geist

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That’s the situation right now: catching up on my backlog of books and not much actual game-playing. Life’s been a little crazy for the last month or two, what with PAX and my parents visiting from the east coast, among other things. I feel like this is the first weekend in a while that I’ve gotten to sit down and relax. It’s wonderful, and I’ve had some time to do some thinking and planning.

Specifically, I spent some of the time trying to come up with ideas for a Geist game. It’s a little tough.

Obviously the first problem is that coming up with “ideas for a $game_name game” is a tricky proposition without any PCs to speak of. Surely it can be done — that’s precisely what modules are, right? — and I think for games like D&D it’s a bit easier.

What’s that on the horizon? Why, I think it’s a tangent!

Party vs. {throng, cabal, coterie, etc}

For White Wolf games, well. This reminds me of a discussion I had with a friend of mine about Promethean. He said something about each Promethean throng or game being a special case. Most prometheans are probably looking for humanity, but their individual quests are unique. So each throng is kind of a special case, in the sense that you have to design how everyone encountered one another in a way that’s not generic.

Aha! But that’s how I think all groups in strongly character-driven games should be designed, for my preferred style of game. There’s more work involved but I find the kind of interaction that results more satisfying in general.

This isn’t to say you can’t do the same setup with D&D. I tried something similar with Er-Eret. D&D’s default story is, however, a bit different (“default story” isn’t really the term I’m looking for and I can’t remember the actual term). I think someone phrased it as something like “adventurers explore dungeons, kill monsters, and take their stuff.” That’s a bit reductive, of course, but it gets the point across.

Geist’s default story is considerably different. I prefer to phrase it as a question: “You died, but now you have a second chance. What do you do?” (I suppose one could do something similar for D&D: “You’re extraordinarily skilled in a dangerous world. What will you become? Hero or villain?”)

How the players answer that question, explicitly or implicitly, is really the jumping off point for the sort of game I prefer. If I can’t design personal plots, and designing regular plots can be problematic, that leaves me with setting.

Fluency

I took a copy of Mekhet: Shadows in the Dark with me on vacation with my family. Incidentally, although the clanbooks are months old by this point, they still consistently impress me. I went on to finish reading the other clanbooks, specifically Daeva and Nosferatu.

Reading these books has driven home how solid a game Vampire: the Requiem is and how, in a way, it’s by far the most flexible of the big three. If it’s not obvious why, maybe I’ll write a bit more on that some other time.

By this point, I feel like I grok Vampire pretty well and at this stage in the game’s lifetime, there is so much to draw on. I mean, shit, there’s a 400 page monster of a book on how to build a setting.

This is actually one of those dilemmas of White Wolf games: you can play without the supplements, but I pretty much can’t. Granted, this is one of those problems that, for me, is a nice one to have: too many enjoyable things to read! Oh no! Still, when it comes to a game that’s likely to see fewer releases than previous ones, if the release schedule so far is any indication, it’s a bit frustrating.

This is all just a long-winded way of saying I don’t really feel fluent with Geist yet. Oh, sure, I’m just bellyaching. I think it’ll be fine. The vision for the game is remarkably clear. The Book of the Dead will fill in many gaps re: the underworld. And there’s plenty of other ghost-related stuff either from other games, or places where Geist logically intersects with other games. For instance, the first chapter of Immortals describes a group of people remarkably similar to abmortals.

Planning. Always planning.

So where does this leave me?

Yesterday, I spent a bunch of time jotting down ideas, exploring possibilities for plots, different threats or antagonists. That worked reasonably well, and I think I might be able to borrow ideas from other games to get a sense of conflicts another step up, in a non-Geist specific way that I can still use.

Next is coming up with some krewes that I will ultimately use in a setting. Most likely I’ll pick a few themes, maybe start pretty basic by looking at how a krewe centered fairly closely around a couple of archetypes might look.

Wish me luck!

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I picked up Swords at Dawn yesterday. Changeling is trending as the World of Darkness game I’m most likely to run, although that’s always tough to predict, you know? I’m equally excited about Hunter, a mortals game, Geist, and (of course) Mage.

