Continuing in my desire to post on more games from the retreat, I'll write up my experience with a slightly tweaked version of Hero's Banner that we playtested for Tim Koppang, and also a new GM'ing technique that Mike and I discussed as a result of the game.
For those that don't know, Hero's Banner is a game written by my long time friend Tim Koppang, and is designed to tell the story of a young man (or woman) choosing between life paths. You get 3 life paths: Hero, where you choose to act or be like someone you admire, Blood where your family's desires or needs take prominence, and Conscience where you own desires run free. The biggest change from other Hero's Banner games was that (at the cues of the write up) we did 3 players, 1 character. This was interesting, it got 3 very good players to put their head together and make 3 interesting, compelling life paths to choose between. Indeed, one of the biggest frustrations with the session was that we could only choose 1 path. Mike in particular wanted to strike compromises between the different life paths.
Beyond the character generation, there is a mechanic, which lets you succeed more the more passionate you are about one path over the others, which uses percentile dice (oh god why? WHY?), and a sort of game timer that measures overall progress towards narrating the final scene and epilogue of the character. These mechanics had a major impact on the game play, which in general is, of course, a good thing (in particular I thought it was good for us to abandon one of the paths, as it wasn't compelling or useful anymore), but too many times they felt like a burden. While we were always in line for choosing a path and agonizing over that decision, it felt like the players were, occasionally, jerked along that path fater or (at the end) slower than desired.
So what was our game about? Our Hero was Dame Plowman, a woman from common stock who had won her way into knighthood and an honored place at the Duke's court. The character (Damien) wanted to be like her, but mainly wanted to court and marry her, achieved by becoming a knight. The Blood story was the least interesting of the three. Our family was in trouble after the death of the patron of the family. Our mother and friend (Baron Landsher) wanted us to take on the duties of a noble and rescue our lands from our debts. Finally we come to the strongest story like, the horse trainer story. Conscience told us to become an Arabian horse trainer, which no non-arab had ever been able to do.
I think the biggest problem was the speed of the plots. I made the horse plot very strong by kicking it into high gear very quickly. First I tried to stage a scene in a village, getting Damien to pass judgment on an important matter (for the peasants). Mike ran from that, because he was late for horse training. On the way there they ran into Dame Plowman escorting a bandit lord from Uran to the Duke's prison. They witnessed the bandit lord attempt to stab Plowman, and decided to interfere despite the fact they were in peasant cloths going to the horse trainers (horse people hate nobles). They ran off quickly, after being stabbed themselves. At the horse folk's place, they were introduced to the master herdsman, (after meeting the hilarious and awesome Shaliq), and given a horse. They were then told they would have to stay with the horse for the next week all the time, with their hand sealed in wax to the horse. After that they went to talk to Mom, but found Dame Plowman at home, waiting to ask them why they were in peasant clothes and what this horse thing was about. Then they talked to mom, who revealed that their major creditor, Lord Fauntleroy was waiting to go over the books with Damien. Fauntleroy left shortly thereafter, thoroughly upset with the level of commitment Damien showed to his debts. Damien and the horse then went out to meet Plowman, and they had a romantic ride on the horse (Aiya). Plowman invited them to a ceremony to recognize her and his contributions to bringing the bandit lord to justice, in 3 days time. The horse was not invited. Over the next several days Damien fixed the village's problems, impressing Fauntleroy, but talked to their mother and told her they would not be the new lord for the land. They got permission from the master herdsman to be separated from Aiya for the 3 hours of the ceremony. They attended the ceremony where they were knighted in a surprise ceremony. Then the final horse scene took place, where they had to pass the final trial of the horse (I've skipped over the 7 horse trials they they've been doing each day). They failed (due to mechanics at this point). Then they went off with Plowman, finding Shaliq and his son fighting bandits, rescueing them and impressing Plowman at the same time. In the end, they chose to go with Sarah Plowman and join the knights of the garter.
