Showing posts with label bunnies and burrows. Show all posts
Showing posts with label bunnies and burrows. Show all posts

Wednesday, November 25, 2009

You’d GM it if you could (but probably never will)

Since the 80’s, I’ve always tried to have an alternate game to do for my D&D groups whenever I was feeling a little burnt out, or if a player important to the current scenario was missing. From the late 80’s until the late 90’s, my usual alternative would be either Champions (my long-running setting was based heavily on Superhero 2044), or Call of Cthulhu. Both genres originally would meet with resistance by the group (they never burnt out on my D&D), but after a couple games under their belts my players would often request an alternative session.

After several years off from gaming, I have had this new group going strong for over a year now. At a time of year where it is easy for players to miss a game due to end of the year obligations, it is more important than ever for me to introduce an alternative game. Something that we can do if only three players can make it (I like at least four players for the D&D session, but three is ok for most other stuff).
For months I have been putting thought to this. For the most part, I don’t feel like putting all the prep into Cthulhu like I used to do. My Champions setting is something I would like to rekindle, with my only consideration being that we play for only around three hours on a Wednesday night. Many simple combat scenarios can take more than three hours with Champs.

Having remembered the great times running Gamma World and Metamorphosis Alpha when I was a kid, I have also been tossing around the thought of doing Met. Alpha using the Mutant Future rules.

So last week I got together with a couple of my players (the ones most into doing an alternative genre) over a few beers, to work on characters for both Champions and Mutant Future just to see how we feel. Both players came up with mutants (a human and a plant), and the results of their random mutation rolls really brought back the old fun of those old mutant games. Both characters ended up with one really crippling bad mutation, but the others were so good they wanted to use the characters as is (the plant got the faster aging mutation, but also got the three dice of acid blood damage mutation – nice. The human mutant got the slow action mutation, but also got the disintegration and teleportation powers).

Then we really got to work on the Champs characters (oh, the crunch) and there were some good ideas there as well. A street level game is what I want to go for at first. Andy came up with a chop socky Hong Kong cop, and Paul (a fairly new player to the group) dreamed up a two-fisted chemist who carried special attack vials of chemicals (web, acid, smoke screen) and knew Savate (French kick-boxing.)


So the alternative will for sure be Champs or Mutant Future based mostly on great characters getting created, maybe both. But this has me thinking about the games and settings I have wanted to do for a long time, but probably never will. Maybe one day I will game more, and on the weekends, but twice a month on a Wednesday night isn’t exactly conducive to lots of experimenting. And with at least a couple of my players not wanting to play if it isn’t my D&D, these alternatives will always be the least priority in what we do.

But here are the ones I’d like to do if I could, but may actually never get the chance:

DUNE – I never really could get into the book when I was younger, but I always got a kick out of the David Lynch film. Several years ago I suddenly got into a Dune phase. I watched the directors cut of the film, and went right out and got the book. With the film setting up some of the locales and themes in simpler form, I was able to enjoy the nuances of the book more. I even read the two or three sequels that followed. Then I logged in countless hours on the Dune 2000 video game. It was around that time I got a real hankering to GM a game in the Dune setting. With no official game releases on this, I probably would have used the Hero system . With players running mentats, pilots, warriors, etc. I would have adventures across the planets of the empire and finally to Arakis itself. Whenever I mention wanting to do a Dune game to my players, it usually goes over like a lead balloon. So I guess this one shall remain a dream unfulfilled.

RUNEQUEST – I played this more than I ran it as a kid, but I loved it. I always dug the simple elegance of the Chaosium basic role playing system, and the mythical, ancient Greece styled setting was a great break from our D&D games that were going strong at the time. With most of my current players preferring the pulp fantasy of D&D, this one shall likely remain a dream as well.

TRAVELLER – another great game from my youth. Like Runequest I played more than I GM’d back in the day. At Aero Hobbies in Santa Monica, where I hung out as a kid, this was a heavily played game, much more than D&D. I also really loved the Dumarest novels by E.C. Chubb as a kid, a major influence on Traveller even thought it doesn’t get enough of that credit. Although I’m not a fan of the whimsy of the character creation process, and that I think there could be more character development as games progress, I really would love to do a straight Sci Fi game with little or no fantasy elements.

