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Life, Death, and Life Renewed – March 2011 Blog Carnival


I’ve put the “Reinventing Pulp” series on hold for a week in order to do a short article for this month’s Blog Carnival, which is all about life and death in RPGs. The series will return next week.

One of the problems with a campaign that spans multiple game systems is that there are parts of the rules systems that form part of the campaign background, whether you realise it at the time or not. Specifically, when a campaign evolves from AD&D or 2nd Ed to 3.x or Pathfinder, two pieces of this incurred background in particular can leap up and bite you.

The first is restricted class levels for non-human races. To be honest, I never understood this aspect of the rules. If it was necessary to balance the benefits given to non-human races, there were so many better ways – the most obvious being an xp penalty that slowed their development such that a human reached 20th level at the same time as the non-human race reached their stated “racial maximum”.

There’s been a lot of discussion about this particular legacy rule lately, with a proposal that it be brought back. There are two blog posts that are especially worthwhile: Demi-Human Level Limits – What Were Those About? and this reply Ancient History – Demi-Human Level Limits responses. When you finish reading this article, they are worth checking out.

The other game limitation is more interesting. Under the old rules, elves cannot be ressurrected. When the game system changes, suddenly they can. When this change occurred, it was a matter of considerable discussion amongst the players and GMs around me. It quickly emerged that there were two consensus opinions regarding the best way to handle the transition.
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The more things change

One camp held the position that everything else had changed, why not this? Simply ignore the limitations of the past and pretend that they had never been part of the game.

The more they stay the same

Another maintained the position that this limitation had formed part of the psychology and decision-making of both the players and their characters, and hence was part of the formative fabric of a campaign. This group insisted that the limitations be artificially ‘frozen’ in place for the duration of that campaign and those PCs.

A third path

The debate was quite heated, and I thought both arguements had sufficient merit that neither was compelling. So when, a number of years later, I found myself with a game that was about to make the transition from 2nd Ed to 3rd Ed, I carved out a third path.

The concept was that the PCs are the architects of change within a campaign; at the very least, they have a front-row seat and a certain level of influance over events, at the other extreme, they are the instigators and agents of change. So why not make them the principle operators in this change?

And so I crafted a side-quest for the PCs, to be held in abayence until the first time a PC Elf was killed. The concept was that they would have to create the mythological infrastructure that provided a return path from the elvish afterlife back to the mortal realm, and that this would also (as a side effect) open the door to a new type of Elvish Undead, revealing a few aspects of the relationship between Life, Death, and Undeath within the campaign.

I even ensured that eventually they would have to undertake this side-quest by making its successful completion a prerequisite for the PCs achieving their ultimate goal of becoming Gods. Unfortunately, the campaign shut down before it reached that point, after seven years of part-time gaming; mostly because I no longer had enough free time to run a seventh campaign. Something had to give, and this was the least painful option.

So why write about this now?

It’s only recently occurred to me that there was an implication of this that I hadn’t recognised, and never thought to explore: the fact that for each species which was subject to ressurection, someone within the game world had already done this. Or, alternately, that some species were so weakly-bound to the realm of Death that they were inherantly able to be ressurected.

(Rhetorically) Does anyone else see any story potential in either of these alternatives?

The Point

This post isn’t just about the Life, Death, and Ressurrection of characters; it’s actually intended to be about the Life, Death, and Ressurrection of a particular generation of game systems.

To a lot of people, a generational change in their rules system is something to be endured. To others, it’s something to be ignored or avoided altogether. There is an alternative: to look for the opportunities in the change.

A spot of self-defence

Long-time readers of this website – and anyone who glances at the categories list over to the right – may be tempted to point their fingers at me and level accusations of hypocracy, because all my campaigns are still operating with D&D 3.x rules. This is a choice that has been made quite deliberately, and for several reasons, the most important of which I explained in the comments to a previous post “The Quality Of Rules”, part of the (still incomplete) Rules Mastery series, where I wrote:

All too often, when people are assessing House Rules, or even changes to the Official Rules, they operate exclusively on the GNS axis, or they talk about the “flavor” having changed without being able to summarise exactly how and why. That’s because they are using the GNS [Gamist/Narrativist/Simulationist] axis and there’s no place on it for genre considerations, so they are reduced to saying “it’s different and I love it because it’s better for the game I want to run” or “it’s different and I hate it because the changes get in the way of the game I want to run” – frequently simplified to the basic reaction with no analysis whatsoever. Those assessing the changes then dive directly into game mechanics and specific changes because there is no tool in their understanding for generalising.

Each edition of a game system occupies a slightly different position on the GNS-and-Genre landscape to the one before it, defining it’s own “comfort zone” in terms of the genres that it can comfortable simulate without rules modification. Some of them will overlap – some won’t, and don’t. I think that’s the source of a lot of the angst felt over the “edition wars” of D&D. From everything I’ve seen and heard, 4e does a better job of focussing on the low-fantasy end of the fantasy spectrum, and it’s better-defined in it’s focus on that niche. It’s geared to shorter campaigns so that characters never get to the point of being capable of the sweeping and epic attributes of a high-fantasy campaign. My tastes run to high-fantasy, and even 3.x with Epic-level characters doesn’t lean far enough in that direction for me; but those rules are closer to simulating the chosen genre of the games that I am running, that can and will take many years to play out, than 4e. So for my games, 3.x is better than 4e.

The emphasis here is on “for my games”. My decision was an enlightened and deliberate one. Does that mean that I’ll never buy a 4e product? Only if I can adapt it to my 3.x campaign, to be honest; and by the time those campaigns are complete (5 years or more from now), I would not be surprised if 5th edition is out. And from all the indications lately – see this article from NewbieDM’s blog, which I find completely plausible – there is evidence to support that expectation. By 2014, 4e will be six years old, not counting the time spent in development prior to release. Even if there weren’t valid game-mechanics/fan-oriented reasons for a new edition by that time, there will increasingly shrill noises coming from the direction of those making marketing and business decisions calling for a new edition.

My choice isn’t for everyone. But that doesn’t mean that everyone should reject it without considering the possibilities.

I’ve never yet run a campaign with a deliberate permanent change from one rules system to another built into the plans from day one. But – using the precepts I’ve described in this article – the potential is there. It would simply be a matter of identifying the plot potentials and opportunities that the transition would provide. Generational change in your game system doesn’t have to be a life or death decision for your campaign.

Mike is now on Twitter! You can find him as @gamewriterMike. Why not stop by and say Hi? And, of course, you can always leave a comment if you have something to add to, or say about, this article!

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City Government Power Bases – Social Leverage, Marriage and Wealth


This entry is part 5 of 9 in the series City Government Power Bases
What forces govern your city?

What forces govern your city?

A power base is an asset you can use to achieve goals. It serves as a foundation or tool. You can wield it like a weapon, use it like a tool or draw upon it like a resource.

Governments are typically boring game elements. However, design a power base for each government or government agency, and you turn them into NPCs of a sort. The power base offers you storytelling options because it guides what actions agencies take when confronted with challenges or opportunities.

This series offers you several example power bases you can give governments so they become integral and interesting to your campaigns. This week we discuss the various facets of social leverage, marriage and wealth and how an agency or official can use them for gain.

Social Leverage

Government and politics operate at a social level to some degree. After all, it’s about governing and organizing people, regardless of whether the motivation is selfish or selfless.

Social leverage is purely about using some form of negative influence to get what one wants. Often, these methods are used in pursuit of a valuable or just goal. However, many might say the end doesn’t justify the means. Regardless, social leverage is a much-used and effective power base.

There are several types of social leverage one can add to their political repertoire:

  • Blackmail. The government threatens to reveal a dark secret if some condition is not met or some action is not taken. Darker secrets mean greater leverage.
  • Scandal. Most governments fear the “S” word. Scandals result in loss of popularity, authority or power.Even absolute governments, such as monarchies and dictatorships, seek to avoid scandal because it makes their power games more complicated and difficult. In addition, governments do not exist in a vacuum. Relationships with trading partners, forces of justice, treaty holders and other third parties are often impacted by scandal as well.
  • Reputation. This powerful form of social leverage works because it influences the thoughts, decisions, choices and actions of many at once.For example, if a government can foster a reputation of generosity, it can get away with ungenerous acts from time to time without negative repercussions. If a government can establish an international reputation of being strong defensively and militarily, this can dissipate many war and raiding plans before they hatch.
  • Politicking. This activity is all about the art of the deal. To get what one wants, whether its food for the poor or gold for the treasury, a government must get others to take action for its cause. These third parties have their own needs and agendas that must be appeased before they’ll act.Often, the needs and agendas conflict with others’. Therefore, the government must make compromises and capitulations, and wield whatever leverage it can – and is willing – to use to get the problem solved. The ability to get the deal done is a powerful form of social leverage, as the best at it can make practically any arrangement happen.Another form of politicking is making a deal out of nothing to suit one’s purposes. In this arrangement, the government is skilled at getting two or more parties contributing to a scheme and then it fails to follow through on some or all of its end of the bargain. This makes such deals very profitable for the government!One might think a government or official can’t keep up such social leverage for long, but true masters of politicking know how to make new, false deals with wounded parties to keep stringing them along for years, decades and even longer.
  • Fear. Threats, reputation, blackmail, strong military and other things can create fear in a government’s jurisdiction and beyond.The fear it successfully cultivates can be wielded to ensure consent and that certain actions are taken, specific choices are made, objections and counteractions are limited, and much more. Fear is a powerful motivator amongst individuals and groups.

