Showing posts with label licensed. Show all posts
Showing posts with label licensed. Show all posts

Monday, August 21, 2023

#RPGaDAY2023 - DAY TWENTY-ONE: Favourite Licensed RPG

 


It's Day Twenty-One of #RPGaDAY2023, and it's a very difficult one for me. Favourite licensed RPG.

Anyone who knows me or has listened to me ramble on in my videos or blogs, or even on other people's podcasts, will know I LOVE licensed RPGs. There's just something about getting to play in your favourite worlds, whether it's the oppressed space of Star Wars, or the looming threats of Middle Earth. There's just something about playing in the world of my favourite TV series or movies that appeals to me. 

Back when #RPGaDAY first started I took this opportunity to rant about the lack of a Harry Potter RPG, but times have certainly changed and while I still think it would make an excellent RPG, now is probably not the time for it.

So, to really answer the question. Favourite licensed RPG. It's difficult. Ghostbusters really stands out as that's the RPG that inspired me to write for games (even though I was unsuccessful at the time). The West End Games Star Wars RPG is the stuff of legend, and I still have my corebook, sourcebook, and Star Warriors set. 

Star Trek Adventures, while I did work on the initial concepts I feel I can just about get away with including it in my favourites. It has captured the adventure, exploration, and themes of the series so brilliantly. I may have made some bits a little simpler, but I love what Modiphius have done with it, and the idea that they're allowed to use Picard, Discovery, and even Lower Decks, just fills me with joy.

Tales from the Loop is technically a licensed game, based on the amazing art of Simon Stålenhag. A brilliant, simple, and evocative game that really captures a weird eighties full of robots and time travel.

I'd still love to see a new Ghostbusters RPG, or have the chance to work on Star Wars in some way. I'd really love to get the chance to write an official RPG based on The X-Files or Twin Peaks. We can hope...

Sunday, June 18, 2023

Building Better Worlds

Wayland Yutani logo - building better worlds

I should really plan my blog posts better, but sometimes you watch or read something and just feel like putting words on paper, so-to-speak. Please forgive me if this gets a bit ramble-y and off topic.

Many years ago I fell out of love with The Walking Dead. I loved the series, and loved the comics before it, avidly watching the TV series, and reading the comics every month as they came out - then buying those cool collector's hardcovers just so I had them safe and accessible without having to drag out the comic boxes and open each issue's bag one by one. It got to the arrival of Negan, and there was a scene that absolutely shocked me and turned my stomach. I kept reading the comics, but the memory of a certain character's demise (and one of my favourite characters in the Walking Dead universe) kept creeping in. 

About ten or fifteen issues later, I remember reading it and thinking "why am I reading this? This just feels like prolonged trauma." Rather than put myself through the misery of watching these people suffer any further, I bit the bullet and cancelled my order for it at the comic shop, turning to other comics that didn't feel miserable... 

And then, that happened in The Walking Dead TV series. (Season 7, episode 1). You know the bit. And it all came flooding back. My wife stopped watching, and I gave up there and then. 

Many years have passed, and then along came Free League's announcement of The Walking Dead Universe RPG, and I thought to myself... "should I go back to the TV series?" And I did... I started from the episode after the trauma inducing incident where I stopped watching, and I'm getting back into it... Sure, I hate Negan with a passion, but you're supposed to. Jeffrey Dean Morgan is absolutely brilliant in the part, but why do people love him so? How does he get to be in a spin off? I'm still in Season 7, so don't tell me, but honestly, I think there should have been a #JusticeForGlenn hashtag going around. 

I backed the Kickstarter for the RPG, of course, because I love Free League's games, but the thing that really stood out for me was their announcement the team behind the TV series were involved with the 'game universe' to ensure that the events that play out in the game, and their streamed game fits in with the series. I think the plan is that the events of the streamed game is 'canon' to the Walking Dead setting. 

It's a brilliant marriage of game and license. And it could work both ways. Just look at the history of licensed games. Back in the dim and distant past, when there were only three Star Wars movies, and my favourite game company in the 80s (West End Games) produced the first (and amazing) Star Wars Roleplaying Game, WEG created new worlds, new characters, locations, droids... 

And some of those locations and characters have made it into Star Wars canon, mostly thanks to the Heir to the Empire trilogy if Wikipedia is to be believed. More recently, license-holders have seen the value of tabletop RPGs as a way to spread the word of their media, with the Carnival Row RPG (a free downloadable PDF through Nerdist and Monte Cook Games) that was created to promote the Amazon TV series, and The Green Knight RPG that A24 created as a full 'starter set' format game to promote their movie of the same name.

