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3106  Products / Spycraft 2.0 / Re: Running Games in Other GC's Worlds on: July 21, 2007, 11:17:11 PM
If you're leaving the campaign qualities in place, and so long as you don't create a circumstance in the game you run that has long-term repercussions in the gameworld (like making lycanthropy communicable), I say you're golden to do just about anything.
I have come to a decision in regards to communicable lycanthropy - It has a full month of incubation, the game is not likely to last a full month past any character being bitten, so... I can leave the long term repercussions up to the original GC - all I have to do is tell him that whether or not it is transmitted by a bite is up to him. I don't have to make the decision at all. Smiley

For humor... I am musing about having another, less murderous pack of werewolves in the area as well, including the county sheriff. Stealing Tom Bosley's werewolf from Teen Wolf, and his sheriff from Murder She Hopes Wrote. Manipulative rather than murderous, like the other pack they moved out here to get away from the noisome crowd. Less inbred, and closer to actual wolves in behavior. If the first pack is Chaotic Evil then this bunch is closer to Lawful Neutral. And no match for the scary ones up north.

The Auld Grump, between the two packs it means that about 50% of North America's werewolf population is in that single province.
3107  Products / Spycraft 2.0 / Re: Running Games in Other GC's Worlds on: July 21, 2007, 09:07:27 PM
Thinking it over - I do need to put some humor in there, the first game was not without comedy.  Undecided

The Auld Grump
3108  Products / Spycraft 2.0 / Organization Maximum Power Ratings? on: July 21, 2007, 04:37:18 PM
Is there a set maximum for the Power Ratings for Organizations? I could not find one, and suspect that there is none, but thought it best to check.

The Auld Grump
3109  Community / Customer Service / Re: Spoiler tags? on: July 20, 2007, 10:55:31 PM
It works
(click to show/hide)

The Auld Grump
3110  Community / Customer Service / Re: Image Gallery Problem on: July 20, 2007, 10:41:03 PM
There's an image gallery?
My words, your lips.

The Auld Grump
3111  Products / Spycraft 2.0 / Re: Running Games in Other GC's Worlds on: July 20, 2007, 10:28:01 PM
In a situation like this, I'd encourage use of the Star Trek model.   

The model goes, essentially, that you can do all manner of wacky things within a given episode, but at the end of the episode everything returns to the status quo.  Yeah, the crew of the Enterprise finds some amazing things, and does some amazing things, but at the end of the episode they're all back sitting on the bridge sharing a corny joke and moving on.

Thus, you can do your Canadian/Australian werewolves no problem, so long as it's made reasonably clear that these are one-shot freaks of nature and there's not a secret werewolf nation working to save the world from pollution or anything.  That way, you run the game you want, people (hopefully) have a good time, and you don't radically alter the GC's world by suddenly inserting a werewolf "nation" that might pop up again later.
No, there will be no Werewolf Nation - I really was not much enamored of the White Wolf game.... These werewolves are out for themselves, pure and simple.

I have not decided as to whether lycanthropy is communicable or not.

Since part of the point of my running this is that he wants some elements of the supernatural world in his game I do not know how much he will ignore later. I think he wants the setting back in the players' minds, but has not yet finished fleshing out 'For a Few Loonies More'.

The Control is getting back on track after having his last campaign explode on him. He was apparently too controlling the last campaign, but I have to say that he let the players fend for themselves in the first scenario (A Fist Full of Loonies) with no problems. He also seems to have gotten completely over his dislike of sub-plots, and started allowing them from the get go.

As for the Star Trek model... I am afraid that I was thinking more along the lines of Due South. I was originally aiming at a comedy scenario, but somehow it became werewolf horror somewhere along the line.  Huh? (I will admit that I am not all that good at running comedy scenarios, only twice pulling them off over the course of *cough* thirty plus years of running games. *Cough, cough*.

Isolation - Late summer to late autumn in North Ontario (most places this would be called 'winter'). While savage, the werewolves aren't stupid. They will disable vehicles, and there are no cell phone towers for hundreds of miles.
Mystery - Where did the survey team go, and what happened to them? (Short answer: Burp.)
Horror:  It has been a long time since the werewolves last hunted long pig, now they remember how good it felt. Any NPCs accompanying the team are likely to be toast.
Shock: At least one player is going to be horrified about what happens to the baby seals.... (At least the werewolves don't waste the meat.)