Strengths

In most arrangements and agreements, one party will fail to act if the challenge or adversity is great enough, and as governments know, many parties have low adversity thresholds!

Social leverage helps raise the level at which a party will default on its promises. It might not be a nice way to ensure compliancy, but it’s effective.

The Miner’s Guild might not like the new, higher production quotas, but it fears the government will hand the guild’s control over to another agency, so it hustles to comply. The wealthy merchants living in their large mansions on the hill might not like the tax increases, but if they bark, their selfish and traitorous deals will be exposed to the public. Next year, the mine production rates and taxation levels go up again – but still everyone complies. Such is the power of social leverage.

Weaknesses

Social leverage is fragile. Fear fades and secrets can eventually be nullified. Other parties can out-leverage the victim with even darker secrets or a greater fear factor.

In addition, the government must constantly appear strong and impregnable to the parties it’s leveraging. Any sign of weakness will spawn counteractions and resistance. The maintenance of strength can often be tiring and expensive, possibly even defeating in the long run.

Flavor

Social leverage is the grist of many plots and adventures. As mentioned, the party wielding the leverage must appear strong. In your campaign, this can take many forms.

Let’s take a few clues from real world dictatorships: large military; extensive use of propaganda; unified messaging in the form of uniforms, symbols, and logos; frequent use of force; control of public communication; severely limiting personal freedoms; state control of industry; and the use of secret police.

Pick one or more of these techniques and figure out how they manifest in your government. For example, perhaps your city government employs a highly effective force of doppleganger police and it uses disguised spellcasters to randomly monitor the thoughts of the populace.

Except in the most absolute governments and departments, a degree of consensus is required to initiate action. Perhaps plebiscite regularly take place, or a senate exists, or weighted voting amongst merchants based on wealth gets things done. Regardless, whenever a vote or show of support is involved, a party or faction has two options:

  1. Win by getting more of their supporters to show up and vote than the opposition does
  2. Win by ensuring fewer of the opposition’s supporters vote or participate

This definition opens up many possibilities for campaign flavor as each faction uses social leverage in public and private ways to achieve a win.

Marriage

Marriage into a powerful, wealthy, noble or political clan is a fast path to power. It’s often an acceptable method for furthering a political career, though societies will usually have unwritten rules about what arrangements are acceptable and what races, classes, backgrounds and ancestries can be mixed.

For example, your city’s upper crust might frown upon a landless law official wedding a noble’s daughter and then running for office.

Strengths

Depending on the length and nature of the courtship, the conditions of a dowry (maternal or paternal side, if there is any), and how inheritance works, marriage can quickly establish a power base.

For example, a city’s leader might wed his son to the daughter of a neighboring city’s leader to ensure peace, and eventually, more power for the leader’s son’s son, assuming the grandson would be allowed to inherit both cities.

Marriage can have numerous benefits for individuals and governments:

  • Status
  • Capital
  • Military
  • Alliances and relationships
  • Business(es)
  • Land
  • Authority
  • Reputation

Not bad for the signing of a single contract. Marriage is a long-term power base as well. Unless divorce or separation is allowed or common in your city, assets and benefits are joined until death or as long as they last, whichever comes first.

Weaknesses

Joining with another clan can be a double-edged sword. They will have reasons of their own for agreeing to the wedding and these reasons might not suit the suitor. The other family might have secrets or drawbacks waiting to be discovered after it’s too late.

In addition, except in rare circumstances, the new clan member will not be able to control all of their new relatives. A reckless but favored son might loose a large part of the family fortune at a card game or on a sour business deal. The father-in-law might drag everyone into a war or feud. There is no guarantee the new power base will last unless careful steps are taken.

Flavor

Weddings are wonderful ways to add session flavor. They can serve as high profile backdrop events. They can directly involve the PCs.

Buzz, rumors, preparations, and the special day can all provide fodder for NPC parley and setting descriptions. A marriage between powerful clans can cause a shift in the balance of power, and everyone, from nobles to peasants, can feel its impact.

Wealth

As a medium of exchange, nothing beats money as a source of power. With cold, hard gold coinage, a government can buy friends and influence, arm and train soldiers, fill the private coffers of its officials, build defenses, and much more.

Other forms of wealth have different levels of liquidity, but are no less valuable to a government with bills to pay, dreams to fund and people to impress.

Examples of wealth might include land ownership and control, mineral and ore mines, and the crown jewels.

Strengths

  • City governments face numerous expenses, such as:
  • Paying its staff
  • Building or repairing the city’s infrastructure (i.e. walls, roads, bridges, public buildings, market places)
  • Maintaining standing armies
  • Supporting its bureaucracy with supplies and services
  • Hosting public events or important guests,

Wealth can also be used as a negotiating chip to broker deals and solve civic disputes. Politicians can use wealth to fund their careers, whether it’s to support electoral campaigns, maintain a certain standard of living and public image, or for disbursements to important supporters and influential third parties. Some government officials might feel the need to hire a personal guard, have a large staff, host expensive parties, and engage in other expensive habits – all of which require deep pockets.

A key strength of wealth is that, when properly managed, it begets more wealth. Though it might seem crazy, wealth attracts more wealth, leaving many to bemoan that you need to be rich in order to get rich.

For example, if your city has a bank or lender that pays interest on citizens’ deposits, then wealthy citizens can earn money just by letting their gold sit in the bank’s vault for awhile. In addition, those with capital are often sought to fund business deals. These capitalists often charge high interest or require a large chunk of the endeavor’s revenues as payment, and they often don’t have to lift a finger in the enterprise they’re funding.

Wealth is also nearly universally respected. Alien races, intelligent monsters, inter-planar entities, foreign governments, external guilds, and other forces can respect wealth, thus allowing these parties and your city’s government to do business or come to terms on various issues.

Weaknesses

As a power base, wealth has a few key potential weaknesses.

  • Protection. Wealth requires expense to protect it. City treasuries must be guarded. Vaults need traps and trap maintenance. Land needs fences and, possibly, troops and lawyers to deal with hungry neighbors. Mines, crops and industry need social and economic stability.
  • Liquidity. A government needs cash flow. It cannot spend its land, else it will soon have no land to govern. Staff need to be paid in a currency they can exchange for food and daily needs.A silver mine by itself only represents the potential of wealth – ore must actually be dug out and processed before that mine is valuable. Orchards must bear fruit for those trees, and they land they occupy, to produce tangible wealth. Different forms of wealth have different levels of convertibility into currency, and a government needs certain amounts of currency on hand at any given time to take care of its expenses.
  • Exhaustible. Most forms of wealth are finite. Some forms can be nurtured and managed to become renewable. Cash reserves used as investment, croplands, and skilled workforces are good examples. Other forms, such as mines, will ultimately run out, regardless of management.
  • Devaluation. Some forms of wealth might have a historically stable value, but many others are risky in terms of fluctuating value rates based on factors that cannot be controlled.The weather, for instance, can determine the value of croplands in any given season. Even a solid historical record does not hold any guarantees. For example, in a high fantasy setting, an accessible infinite plane might be discovered and land values drop until the government can gain control of the gates, mages, magic items and any other access points.
  • Theft. As mentioned, wealth incurs expense for its own protection. If that protection fails, then the wealth is gone.

Flavor

The types and natures of the wealth a government has can influence numerous other societal factors.

If a government relies upon slave labor, for example, then city life would be impacted differently than if a city’s power were based on a skilled, unionized work force.

Another example would be how a mine-based wealth source would be quite different from an exotic crop-based source.

Take a step back and think about how the sources of the government’s wealth affect daily life, administration, commerce, art and other elements of society.

In most cities, citizens expect the government to share its wealth. The people might demand parks, competent police, protection from invaders, clean streets and more. The wealthier a citizenship perceives its government to be, the more expenditure it expects to be lavished upon it.

It would be an interesting campaign if the perception of the government’s wealth did not match the reality. Imagine a government design where the coffers were overflowing but the people were poor. Then imagine the opposite extreme, where the city was spending out of control on gold gilded street lamps and brightly uniformed elite guards when, in fact, the government was bankrupt.

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Zot! Zap! Crash! Character Conventions In Pulp (Continued)


This entry is part 6 of 7 in the series Reinventing Pulp for Roleplaying

A real thompson submaschine gun in a violin case

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and furnished a context for the whole series. The second part covered Pulp environmental and game world conventions. Parts Three and Four dealt with the plot and story conventions of the Pulp Genre, and the previous part began looking at Character conventions within the Pulp Genre. That examination was supposed to take two parts, but time ran short, and so it has now been split into three; this is the middle of those parts.

The Jungle Breeds Noble Savages

There is an unusual dichotomy in pulp fiction, and hence in pulp game characters, in the juxtaposition of an optimism toward the future and a romanticization of the primitive experience, expressed most clearly in Tarzan and similar stories. At first glance, these are so radically at odds that the pairing seems unlikely. But a deeper analysis of this genre convention leads to a few more important facets of Pulp characterisation, and reconciles the amomaly.

The deeper truth within pulp characterisation is the belief that regardless of exterior trappings and circumstances, men (and women) have an innate purity of self at their core, a distillation of their personality that remains a central truth of that character. Noble or Ignoble, Hero or Villain, Angel or Devil – this innermost core is fundamental to the character.

