dorchadas: (Grue)
I was staying in a hotel for reasons that weren't entirely clear. The hotel was built around a courtyard area, but a very odd one. The reception desk was just sitting out in the middle like a bar, with a balcony all around the irregularly-shaped room and all the hotel rooms on the mezzanine. There was a set of solid glass double doors off to the side that led out into a small garden, but one that was totally unlit for some bizarre reason.

The dream actually cycled through twice with a different man at the front desk each time, for reasons which will shortly become clear. I don't really remember the first cycle, but I do remember the revelation, which was that there were some kind of spirit possessing people and using the hotel as a blood ritual site. The first time through the hotel attendant was a shorter, heavy-set bald man, and now that I think about it, the second time it was basically H. H. Holmes, walrus moustache and all.

In the second cycle, I was staying at the hotel in a room that was near the stairs. Just before I went to bed, Bill Clinton and his security detail showed up at the hotel and wanted a room, and for some reason the attendant tried to throw me out of my room and give it to the whole ex-presidential group, even though my room was roughly 50% bigger than the bed it contained and there's no way even one person could fit with all their luggage. After a longer argument, I finally got everyone to leave me alone, shut the door, and perhaps remembering the previous cycle I got back up and threw the deadbolt. I lay in bed staring at the door until I saw someone move between the light and the crack of the door, so I got up and ran to it, but the door opened a bit--somehow, the deadbolt acted more like a door chain--and the crazed visage of the attendant thrust itself through the space opened up as he leveled a gun against my chest.

And then I woke up, heart beating and totally awake in an instant. I'm a little glad that [personal profile] schoolpsychnerd had forgotten her Ventra card and was on the way home, because she came in and gave me a hug and I lay in bed and read after she left until I had to get up. My recounting mostly makes it sound ridiculous in the way that dreams often are, but it was definitely terrifying in the moment.

I blame Daylight Savings Time.

Lucid alien dreams

2014-Sep-30, Tuesday 09:47
dorchadas: (Awake in the Night)
We were in some kind of spaceship, which was still brightly lit and in good condition even though it had been uninhabited until we got there. I say we because there were a bunch of people with me, including [personal profile] schoolpsychnerd, though I don't remember exactly why we were there. I think we were sent in to explore an abandoned ship and discover what had happened to the crew, Space Hulk style, though we weren't wearing any Terminator armor or even had any weapons or armor at all that I remember. I don't remember any kind of major organization either. It was just a bunch of people in street clothes poking around through bulkheads and down corridors trying to figure out where everyone had gone.

While searching, the group that I and [personal profile] schoolpsychnerd were with heard some kind of telepathic broadcast, and we moved to investigate in that horror movie fashion where people just blindly walk into danger without even bothering to take proper precautions. We found a room that might have been a hydroponics station, and might have been a garden. Either way, it was filled with plants and the sound of flowing water, with a dais on one end. On the dais was a man in a grey robe, but he was subtlely...wrong. His skin was a little greyish, his eyes didn't reflect the light right, and his hair was suspiciously immobile as he moved. We all moved closer to him and he started talking, and in the manner of dreams I have no idea what he said, but there was some kind of altercation that ended with the man/alien/thing launching off a barrage of spines from his skin into the crowd. A couple of them hit [personal profile] schoolpsychnerd, and as I saw the blood splatter and the holes in her skin I thought, "That can't be right."

And then the dream rewound back to the beginning of the scene where we entered the garden room. However, this time as soon as I saw the strange man, I ordered the other people with us to open fire. They pulled out their guns--and of course they had guns, because what kind of complete idiot explores a space hulk unarmed?--and shot the man, who died in an explosion of ichor and chitin, and that's when they started coming out of the G-ddamn walls. We started a fighting retreat back to the central area, and that's when I remembered that I had had this near-exact dream before. [personal profile] schoolpsychnerd wasn't in it that time, but the same gleaming white walls and groups of people exploring a space hulk and horrible aliens murdering everyone was all the same, so I immediately started organizing the people, setting up patrol groups, making sure there were guards on chokepoints with overlapping fields of fire, that kind of thing.

And as I was doing that, the lucidity of realizing I had a previous dream and trying to change the current dream woke me up, so now I'll never know if my tactics would work better a second time around. On the other hand, the dream did convince me to head down to Dice Dojo and pick up a copy of Space Hulk after work. Their website says they still have a couple copies left.

Cthulhutech remix

2014-Jul-02, Wednesday 14:18
dorchadas: (Nyarlathotep)
So, I like Cthulhutech...or at least, I liked the idea of it back when the creators were teasing it almost a decade ago. When it came out, there were some sour notes, and it got worse and worse as the supplements increase, with a super-creepy focus on sex as a (maybe the) source of horror and a view of world culture taken straight from suburban WASP America, until I basically threw it all down in disgust. But just based on the first book and the companion book, I ran a relatively long game (20+ sessions) with just [personal profile] schoolpsychnerd as a player, chronicling the tale of a psychologist providing counseling to Engel pilots in the NEG military. You can find the Actual Play thread I wrote here, if you're interested--it has one of the best plot twists I've ever done in a game, which I'll put here in a cut for people who don't want to wade through the thread:

Read more... )

It's a good thread, though. I spent a bunch of time on it, back in the day, so I'd love it if you read it.

Anyway, it's a rewrite of part of the timeline and a change in focus to mix up Cthulhutech with Wildfire's other RPG The Void, along with some influence from Ettin's Nyarlathotech. You can find the Cthulhutech timeline here (PDF warning) if you're not familiar with the setting and are curious.

