Monday, October 29, 2012

No Mr. Bond, I Expect You To GAME!

I thought I'd do a blog post a little earlier this week as it'll possibly be the last normal post before the madness of NaNoWriMo takes over and I end up pulling ridiculous late nights trying to hit my word count.

Also, I've just come back from seeing SKYFALL, the latest (and almost greatest?) James Bond movie.

Bond, overlooking London, in SKYFALL (2012)
I thought I'd write a little about Bond, and how the most famous of secret agents has been a constant in my life, both in normal life and in gaming.

Bond blasted his way into my life when my parents took me to see The Man With The Golden Gun. Scary to think that was waaay back in 1974. I don't think I'd have seen it upon immediate release, it would probably have been the following year and I'd have been around seven years old. I didn't really follow the plot, but I loved the car chases, and the end fight in Scaramanga's little theme park shooting alley had me mesmerised.

Corgi Stromberg helicopter!
My folks took me to see The Spy Who Loved Me as well, in 1977. This was before we managed to go and see Star Wars, and at the time it was amazing. Mostly because of the car - the Lotus Esprit that turned into a submarine. I remember coming out of the cinema, and my dad decided that we should get the car. We stopped at every toy store on Holderness Road in Hull on the way home to try and get the Corgi Lotus Esprit. The final shop was still a failure, but he got me the next best thing - the Stromberg Jet Ranger helicopter that Caroline Monro was piloting in the iconic chase.

Pan Paperback edition, '60's
I loved Bond movies, watched them avidly on TV, and my mum gave me all of her Fleming books, the old 60's Pan paperback editions that I would later read at a great pace in my time working for the Council when they didn't have enough work for me to do.

In the meantime, however, Star Wars came into my life and Bond was a sort of side-pleasure. It wasn't Sci-Fi, but it was still cool. I still watched them, through the silliness of Moonraker and Octopussy. However, the franchise really got back on track with Dalton's The Living Daylights. Dalton was easily my favourite Bond, at least until the Daniel Craig movies... I know, controversial choice, huh?

But Dalton did get me back into Bond in a big way, and it lead to gaming again with Victory Games' James Bond Roleplaying Game.

It was an odd one, a great game with really good production values that had some minor problems with not being able to use SPECTRE or Blofeld, but their substitutes (TAROT and Skorpios) were pretty cool.

Cover of the Victory Games James Bond 007 RPG
- Although most copies in the UK had the tagline
"Enter the Victory Games World of..." blacked out.
(You do know if she was real, the woman on the
cover would be about 8 or 9ft tall?)
The game itself was rather smart, and one of the only games I have that not only included detailed damage and combat rules, but also rules for gambling (especially the incredibly odd Baccarat), seduction and being able to recognise the vintage of your booze of choice.

But it was the supplements that really showed off how cool the game could be. Sure it did its own stories, including Goldfinger II - The Man With the Midas Touch, and You Only Live Twice II - The Back of Beyond (written by future Bond novelist Raymond Benson), but the adaptations of the actual movies were genius. Instead of just presenting you with the same plot and story as the original movie, things were slightly different.

For example, Goldfinger wasn't about irradiating the gold in Fort Knox, so if your party of novice agents or your cocky 00 agent decided "Oh, I know how this is going to go," and tried to skip to the end, they'd be in for a serious surprise.

The insides of the rather awesome "A View To A Kill" adventure.





Add to this the amazing level of production that went into each adventure. Each adventure (barring a couple of them) came in a boxed set, with a whole host of cool extras. Most came with a "For Your Eyes Only" envelope to put things in, usually a set of nicely painted "photos", some cool maps, as well as props, letters, invoices, and other excellent items that gave the players a great insight into the adventure ahead.

I ran just about every adventure there was for the game, some I'd even GM more than once for different agents to see how they'd do. I wasn't a great GM, and some of my players would say I made stupid decisions (even worse than some of the decisions the players made) but it was great fun, and I enjoyed every game.

Even though I had a period when I didn't really game, Bond seemed to follow me. While working in Bournemouth at the Odeon, I worked their lavish charity premiere of The World is Not Enough. It was pricey for the time (£10 a ticket, £25 for premiere seats) and a boat like the one Cigar Girl was driving at the beginning of the film was parked outside the front of the cinema. I didn't see the film that night, I was an usher, and I spent the entire film cleaning up the vomit on the stairs outside the main screen before the glamorous attendees in their tuxedos and cocktail dresses came out and staggered through it. (Some people shouldn't eat take-away before attacking the free booze at a cinema event!)

While I enjoyed the Brosnan films, it wasn't until Daniel Craig took over as Bond that I re-discovered my love of Bond movies. I bought the complete Bond DVD set, and when Sir Roger Moore signed his book (My Word is my Bond) at the bookstore where my wife works, I managed to get him to sign the DVD set. One of my prized possessions!

After Doctor Who: Adventures in Time and Space came out, I'd hoped to continue the success by trying to get one of the other two "Holy Grails" of gaming - Harry Potter, or James Bond (both things I'm a huge fan of). I even got as far as getting a particularly talented graphic designer friend of mine, Will Brooks, to put together a mock up of a "pitch" for a possible Bond RPG. (You should check out his publishing site http://www.pageturnerpublishing.co.uk).

Sample Layout from the Licensed to Kill: Roleplaying in the World of James Bond RPG pitch.
All content is (c) 2012 David F. Chapman / Autocratik / Will Brooks design
I really liked the idea of starting from scratch, creating a modern Bond RPG that was purely "Craig" centric, but would have adventures like the old Victory Games RPG where the stories had been tweaked, only modernised for a new generation and a new Bond. Possibly even with the option of running the adventures as "period pieces" set in their original eras.

Nothing's come of it of course... maybe one day... if the guys at Eon see this, I'm very keen (hint, hint). There are many more pages already set out as a sample!!