I promised that I would discuss a new GM'ing technique from this game. I'm not sure it is coming through in the write up, but the horse plot was very interesting and awesome. All the players felt a lot of connection to both Shaliq and Aiya (the horse). So why was this? And could we find a way to replicate the awesomeness to other games? Mike and I discussed this at some length. The core of the idea goes like this: you as the GM want to make some item important or special in the player's mind, something that they (or the character) wants. First, you make them work for it. You make an entire people or tribe or group who's job it is to gatekeep the item or the best form of the item. The player gets in good with them. Then they are given the item or a proto form of the item. They must doing something that is awkward socially with that item for some time. After that the item will be completed or otherwise augmented. So for, say, a chopper character in Apocalypse World, that wants an awesome new bike. First introduce the nomad group of mechanics that make the best post-apocalyptic motorbikes. They given him a bike, doing a ritual to seal the bike to him, a lot of hoodoo nonsense with feathers and smoke. They let him go with the bike, but warn that the bike will have its own demands that if they are not met, will mean the destruction of the bike. Now comes the important part... The character now has a spiritual connection to the bike, and she (or he, depending on the sexuality of the character) is around as a hallucination all the time, asking for things, being socially awkward. Another example we thought of: a katana that must have a Samaurai's hand kept on it at all times for a week. A book that a librarian character desperately wants that can't be given, but can be copied, over the course of a demanding week. In all of these cases, a time commitment is important, it is also important for the GM to keep up the pressure. This shouldn't be a time-off week where nothing else happens, this should be the week that the plague comes to town, and jimmy falls down the well. There should be pressure to give up the item.
Obviously this item technique isn't useful in all games, but I think it might be a good idea. It certainly worked well in the Hero's Banner game we played.
BTW, Buy Hero's Banner!
Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts
Thursday, March 31, 2011
Monday, November 19, 2007
Playtest: Bliss Stage Part 2/3
So we just wrapped up the 3rd game in our Bliss Stage campaign. I know I never blogged about our second game, but I'm here now aren't I... Next week we're going to play a little bit of a fourth game, but we could probably keep playing for at least another 3-6 sessions if we let it. This game is awesome.
There are definitely some hiccups with the game, and perhaps I should detail them before going into how awesome it is. The structure of the game is such that as the GM I feel that I am very powerless to effect a story. I have almost no control over the mission actions, other than to state their goal in the voice of a character, and I have even less control over interlude actions other than to specify who is in them. I have more control as a player of the authority figure / secondary characters than I do as the GM. I don't really have a problem with taking away the GM's power, quite the contrary, I enjoy even GM-less games like Polaris and Shock. But this in between state where I have to decided what interlude actions exist, and what the missions goals are makes it very difficult to craft some kind of story (like the players want) without stepping on their toes by giving motivations to characters or by taking little bits of narration over from the anchor in the mission actions.
The other big problem with Bliss Stage, I think, is the big dichotomy between mission actions and interlude actions. Interlude actions are where the meat of the story lies. Its where all the betrayal happens, where the trust building happens, where the gritty life of the characters occur. After 3 sessions of play, I can definitely say that it seems like the interlude is what we want to be playing, and the mission actions exist just to give us a break and to effect our characters mechanics. They are necessary to propel change and strife in the relationships, but are not the meat of the story. Consequently, they lack a certain earnestness on the part of the players. To counterbalance that effect, I try to provide the characters with meaningful goals that are personal and character related (or I try to do that by adding nightmare elements to the scene, galvanizing the character). See above for why that is difficult to do.
So, now that I've mention the two difficult things about Bliss Stage, I should definitely talk about the awesome things about Bliss Stage. The greatest thing about Bliss Stage is that there is nothing to do but develop relationships. Its like the designer removed from the entire universe everything that wasn't either developing or destroying a relationship. Indeed except for 2 things (trauma and bliss) there are no stats other than relationships. That combined with the fact that ever interlude action has to have a mechanical effect of some sort, means that every time characters are interacting they are effecting a relationship.
