REIGN
Gates of Ivory
Leviathan |
Even a good ball player
strikes out more often than not, and that’s doubly true for
writing. What follows is the dog pound of my creativity –
a temporary shelter for strays, where they can linger until adopted
by a loving home or, more likely, be put to sleep forever. Feel
free to browse through. Be sure to catch their sad, glassy brown
eyes.
REIGN
UPDATE: REIGN was an orphan project once, but I felt strongly
enough about it that
I published it myself. So there are happy endings!
GODLIKE is in print, and with it the first iteration of the One
Roll Engine (ORE for short). It’s a good game, fans like it,
but… well, I can do better. In fact, I have done better, at
least with the mechanics. This is always the way: You develop a
set of rules, you test them out as best you can, print them, and
in a few years the much larger pool of gamers using them finds their
flaws. You fix those with a second edition and, if necessary, a
third. If there’s time, you decide the system’s become
too encrusted and break it back down to basic principles, and the
life-cycle of the game engine begins again. Beautiful, in its way.
Anyhow, REIGN. World War II was never particularly my bag, and
though it’s been a swell setting for GODLIKE, I knew that
writing tons of support for it would entail tons of research that,
while entrancing to many history buffs, would leave me personally
glazed and unresponsive. So I turned the ORE to a fantasy setting
I’d been contemplating for years (which is, at this stage,
nameless). Yeah, every jerk and his nephew has a fantasy setting,
but what can I say? Just being able to make stuff up without worrying
about some Internet historian calling your bluff (“the Third
Reich didn’t have Xerox machines, you cement-head!”)
is tremendously freeing.
Besides, in gaming fantasy is by far the biggest pie, so if you’ve
got to cut a slice from something, why not? But that really makes
me sound mercenary, and like I’m thinking with an unaccustomed
degree of business acumen. Really, I went fantasy ‘cause I’m
bent that way.
The setting in REIGN is an attempt to do something new (because
if it’s got nothing new to contribute, why bother?) and therefore,
inevitably, a reaction against a number of trends typical of fantasy
game settings.
First off, there’s the whole ‘fantasy race’ thing.
Elves in particular get my goat. What’s an elf if not a human
being only wiser and prettier and generally better? Tolkien’s
great, but The Lord of the Rings seems, from my jaundiced
American perspective, to be steeped in British class consciousness.
The elves are clearly the upper class – purer, nobler, and
dying off. Then there’s the orcs.
Orcs in fantasy games serve a pretty low purpose: They’re
there for the characters to beat on without much in the way of repercussion.
Most of the time, they aren’t even tough. Because
they’re Pure Evil From Birth, there’s no need to get
involved in the complexities of talking to them or trying to understand
them. Just hew with the broadaxe and go, go, go.
My problem with this is that I don’t believe in Pure Evil
From Birth and I think that the complexities of talking are often
very interesting indeed. So REIGN has no orcs, no elves, no pointy-eared
sprites. Instead of fantasy races, I built racial races. The people
with dark skin may think the people with white skin are Pure Evil
From Birth, but trust me, whitey don’t see it that way. If
you’re going to go to war in REIGN, it’s not because
the other guy is trying to destroy the world, but because you’ve
got land and he wants it. Or vice versa.
That leads to reaction #2, which is against saving the world. When,
in recorded human history, has a small band of misfits ever saved
the world? From anything? I can think of one time, and that’s
it. But in games (and in a lot of fantasy literature) the heroes
wind up saving the world over and over and over again. That’s
fine, it’s a good plot but, from my perspective, done to death.
Once you save the world, what do you do for an encore? Save it again,
only more perilously I guess, but I find that kind of thing has
a diminishing return. So I built a world that can take care of itself,
where powerful characters would have to find something better (or,
at least, different) to do.
In the same spirit, there’s no divine intervention in REIGN.
No goddess of purity is going to come down and lay a geas on your
character, thereby kicking off the campaign. You get to decide what
your character does and why. It’s more work, but it also lets
the players decide what’s right and wrong, instead of having
the GM (speaking through Good and Evil deities) baldly tell you.
I’m a sucker for moral dilemmas, and having embodied moral
absolutes – particularly ones that a poor GM can use to smite
you when you don’t do what he wants, or that can float in
to save your bacon no matter how poor your decisions – it
just robs a game of some punch. For the stories in REIGN, no one
is more important than the characters.
The question naturally arises: Without gods telling you to save
the world, what do characters in this fantasy world do?
The answer, built in from day one, is that they gain authority.
Typical fantasy game characters have lots of power, mighty
spells, puissant battle skills, wealth beyond measure and so forth.
But besides a few lackeys and camp followers, they don’t have
any authority. Like old west gunfighters, or ronin samurai, they
wander around having adventures.
As with the “gods send you to save the world” framework,
that’s fine and you can do some really top notch games there.
But I don’t think it’s the only idea worth playing on.
REIGN is about, well, reigning. Your characters come to be in charge
of something – a pirate fleet, a religion, a trade guild,
an army or even a nation – and while their individual actions
are important (even critical, at some points) the group can take
meaningful action above and beyond what the characters do. Instead
of saving the world and then riding away, the characters’
duties are to take care of it. Or at least, the little
corner they’ve claimed.
You can run REIGN in wandering-badass mode and it works fine for
that. But what it’s built to do is take the game up a level
from history’s footnotes into its chapter headings.
I ran REIGN for several months, and overall it went well. I’ve
got over a hundred thousand words written for it, which makes it
particularly galling that there’s no publisher. But hope springs
eternal.