So, that brings me to SKYFALL. How awesome was that? I don't want to spoil it for those of you who haven't seen it yet, but it's excellent. I did have a slight problem with them making Silva slightly camp. It could be seen as the typical "make the Bond villain have something wrong with him", like they did with Blofeld, but being gay isn't a defect. Silva was scary enough as he was, and the bit with the teeth...  ew! If they'd played him more like No Country For Old Men then I think it would have worked better.

Other than that, it was genius. Amazing set pieces, brilliant action scenes, really cool characters, brilliant finale. The best Bond? Possibly... I do love Casino Royale, but I'll reserve judgment as to whether it's the best one after I've watched it a couple more times.

Meanwhile, happy anniversary Bond. May there be another 50 years of your adventures!

Wednesday, October 24, 2012

Roll Your Own Life (13) - Talkin' 'bout my Generations

Last post I mentioned that Debs and I got very into playing Vampire: The Masquerade. I was intrigued by the adverts in the rulebooks for something called "The Camarilla" and so I started looking into what it was and how we could get involved.


The Camarilla took LARPing (that's Live Action Role Playing) to its logical next level. A global RPG, where Storytellers organised regional games, and reported what had happened to national and international coordinators to create a huge international game where everything was connected. It was like MMORPG without the internet. Genius.

We signed up, and started to get involved.

There were a couple of groups organised in Norwich, and we tagged along - they didn't really amount to much. I guess the problem was that we tried to meet up in public places - I remember a great meeting at one of the oldest pubs in the city, there were about ten of us meeting to discuss what we were going to do and when the next game should be, and it was like An American Werewolf in London. Not so much "beware the moon, lads," and more "we don't want your kind in here!"

Being a northern lad myself, we also went to the regional meetings in York. These weren't in a public place, rather in a hired hall, or at the "Prince of York's" house. We met some really cool people there, and made some good friends.

We also attended a huge meeting in Basildon. It was unlike anything I'd ever experienced before. A huge LARP with hundreds of gamers all partaking in one massive event. It was like a convention and a party all in one, with everyone in-character and running around pretending to be vampires.

The Basildon event, and the Camarilla as a whole, introduced us to the Prince of London, Angus Abranson, and his deputy, Andrew Peregrine. Of course we didn't get to see much of either of them at the Basildon meeting, everything Angus did was surrounded by a gaggle of obfuscated vamps following him around hoping to overhear some vital information that they'd be able to use in the future. Angus and Andrew seemed to be at the heart of the London gaming scene, and they would become important parts of my game writing career in the future. You can see some pics from Angus' Livejournal account here so you can see what the UK Camarilla scene was like.

We got very into the Camarilla, but I'm an inherently antisocial type - I don't really do public functions. However, Debs and I had graphic design backgrounds so we volunteered to help put together our clan newsletters. Debs worked on the Toreador one ("Rosa Nocturnus") and I put together the Tremere one ("Convocations"). They were illustrated A4 black and white newsletters, around 8-16 pages every quarter, with art, poems, game updates, rules, photos, and all that kinda stuff. Debs and I had a blast doing it, and the powers that be in the UK deemed that our hard work should be rewarded by promoting us in the ranks. Debs was made head of Clan Toreador, and I was promoted to 2nd in command of Clan Tremere (there was already a Clan Head).

We made good friends in the Camarilla, met some colourful characters as well, but that would come to an end. Some took our ascent to power personally, unhappy that we'd risen in the ranks (and in Generation as it worked in the Camarilla) just because of our creative and organisational input. We started receiving hate-mail, but in- and out- of character. We decided that nothing we did was worth that kind of feedback and we withdrew from active duty, quit the Camarilla, and I sold 90% of my Vampire/Werewolf/Mage/Wraith rulebooks. I still have the Vampire corebook, and the Mage: The Ascension one (I actually always preferred Mage to Vampire anyway - I liked the idea of being able to change your reality with your mind... a theme that would continue in my games to this day), and I have the corebooks of the re-releases, but I haven't really ventured into the World of Darkness since.

Debs, however, is currently enjoying a game of Mage: The Awakening.

Despite how it ended, I don't regret my time in the Camarilla. Without it, I'd have never met Angus and Andy, and the Doctor Who RPG (Adventures in Time and Space) may never have been made.

---

Okay, enough reminiscing - on the subject of Doctor Who: Adventures in Time and Space, check out this video of unboxing the new 11th Doctor core set.


I was thinking about making my own unboxing video for this, but this is a pretty good look at the contents of the box.

I'm still planning on making some videos, but the timing's just not right at the moment. Maybe in the new year...

Until next week, possibly my last blog entry for a bit as it's the one before the madness of NaNoWriMo begins!!!


Wednesday, October 17, 2012

Roll Your Own Life (12) - The Long Dark Teatime of Gaming


Strangely, there was a time when I didn't play RPGs. I guess it happens to us all, we "put away childish things" and I went back into education. Ironically I guess. Back to school I went, but my schooltime hobbies didn't come with me. I call these the Dark Times.

Me at work in the Archaeology Unit, 1989
At school I do remember being told specifically that I wasn't smart enough to go on to college or university, and the best I could hope for would be to leave after the sixth form and find a menial job somewhere. So I did. I left school, became a doley, wrote adventures for West End Games in a desperate attempt to get into the games industry, and then ended up working for the County Council in nature conservation as a cartographer. 

The program closed down and I was transferred to the Council's archaeology unit, where I spent most of my time drawing the bits of pot or bone that had been recovered from various digs, and on occasion going to the dig sites and drawing the finds on location. Not being much of an outdoor person, this wasn't ideal, but the rest of the team in the Archaeology Unit were awesome. The Unit was run by Ian who'd published his own comics as a small press publisher, so we were bound to get along. I also met Gareth, one of the most talented illustrators I've ever come across, and became the best of friends. Seriously, check out his site - the artwork is amazing.

Anyway, the project insisted that we all went to college one day a week to get more qualifications, so we ended up doing Art "A" Levels, which pleased my mum immensely as I'd dropped out of Art at school.

The A Level progressed and encouraged us to do a BTEC in Graphic Design, and soon life was dominated with college, commuting, and the desperate and angst socialising that went along with it. My mind was on drawing comics, and trying to get someone from the opposite sex to even acknowledge my existence for more than a second.