Basically, everything in that timeline happens as written up until 2063, with the exception that the mi-go don't tell anyone, even the Nazzadi High Command, about themselves. The Nazzadi are set on Earth with entirely manufactured memories and that's assumed to be enough, but the genetic similarities and other odd cultural cues cause the same questioning of the war effort and a civil war in the Nazzadi fleet. In this version, the sides are much more equal, and fight each other nearly to a stand-still until the peace-favoring side strikes a deal with the NEG, who join the Nazzadi civil war on their side. The losing side takes a large portion of the fleet and flees to the outer solar system, settling around Neptune, Uranus, and the moons of Saturn.

There were over a billion Nazzadi in the fleet and twice that many humans died in the war, with massive destruction of property and life. The Nazzadi didn't exactly win, but still maintained massive orbital superiority, so a treaty is hammered out where most of the Nazzadi fleet travels to Mars and settles there, far away from the Barsoomian human colony and now vastly outnumbering them. About one-fifth of the Nazzadi decide to settle on Earth, forming a substantial but not overwhelming minority group here and there. They do not inexplicably throw everyone out of Cuba.

Things remain tense, with the occasional riot or hate crime since nearly everyone on the planet knows someone who died in the First Contact War and many Nazzadi still maintain their old religion that has them as the chosen people, perfect creations of the gods who are destined to rule over everything else, but the relative separation of Nazzadi on Mars and humans on Earth help keep things from boiling over until the Crysalis Corporation (which is not directly run by Nyarlathotep, although Stephen Alzis is the CEO) manages to arrange the summoning of...something in Tibet.

A psychic shockwave ripples out through South, Southeast, and East Asia, and about one in three people in a huge radius essentially goes homicidally insane. The NEG has a really hard time containing the threat, both due to shock and because it's indiscriminate in its effect, and ends up mobilizing the army and requesting aid from the Nazzadi on Mars. The Nazzadi gear up their war machine and get ready to come in when unidentified ship signatures are detected moving in from the outer solar system.

Then the mi-go cruise into orbit over Asia and unleash orbital bombardment until the rampaging hordes are nearly wiped out. Then, ignoring all communication from the Nazzadi and the NEG, they leave. All probes sent to the outer system are destroyed, either by the Nazzadi Empire in the outer system or by unknown means when they approach Pluto. Earth, with another billion or so people dead and almost an entire continent devastated, settles down and tries to recover.

And that's the state of the game. The Deep Ones, being a power with no air or orbital support, confine themselves mostly to deep-sea terrorism and infiltrating coastal communities, making them more of a target for covert military action and espionage rather than mecha-on-mecha throwdown battles. The Nazzadi Empire occasionally raids from the outer systems and there are frequent skirmishes around Saturn and Jupiter. The major problem are cults, like the Church of All, a front for the Esoteric Order of Dagon, and the Dionysis Club, a group of sybarites corrupting the highest levels of the NEG and Nazzadi governments, and weird occurrences, like the sudden appearance of an alien ecosystem on parts of Callisto, the occasional person living outside the arcologies snatched up by flying things in the night, or the Zone that swallowed Las Vegas and the bizarre monsters that occasionally emerge from it. The Tagers and their war against the Crysalis Corporation can be used essentially unchanged.

Gameplay thus can take similar emphasis to Cthulhutech, but with a different focus. A military game takes place in the colonies or under the waves, an investigation game can occur in the arcologies or traveling between planets, and there's plenty of space for lots of different games.

Oh, and I'd probably run this with Shadowrun, since Framewerk is so awful. I mean, look at the probability distribution. Success is incredibly random and basically impossible to predict, which pretty much matches my experience when I ran it. I'm not even going to try to fix that. I can work on the fluff, but the crunch is getting trashed. Shadowrun has its own problems, but it allows magic and cybernetic and biotech modification out of the box, which I like.

There's probably more than could be done with this, but I figured I'd get that much out of my head first.
dorchadas: (Do Not Want)

I was living in a house with a bunch of other men. Like a college situation, almost, but I didn't have a sense that there was a university attached, or really of anything outside the house. I also didn't know any of the men in real life, though I did in that dream, in the dream way where the odd or out of place seems ordinary.

The main focus of the dream was someone who looked like [livejournal.com profile] softlykarou, but pretty much the whole dream I was firmly convinced that she wasn't really [livejournal.com profile] softlykarou. I can't point to any specific thing she did or said that would have led to that conclusion, though. Other than her trying to steal all of our phones.

I don't remember most of the middle--I'm a bit astonished I remember any of this at all, since I almost never remember my dreams. The main thing I remember was at the end when we confronted her.

The front area of the house we lived in has turned into the front of the old Dominick's on Broadway, so there were people doing their shopping while I told the [livejournal.com profile] softlykarougänger that if she left and never came back, we would not call the police. She didn't have the contemptuous, superior expression that she had before we caught her, and which I've only seen on the real [livejournal.com profile] softlykarou during an RPG session. She was crying, and asking me how I could treat her this way, and if I could be so mean to her, what did that say about my relationship with the real [livejournal.com profile] softlykarou? And in response, I dropped the stolen phones that we have recovered, called her a thief and a liar, and ordered her to get out.

And then I woke up. It was genuinely horrifying. I wish I remembered more in the middle, because I know there was a build-up where we discovered the [livejournal.com profile] softlykarougänger was fake and confronted her about it, and I know I had some conversations with the other people in the house, but I don't remember any of the content. I just woke up with the last scene playing through my head and the feeling that I had been very unkind to [livejournal.com profile] softlykarou. Fortunately, she just laughed when I told her about it.

I think the lesson I can take from this is that I would be just as conflicted as anyone else in a pod people scenario.

dorchadas: (Awake in the Night)
A week or so ago, I was bored at work and checked in at The Night Land, and I saw a link there to the Night Land blog, which had been updated since in the months since the last time I visited. Curious, I clicked on it, and the first article I saw was this one.