When the scenario reaches end game the PCs will not be able to call in for gear and other aid. Not that there will be much to begin with - the first episode had Shoestring Budget as a quality, and I see no reason to change that. I am leaving all his campaign qualities in place.

The Auld Grump, who never saw Due South when it was on television....
3112  Products / Spycraft 2.0 / Re: Cold on: July 20, 2007, 08:00:45 PM
Whew, now I feel better.

Thanks Auld
You made me squirt Dr. Pepper out my nose. Sad

Thank you for that. Cheesy

The Auld Grump
3113  Products / Spycraft 2.0 / Re: Running Games in Other GC's Worlds on: July 20, 2007, 07:57:32 PM
And a piece of, ummm, inspiration that I doubt he found when setting up his campaign - a danger to man and werewolf, both.

The Auld Grump
3114  Products / Spycraft 2.0 / Re: Running Games in Other GC's Worlds on: July 20, 2007, 05:58:37 PM
As an aside - for reasons having to do with the song Griezley Bride the werewolves are Australian - and make their livings as fur trappers and hunters. Yes, that does include clubbing the occasional baby seal.

And the miniatures being used for the werewolves...

All miniatures are by Reaper.

I want most of the werewolves to look wrong - incomplete transformations, twisted features, and odd eyes. (The results of a severely reduced gene pool.)

The Auld Grump
3115  Products / Spycraft 2.0 / Running Games in Other GC's Worlds on: July 20, 2007, 04:43:13 PM
Ever get roped into giving an odd birthday present?

A few months ago I actually got to play in my first game of Spycraft (rather than run), now the Control for that game wants me to run a game set in his world, adding a supernatural element to the theme. Given that the game was sort of a modern Western set in Canada, involving a lost gold mine I need to go a wee bit differently than my usual route.

I have settled on Werewolves as the element, prone to running rampant, but living off in the wilderness where they won't do anyone any harm. The party gets hired by developers who are looking into putting in a power dam, but seem to have lost their survey team.

The werewolves are not nice people, they went off up North to get away from people so they won't get caught on a rampage, not so they won't hurt other people. Hurting people has a tendency to end with silver bullets and dead werewolves.

I decided that my own character is off in rehab, so he won't be in the scenario in any way shape or form (the temptation to have him turned into a werewolf was fleeting, honest...). I have to watch out that I don't start thinking of my player characters as NPCs, I don't overpower them, but I do tend to get them killed off as plot points....)

My questions are:
'How much should I mess with his world?'
'How much should I tell him beforehand?'
'Should werewolves be a known menace, one that was known in the past, but ignored now, or a carefully hidden one?'

The Auld Grump, not entirely comfortable messing with someone else's world....
3116  Products / Spycraft 2.0 / Re: Odd Sources for Inspiration on: July 20, 2007, 04:26:50 PM
Music is another great source - particularly folk music. Ones that I have used include:
Witch's Reel (tied to a nasty piece of history, involving King James of Bible fame - may he rot). Used in a Call of Cthulhu adventure.

Reynardine (folk song about a vampire...) used for Warhammer Fantasy Roleplay.

The Griesly Bride (folk song about a werewolf) - Call of Cthulhu and soon in Spycraft.

The Werewolf (Holy Modal Rounders) Soon going into the same Spycraft game. I need to watch American Werewolf in London again, just to enter the right frame of mind. Believe it or not I am running this game as a birthday present....

March of Cambreadth (with a chorus that everyone can sing along with - 'How Many of Them Can We Make Die?') Dungeons & Dragons, and soon in another Spycraft scenario.

Songs from both World Wars have also been used, as have songs of the troubles in Ireland.

Some day I am going to get an MP3 player, just to use it in games.

The Auld Grump
3117  Community / License to Improvise / Re: Morg's Springing feat chain on: July 20, 2007, 03:36:21 PM
Okay, put that way it makes sense - When I have used Streetwise in other (non-D20/OGL) games I have always treated it as a combination of Gather Information (includes finding, but not haggling with, the black market), Knowledge (Local), and Knowledge (Criminals) - mostly this was in the old version of Storyteller. It saw a lot of use, so I wouldn't say that it 'didn't do anything'.