This isn't talking about games much is it? Sorry. Don't worry, I'll get back to that in a second. As I said, these were dark times on the game front, and my focus was on drawing comics, the college work, and the social life that went along with it. I got so into the college work though, one course wasn't enough. While I was doing BTEC Design during the day, I was on a Fine Art Foundation in the evening, and the second year I added an "A" Level Film Studies evening class to boot. I was a learning machine.

The BTEC really forced us into applying for a further qualification - something I'd not really considered. I had no intention of moving out from home, in my mind I was still 14 and most of the time I still acted like it. But the BTEC staff insisted, so I applied for a number of Graphic Design degrees, aiming initially to stay within reach of home. However, fate would dictate otherwise, and soon I'd been accepted on the degree course at the highly regarded Norwich School of Art and Design. I had to move out, leave my little home town, and branch out on my own.

Luckily, I didn't have to do it alone. Gareth managed to get on the same course, so we moved down together, shared a house with a US Air Force veteran who'd rented out a couple of rooms in his house to students, and set out making new friends in a new town.

Some of these new friends were gamers - I hadn't really partaken in RPGing for a very long time, my mind had been elsewhere, but the invite was given to try a new RPG called "Vampire: The Masquerade" and I happily went along.

Vampire:The Masquerade -
You have a lot to answer for...
It was like that first cup of tea when you come home after a holiday. It was fresh, but felt like home. Gaming was back in my life, and I wasn't going to let go. That week I went to the local game shop and bought about fifteen of the Vampire books (corebook, clanbooks, player's and storyteller's books, the lot) and more D10's than I could carry. I blew most of my student grant (yes, remember those days? Grants? I think I was one of the final year's worth of students to actually get a grant before the student loans came into force) on gaming supplies.

The World of Darkness was my home now, and I was going to bring everyone into it. I started running a game that would incorporate some of the gamers from my home town, and the gamers from Norwich, in one massive setting. The events of the game in Norwich would effect the other and vice-versa. It was huge, and I was revelling in my slightly sociopathic urges to control everything around me.

I branched out, running Werewolf: The Apocalypse for another group from people I'd met in the local comic shop, and then moved onto Mage: The Ascension (we'll come back to that later), but one advert in the back of the rulebooks intrigued me - The Camarilla. What was that all about? (That's definitely one for a future blog post).

The massive game kinda collapsed - the demands of running games concurrently with nearly twenty players in two or three different groups, mixed with the strained social life of college and the dramatic changes that were taking place in my social circles meant that I had to give up on the bigger scheme of things, and concentrate on a smaller group.

However, in the middle of all this, I did meet some particularly good friends, and even met my wife, all through World of Darkness. Scaling back from the bigger game, I started concentrating on Mage: The Ascension, with a small group consisting of me (as Storyteller), Debs (my future wifey), and three guys we'd met through the comic shop - Stoo, Edge and Tetch. 

KULT - still one of my fave games ever
These Mage games have to be some of the most amazing gaming experiences I've had as a GM. The characters were awesome, and would become the stuff of legend. When I turned my back on Mage, and found a new game system (Kult) the characters were adapted and their epic stories continued - and became even more epic (if that was even possible). They time travelled, one gave birth to another character in the past to try to restore a wrong that had been done, one had been killed and haunted the group as a helpful spirit...  I hardly had to write anything (and if I did, the players would ignore any plotline and do their own thing). It was storytelling with characters that the players knew well, and the stories created themselves. There was a magic there that I've not encountered again in GMing... and I doubt I will again. 

These characters went on again when I changed system to CJ Carella's WitchCraft, and their tales have been adapted and became some of the inspiration behind some of Debs' fiction writing (especially her dark fantasy novel "Black Clothes, Blue Fire"). The change to Unisystem would lead to other opportunities but that's getting ahead of the game (so to speak). Next time, we'll rewind to cover Debs and my time in the Camarilla, and the important friendships that were formed there...

Wednesday, October 10, 2012

And you may say to yourself... "My God! What Have I Done?!"

It's October, nearly the end of a particularly crap year. This time last year, my lovely wife signed up for NaNoWriMo - National Novel Writing Month. (Why it's still National and not International I don't know... maybe InNoWriMo doesn't sound as good)

Foolishly, I decided I was going to try to keep up with her, matching her word count, and progressing with my little fiction project called "The Case of Lost Possibilities". You can read about my entry from last year here.

It went okay for me, it certainly motivated me and showed me that I could do 30,000+ words in a month, but real life got in the way (the wonders of working in retail at this time of year) and other writing projects came to light, so I had to drop out.

My lovely wife went on to smash through the 50,000 words in November target, but she hadn't finished the book, so she kept going... hitting over 80,000 words by the first week of December. The story is an excellent one, but "From the Library of Parker Prentice" remains mostly unseen as she's working on a second draft. Hopefully, it'll see the light of day soon, and everyone can enjoy the spooky tale.

So, this year, she's planning on doing NaNoWriMo again, and the initial ideas she's been chatting about sound fantastic. However, stupidly, I've decided to join in...  Officially this time...

I've signed up on the NaNoWriMo site, and I know what I'm going to write... I have no idea if I'll "win" as they call it by hitting the target, but I do know that the incentive to keep going, and to keep writing, especially when you find your enthusiasm failing, is going to produce a lot of words. Whether these words are going to be any good or usable in any way is another matter. Either way, it'll keep me distracted from the harshness of real life, especially at this time of year when everyone is trying to show their "family values" through ridiculous consumerism.

WILD has a backstory - a reason for the technology that allows dreamshare to be created. The fiction that I'm planning on writing for NaNoWriMo is the story behind the game, told from the point of view of those who experience the dreamshare tech for the first time, and the dreamworlds that they encounter. It's under the working title of "Running WILD" (yeah, I know it's awful), but that's likely to change.