I didn't know Andy Robertson at all. I never spoke with him nor interacted with him in any other fashion, but I found that website in while I was in Japan and I absolutely devoured all the stories on there. Red Giant's Race, The Guild of the Last Migration, The Wreck of the Aetherwing, and An Exhalation of Butterflies caught my imagination and set it on fire with images of the Last Redoubt at the end of history, after the sun has gone out and the powers of Night hold dominion over almost all the earth.

After finding these homages, I read the original story and found it to be incredibly evocative but nearly unreadable with its purposefully archaic language and eschewing of common literary tropes like dialogue (I suggest the rewritten version, which I reviewed here). It's a story about love that survives the ages and endures even in a hostile world, and how love fundamentally has power even against the night, which is an attractive theme even to someone as pessimistic and cynical as me. I can see what Hodgson was trying to do even if I can also recognize that it was a clumsy attempt marred with a bunch of cringe-worthy problems.

But damn, when I scroll down to the bottom of the Night Lands Timeline and see, after the end of history, "All lovers are reunited"...that pulls at my heartstrings. There, love as a force is strong enough to outlast the universe, even with all the perils laid in its way.

The Night Land website is what brought this all to my attention, and it was all started by Andy Robertson, who also wrote two compilations--Eternal Love and Nightmares of the Fall--based on story submissions he received. Some of them are also on the website in full, but others are only in part. I keep being tempted to buy them, but I've been waiting for digital versions to come out. The blog seems to indicate that there's new stuff coming out in the future, and I'd love to actually give some money to the people who contributed so much to my imagination.

Rest in peace, Andy Robertson. Hopefully, your work on Hodgson's legacy will continue for many years to come.

Edit: I almost forgot: I originally heard of this from the Delta Green mailing list, where he was a contributor for many years, early on before I joined. So there's another debt of inspiration I owe to him.
dorchadas: (Nyarlathotep)
Choose federal law enforcement. Choose the military. Choose NASA or the CDC. Choose lying to your superiors. Choose to ruin your career. Choose no friends. Choose divorce. Choose life through the bottom of a bottle. Choose destroying evidence and executing innocent people because they know too fucking much. Choose black fatigues and matching gas masks. Choose an MP5 stolen from the CIA loaded with glasers, with a wide range of fucking attachments. Choose blazing away at mind numbing, sanity crushing things from beyond the stars, wondering whether you'd be better off stuffing the barrel in your own mouth. Choose The King In Yellow and waking up wondering who you are. Choose a 9mm retirement plan. Choose going out with a bang at the end of it all, PGP encrypting your last message down a securely laid cable as an NRO Delta wetworks squad busts through your door. Choose one last Night at the Opera. Choose Delta Green.

— Anonymous
Yesterday was the end of my long-running Delta Green game. I didn't get to run through all the content I had planned for it due to scheduling conflicts, but in the end I only had to cut out two scenarios from the list of 16 I had planned out, which is pretty good. One of those scenarios did involve a trip to Carcosa that we never got to play out, and that was kind of sad because early on I ran F Cell through Night Floors (PDF warning), which is probably my favorite Delta Green scenario ever and involved F Cell investigating a building that was on the threshold of Carcosa and the extra floors of the building that only existed at night. I wrote another scenario based on The Repairer of Reputations, involving alternate realities(?), a wish-granter, and another brush with the entity Delta Green refers to as TATTERDEMALION. For the endgame of that minor plot, I was going to run F Cell through a heavily-modified The Past is Doomed, but I didn't get the chance. Ah, well. There's always more than could have been done.

TATTERDEMALION was my favorite recurring antagonist/thematic element, but F Cell also learned to hate MAJESTIC, who they ran into in "Puppet Shows and Shadowplays" before they had formally been inducted into the conspiracy; then again in "A Fall of MOONDUST," where they were actually captured by MAJESTIC before being broken out of military prison by the entity dubbed PARIAH, who they had previously had dealings with in a case in New York ("Water/Retention"); in "Convergence" they narrowly avoided being spotted in the aftermath of the barn; and in "A Victim of the Art," they bungled the case so badly that MAJESTIC rolled into the town, sealed everything off, and threw them out.

I also ran two long-form, more epic scenarios, one of which was stolen from Allan Goodall's excellent M Cell campaign--look at "Provenance," though my version, called "The Emperor is Missing," eschewed the End Time setting that Goodall used in favor of pulling from Cthulhutech and The Night Land--and the other of which was based on the Younger than the Mountains PbP game run on the RPG.net forums. And for my players (and anyone else who has time), I recommend both those links to see what was the same in our game and what turned out differently. "Younger than the Mountains" is especially good, though it does starkly illustrate how much more badass, eloquent, and tightly-plotted everything is when you have a whole day to think between posts.

I realized that even just counting published scenarios I have plenty more Delta Green left in me. I didn't get to finish what I wanted with TATTERDEMALION and I could easily run that arc again. I didn't even touch the Karotechia at all, and there's an entirely separate beginning scenario ("Dead Letter") I could use to induct a cell to do a more Karotechia-focused group. Or I could focus on the mi-go, starting with PX Poker Night (PDF warning), moving on to "A Night on Owlshead Mountain" and culminating in "A New Age." And that's not counting anything I want to write myself.

F Cell accomplished a lot in their career, and all with no deaths! Part of that is because I added a Luck mechanic (backported from Wild Talents) that they used to save their bacon occasionally--and I was totally vindicated when the 7th edition of Call of Cthulhu added a Luck mechanic--but a lot of it was just good planning on their part. Over the course of 14 operas, they got into combat situations maybe 6 times, and while FENTON did get shot in the head twice and clawed up by a byakhee once, FELICITY and FIONA escaped without any major injury. At least, not any major physical injury. Psychologically, well...FENTON read quite a lot of books, and at the end was working his way through a copy of Unaussprechlichen Kulten given to him by PARIAH and FIONA had had her digestive system replaced during "Convergence" and developed psychic powers after "The Emperor is Missing." Also, while FELICITY had a husband and a son, FENTON and FIONA basically only had each other as friends, meeting every Thursday to watch X-Files while FENTON ate take-out Thai food and FIONA didn't eat because she could only eat one small meal a day due to her hyper-optimized digestion.

