue with this strategy comes if the PCs question why the NPC Mastermind isn't involved in actually carrying out the heist. If the NPC does accompany the PCs, he/she should only have a minor role in the heist. Remember, the PCs should be the protagonists of the story, and the spotlight and action should revolve around them.

2. Pre-planned Plan

Rather than having an NPC plan the heist, it can be assumed that the player characters planned the heist, but that the adventure is starting after that point.  As GM, you should either provide handouts to the players detailing the plan, or review the plan in advance of getting into the adventure.

As a whole, this strategy provides many of the same advantages of the NPC Mastermind. It cuts down on the roleplaying opportunities of having a scene where the mastermind lays out the plan, but it does get to the action much faster. It's all a matter of what your group enjoys the most.

If you are reviewing the plan, you can do it in stages, as the PCs progress through the heist itself. This way there is not just an infodump all at once, and it also creates the feel of other heist movies and tv shows where scenes of the plan discussion are cut and intermingled over scenes of the characters actually carrying out the plan.

In The Wonder Vault Heist, I use an NPC mastermind, but I still have a method of intermingling the planning scenes with the heist scenes to effectively create this feel. I don't want to give too much away about how this works in that adventure, for fear of spoiling the fun for potential players in the future. I will say that while it works well in fantasy settings, it would not work as well in a non-magical setting.

3. "Yes, but..."

If you do let the players plan the plan, or even if you don't and they are just adapting to circumstances as they arise, they are going to have the most fun if their ideas work. Players can (and usually will) come up with things that you, as the GM, have never thought of. As a GM, notably, you might have plans that oppose these ideas, but if you can be flexible and think on your feet fast enough to allow for the player plan to work or at least be enacted, they will have a blast, even if something else goes wrong right afterward.

And it probably will, and should. Especially if they have already been told about some security measure that their plan neglects. In letting the player's idea/plan bypass one area of security, another might be triggered. Whatever the complication, it should be something that doesn't cause the whole heist to fail, and still allows the PCs to keep moving forward. This allows the PCs to succeed where they want to, and feel that victory, but it also immediately ramps up tensions and it establishes consequences for neglecting information that has been given.

4. Things go Sideways

There are often two types of heist-type scenarios in shows and movies: The first are the ones where the main characters pull off the heist perfectly and according to plan, where any perceived failure is revealed to actually have been a part of the plan itself the whole time. The second are the ones where things go wrong for the characters and they are forced to adapt and come up with a new plan in order to pull it off.

Do you know how to know which is going to happen? As a general rule, the more the show/movie shows you of the planning in advance, the more likely it is that something is going to go wrong. This is because there's no tension, and therefore interest from the audience, if they know exactly what is going to happen. When the audience is given the plan and it works, it's boring. When the audience is given the plan and can see things go wrong, it becomes exciting to see how the characters will get out. When the audience doesn't know the plan, everything that happens is a clever surprise.

Likewise, for players in an RPG, if they have a detailed plan, follow it, and it works, then in the end the adventure tends to be a bit flat. Especially if the plan was handed to them in advance and not even their own idea.

So, keep things interesting. Have complications arrive. Maybe the guards changed their shifts. Maybe some other team of thieves is trying to steal the same thing. Maybe someone at the heist location recognizes one of the characters from some shared past. Maybe a person of importance is visiting the location. Any number of things can happen, but have one or more unexpected complication that the PCs have to figure out in the moment on their own.

But, don't forget to follow the next bit of advance. It is in the moment, but it should still be something that the PCs can (and probably will) overcome, not something likely to ruin the whole heist, even if they think for a moment that it might.

5. Keep it Simple

This is true of complications, as well as the known complications for the heist itself. Especially if the players are the ones planning the heist.  Make there be straightforward paths and easy solutions to the problems at hand. Chances are, the players will come up with a complex plan anyway. Just putting in people and security measures, and saying they're advance, the players will think that they are dealing with something complex.

Make it simple so that the players can solve it. Give them a genuinely complex heist to handle, especially if they don't have a lot of experience with heist adventures, they'll never manage. It is something they can be worked up to, but in truth, let them solve a simple heist with easily solved hurdles, and they'll think they are criminal masterminds.

