Stuff to Steal From: The World Around You

I’m still ridiculously busy with work. It is obviously cutting into my posting time and is likely to continue to do so for the next week or so. C’est la guerre.

That said, I do think there is something you can steal from for your game: your life. Seriously.

Look at where you work: what is quirky about that could be used in a modern setting, what would an exaggerated or transformed version of it be like in a fantasy or sci-fi setting? In a world where adventurers guard treasure ships through monster infested waters, I like to imagine there is room for some kind of accounting and/or insurance firm. Use any inside knowledge you have to breathe some true-ish details into whatever form of work you are transplanting into your game.

Look at who you work with: need a believable NPC? Borrow a co-worker. Shows like Community can demonstrate how easy it is to go from fictional character to doubly fictional PC , so why not take a co-worker’s mannerisms, bearing or appearance to bring a minor or major NPC to life? Personally, I’m especially fond of stealing surnames. I mean, there are a lot of great name generators out there, but finding a good name in the wild always adds some verisimilitude for me.

Just Look Around You. There is a whole world out there, the least you can do is steal some it.

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Pax Romana by Jonathan Hickman

How would a modern army stack up against Ancient Rome? It’s a killer hook that is explored with aplomb in Jonathan Hickman’s Pax Romana; a comic series about a near-future Vatican plot to save the Catholic Church by sending an army to Rome on the eve of Constantine’s victory at the Milvian Bridge. It’s a great set-up that could be the foundation of a fun campaign. Doing my best not to spoil the series, I’m going to try to suggest a few elements that GMs can thieve from this fine, fine book.

Now Pax Romana is chalk full of plot twists, turns and payoffs, so if you haven’t read it yet I strongly suggest you go down to your local comic shop and pick up a copy before reading on. Then again, if you aren’t a spy bot and you are reading this, I’m just plumb delighted.

The gist of the premise is that in the mid-21st Century, the Vatican gets access to technology that will allow them to send a certain volume back in time. Beset on all sides, they opt to secretly assemble a genetically enhanced military force (led by a Church Cardinal) to go back in time to the days just before Constantine the Great’s unification of the Roman Empire. The plan is to support and guide him (and his heirs due to the soldiers’ enhanced life expectancies) in such a way that the Empire will not fall and the Catholic Church will never be seriously threatened in Europe and the Near East.

Needless to say, this plan quickly goes off the rails; primarily due to differences in philosophy between the force’s military commanders and their spiritual leader. The survivors of this internal dissent then begin to forcefully impose their agendas upon antiquity and the series charts the consequences of both their decisions and the what happens as their individual agendas begin to diverge.

Now the takeaway from the book, for me, is to provide both a great hook for a one-shot or short campaign and to give a solid example of a high-level campaign where the players have the power to dramatically change the world.

As a hook, it would be easy enough to just run a game where the PCs are the leaders of this expedition (or a similar one to another time or world). Give them limited, but powerful resources, a vague mission statement and let them go nuts.

Similarly, as a campaign example it illustrates a few possibilities as to how to keep things interesting when the players represent the biggest single power in your game world. You can still push their agendas against each other, introduce other travellers with a similar remit and have them deal with plots by the very people they are there to help.

Regardless, I strongly recommend you pick up Pax Romana, give it a read and take everything you can from it for your game!

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Stealing Nothing From the Prince of Nothing

I’m half-way through the ‘Prince of Nothing’ series by R. Scott Bakker and I’m really not sure what I think of it. In some ways, I’m not enjoying reading it, but I’m not sure I’m supposed to. It is of high enough quality that I am soldiering through. That said, there a few things I’d strongly recommend thieving, his take on magic is particularly cool. I will talk about those at a later date. Today though, I’d like to talk about something you shouldn’t steal: alien verisimilitude.

In “The Darkness That Comes Before” and “The Warrior Prophet” Bakker constructs a world that is wonderfully rich in detail. Borrowing from Byzantine history, the Crusades and the near East, Bakker builds a world that is at once familiar to students of history and the genre, yet is very different from standard D&D fare. Nearly every bit of setting evokes that it is the result of hundreds of years of history, culture and development; something that is very necessary given the themes of the novel.