Delta Green--not a job you want your kid to aspire to.

Every long game I run, I learn something. The Vampire game I ran in university taught me to set out expectations during character creation so I didn't end up with a group of mismatched yahoos with wildly different competencies and skillsets. The Exalted game I ran for years taught me how to float the plot over the sea of the character's past actions and the importance of not letting social skills devolve into which player was personally a more charismatic speaker. The Delta Green F Cell game taught me that often the most interesting part of the mystery isn't finding the clues, it's what the investigators do with the information they've found. This is the whole point of the Gumshoe system, but I started doing something similar, because when you're agents of the government you can't always just go in shooting, and when you work for Delta Green you have no indication of whether your bullets will even have an effect. Also, wild conjectures from incomplete information are fun, but players are perfectly capable of coming up with hilariously inaccurate conjectures from complete information as well. They don't need any extra help.

The ending was way better than I expected. No deaths, except FENTON's faithful Taurus that had been with the group since the beginning. An alliance forged between Delta Green and the Queen of Sarnath-in-exile. Next Opera might always be a tragedy, but for the moment, everything is coming up roses.

Be seeing you, F Cell.

Edit: The rules system I used for the game wasn't Delta Green's version of Call of Cthulhu, it was NEMESIS, available for free here, along with Cthulhulike to convert creatures from one system to the other.
dorchadas: (Green Sky)
When I was a boy, every summer and sometimes during the winter, my family would pack up our things into our car and drive west to visit my grandparents in Oregon. One of the first things I would do every time we arrived was borrow my grandmother's library card and head down to the local public library and check out a double handful of books. That's where I read a ton of classic sci-fi and fantasy--the Foundation and Robot books, the Rama books, a bunch of Heinlein's stuff, the Chronicles of Amber, the Riftwar books, nearly all the Valdemar books, and, relevant to this post, Marion Zimmer Bradley's Darkover books. She was personally a terrible human being, but I really took to the stories about politicking and personal relations in a feudal society with a psychic nobility. Maybe because the psychics were redheads.

Anyway, half a decade ago, I read Stephen King's The Mist and absolutely loved it. And based on the title of this post you can probably see where this is going. I had it that the Towers had figured out a way to extend the force fields they use to prevent experiments from blowing up to keeping the Mist out at long range, set the game during the Ages of Chaos so all kinds of crazy psychic insanity is on the table, and wrote the whole thing up in Unisystem.

I found it a few days ago and looked back on it, and there are some major flaws. For one, in a game that's supposed to have political intrigue and the players playing nobility who are members of the ruling families of various kingdoms, the utter lack of any real social systems beyond "roll some dice and make stuff us" is a major flaw. I also exhaustively detailed the way psychic powers work because I've always been one for systematizing my games, even though the way the powers work in the books is basically "i dunno lol" and constantly changes depending on the plot and when the book was written. It's ~50 pages long and I wouldn't run it at all nowadays.

I'm thinking of converting it over to post-GMC nWoD, though. A lot of work is already done, since GMC has a better social system and updated psychic powers in it that I can steal. I can finally adapt the Company rules from Reign to nWoD like I've been planning to do for months. I just need to add the Darkover-specific bits around the edges and convert the stats over.

I do like the idea of getting to use it. Darkover is a great setting to run an intrigue game in, with the competing demands of familial loyalty vs. personal ambition, the lure of the Towers as a source of power and a neutral ground to settle disputes, and the addition of the Mist adds a tragic aspect to the society where they might be able to solve the looming end of the world once and for all if they weren't too busy stabbing each other in the brain with mind-daggers all the time. Humanity in a nutshell.
dorchadas: (Autumn Leaves Tunnel)
[livejournal.com profile] marianlh's post about the cutest little rust monster reminded me of the webcomic Dark Places and how sad I was that by the time I had discovered it, it had stopped updating. Late in its run, though, there was an expository page that really caught my attention:

Dark Places background comic


That comic really got my imagination firing, combined with Exalted setting elements and some concepts from the Avernum series of games, and it mixed into (I like to think) a great campaign pitch.

So, take that comic as the backstory, but replace the dwarves with the Mountain Folk (with artisans removed). The Fair Folk are obviously the Fair Folk from Exalted, who swept in from Faerie, threw down the kingdoms of men, and reigned in madness from their thrones of bone and crystal and shadows until they were overthrown. Subsequently, humanity grew more and more xenophobic and paranoid, eventually developing into the Empire from Avernum. With the discovery of the great caves far below the surface of the world, below even the furthest reaches that the Mountain Folk dare to go, the Empire had a place to dump its malcontents, its Faerie cultists, its political dissidents, and anyone else that the Imperial power structure thought were a threat to the survival of humanity. Player characters being notorious malcontents and threats, the game would start with them being dumped through the portal into Avernum.

PCs would be god- and elemental-blooded (descended from various spirits), fae-blooded (descended from the Lords of Madness and their human slaves), ghost-blooded, demon-blooded, and Mountain Folk exiles, who are exactly the kind of people who wouldn't fit in on the topside unless they slot into some highly-specific roles in society that suitable PCs probably don't come from. Put them down in Avernum, which has the standard D&D-esque paradigm of a society on the edge, with civilization as precarious points of light in the midst of a vast, unexplored wilderness filled with dangerous monsters and mysterious terrain, and let the adventures roll in.
dorchadas: (Dreams are older)
[personal profile] schoolpsychnerd and I went to a games party at a friend's today, and because we showed up late, everyone was already involved in a game by the time we got there. Well, everyone but us and our host that is, so while I poured myself a drink, she and [personal profile] schoolpsychnerd picked out some game called Sanitarium that our host had backed on Kickstarter.

