Interview: Shane Ivey on Delta Green

We are extremely grateful to Shane Ivey for taking time out of his schedule to answer some of the questions we had about Delta Green and the current Kickstarter campaign. TRF is a huge fan of Delta Green, and a lot of our material is inspired by the awesome conspiracy/mythos blend it presents. You can find the Kickstarter here! Also, we’re releasing a play through of the scenario Last Things Last on Sunday, so you can see how we deal with being tasked with a mission.

What led to Delta Green becoming a stand-alone RPG? What are some changes you are making to Call of Cthulhu to make the system work better for Delta Green?

Delta Green has always been a series of sourcebooks for Call of Cthulhu, and every one of the Delta Green developers have always loved Call of Cthulhu as their favorite game. But Delta Green has always emphasized things a little differently than Call of Cthulhu. It’s set in the present day. There’s not the same distance between the players and their characters as when modern-day gamers play 1920s academics and explorers.

Delta Green is about realistic people in our own modern world. Even when its protagonists are federal agents and special forces operators, they’re meant to feel and act like real people with real vulnerabilities. All too many of us personally know people who have been exposed to the terrible traumas of violence. We’ve seen the long-term toll it takes on the individual psyche and on family. Delta Green is a game about brave men and women who choose to confront overwhelming terror and trauma to keep it away from their loved ones. It was critically important to Delta Green’s developers that the game respect the real-world price that people pay for making that choice by reflecting it in the rules and game-play.

So Delta Green characters have Sanity Points and Hit Points, as you’d expect, but they also have other features that come into play in long-term games. Bonds are your two or three most important human relationships. They can protect you from losing Sanity Points and they can help you control yourself when your Sanity snaps, but relying on them too much weakens them. The shared traumas of a Delta Green mission often causes agents to develop new Bonds with each other, which in turn weakens their Bonds back home.

There’s an optional rule for tracking Work Performance, which could result in your agent getting fired for bringing too much baggage home from Delta Green missions, and which in turn can damage your Bonds. There’s an optional rule for detailing what kind of equipment and tools your agent can obtain. Trying to get too much too quickly can impact your Work Performance if it’s on the job or it can damage Bonds if you’re burning through your own money.

The core mechanics received some tweaking, too, to suit the way we want Delta Green to run.
Most actions revolve around skills that have percentile ratings, as before. But we encourage the GM to not bother having players roll dice for their skills at all unless the situation is a crisis or otherwise out of the agents’ control. In the slow investigative scenes that usually begin a mission, just look to the rating of a skill. Tell the player if the agent understands or finds what they’re looking for, or tell the player that they need someone with greater expertise. Leave the dice for events that SHOULD feel random, like using a skill in a crisis or interacting with unpredictable non-player characters. That way when your expert with a 65% skill fails the roll a third of the time, it makes sense. That was a terrible crisis — it would have been impressive to succeed at all!

We’ve tightened up the way combat works to make violence swift, brutal, suspenseful, and unforgiving, while leaving many core issues firmly in the hands of the GM to allow room for common sense at the table.

We’ve revised the way Sanity Points work, and the way characters develop mental disorders, to suit the way we want the game to run and to better reflect the way these disorders work in the real world. In Delta Green, an agent can gain a long-term disorder over a long period of time due to a slow accumulation of stresses and traumas. And sharp moments of overwhelming, immediate terror can cause a short-term loss of control as the “fight or flight” response kicks in.

We want the way things happen in the game world to feel like they would happen in the real world. That makes unnatural horrors have even greater impact.

Is there a threshold of success for the Kickstarter that could lead Arc Dream to think it viable to restart the Delta Green line beyond this project?