And oddly enough, this level of detail is exactly what I wouldn’t recommend stealing. Don’t get me wrong, I love me some Byzantines. I dig on Caliphates. I am always happy to go deep into the strange. But there is a point where it can get in the way, especially for a game setting. In the case of the ‘Prince of Nothing‘ series it comes with Bakker’s efforts to give his setting an authentic feeling by giving every nation, personage , and tradition extremely unique and, frankly, often alien names.

We get Dûnyain and Anagogic Schools, the Inrithi and Anasûrimbors galore. And it does feel real, but you need to do the work to see the logic behind the names and you need to work to keep them straight. The key word being ‘work.’ As a reader, I think it pays off. As a player, I think I would be willing to do the work. As a game master I think it would be a dick move to assume my players will.

Honestly, not all of my players are huge students of history. Most of them do not have time to read more than a cursory bit of setting info. This is not their fault. If I want to insist that they need to be versant in thousands of years of setting culture and history, that is my problem not theirs.

Instead, if I want to play in a milieau similar to that of Bakker’s, I suggest keeping the names simpler. Fewer random accents. More familiar vowel sounds. The occasional name flipped by a letter to really emphasize that I’m just rubbing the serial numbers off of something (if you like Byzantium, you’ll love Kryzantium!). If I’m going to have an Elf like race, then I should suck it up and call them Elves or Fair Folk or Fae or something my players can hang their hats on easily.

Because the reality is that these names are labels and hooks and pegs that every player needs to be able to use easily and fluently at the table. It is often difficult enough to get across an NPCs mood or the layout of a room at the table, never mind what a game of ‘Shmelguggi,’ when I could just sacrifice some depth and call it ‘chess.’ It’s a choice and, at least when a game is starting out, I would always suggest erring on the side of familiarity.

And before you start, I am aware that R. Scott Bakker came up with the idea for these novels while playing an RPG (which only makes sense given that this story revolves around a ‘chosen one’ who is, in many respect, as big a sociopathic jerk as any PC). That said, I would bet that if this setting had its genesis as an RPG setting, it almost certainly evolved over time and organically.

You start by just playing D&D. You end up playing in a rich world. Don’t rush it.

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Blake’s 7 Episode 2: Space Fall

This week’s ‘Stuff to Steal From’ looks at the second episode of Blake’s 7, a show that every self-respecting geek should see. The basic high concept is simple enough ‘Robin Hood in Space’ or ‘British Star Wars’ as envisioned by the creator of the Daleks, Terry Nation.

As actually produced it’s more like ‘Swinging Glam Rock Rebels versus Sexy Space Thatcher in a battle ending in Madness, Failure and Death.’ I mean, Blake, the character for whom the series is titled, is only even around for the first two of the four series. And that is pretty awesome, if you ask me.
While the whole series is a great mine for GMs looking for ideas, the series’ second episode, which really gets the ball rolling, is a perfect template for a good first session.

Blake is doomed to be hauled to Cygnus Alpha, a prison planet, for political crimes. He is bundled onto a prison transport ship along with other highly skilled criminals and rebels (who will become a good chunk of the permanent cast). While the prison ship is on its journey it encounters a derelict highly advanced alien vessel and, after losing several crew members in an initial attempt, choose to send Blake and a number of expendable prisoners as part of an expedition to recover the craft.

The ship, it turns out, is alive and not keen on having intruders. Blake and his cohorts overcome the ship’s defences, cut a deal with the ship itself and become its new crew. Freedom fighting ensues.

To me, this is a great concept for a first adventure, particularly if your Players know roughly what’s coming for the first session while making characters. All you need is for your PCs to have a reason to be on the prison vessel and then decide what sort of unknown object they will be sent to explore (and use to escape). While it lends itself to a Sci-Fi game, one could easily adapt it to the fantasy genre by turning the alien space craft into either a magical vessel of some kind, a disappearing island, or even the back of a whale.