The basic premise is that everyone plays a person who wakes up in an insane asylum in the middle of a psychotic break, and thus with no idea of who they are or how they got there, and has to regain their senses and find their Safe Items (number determined by the number of players) to get out of the asylum. The asylum is built out of a deck as the game is played, and each card that's not a room is both a hallway and an item or event--players who are in the hallway can search them to pick up the card and then replace it with a new hallway from the deck.


There are various scenario cards that set the starting conditions, how quickly new rooms and hallways come out of the deck, what the players have to do to win (co-op vs. competitive, individual vs. group escape), and so on. Each player has a character card that lists the actions they can perform (move, search rooms, place a new room, try to shake off their madness, and so on), with one side for when they're suffering from hallucinations and the other side for when they're in their right mind. Meanwhile, there are Shadows that are spawned in the Dark Hallways that seek out the players and attack them. Well, sometimes, because a Shadow coming into contact with a player just requires a Horror check (2d6, beat a number). The uncertainty is probably supposed to represent the moments in horror films where the protagonists start panicking as they think they're about to be attacked but it turns out that they're jumping at...well, at shadows.

Okay, one thing I have to say after this is that my review may or may not be useful or even correct because we found the rules to be incredibly confusing. For example, the actual rule for Shadows and horror checks is apparently that the difficulty of the Horror check is based on the total number of Dark Hallways in the game, but I believe that the scenario card we started with (co-op, individual escape) specified a difficulty, so we went with that until we found another rule in the rulebooks. Yes, rulebooks--there was the original rulebook and scenario card that came with the game, and then there was a v1.1 that was sent out the kickstarter backers, but they didn't cover all the same subjects and weren't organized the same and it was quite difficult to tell what parts of the original rules we were supposed to replace with the new ones and which ones could remain as is.

Another example of how we screwed up was with the placing of rooms. Originally, we were only placing down new rooms if we were specifically doing the Expand action, but then we learned that we were supposed to place a room before each player took one of their turns, which would have made it significantly easier to run from the Shadows at the beginning of the game even though we also missed an rule that on an each players turn all Shadows moved two spaces toward them. Constantly referencing different rules books and the scenario card to try to figure out how things worked was probably a quarter of our game time, and I think Sanitarium would really benefit from a unified v1.2 rules or someone writing a single rules reference sheet.

Once we figured those rules out, though, the game started to hum. The Shadows moving toward the active player and the necessity of us to find our Safe Items caused us to resort to the classic horror cliche of everyone splitting up even though we wanted to stick together--though that's another example of a confusing rule. The original scenario card said that Shadows can't hurt a player in the same room as another player, but the revised one said that the player whose turn it is picks one of the players to be attacked. That was another rule we missed for a bit.

Sanitarium was pretty fun even with all the confusion, but unfortunately I can't provide an accurate review. I'm not even sure if we were playing it correctly after we figured out the rules, and the ending was even more confusing than the beginning. When the draw deck runs out, then every time a card should be drawn, one of the hallways or rooms is removed from the board, and any player who has no way to get back to the foyer is trapped forever in the Sanitarium. There were other rules that were supposed to take place too, based on switching to the Desperation side of the scenario card...but the original scenario card didn't have a Desperation side, and some of the new scenario card's rules were an odd fit with the other mechanics we thought we were supposed to be using (edit: As an example of the problems with the rules layout, there was nothing to distinguish the new rules from the old ones, so half the time I don't know which set of rules we were using). I'm not sure if that's the reason we easily won was because we had properly planned before the Desperation phase and were able to pull through or because we didn't correctly ramp up the danger. There was some reference to Shadows attacking more often or collecting Shadow tokens or something, but there wasn't anything like that in the revised rules I had, and we only had two Desperation phase turns anyway.

Also, a lot of the strategy and Event cards seemed based on screwing over the other players, as does the fact that people can choose where to move the Shadows on their turn after the initial Shadow movement toward them, but since we were playing co-op none of that came up and we just ended up trading in Thief and Dazed and Stunned cards in to recover our sanity, which made the game a lot easier. I suspect if we had been saving those cards to play on each other, then the game would have come a lot closer to the wire and the Desperation phase might actually have been desperate. If you play it, I suggest you spend a bit more pre-game time trying to read and integrate the rules into a coherent whole and play a competitive scenario so you get the full range of what the game has to offer.
dorchadas: (Great Old Ones)
I shall plan my cousin's escape from that Canton mad-house, and together we shall go to marvel-shadowed Innsmouth. We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei, and in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.
-H. P. Lovecraft, The Shadow Over Innsmouth
"The Shadow over Innsmouth" is one of Lovecraft's most famous stories, and it's not that hard to see its pull. A secret family heritage whose ramifications echo down through the ages. Factors beyond one's control that can change the course of one's life forever. Fathers and grandfathers and great-grandfathers whose deeds that cannot be escaped. A change that becomes increasingly welcome to its subject as time passes, even as others become more and more repulsed.

No wait, that's The Rats in the Walls. "The Shadow over Innsmouth" is literally about the One-Drop Rule. Dammit, Lovecraft.

Anyway, [personal profile] schoolpsychnerd and I went to go see Wildclaw Theatre's production of The Shadow over Innsmouth yesterday, and it was great and you should all go see it if you're a fan of horror or Lovecraft. I'm always a bit suspicious of any attempt to adapt Lovecraft to a non-literary format, both because so many previous attempts have been so terrible and because a lot of the greatness of Lovecraft is in the slow, creeping terror and the mindset of the narrator as the revelation comes upon them, but "The Shadow over Innsmouth" is actually a pretty good candidate for a more kinesthetic version--it has an extended chase scene, for example--and on the whole, the quality of the stage adaptation was pretty good.