KNIGHTS OF THE OLD REPUBLIC – I loved the video game on XBOX so much it made me want to run games in that setting, despite not being a hard core Star Wars geek. KOTOR is so removed from the yammering muppets, mincing droids, and lame humor of Sir George’s works, it really shines as a separate, more mature section of the SW multiverse. I actually got the chance to run several games for an established Star Wars gaming group recently, and despite that not working out the way I would have liked, I would love to spring this on my regular group. Problem is, they ain’t exactly hard core Star Wars geektards either. Long live Jar Jar (not).

BUNNIES & BURROWS – Even though I sold my first edition of this 1970’s game on Ebay a few years ago (sniff), I would love to run a small campaign of this Watership Down inspired old school RPG. I think I would find an alternative sytem to use for the character types (maybe Chaosium’s basic role playing) as presented in the original game, but I would really love to see how game play would pan out. Just going out in the field to look for truffles is a huge danger to these characters. So tense, furtive gameplay would be the order of the day. Yep, another lead balloon for my players. I don’t think they would buy my pitch.

So, those are some of mine. What kind of game would you like to GM, but probably never will?

Thursday, September 17, 2009

"It's about Bunnies!" - redux



(Note: As I am currently heading into the second weekend of a several weekend run of working at a Ren Faire in Central California [4 + hour drive], taking a class during the week, preparing for a bagpiping competition in October, yada yada yad - my posting is getting slower at a time when I was really getting into the flow. So I thought I would, here and there, dredge up a past post from earlier this year when I had maybe three subscribers and before my blogger network membership. I'm not egotistical enough to call it "best of," but perhaps there will be some interest in past stuff that I thought was worth talking/reading about. This one about Bunnies and Burrows has the distinction of being maybe one of two of my posts that James at Grognardia actually commented on - hold the applause!)


I had never read Watership Down, nor seen the movie by the time I first saw a copy of Bunnies and Burrows over 30 years ago. There it was on the stands at Aero Hobbies. All the older pricks were geeking out about it at the game table, like they did with most unique new games that came out. I don’t remember anyone actually running it at the shop, but I was somewhat smitten by it’s strange nature.I had of course heard of Watership Down in the school yards over the year. It would usually be one of the timid, shy girls reading it at lunchtime (this was before Goth kids came into their own and started to be recognized), or one of the seemingly speechless boys from the “special” class. It’s not exactly a “feel good” story. As Sawyer on the TV show Lost once sarcastically said, in a gleeful singsong voice as he was caught reading it “It’s about bunnies!”


I saw no sad little sick rabbits on the run from all kinds of scary things as I read the B&B rules. Only herbalists, fighters, and the incredibly appealing Maverick character class. The rules were fairly light, as were a lot of the new games coming out. It left a lot open to interpretation, which as any Grognard knows is the salt of the earth in a fun-to-GM game.


B&B came out in 1976, only a few short years after D&D, and it is recognized as the first game to have all non-human characters, and also as the first game with a detailed martial arts system. Your skills and abilities varied depending on your character class, and task resolution was on percentiles. There were great little “simple life” rules in the game that gave it a very quaint flavor. Your rabbit could only count up to 5, and I don’t think you were allowed much more than that in the way of objects in your backpack. Yeah, that’s right. These rabbits weren’t exactly humanoid, but it was obvious that they were more intelligent than animals, and could stand upright and manipulate things with fingers. This was not specific in the book – only some of the skills, and some of the drawings (a maverick holding playing cards, the soldier rabbits of the book cover, etc.) lead you to believe that they were more than plain old bunnies. Well, that and the fact that somebody had to have made the backpacks.


Seeing as you are a rabbit and one of the weakest creatures on the planet, role play was key over combat encounters. All forms of animals are listed as enemies, but only human beings with their “alien minds” were true monsters. Snares, poison, and natural hazards filled the daily lives of the little fellas as well.The rules book itself was pretty poor quality. It looked typewritten (as were a lot of my favorite gaming material of the time), and the “artwork” can only be describes as “scribbles.” I drew better looking artwork of cops beating up hippies on my high school Pee Chee folder.


A couple of editions came out in the following years. There was a GURPS version with a cover that could only be described as hilarious. It had two small rabbits furiously attacking a guard dog, like the two raptors attacking the T Rex in Jurassic Park. That seemed to kind of miss the point of the original game right there, but newer gamers probably would not want to play a game were you mostly just forage for truffles all day, Before heading down to the Doe cave to hammer out babies all night.I finally saw the Watership Down movie and read the book in the 80’s, and the game reflected a lot of that inspiration. Figuring I would probably never run it, I sold it on Ebay several years ago for about 50 bucks. Now that I’m going through my own retro gaming fad, I wish I had kept that one. I even created my own little gameworld for it about 10 years ago. Called “Rabbit Valley Days,” I was hoping to evoke those original rules using another system eventually, but I doubt I can sell my current players on it now. The game is about bunnies, after all.