Using ‘Space Fall’ as a starting point gives you:
• A PC group of convicted criminals, wronged rebels and even sympathetic guards with a relationship to some kind of nation, empire, or power
• It gives you a base of operations and transport that the PCs can use in their wanderings
• An automatic hook. Even if the PCs aren’t strictly rebels, someone is going to start looking for escaped prisoners
• A MacGuffin in the form of the ship, island or what have you that the PCs have and other forces may want.

All in all, the next time you are looking to get a campaign off to a jumping start, you could do worse than digging up a copy of Blake 7 and stealing everything you can!

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Stuff to Steal From: Doctor Who – The Aztecs (1964)

Doctor Who is one of those great treasure troves of stories and ideas that GMs can plunder from again and again. Personally, I can’t count how many times I’ve adapted ‘Tomb of the Cybermen’ for my Players in one form or another. But today, I’d like to go a bit further back to an episode that is probably not as well known as most.

The Aztecs does not feature Daleks, Cybermen or alien menaces in any form. It is one of those purely historical episodes that relies on misunderstandings, poor choices and human ambitions for its drama.

The Tardis crew—comprising at this time the reluctant travellers, Barbara and Ian, the Doctor’s granddaughter Susan and the Doctor—land in the Aztec empire in the fifteenth century. Before you can say ‘boo,’ they are separated from the Tardis (it is hidden within an apparently entranceless tomb) and Barbara is mistaken for a god.

Desiring to end the perceived barbarity of human sacrifice and wishing to give the Aztecs a fighting chance against the Spanish, Barbara attempts to change history by declaring an end to human sacrifice. Hilarity and cultural misunderstandings ensue as Barbara’s attempt to change the world runs up against the ambitions of a faction of Aztecs. The Doctor even gets to give a ‘stupid humans, don’t try to change history’ speech; possibly his first.

Truthfully, this episode has a glacially slow pace from the perspective of a contemporary television viewer. There is a lot of standing and talking followed by more standing and talking. But don’t let that fool you. This episode still has plenty to steal.

For starters, if you are running a game involving travellers to strange lands, I would certainly recommend taking a page from the Aztecs and having a PC be mistaken for a god. Moreover, it’s a good template the next time you are tempted to say ‘yes’ when your Players try to bluff themselves into a similar situation. It works because:

• It shows that being publicly thought a god isn’t that great, there will be plenty of cynical priests out to use you for their own ambitions

• It gives duties for each of the PCs who are not taken as gods as ‘demi-mortal’ servants of the god, in The Aztecs these included:

o An advisor (the Doctor) who could mingle with a certain faction of more pliant Aztecs (and have his first on-screen romance)

o A champion (Ian) who very much rubbed the established warriors the wrong way

o A marriageable pawn (Susan) who can be drawn into local politics and potentially used against her compatriots

o An honoured sacrifice (not one of the Tardis companions, but I’d make a PC one) who is lauded as hero and given glory, but is doomed if they go along with local custom

• Each of these roles leaves a fair bit of room for the Players who haven’t been mistaken as deities to make decisions and stir the pot

• There is a ticking clock, a climatic scheduled sacrifice slated to occur during an eclipse, that forces all the characters to act and react in a timely way

Taken together, I think there is enough ammunition for a one-shot or a two or three part arc in an ongoing campaign (your ship has crashed on a primitive world and the auto-repair requires two weeks to finish working, your fantasy adventurers have washed up on an unknown island). It even falls into that great category of plundered GM materials: one that your Players are probably not super familiar with.

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Stuff to Steal From: Running Man (1987)

Today I’d like to bring to your attention a fine film from my childhood: The Running Man starring Arnold Schwarzenegger. The premise is a variation of The Most Dangerous Game by way of Stephen King. In a dystopian future dominated by a totalitarian government and obsessed with network TV, prisoners are forced to run for their lives on the game show “Running Man.”

