Showing posts with label Agents of SWING. Show all posts
Showing posts with label Agents of SWING. Show all posts

Friday, May 27, 2011

Weekend News Update

Caladon Falls Still Needs Your Help






Time is drawing near on the Caladon Falls fundraiser, and Savage Mojo still needs your help. A great campaign with a nice twist on standard fantasy that, I think, appeals to the Savage Worlds fans who also like stuff like Warhammer and Dragon Age.


The RPG Blog Alliance


I'm not usually a "joiner", but here I am, a member of the RPG Blog Alliance. After just a couple of days, we are already more than 100 blogs strong, and in addition to hosting a combined RSS Feed, the RPG Blog Alliance has their own centralized set of message boards.

I Have Seen Savage Worlds Deluxe And It Is GOOD.


As part of my work as a freelancer, on such projects as *redacted*  and *redacted*  (both coming soon), I have been allowed a prerelease look at Savage Worlds Deluxe. Honestly, from everything I had heard, I was incredibly skeptical about the need for Savage Worlds Deluxe, but those thoughts disappeared pretty quickly digging into the book. The return of *redacted*  was surprising, but not unexpected, and very welcome. The section on *redacted*  is really great, providing more *redacted*  for players and GMs. As good as it is, the new *redacted* don't quite work for me as well as the old ones do, and I was kinda surprised at the complete removal of *redacted*. It's some really good stuff that will hopefully take Savage Worlds to that next level.


Part-Time Gods Shatters Another Benchmark


Eloy Lasanta's Part-Time Gods kickstarter just keeps on going, breaking the $6,000 mark...astonishing. He's been releasing regular updates over on the Kickstarter page, including art previews.

Development Issues


The Sekrit Projekt I mentioned last week is probably NOT going to be showing up around October after all, especially if I plow ahead with pursuing a commercial license and Pinnacle does approve it. I have been tapping some of my contacts for advice and aid, and I'm ultimately thinking I may need to go back to the drawing board. However, I will get SOMETHING out the door in time for Halloween, regardless.

Postmortem Video Trailers


Ian Warner of Postmortem Studios sent me links to all of these the other day, and while I had seen the Tough Justice one, the rest were new to me...behold, the YouTube trailers for four of Postmortem's games!

Invaderz Pocket Edition


Tough Justice

Agents of SWING

Courtesans

I'm off this weekend, starting a new job on Tuesday...I plan on releasing reviews of Sword Noir, The Path of Kane and MACHO over the weekend, for your reading pleasure. Thanks!

Interview with James "Grim" Desborough

As Postmortem Studios Week draws to a close, I was pleased to have the opportunity to conduct an interview with founder James "Grim" Desborough, originator of the Shadow World (which I reviewed much of this week), as well as writer of Agents of SWING and numerous other projects. My apologies if my interview skills don't do the subject justice.

Enjoy!

TB: First off, you've been around the RPG scene a while, both with your own company and otherwise. Tell us a bit about that. What are some of your favorite books you've worked on?

JGD: I guess I am getting old yeah... *chuckle*. My first forays into publication were photocopied fanzine type affairs. A little mag for a PBM game called Brass Stud that went under just as I was about to get going and a little magazine I put out around my school called HARDWARE, which was full of hand-drawn comics, and little articles put together on my Atari ST. I followed that up with some naughty photocopied source stuff for Cyberpunk that I shouldn't have done... I was 15/16 or so.... go figure... but my first big break came about with my writing Partner Steve 'Big Steve' Mortimer. He's stuck to being an IT professional since, though he helps me out on occasion and we both sob over a whisky now and then that we didn't have a better deal over The Munchkin's Guide to Powergaming as otherwise we'd both be rolling in dough.

Curse that Steve Jackson, curse him.

Also bless him for giving us our first break in writing The Munchkin's Guide because that's what kind of got the ball rolling for me back in 99/2000. From there Mongoose wanted me to do some humour books, which I did, that lead into other work and I've been pottering about all over the place freelancing like a whore ever since, as well as publishing my own stuff since the dot-com bubble bursting left me out of a job for two years and it was either start my own business or become a chav.

TB: On another board, you recently said that the game you made that more people should be aware of is the Blood! RPG. Tell us a bit about that. What sets it apart from other horror games?

