The Eyeball Kid's Module and House Rule PageNOTE: The material on this page may be downloaded for non-commercial use only. | ||
Miscellaneous Stuff | Space: 1889 | |
SLA Industries | Advanced D&D | |
Twilight: 2000 | Fighting Fantasy | |
ZENOBIA | Unknown Armies | Homegrown RPGs |
Ghost Dog | Flavour of the Month | |
RISUS | All Flesh Must Be Eaten |
Twilight: 2000 |
Twilight: 2000, for those you who only started gaming in the nineties, was this seriously cool by-the-numbers military post-apocalyptic game, published by the now-defunct Game Designer's Workshop. Players took the role of NATO (or, hypothetically, Warsaw Pact) grunts three years after the onset of nuclear war; the game started at the point where the nuclear and technical arsenals of pretty much both sides had been exhausted, and 'World War 3' had degenerated into units of raggedy (but well-armed) deserters fighting over scrounging rights and the last can of dehydrated cheesecake in Krakow. Very... downbeat, non? You're just trying to get home, really, but there are hundreds of kilometers of wasteland between you and the less-nuked parts of Europe where a port might just be functioning, the French and Belgian border guards have a shoot-refugees-on-sight policy, and even when you get to the US you have little more than a country in the grip of a military-vs.-civilian civil war to look forward to. Well, 'T2k' has its moments, nonetheless, and I'm considering running a campaign this year, but the first thing I had to do was bring the game's timeline up to date. I mean, Europe going to war over German re-unification just doesn't sound as plausible a decade down the line, does it? While writing this revised timeline, I was reminded that global war is never really as far away as we think... the right combination of events, and it'll be like 1939 all over again, with ordinary people wondering how the hell things got this bad while they buckle on their gasmasks. Damn! Update: You can get almost all of the T:2000 books in .pdf format over at DriveThruRPG, at very reasonable rates indeed. The main rulebook is even being given away free this week (19 Jul 2004), so go snap it up while you can. |
Unknown Armies |
Unknown Armies is Atlas Games' game of modern occult-action-horror. It's been described as a cross between the visions of Quentin Tarantino, Neil Gaiman, and Clive Barker. I don't think I've been this impressed by a game for several years - or, possibly, ever.
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Space:1889 (and Forgotten Futures) |
If you like Victorian roleplaying, then you should definitely investigate the Heliograph re-release of this GDW classic. Space:1889 is set in a universe where travel through the 'ether' in steam-powered vessels has broadened the colonial heyday of the 19th century to include the plains of Mars and the jungles of Venus. Needless to say, the natives of these planets have other ideas... Unlike many other Victorian games, Space:1889 has lots of great background material on the era, and even a photocopiable page of cutout character faces! The rules and overall emphasis of the game recall a bygone age of simple-but-fun roleplaying, where the bad guys fall in their droves and the joy of exploration and conquest are what keeps the campaign humming. Heartily recommended. If this all sounds good, it may also be worth your while to check out the excellent, free, Forgotten Futures roleplaying game, which includes several worldbooks which postulate interstellar travel of this sort. |
Deadlands |
Deadlands is the RPG on which I've done the most serious work in terms of campaign depth and intricacy. I've run three games in the last three years: Lands of Mystery (Feb '98 - Apr '99), Deadlands 99 (Aug '99 - Dec '99), and Gone to See the Elephant (Dec '99 - Feb '00). The following resources and articles are available on (or via) this page:
Pinnacle also published the following three pieces; however, since their website was redesigned links to them have disappeared and I take it that this means I can put them up here again.