The meat of the film follows Arnold, a fairly bland love interest and a number of other prisoners as they make their way through the ruins of L.A. pursued by a posse of over-the-top, gadget equipped, ‘stalkers.’ The stalkers include appropriately themed villains as the ice-skating Sub-Zero, the fire spewing Fireball and the retired super-patriot (played by Jesse Ventura) Captain Freedom. Witty one-liners and violent deaths aplenty follow.

So why watch this film with an eye towards adapting elements of it for your campaign? Well, besides the gratuitous action and witnessing Arnie at the top of his game, the film offers thieving GMs:

• An easily stolen hook, batch of NPCs and tone for running a ‘deadly game show’ adventure in your current game.
• Engaging and easily adaptable action set-pieces. The ice rink encounter with Sub-Zero, for example, would translate brilliantly into many games.
• The film’s ‘Stalkers’ can be quickly lifted and used in both deadly game show and other roles (they would make excellent bounty hunters, for example).
• The other game shows like “Climbing for Dollars” are also solid fodder for the sadistic GM

While it may seem that the Running Man is only suitable for adaptation to modern and future settings, I think the basic premise can be used in a number of other genres. Some possibilities include:

• Drop the game show aspect and turn it into a straight gladitorial competition enjoyed by decadent nobles.
• Turn the ‘Stalkers’ into well equipped aristocrats looking for the ultimate thrill.
• Change the game show into some sort of contest or ritual to determine the champion of a particular city or cult.
• Tone down the absurd elements and play up the scenario’s basic horror ala Saw.

In the end, The Running Man is a violent, but light-hearted, flick that doesn’t take itself too seriously. It’s also chalk full of adaptable material for sticky fingered GMs. Most importantly though, the film’s premise and execution is fun. Even if your players know every twist and turn from the film they will almost certainly enjoy running through a deadly game show scenario using their wits and their PCs ablities to try to escape in one piece.

I think that running run your players through the deadly gauntlet of a dangerous game show is a simple joy every GM should get to experience. So relax and steal from this 80s classic.

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Stuff to Steal From: Small Town Noir

Small Town Noir is, and probably always will be, one of my favourite blogs.

Each blog entry includes the mug shot of a criminal arrested in New Castle, Pennsylvania and the story behind it. Using local sources, the blog puts the entry’s crime in a historical context and often provides information on the lives of the individuals in the mug shots before and after they were taken. As described on the site “The mug shots on this site were all taken in New Castle, Pennsylvania, between 1930 and 1959, and were rescued from the trash when the town’s police department threw them out. The information that has been used to reconstruct the stories behind the pictures comes mostly from old copies of the local paper, the New Castle News.”

The stark images of each of these apprehended suspects alone make this site worth a visit by anyone running a game set in the 30s, 40s or 50s. It provides a glimpse of the fashions and faces of the kind of hard cases that PCs and NPCs are made of. Moreover, it also provides a healthy stock of names and background stories that can be easily appropriated by a GM who is looking to create a tough NPC with an authentic sounding name and a bit of off-the-shelf history.

Take Ross Paswell and Harold Geary, for instance. In the winter of 1945, this duo, one bounced out of the Navy and the other unable to join, help up a cafe and made off with a relatively trivial amount of cash. Stealing cars and living it up with the girlfriends, the Ross and Harold are a classic pair of human-seeming henchmen that could be dropped into any adventure set in the middle of the 20th century. Ross Paswell is a particularly interesting figure.

His entry recounts his protests against prison conditions and his support of radical social causes thoughout the rest of his long life. A life, it must be said, sprinkled with other crimes ranging from petty to violent. Emerging from prison in the early 70s, Ross went on to work with prisoners and became a model rehabilitator, if also a bit of crank. Were I in need, I think Ross is a tailor made mouthy, smart alec crook who may be a little too smart for his own good. Alternatively, he may be a good PC patron if you were to use him as a model for a charitable man with a chequered past seeking help.

Even if you were playing in a more pulpy or super game, I still think the mug-shots and stories of these suspects can be easily wrapped in more garish costumes and still feel real.