This is the wellspring of both the sense of optimism that pervades and permeates the pulp genre and the concept of the “noble savage”. Given the precept that good is fundamentally stronger than evil because it permits characters to join together into a whole stronger than the sum of its constituants, while the latter is inherantly selfish and suspicious of others, it is inevitable that the pure of heart will always win (all else being equal).

It is, in part, the job of the GM to unbalance situations sufficiently that all things are NOT equal, giving the villains advantages in timing and preperation sufficient to ensure that the situation SEEMS TO BE in doubt, while preserving enough of that fundamental (and hidden) bias to permit the PCs to win – in the end. In other words, to challenge the PCs and make them work for their success, while preserving a back door to success that does not give the impression of a Duex-ex-machina.

Leopards Hardly Ever Change Their Spots

It follows that villains tend to remain villains and heroes tend to remain heroes. In particular, the villains learn only the most superficial possible lessons from their mistakes and defeats; and, rather than refine a plan that almost worked to remove the flaw, they will abandon it entirely.

On extremely rare occasions, a villain whose heart was pure may reform, but this is very much an exception to the general rule, and such characters remain under suspicion for years and even decades, no matter what good deeds they may commit in the meantime – because even if a leapard actually does change his spots, most people don’t believe it. That’s a measure of how much a truism this genre convention is.

At the same time, a special level of condemnation is reserved for any heroes who prove to have feet of clay. There are no shades of gray, it is not considered possible for a character to be “mostly” heroic; you are either a hero, or you are a villain, there’s nothing in-between.

Irredeemably Evil?

A number of GMs fail to realise that this absolutism actually makes it easier to explore fringe issues within their campaigns. One nation’s hero is another nation’s villain, and those loyal to the first nation will remain “pure” to the ideology they champion. At the same time, because they are “heroes”, they are able to transcend that ideology from time to time and find common ground with those they would normally oppose.

If black and white lines or spots are sufficiently densely packed, they will seem to be a shade of grey.

Villains (Usually) Boast

I’ve only ever heard one or two explanations for this genre convention, which I’ll describe in a moment. First, I want to emphasise that this genre convention is even more universal in pulp RPG games, even more ubiquitous than in other media. The only real exception is when the PCs have already got the whole story of what the villain is up to, so he can spend his time threatening them instead of making sure they are up-to-date.

Yet, my co-GM and I have found that on many occasions the players are unwilling to let the villain monologue at them simple because he has to render them (aparrantly) helpless first. I make this observation to re-emphasize a note made within the article on pulp plot conventions: Players, let your PCs be captured!

Boasting From Respect

And so, to the first explanation. It has been suggested that villains boast of their plans to the Hero or heroes simply because there is no-one else who they feel can appreciate the brilliance, the nuance, of their plans. They boast out of a need to stroke their egos.

I’m sorry, it doesn’t hold water. While there may be a few cases where the arch-villain has insufficient self-confidence and arrogance that he needs to reassure himself, for the most part, they are utterly convinced that no-one, especially the heroes, is at their level.

Boasting to Humiliate

What, then, of the other oft-mooted possibility: that the villains boast to humiliate the heroes, rubbing salt into the wounds of failure? On the face of it, this seems entirely more plausible, so much so that I would accept it on the part of any villain of lesser intelligence. The more intelligent amongst them, however, would be aware that nothing is won until the finish line is crossed. “Smart characters are still smart”, and this would constitute an unneccessary risk to their plans.

And yet, the smarter the villains, the more likely they are to boast. So this is, at best, only a partial answer to the question.

A third answer: Morale

In thinking about this, I devised a third answer to the question, one which is consistent with almost all the characterisations involved: the villain boasts to demonstrate his superiority and confidence, not to the heroes, but to his minions.

“Criminals are a superstitious, Cowardly lot” according to the mythology of Batman. It follows that the mere involvement of the heroes would be enough to cause some of the minions to hesitate or waver in their loyalty (usually with good reason). Demonstrating that the hero is completely within the power of the villain is a means to reassure those who have weakened in their resolve. That is sufficient motive for the villain to run the risk of the heroes subsequently disrupting the plans, even in the face of the experience of the heroes doing exactly that – because if he does not, his plan might well be forfeit anyway, due to the phenomenon of rats deserting a sinking ship.

The only circumstances under which this explanation is insufficient occur when the ties that bind the villain and henchmen together are religious, or quasi-religious, in nature. With his henchmen’s loyalty and obediance assured by other means, this villain has no need to reassure them; but these types generally take every opportunity to reinforce their divine destiny in the minds of their followers, and frequently suffer from self-restraint issues (having come to believe their own PR). These offer ample justification for them to boast anyway.

Impact on characterisation

One of the most important decisions a GM has to make, in referance to a villain’s characterisation, is whether or not they will Monologue, and if so, why? This decision can either reflect personality decisions already made, or can be the key to unlocking other aspects of the villains’ characterisation. Either way, it’s critically important to get it right, because this is one of the villain’s primary interaction modes with the PCs. Who can forget Goldfinger’s rebuttal, “No, Mister Bond, I expect you to DIE.”

Melodramatic Schemes

To describe the plots of villains in a pulp game as grandiose is to understate the description. They can be subtle, brilliant, blatant, or even foolish, but they are never small and petty.

Creating and implementing such schemes requires a particular personality element on the part of the villains, a form of exhibitionism, a compulsion toward the melodramatic. Each pulp villain needs background elements that justify this compulsion. Obsession, a reaction to teasing and humiliation in childhood, megalomania, or any of several other psychological and historical factors can account for this, but each villain needs something.

This much is obvious; what is not so obvious is the impact of such schemes on pulp Heroes, who seem to do everything they can to feed this self-aggrandised image. There have been some suggestions that the heroes suffer from an equivalent psychology, sometimes described as the Hero Complex; a need to see their names in the paper, to be publicly lauded. But this isn’t the only possible explanation.

Enough Rope

Surely, the principle of feeding a villain enough rope is sufficient in and of itself to justify the behaviour of the heroes in a pulp game? By playing to the villains’ melodramatic impulses, the heroes incite revelations (see “Villains (Usually) Boast”, above), and feed a sense of confidence to the villain to the point at which it becomes overconfidence.

In other words, there is no need for a character to suffer from a Hero Complex.

This is a good thing, because those who do are not being heroic through any innate purity of spirit, as demanded by the principle stated in “The Jungle Breeds Noble Savages”; their need to be Heroic is a flaw in their characters, and can eventually lead to the performance of villainous actions purely to provide an opportunity to display their heroism. This was the premise at the heart of Backdraft, and it’s an entirely valid premise for use in a Pulp Game as well.

A Wolf In Sheep’s Clothing

I’ve taken pains to emphasise this point because it demonstrates, once again, that even in a morally black-and-white world, a morally black-and-white character can posess a personality every bit as sophisticated and complex as a character in a less absolutist environment.

Many GMs and the occasional author of Pulp modules and supplements fail to appreciate the possibilities that occur within the genre when it is fully exploited. By portraying the characters as simplistic and cartoonish archvillains, they impose a juvenile aspect to the genre that is neither warranted or necessary. This approach, in turn, hinders the complexity and sophistication of the plots within the campaign, and reduces the genre’s ability to engage a modern audiance.

A rejection of the oversimplistic while applying the moral absolutism of pulp, on the other hand, is perfectly capable of producing immersion within the campaign on the part of most players, though a few “just won’t get it”.

As with all RPGs, depth of characterisation and intriguing plot lines within a plausible game world are 95% of the recipe for a successful campaign.

Masters Of Disguise

It doesn’t matter whether or not characters have disguise skill, if they dress and behave appropriately, they will never be discovered. This is a consequence of events moving at the speed of plot, and one of the few that PCs can take advantage of.

The key here is “dress and behave appropriately”. That doesn’t mean that you can dress as a mechanic and wander the executive corridors with impugnity. It doesn’t even mean that you can do so wearing an appropriate business suit and go around sticking your nose in every door that you pass, or peering intently at every passing face.

Mug a flunky for their clothes, and look as if you both belong there and know where you are going, and success will be yours.

Which raises the question, what is the value of having skill in Disguise or Acting in a pulp game? The answer comes when players do NOT behave as outlined, or when they attempt to alter their appearance to match a specific individual, as opposed to a generic member of a group. There will be times when chutzpah alone will not suffice, and that’s when this expertise enters the picture.

If players and GMs think of these skills as being the ability to craft “super disguises” of the type made famous by Martin Landau in Mission Impossible (the original TV series). Those skills don’t mean that such a character is immune to discovery, especially if they behave in a fashion that will call attention to themselves; it just makes it less likely that they will be discovered by a casual search, or even a close search if they haven’t behaved stupidly.

Respect Your Enemy

Most villains and heroes in pulp have an unspoken respect for their enemies, whether they will admit it or not, or – more specifically – for their abilities. This respect is at odds with the usual explanation offered for villainous monologues, as explained earlier.

The more intelligent the villain, the more they will attempt to hero-proof their plans. The more intelligent the heroes, the more they will focus on the problem at hand – the villain’s current plan – without getting distracted or overambitious. The first is fairly obvious, the second less so; but the exercise of some simple logic on the part of the player should make it obvious:

If the GMs expect or intend for the villains to meet their doom at the climax of the adventure, they will provide an opportunity for the PCs to achieve this, regardless of what the PCs ambitions. More frequently, the GMs will have the villain make some doomed and desperate attempt to salvage their plans in the face of PC success. It follows that the PCs should focus on the plot and not the plotter in this circumstance.

