I have moods with my gaming ranging from not in the mood at all for long periods, shifting from one genre to another, then sub-genre within those, I may be more in the mood to buy-collect than play, or to play and play a lot, or a mix of all of these.
TTRPG’s are on my mind at the moment and that led to a couple of long wanted D100 purchases, Mothership and Trouble Shooters, a pair of games that share very little in common apart from a D100 mechanical base.
RPG’s are funny things. Unlike board games they are effectively free-form. Anything goes within the broad parameters set, even shifting those parameters mid-game, a TTRPG equivalent to Dawn to Dust if you will (I wonder how many Call of Cthulhu games have gotten side tracked).
Games also in the “Loop”, an intended pun because one is Tales from the Loop, as well as Electric State and Things from the Flood, Aliens (Mothership covered this one), Wild Seas, Symbaroum and Vaessen. Most of these can simply serve as idea seeds for existing games, some not.
Symbaroum ties into a story line I have been pondering for a while based on the effect a “civilised” nation exiled or fleeing from a lost empire, who colonise a new world, one much more ancient and complicated than they realise and one that re-connects them to a lost past. It was already in the works, inspired by the Malazan and Robin Hobb books when Symbaroum solidified some ideas and provided inspirational art.
The feel is a mash-up of the new American colonies. lost Aztec kingdoms, Sleepy Hollow, traditional medieval fantasy and Scandi fae, with an emphasis on old and new ways clashing.
Vaessen is a cross between CoC 19th century and “true” fairy tale stories (Mermaids that eat people, Redcaps that kill traveller etc), so I have my fill there, simply focussing more on fairy tale and fae legends than Cthulhu (and reducing the sanity rules).
The theme and feel of the game is the key, not the mechanics, although the mechanics do have some effect, usually in the form of limitations, setting lethality and swingy-ness, sometimes affecting enjoyment and even play-ability.
I do not like rail-road mechanics, much preferring things to happen organically in the theme of the game played. If the payers do not, then you are playing the wrong game.
The One Ring is a good example of a game that tries to mechanically force the feel and flow of Tolkien’s books into a play style. Nothing is made new by this, only called out to help those who (1) have not read the books or (2) do not know how stuff happens in life or games and need a hand held. I have TOR, but use it for information and inspiration only with D100 systems.
I have been itching for a “kids on bikes” style game recently, something I do not specifically have, but the Tales From The Loop and Electric State books have been nagging.
M-Space is a great launching pad for the D100 system tree.
I can get the actual games, avoid the TV series (as they depart somewhat from the books) or try to create my own back story using a system at hand, but what is the key feature i need to add?
TftL reviews seem to universally praise the character immersion of being young, wide eyed and adventurous, while the realities of life through the eyes of a pre-teen hit home. The system and some of the choices are less well liked, but that is easily fixed.
M-Space, maybe with a little Comae Engine, has all the ingredients I may need mechanically, maybe with some consideration placed on the back story of the characters (10-16 year old kids), a deeper dive into their lives and maybe a stress or fear mechanic (sanity seems too harsh and final).
M-Space is a sci-fi game, but not one that requires a “Star-X” like universe to function. It is solidly grounded, so a near future, alternative past, far distant future-tech collapse are all possible, drawing from the many, many other compatible resources available.
The elements needed are;
Modified char-gen, accounting for the age of the protagonists. This is simply a logical reviewing of characteristics and a reduction of skill points, but maybe also a funnelling of some of these points into hobbies.
Kids on Bikes games tend to be a duality of “the big mystery” and everyday life, great examples being “Super 8”, “Stranger Things” etc, but even “Stand By Me”, with a supernatural twist would work.
A fully fleshed out family life (which is handled more or less with the Circles mechanic), but also needs hooks and difficulties. My feeling is, by calling out the life of the participants front and centre, the characters will organically manifest, without the need for mechanical rail-roading. This seems to be the case with TftL and is very much in my thinking on RPG’s in general, that role playing should be through role play, not mechanically forced processes.
A mechanic for fear or stress, maybe called dread. Not sure here. CoC Sanity is to harsh, Motherships Stress/Panic also, but maybe that with softened wording or effects could work. The gradual build up of dread until panic sets in, resulting in the character running away or standing speechless in shock could be fun, but it must be kept reasonably light, really just a way of the GM taking control of the characters. The worst result should be group betrayal, denial or reluctance to continue (not insanity, paranoia or a heart attack!).
Self discovery is part and parcel of this story genre, so from panic, or the resistance of it can come growth.
I would also change the core mechanics to my own D100 system*, simply to reduce swingy-ness and soften the landing with lower skill levels. Passing normal tests should be more likely, but challenges less so.
Fate points would be used.
The original books will serve as inspiration and setting. They are detailed enough for my needs, without being too prescriptive. Every picture is a story seed.
The extended conflicts rules, Comae Engine version, also allow for a less militant game, ideal for tension without fear or death.
A work in progress, but aren’t they all.
*Three levels of difficulty, Standard allowing the roller to arrange the dice, Challenging is dice as rolled and Perilous is dice arrange worst way, with natural doubles equalling special or critical results.