For me, at least, every entry of Small Town Noir is a feast of hard-boiled history that gets my imaginative juices rolling. I look forward to its updates and if you are thinking of running any game set in the middle of the 20th century, ranging from Call of Cthulhu, to any Golden Age or Silver Age supers game, I strongly recommend you subscribe to the RSS feed and get regular inspiration.

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Stuff to Steal From: The Rockford Files (1974-1980)

The Rockford Files is a free-wheeling detective program starring James Garner that was originally broadcast between 1974 and 1980. Its also a source of easy to steal RPG scenarios, loaded with characters ready to be turned into NPCs. The program featured the misadventures of Jim Rockford, an ex-con turned P.I. as he lived hand-to-mouth working on cases that inevitably proved to be more trouble than they were worth. The show’s appeal had a lot to do with its breezy scripts, James Garner’s charm and one of the greatest opening sequences of all time.

The Rockford Files is a standard, ‘done-in-one’ old-school episodic television show. In nearly every episode:

  • Jim takes a case, reluctantly gets in over his head
  • Is framed for a crime or hunted by someone with bad intentions (often both)
  • Trashes a rental vehicle (seriously, who rents to him?)
  • Solves the mystery and either gets the girl or gets paid (rarely both).
  • Usually this is supplemented by wise-cracks by his father (played by the great Noah Beery, Jr) or Sgt. Dennis Becker his reluctant ally in the police (played by Joe Santos).

122 episodes of The Rockford Files were produced, so don’t expect me to get into any details on individual episodes, but I will say this: GMs running mission based games could do a lot worse, than to steal the occasional scenario from The Rockford Files. Each plot has more than enough twists and reversals to offer a good GM a trick or two to have up their sleeve.

Easily the most liftable element of The Rockford Files is that Jim Rockford’s antagonists are never sitting still. The show takes a page from the Raymond Chandler/Mickey Spillane school of detective writing in that Jim tends to blunder into a situation, usually posing as someone or something that he’s not, stir up a hornets’ nest and then react to the fallout. In many ways, Rockford is more a con-artist than a detective, with the consequence that the show is usually about Rockford forcing people to act in order to uncover the truth.

To me this is gold. Look at it from an adventure writing perspective. Each episode provides you with a solid investigative mission hook for the PCs and a sense of how the various NPCs and factions will react once they inevitably start poking around. Especially if the poking takes an unusual form.

While not all PCs are likely to show up on a mobster’s doorstep pretending to be a health inspector as Rockford is wont to, they do tend to do off-the-wall things and an average Rockford Files episode might inspire you with ways for characters to react to unorthodox behaviour. Bonus points if it inspires you to react in a manner other than ‘they try to kill you,’ although that happens often enough in The Rockford Files.

At any rate, whether you intend to steal some ideas or not, The Rockford Files is currently streaming on Netflix, so if you have an hour to spare and are looking for a good time, check it out. You won’t regret it.

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Stuff to Steal From: The Centurion (2010) — Part Two

The Centurion is not only a great film, but it is pure game mining gold. Last time, I wrote about the film’s plot and themes and discussed how its scenario might be used by sticky handed GMs. This time, I’d like to talk about two key elements that are necessary to bring the scenario to life: Characters and Challenges.

Characters

The best way to get mileage out of a Centurion-like scenario is to make sure you have some conflict front-loaded into the PCs. In the film, this is manifested by the characters Macros and Thrax, who are willing to go to any length to survive, including leaving the rest of their comrades to their fate and even betraying each other.

If I was crafting PCs for a one-shot scenario, I would probably do something like this:

  • PC 1 is secretly responsible for the extremity of the PCs plight (stole something or killed someone)
  • PC 2 is almost sociopathic in their desire out to save their own skins
  • PCs 3 and 4 have a reason to intensely hate each other
  • PCs 5 and 6 would be team players, but each would have a reason to trust and distrust one of the above PCs

With a nest of serpents like this, I would hope to get as much drama out of scenes between characters as those involving the Tribal Hunters.