If the GMs do not expect or intend for the villains to expire in a blaze of failure, they will focus the luck that they grant the PCs, and every nuance of good fortune, towards making up the slack, ensuring that the plan will fail despite the PCs cavalier attitude; then balance the books by giving the villain all the advantages when they attempt escape. In other words, the PCs won’t succeed at taking out the villain unless the GMs permit it, anyway. If they want the villain to get away, he will, and focussing on that objective is therefore a waste of time.

Either way, then, the best choice is for the PCs to focus on the immediate issue, and let tomorrow take care of itself.

Optimism Trumps Cynicism (One More Time)

This is the third time that we’ve brought this up in the course of this series; it’s that important, and that difficult for people to grasp. Sure, people can get the notion, intellectually, but feeling it and responding in the right way automatically, is much more difficult.

So, how does this genre convention affect characters?

Well, first of all, it has a massive impact on the personal history of the character. There are no glass-galf-empty moments, there is no misfitting public policy, there’s no angst. People are either villains or they do the right thing as best they can. Mistakes are just that; characters don’t obsess over them, even if those mistakes destroy a character’s old life; that just means that they have the opportunity to build a new and better one. A character can be hard-drinking and cigar-smoking without ill effects – even without a hangover.

Secondly, it has a major effect on the character’s ambitions, which is to say his current status. Anything a character wants can be theirs, if they just work hard enough to achieve it. Failure to achieve something inevitably means that they didn’t work hard enough to deserve it. Remember, no negativity. So favouritism and nepotism and sexism and, in fact, any other kind of “ism” don’t exist.

Ultimately, it is WHAT the character wants to achieve that distinguishes Hero from Villain. Some ambitions carry with them a willingness to achieve by means of violence and evil, to do whatever is necessary regardless of the impact on others. Others temper their ambitions to accommodate the wishes and needs of others.

Both are incurable optimists. Heroes are optimistic that evil will never defeat good, so long as it is opposed by men (and women) of courage and virtue. Villains are optimistic that this time, things will be different and everything will come out the way they want it to.

Any sort of negativity or cynicism is a mental illness – to be treated with such “cures” as shock therapy. Both players and GMs have to bear that in mind.

Colourful Characters

There’s just enough room left in this post to discuss this point, which should be fairly self-evident. All characters in a pulp setting should have a measure of flamboyance about them, one way or another.

Villains tend to be bathed in the reflection of their grandiose schemes, so they are easily accommodated in this respect.

Heroes can be a little trickier. Some are inherantly flamboyant, but most have a need to insert colour into their pasts and circumstances. The easiest way to demonstrate this is to consider a GM’s-eye-view of the PCs in the Adventurer’s Club campaign:

  • Father Justin O’Malley: A catholic priest who fights a private war against the supernatural in the name of God and his virtues. (That sounds pretty colourful to me, all deriving from the nature of his personal adversaries).
  • Tommy Adkins: A dashing, barnstorming, decorated WWI aviator from Australia who is always willing to chance his luck and throw caution to the wind. (Plenty of colour there, too, stemming from the personality of the character and (in this case), the player).
  • Captain “Blackjack” Ferguson: An Australian seafairer with an iron will and quiet sense of Justice; gruff and implacable on the surface but a closet softie underneath, who brave any pirate den in defence of his crew, ship, or friends. (Again, plenty of colour, but more deriving from the circumstances surrounding him than his personality).
  • Dr Matthew Hawke: A GP who suffered from a listlessness until he found a home in the Jungles of the Pacific, ministering to the natives. (Oh dear, there’s not a lot of colour there. This was the player’s first pulp character and his first exposure to the genre.)

Matthew Hawke: A case study in characterisation

Since it will also be instructive, let’s take a moment to contemplate how we could impart a little more colour to the character of Dr Hawke. Note that most of this is speculative and not signed off on by the player.

To start with, here’s what we’ve already done, approved by the player:

  • We have established that he is not the obsessed-with-healing type.
  • We have established that the character was more at home in the tribal wilderness, and has a deep respect for “primitive” medicines.
  • We’ve written into his background an incident involving the sale of out-of-date medicines to primitive cultures – a modern social referance that fitted the character.
  • We’ve seen strong indications of an overblown sense of responsibility that for some reason the character supresses or keeps hidden.
  • We’ve also seen hints that the character has a hot temper that he actively supresses most of the time.

There are many possible points of expansion here, but the first item on the list isn’t one of them. It is really only an exclusionary statement, telling us what the character is not; there isn’t a lot of scope for expansion there.

The second item on the above list is more fertile ground. Clearly, the character did not get his medical licence in the jungle, so something must have driven him there. What that could be is a decision for the player to make, but it is also the first potential location for an injection of colour. Perhaps he had a patient or an emergency situation in which he found his western medicine to be useless, but his patient was saved through native medicine of some sort. Or perhaps he got involved in some sort of crime ring and fled to the jungle, where he began to redeem himself. Maybe he was the innocent dupe of a criminal and fled before he could be jailed, putting a dark shadow over his past – which would explain why he’s been reluctant to speak of it.

Or perhaps he was on a holiday cruise and somehow got washed or thrown overboard, and that is how he came to find himself in simpler circumstances. That’s certainly got a bit of colour to it.

In any event, it seems clear to ME that the Doctor has come to embody a variation of the Noble Savage, which is something that the player could develop as part of his in-play personality. He could extend this profile by becoming a little more hesitant in his use of technology, or a little more elementary… no, that’s the wrong term. A little more primitive in his sense of society and propriety, that’s a better way to phrase it. Or simply a little more obviously uncomfortable in more advanced society, and a little more desirous of simple, straightforward solutions.

The third point brings to the fore his current personal goals – he is trying to hunt down whoever was responsible for the dumping of the out-of-date medicines on the tribe that was under his care. So far, there hasn’t been much of an opportunity for this to factor into the campaign, but there was one occasion recently in inner China where we were able to bring it to the fore, and we have one or two variations planned for the near future. The problem is that this is relatively limited; we can use it a couple of times, but it will quickly grow monotonous. So we need to have this expand into a broader motivation.

There are two possibilities: the first is for the character to generalise this objective into a hatred of greed, using a character convention of the pulp realm which we’ll discuss next time; and the second is for us as GMs to tie the distribution of bad medicines into organised crime, permitting the character to generalise his antipathy in that direction. The player can choose either, and we can happily work with it.

This item on the list also offers the potential to add colour to the character by tying it into his background even more extensively than has been done to date, specifically to the character’s motive for abandoning his western practice and heading into the jungles in the first place. I speculated that Dr Hawke may have been involved in some way with a criminal act – what if he was involved in the despatch of the oout-of-date medicines to the Jungle but didn’t realise it until it was too late – and then dropped everything to undo what he had inadvertantly done? That’s another fairly colourful suggestion.

The fourth item speaks of a hidden or suppresed sense of responsibility that goes beyond normal levels. Certainly, that would fit with many of the speculations offered here, but most especially with that last one. The expiation of personal guilt, even if it is not warranted, definitely gives the character a depth that is currently lacking.

Finally, we have the temper. Once again, there are many possibilities – the character may have gone too far in dealing with a situation, for example. Exposing those responsible for the speculative medicine-rebirthing ring and uttering threats against them, or personally seeing them behind bars are both possibilities. Or maybe the character was just a hothead, with no other connection between that and the events leading up to his time in the jungle, but was taught self-control by the simple life of the natives; this would give an additional focus to the ‘noble savage’ concept.

And I have to admit that I love the dichotomy of a professional healer, a respected doctor, as an embodiment of the Noble Savage. But the player might not agree, and it’s ultimately his character.

There’s still one more slice of character conventions in pulp to look at! But next time around, this series will be taking a brief break to enable me post something for this month’s Blog Carnival on Life and Death. I have three article ideas for that post and no idea which one I’ll choose to write… or maybe I’ll do all three, who knows?

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Life and Death in RPG – March 2011 RPG Blog Carnival


rpg blog carnival logoThis month’s RPG blog carnival theme covers life and death in RPGs.

When thinking about what I’d write for the carnival my attention wandered to my Riddleport campaign. There, I spotted how death was a theme in at least two plots. Then another plot. And then another. Soon, I was seeing death everywhere.

It makes me wonder – could death be a surprising yet unknown theme in your campaign too? Realizing this could give you a stronger sense of what your campaign is about and offer you new inspiration for your plots and designs. If you realize a theme has been lurking in your campaign, you can now take steps to ripen that theme and bring it closer to the surface to enhance its flavour.

Here are three examples of how death plays a big part in my campaign right now.

Raising The Dead in Riddleport – Many Sinister Plots

First, a request. If you are a player in my campaign, please stop reading now. The spoilers below are big ones for the campaign. They reveal some deep plots of the villains you hate. Knowing the information below will ruin parts of the campaign for you because of the core secrets I am about to reveal.

The Body Monks

A group of monks in the city offers a 5gp reward for bodies. Under the auspices of study and “learning how people work so as to better heal them in the future,” this group sends carts around the streets to collect those who have passed on. They also collect the bodies laid before their front gate in the middle of the night, a practice the monks encourage.

The order truly does study physiology and has built a massive library of research: charts, monographs and books concerning the body parts of all races. Most information relates to observations such as measurements, colours and consistencies and is not useful to most.

A few monks do analysis. They look for commonalities and outliers. It is all manual work though, and they have to create charts, books and monographs about the observations, and then collate more information about the observations of the observations.