Gates of Ivory
Damn, this one was ambitious. The basic concept was “dungeon
crawling for souls.” I had a plan for a three game line spanning
a hundred year history, with mechanics that were based in equal
parts on EVERWAY and the Tarot. Plenty o’ supplements, too.
Ah well.
The setting was a realm of dreams at war, and the first book, Gates
of Ivory, provided rules for playing Dream characters. Gates
of Ivory was set during the Age of Dreams, starting around
1902 – one year after the ruler of the dream realm had a long
talk with a mysterious shaman and abdicated his throne.
(Shamans are humans who can travel between dream realms, instead
of being limited to the world of their own dreams. This particular
shaman was Sigmund Freud, who explained to the king that what Dreams
call ‘changing realms’ are simply the ideas of sleeping
human beings.)
With the ruler gone, the realm divides between a self-styled Emperor
and Empress, who have a fundamental disagreement over the proper
role of Dreams (or, as the Empress’ followers are called,
Nightmares).
So the characters are loyal to the Emperor of Dreams and they fight
surreal battles in the changing realms to keep them from being conquered
by the Nightmares. As they see it, the Nightmares are simply wicked,
trying to harm or subvert the masters of the changing realms.
Of course, when Gates of Horn came out (that’s the
second game) you get the Nightmare perspective. They believe the
masters of the changing realms are those who’ve gotten away
with some sin or wrongdoing in the waking world, and the last chance
for justice is for the Nightmares to drag them off for judgment
(thereby condemning their waking self to madness but, hey, the Nightmares
don’t know that). They fight the dreams because the Dreams
are beautiful, and beloved, and because they help the guilty lie
to themselves. This one was set in the 1950s, the Age of Nightmares,
and sets the characters up for a third game in which some from each
side discover how to escape to the physical, waking world in 2001.
That’s where the ruler of dreams has been spending a hundred
years, seeing the masters of the changing realms from the other
side of their lives. As far as he’s concerned, neither
side is right – some people do deserve to be punished in their
dreams, others are punishing themselves needlessly, and only by
examining their waking lives can dreams decide whether balm or vengeance
is appropriate.
Leviathan
Perhaps it’s just as well that this idea never got off the
ground, since it’s heavily inspired by an obscure subgenius
short story by Waves Forest called ‘Bob’ and the
Oxygen Wars. I tried to track down the author, but had no success.
(When I say, ‘tried to track down’ I mean, ‘used
my weak search skills on the weak precursors of Google and wrote
a letter to an address he used back in the 1980s’. I didn’t
hire detectives or anything.)
His story had a splendid premise, which I will now proceed to spoil:
Cold germs, while unintelligent, are telepathic with one another
and act collectively. One thing this vast psychic miasma wants is
to wipe out oxygen on Earth. Maybe not all of it but, y’know,
enough. Anaerobic microbes, after all, have trouble competing with
the more sophisticated nucleated cells, let alone multi-celled critters.
Since cold germs are in every human, it’s not hard for the
pathogen gestalt to manipulate us – that’s why we do
patently short-sighted things like live in smoggy cities where there’s
less oxygen, drive cars, neglect alternative fuels… he didn’t
mention gas huffing or autoerotic asphyxiation specifically, but
it fits the pattern.
I took Mr. Forest’s idea of the pathogen gestalt and put
it in the blender with The X-Files and Delta Green
and 9/11 and Project Paperclip. Here’s what came out.
In Leviathan the germ mind is not conscious but is still
capable of learning and deciding on actions – it has about
the brainpower of a particularly vicious and patient chimpanzee.
Scientists of the Third Reich discovered it while researching psychic
phenomena. Initially, they had no idea it was connected to the common
cold – from their perspective, it was more like a space than
an entity, and it was vast. They called it ‘Thule’ and
started messing with it. Then the Allies clobbered them.
The United States’ Project Paperclip was a covert operation
that brought German scientists to America after the war. That’s
real history. In the Leviathan history, it includes some
of the pathogen researchers. The USA got many of the surviving live
scientists. Others fled to South America. The USSR got the bulk
of the files, specimens and similar materials. Of the few test subjects
who survived, most wound up in Israel: After all, once the Nazis
realized they were dealing with a giant germ entity, they decided
to make the Jews deal with it.
Israel, the USSR and the USA all continued to experiment with ‘Thule’
(or, as the Americans called it, ‘Leviathan’). An entire
international subculture of covert researchers developed, scheming
with one another, trying to steal or sabotage their rivals, all
operating within the already-shadowy world of biological weapons.
That’s the history. The game starts in the current day, when
the characters all get assigned to a special interdepartmental bio-warfare
response squad. They’re the elite of the US military, medical
and law enforcement establishments. CDC doctors are partnered with
Navy SEALS and veteran FBI agents. CIA operatives call in MDs from
the Army’s special weapons branch to consult about NSA intercepts
describing weaponized pathogens approaching US borders.
There’s loads of gung-ho, war story gaming to be had there
already, but as they get deeper into the bioweapon terror and counter-terror
underground, they start to run into the really weird stuff.
They fight people so loaded with germ organisms that they should
be dead ten times over, but who instead show terrifying resilience,
as if they’ve developed a symbiosis with their illnesses.
They also tangle with operatives who turn out to be hosting almost
no malignant germs or viruses – operatives who easily
surpass the normal limits of human accomplishment because they aren’t
dumbed down and weakened by carrying a billion parasites with them.
In time, they find out about similar programs within their own department.
In time, they learn about Leviathan.
The question is, what do they do then?
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