Wednesday, September 14, 2011

Internville

This was going to be for Crosstoberfest (remember that?) last year, combining the Hollow Tooth Diaries and Workshop Tomorrow. I was going to wait until next month to publish it in Crosstoberfest Redux. Today, Friend Kris threw down the gauntlet, challenging me to write a one-page RPG, done by tonight. I'd been musing on this one for almost a year, so I figured I may as well put it down on e-paper.

With that, I present to you, Internville.

Friday, September 9, 2011

My Sitcom Pitch

An espionage/infiltration human-replica android escapes his government handlers and attempts to fit in among the civilian populace by impersonating a young, successful professional in New York City. He experiences life, love, and laughter for the first time.

The title: Battery Life.

Wednesday, September 7, 2011

Update Update Update

Not much content lately. I apologize to all three of my readers (that might be an ambitious estimate). I've been working on secret projects.

For some quick content, isn't it cool when RPGs are written with a distinct style? It doesn't happen often, but when it does, it's delightful. Some examples:
  • The conversational (Trail of Cthulhu)
  • The darkly comedic (Deadlands, Paranoia)
  • The poetically academic (Houses of the Blooded)
  • Whatever the heck Nobilis is
Some other styles a prospective author probably shouldn't use:
  • The belligerent ("Of course you can't combine ability modifiers on a single challenge roll! What the hell is your problem?")
  • The Ye Olde Harde Core ("Like the noble warriors of old would honour their weapons, honour thy dice. They are your sword and shield against the foul terrors of the dark!")
  • The critical theorist ("Attribute is the linguistic container used to collect a number of different 'truths' or 'rules' that can, in the collective idea-space, affect the shared hallucination between the players/performers.)
Imagine your own terribly inappropriate game writing styles! Collective fun!

Thursday, September 1, 2011

The Worst Game in the World Award!


It's been far too long since I complained about games on the Internet. To rectify this grievous breach of proper online conduct, I present to you the Worst Game in the World Award! Celebrating the most misguided blunders in the name of personal amusement, a recipient of the WGITWA needs to fail so comprehensively that it is not only uninteresting, but actively infuriating.

The results are in! Imagine a drumroll, then click “Read More” once you are sufficiently excited.

Monday, August 29, 2011

Spectrum Cosmos: Meet the Factions

In order to populate a miniatures game in the modern style from the MIRACLES OF TOMORROW features, some extrapolation is necessary. First, most pieces full-fledged characters, and not 'generic' squads and soldiers. Additionally, MIRACLES was not an attempt to build a consistent setting in the model of a modern science fiction series. Any continuity between stories is as likely a product of plagiarism as it is a product of methodical world-building.

So while many of the characters, names, inventions and concepts come from Osterhagen's writers, the unifying setting framework is largely my own design. Some of the information in this framework may contradict details from the original texts, but I am striving to keep the spirit of the originals intact while developing a 'sourcebook' for the Spectrum Cosmos universe. I intend to post this sourcebook (with references, of course) in ad hoc instalments on the blog here. Look for the “Sourcebook Corner” tag.

Of course, all this work is in service to the Spectrum Cosmos game, so let's begin with something at the heart of an appealing miniatures game – the factions! To fully represent the Spectrum Cosmos setting, there would be no fewer than seven (maybe eight) distinct factions and a robust roster of mercenary forces. In brief, they are:

Monday, August 22, 2011

Spectrum Cosmos - The Basics Concluded

Okay, you didn't read all of that. I didn't read all of that. It's not as bad as it looks, I swear. Here's the cheat sheet.


The Turn
  1. Beginning Phase – Effects that begin, end, or trigger at the beginning of the turn do so.
  2. Activation Phase – Players activate their units one at a time. During a unit's activation, it may move its speed and then do one of the following:
  • Perform a Simple action on the unit's profile. If the modified Skill on the Simple action is at least 1, it is successful. One Command Card of the appropriate suit may be played, adding its value to the unit's Skill. If successful, resolve the action's effects immediately.
  • Perform a contested action on the unit's profile, declaring an enemy unit as the target. The target must immediately declare a reaction. It can use a Default reaction, or play a Command Card to use the corresponding reaction with a bonus. The acting unit cannot improve its Skill with a Command Card. Assuming both action and reaction are valid, compare the Skill values of the action and the reaction. Only the ability with the higher Skill takes effect. The acting player wins ties. The successful ability is resolved immediately.
  • Play a Command Card face down, declaring an enemy unit as the target. The target may play a Command Card in response or declare a Default reaction.
  • Take no action.
  1. Resolution Phase – Once all the active player's units have activated, the Resolution Phase begins. One at a time, the active player chooses a face-down Command Card to reveal. Actions are resolved in the same fashion as in the Activation Phase. This time, Command Card values are added to acting units' Skill ratings.
  2. End Phase – Effects that begin, end, or trigger at the end of the turn do so.
Of course, those are just the basics. Spectrum Cosmos includes all the exceptions, contradictions, rulebreaking, and ambiguity we expect from a miniatures game.