The bizarre surreality I learned while writing The Case of Lost Possibilities will help, and it doesn't hurt that I'm reading David Wong's sequel to John Dies at the End at the moment (This Book is Full of Spiders - Seriously Dude, Don't Touch It!), so hopefully it'll mean that the story of WILD will be suitably dreamlike. Even if I don't end up polishing it off for a "book", it'll be a parallel fiction that'll be spread about the core rulebook to fill in the backstory.





Okay, that's it for this week. I thought it only apt to have a break from the "Roll Your Own Life" autobiographical entries as I'd reached the point chronologically when I'd had a break from gaming. Don't worry, it didn't last long, and next time we'll get into the world of darkness...

Wednesday, October 3, 2012

Roll Your Own Life (11) - They Mostly Game at Night... Mostly...

If I continued writing about my history of "life" in gaming, I'd be reaching what I sometimes call the "long dark teatime of gaming" when I really didn't do anything at all. I didn't game, didn't write, I just became a self-absorbed misery and tried to do college stuff and desperately try to get a member of the opposite sex to see me as more than "just a friend".

I'm going to skip that game-less era, and head straight onto the "Second Renaissance" of my gaming, but that'll be next post.

Before I move on though, I want to mention a particularly influential movie and the amazing game that it spawned.

--

Back in the mid-late 80's, right through to the end of the decade, we had a regular tradition at our house which was "Friday Night Videos!" Basically, we hired a movie from what was our local video rental store (Dixons) and we took over the living room at my mum and dad's and we watched a movie. My folks were usually out until the mid-evening, and they hid in the bedroom until the movie finished, but every now and then we'd hire something that my folks were interested in and one or both of them would join us.

For some reason my dad thought that watching "The Terminator" was a great idea (which caused a slight awkwardness at the Reese / Sarah Connor love scene), but we all agreed (my dad included) that it was awesome. It wasn't my mum's cup of tea, but it didn't stop my dad describing the most violent and gruesome moments to her with a giggle of enthusiasm.

Aliens - What are you looking at Burke?
James Cameron was the new god, and when we first saw the trailer and making of documentary for his sequel to Alien, the Eight were all pretty keen.

I think I saw Aliens about three or four times at the cinema in the end. It was the first 18 certificate film I saw at the cinema, and I managed to see it with various members of the Eight at different times. Even today, Aliens is still awesome, and we can all recite most of the lines word for word.


--

Bill Willingham's ELEMENTALS
Meanwhile, as I mentioned briefly in the previous post, Pete had created his own game system called Odyssey. I don't really have much recollection of the system - Pete has mentioned that it was a 2D10 system, and I do remember having skills over 100% which allowed you to do extra actions. That's about all I can remember. But the real test for any game is whether you remember the system (and its faults and interruptions) or whether you remember the games themselves. And Odyssey certainly produced some of the most memorable games I'd ever experienced as a player.

What started as a more realistic and authentic RuneQuest style game proved that it could be used for any genre when Pete decided to use the system to run a superhero style game based on Bill Willingham's "Elementals" comics (published by Comico).

But the game really came into its own when Pete decided we'd play as Colonial Marines in the Aliens universe.

Most of us were troops. JR showed his natural born leadership skills by being the Gorman of the group, remaining in the APC and watching us all balls-it-up through our helmet cameras. I thought Vasquez was the coolest, so I played a similar character. A short, stocky, and hard-as-nails female Smart-Gunner.

Aliens. We were not as smart as these Marines...
Pete had predicted the similar space-colony background that would form the Spartans in the Halo-verse, having our group of marines being sent out to outlying colonies to quash resistance elements and rebels. The Smart Gun was rationalised, and made super cool with a really efficient tracking system, firing punched disks (rapidly bashed into a sharp cone of armour piercing metal) which made the ammo carrying easier. But it was the encumbrance rules that really stick in the mind.

I have very vivid memories of the colony's terraforming reactor being overloaded and damaged, about to cause a huge nuclear explosion (I think part of the damage may have been from stray gunfire, I'm not sure). We'd stopped the rebels, but the explosion was imminent and the squad had to run the 5k back to the dropship as our APC had been taken out, before the nuclear explosion wiped us off the planet. The encumbrance rules really added to the tension, as we realised we were never going to make it to safety without dropping all of our guns and equipment.

The later games had us encountering the xenomorphs from the movies, and we had a great one shot with different characters where each member of the party was taken out by an unseen force (that was revealed to be my character, under orders from the GM from slips of paper he kept passing me under the table).

Nothing really much to add there except that Odyssey introduced me to the idea of gaming in a group where one of the player characters was the secret villain, showed me how to do a faithful game that was tied to an existing universe, and showed me that you could create a game system from scratch and have some seriously kick-ass adventures with it. I really hope that people have as much fun with the games I've worked on as I had with Odyssey.

--

Next "Roll Your Own Life" brings us to the Vampire years...

Thursday, September 27, 2012

RPGnet Chat with Dan Davenport

Last night I did a late night Q&A on the RPGnet Chat with Dan Davenport and others in the chatroom, discussing all things Conspiracy X, Doctor Who and WILD. Below is an edited and formatted transcript of the chat. Enjoy! (You can read the full unedited transcript over at Dan's site - gmshoe.blogspot.com)

--


Dan Davenport: Alright! Dave, when you're ready, please introduce yourself and your games. The floor is yours!

Dave Chapman: Hi, I'm Dave Chapman. I've worked on lots of games for Eden Studios, including Buffy, AFMBE, Ghosts of Albion, Terra Primate and most notably I'm line developer for Conspiracy X 2.0. I was also system designer and lead writer on Cubicle 7's Doctor Who Adventures in Time and Space and now I'm working on my own project called WILD for my little publishing name Autocratik.

Dan: Any questions so far, or shall I get things rolling?

nick3: Well  I guess I should ask if more Conspiracy X 2.0 stuff is coming out

Dave: Yes, there's the Paranormal Sourcebook (thanks to Kickstarter) which is hitting shops this week, the Conspiracies Sourcebook which is in layout at the moment, and Extinction (the future of Conspiracy X) is in the works at the moment too... There's been talk of another sourcebook (The Operations Sourcebook) as well, and there are other books on my harddrive from the classic game that never saw print, so there's plenty of scope for the future.

nick3: The Conspiracies Sourcebook? Mind giving us a bit of information about it .