Heck, when I was working with Eden Studios on the Buffy RPG, we were putting the Slayer's Handbook together and remember us saying "Maybe we could ask Fox what Faith and Kendra's last names are?" Eden asked, months passed, but we got a reply - they didn't have last names, but Joss Whedon decided what they would be (Lehane and Young) - and those names became part of canon for the Buffyverse ever since.

Tabletop RPGs can fill in those blanks in a chronology, or missing information. And I guess that's why I called this post "Building Better Worlds" like the Weyland Yutani Corp. Just think of your favourite TV series or movie, and think of how small the actual place or time is involved. TTRPGs can expand and develop areas you've never imagined. Just like the Shackleton Expanse in the Star Trek Adventures RPG by Modiphius - a region of space unused by the series or novels, but on the map of the Star Trek galaxy. 

Here are some examples - 

The Magicians - one of my favourite book series and a fantastic TV series. But what about other students at Brakebills? Other years? What else could be going on in Fillory?

Twin Peaks - one of my favourite TV series. There were 20+ years where we didn't see what happened in that strange little town. And what's happened since Cooper changed the course of history? 

Battlestar Galactica - another ship in the fleet, or another Battlestar that was lost?

James Bond - he's 007, what about the other Double-O's? 

Stranger Things - What happened in the 70's? The 90's? What about the rest of the lab's experiments? Other 'gates' to the Upside-down? 

The X-Files - What happens after Season 11? What about between Season 9 and 10, when the X-Files were 'shut down'? New agents, continuing the investigations even if it's in an 'off the books' capacity. 

Sapphire and Steel - we only really saw Sapphire, Steel, Lead, and Silver in action, what about all those other medium-atomic weights investigating temporal disturbances?

Buffy the Vampire Slayer - after Season 7, there are many Slayers out there in the world, all needing training, guidance, and with their own Scooby-gang to help face the demons and vampires.

I guess, the familiar universe and setting, but the potential to do your own thing within those worlds, is why I love licensed RPGs. And while the publishers are fleshing out the world(s), the IP-holders can take this as inspiration for their universes and build bigger worlds. 

Monday, May 2, 2022

Your Licensed Game Is Awesome!

Been a while since I've posted anything on here, I know. The last post was prompted by some serious backlash against a game I had been collaborating on, and the internet space was all getting a bit nasty. So, I took a break from the internet, focused on my work, and doing stuff in the evenings that wasn't tabletop writing.

I dipped my toes into the internet waters again to see if there was anything good happening, and stumbled upon an article in my feed (which I won't link to) that basically said licensed tabletop roleplaying games sucked. I was angry, hurt, and offended - mostly as the image they used for it was the cover of the Doctor Who Roleplaying Game. So, everyone was seeing this article with the headline 'Your Game Sucks' with an image of the game I'd been working on (off and on) for the last thirteen years.

Hard not to be offended!

The actual article itself was basically saying that licensed RPGs were bad, because you (as a player) didn't have the power of a bunch of scriptwriters, and no game could feel as cool as the licensed property it was based upon. 

So I thought I'd take to the blog, and voice my rebuttal. 

Licensed RPGs are awesome.

--

Some of the best roleplaying games I've played, and the most fun I've had, have been playing licensed tabletop RPGs. The first game I GM'd was Star Frontiers, and I was so obsessed with movies and TV series that I populated the epic star-scape of Star Frontiers with lightsabers, T-800 Terminators, Transformers, and more. However, when publishers started actually making RPGs based on some of the movies and series I was so fanatical about, that was when I started having the most fun with roleplaying.


The first licensed game I bought and played was the, now legendary, TSR Adventures of Indiana Jones RPG. Sure, it didn't have character creation in the basic box, and I spent hours typing up a character creation chapter of my own to allow players to generate their own globe-trotting adventurers. But we had fun with it, playing ridiculous adventures of raiding tombs, punching nazis, and action packed thrills. It was great, and something that sticks with me to this day is the excellent 'Judges Survival Pack'. In that little supplement was, not only the character creation rules I desired, but also some fantastic 'random tomb generator' tools, to ensure the GM (or Judge) had a fresh ancient tomb, filled with traps, on hand.

To top this off, there was the amazing 'Chase Flow Chart' that provided an endless stream of roads, buildings, paths, and obstacles for foot or vehicular chases. It was brilliant, and a fantastic idea that I haven't really seen again. 