JGD: Blood! was a sort of chance find for me and my group, back around 90/91 or so. I was in Esdevium Games in Aldershot - which was this sort of mecca of gaming back then - and wandering up and down the aisles in sheer shock and awe at the amount of goodies there were when a picture of a face nailed to a table caught my eye. I picked it up and bought it, I can't remember what else I bought that day and we started playing it also immediately. I don't know what grabbed us so much about Blood! really, but we've always had a really good time with it. Considering it came out at the same time as Vampire, which changed EVERYTHING, it's unashamedly old school, almost a sort of mash-up between Call of Cthulhu and Rolemaster in a lot of ways but damn it... the crunch WORKS really well for horror. The critical hit tables, the sense of vulnerability, the resource-tracking of blood, energy and health. It shouldn't work but somehow it does.

Anyway, always loved the game and for years was trying to track down Norley Tucker and the guys who'd originally written it, all of whom have gone on to do pretty normal things really! Eventually I tracked them down and got permission to do a re-issue, so I updated the game and brought it back to life. What sets it apart for me is that it's a real labour of love. I adore that game, especially for survival horror, so I was in pure 'SQUEE!' mode the whole time I was re-writing it. What makes it different I think, to the crop of current horror games, is that it takes this more mechanistic approach rather than a story approach. It's visceral and bloody rather than psychological and the mechanics lead the way. You could almost call it 'Old School' I guess.

It shouldn't work, but it does.

TB: Postmortem Studios has a knack for mixing biting social commentary with a healthy mix of humor in your games. More impressively, you make games that are actually playable as well as funny. I mean, WizKid IS essentially a functional Harry Potter RPG. Is it difficult striking that balance between funny and playable?

JGD: Satire is relatively easy, comedy is bloody difficult, especially in games because you'd no real control over what people are going to do with it. That's why I think a formulaic approach - such as I used on Invaderz and Urban Faerie work pretty well. The whole Shadow World line kind of spawned out of my frustrations with the Camarilla LARP society from the mid-90s to the mid-2000s, White Wolf's mismanagement, the incompetence, cheating, backstabbing and stupidity of the people who ended up in charge of the group through sheer attrition and the whole revival-goth scene that was going on at the same time. I had my personal demons to exorcise and so Bloodsucker was the way to do that. I'd pretty much gotten that out of my system with Bloodsucker though I had notes on what I'd do in the other games if I was going to do them and, frankly, vitriol really helps in humour, taking the piss out of things comes easy to me. There's a Henry Rollins quote that sums it up I think:

"Like a lot of you I hate. A lot. The difference is that I hate with style and creativity."

Ian Warner came to me, having loved Bloodsucker and we got talking about supplementary material and he wanted to see these other games. Without my scattershot ideas going on and a bunch of freelancing I simply don't have time to do all the game support that I'd like to, so we ended up with him taking over the line - based on my notes - and kind of doing his own thing, splitting the profits. Wizkid is primarily his work rather than mine, though there was a bit of an editing and directing hand going on. I knew I wanted to make fun of slash fiction, the teen witch craze and everything and Ian delivered.

I think so long as you make a solid, fun game, it's going to be playable whatever else you have going on. So... no, I don't think it's that much of a challenge to strike the balance so long as you have a solid system at work behind it. Xpress and Beer & Crisps seem to work for that.

TB: Obviously, Postmortem Studios has little use for political correctness (and good, I say). However, do you think this helps Postmortem as a company, by providing well-written, adult fare...or does it hurt Postmortem as a company, by potentially alienating potential customers?

JGD: It's not so much political correctness that we have an issue with, the idea of being inclusive and thoughtful of others is a good one, the problem we have is that it's used as a stick to beat people with by people who are, in the main, hypocrites and who do exactly the same sorts of things they accuse others of doing. I'm interested in controversial topics, I like humour that sails close to the bone and I'm British - we use swearing like punctuation. If this rubs a few people up the wrong way, fuck 'em. Problems are 90% of the time due to people's comprehension, so I don't let it worry me too much.

TB: When Invaderz Pocket Edition was released, you went with an "app pricing" model, similar to the one that Adamant Entertainment recently abandoned for their ICONS line. How did that fare for you?
JGD: I was a bit more cautious than Adamant and I predicted - rightly - that it would be a boom then a slump as people grabbed all the stuff they really wanted cheap and then... ran out. I think the audience is too small and the product cycle too slow to fully support the app model BUT I do think it has a place. I have a LOT of ideas for little mini games and experiments - like Ace of Hearts - and I have a lot of ideas for things that are fill-in games, the kind of pick up and play stuff you do when someone can't make a session. I think these things - and adventures - are perfect for app pricing, but people are certainly willing to shell out more for a decent game and the difference in sales between $1.99 and $9.99 really isn't that massive. We sold more Wizkids than Invaderz with Wizkids at full price and Invaderz at app price. That said, we sold more Invaderz Pocket Edition - straight away - than we sold of the old Invaderz at full price over its entire sales span.