Obviously there were more characters and dialogue than in the original story, but nearly everyone is taken out of brief mentions from the text and then expanded upon, like the curator of the Newburyport Historical Society, the purveyor at the Innsmouth grocery, or the narrator's cousin. There are a few additions and reshufflings as well, the primary one being that the main character is a woman, though I didn't feel like it had a significant effect on the changes made to the story. In addition, there were a few more characters added in Innsmouth, and a trip to Arkham carried with it a visit to a professor at Miskatonic University. Some of this did feel like padding--I wasn't particularly impressed with any of the conversations with the Marshes in Innsmouth, as it seemed like an attempt at comic relief that mostly fell flat--but stretching out the beginning did allow a much better sense of creeping horror than in the original source.

In the text, the vast majority of the time is spent in the exploration and subsequent escape from Innsmouth, with the body horror aspect only coming in at the end in the last chapter. In the play, the evidence that there is something odd about Olmstead starts quite early, from the brief mention of damage to her lungs in a near-drowning when she was a child and subsequent asmatic fits to the occasional dreams she has to the whisperings she hears when she views the pieces of Innsmouth jewelry held at Miskatonic University and the Newburyport Historical Society. The audience learns early that there's something odd about Olmstead and her cousin, and it is continually reinforced throughout the play. I especially liked the repeated phrase:
"Tell me--do you ever find it...difficult to close your eyes?"
and the way that flashbacks and dreams were added in, though I personally found it somewhat difficult to distinguish the two until about half-way through the course of the play.

I did feel the ending fell somewhat flat, though, about which more later.

The sound design was fantastic. Innsmouth had a constant sound of water, from the crashing of waves when Olmstead was talking to Zadok near the ocean to the sound of rain on the roof when she was staying in the inn. The whispering whenever she saw the odd jewelry was suitably creepy, and the way that the characters from Innsmouth talked... Honestly, I have to give them huge kudos for being able to do all that coughing, hacking, rasping, wheezing, and gurgling night after night. I played a Gangrel in a Vampire LARP once whose bestial deformity was an animalian voice, and as I discovered rather quickly, having to growl and rasp out everything I wanted to say made actually participating in the LARP quite difficult.

I also have to praise the stagehands. The actors did all the moving of props, and as the story went on the props came more and more to be moved by shrouded and shambling figures making disturbing coughing sounds as they worked. It did a great job of adding to the mood.

One of the text's major scenes, the conversation with Zadok Allen and the revelations about the past--and present--of Innsmouth was good, and the actor who played Allen did a good job, but I can't help but feel that some of the growing horror that pervaded the entirety of the play should have been introduced into this monologue. Olmstead treats Allen's conversation with disbelief and scorn--not surprising, considering the content--but Allen remains jovial throughout, and only attains a slight note of seriousness toward the end when he's describing how Obed Marsh took control of the town. Only when Allen sees that the other denizens of Innsmouth have come to punish his transgressions does he really turn serious, and then he gets grabbed and dragged away in a sudden mood whiplash--a few people in the audience even laughed. In the text, Allen starts out laughing, but becomes more and more serious as the conversation goes on until he's not laughing at all. Then he starts ranting and raving and eventually shrieks as he looks over Olmstead's shoulder, causing Olmstead to whip around and stare out to sea, but all he can see is the pounding of the waves. I would have preferred a more gradual build-up of the tension during the monologue. Maybe not to the level of the text, since the over-the-shoulder scene is difficult to do on the stage--though there were several robed and shrouded figures standing among the audience the served as the thing in the water Allen saw--but a bit more than the sudden change.

That's part of my complaint with the ending, and as some changes were made, this part will be spoilered: In the text, Olmstead escapes from Innsmouth by sneaking from street to street and then going along the old, abandoned rail line. In the play, this is suggested by the mortally-wounded grocer, but Olmstead goes back for her cousin. In the depths of the church of the Esoteric Order of Dagon, she finds her cousin tied up on an altar in the depths, meets Obed Marsh, who gives her a monologue about her ancestry and entreats her to join the Deep Ones beneath the waves. Then the shoggoth comes out.

I really didn't like that. Marsh's comics-style villainous ranting completely shattered the tension that had been building up to that point for me, and because of that, I just thought the shoggoth was kind of silly, even though it was pretty well staged. I was much happier with what followed--Olmstead's mother, grandmother, and great-grandmother, who had been appearing in her dreams throughout the play, appeared in the flesh to invite her to join them, leading to a coughing fit, Olmstead being dipped in the water, and the final line of the play: the whispered, "I can breathe." It would have been just as effective if Marsh and the shoggoth had been eliminated entirely, and Olmstead had fainted when he cousin was carried away, and then the maternal line had come out. Their enticing whispers to join them were much more effective at conveying the attractiveness of swimming down to Cyclopean and many-columned Y'ha-nthlei than Marsh's raving.

Basically, the text makes this part about a thrilling chase scene and tension of wondering whether Olmstead will escape or not, and then changes gears and switches to body horror and transformation into something inhuman. The play skips the chase almost entirely other than escaping from the hotel and keeps the focus on the Innsmouth Look. That part I liked.


The play took different tactic with the body horror than the text, but I think the tension was actually better in the play, since the "who am I?" aspect is only present in the final chapter of the text. Since turning into an inhuman monster and welcoming it is the horror that moderns take out of the play now that no one worth listening to cares about miscegenation any more, emphasizing that aspect was a good change.

But despite those quibbles I have with it, overall The Shadow over Innsmouth is probably the best adaptation I've ever seen of a Lovecraft story to another format. It is definitely worth your money and your time.
dorchadas: (Grue)
Yeah, I'm mostly late to the party when it comes to video gaming.