Because of this, you can effect some significant change in relationships. In the last session we saw:
Maybe I'm not playing the right kind of games, but those kind of actions are a once a campaign style of thing, not all in one session. This compression of development is incredible and really gives you a feeling of anticipation as you wait with baited breath for the next shoe to drop.
The most amazing part to me is that despite all the character development emphasis, everyone in my group has seemed to enjoy the game. This includes people whom I wouldn't have predicted enjoying a purely relationship focused game. If that particular feat is repeatable, then Bliss Stage will have achieved something truly remarkable.
There are definitely some hiccups with the game, and perhaps I should detail them before going into how awesome it is. The structure of the game is such that as the GM I feel that I am very powerless to effect a story. I have almost no control over the mission actions, other than to state their goal in the voice of a character, and I have even less control over interlude actions other than to specify who is in them. I have more control as a player of the authority figure / secondary characters than I do as the GM. I don't really have a problem with taking away the GM's power, quite the contrary, I enjoy even GM-less games like Polaris and Shock. But this in between state where I have to decided what interlude actions exist, and what the missions goals are makes it very difficult to craft some kind of story (like the players want) without stepping on their toes by giving motivations to characters or by taking little bits of narration over from the anchor in the mission actions.
The other big problem with Bliss Stage, I think, is the big dichotomy between mission actions and interlude actions. Interlude actions are where the meat of the story lies. Its where all the betrayal happens, where the trust building happens, where the gritty life of the characters occur. After 3 sessions of play, I can definitely say that it seems like the interlude is what we want to be playing, and the mission actions exist just to give us a break and to effect our characters mechanics. They are necessary to propel change and strife in the relationships, but are not the meat of the story. Consequently, they lack a certain earnestness on the part of the players. To counterbalance that effect, I try to provide the characters with meaningful goals that are personal and character related (or I try to do that by adding nightmare elements to the scene, galvanizing the character). See above for why that is difficult to do.
So, now that I've mention the two difficult things about Bliss Stage, I should definitely talk about the awesome things about Bliss Stage. The greatest thing about Bliss Stage is that there is nothing to do but develop relationships. Its like the designer removed from the entire universe everything that wasn't either developing or destroying a relationship. Indeed except for 2 things (trauma and bliss) there are no stats other than relationships. That combined with the fact that ever interlude action has to have a mechanical effect of some sort, means that every time characters are interacting they are effecting a relationship.
Because of this, you can effect some significant change in relationships. In the last session we saw:
- An abusive father apologize to his daughter, and a new, changed, interaction between the two arise.
- A devoted lover enter into an affair while the other side was reaffirming their relationship by rejecting another suitor
- A brand new relationship gain intimacy up to and including sex.
- Two old lovers rekindle their relationship in a completely new and different way.
Maybe I'm not playing the right kind of games, but those kind of actions are a once a campaign style of thing, not all in one session. This compression of development is incredible and really gives you a feeling of anticipation as you wait with baited breath for the next shoe to drop.
The most amazing part to me is that despite all the character development emphasis, everyone in my group has seemed to enjoy the game. This includes people whom I wouldn't have predicted enjoying a purely relationship focused game. If that particular feat is repeatable, then Bliss Stage will have achieved something truly remarkable.
Thursday, November 15, 2007
Playtest: Wacky Samurai Sports
The last week of indie night we eschewed our Bliss Stage game (though it will return at least once more, we can't get enough of those angsty teenagers fighting for humanity). Instead, we returned to Persona and played a great game of Squash. Yes, thats right. We roleplaying a high-school squash team. And it rocked.
For those of you who aren't aware, there is a sub-genre of anime that can be very strange. Mike and I call it "wacky samurai action anime." But that isn't quite fair because its not exactly wacky (at least the characters in the series take is very seriously), there are never any samurai involved, and unless you count high school sports as action, there isn't action. There is, however anime. Its wacky samurai action because these showes generally follow a formula that we were first exposed in Rurouni Kenshin, a samurai anime. Generally they will concentrate on one particular sport or activity (Street Racing, Go, Girls Baseball, American Football, Soccer, etc), and they will have crazy techniques with names ("Oh my god, its the Dunk Smash", "Drive B!", "The Hand of God"), and a lot of commentary. Generally the main character is extremely good at the sport (from breeding, practice, or natural talent), and they join a team, and proceed to have many many many fights exploring their skill relative to others.