Cheap encourages people to take a risk, it's great for short indie games, story games or experiments and it means you get your investment back quickly. Great for adventures too. It's really worked with Invaderz, Ace of Hearts and the 6-Pack adventures we do so you'll continue to see app-priced products from me, when it's appropriate.

TB: In the past and present, Postmortem Studios has supported OGL, 4e, Pathfinder, Tunnels and Trolls, and now FATE, in addition to your own, in-house systems such as Xpress. Does Postmortem plan to pursue any more licensee agreements in the near future?

JGD: Using existing systems is a great development shortcut, it's also a more solid basis from which to modify and 'fix' to your needs, as I did with FATE for Agents of SWING. I'm a 'system matters' kind of guy though and sometimes an existing system just isn't right for a game you're working on and you have to find something of your own. We will be using/licensing other systems. A couple of d6 games are in the works - early stages - and I'm in negotiation to use Savage Worlds and Silhouette for potential future projects. I'm also trying to formalise arrangements to produce official - un-buggered with - support for C7's FATE games.

TB: Savage Worlds? Now that's awesome. Anyone who reads the blog knows I'm a HUGE Savage Worlds fan. Can you touch on what that might entail, even vaguely? (I understand if you can't, but the fanboy in me has to ask). 

JGD: That may entail a sort of 'space camelot' game that I was approached with - I'm trying to do more to help other new writers get stuff out there. Also a South American company wants to do a Savage Worlds version of '45: Psychobilly Retropocalypse. They've applied separately but if that gets approved I see no reason why that might not happen at some point in the future.

TB: Shadow World is a parody of/homage to the World of Darkness (as well as other pop culture)...and has spawned three games thus far. How far are you planning to go with it?

JGD: Shadow-World will go on as far and as long as Ian wants to take it. I know some work/thought has gone into Construct and Dogboy but what comes of that remains to be seen. I know Ian's going to take a little bit of a break after Courtesans to work on some novels and things but I'm sure he won't be away for too long. For myself I intend to blog some more support for the games and we'll see if anything comes of that. Cantrip Comprehensive for Wizkid, particularly, I want to finish blogging and maybe write up/edit into a full supplement. Private school settings don't give me the venue to relate the horrors of my own experiences at school *grin*.

TB: Congratulations on the success of Agents of S.W.I.N.G. Will there be any further support for Agents? What about any future FATE-based games?

JGD: Thank you, it kind of took me by surprise... I had lots of plans for support products but the popularity of the game has meant that it suddenly becomes a lot more pressing. I've commissioned Nefarious, which will be a villain/organisation book, I have another adventure - Snake Eyes - which is just about ready to go, I have Control's Casefile which is the GMs version of the Agent's Casefile - and will contain errata, villain, henchman, goon and plot worksheets as well as references and there's plans for Section books and villain books. So there will be support. Part of the problem is that I want to use the same people for the art and the wonderful Brad McDevitt tends to get booked solid. We've talked though and we'll see what we can do.

As I said before I want to support Starblazer and Anglerre by C7 and given the popularity and warm reception given to my spin on FATE in Agents of SWING I may push another one of my projects, a re-take on the Flash Gordon/Rocketship genre up the schedule and do it for FATE rather than d6, the system decision is one I've been umming and ahhing about for a while but this success may settle it.

*Sigh* Too many ideas, not enough help or money.

TB: And just a fairly silly question: Do you have a "dream" project that you have been unable to do for any reason, (maybe it's a license, maybe it's a collaboration with someone who has been unavailable, etc)? If so, what might that be?
JGD: I wanted to work on a game set in Bas Lag, but Adamant beat me to the punch there. I did, at one time, have licensing rights to Peter F Hamilton's work, but no company was interested in pursuing it at the time and I wasn't in a position to do so myself. A dream project... hmm... actually I want to move over to MMORPGs and bring more of a tabletop sensibility and advantage to some of their design choices. So many of them are stuck on a class/level mentality and that's an eventual dead-end, as I think WoW is discovering about now. Some modern design ideas and a more sandboxy style might help a niche MMO stand out from the crowd and be something greater than 'kill them and take their stuff' for 100 levels. So I guess that would be my dream at the moment, give MMO design a dry slap to wake it up.

TB: Anything else you would like to add/pimp/promote?