I just beat Limbo literally seconds ago, after playing it over the last two days. As people told me, it's not that long at all--my time played on Steam is three hours, and that includes some time I had it alt-tabbed while I was doing something else at the time. The actual time necessary to beat the game is maybe 2/3rds of that, since I spent a lot of time dead, dying, or respawning.

That's my major complaint about the game--it is entirely based on trial and error. The developers even call it a "trial and death" game, which as good a capsule summary as I've ever seen. Typically there's no warning at all for when your next horrific death will occur, and you have to run over unstable ground and pull unknown switches and jump into pits without knowing what's below in the knowledge that at least Limbo has an extensive checkpoint system and you'll never be further back than one puzzle. Despite being occasionally annoyed with the next sudden death out of nowhere, there was only one section that I was annoyed at the place where I respawned, and it was just because there was a particular puzzle I didn't like.


I guess in that aspect, it's a lot like Super Meat Boy. The levels in Limbo are longer, but the distance between each individual checkpoint is about the same as the distance covered in a single Super Meat Boy level. On the other hand, Super Meat Boy demands a lot more on-point precision than Limbo does. The number of puzzles where you have to get everything right to the fraction of a second is very low and all of them are concentrated in the second half of the game. Usually, the pace is pretty leisurely, and I was lulled into a false sense of what the game was actually going to be about while I wandered through a shadowed forest until I stepped on a bear trap and my poor pre-teen shadow boy was mutilated to death. That clued me in to how the game worked real quick.

Speaking of the forest, Limbo is gorgeous:


That's one of my pictures. The one a couple paragraphs above is from the Internet, and if you like those a Google search will turn up plenty more. The entire game is cast in light and shadow, with most of the background in soft focus, leading to a kind of odd dreamlike feel. Which is just as well, because when you think too hard about it, you realize that you're getting a pre-teen shadow boy killed in dozens of hideous ways over the course of the game. The name of the game kind of implies the plot--your character died, and woke up in Limbo and now has to get out, or at least get somewhere else--but there's no dialogue and nothing is ever explained. There are a few hints that one can discover through the other characters in the game, if they can be called characters when they show up briefly and never say anything, and the setting. The first half is a forest, there's a brief primitive village in the middle, and the second half is more of an industrial/factory setting with spinning gears and levers and electricity.

I liked the first half a lot more than the second half. I think the art style complimented the forest setting a lot more than the factory, since soft focus and hazy background details fit better when you're surrounded by trees that are filtering out some of the light than when you see neon signs or unknown structures in the distance. The first half, with the pools and half-abandoned villages and shadowy figures barely seen and the giant spider, is far more sinister to me than the lonely factory. Even though I know it's all metaphorical, I still run into the same problem I run into with dungeons in RPGs, where I wonder who built this thing and why it's full of so many traps that anyone who actually lived there would die half a dozen times on the way to the bathroom in the morning. The main reason I didn't like the factory as much is just the loneliness, though. Shadowy half-seen figures are more interesting than spinning blades and falling crates. It wasn't enough to actively made the game bad, because the basic gameplay doesn't change. You're just dodging electric floors instead of thrown spears.

If the trial-and-error gameplay doesn't bother you, Limbo is a great puzzle platformer. Definitely recommended.

Active Weekend

2013-Jun-17, Monday 17:38
dorchadas: (Dreams are older)
So, last weekend [personal profile] schoolpsychnerd and had another party finally! And true to form, [personal profile] schoolpsychnerd couldn't decide on a day to hold it, and so I picked the weekend, and then it rained. Of course. If we had had the party on Sunday, it would have been a brilliant sunny day, and then we could have gone on our two-hour-long walk to get a new keyboard on Saturday instead, when it was probably ~8 degrees cooler and cloudy. Then again, maybe I wouldn't have spilled chrysanthemum liqueur on my keyboard if we had it on Sunday and we wouldn't have had to go for a walk at all on Saturday, which if you notice, would have been anticausal anyway.

I missed out on playing Betrayal at the House on the Hill, but I did get to try Elder Sign and...I thought it was pretty terrible, honestly. It was pure Ameritrash--a very strong theme, of investigators trapped in a museum and hurling themselves at the terrible horror from beyond the stars (the King in Yellow, in our case), but with mechanics that are kind of forced through the round hole to fit the theme. I mean, I suppose all of your actions being at the whim of the pitiless hand of the RNG does fit Lovecraft's uncaring universe and the lack of any special place for mankind, but I felt like there was very little I could do that would actually affect the outcome of the game other than occasionally add a couple more dice into the pool. And even that wasn't always good, because those dice were supposed to be more favorable results, and thus didn't have the tentacles "Terror" icon, but sometimes there were locations that required multiple Terror results and the extra dice didn't do any good. The strategy relied on determining where to allocate the results of dice after they were rolled, which is strategic, yes, but it wasn't very satisfying.

It was described to me as Arkham Horror-lite, which if that's true, makes me glad I've never played Arkham Horror. I'll stick to games like Android.

Unfortunately, as I said, I managed to spill alcohol on my keyboard, and despite [personal profile] schoolpsychnerd's heroic and nearly-successful attempts to repair it, it was too far gone. She managed to get some of the keys to work again, but there were still about half of them that were broken, including both enter keys, and the second attempt to fix all those caused it to give up the ghost completely. Fortunately, in a burst of foresight two years ago, I had deliberately bought a $19.99 keyboard, reasoning that before mechanically failure hit I would spill something on it and ruin it. And what do you know...

Anyway, we ended up going on a two-hour walk trying to find a new keyboard. First to Target, which had a spot for the wired keyboards but nothing actually in stock, and then to Radio Shack, except Google Maps listed them as seven blocks south of where they actually were, so we had to walk that distance and then all the way back home. On the other hand, we did pass by Golden Pacific, which is good because we needed another bag of rice, and because I got to walk through Little Saigon around Argyle Street. As I told my father when I called him for Father's Day, I was walking through a place where I looked different than the average person, I couldn't understand most of what people were saying, and I couldn't read half the signs. I felt right at home.