Heh, well when we did the new system, Knowledge was integrated into every skill, thus making a skill that traditionally is just "knowledge of the streets" to lose a bit of its mustard Smiley That's what my first iteration of Streetwise (back in 1e, then called Knowledge (Streetwise)) looked like. But all Knowledge was declared passive, rather than action, since it's not about doing something in the same way all of our skill checks involve an action of some sort. Streetwise then collected the off the books methods of moneymaking and that became its primary function. So when I say "do" something, I'm refering to an action associated with the skill...which basically every Streetwise before this one never had Smiley
Well, I will say that Gathering Information is doing something, but I understand about the passive nature of pretty much everything else about the skill.

The Auld Grump
3118  Community / License to Improvise / Re: Non Crafty Settings for Crafty Games.... on: July 20, 2007, 02:53:03 PM
Shatterpunk's going to be quite accepting of a virtual world sort of fact, the creation of such a world (and the consequences) are a big part of the setting's plotline Smiley
Heh, Thirteenth Floor type consequences? Tongue (I actually rather liked that movie, poor acting aside.)

The Auld Grump
3119  Community / License to Improvise / Re: Morg's Springing feat chain on: July 20, 2007, 02:51:10 PM
Of course it could just be turned upside down - Haggle might be the skill, Streetwise one of the tasks.... You can bargain anywhere from the streets of Los Angeles, to a market in Calcutta, to the Farmer's Coop in Huron, Kansas. Streetwise would be the check for finding the folks to bargain with when looking for those 'hard to find' items. Tongue

Ah, but you misunderstand what Streetwise is, because there's never really been a streetwise-style skill that actually DOES anything. Seeing as we don't have Knowledge skills in Spycraft, Streetwise' function is about generating money "off the books." Gambling, fencing, haggling, bribing - getting stuff and money for your skills and knowledge is what this skill actually does in the real world.

Part of the reason haggling ended up in Streetwise is because the system's other skill check umbrellas were tight - splitting a skill just to use the black market (already difficult and prohibitively expensive) undermined the motif and the utility of the skill. People don't haggle in stores - they haggle in bazaars, night markets, over cigarettes and whiskey in bars and dark basements. It's about getting the "friend price" as some ladies of the night in Beijing put it to a friend of mine years ago, and that's where it (IMNSHO)belongs.

I'm tremendously happy with Streetwise as it functions now - it is a perfectly fitting member of the 'environmental' skill trifecta (with Bureaucracy being the organizaional survival skill and Survival being the outdoors survival skill) and moreover it really MEANS something when applied to its environment. That it is desirable for more than just criminals and cops is exactly the proof it is a good, useful skill Grin
Okay, put that way it makes sense - When I have used Streetwise in other (non-D20/OGL) games I have always treated it as a combination of Gather Information (includes finding, but not haggling with, the black market), Knowledge (Local), and Knowledge (Criminals) - mostly this was in the old version of Storyteller. It saw a lot of use, so I wouldn't say that it 'didn't do anything'.

The Auld Grump
3120  Community / License to Improvise / Re: Table of Sproing?! on: July 20, 2007, 02:06:27 AM
The work is titled 'Fragile Minds' - a bit was mentioned a few times over the last month and a half or so -

One week later, and I'm pleased with where we are at.

Behind the scenes we are still doing battle with the great printing beast, but we seem to have it pushed up to the brink of the cliff and now all we have to do is harry it over the edge. Crafty Games is definitely a 'pursuit predator' Wink. Practice Makes Perfect and Class Confidential:Soldier are both in the que for edits, and the new era of website stability has freed up Alex somewhat, meaning Fragile Minds is probably gonna make it onto the short stack before you see the first of those on sale. We're trying to get better organized to work with freelancers to turn more of our ideas into finished manuscripts, since we have had to concede we can't do as much as we want to without more able hands. The immediate fruits of that being the "Vow of Silence" setting for use with Spellbound is making some tangible headway even when I'm not writing on it (and boy, that's a whole new world for Crafty). It also means you might be seeing some new names on our books, which I find very exciting. We are even looking into delving into products the likes of which other companies have written off. More on that when I sum up again next week Cool.

The Auld Grump
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