So, last sunday, after explaining all of this to my reluctant players, we attempted to play some wacky samurai sports anime. I suggested Squash because it seems to have a lot of awesome stunting potential, and one of our players plays. I read up on wikipedia about the game, and we were just about off.
Our cast of characters consisted of:
In addition, we generated rivals for everyone. This worked out pretty well, as there was a lot of room for comedy.
As you can see we had a colorful cast of characters. After having our first clash of the titans and establishing the Hideo High squash style as the "Squash of the Heart", we quickly moved into the training portion of the adventure. At this point, I went all out on the comedy. After flying the team to tibet, the coach informed them that in order to have any hope of competing at nationals, they would have to climb a mountain without gear, without food, and without help. That mountain: Mt. Everest.
They had to face 4 challenges:
These were a lot of fun. And everything culminated in the nationals. There was much stunting and awesome tricks played on opponents.
In the end, I think I convinced myself of a couple of things: almost anything can be a fun roleplaying game, as long as you're willing to be loose about it (and you use Persona). Making technique a cheap fragement is really effective at promoting a "wacky samurai" feel. Fun games don't have to be planned, at all, but it helps to know the rules of squash.
I'm not sure if I'll run another wacky samurai game soon, but I do know I won't hesitate to in the future.
And just to sum up, some of the awesome techniques we saw:
If anyone from the game remembers any of the names better or more techniques, tell me and I'll update this
For those of you who aren't aware, there is a sub-genre of anime that can be very strange. Mike and I call it "wacky samurai action anime." But that isn't quite fair because its not exactly wacky (at least the characters in the series take is very seriously), there are never any samurai involved, and unless you count high school sports as action, there isn't action. There is, however anime. Its wacky samurai action because these showes generally follow a formula that we were first exposed in Rurouni Kenshin, a samurai anime. Generally they will concentrate on one particular sport or activity (Street Racing, Go, Girls Baseball, American Football, Soccer, etc), and they will have crazy techniques with names ("Oh my god, its the Dunk Smash", "Drive B!", "The Hand of God"), and a lot of commentary. Generally the main character is extremely good at the sport (from breeding, practice, or natural talent), and they join a team, and proceed to have many many many fights exploring their skill relative to others.
So, last sunday, after explaining all of this to my reluctant players, we attempted to play some wacky samurai sports anime. I suggested Squash because it seems to have a lot of awesome stunting potential, and one of our players plays. I read up on wikipedia about the game, and we were just about off.
Our cast of characters consisted of:
- Hideki - The old captain, experienced in the ways of squash, and therefore life.
- John Cockran - The former curling player who brought the skills of the ice to the court
- Naoki - Tragically injured in a Kendo match, and never able to play again, Naoki has entered the squash circuit looking to escape his past
In addition, we generated rivals for everyone. This worked out pretty well, as there was a lot of room for comedy.
- Squash Player X - With special dispensation for medical reasons, squash player X wears a face mask at all of his actions. He also goes to the same school as Hideki's younger brother, and, oddly, those two are never seen together
- Hiroyuki Sakai - This french chief has been insulted one too many times by Cockran, and is now out for blood
- Ryu Hiyote - Naoki's former kendo rival, responsible for his inability to ever play kendo again has followed Naoki to the squash courts
As you can see we had a colorful cast of characters. After having our first clash of the titans and establishing the Hideo High squash style as the "Squash of the Heart", we quickly moved into the training portion of the adventure. At this point, I went all out on the comedy. After flying the team to tibet, the coach informed them that in order to have any hope of competing at nationals, they would have to climb a mountain without gear, without food, and without help. That mountain: Mt. Everest.