We'll have to go back. There were a ton of restaurants I didn't know were there that we have to try.
dorchadas: (For the Horde!)
One thing I keep seeing that kind of annoys me is that a lot of Call of Cthulhu players and writers tend to lump things together as "the Mythos." Saying how "the Mythos" is dangerous to humanity, how "the Mythos" is corrupting and can never be dealt with safely, how "the Mythos" has it out for humanity, etc. Really, I find this kind of silly. It implies a kind of connectedness among the various disparate elements of Yog-Sothothery (Lovecraft's own term for the stuff he wrote about) that I don't think exists. I do think it's reasonable, in-universe, for humans to treat them as all part of some kind of unified singular threat, but it's when writers or GMs running a game do it that it bugs me.

Cosmic horror applies equally, in my mind. The Old Ones in Antarctica were the ultimate original of multicellular life on Earth, but they eventually lost the knowledge of how to travel the stars, were beaten by the mi-go, driven under the sea, frozen off the surface and eventually nearly exterminated by the servitor race they themselves created. The Serpent Men had a great kingdom founded on tremendous advances in science, but the evolution of the dinosaurs destroyed their kingdom and forced them into hibernation. Great Cthulhu is stuck dead but dreaming under the sea, and the last time he woke up, he came out, ate a few people, got discorporated by a crazed Norwegian pirate and then the stars were wrong and he went back to sleep. Azathoth, the Nuclear Chaos, is the ultimate creator of the universe, but isn't even sentient. Nyarlathotep is the Voice and Soul of the Outer Gods, which means he's constantly subject to whims and contradictory desires from beings that may not even realize he exists (no wonder he's such a dick).

It's really not like everyone is out to get humanity. Hell, Lovecraft himself says that the Old Ones were basically space opera aliens, where they look different but have a human-like mentality: "Scientists to the last -- what had they done that we would not have done in their place? God, what intelligence and persistence! What a facing of the incredible, just as those carven kinsmen and forbears had faced things only a little less incredible! Radiates, vegetables, monstrosities, star spawn -- whatever they had been, they were men!" It would clearly take quite a bit, but I could see a joint human/Old One interstellar civilization without any serious problems and without being unfaithful to Lovecraft's stories--though which stories is the question. I've written before about how the Call of Cthulhu RPG is basically The Dunwich Horror, the RPG, and doesn't deal well with stuff like Through the Gates of the Silver Key or the deeper messages of At the Mountains of Madness. When CoC starts getting into ridiculous stuff like making monsters who are an "avatar of Cthulhu" like Cthulhu was some sort of deity and not just an alien from a part of the universe where physical laws work differently, that's when I roll my eyes and accept that I just have a different concept of how cosmic horror should work.

It might be kind of funny, but I think a lot of people's attempts to do cosmic horror either end up as inadvertent self-parody or gnosticism. In truth, the Second Law of Thermodynamics is all the cosmic horror you need. Eventually, there will be nothing. The planets will decay. The stars will go out, and in the yawning depths of time the entire universe will be completely black, with lifeless chunks of rock in fading orbits around black holes or dead stars, until the orbits decay and the galaxies themselves come apart, leaving nothing but interstellar dust and dead rock floating free in the endless dark.

Cheery thought.
dorchadas: (Perfection)
Just beat Doom 3 around an hour ago so I figured, why not give my thoughts?

Contains spoilers for Doom 3 and System Shock 2. Somewhat lengthy )

Whew, that was long. Maybe I should go back and do something similar for Arcanum in full. Anyone interested?

Soundtrack for this entry provided by The Dark Side of Phobos.

I'm still here

2007-Jan-29, Monday 00:35
dorchadas: (Dreams are older)
I went to see Pan's Labyrinth last night. I had read the wikipedia article on it back when I thought that it would never make it out here, but I had forgotten enough of it that parts of the movie still took me by surprise. For example--the violence. Despite being able fairies, there wasn't anything fairy tale-esque about the violence. The world of the film is muddy and dirty and, well, realistic, especially when the captain just out of nowhere smashes in a prisoner's face with a wine bottle. That took me by surprise. The movie is excellent, though, and I'd encourage people to go see it.

spoilers )

We also went to talk to the rabbi we've contacted for the wedding, which was a little unnerving, mostly because he was so serious. After the discussion, though, I realized that the mood was warranted. A wedding is a serious occasion, and he doesn't know our propensity for levity. Even so, I don't know that that much humor is necessary for a wedding. A reception, yes, but...

Other than that, and my previous entry, I'm okay :)
dorchadas: (Jealous)
I beat System Shock II finally. After doing so, I can see why people keep voting SHODAN as one of the best computer game villains of all time. Just the dialogue alone is awesome.

Lo-lo-look at you, Hacker. A pa-pa-pathetic creature of meat andbone, panting and sweating as you ru-run through my corridors-s.H-h-how can you challenge a perfect, immortal machine?

Best FPS/RPG hybrid ever. Better than Deus Ex, and that's saying something. I hope they do make the System Shock III that I've heard might be in the works.

I've been chosen to learn how to touch up photos because the paper is short-staffed. They have enough people to cover normal times, but not enough to cover any time someone wants to go on vacation. Right now, it's been a lot more stuff about file management than photos, because one of the primary jobs of the photo department before we switched to the new system was looking for photos for people. A lot of the older people in the paper haven't yet gotten completely used to the idea that they can search for the photos themselves. It wouldn't be a change to my current job description, since I'd only be doing it when one of them is gone. It'll be useful to learn photo editing skills.

Up to days of the week/month in Japanese. 日曜日, 月曜日, 火曜日, 水曜日, 木曜日, 金曜日, and 土曜日. After that, forms of address.

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