I Knew Him, and The Play’s The Thing

The Play's The ThingIt’s not often I get to work on a project and actually scoop the people I’m working with, but Mark Truman gave me permission to beat the drum ahead of time, so I’m doing so.

See, Mark’s company (Magpie Games) is working on a Shakespearean role-playing game called The Play’s The Thing. They have a Kickstarter up right now, and I highly encourage you to check it out. Since the project is doing amazingly well in terms of funding (at the time I’m posting this, it’s just passed the 300% mark), Mark wants to put together a little anthology of “what if” stories — ways that Shakespeare might have taken a different turn, or the original stories placed in new settings. He approached me last weekend about doing one, and almost immediately I had a ton of ideas for it. Surprisingly, no one had yet claimed Hamlet, so I snagged it and sent Mark off a short pitch for a hard-boiled retelling of Hamlet tentatively titled “I Knew Him.”

Danny Hamlet is approached by his friend, Vincent Horatio, and gives Hamlet a recording from the deathbed of his father, Don Hamlet. The Don was the head of the Elsinore mob and implicates his advisor, Claudius, as the one who killed him. He demands that Danny avenge him.

Once I get my Far West story done, I’ll be diving into this one. If you’re interested in supporting the anthology and the game, head over to the Kickstarter and give it some love. And by “love,” I mean “cash.”

 

So… Much… To Do….

I Look At Keyboards A LotAfter I got back from The Grand Masquerade, I had to catch up on work I missed during the show, as well as new opportunities and ideas that came from the show. Then I helped to get the Vampire 20th PDF sorted, fixed, and out to people. And just when I thought I was getting caught up, I got hit with a nasty headcold/flu that has been knocking me down all week. Which is, of course, perfect timing, as I had planned to get stuff done after the Vampire 20th/GenCon/Grand Masquerade run.

Tour de Holmes: I missed last week again, which is doubly irritating because the story is “The Three Garridebs,” and I don’t have much to say aside from “it’s The Red Headed League with a couple of interesting additional bits.” Since my essay on it was so short (I just finished it up), I’m going to see if I can get two out this week, and then make a serious push to get the last six stories read, researched, and written. My hope is to get this wrapped up by Thanksgiving (end of November for my non-US readers), take a break from it over December, and then approach it in January with a fresh eye towards turning it into a proper manuscript.

Vampire: The Masquerade Retrospective: The folks at FlamesRising.com have asked people for retrospectives on Vampire: The Masquerade. I think it’s a great idea, and I definitely want to contribute to it, but time has not been my friend. I’m hoping to knock something out this week.

Far West: I recently got the setting bible for Far West so I can start working on a short story for in the upcoming Tales of the Far West. The draft is also due by the end of November. I have a half-pitch in to Gareth, but I need to dig into some parts of the setting a bit and see if the story takes shape.

Personal Projects: I have a personal project that I’ve been working with a publishing on for a few months now. A lot of higher-priority things have taken priority (on both sides), but I’m hoping that I’ll be able to announce something soon about that. I’ve also had an itch recently to take a crowbar to my old Whitechapel drafts and turn that into a proper novel, but at this rate it’ll be at least December before I can even think about that.

Gaming: I’ve started up two new tabletop games – a weekly game over lunch at work (a homebrew fantasy game of my own creation that’s getting its first test run), and a biweekly-ish Sunday night Vampire 20th game over Skype between some folks in the office and our new friends from Machinima Realm over in LA. The one game needs some polish (as I’m reworking the rules as we play), and the other requires some maintenance writing in order to communicate information more easily over the Internet, which mean both games also qualify as “writing projects” on some level. I’m also getting back into playing in both the local Sabbat and Camarilla LARPs as well, which knocks out one day a month (although that’s so much better than two nights a month), as well as increasing my email RP a bit, but I’m doing a pretty good job of keeping my bandwidth on those reasonable.

Work: And this is all on top of working on the outline for Victorian Lost, organizing and working on the development of Mummy and Werewolf 20th, finishing up work on Strange, Dead Love and Dust to Dust, keeping my podcast up to date, starting up a new blog, and the other three zillion projects I have going on over on the White Wolf/CCP side of things. Although my interview on Machinima.com did come out recently:

This Blog: I do have some ideas queued up for this blog as well, including a couple more “What I Learned” essays. I fully admit, however, that this blog is one of the lower priorities in my writing. Once the Tour de Holmes wraps up, though, I do need to think of another weekly feature to take its place (ideally one with a lot less research needed). We’ll see, we’ll see.

Brain-Dead Grand Masquerade Update

I am so brain-dead

I am so brain-dead

Back from Grand Masquerade. It was an amazing, wonderful, bizarre, exciting, and utterly exhausting time. As such, I’m pretty brain-dead today, but I wanted to at least let people know that the updated version of “Your Game Sucks” that I presented at Grand Masquerade this year is up on my Free Stuff page in PDF. If my recorder worked and I got a good audio recording of the panel, I’ll make that available somewhere as well. Same with the White Wolf 2.0 presentation — that’s been updated on DriveThruRPG.com, and there may be audio from it if all goes well.