Dave: Sure. Like the other books, it takes existing classic ConX stuff and updates it (in this case, Sub Rosa, Aegis and Hand Unseen) but it also includes a lot of unseen material from the fabled Area 51 sourcebook... There's also some new stuff in there that builds to the future of the line (Extinction) and takes the game in a new direction. It's been Kickstarted, busted through its goals, and should be finished in the next couple of months. It's all written, it just needs layout, proofing and printing. 

Dan: And do I recall correctly that the Paranormal Sourcebook includes info from the 1st edition magic, psychic, and cryptid supplements?

Dave: Oh yes, only updated and converted to Unisystem. Kickstarter backers could get Zener cards with it, they'll be available to retail soon as well hopefully.

nick3: Are you guys going to aid some more stuff about CAPS?  That was a curious omission in the Paranormal Sourcebook

Dan: CAPS?

nick3: Dan, they are Aegis agency that studies the directly supernatural elements of the Conspiracy X world.

Dan: Ah, thanks.

Dave: CAPS is Center for Advanced Phenomenological Studies. Try saying that with a mouthful of marbles as my dad would say... As they're part of Aegis, I do believe they're covered in more detail in the Conspiracies Sourcebook's Aegis section. I'll check... I did write it five years ago, but I have been doing some additional updates recently.

Dan: Without giving too much away, the supernatural has a unified explanation in the ConX universe... How (or do) the cryptids fit in?

Dave: No problem. The book gives multiple explanations for each cryptozoological phenomena. Maybe it's seepage, maybe it's Atlantean constructs, it's up to the GM to decide what fits the campaign best.

Dan: Ah, I see.

Le_Squide: So, is seepage no longer the assumed truth behind all the weirdness?

Dave: Seepage is the cause of 99% of it, but weird things like the Loch Ness Monster, or Yeti, have very different origins... just to keep agents on their toes...

Dan: I spoke a bit about this to George regarding Extinction, but how do you plan on keeping it interesting and not just a matter of "Oh, great, more lizard guys"?

Dave: It all sounds a bit epic, but CJ Carella (creator of Unisystem) wrote Extinction before he became a recluse and vanished (hoping to avoid government agents I think). It's a huge game, but I see it like TV's "Falling Skies" meets "Halo", on a near future Earth. The Greys and the Atlanteans are about, but have very different parts to play in the battle against the Saurians. Lots of cyberware, nano tech, body modification, and magic has become recognised and public. It's gonna be interesting.

Dan: Really? I didn't realize it was that far in the future. Or is the high-tech stuff a result of interaction with the aliens?

Dave: Not too far, but with the way technology is developing at the moment, and with the Atlanteans predicting the return of the Saurian fleet they're stepping up the game and encouraging technological advances.

Dan: Aha. Gotcha. Are there any supernatural aspects to the enemy, or is that a purely human thing?

Dave: It's more of a human thing. Saurians are (*spoilers*) assumed to be Voids (except for the Dreamspeakers), so they haven't really gone into magic... but the idea of a corrupted Gna-Tall is a scary thought...

Dan: As I mentioned earlier, we discussed Doctor Who quite a bit with Nathaniel a while back, but I would just like to say that the system is awesome... and bears a more than passing resemblance to Cinematic Unisystem. Any thoughts on the subject? (Nat ran a demo game for me. He's local.)

Dave: Cinematic Unisystem was a great influence, one of the first games I'd played that really balanced a powerful lead (Slayer) and a group of White Hats (Scoobies).  When approaching Doctor Who, you had the same problem with The Doctor, and Companions, though in the more recent series, the companions have just as much to offer the story as The Doctor most of the time. Ensuring the poor player lumbered with K-9 has just as much to do and is just as capable in their own way during an adventure is tricky, but hopefully the game balances that.

Dan: How robust do you see the system as being? Obviously, it's been adapted to a more action-oriented setting in Primeval... Can you see it getting as much use as CineUni in various games? (And just because my regulars will be surprised if I don't ask this... could you see it handling pulp?)

Dave: I know the adaptation to Primeval was certainly more combat orientated, and it seems to work really well. I know it's also being used for a number of upcoming games that Cubicle 7 have coming out, but I don't know if I'm allowed to discuss what they are. As River Song would say... "Spoilers!"

Dan: Really? Cool. :)

Dave: I know one of the up coming games is certainly "Pulp-y" so hopefully that'll please your regulars!

Dan: DWPearce mentioned that it's a bit on the deadly side, Story Points aside.  What's your take?

Dave: It can be dangerous. It was a problem that initially came from Doctor Who - most of the weapons in the series are one-shot-kills. Hopefully, the Story Points keep people alive, and if you're running out of them, you're not doing enough dramatic and cool stuff to get them back!! Do something exciting!! There's also systems in play to exchange Story Points with other characters, and to keep you alive and healthy, but the best way to tackle combat in any game is to plan ahead, avoid conflict if possible, and take cover!

Dan: I saw that damage tops out at 1.5x in Doctor Who... Does that stay the same in Primeval? I tend to like rewarding sharpshooters/swashbucklers.

Dave: AFAIK, though you'd have to ask Gareth R-H about that, I haven't seen the final printed copy yet. Keep meaning to buy it!

Dan: Ah, understood. He's currently negotiating with the wife for a Q&A of his own. 

Dave: Yeah, must admit, he's the go-to guy for info on Primeval and Who at the moment, I had to take a step back from it all for a bit this year.

Dan: Okay, so can you tell us about WILD?

Dave: Ah, WILD... well, it stands for Wake Initiated Lucid Dreaming. It's an RPG that takes place in various levels of consciousness - from the waking world to many levels of dreaming. I like to think of it like Inception meets SuckerPunch.

Dan: What's the system like, and how does it handle what would have to be a wildly crossgenre setting?