At this point (Friday afternoon, Oct. 23) we’re less than $300 away from hitting 600% of the goal that we set to relaunch the game line. So yeah, it’s launched. Just from this project’s fundraising we’ll publish:

-The Agent’s Handbook (the core rules for players without much information about the setting or the supernatural).
-The Case Officer’s Handbook (everything in the Agent’s Handbook plus tons of information about the setting, the supernatural, the Cthulhu Mythos, cults and factions, and customizing any or all of it to keep players guessing).
-A Game Moderator’s Screen with quickstart rulebook, sample characters, and a scenario.
-Impossible Landscapes (a campaign and sourcebook about Carcosa and the King in Yellow).
-Control Group (an introductory campaign built to bring newcomers into the game).
-More than a dozen downloads, including six scenarios.
-Conversions of nine scenarios written for earlier editions.
-And it looks like we’ll hit the next big stretch goal to unlock yet another big book, Deep State, which will detail the secret government programs and private-public partnerships that surround and bedevil Delta Green.

What we publish beyond those six books depends on how the game line performs over the next year or so. We have enough ideas to keep going for years as long as gamers stay with us.

Which of the proposed source books are you most excited to see released?

The Case Officer’s Handbook, though if the terminology matters it’s a core game book and not a sourcebook. It includes the rules engine that Greg, Dennis and I have been working on for years as well as great resources for building a Delta Green campaign as a world filled with secrets, so even the most die-hard, well-read player will always be surprised and frightened.

Of the sourcebooks proper, I personally most look forward to Deep State. That book will let us really dig into the core philosophical issues that have always been at the root of Delta Green: the risks and benefits of power and secrecy, and the ways we change as individuals and as a culture when we come to accept things that we once found abhorrent. Those issues are even more relevant today than in the Nineties when Delta Green first appeared.

How did you decide to add a Gumshoe version of Delta Green to this Kickstarter? Are you planning to continue a relationship with Pelgrane for Delta Green materials?

We know Simon Rogers and the Pelgrane crew very well. Kenneth Hite, author of Trail of Cthulhu and Night’s Black Agents, is one of the developers of Delta Green: The Role-Playing Game. Simon and Ken came to me with the idea of a Gumshoe version of some kind. I loved the idea and ran it by the Delta Green Partnership (the creators and owners of the Delta Green property: Dennis Detwiller, Adam Scott Glancy, and John Scott Tynes). There was immediate and unanimous enthusiasm. The rest was just hammering out details.

Pelgrane plans The Fall of Delta Green and if that does well a supplement to it, probably a scenario collection. We’ll see how things stand after those come out.

What do you think has lead to Delta Green’s enduring appeal?
A large part of it has always been the setting — the non-player characters that players encounter in the game. Delta Green has always featured factions and actors who are well-rounded and interesting. Even the clear villains are three-dimensional characters. You may not find their aims and methods sympathetic, but you can see why they make the choices they make. Even when that choice is to throw the rest of humanity on a bonfire for the sake of just a little more life.

Delta Green is about characters who feel real, in a world that feels real, encountering unreal cosmic horrors that are entirely beyond their capacity to understand or confront. It’s about player characters who stand up as long and bravely as they can in the face of the death that the universe wants to inflict on us all. Delta Green agents are incredible not because they’re so much more dangerous or lucky or bad-ass than everyone else, but because they are not any of those things — and yet they stand and fight.

That means Delta Green does not pull punches. It does not offer second chances. It doesn’t give your character any points to spend for plot immunity. If you step into the darkness, you take your chances. It is incredibly suspenseful and chilling.

 

Again, a huge thanks to Shane Ivey for his team, and all the people at Arc-Dream who are making it possible to get a chance to get this amazing product. There are tiers to get whatever you want, including, hardback books, PDFs, and releases of previous Arc-Dream materials. You can check out the Kickstarter, the website, or find Shane Ivey on Twitter. You can also find Delta Green @DeltaGreenRPG. Want to help spread the word and get more rewards? Look at some of the ways listed here! The campaign runs through October 29th, so get your pledge in while you can.

Don’t forget to listen to this Sunday’s episode to hear more about Delta Green!

Review: The Sun Below- Sleeping Lady, A Numenera supplement and campaign

The Sun Below: Sleeping Lady is a Numenera supplement produced by Dread Unicorn Games and written by John WS Marvin. It continues to develop an entirely new location in the Ninth World, an underground tunnel system that has yet to be fully explored or understood. Along with the new location, bestiary, foci, descriptors, and Numenera, there is a short campaign to run for your players that introduces and delves deep into this new location.