JGD: Just keep an eye on me please! I'm on twitter, you can find me on facebook, the company blog is fairly active. The one thing I really crave that I don't get enough of is interaction with people who play my stuff. I want that interaction, I want that community, I want to know what people want so please, get in touch, any of those places or the forums on UKRoleplayers that are set up for Postmortem material.

TB: Thanks for your time!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
And now I feel like I need to not only check out Blood!, but I wanna see this "Camelot in Space" business for Savage Worlds!

Hope you all enjoyed Postmortem Week...later today I'll post a little round-up of stuff, including one more special Postmortem treat.

Thursday, May 26, 2011

Tommy's Take on Agents of SWING

Okay, on one hand, I haven't found a FATE book that I could really get into. On the other hand, I have come to expect lots of good from Postmortem Studios, whether the book is written by James "Grim" Desborough (as this one is) or his protege Ian Warner (seriously, check out the Tough Justice review I posted yesterday).

Agents of S.W.I.N.G. has been quite the success for Postmortem Studios, but can it sway a guy like me, who has been less than enchanted with the FATE system?

WHAT YOU SHOULD KNOW: No one can write a small FATE book. This is a scientifically proven fact. Agents of S.W.I.N.G. is no exception, weighing in at a hefty 344 pages and $9.99 in PDF or available in both softcover and hardcover from Lulu. There are also two supplements already, the Agent's Casefile and the Control's Casefile, each available for free if you download, or in print for under $5.

The premise is that Agents of S.W.I.N.G. is a FATE-powered Spy-Fi game set in the 60s and 70s and drawing from sources like The Avengers, The Man from UNCLE and James Bond. SWING is the "Supreme World Intelligence Network Group", a secret espionage agency that is basically holding off all the bad stuff that the Cold War powers can't be bothered with because they are too busy suspecting each other of Very Bad Things.

Each player needs three six sided dice, apparently of different colors (any colors will do, but the author recommends red, white and blue), and I would note that Pandora can be used to set up a good 60s and 70s soundtrack for you if you like background music.

The Orientation Chapter is a well-written piece that tries to set the stage for roleplaying in 1967, noting not only the differences in philosophies, but in the flow of information as well (governments and media outlets were the end-all, be-all, you know). From there we dig into the mysterious organization SWING...no one knows how long it's been around, where the money comes from, and it's structure. Section 1 is Command, 2 is Administration, 3 is Quartermaster, 4 is Finance, 5 is Crime (as in "fighting", not "committing"), 6 is Information, 7 is Deadly Force, 8 is Uncanny Affairs, 9 is Specialists, 10 is Acquisitions, 11 is Internal Affairs, 12 is Espionage and 13 is -- well, there is no 13. Stop asking. Interestingly, a prototype supercomputer named ERIC2 is "boss" of the organizations, selecting agents for missions from the pool, sometimes seemingly at random. Each section is explained in detail, what they do, both at base and in the field. This is some interesting stuff...for instance, section 7 (the assassins) also double as "Jacks of All Trades"...the Finance Department, in the field, can requisition large sums of money at a moment's notice, etc. As you may have guessed, Section 11 (Internal Affairs) works under cover...even hiding their purpose from their fellow Agents.

SWING deals with organized crime, secret societies, mad science gone amok, the supernatural and even The Cold War. In all, the Orientation chapter provides a very extensive look at how the Agency operates, but still reads well and reads quickly.

The Induction chapter is character creation. First, get a concept, and then a name. FATE characters are defined in no small part by Aspects, and you take one based off of your Section. The author provides three sample Aspects for each Section, like Deadly Force "I Never Miss, Unless It's On Purpose" or Internal Affairs "Forever Vigilant". Next, an Aspect needs to be keyed to your character's Past, and finally, their Cover (every Agent has a cover story). From there, you define five more Aspects for your character, and then there are about 30 skills (ranked +8 to -3), with 20 points to spend. Finally, you get four stunts, of which there are a crap ton from which you can choose. You get a number of FATE points equal to 10 minus your starting number of Stunts.

One thing I've never been a fan of is really abstract damage, which FATE uses. There are three "Stress" tracks, Physical Stress, Composure Stress and Social Stress. Characters can opt to take "consequences" instead of suffering Stress damage.

I do like Advancement, which awards Skill Points at the beginning of a session and encourages you to spend them in the middle of the session, presumably when a new skill would be incredibly useful.