Dave: It's even looser than anything I've worked on before. It's a new system, I've called "Rapid Die Movement". It's very fast and easy, and should handle anything. There's also an element of Tarot cards, and mandalas... Jung would be proud. 

Dan: How does the system work?

Dave: I can't give too much away, it's early days. There's only four stats, and five "skills", fairly simple dice pool. The depth comes from how dreams work, who's in control of the dream, how much you can alter them, and what happens when you lose control. In the real world there's a technology that allows dreamshare, built for medical and psychotherapy use but, then the military gets hold of it, there's black market copies for underground fight-clubs, dream recording, weirdness like that. Hopefully it should be good. And it may help with your real world problems and induce Lucidity too!

Dan: Are dreams potentially dangerous in the setting?

Dave: Dan, yes... think Nightmare on Elm St. And there's always an element that the dreams may escape. Just watch Paprika

Dan: (Oh, that's right... I do need to watch that. I bought it a while back...)

Snake_Eyes: Hello DaveChapman! what is your favorite Dungeons and Dragons module?

Dan: (Snake loves that question. :) )

Dave: Snake! Haven't played D&D since 1st Edition! Demonweb pits is the one that sticks in my mind. Dangerous!!!

Snake_Eyes: Awesome!!!

Dan: Yeah, I love that one. Even had a steampunk spider before steampunk was cool. :)

Dave: Oh, I may have played a 3.5 demo of Eberron about 3 years ago... Looking forward to seeing where 5th Ed goes though!

Snake_Eyes: What would you say is the best advice to give to an aspiring RPG writer?

Dave: Know the system, email the company, and WRITE! Write for free! Prove you can do it! My blog covers my attempts at getting into game writing since 1986, but I think the supplement I wrote for AFMBE is what convinced Eden to give me work. I wrote it on-spec, and it's never been used, but proved I could write for them... I became developer for Terra Primate from it, and the rest is history.

Snake_Eyes: :) Cool, nice to know.

Dan: Terra Primate is awesome, by the way. But you know that, because I reviewed it. ;)

Dave: Many thanks for that, dude. I didn't do much, just plugged the system into existing text, but it's a very underrated game.

Snake_Eyes: What is your favorite personal design you have created for rpgs, as a in rule mechanism?

Dave: Hmmm - I think the Initiative system for Doctor Who. That seems to go down well... allowing the Doctor to talk people out of a fight... I'm hoping the new system for WILD will surprise people too.

Dan: Would you mind saying a bit more about the initiative system, Dave? I've read and played it, but I'm not sure if Snake (or everyone reading the log of this chat) is familiar with it.

Snake_Eyes: Oh, yes I am a little familiar with the system, it allows the protagonist that wishes to engage in diplomacy a chance to act before violence begins?

Dave: Yes... basically, it breaks down into 4 phases. Talkers, Movers, Doers and Fighters. In that order. Gives people chance to talk their way out of a fight, to run away, to do something cool like open a door or trigger an alarm... anything rather than fight. You can fight, especially if you're in a UNIT style game. But in Doctor Who, the Doctor usually slides into a fight and gets them to lower their weapons - giving everyone a chance before the blasting and exterminating starts. I think it's that order... (it's been a while)

Dan: I'm told that there will be an alternate system for the UNIT supplement?

Dave: There's certainly mass combat rules in UNIT for when the troops are called in to fight armies of Cybermen, etc.

Dan: How would you describe the work of a line developer as it relates to the authors of individual game books?

Dave: It's not too different from just being an author, except when there's a line of books coming out, you're not expected to do them all yourself. So you call upon the people you know and ask them to help. Then you take their cool text, merge it into the format you need, and ensure the books have the same "voice"...

Snake_Eyes: What RPG books are you enjoying reading atm?

Dave: Just reading Nobilis (3rd) at the mo, as I loved (2nd) and wanted to see the difference. Leverage is amazing and highly underrated, and I'm looking forward to the Star Wars Beta making it to the UK... Speaking of being in the UK, it's 2:10am here and I've a dull day job tomorrow, I'll need to sleep soon!

Snake_Eyes: cool :)

Dan: So as line developer, is it your decision what comes out, and when?

Dave: Not really, it's usually when it's done, it's ready! Most of that's down to the publisher and the line developer's boss. They set the deadlines (if any)!

Snake_Eyes: well thank you very much DaveChapman, I hope you have pleasant dreams!!

Dan: No problem, Dave! We can call it a night if you need to hit the sack.

Dave: Thank you! I consider all dreams research - I'm cataloging some of them here for the game - http://wilddreaming.blogspot.com

Dan: Cool. :)

Dave: Thanks guys, it's been a blast. Anytime!

Dan: Thanks very much for staying up late to talk to us!

Tuesday, September 25, 2012

Roll Your Own Life (10) - Like My Father Before Me

After a tense couple of weeks, my wife has returned and I am once again able to write. There was something about her being the other side of the planet that meant that I just couldn't concentrate. I don't know whether it was the lack of sleep from sitting up to video-Skype with her, or just that fidgety restlessness you get when something isn't right with the world, but in the two weeks she was away, I hardly wrote anything.

I chatted with friends about WILD though, and some absolutely genius ideas came up. There are times when I'm describing what I have in mind for the game, and one of them replies with a simple "why don't you do this?" And I'm left wondering why I didn't think of that genius solution before? Maybe I'm just too close to it sometimes. I needed that break to "catch the big fish" as Lynch would say.

Before I continue with my bizarre history of the world as seen through my life in gaming, I just wanted to point people in the direction of a particularly wacky podcast called Bros and Cons, hosted by Bret and Tim (who, once again, I met through gaming). I recently appeared on Episode 5 - The Poo Poo Wizard episode, and it was a blast. Have a listen, the language is a little colourful, and there are in-depth discussions ranging from genetically grown organs, the legalisation of prostitute assassins, to catching Pokemon. Enjoy.

--

Back to the tales of yore!

The West End Games STAR WARS RPG
After a brief stint of trying to write Price of Freedom adventures, I discovered an advert for the forthcoming Star Wars RPG in a magazine and I was immediately sold.