6. Think of it as a Normal Dungeon

There are rooms, there are NPCs, there are traps. It's not actually that much different from how dungeons would normally be laid out. The biggest things are that the PCs probably won't be killing everyone, and that they'll be trying to be sneaky. Having traps and alarms in more abundance than normal is probably a good idea. Still, it can be laid out as a normal dungeon and you shouldn't over complicate things for yourself at the GM in thinking about it otherwise.

Hopefully these pieces of advice are helpful.

If you missed the first post of this series, check it out here: Heist Adventures 1: 5 Challenges


For the next post in this series, check out: Heist Adventures 3: 3 Heist Campaigns



To see a heist adventure that I've made, be sure to check out The Wonder Vault Heist when it comes out next month.

In my next post I'll be talking about campaigns structured around heist type adventures, so be sure to come back and check it out.

In the meantime, what other advice or challenges do you perceive for heist adventures?

Thursday, October 6, 2016

Heist Adventures 1: 5 Challenges

A couple days ago I finished the draft of The Wonder Vault Heist, my upcoming Cypher System adventure.  I'm pretty proud of it, and am very excited to playtest it. In the meantime, I'm working on formatting it and working out the kinks (as well as finishing editing on the first episode of Heroism and Other Lies, getting cover work done, and planning for my next novel).


In planning a Heist adventure, I was thinking of some of the great fiction I've encountered before that either includes or focuses on heists: Leverage, Alias, Burn Notice the Ocean's movies...


In addition to this, I recently had a conversation with a friend who was trying to plan a Burn Notice one shot for Hero System, and we talked about some of the challenges associated with running that sort of adventure.


The biggest challenges all have to do with planning.

In heist movies, there are usually cool scenes where the characters discuss the information they've gathered and use it to make a plan for how the heist will go about. In order to hold audience attention, these scenes may be interspersed with the heist itself so that the events are seen and experienced by the audience as they are discussed. Oftentimes, the thing that makes heist fiction so appealing is the cleverness of the main characters and their plans. For translation to RPGs, there are several hurdles to this.


1. Gathering Intel

A lot of times, heist fiction doesn't really get into how the characters find out about their potential target. There's a research phase before the planning phase that often happens off screen, or is handwaved with hacker-magic. This generates information about people who connect to the target as well as about the target's security systems and the like.


When I ran the Firefly RPG, I had put a lot of thought into how players might look for information and so I created people and places where the PCs could go to try to get information. The PCs didn't really seek these contacts out on their own unless I made the path very obvious, in which case they didn't feel particularly rewarded for finding the information. More likely, they tried to rush in and take things blind, which was sometimes frustrating for everyone.


2. Character Knowledge

In a lot of heist fiction, different characters are experts in different things. In Leverage there are the clearly defined roles of Hacker, Hitter, Grifter, Thief, and Mastermind. Each of the characters has extra knowledge about things based on their specialties (and their backstories). For example, if they are dealing with mercenaries or military units, the hitter usually has some extra knowledge about how those types of people operate and what their procedures are.


Unless a character has a really long and detailed backstory and/or the adventure is designed around this, the player likely doesn't have the specific character knowledge. To a degree, this is what Knowledge skills are for, but in some cases characters may not think to make these rolls.


3. Planning the Plan

Characters in works of fiction have the best Hollywood minds writing for them, and doing so without the same time restraints the characters have. A portion of the plan that a character might think of in a second may have taken the writer hours, days, or even weeks to think of.


In real life, planning is difficult. Ideas and dialogue don't flow freely, and people don't all contribute in a sensible fashion. Many players tend to get frustrated in long planning discussions, debating between hypotheticals. Oftentimes, these plans will fail to address certain elements of a heist, and/or focus on entirely the wrong details.


Most likely, your characters are not criminal masterminds. This will make it hard for them to think in the way that criminal masterminds think.


4. Boredom

In addition to the frustration of debating hypotheticals, many players like getting right into the action of things. They see forming or debating plans as separate from the "fun" part of actually pulling off the heist.  I've had numerous times where a player, getting bored of the discussion, just says "Okay, my character goes and does X" even though X is impulsive, impractical, and often directly opposed to the interests of the character. The player just wants the story to move forward, and doesn't see a planning discussion as doing that.