Cover of the book, shows three ladies standing over a desert

A great deal of the set up of this game deals with characters and locations that were introduced in a previous supplement – The Sun Below: A City on Edge. However, running that scenario is not necessary for running Sleeping Lady, alternate introductions are given and the adventure is careful to assume that you might not have prior knowledge.

One thing I think is great in this adventure is that they have it set up to run for charactersA screesnshot of the rules on modifying difficulties of any level. Monster stats are modified by the level of the party, so that the GM doesn’t have to put a lot of work into sorting out altering the difficulty of an encounter themselves. There are also instructions on building up crowds of minions, called mooks here, to swarm up on your characters. They provide different ways to create your mooks so that they can last just a little longer. I really like the way they developed this idea for Numenera and think it would be great to adapt to my own games.

A dancing woman with yellow skinThe adventure begins with the party getting a plea to help save the city of Bursang, part of The Sun Below. However, the situation is more complicated then has yet been realized, and the fate of the Ninth World will end up in the hands of the party. This is a nice and neat campaign, and there are several possible ways for the PCs to try to save the world. The easily modifiable levels of difficulty come in handy with this, as neither you as the GM or the creators of the scenario can predict in what order the party will choose to attack.

I think the creativity in a lot of points of this book is great. For instance, one artifact, The Mind Sword, causes the user to laugh evil when they hit on a roll above 17. Adding quirks like this to artifacts really personalizes them to your character and can introduce great reoccurring jokes and character traits.

The supplement seems to be intended for new GMs, as there is some handholding A mass of tentacles, eyes, and mouthsas you read through it for want to do as a GM. I think this can be great, especially for GMs who are unsure of themselves. The layout is in the same style as the other Numenera books, which makes it easy to recognize when they’re pointing out things like GM intrusions. There are some points were it is a little harder to follow, but for the most part flows very smoothly. There is a lot more art then I was expecting, and it really illustrates the creatures and characters you meet throughout the adventure well.

Sleeping Lady is a great campaign to pick up and run for your party, and is easy to use for the GM. I like several concepts that it introduces, such as quirks on artifacts and mooks for swarming fights. It is available on DriveThruRPG for $7.99. You can also visit Dread Unicorn’s website for more information on their supplements and materials.

*The Redacted Files received a free copy of this supplement for review purposes.

What’s Cool on Kickstarter

There’s many interesting items to be found on Kickstarter, and here are the coolest ones this week.

Dream of Djinn
This looks like a nice starter adventure for low level characters…if you’re like me and enjoy having traps everywhere and twisting people’s wishes into something now quite what they wanted. In the product description they outline some of the traps your poor party will encounter, and creativity is encouraged to get out of them.

Mockup of the book closed and open

“Suitable for lower-level characters (as you might not want to be too attached to them), Dream of the Djinn focuses on deadly traps, cunning curses, and a healthy dose of exploration. During testing, the adventure has so far provided about 12-15 hours of gameplay, a high mortality rate, and a consistent thumbs up.

Wishes are not the easiest of things to come by, so be prepared for a challenge. Throughout the course of the adventure, characters may run into ancient gods, sinister illusions, powerful artifacts, and trips through time. Or, more likely, their deaths.”

 

Stretchy Chainmail Dice Bags
If the large number of boxes I’ve posted to store your dice in haven’t caught your interest, maybe you should take a look at these bags. They are chainmail, but also include stretchy rubber links that allow the bag to get much larger. The bags they are selling through this kickstarter will hold about 35 dice, and you can choose your color combination!

About 15 dice bags, all different colors

“Our dice bags are handmade of anodized aluminum & EPDM rubber, which makes them stretchy & helps pad to prevent damage to your dice. The ring measurements are 16 gauge thick & the inner diameter is 5/16″. Each small bag can hold approximately 35 dice. The drawstrings are paracord; the stopper & end caps are plastic. All will be available in different colors.”

 

Kill Doctor Lucky
I really love the idea of this board game, where instead of trying to find the killer, like in Clue, you’re actively trying to murder the host. This game has been out for almost 20 years, but is currently out of print. This kickstarter is to produce a new deluxe edition.