They had to face 4 challenges:
- Don't die from starvation! - Wherein we learned that the northern bear squash style can evidently take out goats
- The Ice Cliffs of Death - Wherein we learned serving strategies for climbing sheer cliffs
- The Thin Air of Everest - Wherein we learned that the vaccuum ball technique can be used to increase the air pressure of an area, also evidently the Squash of the Heart only requires one breath to accomplish anything
- The Helicopter of Death - Wherein machine-gun like squash serving machines were imployed to knock the characters off the mountain
These were a lot of fun. And everything culminated in the nationals. There was much stunting and awesome tricks played on opponents.
In the end, I think I convinced myself of a couple of things: almost anything can be a fun roleplaying game, as long as you're willing to be loose about it (and you use Persona). Making technique a cheap fragement is really effective at promoting a "wacky samurai" feel. Fun games don't have to be planned, at all, but it helps to know the rules of squash.
I'm not sure if I'll run another wacky samurai game soon, but I do know I won't hesitate to in the future.
And just to sum up, some of the awesome techniques we saw:
- The Spirit Of Japan
- The Eiffel Tower (and its cousin - The Tokyo Tower)
- Vaccuum Exploding Ball Serve
- Hurricane Whirlwind Double Wall Bounce
- Snowman-san
- Squash of the Heart
- Gyrosopically Minded Ball
If anyone from the game remembers any of the names better or more techniques, tell me and I'll update this
Monday, October 22, 2007
Playtest Report: Bliss Stage Part 1
This is the first installment of what I hope to be a number of playtest reports. See, I am a member of 3 different gaming groups. Wednesdays is Exalted, approximating twice monthly on Saturdays is the "Amber" group (though we often end up playing non-amber games), and Sundays is the "Indie" group.
The original goal of the indie group is to play a new game every week. Sometimes, we just play some persona setting, or someone wants to run a particular system that we've tried before, but I do think we see a decent variety of systems. We've managed to try out: Shock, Polaris, Dogs in the Vineyard, Hero's Banner, Shockaris (A blend of Shock and Polaris), L5R (Legend of the Five Rings, not exactly indie, but what can you do), and maybe a couple of others that I can't remember. I hope to write up play reports for each of these games, now that I'm blogging, so that others can live vicariously through me (Mike, I'm looking at you ;))
This last Sunday, we managed to get together a crew for the very awesome Bliss Stage game. This is part one of the report, because we all agreed to play another session of it, since we didn't get through all of the adventure I had planned.
Let me start by giving a brief overview of the world of Bliss Stage and the system. Basically, at the moment you sit down to the game (as far as a timeline goes), "The Bliss" takes out the adult population of the world (16-17+). Everyone just gets sleepy and falls asleep, never to wake up. For a little while, the children have fun with that, looting stores, eating candy and the like. But after a while, you want your mother and father to wake up and take care of you. Too bad. After a month, all the modern services, like water and electricity are completely shutdown. After 2 years, some sort of society is beginning to form. Then the aliens come. They brought the bliss, and now they have remotes that can operate in our world, and they begin hunting down the nascent society that is forming (which already has troubles, with its oldest members "Blissing out"). 5 years after the Bliss, someone finally manages to take down one of the alien remotes. They begin studying its technology. 6 years out, they start experimenting with reversing the technology and allowing some of the kids to enter the dreaming with their own remotes, the tests are brutal. At 7 years, the technology is ready and the pilots are trained, and its time to strike back!
So, if you haven't picked up on this yet, its a roleplaying game for playing mecha pilots who are children, fighting against an alien force that has already conquered the Earth. Wow! But the fun doesn't stop there, it gets much better. The mecha that the children pilot in the alien world of the dreaming are formed out of the strong relationships the children have with other characters in the resistance cell! Your shield is your love of Alice, your lover, your rocket powered fists is the loyality you feel towards the cell's leader, etc. Wow! But wait, there's more. When a pilot enters the dreaming, his anchor (another child trained in instrument reading) must interpret the reading and tell the pilot what he is seeing and what he should do. Thats right, the anchor (a child in the cell) GM's the pilots combat actions in character voice! Wow! Ok, now I'm basically done.