Meantime, the order must feed it members, pay the promised finder fees and pay taxes to the Overarch. The first way it generates monies is by selling bodies through back channels to necromancers and dark priests outside the city. Lots of those in the world of Golarion, and Riddleport is a busy port city, so business is good.

In addition, they have a great little side business of extortion. They cast Speak With Dead on any bodies that fit certain criteria. Subtle inquiries by agents throughout the city also help them decide which dead to interrogate and what questions to ask. Information gleaned gets brought back to those who would pay for that information to disappear.

The monks are smart and do not overdo this. They also have agents conduct the transactions to protect the information source. Usually some clue or false evidence is shown to deflect suspicion away from the monks as to how the agents figured the crimes out.

Lastly, good specimens are sold off-plane to the highest bidder. There are many uses for a fresh body to those who know how to control or season the dead.

Rictus’s Undead Army

The PCs’ patron is a vampire crime lord who owns the city’s only gladiatorial arena.

He has a lich, wights, ghasts and ghouls serving him as lieutenants, street bosses and minions. He keep discipline and control like an evil commander: fear and greed. He coerces those he can into obedience. The rest, he bribes. It would not be good form to have all these creatures running amok.

Fortunately, the arena is the pinnacle of the city’s popular pit fighting league. All fighters dream of an arena match, and the purse that goes along with it. While Rictus makes great money at the gates and from fighter fees, he makes a killing by gambling. He can fix almost any fast without problem, so the House always comes out ahead after each day of arena battles.

Add to this protection money, smuggling and vice, and Rictus can afford to keep his minions in check.

However, his plans go beyond ruling a city district and incredible wealth. In secret, below the arena, he builds an army of undead creatures. Using corpses from vanquished arena foes, he slowly fills a massive cavern complex with new troops each week. His lich necromancer general oversees this aspect of the vampire lord’s operations, and one day soon the army will be large enough to capture the city with.

Astrinus’s Gentleman’s Club

Living beside the characters is a stately man known as Astrinus. He recently bought the building and introduced himself the the PCs as quiet person of philosophy. He hosts an exclusive club for gentleman to drink fine liquor and discuss the nature of life. The gods are just powerful beings with magic the city’s paltry mages have failed to understand. As such, it is up each person to carve their own life according to their own will. Destiny is but a tool used by cunning priests to manipulate the masses.

Or so Astrinus believes, and he invites smart and thoughtful folk to his club to discuss and prove him wrong.

Meantime, he offers a free Raise Dead or Resurrection to folk if they agree to sign a contract. In my version of Golarion, souls are currency, and high level souls are worth more than low level. Those who sign the contract basically sign their souls over to Astrinus’s secret lord, who shall not be named for fear that doing so would summon him and he’d stop me from posting this blog.

The cost of the spell is outweighed by the fact that, on average, signees go on to gain an average of three to six more levels before dying again. That’s a marked increase in the value of the soul that finally reaches his lord. A long term strategy that has paid off for the three hundred years Astrinus has been running his branch of the organization this way.

Some PCs have signed the contract.

Aroden’s Heart

Here is the central plot of my campaign. While the PCs are directly involved, this plot is meant to be a background catalyst for the crazy stuff going on right now in Riddleport.

I’m sure my players think I have just taken my favourite monsters of all time and thrown them into Riddleport for the characters to fight. However, I have actually created a sinister plot that lets me take my favourite monsters of all time and throw them into Riddleport for the characters to fight. A win/win, no?

100 years ago, according to Golarian canon, Aroden died. In my version of the history, Aroden was attacked in a war on a plane of Hell. Accompanied by Ragathiel and other key minions, Aroden lead an army of justice through various battles that finally put his army in hell against an evil alliance of Asmodeus, Lloth and others.

Aroden was ambushed by Astrinus. They found hand-to-hand, and Astrinus won. Before he could deal the killing blow, help for Aroden arrived. That brought Astrinus’s allies immediately forward. A short standoff ensued while Aroden slowly bled out.

It was apparent, on that small mound covered in blood in the center of a waging war, that a greater prize than just winning the conflict was to be had. With Aroden’s death there was an empty seat to be filled at the Divine Table, a seat any of the lords and generals present to could fill and become a god.

The negotiation fast became a conspiracy. They agreed to put Aroden in stasis and hide him away. They tasked the angel Ragathiel to do this, which he immediately did before Aroden’s last life left him. The status would last 100 years, which would give all sides time to plan and plot and be ready when it came time for the Greater Deities to select Aroden’s replacement.

Then they would bring Aroden out of stasis and kill him on the Cypher Gate. That would summon the Greater Deities to pick Aroden’s successor.

Each party to this heinous crime secretly plotted to become the ideal candidate for the gods to choose for Ascendance. They plotted to gain person power and to hamper if not outright kill opposing rivals. They had 100 years to plot, and now the time has come.

This year in the campaign is the 100th year of Aroden’s stasis. All the sides aware of this now gather in Riddleport, prepared to be the Chosen One for Ascendence. Minions fight each other in the streets or through indirect means. And the PCs are caught in the middle.

I Heart Death

As I thought about my campaign through the lens of this month’s RPG blog carnival, I realized how central death was to this campaign. Knowing this now, I will be fleshing out my death related plots and antagonists better so they feature more prominently to champion this theme to the PCs better. That should tighten the campaign design up a bit.

I will keep the date of Aroden’s status a secret for as long as possible. I do not intend for the PCs to “solve” this campaign or become gods. I prefer the Aroden’s Heart plot involving a Race For Ascendancy to just be a cool backdrop for adventure in Golarion’s meanest pirate city. As a sandbox campaign, I’m not about structuring a story around fixed outcomes. That also might mean the campaign does become a Race For Ascendancy if the PCs latch onto that thread with their teeth and refuse to let go.

How does life and death figure in your RPG?

Write a blog post and post the link below. March’s RPG blog carnival has officially begun!

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Wham! Clang! Kapow! Character Conventions In Pulp


This entry is part 5 of 7 in the series Reinventing Pulp for Roleplaying

The Story So Far…

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and furnished a context for the whole series. The second part covered Pulp environmental and game world conventions. Parts Three and Four dealt with the plot and story conventions of the Pulp Genre. Which brings us now to Character conventions within the Pulp Genre.

It should be understood that what we’re talking about are the major characters of the storyline: PCs and important NPCs. Everyone else follows the guidelines layed out in World Conventions.

On a number of occasions, people have suggested that characterisation doesn’t matter in a pulp game. This is not a position that I agree with in any way; if it were true, then the lead characters of a pulp story would be interchangeable: The Shadow would be the same as Indiana Jones, Doc Savage interchangeable with Dirk Pitt. If you stretch the definitions just a little, you could consider Mitch McDeere (Tom Cruise) from The Firm to be a Pulp character – but he’s nothing like Evelyn Carnahan (Rachel Weisz) from The Mummy!

So, having demolished that arguement, let’s proceed to examine the characterisation conventions in pulp, from the perspective of PCs and significant NPCs in an RPG…

Gender Issues

While this topic was examined in detail under the heading of World conventions, we wanted to shed a little more light onto a dark corner. Regardless of the general attitude towards the female gender in the wider world, different rules can apply to featured characters. If the GM has modernised the attitude towards women, he has chosen a position that makes it less likely to provoke antagonism from pro-feminists, but the price paid is that he has also robbed the featured female characters of the campaign of a source of vitality and depth, stemming from their position on the subject.

In a campaign that faithfully preserves the chauvenism of the genre, while distinguishing between that position and the GMs personal beliefs, female characters have a background against which they can contrast. There are – essentially – four options for them to choose from, and they can all add considerable depth of personality and characterisation to such characters:

The Amelia Earhart Option

This option is presented first on our list because it is the one most commonly employed by female characters within a modern Pulp game. There have always been exceptions to the mould forced on women by a restrictive society, women who refused to play by the rules of the time and managed to do just about anything a man could do. Rather than a point of contention, except with the most misogynistic of individuals, this character’s gender became part of their legend, a wellspring of personal fame. In effect, this character type states ‘Your petty restrictions don’t apply to me’ and ignores or evades the public attitude of the genre.

This is the type of character who becomes furious at liberationists, utterly opposed to most laws aimed at equality, horrified to think that there is any suggestion that they are not every inch the equal of a man – Mavericks who carve their own path in spite of social restrictions. And, to be honest, this is the approach that every female PC (all one of them) and most of the leading female NPCs have taken.

The Iron-Fist-In-A-Velvet-Glove option

A second option is for a more subtle approach, in which the character is (at least in part) defined by the struggle to retain their femininity while acting as ‘one of the boys’. This is essentially an Amelia Earhart that tries to fit in with society in general, the epitome of the ‘everyman of female gender thrust into extraordinary times’. Perhaps the best example of this character are the leading ladies of the early Avengers TV series, Cathy Gale (Honor Blackman) and Emma Peel (Diana Rigg) (Series 2-5).

The Feminist Option

The third option open to female characters is to put the issue at the very centre of the personality, making the character a crusader for women’s rights. These characters must struggle to overcome or overthrow the restrictions of an ignorant society. This can actually be the hardest option for the GM, because it requires them to recreate faithfully the social attitudes and mores of the time – and society has changed to an unimaginable degree over the last 70 or 80 years. Unless the GM can succeed in this difficult task, however, he will be undercutting the dramatic potential of the chosen role of the female character; without the harshness of the attitudes of the time, the character will have nothing to fight against.