Star Wars was a life defining moment for me. I may get a little sad for a bit, but bear with me. The local cinema was 15 miles away from my home town, and Hull made a big deal about the release of the first real blockbuster. This movie was big, the reception in the States proved it, so Hull reopened one of its old cinemas, The Dorchester, especially for one film, and one film only. Star Wars was the only film shown in the big one screen cinema, and it showed it for about six months. The demand was so high that I remember my dad bringing home the tickets for the film and the earliest we could go and see it was at least two months away.

I have even earlier memories of Star Wars. I remember the page in British comic 2000AD that had some stills from it, saying "This film is going to be big, you should like it." Hell, if 2000AD told you something was going to be good, in the late 70's you darn well listened.

After that (and before seeing the film), I remember my dad had to go away for conferences/training maybe once or twice a year. He went away on one of these trips and when he returned he had a couple of presents for me - two Star Wars figures - Chewbacca and R2-D2. I had no idea who or what they were, but I remembered the 2000AD feature and those were the coolest toys I'd ever had.

When the fateful day of the cinema trip arrived, it was early 1978. I'd seen a couple of trailers on TV, but knew only parts of the story. There was a Marvel comics adaptation (which I still have) that was in two parts, but published HUGE, almost A3, but I'd only read the first half. But there we were, on our way to Hull in the car, with my mum and dad, about to go and see Star Wars.

We'd had a couple of cinema trips before. I remember vaguely the trip to see Michael York in The Three Musketeers, but I have a better memory of going to see The Man with the Golden Gun, and The Spy Who Loved Me (which obviously influenced my love of James Bond movies from an early age), but Star Wars would change my life.

We sat quite near the back on the ground floor as it was near the door and easier to get my mum's wheelchair into the cinema, but it meant that the balcony seating overhung above us, cutting a fraction of the top of the screen off from view. Not much, but enough to mean that when the rebel blockade runner and the star destroyer first appeared on screen in those opening seconds, my mum was convinced they'd flown out from the balcony.

It was like nothing I'd ever seen. I was glued to the screen. It was the most amazing thing in the world. I'd seen movies before, witnessed the way the stories worked, but when they escaped the Death Star I thought the film would end... but no, there was the whole attack on the Death Star which was the most jaw-dropping spectacle my young eyes had ever seen. I could feel Star Wars seeping into my very existence, and from that day there was nothing like it.

I saved up for the toys, my dad dressed up as Darth Vader at the town carnival (with me as Luke, and my friend Jinx as Han Solo). Even my mum loved the movie - sad to think that her last birthday this year, she asked me to get her the original trilogy of Star Wars on DVD (even though they're no longer available) because they didn't have a VHS player in the home where they were trying to nurse her back to health. She never did get to see it again.

Anyway, the Star Wars RPG was a work of genius in my eyes. It took the basic system of Ghostbusters which I already loved, and made it Star Wars-y. It was epic, you could do heroic and cinematic things, you could duel with lightsabers and use the Force. It was fantastic.

My GM's eye view of running Star Wars, with
Pete peering over the screen (1989)
The presentation was a revelation as well, with its fake adverts for the Imperial Navy and tourist guide to the planets. There was a humour there, and it brought Star Wars to life for me again, just in the cold times when there was no Star Wars to light the way.

I GM'd Star Wars for a while. A group of rebels lead by Deeko Smiggins, scoundrel and pilot of the Ballistic Wombat, who would roll 30D6 to out-fly those stupid TIE Fighter pilots. And for a while, it was great.

But my gaming group was mostly away at University. The few of The Eight left behind were busy having real lives, and I just kinda festered. My only real social life besides the Eight when they returned was hanging around with the people I knew from the Council job (and then the Archaeology Unit when I was transferred over to them).

There were a few gaming highlights (mostly Pete's creation called "Odyssey" which we played as a RuneQuest-y type thing, a superhero game and in its finest incarnation, recreating the worlds of James Cameron's Aliens and beyond), but things started to go quiet on the gaming (and the writing) front.

Looking back, now, I still have very fond memories of Star Wars, and I still have the RPG books (and I've bought the more recent incarnations, and eagerly await looking at the new Fantasy Flight Star Wars game), but Star Wars itself has become tarnished by endless recuts, remasters, re-edits, and a series of prequels that try to make you sympathetic to the stormtroopers and reduces Darth Vader to a sulky teen who didn't get his own way. To me, it'll never be as cool as it was that first time, sitting in the cinema with my parents, where all three of us were transported for the first time to a galaxy far, far away.

Wednesday, September 19, 2012

Roll Your Own Life (9) - Dice of Freedom

Been a while since I posted about my ancient gaming history, and it's a good exercise in getting back into writing again - WILD is progressing nicely, I know the backstory, know the system, worked out character creation, know how the book's going to look and the style of art and layout, I just need to actually crack on with writing the damn thing. I seriously think it's going to be a real experience to play and read, but I just need to get on with it. Maybe I'm just putting myself off, worrying that what I put on the page will never live up to the scope and madness that I've envisioned in my head.

Anyway, back to the "Entire History of Me," - a rather vain and ponderous reflection on my history in gaming. My way of revisiting the past, and getting all nostalgic for a slightly less painful time.

Last time I posted (in Roll Your Own Life (8) - Ghostwriting for the USA) I told you about sitting in my bedroom after I'd left school, typing away on the huge electric typewriter, desperately hoping to get a job writing Ghostbusters RPG scenarios. Well, as you can guess, I never did become a paid Ghostbusters writer, and there was only so long I could spend sitting around at home without getting a paid job.

Me at the desk in "Clerk/Tracer" mode 1989
Luckily, the job centre managed to point me in the direction of the local county council who were looking for what they called a "Clerk/Tracer". Yes, a job tracing. I can just imagine all the "Mallrats" jokes now about inkers being nothing but glorified tracers, but this was absolutely skill-less. It really was tracing. The job was working for the council's nature conservation unit, updating their ordnance survey maps for sites of scientific interest. In the days before doing it all on computer, this involved taking their big sheets of film with the map printed on it, and drawing and colouring in the areas of interest. If the area changed, the ink was scraped off of the film carefully with a scalpel blade before being re-inked to incorporate the alteration.