Those of you who know my roleplaying preferences and my anime preferences have probably realized that it would be difficult to make a game more to my liking. Add in the fact that every number / mechanic in the game is designed to either reaffirm or destroy your relationships with other characters, and you've basically got everything I could ask for in a game. Now that I've told you a bit about the game setup, let me tell you about the world we created.
We started with where we were located. The book suggests that we create a resistance cell somewhere near where we are physically in the world. So we thought about where around post-apocalyptic Seattle a resistance cell might be. After discarding as too obvious the Bus Tunnels and the Space Needle, we settled on House boats, lashed together in the middle of Lake Washington. We decided that we had ready access to fish (being on the water), and were fairly able to defend the boats against other bands of children. We decided we didn't have electricity and that sanitation in the middle of a lake was also an issue. When it came time to decided what the aliens were like, it was a little more difficult. We tossed around a couple of ideas, but eventually decided on the very awesome "they are twisted mimicries of people you have relationships with." Going from there, it was fairly obvious that the dreaming was a twisted mimicry of the physical world around Seattle. Some color includes trees growing upside down and buildings in the real world occasionally being replaced by their twisted doppelgangers. That dream stuff, we decided, is what powers the mecha creches we use to fight the aliens.
Once we had established our setting, it was time to get into character creation. Characters in Bliss Stage are generated by the group collaboratively all at once. Once they are all created, the characters are handed out to various players sort of willy nilly (with characters with close ties hopefully going to different players). We started with the Authority Figure. The AF is an adult who has managed to stay awake for the last 7 years. After 7 years, these guys are normally a bit crazy and only being kept alive through some combination of drugs, meditation, gilligan's island tapes and lots of coffee. They are the leader of the cell, and the person who brought in the mecha machines. For our group, we made Robert Morealis. He was a commercial fisherman, who when the Bliss hit was forced to pilot the big hauling boat back to seattle by himself (throwing overboard his shipmates, probably). When he returned to Seattle he found some kids looting his house boat (let by Jed, a pilot), and got them to rally around him. He also led a search team to find his daughters Kat (A pilot) and Meredith (older sister, since fallen into the Bliss, but kept around on the boat and regularly visited by Robert and Kat). Kat is a young hotshot pilot trying to prove herself; to the world, to Robert and also to herself. Jed is the most experience ANIMa (mecha) pilot, and he is growing bitter with the world (and getting close to the Bliss), he has authority issues with Robert and probably half the kids on the House Boat Rafts are still loyal to him. Roderick (Ro for short) is the final of three pilots, who is in love with his Anchor Alice, and the only couple of have had a child "Spike" a one year old boy. Other characters include Sergey, the son of meth lab junkies who carries on his parents work to help keep Robert awake. Megan a girl on the rafts that is in love with Ro, who schemes with Jed (who has a crush on Alice) to break up the only fruitful relationship on the boat, and Shevaun, the unsteady Anchor for Jed (replacing the one that died in his arms after one disastrous mission), who is still unsure of her worth to the group.
Needless to say, with a twisty maze of relationships like that (I haven't even enumerated all of the craziness we came up with), the character interaction just basically flowed easily from there. I think we were also all grateful for the shared character creation, which allowed a lot of voices to really get into these characters and really make them damaged or ambitious or caring.
After that, it was finally time to play (only took about 2.5 hrs to explain the rules, eat, and generate characters and setting). Every game of Bliss Stage is supposed to start with a "defend the base!" kind of mission. This was definitely what we did, and it was really cool to see people get into character voice on both sides of the equation, and really go at the aliens. By the end of the mission, everyone had nightmare elements (sent by the aliens) in their world view, and there are some really twisted things we were able to come up with. The mecha combat was fairly smooth and not very painful as far as mechanics are concerned.