For most actions, you roll one of your dice and subtract another from it, then add your relevant skills to it to determine your Effort. The margin of success (or failure) are called Shifts, and are sometimes just cosmetic, but other times (such as in combat) play an important role in resolution. This can range from Disaster to Significant Failure to Failure to Minimal Success, Notable Success or Amazing Success. If you get more than three Shifts, you get a Swing die, which can be rolled with your positive and negative dice, and used to replace one or the other.

You can spend FATE points to activate Aspects, gaining bonuses to actions, or activate your own negative Aspects in order to regain FATE points. This also allows for some "creative editing"...making small changes to a scene that might benefit you.

Helpfully, we also get a list of examples of Consequences here, for each category and severity. A minor Physical consequence might be heavy bruising, while an extreme one could be crippled, for instance.

The Skills and Stunts chapter starts off by breaking down all of the skills, including any special uses of the skill (like Empathy being used to uncover Social or Mental Aspects). Similarly, all of the stunts are detailed here, like All The World's A Stage, which prevents you from making a worse impression than you started with, or Made of Steel, which lets you avoid your first point of Physical Stress.

The Quartermaster chapter is the equipment chapter, although it is handled differently than some games, as working for an agency provides you with a certain amount of equipment for each mission (three sets of ID is standard issue for SWING). It's a pretty decent list, covering melee, ranged and even explosive weapons...and weapons can even gain Advances like Accurate or Poisoned. A healthy list of spy equipment is also covered, like safecrackers, parachutes and so on, with their own list of Advancements. Of course, vehicles are also listed, with Advances like Caltrops, so your sports car can burst the tires of those following them in a high speed chase!

The GM chapter hits a lot of the old standbys, but also covers "Plot Stress", which is essentially a running tally of a minimum number of tasks that must be completed before the PCs can get on with the next scene. This also runs through a bit of pacing, such as the PCs getting hit with setbacks. A catch-all of miscellaneous rules are also present here, from falling damage to being set on fire to poisons and diseases. This chapter also discusses Villains, Henchmen (their right hand men) and Goons (the mooks). Villains are statted up just like PCs, Henchmen are slightly more abstracted and Goons are basically in a group before they can amount to a threat.

The Organisations chapter is all about building organisations, beginning with Scale (from Tiny to Enormous), which also affects the number of Skills and Aspects the organisation has. Next, you set the Scope, which can range from Local go Global. Oddly, this is one of the few chapters that doesn't really provide any examples, and it is sorely missed.

SWINGers is a bunch of sample characters/NPCs, a great many of whom are very thinly veiled take-offs on famous characters who served as inspiration for the source material...including The Professor, in case you're curious as to how to stat up The Doctor (as in Who?) in Agents of SWING.

A handful of villainous organisations (including a neo-nazi group and the giggle-inducing control freaks known as CONDOM) is laid out, serving also as examples of the Organisation rules from a couple of chapters back, plus providing examples of villains, henchmen and goons.

The Years is a timeline covering the 60s and 70s.

A whole slew of handouts follows, from character sheets to how chase scenes are handled to weapon and vehicle stats. There's even a table of contents at the back of the book, right before the index.

WHAT WORKS: I think I actually "get" FATE now, in part because of the author's writing and examples, and in part because of my experience with ICONS, which really does work as an "introduction to FATE". The author does a great job, however, especially with providing examples and with laying out the functions of SWING...the part about Sections and what they do in and out of the field is just great work. I admit I'm not up on my Spy-Fi, so I know I missed some references in the SWINGers chapter, but the ones I did catch were pretty great. The art, when used, is pretty evocative of the tone and never overwhelms the book.

WHAT DOESN'T WORK: I'm still not sold on FATE as being something me or my normal players would be huge fans of, but that's a personal preference and not a knock on the writing. Really, my biggest complaint is that I think it could have been organized better...especially when you have things like a two page list of Stunts...and later a list of stunts with a quick description...and then a whole chapter devoted to explaining each of the stunts...and then a handout with all those stunts on it. I like quick reference, but that felt excessive. Ultimately, it is a minor complaint as the book never feels "padded" and is certainly not overpriced, in my view. That said, I would have liked a sample treatment on Supernatural and Extranormal adversaries, since a whole section of the Agency is devoted to them.

CONCLUSION: I think it says a lot that FATE is considered "rules-lite", but the author got nearly 20 pages of handouts out of the system. Personally, I'm still not sold on FATE outside of the "beginner's version" found in ICONS, BUT this is a well written incarnation that remains focused on what it is trying to do (with the Spy-Fi genre). As mentioned above, I would have liked a few examples of using supernatural type opposition, since there is a whole Section of the Agency dedicated to it, especially for GMs who have little prior FATE experience to draw from.