Challenges

To make this scenario work, I think you need the PCs to face a greater challenge than just the Tribal Hunters who are out to get them. They need to find the environment and the journey themselves to be a challenge. This has to mean more than just difficult dice rolls. The players will need to make choices and those choices will have to have consequences.

For instance, if the PCs rush north through the frozen crags, then they need to suffer from exposure and deal with any failed climbing rolls in a hurty way. If they take their time and try to prepare using survival skills, they need to have pressure put on them by their pursuers. If they choose to take an easier path, then you need to make it clear to them that it is easier for the Tribal Hunters too.

Finally, their pursuers need to be more of an environmental force and plot driver than a discreet group of baddies that can be beat in one sitting. At the beginning of the scenario they should show up in overwhelming force and use it ruthlessly. I’d consider keeping a spare PC around that can be handed out to a player who loses their character in these early encounters. That said, once you establish their bad-assity, you also need to give the PCs the option to run, because if they don’t, it is a short game.

As the scenario progresses, give the PCs the opportunity to pick off members of the Tribal Hunters or make it clear that by taking a more difficult route, they are starting to shift the odds in their favour. One option would be to use some glass beads to represent the strength of the pursuers and remove one each time the PCs overcome a difficult obstacle. Once you are down to one or two beads, it may be time to try and steer the PCs towards a satisfying set-piece battle that settles their fate for once and for all.

So there you have it, a great film with a great scenario there for the pillaging.

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Stuff to Steal From: The Centurion (2010) — Part One

Neil Marshall’s Centurion is a tensely paced, graphically violent and perfectly taut military thriller set during the high water mark of the Roman Empire. It tells the story of the Ninth Legion’s last mission before it vanished from the historical record with aplomb and a fair bit of stabbyness.

If you haven’t seen it, you really should. When else will you get to see McNaulty from the Wire, Mickey from Doctor Who and Magneto clash with tribes of Picts who are both extremely deadly and justifiably pissed off.

Also, if you haven’t seen it, from here on out there be Spoliers and suggestions on ways for Game Master’s to steal shamelessly from it. And honestly, I think there is enough material in this film to warrant at least two ‘Stuff to Steal From’ entries.

The Gist

Quintus Dias (Michael Fassbender), a canny plebeian centurion who has survived torture at the hands of the Picts, is tasked to help guide the Ninth Legion (led by Dominic West’s Titus Flavius Virilus) on a pacification campaign against said Picts. The campaign is motivated by the political ambitions of a corrupt Roman governor and goes to hell with impressive alacrity. In the aftermath, Quintus leads a rag-tag band of survivors (including Noel Clarke’s Macros) on a rescue mission deep in Pict territory and then, using his insights into Pictish culture, attempts to escape a group of highly skilled Pict trackers.

The bulk of the film focuses on this chase as Quintus and his comrades must overcome the treacherous environment, inhumanly driven Pict antagonists, and betrayal among their own ranks. It isn’t all ‘Run!’ and ‘Stab’ though. There’s a fair bit of character development between the Roman legionaries, amongst the Picts and with the sole neutral figure cum love interest (Imogen Poots’ Arianne). In the end, Quintus is ultimately forced to choose between corrupt Roman civilization and the unforgiving savagery of life beyond the empire’s frontier.

The Centurion as Scenario

The Centurion’s basic plot—a varied group of misfits, thrown together by chance and with different agendas are forced to escape from a superior force—is the stuff that gaming one shots are made from. This scenario is liberally tossed with an examination of the concept of ‘the frontier’ as the characters have the opportunity to move literally and figuratively between the rotten, civilized world of Rome, the brutal and bloody world of the Picts and the uneasy and fragile space that sits right on the edges of both.

As cool as the Roman trapping and setting is in The Centurion, the film really isn’t about Roman Britain, and its scenario and core themes can be dressed in any trappings a GM chooses. One could, for instance, recast this scenario the Star Wars universe by substituting the Romans for Imperial troops trying to escape from a tribe of force wielding aliens. The same themes and challenges would be there.

Next time, I’m going to write about a few key elements I think you would need to bring this scenario to life.

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