5. Bad Ideas

As I said already, it is unlikely that your players are criminal masterminds. You may think that the path to success is obvious, but players are unpredictable things. Inevitably, they will come up with plans that are far more complex or convoluted than necessary. They will come up with ideas that are unreasonable and illogical. They will fail to account for particular security measures or obstacles, even if you tell them about the obstacles, give them a note with them written in all caps, and circle them in bright red.


This can make things go wrong, and not just in the "oh, the plan went sideways, what will we do now?" interesting drama wrong. It can make things go "oh, there is no sensible way the PCs get out of this without being dead or captured" wrong.


So, what do we do?

Don't fear! I have several suggestions for how to overcome these challenges and more, and I'll post about these in my next blog post.

See the post here: http://goalworlds.blogspot.com/2016/10/heist-adventures-2-tips-and-advice.html


For information on running a campaign centered on heists, see this post: 3 Heist Campaigns




In the meantime, what other obstacles do you think there are to planning a heist mission? Do you have any thoughts on how these can be overcome?

Wednesday, September 14, 2016

Publication Day: Machine God's Temple

In yesterday's post I'd mentioned that I was hoping to get out The Machine God's Temple very soon?


Very soon is today.


http://www.rpgnow.com/product/193385/The-Machine-Gods-Temple



This is an adventure designed for the Cypher System (originally based on an adventure I ran in Numenera) where player characters explore an ancient temple for a powerful Machine God. The temple is filled with tech that was never designed to exist this long, but which is far more advanced than that which the current world is familiar with. There are automatons, a maze of teleporters, travel across the world and back in an instant, and more complications from the unfathomable and malfunctioning technology. Even if the players can get through this, they still have to parlay with the Machine God itself and hope that it will provide them the help they sought here.


This adventure is 25 pages and includes 5 pregenerated characters.

Tuesday, September 13, 2016

The Beginning of the Worlds

I've been meaning to start up this blog for some time now, but have been having trouble with beginnings.  So, I apologize if this seems a bit unfocused. Let's begin.

I am Douglas Miller.  I'm an independent writer of novels and game master of tabletop roleplaying games. I've been writing as far back as I can remember, and have years worth of work that I'm building upon.  I've been game mastering a shorter amount of time, but I've played and run roleplaying games in many different systems and for many different lengths of time, from one shots to short campaigns to longer wider-spanning ones.

It's my hope to use this blog to talk about my projects, but to also share my musings, advice, and thoughts on varying writing, roleplaying, gamemastering, and storytelling topics.

On the writer side of things, my main focus at present is Heroism and Other Lies, a series of short novels that I've been working on. I'll be posting more about this to come, but the basic concept is a superhero/comic book style story set in a cyberpunk type setting, exploring the good and bad of future technology.  I have the first two books of this series in draft form, going through varying levels of editing, and a third mostly written.  If I can make final decisions on cover work, I hope to have the first two books out before the end of the year. Fingers crossed.

I've got another novel idea that I'm working on developing, but I don't want to say too much about it just yet. I'm hoping to get a good chunk of that written during November, so I will probably talk more about that then.

On the GM/roleplaying game side, I've got a bit more going on.  Much of it is Cypher System based, but some of it isn't.

Using the Cypher Creator System, I'm working on putting together two adventures for publication. The first one is called The Machine God's Temple and is based on the first Numenera one shot that I developed and ran...probably almost three years ago.  I'm mostly done writing it all out and re-skinning it for Cypher System rather than for Numenera specifically, so I'm hoping to put that out really soon.  The next is called The Wonder Vault Heist and, as the name implies, is based on a heist, also in a science-fantasy setting.  It's largely in the idea-phase right now, but I'm hoping to put that out in the November/December time frame.  In addition to those two adventures, I've got an idea for a surreal sci-fi setting for the Cypher System inspired by (but not based on) Monte Cook Games' new game, Invisible Sun. I haven't decided if I'm going to follow up on the setting idea or not yet. I'd like to, but I'm not sure I'll have time with my other creative pursuits.

I've also been working on developing my own system, which I hope to publish in the future. I've got the basic framework down, but will need to develop a lot more in the way of abilities, creatures, setting, etc, not to mention playtesting to iron out the kinks. It's my intention to start a campaign with my system in the next few months, set in Ninth World (the setting of Numenera). This way I can test the mechanics while still working on the side on the more setting specific details that I'd need for publication.

In the meantime, while all that develops, are there any writing or roleplaying game topics that you'd be interested in me sharing my thoughts on?