The game with several pieces and cards displayed

“Cheapass Games was founded in 1996, and our very first board game was Kill Doctor Lucky. It’s a “pre-mystery” board game, where players compete to kill a very lucky old man. Kill Doctor Lucky has been through several versions and variations over the years, and it is currently out of print. To celebrate the 19.5th anniversary, we are bringing back Kill Doctor Lucky in a special edition, with new art and updated rules.

Kill Doctor Lucky is a fast, easy board game. The goal is simple: to kill Doctor Lucky. You’ll sneak around Lucky Mansion looking for good weapons and hiding places. To make a murder attempt, you must be in a room with Doctor Lucky where no one else can see you. And of course, he’s very lucky, so he’s quite hard to kill.”

 

Machu Pichu Dice
I think these dice a gorgeous and incredibly unique. There are several designs to choose from, and even though they are pricier they would make a great addition to a dice collection, or even just look beautiful as a display piece.

The three dice sets. One uses squares, one dots, the third diamonds for the pips. The dice are a mottled green and the pips are multi colored and outlined in silver.

“We believe the Machu Picchu Dice to be something quite… weird. GOOD wierd. We have looked extensively, and found nothing slightly similar out there. So we are happy, because we are doing something awesome AND new. We made the dice with two key purposes:
A. Deliver something GREAT. We wanted durability, we wanted precision and we wanted beauty.
B. To create a product that MEANT something.

There is so much amazing things to be shared from this corner of the world: talented people, amazing designs and materials, that even something as simple as reimagining a dice design is an opportunity to create something truly unique. It’s hard work, and a single die can take many hours to make, but the result is well worth it.”

 

Crucible: A Coin-based Fantasy RPG
Crucible uses a d2 system, which is heavily integrated into the worldbuilding of the setting. I haven’t seen d2s as a core mechanic before, and I think it looks like a great way to incorporate them. You can use any d2 you want, but the campaign is producing special coins to go along with their world.

Seven different gold, silver, and bronze coins

“Coins in Crucible aren’t just for mechanics, they’re also an integral part of the game world. They are sacred tokens, reservoirs of energy that allow those journeying toward ascension to focus and extend their capacities, enchant relics, and boost their potential to superhuman or even godlike levels.

Coins are also used to invest power into accoutrements of legend. Like Gandalf’s Glamdring or King Arthur’s Excalibur, the most important relics in a character’s possession remain with them over their lifetime, growing in power and renown as the character does.

The tail-sides of the coins are important in Crucible, for it is in them that the creation of the world is described. We call this the “Tale-side”, and this aspect carries through into gameplay where characters select stories that add drama and interest to their development instead of traditional advantages and disadvantages.”

 

H.P. Lovecraft Metal Record
Just to add some diversity to this listing, you can now pick up a whole metal album that focuses on Lovecraft’s works. There are song samples on the Kickstarter, and you can also pick up some great artwork they’re producing to accompany the album.

Three cultists standing around an alter. It's very metal looking

“A guitarist and composer, haunted by alien strains from beyond. An artist, being driven mad by his dreams. At the edge of sanity, the only way back from the yawning gulfs of illimitable horror is…Metal. Heavy Lovecraftian Metal.

‘Oath Of Dagon’ is my 5th record of instrumental, prog-metal guitar. Teaming up with Argentinian fantasy and sci-fi artist Marcelo Orsi Blanco, the purpose of this record is to finally go all-in with a lifelong obsession: the weird fiction of H.P. Lovecraft.

The aim here is to create the ultimate, authentic, Lovecraft metal experience. This is a true audio / visual project – a 10 song, full length record with 10 Lovecraftian paintings, combined into a cultist’s Dream Journal. The music and journal will be packaged as a high quality download card with a 20 page comic-style art book.”

 

Still active!

Project Bombshell
Delta Green: The Role-Playing Game
Pathfinder Metal Dice Set
Masks: A New Generation
Cultists and Cthulhu
Spellbook Gaming Boxes
Boogie Dice
Scrawl of Cthulhu
Spaceteam
Tome of Beasts: 300 New Monsters for 5e
The Book of Starry Wisdom

Not So Strange 5: Whoops

The Skype office in Palo Alto eaturing small patches of lawn with fabric stones and red chairs inside

The team infiltrates the September Project to get some answers. Things go according to plan, unfortunately just not theirs.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

Direct Download!