Next Time: Meet the factions, and actual unit stats! 

Spectrum Cosmos - The Basics Illustrated

Let's put it all together. Remember the Guy?

Unit Name: Guy
Keywords: Human, Living, Generic
Speed: 6
Resolve: 3
Armour: 0
Wounds: 2
Sun
(Victory)
Gun – Attack: Range 12, Skill 3. Damage 1.
Evade – Default: Skill 3.
Moon (Psychology)
Scare – Skill 2. Fear 1.
Rally – Skill 3. Gain one Edge.
Mercury (Maneuver)
Hustle – Simple: Skill 3. Move 6”.
Flee – Skill 3. Retreat 6”.
Venus (Special)
Wild [+CC]
Dodge – Skill 5.
Mars (Savagery)
Fist – Attack: Range M, Skill 2. Damage 0.
Return Fire – Attack: Range 12, Skill 2. Damage 1.
Qualities:

Imagine two Guys facing each other down across an empty field. Each of their controlling players (Hadrian and Ruby) has a hand full of cards. For the sake of this example, let's say their hand size is 3. It is Hadrian's first turn. Hadrian activates his Guy, moves him up to his Speed (6) in inches, then has a choice. He can immediately resolve an action with no bonus, or secretly play a Command Card to be resolved at the end of the turn. Hadrian's hand is a Venus 1, a Mercury 2, and a Mars 1.

Be warned. This one is also way too long.

Spectrum Cosmos - The Basics Continued

Last time we looked at basic play structure, activating units, declaring and resolving actions and reactions. Below is a more concrete example.

First, let's make an example unit profile. Again, this is a structure I've condensed from Lawson's dense, longhand descriptions of unit abilities. This is a generic unit that nevertheless includes many of the game's core features.

Unit Name: Guy
Keywords: Human, Living, Generic
Speed: 6
Resolve: 3
Armour: 0
Wounds: 2
(In the final product, I'd likely include balancing mechanisms, such as point cost and maximum allowance up here)
Sun
(Victory)
Gun – Attack: Range 12, Skill 3. Damage 1.
Evade – Default: Skill 3.
Moon (Psychology)
Scare – Skill 2. Fear 1.
Rally – Skill 3. Gain one Edge.
Mercury (Maneuver)
Hustle – Simple: Skill 3. Move 6”.
Flee – Skill 3. Retreat 6”.
Venus (Special)
Wild [+CC]
Dodge – Skill 5.
Mars (Savagery)
Fist – Attack: Range M, Skill 2. Damage 0.
Return Fire – Attack: Range 12, Skill 2. Damage 1.
Qualities:

Thursday, August 18, 2011

My Life's Work, Explained

A few years ago, some friends and I were discussing what our issues were with 7th Sea. Wouldn't it be great, we mused, if it was more like Legend of the Five Rings, where you could actually gain ranks in your fighting styles before your gaming group was sick of the game and ready to move on to something else? In our imaginations, there was a glorious rewrite, where all the schools had five levels, sorcerers could actually accomplish anything, and Swordsman Schools didn't have abilities that outright sucked. Descending from the clouds of fancy, we realized how enormous and impractical a project this would be.

A little while later, I started on it anyway.

I called it the 7th Sea Overhaul, a title which quickly changed to the largely-nonsensical 7th Sea Keelhaul, because, you see, pirates. My loyal readers know well that I take on over-ambitious grand projects and never finish them, and this one is no exception. I've worked on it off and on over the years, at times seized with creative passion, at other times leaving it dormant for months on end.

I figure on days when I don't have anything else to write about, I'll throw up a school and a bit of commentary on what I was trying to do. It'll be good motivation to acutally edit and revise some of my clunkier additions.

Wednesday, August 17, 2011

Spectrum Cosmos - The Basics


Alright, enough background. Let's get to the game.

Spectrum Cosmos is a diceless miniatures game that uses cards and secrecy as its random element. If I had to compare it to modern games, I'd say it has elements of Warmachine, Infinity, Malifaux, and the board game Fury of Dracula.

Read the details below.

Thursday, August 11, 2011

Found Plot Seeds: Around the Internet Edition

Just this.

Actually, just the headline. Reading the article spoils the magic.

Found Plot Seeds - Cheetah Gate

"Due to unforseen circumcstances, Cheetah Gate has been closed permanently. Please enter and exit only through the main gate. We apologize for the inconvenience."

Tuesday, August 9, 2011

Spectrum Cosmos - An Explanation

A while back, I decided that I wanted to develop a ruleset for a miniatures skirmish game. As it turns out, I didn't have to.