As for the rest, I may be able to put together something coherent involving my thoughts from the show. Right now, though, all I can think about is email and sleep.

An Interview and a Review

shameless self promotionA quick note of a couple of things I’ve done recently as I prepare for The Grand Masquerade.

My projects outside of Vampire

Books

I've been busy

While I’ve been hammering away at Vampire: The Masquerade — 20th Anniversary Edition, a few other things have fallen into place recently in my non-vampiric life.

Recently, Gareth Skarka announced that I’ve been signed up to work on his fiction anthology, Tales of the Far West. We’re still sorting out details, which I’ll share once I have them.

Further, I’m in the process of getting paperwork and signing documents with a publisher for another project of mine. I’m hoping I’ll have information relatively soon on that front.

I’m getting close to wrapping up the Tour de Holmes (which will get a proper title, I swear). After the last essay, I’ll compile and expand the essays into a full manuscript. At least two publishers have expressed interest in that as well, but worse comes to worse, I’ll probably self-publish it (possibly using a Kickstarter campaign to raise the starting capital for an editor and artist).

Finally, I’ve got a couple of RPG remix designs I’m kicking around. I may be able to get one into a state to be playtested stage in a few months.

Since I’ve got a lot of balls in the air, I decided to go ahead and create a page of all of the products I’ve worked on as a writer and/or designer1 and host it on this website. Right now, none of these funnel money back to me, but buying them would support companies that give me money (or have given me money in the past). I’ll try to keep it up to date as well.

  1. The list of books I’ve developed at this point would be massive and need updating once a month. That’s a lot.

Heist! Notes

Heist_titleSometime around December of 2009, I jotted down some notes for a roleplaying game about heists and con games. It was called Heist!, and I sat on it, waiting for some time to flesh it out.

Recently I picked up the Leverage role-playing game, and it was… very familiar. I certainly can’t say that I “stole” the ideas from Leverage or vice-versa, but I suspect that since I know many of the people on the team that it was more a case of us thinking about similar things around a similar time.

So I decided to post my raw notes (warts and all) so show this interesting case of parallel development. Enjoy.


The Three Questions

What is your game about?

Heist! is about a group of professional thieves who decide to work together for one big score. The idea is to replicate the ups and downs of heist movies, as well as the tension that occurs within such teams of criminals.

What Heist! is not about is pitting the Gamemaster’s criminal designs against the intelligence of the players, nor is it about elaborate planning beforehand by the players. While the thief characters have already worked out a detailed plan, what that plan actually is comes from the organic play of the players and Gamemaster during the course of the game.

How is your game about that?

The focus of the game is on five different styles of crime – most everything else is either a modifier to those styles, or subsumed into those styles. Every thief will have a style they’re very good at, some things they’re okay at, and one style they’re bad at, to reinforce the idea that all of the thieves are specialists.

What behaviors does it reward or encourage?

Tactically, players will be given a bigger advantage (a chance to roll more dice) for trying to move a particular obstacle into their thief’s strongest style. Also, players will gain benefits for intentionally making certain obstacles more difficult for themselves and others. The balance between tactics (playing to the character’s strengths and making obstacles more difficult) reflects the rapid shifts in fortune that you find in heist movies.

Making a Thief

Styles

Each thief in Heist! has access to five Styles of crime – some of which the thief is better at than others. All meaningful actions in Heist! fall into one of these Styles.

The Brain: The Brain approaches theft by thinking tactically and pitting his mind against others. He is best at making plans, outsmarting people, and other mental Conflicts.

The Burglar: The Burglar is best at the physical act of theft. He is best at stealing, athletics, and other dexterous Conflicts.

The Con Artist: The Con Artist specializes in swindling people. He is best at lying, manipulation, and other social Conflicts.

The Hacker: The Hacker focuses on computers and other technical devices. He is best at breaking into computer systems, bypassing electronic locks, and other technical Conflicts.

The Heavy: The Heavy gets things done by shedding blood and physical intimidation. He is best at fighting, shrugging off damage, and other physical Conflicts.

Each player starts off with five numbers to allocate to the Styles – one 5, one 4, one 3, one 2, and one 1. A 5 means that the thief is best in that Style – it’s what he’s known for. A 1 means that the thief is terrible in that Style.

Assets

Each thief also has two Assets, some benefit that doesn’t relate to stealing or crime. An Asset can be a job, a trait, or some other specialty. Examples include “PhD in History,” “Expert Driver,” and “Good with Numbers.”

An Asset allows one free reroll of any dice use in a Conflict that the Asset is relevant in.

Flaw

Nobody’s perfect. Along with Assets, each thief has one noteworthy Flaw – something that they will never be good at. Like Assets, the Flaw doesn’t relate to stealing or crime directly, but it should have the potential to come up during a heist. Examples include “Notorious Coward,” “Bad With Money,” and “Alcoholic.”