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What’s Cool on Kickstarter

There’s many interesting items to be found on Kickstarter, and here are the coolest ones this week.

Spellbook Gaming Boxes
I was incredibly happy with my Hex Box from this company, and now they’ve come up with something even more beautiful that I am extremely regretful I can’t afford right now. These boxes can double as a dice tray and they have a huge variety of foam inserts that you can use to make them work for carrying your dice or even cards around. I could go on and on about these boxes, but I think just looking at them should sell you on them. There are pledge tiers to get them by Christmas as well, which would be a great gift for your favorite DM. (Or me!)

View of four boxes, showing exterior design and the two interior styles available

“Spellbooks are stylish and functional reliquaries for your favorite gaming gear. They come in two basic styles; “card deck” and “rolling tray.” The card deck is made for trading card games like Magic: The Gathering, while the rolling tray is for the generalists out there. You can further personalize the rolling tray interior with removable foam inserts cut to a variety of templates.

Inside the cover is a new Elderwood feature: the Reflecting Pool. Each Pool is crafted out of a variety of metals and acts as a fully functional dry erase board to keep track of temporary stats.

Finally, we offer an array of luxurious leathers with which to bind each Spellbook, and offer a range of art to customize the cover and spine to make them uniquely your own. To close out the package, hidden magnets together with a book belt keep your treasures safe and secure.”

 

Boogie Dice
These dice are so fun. I love the idea of being able to activate a roll by clapping or snapping your fingers. They have a game designed to go with these dice called Bots Battleground which looks like fun. But my focus is on these really cool dice.

Fist slams down on table and the two dice light up and bounce around.

“Boogie Dice are the world’s first self-rolling, sound activated, programmable, gaming dice. Clap your hands, snap yours fingers or bang the table, and they will start to Boogie.

100% smile guarantee: having the dice magically roll on your command makes everyone who sees it smile, and that’s what we’re here for!

Designed to be a universal gaming accessory, Boogie Dice can replace any standard ‘static’ dice in any and all of your favorite games. But Boogie Dice are jam-packed with unique features and abilities that transform them from simple dice into the coolest gaming accessory.”

 

Scrawl of Cthulhu
If you are dedicated to making your own props for games you should really check this out. They have developed 10 fonts specifically for Cthulhu projects, including period accurate fonts. You can get a personal license, or one that you can use commercially.

Examples of various fonts from the project

“This project started with the development of original fonts to use in a forthcoming tabletop game project. When we had developed a selection of fonts, we realized that perhaps there were other people who might be interested in a collection of high quality fantasy fonts! With that in mind we expanded the scope of the fonts and used a professional font editor to further refine them.

Our previous collections of fantasy fonts were successfully funded here on Kickstarter and now we are back with our fourth pack, this time focused on the Cthulhu mythos! The pack aims to include a variety of period accurate fonts to construct scripts, ciphers, newspapers, ancient languages etc.”

 

Spaceteam
I love cooperative games, and this one looks like a lot of fun. The ‘science talk’ on all the cards is super fun, and gameplay looks exciting.  Plus I really love the art on all the cards.

“Spaceteam is a fast-paced, cooperative shouting card game where you work together to repair a malfunctioning spaceship. Coordination with your team is crucial as you try to escape an impending black hole. Success is seemingly just out of reach as you encounter one complication after another. Your only hope is to work together with your Spaceteam to repair the ship before it’s too late.

This game was created by an all-star team of game-makers and creatives including Henry Smith (creator of the Spaceteam mobile game), Elan Lee (Creator of Exploding Kittens) Tommy West, Mathew Sisson, and more.

So if you’re into playing card games, overhauling spaceships, discharging fluxitrons, and shouting at your friends: Help us make this game a reality!”

 

Tome of Beasts: 300 New Monsters for 5e
There are millions of ideas out there for monsters, so you shouldn’t let yourself be limited by a single Monster’s Manual. This book includes 300+ new monsters for your game, and has stunning art. I think these look like a great addition to your game, and with 5e stats ready to go, you can port them into your next session!