Once that was done, it was time to tackle interlude actions, where we get the chance to really get some character interactions and play with our relationships. Jed and Shevaun had an interesting interaction where they talked about some of what it really meant to be involved in the resistance and why they both worked as pilot/anchor. And what it meant to see the dead anchor reflected in the aliens as Jed fought them. Ro and Alice had it out about why Ro was able to so casually destroy aliens that looked like both Alice and their son Spike. And, in one of the funnest roleplaying moments I have ever taken part in, Robert and Kat argued about how she failed to really give it to the aliens, and hesitated over the demon that looked like Robert. Robert also pointed out that she has to be better than she is if she ever expects to save anyone from the aliens. Then they slapped and punched each other, really hitting and hating the other one.
We were about to go into the next mission, when we realized it was late, and we should probably play again next week.
Once we understood the system, it was fairly lightweight and generally awesome. It really forced us to focus on the twisted, strained relationships that must happen in such a horrific situation. And it allowed for some awesome mecha combat. Wow! What more could you want from an indie RPG?
The original goal of the indie group is to play a new game every week. Sometimes, we just play some persona setting, or someone wants to run a particular system that we've tried before, but I do think we see a decent variety of systems. We've managed to try out: Shock, Polaris, Dogs in the Vineyard, Hero's Banner, Shockaris (A blend of Shock and Polaris), L5R (Legend of the Five Rings, not exactly indie, but what can you do), and maybe a couple of others that I can't remember. I hope to write up play reports for each of these games, now that I'm blogging, so that others can live vicariously through me (Mike, I'm looking at you ;))
This last Sunday, we managed to get together a crew for the very awesome Bliss Stage game. This is part one of the report, because we all agreed to play another session of it, since we didn't get through all of the adventure I had planned.
Let me start by giving a brief overview of the world of Bliss Stage and the system. Basically, at the moment you sit down to the game (as far as a timeline goes), "The Bliss" takes out the adult population of the world (16-17+). Everyone just gets sleepy and falls asleep, never to wake up. For a little while, the children have fun with that, looting stores, eating candy and the like. But after a while, you want your mother and father to wake up and take care of you. Too bad. After a month, all the modern services, like water and electricity are completely shutdown. After 2 years, some sort of society is beginning to form. Then the aliens come. They brought the bliss, and now they have remotes that can operate in our world, and they begin hunting down the nascent society that is forming (which already has troubles, with its oldest members "Blissing out"). 5 years after the Bliss, someone finally manages to take down one of the alien remotes. They begin studying its technology. 6 years out, they start experimenting with reversing the technology and allowing some of the kids to enter the dreaming with their own remotes, the tests are brutal. At 7 years, the technology is ready and the pilots are trained, and its time to strike back!
So, if you haven't picked up on this yet, its a roleplaying game for playing mecha pilots who are children, fighting against an alien force that has already conquered the Earth. Wow! But the fun doesn't stop there, it gets much better. The mecha that the children pilot in the alien world of the dreaming are formed out of the strong relationships the children have with other characters in the resistance cell! Your shield is your love of Alice, your lover, your rocket powered fists is the loyality you feel towards the cell's leader, etc. Wow! But wait, there's more. When a pilot enters the dreaming, his anchor (another child trained in instrument reading) must interpret the reading and tell the pilot what he is seeing and what he should do. Thats right, the anchor (a child in the cell) GM's the pilots combat actions in character voice! Wow! Ok, now I'm basically done.
Those of you who know my roleplaying preferences and my anime preferences have probably realized that it would be difficult to make a game more to my liking. Add in the fact that every number / mechanic in the game is designed to either reaffirm or destroy your relationships with other characters, and you've basically got everything I could ask for in a game. Now that I've told you a bit about the game setup, let me tell you about the world we created.
We started with where we were located. The book suggests that we create a resistance cell somewhere near where we are physically in the world. So we thought about where around post-apocalyptic Seattle a resistance cell might be. After discarding as too obvious the Bus Tunnels and the Space Needle, we settled on House boats, lashed together in the middle of Lake Washington. We decided that we had ready access to fish (being on the water), and were fairly able to defend the boats against other bands of children. We decided we didn't have electricity and that sanitation in the middle of a lake was also an issue. When it came time to decided what the aliens were like, it was a little more difficult. We tossed around a couple of ideas, but eventually decided on the very awesome "they are twisted mimicries of people you have relationships with." Going from there, it was fairly obvious that the dreaming was a twisted mimicry of the physical world around Seattle. Some color includes trees growing upside down and buildings in the real world occasionally being replaced by their twisted doppelgangers. That dream stuff, we decided, is what powers the mecha creches we use to fight the aliens.