The Mata Hari Option

A character’s final option in a traditional environment is for them to employ their femininity as a weapon. This character type plays the ‘typical woman’ only when it suits her purposes; she can be seductive, sultry, ice-cold or passionate, violent or demure.

Other Options

There are a few other options, and a whole slew of variations and combinations available. The Dragon Lady, the African or Voodoo Priestess, even social Butterflies that are the 1930s equivalent of Cordelia from the early seasons of Buffy are valid characterisations. Look at any comic heroines of the era, such as the original Black Canary, the Phantom Lady, and the like, for more inspiration.

A character’s position on the feminist question relative to that of the world is one of the defining characteristics of a female character’s personality in a pulp game. It’s not the ONLY defining characteristic, but it’s definitely one of the big ones.

Racial Stereotypes And Clichés

If you’re smart enough to be reading these articles, it probably hasn’t escaped your notice that two of the “other options” given above are examples of racial stereotypes or Clichés. Characters of non-caucasian backgrounds have essentially the same options available to them concerning whatever racial standards are in place within the campaign: they can ignore them, embrace them, fight them, or manipulate others using them.

The same is true of any caucasian stereotypes, such as characters from the Deep South, or Scotsmen, or Germans. One way or another, the relationship between the character and the stereotype is fundamental to the characterisation.

In the World Conventions, I proposed the 90/10 rule – 90% of individuals should embody the cliché, 10% should be at significant variance to it. PCs should be given the choice of where they fall within this division, and players should treat it as an opportunity to develop a characterisation.

Society Is Perfect

To modern sensibilities, these inequalities of gender and race are symptomatic of a society with many problems. Blind faith and trust in authority is now considered laughable. Unchecked avarice on the part of any corporation is considered the norm. Unemployment is a social issue rather than an expression of personal sloth. Health care is proportional to income. The poor are to be pitied and given the occasional handout, not educated and assisted. Morality is defined by dogma. There is no concept of an oil shortage, and environmental concerns are nonexistant or simply a matter of “cleanup” afterwards.

None of that is perceived as true by a pulp society. All problems and difficulties exist in isolation, frequently out-of-sight and out-of-mind. The authorities can be, and are trusted. Corporations act in the public interest, and exist to service their customers. Anyone who wants one can have a job. Health care is not expected to be universally available. Since there’s work for everyone, the poor can take care of themselves with just the occasional helping hand – besides, they are often happier living a simple life. The American middle-class defines the ideals, and moral guidance is the job of the church. There’s plenty of every raw material, it just needs brave men to goout and find it. Man has conquered nature and is lord and master of all he surveys.

Modern characters tend to focus on the tragedies that a character has experienced; they are expressions of the unqiue angst of the life that has led the character to this point. Positive influances are generally present only to provide context and highlight.

Pulp-game characters have to be very different. They are not defined by the disasters and personal calamities that have been experienced and the tragedies that have been endured; they are, characterised by their successes and achievements. That does not mean that the society that produces a character for a pulp game has to be flawless; like an oil painting, it is the small flaws that create the illusion of reality.

As a result, Pulp Societies embody an idealism that makes the Pulp Game a perfect vehicle for Progressive Social Commentary. There are things that can be said by analagy and metaphor that are utterly intolerable if stated directly. The most obvious application of this vehicle is to address the social problems that have become publicly aparrant in the years since – equality, civil rights, class distinction, corporate greed, and the like; but a lot of GMs don’t seem to realise that you can go further, and examine modern issues without the heat of current events: terrorism, privacy, censorship, access to data, government corruption, pollution, medical ethics, and more; all that must be remembered is that each problem exists in isolation, because – in general – society is perfect. And Pulp characters are exemplars of that idealism.

Morality Is Black And White

A reflection of the idealism and social simplicity of the setting that directly affects characters is that for a Pulp Character, morality is black and white. There is always a right thing to do and a wrong thing to do. You can be a Good Person or a Bad Person, a hero or a villain. The former are lionised, and accepted; the latter are condemned.

In general, there isn’t even room for angsty hand-wringing about what the right thing to do IS. The choice will be obvious, even if the price is not fully known. That makes a pulp environment a great setting in which to explore difficult moral questions, because players, characters, and GM can’t equivocate – they have to commit to an ideal and live with the consequences.

The concept of someone who prays devoutly, donates his time to charity, is generous and warm-hearted and friends with everyone, but who cheats on his taxes and is having a secret affair on the side is unthinkable for a pulp game. In a modern game, it works perfectly well. The moment a pulp character succumbed to the temptation to cheat on his wife, or lie on his tax return, he has crossed over to the dark side; either he confesses and performs an appropriate penance, or the virtuous qualities will erode as the character progressively succumbs to evil. Should the infidelity become known, his piety would be considered false, his friends would desert him, and his charitable associations would distance themselves. He would be considered cold and calculating, deceiptful and untrustworthy. He might well lose his job, and certainly he would be considered of dubious character.

It follows that if a character is morally upright in a pulp game, he would not permit himself to commit an infidelity. Consequently, all Pulp characters are expected to conform to an appropriate moral code, not only in play, but in their character’s backgrounds.

Enforcement

This poses a tricky challenge for the GM. How does he enforce this principle? Players who violate it weaken the game by weakening the conncetion between genre and campaign, but having the world react to this behaviour in the way they would if an NPC commited the offence would damage the game even more. Its also unfair to punish those players who did not commit the offence by restricting the group’s capabilities and limiting their fun. So there’s one line of arguement that the punishment should be in-game, and another that it should be completely metagame – a reduction in the XP the character receives, for example.

It’s a stramge thing, but players find it easier to tolerate and accept any in-game penalty than they do a comparatively minor metagame penalty. Perhaps they feel like the latter is criticism of them personally while the former is more impersonal. For that reason, I reserve metagame penalties for severe violations of acceptable game behaviour. A PC deliberately killing a bystander might – almost – qualify; nothing less is serious enough to risk someone being so irate that they might consider walking out of the game (and make no mistake, I have seen that reaction in other people’s games). That leaves an in-house penalty.

Depending on the severity of the offence, that might be anything from a slap on the wrist through to an in-game disadvantage of indefinite duration. The more extensive the penalty, the greater the need to put some sort of limitation on it – it might be duration (so many sessions in real life or so many days or weeks in-game), or it might be until some trigger condition is achieved. I might also follow it with some sort of probation, depending on what the player had done.

Parity Of Weapons Use

In most RPGs its entirely acceptable to use the biggest weapon you can get your hands on. Pulp is entirely different; it follows the principle of The Conservation Of Weapons Parity. If the other side uses non-lethal force, you can’t use lethal force. If the other side uses knives or swords, you can’t use guns. If the other side uses pistols and small-calibre weapons, you can’t use submachine guns, and so on. Or, if you do use them, you can’t aim them at the enemy.

Of course, the opposition in a pulp game rarely pay more than lip service to this principle, which is why it is the bad guys (read: NPCs controlled by the GM) who set the parameters for each combat. But in general, violations of this genre convention are not considered “cricket” (refer “it’s just not cricket” if the expression is unfamiliar).

Enforcement

This is another of those tricky ones to enforce. The best approach, once again, is in-game – one or more NPCs deciding that they can no longer trust the PC who violated the principle. The second time, he or she becomes unwelcome, and the third time, they get treated as a pariah, a villain-in-waiting. This approach uses peer pressure as a corrective mechanism. If the character persists beyond the pariah stage, it obviously isn’t working; at that point, more severe punishments may be in order.

Motives Are Simple

Most game sites – including Campaign Mastery – encourage players to give PCs rich and complex motivations, as these are lead to depth of character. Pulp games are different. In a pulp game, character motivations are simple, and can usually be stated in just three or four words. “To get justice.” “To beat the Nazis.” “To advance science.” “To discover the truth.” “To keep us safe.” “Protecting My Family”. “To Protect And Serve.” “Mom and Apple Pie.” Even “I Like French Fries” could be acceptable, if presented properly (I forget the movie, TV show, or book that I got that idea from, but it was a discussion over Baked Potatoes vs Fried as a reflection of freedom of choice).

But more than just motives, immediate goals are also straightforward. No-one worries about the long view, because tomorrow will take care of itself – it’s all one problem at a time. These facts should always be in the back of your mind when working on a character for a Pulp game.

Simple Motives and Black-&-White morality do not have to translate into simple characters, however. It’s surprising how quickly simple choices can aggregate into a complex personality. Ten yes/no questions gives two to the tenth power (minus 1) combinations – that’s 1023. And if half of those are about which 5 questions from a list of twenty actually matter to the character, you get an exponential increase. It can even be argued that by keeping the motives simple and the morality straightforward, you are (effectively) removing those elements that can distract from the characterisation, enabling greater depth and focus on the remaining areas of the character.

Chutzpah Beats Expertise, Every Time

In most games, a lack of expertise is a sure-fire recipe for trouble – but Luck Favours The Active Hero, so flipping switches and dials at random can be more useful than taking a lot of time to think about a problem. If there’s a bomb, cut the red wire. Or the black wire. Or the green wire. It will either be the right one, or it will increase the dramatic tension to the point where the next one that you cut HAS to be the right one!

But this Genre Convention goes further. Many of the villains are acknowledged experts, even geniuses – Fu Manchu, for example. But they never succeed, because the hero goes in and kicks down the delicate sandcastles their plots have been built apon.

Experts are Boffins. Their undoubted brilliance in their chosen fields of expertise gets in the way of an understanding of the real world; that understanding can be replaced, but only at the price of overwhelming hubris and megalomania – the traits of the villain of the week, in other words.