A metallic being, seemingly made of armor, stands ready to fight

“The Tome of Beasts brings more than 300 new monsters to your 5e game—everything from tiny drakes and peculiar spiders to ancient dragons, arch-devils, and demon lords. The Tome of Beasts covers a huge gamut of challenges, from basic vermin to world-shaking personification of malevolence, and everything in between! Back the Tome of Beasts today and terrify your know-it-all players with creatures they have never heard of.

This richly-illustrated, highly useful supplement for any 5th Edition game compiles monsters from the entire history of Kobold Press monster design, including longtime favorites such as our clockwork creatures, drakes and dragons, devils and arch-devils, and the various dangerous flavours of the fey. It includes the winners and some of the finalists of the Monarch of the Monsters contest, and it is illustrated by some of the finest artists working in fantasy today.”

 

The Book of Starry Wisdom
This book contains Lovecraft’s stories that deal mainly with Cthulhu and his cult and are accompanied by essays and art from people well-known in the Lovecraftian community. They’re planning on making a very beautiful book that will look amazing on your bookshelf.

“The Book of Starry Wisdom compiles newly edited editions of H.P. Lovecraft’s public domain cycle of Cthulhu stories, edited and produced by myself, Simon Berman, and illustrated by renowned deific and fantasy artist, Valerie Herron (The Book of the Great Queen).

Accompanied by essays and musings by some of today’s premiere Lovecraftian scholars, writers, and devotees, The Book of Starry Wisdom will be a luxurious, approximately 192 page hardback tome, featuring a leather textured cover with gold foil pressed symbols of significance to the Cult of Cthulhu, 13 interior B&W illustrations, as well as other features to be unlocked as the Kickstarter meets its stretch goals. This premium volume will be a stunning addition to the library of any enthusiast of H.P. Lovecraft or worshipper of Dead Cthulhu Who Lies Dreaming. ”

 

Still active!

Project Bombshell
Fire and Bone 3
Lovecraftesque
Bad Neighborhood Jigsaw puzzle
Zucati Dice
Delta Green: The Role-Playing Game
Pathfinder Metal Dice Set
Masks: A New Generation
Cultists and Cthulhu

Scary on the Choo-Choo 3: A Bump on the Tracks

A restored image of Constantinople showing a bridge with the city behind

As we reach the end of the adventure of The Blood Red Fez, the party has to pull together and try their very best to fight their enemies and become controllers of The Fez.

Featuring Aser, Eli, Megan, Phil, and Zach. Music by Kevin MacLeod, “The Alchemist’s Tower”

Direct Download!

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Finding the Best System for Your Horror One-Shot

As I prepare my horror RPG one-shot for a local convention, I’ve been reflecting on the Halloween themed games I’ve run over the years and what I’ve learned from those experiences. Working with the Redacted Files, I’ve seen how much they are aligned with the genre. That in mind, I want to share some things I’ve learned running and writing games for the season and for the genre. Not about story but about the system you select.

When telling your story, it is critical not to let the system cause you to stumble. If you want to disrupt the player characters’ sense of comfort and build dread (the key ingredients to a horror story), stopping with any frequency to have to check a rule or have to consider how to cram the story into the scene kills the mood. You want to use a system that works with the type of story you’re going to tell. Thankfully, there are lots of RPG systems out now that, with a little searching, you’ll find a supports your story.

I break systems into three categories depending on how easily they help tell the story:

Genre – A system that is designed for the horror genre. The rules and flavor text are all about horror, and the splat books are about telling a more in depth story using mechanics that support it.
Examples: Call of Cthulhu, Don’t Rest Your Head, World of Darkness

Generic – This is a system that is streamlined and won’t get in your way when you try telling the story. It may not be designed to tell a horror story specifically, but it won’t force you to continuously reference the rulebook as you play.
Examples: Cypher System, FATE (Core or Accelerated), Powered by the Apocalypse

Forced – RPGs designed for other genres, like high fantasy or steampunk, where telling the story is against the grain, so a splat book needs to be written to make major modifications to the core system.
Examples: Dungeons and Dragons, Iron Kingdoms RPG, Pathfinder

All of these systems are great, but they all have limits. It’s finding the system that is least limiting for your story and have enough depth to be able to support you as well. I’ve tried lots of these and, with very little practice, you can tell a one-shot with any of them with limited prep work on the system.