During my layover in London, I found an old stash of MIRACLES OF TOMORROW MAGAZINE for sale in a street market. I picked it up on a whim, and, well, you can see from my last few posts what I discovered.  I'd been reading them (carefully!) off and on for the past week when I stumbled across this note from publisher Max Osterhagen. I dug through my collection to find the previous issue he referenced, which included this introduction by author James Nathaniel Lawson, who apparently invented a miniatures wargame back in 1933. Such a find prompted me to do some research.

Monday, August 8, 2011

Author's Note from MIRACLES OF TOMORROW MAGAZINE Vol 7, No 3, July, 1933


Dearest Readers,

By now you have finished reading my little fable. As I wrote it, Sergeant Bronzewood and her brave frontiersmen managed to fight off the Faceless Men from beyond Jupiter, saving the lives of the colonists of Star-Fort Alpha. But what if the battle had transpired differently?

Publisher's Note from MIRACLES OF TOMORROW MAGAZINE Vol 7, No 4, October, 1933


To All Loyal Future-Minded Readers of MIRACLES OF TOMORROW MAGAZINE:

ADAPT OR PERISH! Those are the words to live by in this, our modern age. Every day, new MIRACLES OF SCIENCE burst out of our nation's workshops and laboratories.

In our lifetimes, wireless telegraphy has begun to transmit news around the world at the speed of lightning, man has unlocked the secrets of flight, and with electrical lights we can reclaim our world from that savage conqueror Night. In earlier centuries, but one of these discoveries would define an era. But today, SCIENCE CONTINUES ITS FORWARD MARCH.

The only question that remains: WILL YOU JOIN THE FUTURE, OR BE LEFT BEHIND?

Sunday, August 7, 2011

e-Webbing my iPresence

I downloaded a Twitter for my Internet! You all can e-follow my "Twitts" with your respective Internets at "@BonusGhost" or "@" that browser-button over on the right lane of the electronic megahighway.

Thursday, August 4, 2011

People Who Nap at the Airport: A Field-Spotter's Guide

The Hapless - Posture: sitting. Luggage: wherever possible. Greatest Inconvenience: armrests. Natural Enemy: the Lucky Bastard. Sleep Chances: low (ideal circumstances) to none (whenever head is allowed to move). Variations: the Fetal, the Diagonal, the Neck-Injured.
The Blithe Spirit - Posture: supine. Luggage: as pillow. Greatest Inconvenience: foot traffic with poor peripheral vision. Natural enemy: the Significant Other. Sleep Chances: moderate. Variations: the Penitent Monk, the Piece of Plywood, the Guy Who Packed a Sleeping Bag.
The Contortionist - Posture: non-Euclidean. Luggage: engulfed. Greatest Inconvenience: bones. Natural Enemy: the Architect. Sleep Chances: slight. Variations: the Wedge, the Security-Conscious, the Under-Dweller.
The Architect - Posture: envy-inducingly comfortable. Luggage: lovingly crafted into a makeshift bed or easy chair. Greatest Inconvenience: lack of proper buttressing. Natural Enemy: the Blithe Spirit. Sleep Chances: proportional to Lego sets owned. Variations: the Scavenger, the Dragon's Hoard.
The Altruist - Posture: any. This is more correctly classified as a variation on any other category, only with sleep chances reduced one or more steps, based on relationship with Significant Other. Variations: the Adorable, the Egalitarian, the Creepy, the Nauseating, the Resentful.
The Significant Other - Posture: on the Altruist. Luggage: disregarded. Greatest Inconvenience: relationship drama. Natural Enemy: the Altruist. Sleep Chances: decent. Variations: the Platonic (hypothesized), the Accidental Cuddler.
The Lucky Bastard - Posture: on the one damn set of goddamn benches that doesn't have goddamn armrests. Luggage: as the most hateful of pillows. Greatest Inconvenience: jealousy. Natural Enemy: right-thinking people everywhere. Sleep Chances: probably worse then they look, but that does nothing to dim my hatred. Variations: the Boy Scout, the Tarred and Feathered.

Cough Cough Wheeze

After their well-publicized falling-out culminating in a small fire in a Memphis hotel, the members of Bonus Ghost (and their respective lawyers) have set aside their differences and are returning to the stage for a 37-stop blowout reunion tour!

Due to the mysterious forces that bind my blogging output to their musical and financial success, I will be resuming this blog.

The Hollow Tooth Diaries are long-since over (though I may do a few HTD Retrospectives), but I'm pleased to announce the fresh new travelblog stylings of the Quinine Chronicles (being a recount of interesting and noteworthy occurances during my visit to Kenya)

I'll be diving back into running my mouth off about tabletop games and sharing my amateur game design attempts. My biggest current project is a miniatures skirmish game tentatively called Spectrum Cosmos. I'll be posting its very work-in-progress mechanics as well as its fluffier side. When I've got nothing else to write about, I'll throw up some bits and pieces of my comprehensive overhaul of AEG's defunct 7th Sea or some other project otherwise decaying on my hard drive.

In essence, welcome to the BGH Volume II.