I've also published several Deadlands adventures on SJG's great magazine, Pyramid: check them out there! |
Ghost Dog: The Way of the Samurai |
If you've ever played or run a game involving a member of an organised crime family, a hitman, a Wise Guy, or someone who models him- or herself on the ancient samurai, don't go to your grave without reading this book. It's that simple. Ghost Dog is not just a groupie RPG for fans of the movie. It's got too much detail for that. It uses the movie to illustrate the use of various skills and advantages, provides stats for the major characters, and briefly summarises the plot, but apart from that it is its own creature. Of crucial importance in this regard are its exceptionally detailed chapters on the history and philosophies of the Mafia and the samurai alike, discussions of the notions of obligation to one's superiors that are an integral part of both groups, and information on what the Mafia actually does to make money. Were you aware that the Mafia are reputed to be the largest smugglers of CFCs in the world? Or just what the point of 'controlling the unions' is? This book will tell you. In that sense, it's almost as much of a stand-alone sourcebook for any modern game as it is a game in its own right. An interesting addition to the standard What is an RPG? chapter are rules for one-on-one play; that is, with a GM and one character. As the author points out, once you're out of school or college, it gets harder and harder to get a group together; with Ghost Dog, if all your friends but one have gone home for Christmas (or whatever), you can still play. Nothing we didn't know already, of course, but its refreshing to see the creators of an RPG put some thought into 'Who might actually play this?'. Game play is handled using the same Tri-Stat system as Guardians of Order's other RPGs (Tenchi Muyo!, etc.), and is 2d6 based. You can check out more info on the game at the Guardians of Order site. My evil master plan for Ghost Dog was always to use its super-sexy system as the backbone for an Unknown Armies game. The two are pretty similar as it is; the only real difference (apart from the dice used) being that in GD, skills are added to stats before the roll, and in UA they aren't. It's a minor thing, but I've always enjoyed 2d6-based systems (see the rationale below if you'd like to know why) - so, I gave it a brief pop and saw how it went. Here's the stuff - more to come!
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Dungeons and Dragons |
Ah, D&D. I used to get these occasional masochistic episodes in which I would agree to write the AD&D modules for roleplaying tournaments while I was at 'varsity, despite the fact that (unlike most roleplayers of my length of service), I've never really played or run AD&D. According to the tournament organisers, this was one of the reasons they trusted me to write the modules in the first place.
After 3rd Ed came out, however, my regular gaming group and I got back into D&D with vigor, with a Forgotten Realms campaign run by Austin Chamberlain.
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SLA Industries |
"Guns kill but so does the truth". SLA Industries, now in its second edition, is the best near-future, cyber-dystopia RPG I've ever encountered - all sharp, humming, edges and no 'Off' switch. The setting is more than capable of handling every kind of scenario from pure psychological horror to pure action, and the system is fast, efficient, and good-looking.
These documents are aimed primarily at SLA Referees. If you're a player in a SLA game, then these links are not for you. |
Fighting Fantasy | ||||||||||
I grew up on the Fighting Fantasy gamebooks, and still own most of the series. The mechanics of basic FF are so simple that it can hardly even be called a roleplaying system at all. An attempt to produce a more advanced set of rules led to the Dungeoneer system shortly before the line was closed down and the books went out of print, reportedly due to the fact that most of the design team wanted nothing more to do with the gamebook industry. Oh, well. I'm a sucker for minimalist roleplaying, and I hope to run a 'back to basics' FF game some day. I'm currently working on a fantasy setting which I'll probably playtest using the Fighting Fantasy rules, the details of which are in the Miscellaneous section of this page.
I wrote a send-up Zombie Horror module for FF in 1995, called Zombies Ate My Headlight. It can accomodate anywhere between three and six players and can be downloaded, along with the handouts and character sheets, here. | ||||||||||
Flavor of the Month | ||||||||||
Through fair means and foul, I recently completed my collection of the books for the Dragon Warriors RPG, written by Dave Morris and Oliver Johnson back in the 80s. Dragon Warriors is great. Unlike most gamers who started round about when I did, my first game wasn't D&D; it was the game system that came in a slim paperback book that my parents bought for me one afternoon in 1986 when they went to the bookstore and couldn't find any Fighting Fantasy books. Heh. I think I scored. Anyway, my friends and I played Dragon Warriors for a good three years before discovering D&D, and to have the books in my hands again is such a heady trip down memory lane that I may just have to run a game sometime soon. In anticipation, I've created a resource depository which will hopefully fill up with ideas and game nuggets as time passes. There's also more info on the game itself in there. | ||||||||||
All Flesh Must Be Eaten | ||||||||||
AFMBE is a set of rules for running survival horror games based in one of several 'Deadworlds' - settings where, for various reasons, the dead have risen from the grave to prey on the living. The official website does a great job of dangling this game in front of one like a juicy brain on a hook - check them out. Moaning, decomposing fun is also available in the following flavors -
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Homegrown Systems | ||||||||||
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Miscellaneous | ||||||||||
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RISUS | ||||||||||
RISUS is a free roleplaying game with a highly fluid and elegant system. In other words, it's the best damn beer-and-pretzels game under the sun. The documents below are various rules patches (or, rather, supplements, because RISUS don' need no steenkin' patches) I've created for the RISUS system. You can get RISUS itself over at the Blue Room; a link is also included in each of the documents below.
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