What I would recommend is sitting down and writing your story outline. Don’t think about rules yet, just what you want the plot to be and how you would build it. Then, look at different systems, starting with what you’re most familiar with and branching out from there. Find the system that supports your story best and won’t require you to spend weeks adapting rules or, worse, force you to on the fly modify the game to fit the system.

Remember, this is a one-shot. You’re not making a lifelong commitment to the system, and a good story will let you gloss over the rough edges too.

Boom Boom Capone, A Short Story

This short story was written for the Infected! RPG by Immersion Games as a part of a contest with their Kickstarter.


My breathing was always so loud, especially after sprinting to cover. You would think five years of marathon walks, fast sprinting, and generally enforced cardio would make anyone an Olympic level athlete, but you’d be wrong. You’d think a lifestyle free of craft beer, pizza, and smoking anything would cure all that ails you, but you’d be wrong.

Some of us were too old and too soft when the world started it’s quick collapse into darkness and despair. Sure, everyone has lost weight. But some of us are just hungrier, thirstier, more stressed out versions of ourselves before the Infection; still dealing with a little asthma when we run, still feeling all the aches and pains of a suddenly much less sedentary lifestyle than we had ever imagined in our worst nightmares.

And make no mistake, this world had become everyone’s worst nightmare.

Continue reading Boom Boom Capone, A Short Story

Review: Cypher System

Cypher System Corebook cover. Shows images from superhero, horror, scifi, and fantasy scenarios

The greatest thing about the prior Cypher System games, Numenèra and The Strange, is the simple, flexible, yet deceptively nuanced mechanics that work together to really animate any story you care to tell. Yet as liberating from the setting of the Ninth World as The Strange was, it still constrained the “anything goes,”” mentality of the system within a framework of alternate realities. What the Cypher System Rulebook offers is what The Strange so tantalizingly teased us with last summer, the tools to tell any story we like with Monte Cook’s elegant little game engine.
Cypher System Corebook cover. Shows images from superhero, horror, scifi, and fantasy scenarios

The concept of the Cypher System Rulebook is anything but original, and some might mistakenly think that because much of the content is similarly familiar, the book has little to offer: on the contrary though, the book provides a wealth of tips about how to customize a Cypher System game to meet any GM’s needs. Much like previous releases, the book begins with an introduction to the basics of gameplay, then proceeds to follow the A woman dressed in black hugged from behind by a ghostprocess of character creation through the selection of descriptor, type and focus: the adjective, noun and verb of the statement, “I am a ______ ______ who ______.” The Cypher System also adds a new concept – flavors. You can add a flavor to your type and get some new options for your character to pull from. The flavors include Technology, Magic, Combat, Stealth, and Skills/Knowledge. These let you customize your character a little more, like if you want a talk-y character who is also really good at punching people.

From there we discuss equipment, and that’s where things get interesting. Rather than a setting section,following the more detailed treatment of the rules, this book has breakdowns for the most common sorts of genre into which most players will naturally gravitate. In each such section, for Fantasy, Modern, Science Fiction, Superheroes, and Horror, there are tailored suggestions to make your games more unique and memorable. Beyond that, a helpfully well-populated list of creatures is just itching to be let out to challenge the PCs. These range from tried and true adversaries from the previous Monte Cook releases to creatures unreal and mundane from Earth and…elsewhere

So you’ve pick from the long list of foci and descriptors, select which character types you want in your game and what focis they can use. Next you go to the relevant genre section, read it through the advice there and then settle on what Cyphers and other equipment you think would be appropriate for the setting. Once done, you pick a few locales, populate them with settlements and set out some creatures and NPCs for them to run into. And just like that, you’re done with creating a campaign setting.

Ships in the air with bright lights above a victorian looking cityWhen you’ve figured all that out, you document everything on the campaign design sheet provided at the back of the book and hand it to your players to provide guidance for character creation. It’s as easy as that.