Hot on the heels of that in my gaming was another legendary game — Ghostbusters. The 'Frightfully Cheerful Roleplaying Game' produced by West End Games. 

To say this game changed my life is an understatement. It was written with a comedic tone filled with self-referential comments and jokes, that made it an absolute joy to read. I LOVE Ghostbusters. Seriously, I was obsessed with the first film, so much so that I bought the VHS when the film came out on rental, before it was available to buy, so I could watch it over and over again. 

I read the game, chuckling away to myself at the jokes and just how cool the game was. This was fun to read, and I had that moment of clarity when I realised if it was that much fun to read, it must have been fun to write — I want to do that!!

As documented here on the blog, I spent hours sat at an electric typewriter, hammering away to create adventures for Ghostbusters, photocopying the manuscripts and sending them off to West End Games. Waiting months for it to get there, and eagerly awaiting a reply. While it was a "no", it was an encouraging no, and it is the reason I wanted to become a roleplaying game writer and designer.

Shortly after Ghostbusters, the seemingly unstoppable West End Games produced the one game I wanted more than anything in the Universe — Star Wars. I was obsessed with Star Wars from before I'd even seen it, from the moment my dad brought home those first couple of action figures for me. Everything was Star Wars, and nothing could top it for me. When I first started roleplaying, Traveller and Star Frontiers were just Star Wars in my head. So when WEG brought out the Star Wars roleplaying game, using a version of the Ghostbusters D6 system, I was instantly sold.

It was great, and we had many epic games of dodging swarms of TIE Fighters, using force powers, shooting at Stormtroopers, and sneaking around Imperial bases.

The production was cool, and after so many years of black and white illustration in roleplaying rulebooks, to have them punctuated with glossy inserts of full colour, and that "Join the Imperial Navy" advert that looked like the armed forces ads that we were familiar with, was just brilliant. Seriously loved that game.


It was towards the end of the 'golden age' of my roleplaying gaming (before I had a bit of a break from gaming) that I delved into the realms of Victory Games' James Bond 007 RPG

Again, another perfectly executed game, with brilliant rules to make your character the suave and educated spy that you'd expect from a Bond movie. I loved Bond movies, from my first trip to see The Man With The Golden Gun, so to get the opportunity to run games with cool gadgets, powerful villains, and dangerous henchmen, I couldn't pass it up. After picking up the main boxed set, and one of the adventures, I saw how fantastic the production values were on them, especially the amazing handouts, and saw the awesome chase rules, I just couldn't stop until I had the complete collection (a collection I only really managed to complete in the last few years).

However, the James Bond 007 RPG is often regarded as being the first game to employ 'Hero Points' — a revolutionary development that has continued into games even today. Fantastic.

I'd taken a break from gaming, and returned to the scene in the early 90's when Vampire caught my eye, but many years later I became obsessed with the TV series The X-Files. As there wasn't a roleplaying game for The X-Files, a friend of mine recommended the closest thing, in the form of Eden Studios' Conspiracy X. This got me reading Eden's games, and got me my first real writing gig in the gaming sphere... I was busy working on Terra Primate when Eden got in touch about another of my favourite TV shows of the time...

Eden Studios' Buffy The Vampire Slayer RPG is another one of those brilliant licensed games that actually felt like the source material. Using a lighter version of CJ Carella's Unisystem, the Buffy RPG cleverly meant that you had to fight vampires to weaken them, before you could stake them. Just that little element meant that you had to punch and kick those pesky bloodsuckers until you could stake them, which meant it felt like an episode of Buffy. You did research, you went on patrol, you beat up some vamps, and dusted them. 

And the whole book was written in that lighthearted and accessible way that Ghostbusters was, filled with pop-culture references in the way the Buffy series was, and the way the Buffy characters talked. Just fantastic.

Filled with full colour glossy images, it was freaking glorious, and perfect for a group of vampire hunters, witches, watchers, or even slayers (if you continue from the end of season seven). I loved working on those books, and watching episodes over and over to get the floorplans for locations. 

When it comes to licensed RPGs that do things brilliantly, and perfectly reflect their source material, it's hard to ignore Leverage, published by Margaret Weiss Productions. Utilising a streamlined and modified version of their Cortex system (that was so brilliantly employed in their Smallville RPG), it boils stats and skills down to their core components, and the roles the characters have in the heist - hitter, hacker, thief, mastermind, and grifter. Everyone can do everything, but some are specialists in their field. 