Any Conflict that relates to the Flaw automatically fails, but the player gains a point of The Plan if the failure is significant.

The Plan

No team of thieves goes after the big score without an elaborate plan. Creating the plan and going over and over it gives the team an edge during the heist. Every thief on the team starts with 1 point in The Plan. They can gain more points during the course of the heist, or they can spend them for various effects, after a brief description of how the effect is part of the overall plan.

Why I’m on the Team: The thief can refresh a Style back to full once per Conflict.

Just What I Needed: Some aspect of the heist turns out to be in the thief’s favor. The player can insert a minor detail into the heist (subject to Gamemaster override).

It’s All About Me: Sometimes the thief makes their own plans, which can screw another member of the team as a result. The player describes how their own plan screws another member of the team. The thief gets a free reroll in the Conflict for each point the target loses from their highest Style. In exchange, the target gets the point of The Plan spent by the thief.

Time

A heist is comprised of various Scenes. A Scene can be comprised of one or more Conflicts. Conflicts are comprised of one or more Exchanges.

Conflict

1) Determine who is involved.

2) Determine intent of each party.

3) Resolve an Exchange (see below).

4) Compare Style points. If any are zero, character no longer able to participate.

5) Determine if unresolved intentions. If so, back to 3.

Exchange

1) Pick a relevant Style.

2) Roll one d6 per point in Style.

a. Each 4, 5, or 6 rolled is a success.

b. Reroll any non-success dice using reroll ability (asset, weapon, etc.)

3) If both fail, nothing happen. If one character succeeds and another fails, loser loses a point in Style he used. If both succeed, more 6s wins. If still tied, both lost a point from their Style.

4) Reassess the conflict.

Exchange Permutations

1) Asset allows one free reroll per Conflict.

2) Weapon and specialized equipment allows one free reroll per Conflict. (Powerful weapons do +1 Style damage)

Multiple Participants

All roll as normal, but defender only rolls once. If one character wins against defender, lose 1 Style as normal. If multiple characters win against defender, lose 2 Style. Does not stack.

Armor

Protects first loss from a particular Style (phantom box).

Exchange with environment

Style is Difficulty.

1 = Easy. 2 = Normal. 3 = Hard. 4 = Very Hard. 5 = Damn Near Impossible.

Zero Style

When character is driven to zero Style in an Exchange, due to anything but an injury, he is Bested and out of the conflict. Any injury moves to Fallen.

If character is driven to zero Style in an Exchange due to injury, he is Fallen. Any injury after that is Dead.

All characters return all zero Styles to 1 at the end of Conflict.

All Styles are replenished after a night’s sleep.

Caper Pacing

First phase contains easy obstacles where each specialist can shine – designed to wear them down a bit.

Second phase contains moderate obstacles that aren’t necessarily tied to specialties – the thief has to con, the hacker has to fight, and so on.

Each job has a number of Big Obstacles that equal the number of specialists. Its Style is related to the specialist and is ranked at 5 – this is the reason he/she was hired. Players can decide that a certain obstacle is now his Big Obstacle – it was always part of the plan. If he does, it now becomes a BO, and works appropriately.

Once all Big Obstacles have been overcome, they’ve got the Big Score. The rest of the game is now Getting Away With It.

Phases

· Get In (low-to-moderate obstacles)

· Overcome The Big Obstacles

· Get Out (moderate-to-high obstacles)

Should I sell the writing clogging up my hard drive?

Question_bookOne thing that comes as a consequence of long car trips is that I end up thinking about writing. As we drove back and forth from Tennessee and Georgia over Thanksgiving, I had a couple of ideas. The first was to resurrect a novel idea that I had a little over a year ago and go back to researching and plotting it. Since I have no idea if it’ll be a non-starter, I won’t go into that.

The other idea is to take some short stories and bits of microfiction I’ve collected over the years and sell them on the Internet.

As usual, as soon as I have an idea, the brain thief Chuck Wendig has already beaten me to the punch. However, he’s talking about something much more substantial than I am. A quick copy-and-paste of everything I would be compiling barely clocks in over 20k, and it’s a mishmash of old blog posts, professional wrestling essays, sci-fi, drama, humor, historical fantasy, fictionalized personal experiences, and other detritus from my head.

Basically, here’s what I’m thinking: If there’s interest in the stuff, and if people would be willing to pay .99 cents for it, I’ll pull it all together, polish it up, get it edited, find a decent looking cover, and sell it as an ebook for the Kindle, nook, iPad, and so on (basically, in .mobi, .epub, and .pdf formats).

If there’s interest in the stuff, but not enough to pay a buck, I’ll just compile it and give it away for free. I won’t polish it, edit it, or give it a cover – I’ll likely just stick it as a .zip file on the Free Stuff page.

So, please drop me a note here, on Facebook, on Twitter, through the contact page, or whatever. I’m okay if your answer is “No, not willing to pay a buck for that stuff, sorry” – I’m just trying to get an idea of a potential market.