Everyone’s Jack

This is a consequence of the previous Genre Convention. When was the last time a pulp character said “I don’t know how to do that?” I can’t think of an occasion, myself. Everyone has the expertise necessary to succeed at the last possible minute – somehow. In other words, everyone’s a Jack Of All Trades – unless it’s important to the plot that they can’t do whatever it is that needs doing.

This has to be modified somewhat to work in a group situation, and hence in a roleplaying situation. Anyone can do it, unless there is a PC in the party with that particular expertise, or unless it’s important to the plot that the characters not be able to perform whatever act they are attempting.

Gamemastering A Jack

Very little of what’s been written so far in this article has been easy for the GM, and this is yet another point of difficulty that must be contended with (and people wonder why Pulp is such a hard genre to run, and run Well!). Here, the GMs have to maintain the fine balance between handing the PCs a blank cheque to do as they wish, and adhering to this genre convention, between maintaining tension and uncertainty, advancing the plot, and putting it on railroad tracks.

I can’t speak for anyone else (and didn’t think to quiz my co-referee on the question) but here’s the mental process that I use to dance on the head of that particular grenade pin.

  • Rate the importance of the question or action to the plot on a 1-to-5 scale (high is more important).
  • Adjust up or down for the current level of player frustration (up = more frustrated).
  • Adjust up or down for the degree of time-criticality (up means the clock’s counted down to ‘2’…tick….’1’…).
  • Adjust up or down for the appropriateness of the action (up is ‘exactly the right thing to do’).
  • Adjust up or down for the current level of GM frustration (up = ‘let’s get this party started’).
  • If the result is really low, I’ll consider being an obstructionist, or at least, taking a hard line on my interpretations of the game mechanics.
  • If the result is in the mid-range, the characters can stand or fail on their abilities and let the dice fall where they may. I’ll neither help nor hinder as GM.
  • The higher the result, the more willing to bend the rules – in fashions permitted by the genre – to permit the character to succeed.
  • But before I announce the results, I have a couple more questions to flash through my mind. Will the action advance the plot – or derail it? Will it be more fun for the character to succeed – or fail? These considerations can override the previous decision.

Note that I’m usually not this methodolical – at most, I’ll spend a second or two with these thoughts flashing through my mind before I make a ruling and get on with the game. Occasionally I’ll take a couple of extra seconds to contemplate the implications; about half the time when I do so, my co-GM will take the initiative in resolving the question, and take the lead GM role for a little while. His judgement’s usually pretty good.

Smart Characters Are Still Smart

A superficial reading of these genre conventions might suggest that this means that Intelligence is a less important attribute in a Pulp game than in other genres.

That is absolutely not the case. Brain vs Brawn is a recurring theme in the pulps, and brain always wins – if it’s the hero who’s smart. If anything, smart characters are even more ingenious than they would be in real life. Genius is far more common – and often far more costly – a character trait, allied as it is to other character defects. Can anyone doubt the mad genius of many of the pulp Villains?

Inexplicable Lapses

And yet, many of the smartest characters have inexplicable lapses in intellect – an expression of plot overriding the internal reality of the game. A supergenius will still leave a hole in his plot for world domination, and a pulp hero will eventually put his finger on the weak spot – usually followed by his fist.

Villains

I don’t know whether or not it started in KODT or if it simply reached a mass audiance in an early issue of that magazine, but there are a number of Evil Overlord lists. The explanatory information provided at the start of the web-page that I’ve linked to suggests that it predated that appearance, as does this wikipedia page. Pulp Villains will fall foul of many if not all of these in the course of any campaign – not all at the same time, of course.

Heroes

The same is true for Pulp Heroes. If it would ruin the plot for them to see the elephant in the room, they see no elephants – or decide that the elephant is really a disguised zebra or a red herring. They make no allowances – ever – for a character going bad, or making a mistake.

Once again, this raises some thorny issues for GMs and players to grapple with. Should players ignore the obvious? How do they know the GMs aren’t playing on the greater sophistication of the modern audiance, and intend for the players to “see the elephant”? Are the GMs justified in deliberately misleading or outright *gasp* lying to the players in order to simulate this genre convention?

Our answer to these questions is NO, it doesn’t matter, and both yes and no, respectively.

If the players see through the GMs plot, they are fully entitled to act on that insight unless it derives from non-character knowledge. The GMs should simply remember the genre convention that I described in the previous part under the heading of “Straight Lines Always Twist”: If the players ever work out what the plot twist is going to be, it should be immediately replaced with something even more bizzare and unexpected.

That principle absolved both sides of the need to concern themselves with the modern-vs-genre issue raised by the second question. The defining parameters on the plot are no longer the characters, but the players. You don’t give each character a chance to shine, you give each player a moment in the spotlight in which to feature his character.

Does that justify attempting to mislead the players? Absolutely – so long as they can invoke a plot twist of some sort to justify it. Like the Science Fiction Mystery writer, discussed in “The Asimov Connection” within the previous part of this series, the GM can and should do everything in his power to obfuscate, downplay, and/or conceal the key detail or line of thought – short of being dishonest. And if that’s not enough, throw a plot twist at them.

In other words, try to make the elephant seem unimportant – and if you fail, assume that the real villain wanted the Heroes to waste time on the Elephant, and rework the rest of your plotline accordingly.

Whoops! I’m out of time, and still only 1/3 of the way through character conventions. So I guess I’ll have to get back to the list next time…

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City Government Power Bases – Leadership


This entry is part 4 of 9 in the series City Government Power Bases
What forces govern your city?

What forces govern your city?

Popularity

Being popular earns a government a lot of power, though it is always a fragile thing. Think of popularity as a form of temporary affiliation. Popularity is often restricted to a subset of urban society – you can’t please everyone.

Strengths

With a large amount of consent, a government can rule with fewer objections and roadblocks. The will of the people can drown out the voice of opposition. In addition, popularity can be manufactured, so it’s a renewable, though finite, resource and power base.

Popularity is primarily a matter of opinion and perception, and does not need to be based on fact or truth. An official can maintain a public face that enhances his popularity while making decisions, choices and deals that would prove to be unpopular, if they were to become publicly known.

Weaknesses

Public opinion is fickle and usually doesn’t require full disclosure, truth or accountability, at least in the short term. This means good and lawfully aligned politicians aren’t necessarily popular, despite having pure intentions and taking actions beneficial to the society they govern. Evil governments might be more popular if they are skilled at manipulating public opinion.

Popularity can also unexpectedly change. Opponents might be fuelling dissent, sudden events such as drought or victory at war could occur, or an unpopular but highly publicized ruling or government order could swiftly turn a populace’s opinion.

As popularity is a somewhat manageable resource, it must be constantly supervised and groomed. This makes it a complex, expensive or resource-intensive power base to rely upon. Different governments will permit varying levels of voiced opposition, as well, thus potentially reducing the power level and value of popularity as a power base. In some regimes, for example, it doesn’t matter how unpopular an official or decree might be, royal guards and fear might keep the public in check and popular rivals in the dungeons.

Flavor

You can wield popularity like a graceful rapier or as a clumsy club. Politicians and governments who utilize popularity will have established networks of varying sophistication to help measure and influence popularity.

The networks might consist of:

  • Public offices for constituents to voice their opinions
  • Publicity agents
  • Special events coordinators
  • Bards for gathering and sowing information
  • Rogues for the same
  • Agents to sabotage foes

These networks, operations and activities are perfect fodder for PC adventures and encounters.

In addition, in a city where popularity has power, be sure to color notable events and news with the slanted politicking and spin doctoring of the various political groups and individuals. The primary weapons you can have your NPCs employ, regardless of the truth, are:

  1. Taking credit
  2. Self-praise
  3. Criticism
  4. Casting blame

For example, if the PCs enter the city gates with the slain giant in tow, political networks will immediately set to work. The Ministry of Defense, the Ministry of Foreign Affairs, the Mayor’s Aide, the Mercenaries’ Guild, and several private citizens might all claim to have hired the PCs to kill the giant for the city’s protection. Each faction might try to blame the others for a lack of action and for letting the problem get out of hand to the point where it required a group of strangers to do the job. Two separate celebration parties might be quickly assembled and a scuffle over which one the PCs and dead giant will attend erupts.

Encounter Hooks

  • The PCs are hired to spread the good word about a politician and they discover an evil act the government official is about to perform.
  • The PCs witness a moment of weakness. The official wants all “loose ends” tied up.
  • The PCs return to the city victorious heroes and politicians vie to align themselves with the popular adventurers. Now the PCs must be concerned about maintaining popularity else their new found friends and resources will turn on them.
  • A character has a good friend trying to break into politics. The friend asks the group to help him increase his popularity. However, the friend’s rigid code of honour makes this task difficult as events arise and the friend makes honourable – but unpopular – decisions.
  • A young politician offers to pay the PCs a lot of money if the group says publicly he is part of the party, joins the PCs on all their adventures, and he takes the same risks and performs the same heroic deeds as the other party members. When the PCs are adventuring, the politician simply lays low in his hideout and governs his growing base through agents. When the PCs return from adventures, they do so through a secret tunnel into the city so the politician may publicly emerge with the group and take credit for the group’s latest heroics.

However, the politician pays the PCs with stolen money, and his enemies come after the PCs before long in lethal force to recover it. This will not only cause the PCs to lose the patron, plus get robbed of wealth and equipment, but it will also reveal them to be frauds along with the politician. A cunning GM might also rule at the meta-level the politician is truly part of the party and adjust challenge ratings accordingly, even though the politician is in absentia during adventure encounters.