Add to this the brilliant way they construct the anatomy of a heist, it's just a revelation. It was really one of those games where I read through it and kept saying 'I wish I'd thought of that' over and over again. 

Mentioning Smallville though, the relationship mapping when you're creating the game — how everyone knows each other, and significant places and events, is just brilliant. Seriously, you should check it out if you can. And it's a great supers game as well, where the characters don't feel impossibly overpowered.

Okay, you're probably getting bored by now, so I'll just do two more before I wrap up.

One of my favourite games of the last ten years — heck, one of my favourite games ever — is a licensed game. Based upon the artwork and artbook of Simon Stålenhag, Tales from the Loop is an amazing game, and an absolute revelation when I read it. In an alternate 1980s, where robots are common, and weird experiments at the Loop have resulted in time travel, weirdness, and mutation, Tales from the Loop allows players to return to school days and investigate strange goings on. 

Not only does it perfectly capture the feel of the era and the paintings, but it was a complete revelation in rules design for me. The size of the rules section was so small, with an emphasis in the book on the setting and story, constructing mysteries and investigations, it just opened my eyes to how minimal the rules of a game could be. 

We had some fantastic games of Tales from the Loop, one so epic the characters aged to enter the Things from the Flood, failed to stop the Loop going horribly wrong and sending the world into a post-apocalyptic setting of Mutant Year Zero - then time travelling back to Tales from the Loop to try to stop it! Awesome.


And I guess you can't talk licensed games, and mention Fria Ligan, without bringing up the awesome ALIEN RPG. Using a modified version of the Year Zero Engine that powered Tales from the Loop, ALIEN added new stress mechanics that really made you feel like you were in an ALIEN movie. The couple of games I've played have been some of the tensest I've experienced, with a real sense of panic from the players and characters, feeling like your character could meet a horrible fate at any moment. 

The 'acts' of the cinematic play, adding motivations that change as the acts of the story progress, are a brilliant addition, meaning you're never really sure of the other player characters' motivations, and it perfectly reflects the feel of the movies. 

I haven't seen how extended campaign play works out yet, so that's something to look into, but for a short, sharp, shocking trip into the terrors of space, it's brilliant.

Saying that I'm always in awe of Fria Ligan games is putting it mildly, and with their licensed RPG of Blade Runner launching on Kickstarter this week, you can count me in.

So there you go. I love licensed games. I want to play more of them, I want to write more of them. It's in my blood, and has been for a very, very long time. 





Sunday, March 29, 2020

[Roll Your Own Life] The Games That Shaped Me (Part 3)


James Bond 007 Roleplaying Game - Victory Games (1983)

Oh boy. Number three in my list of seven tabletop roleplaying games that had a massive impact on me and my gaming is another one of my favourite games of all time. Victory Games' James Bond 007 RPG. It's hard to know where to begin with this one.

My gaming group had diminished a little as a huge chunk of them had vanished off to university, and I was looking for a game I could run with fewer players. Couple that with me being a massive fan of James Bond, it was an ideal choice. Little did I know what I was getting into.

The game is simply stunning and presented some revolutionary game design that has inspired game systems for years since. It ran brilliantly, and tackled aspects that you'd expect from being a secret agent in Bond's world - chases, shootouts, gambling, seduction, torture, and being an expert in high class luxury.

The supplements are something I absolutely adore. Each supplement (well, most of them anyway) came as a boxed set with an envelope of props marked "For Your Eyes Only", along with a mini GM screen, maps, and more. The added genius of it was it took the plots of the movies/books and turned them completely on their heads. If you went into an adventure and you were familiar with the movie, you could assume the way the plot was going to head - but it wouldn't do you any good. It updated the plots, twisted them around, and kept the players on their toes.

The "A View to A Kill" adventure - so darned cool
I ran a lot of the adventures - I seem to remember running For Your Eyes Only two or three times with different players, each with very different outcomes.

I managed to complete the collection a couple of years ago (though I still haven't tracked down an affordable copy of Assault! The tabletop battles game based around the end of You Only Live Twice) when I finally tracked down a relatively cheap copy of Octopussy.

It's still an awesome game, and one I've longed to revive in a new edition for many, many years. Heck, I've written to, called and emailed EON a few times, and even started to put together a pitch for a new Bond RPG... but I wonder if it, like Harry Potter, is an impossible quest.

One day maybe.