Still, I think Changeling would be a good challenge for me; I’ve learned a few things, and Changeling is one of those games that’s kind of amazingly open-ended. I mean, there’s a lot you can focus on in any given game. Off the top of my head, there’s changeling politics; changelings’ relationship with mortals, family (incl. fetches) or otherwise; various changeling-specific supernatural stuff; and of course conflicts between privateers, True Fae, and changelings. It’s intimidating, which I’m guessing is why good GMing advice tells you to consider seriously what your players want.

Divine Power comes out soon, as well, if it’s not out already. I’ll have it by next week, I think. Previously, I voiced interest in running a divine-themed game and I’ll confess my interest in D&D in general has waned somewhat. 4th Edition’s system is less invasive in many ways, but I’m concerned about unintentionally performing a bait-and-switch. That is, I feel I might be cheating people if I ran a D&D game with a little combat as I typically include.

A little bit of my hestitation with regard to running new games is this tension between wanting to run a long-ish game and the improbability of actually pulling it off. This is a pretty common complaint among adult gamers, as far as I can tell; it comes with the territory of being an adult. I saw how my first long-ish D&D game nearly died until I forcibly rescusitated for one last session. I’m glad I did it but it sucks that I had to.

Anyway, all that aside, I’m also really excited about Geist. Here’s a brief roundup of interesting things I’ve read about it.

First off, you can see some examples of character creation from some of the White Wolf freelancers, incl. Stew Wilson and Matt McFarland. Also, I’ve been remiss in not keeping up with Matt’s actual play thread, as many entries have become unlocked since I last checked.

Finally, if you have any substantial interest in the game, you owe it to yourself to read Martin Ralya of Gnome Stew’s preview of Geist. He got his hands on a review copy of Geist, and takes a nice, long look at the game.

That’s all for now!

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In case you’re wondering what Ellis’ Keystone is in the Giest: the Sin-Eaters quickstart, here you are.

Excerpted for posterity, from Christopher Simmons, the author of the quickstart:

According to my notes, it was supposed to be a vulture’s skull on a leather thong that gives him a +3 to his Grave Dirt effects (Grave-Dirt Caul and Grave-Dirt Rage) and allows him to spend 1 Plasm to increase his Survival by 1 point, up to a maximum of 5.

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Somebody— specifically Matt McFarland, one of the fellows who’s written for many White Wolf games— happened to playtest Geist: the Sin-Eaters. This same fellow happens to write up games he runs and/or plays in in his LiveJournal, and Geist is no exception.

The long of it is here. The short of it is that every Monday, Matt’s going to unlock each of the eight entries devoted to the Geist playtest. The first one’s here.

Give it a read. It’s well worth a moment of your time.

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So let’s see. At the outset, it’s good to keep in mind that the quickstart is short on many details. Like the ones for previous games, it’s juuuuust enough to let you and your friends play the game in question. Nevertheless, it’s a good read, and if you can get your hands on it, I recommend it. (I expect sooner or later the folks at White Wolf will put up a PDF of the quickstart.)

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For those of you into RPGs, this is a friendly reminder: it’s Free RPG Day! Of particular interest to me are two things: the Geist: the Sin-Eaters quickstart and the D&D 4e module Khyber’s Harvest.

Needless to say, I cracked open Geist first. I’m on a few pages in but it’s really cool so far. For those of you familiar with the old World of Darkness, imagine something like Risen except designed to be sustainable. That’s my initial impression so far, at any rate.

I’ve got a friend in town, and perhaps enough people around that I could actually run again of it tonight. We’ll see, won’t we? It’d be a challenge for me, but if there’s enough diggity demand, I’d do it.

Oh also I got my hands on a copy of Spirit of the Century. My friend Alex talked it up, and since my local store had 10% off, the price was right.

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I can’t lie to you, blog. I’ve got the World of Darkness on the brain lately.

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We have the new subtitle for Geist now. The full name for the game is Geist: the Sin-Eaters. This, of course, raises more questions than it answers. It’s a pretty safe bet that with the name Geist, Wraith is this game’s antecedent. Oh, man. Wraith.

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