Tedious? Yes. Part time? Yes. But it paid well, got me off of the dole, and gave me enough spare time to continue writing, but we'll come back to that later.



How did I get the job? Well, I showed off my comic drawing that I used to do (the old Wormbusters stuff) which proved I could use a rotring pen, and I could type...  but the thing that clinched the deal, and got me the job?

I roleplayed.

Doug Smith at the Nature Conservation office - 1989
I was interviewed by two guys, one was the head of a department for the council (nice chap called Mark), and the other was the leader of the team I'd be joining, a guy called Doug Smith.

Doug told me after I'd been given the job that they had a few people apply for the post, and it was a close thing between me and some other guy, but the thing that swayed their decision in my favour was roleplaying. Doug had played D&D and thought that because I was a gamer I would know how to work as part of a team, could problem solve, had the imagination and self reliance to take the initiative, and could draw maps.

Obviously, Doug had never witnessed my D&D playing or he'd have probably thought differently!

It was a pretty easy job, I got on well with the team, although they vanished off doing surveys of the places I was drawing the maps of, driving all around the county in their little yellow council van. Gave me plenty of time to do the map work, and plot my next bit of writing.

I'd advanced onto using a word processor - wow, I know it sounds like nothing these days, but back then I didn't have access to a real computer. I had a Sinclair ZX Spectrum which was mostly used to play video games. In order to do word processing, certainly something I could print out and send to West End Games, I needed something a bit more professional. At that time, it was an Amstrad with a green screen that I could use at the town's "adult education centre". They saw it as me getting experience using word processors and writing, I saw it as a way to write.

The Price of Freedom RPG core boxed set
However, I'd moved on from Ghostbusters, but remained loyal to West End Games. I picked up a copy of "Red Dawn" inspired RPG "The Price of Freedom". A controversial game at the time, as it featured guerilla warfare in an America occupied after a Soviet invasion. Very Red Dawn.

However, I had two problems.

One was that none of my players wanted to play Americans fighting Russians. Maybe they saw it as being politically incorrect, maybe they just didn't like the idea, so I eventually ended up replacing the Soviet forces with Visitors and running the game as "V", based on the TV series.

The second problem I had was that I wanted to write for West End Games, but I had no ideas of a plot for an adventure to submit to them. I ended up taking the basic plot of Star Wars, having the vice president as a woman being captured by the Soviets, and the player characters attempt to rescue her from a fortified train that had some huge gun on it. Basically, it was rescue the princess from the Death Star before it gets within range of the resistance's base and it gets destroyed. I don't remember much about it other than the spell checker on the computer kept trying to change the name of one of the NPCs from Suzie Morgan to "Saucy Organ" which amused me to no end.

I never finished the adventure, I guess I lost enthusiasm after I couldn't find anyone to playtest it, but my interest in Price of Freedom was wavering after West End Games brought out their newest game... STAR WARS.

Wednesday, September 12, 2012

Trying to Be Positive

I said I wasn't going to do a blog post this week, as it's another tough one, but sitting at home, nothing good on TV, with just the cat for company, I really just needed to get into the swing of writing again...  this seemed like a good tool to get started.

I may be too tired for this, just spent over nine hours driving back to my old hometown for the burial of my mum's ashes at the "family plot" with my dad and grandfather. Exhausting, emotional, draining, but I couldn't have missed going. I'd have never forgiven myself.

Wife's flying at the moment, just about to enter Australian airspace on her first flight, leaving me home with a particularly grumpy cat, the trial month of Netflix (not finding much on there) and the sounds of powersanding/drilling echoing from next door depriving me of any sleep I could be having. You call it sleep, I call it research.

Not a lot to discuss at the moment. On the subject of dreaming and sleep, my other blog that's being used to record real dreams for use in my latest project is building. Check it out at WILD Dreaming to see what's there, and there's a link/email to submit your strangest dreams for inclusion on the site.

The game's progressing, and I know what I want the design/art to look like, so it's really just a case of getting started.


Meanwhile, I treated myself to a couple of t-shirts. I know, it sounds trivial, and bizarre that they are both the same, but the cool guys at Norwich Screen Art did an awesome job of them. Thanks guys! Handy in case I do any video things...  still pondering that (as you can imagine, my head's not in the right place to film anything).

And that's it. Sorry it's a dull one, but I'll try to continue my epic tale of game writing next time when I'm a little more awake.


Thursday, August 30, 2012

Dream Journaling

Just a little extra post about Dream Journals. 

When I started working on Doctor Who: Adventures in Time and Space I had a core group of genius people who helped bash the game system I'd worked on into shape. It's no surprise that when I started working on WILD, I called upon some of them to fire some of the stranger ideas I'd been having for the game system at to see what they thought. As always, they've been an awesome help. 

One of these particular gaming gurus echoed a thought I'd been having about having a site that would compile real dreams that could be used to inspire adventures, encounters, and the just plain bonkers happenings that can occur in dreams for their games. Inspired by his suggestion, I've set it up. There's not much on there yet, but if you head over to WILD DREAMING you can see the start of it. In the future, I hope that players, DreamMasters and just those interested can submit actual dreams to me and I'll write a little bit to give DreamMasters some ideas to use in their games. There is a dedicated email address for this dreams@autocratik.com. In the meantime, I'll keep adding some of my own weird dreams, and the dreams of people I know, to get things going.

If you'd like to submit one, do bear in mind that it'll be completely anonymous, the names should be removed before you even send them to me, just use a single initial if you like. And also bear in mind that not only will it be put on the website, but I may include some of the cooler ones in the main rulebook when it surfaces.

Above all, don't try to make things up. Keep them real - dreams are usually stranger and more bizarre than anything you could make up. Just eat a banana before you go to sleep, keep a notebook and pen handy, and get dreaming.