As I read through Numenèra for the first time, I thought about how much I loved the system and wished it could be adapted to other genres. Then I played The Strange and fell in love with the freedom I had to explore different genres in the same campaign. Now, we’ve come full circle. With the Cypher System Rulebook, I have the tools to tell the story my players want to tell. Thanks Monte Cook Games, and keep up the great work.

The Cypher System is available from Monte Cook Games as a hardback ($59.99) or PDF ($19.99). The PDF is also available on DriveThruRPG.

Review: Into the Night, a Numenera Supplement

Cover of Into the Night, features a man in front of a vortex with his hands on controls

Into the Night is a new setting book from Monte Cook Games for Numenera. It focuses on expanding the world to outer space, and what terrors and wonders lie out there for the Ninth Worlders to discover.

Cover of Into the Night, features a man in front of a vortex with his hands on controls

It is a 160 page book, with the first section (about 35 pages) focusing on how to reach beyond earth and the bodies near enough to Earth for initial discovery and other exploration. The second section (about 45 pages) looks at the other planets in our Solar System. The third section (about 60 pages) looks at threats and places that adventurers can explore outside of our solar system. The book closes with 20 pages of new creatures to encounter. Throughout the book are new story seeds, cyphers, and artifacts.

Branu's Kiss, with a view of the creatures and plants living insideMany of the existing astronomical objects are ones we can find the analogues for today: the Moon is, well, the Moon, Naharrai is Mars, Urvanas is Venus. However, there are new objects as well, like Branu’s Kiss a globe of blue-green water that orbits between Earth and the Sun. Or Calram, a small object that orbits earth, but is full of beings that have greater tech then the Ninth Worlders enjoy. There’s also a pretty great derelict ship for you to explore.

Beyond our solar system lies more planets, galaxies, and strangeness to explore. These new worlds include some of their history, distinguishing characteristics, and all kinds of ideas to build your own story from. There are also ten more planets that have rudimentary descriptions, which I think are great to use, but also give you an idea on building your own new weird planets.

Each section on a location in this book includes a handy “Using –” panel, with around five plot hooks to pull characters into a situation in that location. I think there’s a lot within the text as well to establish your own ideas for why the adventurers should be here. There’s also information on ways to get there, which can be handy when all the places are light-years apart!

A space suit, emerging from a solid wall with an alien creature in it's broken faceplateI think there is a nice mix of new creatures, and the book also discusses how to re-skin other Numenera beasties to make them fit beyond Earth.

This book handily includes rules for combat between vessels – some of which was outlined in Worlds Numberless and Strange, but I think it is a valuable addition to Into the Night, especially when there’s always a risk your craft may be attacked by pirates. For ship to ship combat you first compare the levels of the ships, and if your ship is a higher level you have a reduction in the difficulty of actions involving the other ship. If it is lower, then the difficulty is increased. You still make attack and defense rolls, and things like ship weapons and coordination with other ships play into the difficulty as well. Specific maneuvers can also be accomplished by modifying the difficulty. There’s a lot going on to effect the roll, but I think the addition of ship to ship combat can make the game much more interesting.

One thing I found odd is a one place you can visit is called The Gloaming, which is also the name of the Vampire/Werewolf recursion in The Strange. Since the locations have nothing to do with one another, I think a different name would be more appropriate, even if in canon The Strange and Numenera aren’t connected.

One minor complaint I have with the book is the scattered nature of the new Numenera. It makes it a little more difficult to pull out a new artifact without them being gather in one place, and it also can make it difficult to find them again mid-play.

A blue man looks across a bleak landscape with low housesThe art in the book is gorgeous, and there is some variation in styles throughout, but I think this serves to give a view of the Ninth World and beyond from other eyes.

I think this book brings a lot into any Numenera game, and is full of great ideas of how to bring Space into your sessions. Into the Night is available from Monte Cook Games as a PDF ($14.99) and Hardback ($39.99). It’s also available from DriveThruRPG as a PDF. You should also look into the beautiful Nightcraft glimmer, which goes into even more detail about a vessel that can by used to traverse space (MCG Store | DriveThruRPG | $2.99).