Tuesday, July 21, 2009

The game that doubled in price overnight



Earlier this year when I agreed to do A Knights of the Old Republic game in the Star Wars Saga game, I picked up the core rules, and of course the KOTOR campaign guide. Both were around 40 bucks, and I managed to get both for close to 30 on Ebay in great shape.


I heard rumors a week or so ago online about how the KOTOR book was suddenly super-rare. A couple of the players at my first game Sunday mentioned it as well. I just looked on Amazon, and it's going for nearly 100 bucks! Dang.


What would cause an RPG supplement to go critical so fast? I dunno, but it's popularity may be helped by the fact that the XBOX game from years ago is still popular. I considered getting this sourcebook a year ago anyway, because I loved the video game so much and really loved the setting.


What other game books have shot up in price so fast? I got 60 bucks for my 70's copy of Bunnies and Burrows a couple of year ago, and that was almost 30 years after it went out of print.

Friday, January 30, 2009

“It’s about bunnies!”


I had never read Watership Down, nor seen the movie by the time I first saw a copy of Bunnies and Burrows over 30 years ago. There it was on the stands at Aero Hobbies. All the older pricks were geeking out about it at the game table, like they did with most unique new games that came out. I don’t remember anyone actually running it at the shop, but I was somewhat smitten by it’s strange nature.

I had of course heard of Watership Down in the school yards over the year. It would usually be one of the timid, shy girls reading it at lunchtime (this was before Goth kids came into their own and started to be recognized), or one of the seemingly speechless boys from the “special” class. It’s not exactly a “feel good” story. As Sawyer on the TV show Lost once sarcastically said, in a gleeful singsong voice as he was caught reading it “It’s about bunnies!”

I saw no sad little sick rabbits on the run from all kinds of scary things as I read the B&B rules. Only herbalists, fighters, and the incredibly appealing Maverick character class. The rules were fairly light, as were a lot of the new games coming out. It left a lot open to interpretation, which as any Grognard knows is the salt of the earth in a fun-to-GM game.

B&B came out in 1976, only two years after D&D, and it is recognized as the first game to have all non-human characters, and also as the first game with a detailed martial arts system. Your skills and abilities varied depending on your character class, and task resolution was on percentiles. There were great little “simple life” rules in the game that gave it a very quaint flavor. Your rabbit could only count up to 5, and I don’t think you were allowed much more than that in the way of objects in your backpack. Yeah, that’s right. These rabbits weren’t exactly humanoid, but it was obvious that they were more intelligent than animals, and could stand upright and manipulate things with fingers. This was not specific in the book – only some of the skills, and some of the drawings (a maverick holding playing cards, the soldier rabbits of the book cover, etc.) lead you to believe that they were more than plain old bunnies. Well, that and the fact that somebody had to have made the backpacks.

Seeing as you are a rabbit and one of the weakest creatures on the planet, role play was key over combat encounters. All forms of animals are listed as enemies, but only human beings with their “alien minds” were true monsters. Snares, poison, and natural hazards filled the daily lives of the little fellas as well.

The rules book itself was pretty poor quality. It looked typewritten (as were a lot of my favorite gaming material of the time), and the “artwork” can only be describes as “scribbles.” I drew better looking artwork of cops beating up hippies on my high school Pee Chee folder.

A couple of editions came out in the following years. There was a GURPS version with a cover that could only be described as hilarious. It had two small rabbits furiously attacking a guard dog, like the two raptors attacking the T Rex in Jurassic Park. That seemed to kind of miss the point of the original game right there, but newer gamers probably would not want to play a game were you mostly just forage for truffles all day, Before heading down to the Doe cave to hammer out babies all night.

I finally saw the Watership Down movie and read the book in the 80’s, and the game reflected a lot of that inspiration

Figuring I would probably never run it, I sold it on Ebay several years ago for about 50 bucks. Now that I’m going through my own retro gaming fad, I wish I had kept that one. I even created my own little gameworld for it about 10 years ago. Called “Rabbit Valley Days,” I was hoping to evoke those original rules using another system eventually, but I doubt I can sell my current players on it now. The game is about bunnies, after all.