Once we had established our setting, it was time to get into character creation. Characters in Bliss Stage are generated by the group collaboratively all at once. Once they are all created, the characters are handed out to various players sort of willy nilly (with characters with close ties hopefully going to different players). We started with the Authority Figure. The AF is an adult who has managed to stay awake for the last 7 years. After 7 years, these guys are normally a bit crazy and only being kept alive through some combination of drugs, meditation, gilligan's island tapes and lots of coffee. They are the leader of the cell, and the person who brought in the mecha machines. For our group, we made Robert Morealis. He was a commercial fisherman, who when the Bliss hit was forced to pilot the big hauling boat back to seattle by himself (throwing overboard his shipmates, probably). When he returned to Seattle he found some kids looting his house boat (let by Jed, a pilot), and got them to rally around him. He also led a search team to find his daughters Kat (A pilot) and Meredith (older sister, since fallen into the Bliss, but kept around on the boat and regularly visited by Robert and Kat). Kat is a young hotshot pilot trying to prove herself; to the world, to Robert and also to herself. Jed is the most experience ANIMa (mecha) pilot, and he is growing bitter with the world (and getting close to the Bliss), he has authority issues with Robert and probably half the kids on the House Boat Rafts are still loyal to him. Roderick (Ro for short) is the final of three pilots, who is in love with his Anchor Alice, and the only couple of have had a child "Spike" a one year old boy. Other characters include Sergey, the son of meth lab junkies who carries on his parents work to help keep Robert awake. Megan a girl on the rafts that is in love with Ro, who schemes with Jed (who has a crush on Alice) to break up the only fruitful relationship on the boat, and Shevaun, the unsteady Anchor for Jed (replacing the one that died in his arms after one disastrous mission), who is still unsure of her worth to the group.
Needless to say, with a twisty maze of relationships like that (I haven't even enumerated all of the craziness we came up with), the character interaction just basically flowed easily from there. I think we were also all grateful for the shared character creation, which allowed a lot of voices to really get into these characters and really make them damaged or ambitious or caring.
After that, it was finally time to play (only took about 2.5 hrs to explain the rules, eat, and generate characters and setting). Every game of Bliss Stage is supposed to start with a "defend the base!" kind of mission. This was definitely what we did, and it was really cool to see people get into character voice on both sides of the equation, and really go at the aliens. By the end of the mission, everyone had nightmare elements (sent by the aliens) in their world view, and there are some really twisted things we were able to come up with. The mecha combat was fairly smooth and not very painful as far as mechanics are concerned.
Once that was done, it was time to tackle interlude actions, where we get the chance to really get some character interactions and play with our relationships. Jed and Shevaun had an interesting interaction where they talked about some of what it really meant to be involved in the resistance and why they both worked as pilot/anchor. And what it meant to see the dead anchor reflected in the aliens as Jed fought them. Ro and Alice had it out about why Ro was able to so casually destroy aliens that looked like both Alice and their son Spike. And, in one of the funnest roleplaying moments I have ever taken part in, Robert and Kat argued about how she failed to really give it to the aliens, and hesitated over the demon that looked like Robert. Robert also pointed out that she has to be better than she is if she ever expects to save anyone from the aliens. Then they slapped and punched each other, really hitting and hating the other one.
We were about to go into the next mission, when we realized it was late, and we should probably play again next week.
Once we understood the system, it was fairly lightweight and generally awesome. It really forced us to focus on the twisted, strained relationships that must happen in such a horrific situation. And it allowed for some awesome mecha combat. Wow! What more could you want from an indie RPG?
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