Charisma, Social Skills, and Social Feats

It’s powerful to be able to bluff, intimidate, or talk one’s way out of a social conflict or to wield those skills to get what one wants. Governments face social conflict on a daily, even hourly basis, as they settle disputes between citizens, justify the new room tax to angry innkeepers, negotiate a treaty with another city and wrangle over budgets with various divisions. Having officials skilled at influencing others is key.

Strengths

Social skills can be taught and learned, making this an accessible power base to many. It’s also a personal power base, meaning it cannot be easily taken away, making this a good backbone for any political career or endeavor.

In addition, the ability to influence others and get them to work on your behalf makes this a scalable power base. A charismatic leader can motivate thousands of citizens with a single speech, for example, while the surly blacksmith can barely motivate his son to put in a full day’s work.

Weaknesses

Wielding social skill does require some level of natural ability however, so this power base is forever barred to many. Often, this is out of choice, whether the individual makes it consciously or not, and not due to physical limitation, as they declare they don’t like “head games”, mistrust the learned, refuse to smile and be friendly, and so on.

The use of social ability often has only temporary effects. This might be all a government official needs most of the time, but some goals such as creating loyalty or building a political career require ongoing presence and influence, thus somewhat limiting the scalability of this power base.

In addition, using skills, charisma and social abilities to get what one wants without creating a win/win or mutually beneficial arrangements can backfire if the other party realizes to what extent they’ve been manipulated. If a government official does this often enough, he can burn many bridges, so it’s often not enough to just have a trusting smile and good people skills – the solutions to social conflicts and arrangements need some substance as well.

Flavor

Campaign flavor from this power base will mostly come from NPC interaction. Suave and fast-talking officials make great foes, and charismatic leaders can be wonderful villains. NPCs who can easily influence others will most likely have servants, followers, and henchman as well. Important politicians with charisma will often have large entourages and groupies to flesh out or spawn encounters with the PCs.

Loyal Followers and Supporters

Loyalty is one of the most valuable, yet hard to come by political power bases. Loyalty transcends alignment and is available to any citizen in the city who can cultivate it.

Strengths

One of the most difficult parts of being a government official with various duties and responsibilities is trust. Except for the most basic jobs, an official won’t be able to do everything themselves. They’ll need to delegate, and they’ll have to trust in the individual(s) who have been given important tasks to perform.

There is more involved with trust than competence, however. Government is often about compromise. In the many conflicts in which a government must act as mediator, it’s unlikely there’s a solution that would make both sides happy that would also serve the best interests of the city.

Many officials also have ambition, and this creates more bias and pressure on their decision-making. During these stressful situations then, an official is going to have to delegate someone they can trust to make an unpopular decision, a tough decision, or a difficult action.

For officials and governments of dubious ethics and morals, trust, ironically, becomes an even more valued commodity. An agency needs to trust its agents to perform evil or damaging actions, because, as already stated, an evil despot cannot do everything himself. Therefore, the loyalty of others so one can rely upon them in times of need and during difficult situations is a valuable asset indeed.

Loyalty can be fostered in several ways, making this a flexible power base for officials of all alignments. The evil politician can use greed, ambition, blackmail and fear to garner a surprising quantity of loyalty. A good aligned official can earn loyalty through trust, hope, lawfulness, faith and acting for the good of the city.

Weaknesses

Loyalty lost is hard to gain back. In the realm of politics, with its inherent nature of shifting alliances, raw ambitions, and temporary causes, loyalty can be the first victim and is easy to lose. Ironically, loyalty driven by evil devices, such as blackmail, can be the strongest kind, as idealism, faith and trust can be easily broken by the mortal failings of doubt, suspicion, worry and fear. Evil loyalty also tends to be the shortest however, as it’s gone the instant the leverage to garner the loyalty is weakened or removed.

Loyalty is difficult to measure, making this a risky power base for some. One never knows when an underling, fueled by ambition or a hidden ulterior motive, decides to make their move. Officials must be ever aware of potential backstabbing and traitorous staff. Detect Alignment spells and similar magical investigation can mitigate much of this risk, but even lawful and good citizens can succumb to temporary conditions, weak moments or difficult circumstances.

Flavor

Due to the valuable, yet fluctuating nature of loyalty, officials and governments might be inclined to occasionally test the loyalty of their most important staff and followers. These tests might be short and quick, or they might be extravagant affairs involving a number of staged elements.

For example, a treasurer might be tested with a mock kidnapping, a fake ultimatum and a concocted situation to determine how willingly he’d surrender the vault keys. These situations are great opportunities to get the PCs involved as (unwitting) accomplices.

You can also build a government that is rife with the covert activities of officials trying to gain leverage on each other and their staff to capture and ensure loyalty.

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Pow! Bam! Crunch! Story Conventions In Pulp (continued)


This entry is part 4 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grown so substantially that it has become necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and furnished a context for the whole series. The second part covered Pulp environmental and game world conventions. Last time we got half-way through discussing plot and story conventions; so let’s pick up right where we left off…

The KO

Last time, I made a big deal of how cheap death is in a pulp environment, and yet the leading characters never die. In truth, they are never seriously hurt, either. This is a serious problem when it comes to maintaining any sort of tension within a pulp game.

There are two primary solutions to this dilemma.

Humiliation

The first is to ensure that the price of survival is so high that the characters and their players would almost prefer to die. The campaign world expects a certain level of success and achievement from its heroes, and can and should be cruel to those who fail to measure up to an almost-impossible standard of perfection.

When the PCs succeed, they should be lionized; they should be taken to the head of every queue, their opinions should be sought out and respected, they should be invited to every soirée and event. No party should be complete without them, and their name alone should be enough to get them through doors into the inner chambours of power (under normal circumstances). The public will recognise them wherever they go, will want to shake hands and slap them on the back, and so on (exceptions apply). The police will take the character’s word over the evidence before them, and violate procedure on their say-so. Villains will prepare for their intervention and may even revise plans completely in a (necessarily doomed) attempt to take the heroes into account.

With failure, all that goes away. With repeated or severe failure, it should be inverted. They will be kept waiting for every appointment, no-one will listen to their opinions, there will be newspaper stories about them being ‘all washed up’, they get invited to nothing and turned away if they have the temerity to show up anyway. Public officials will give them the cold shoulder and the police will view them with suspicion. Villains will dismiss them as irrelevant and the public will decry them or worse still, pity them.

Spreading these effects out and making them less all-or-nothing permits a graduated response to failure-without-death that is sure to have your players eager to regain their respect.

Throw in personal consequences such as investors withdrawing money from deals involving the PC, and the deaths of NPCs around the characters or in their place, and you have ample sources of motivation for the characters. So much so that the second solution is over the top – but it’s a pulp genre convention anyway, and so is being over the top, so that’s no reason not to do it.

Serial Cliffhangers

Players, over time, grow attached to their characters. I’m not sure that’s 100% universal, but it would be my bet that it would come close to it. The implication is that the threat of a character death is enough, you don’t actually need to carry it out. The closer you can bring the characters to death (or some other hopeless situation), more closely you can graze the ultimate penalty without inflicting it, the more keenly the players will feel the threat.

My co-referee and I have a rule: we always end a game session on a moment of high drama, imminant disaster, or extreme danger, except at the very end of an adventure. We will deliberately emphasise the danger and grimness, painting the blackest picture possible at such times. It works.

In The Nick Of Time

A cliffhanger implies that the characters will escape from their dire situation in the nick of time, every time. But more than that, the same is true of everything that takes place in a pulp story. A new weapon is needed? All efforts to create one will fail, until what seems like the 13th hour. Everything will happen at the last possible minute.

In game terms, that means that the task of the GMs is to lay foundation while delaying or blocking all attempts to solve problems until it is almost too late for the solution to be helpful. Everything should be a struggle, and the fates should conspire against the PCs.

This puts the GMs in a difficult position of a different kind – doing everything they can to make life difficult for the heroes while at the same time ensuring that they will ultimately have the opportunity to succeed and that luck favours them. But this is merely a more extreme form of the dilemma all GMs face all the time; the only significant difference is that instead of a strict neutrality, the pulp genre requires the GM to balance extremes of partisan support for both sides.

Ninety Miles An Hour

Laying foundation is left a little trickier, as is characterisation, by another genre convention – that everything should happen at Warp Factor 12. The only reason for a lull in the action is to put a full stop between the drama that has just occurred and the drame that is about to begin.

With less scope for the establishment of any sort of depth of characterisation, it is a good thing that the pulp game world conventions require most of the people encountered to be stereotyped. But even so, the successful pulp referee has to utilise every shorthand trick he can find to convey personality. Everything that the NPC posesses, says, or touches, has to serve a double or even triple purpose.

Use family crests on personal property to provide identity. Use objects like cigarette holders as affections to articulate personalities. Use accents. If it takes longer than thirty seconds to get your characterisation across, completely, cut something out and reveal it in a subsequent encounter. Take your pacing cues from the Indiana Jones movies and Under Seige and the Die Hard series.

The Improbable Is Probable

Another convention of pulp genre stories is the level of coincidence. Frankly, it’s so high that it’s unbelievable. And that’s a problem.

Throughout these discussions, we’ve been careful to distinguish between genuine genre conventions and bad writing, but let’s be honest – there was some awful writing in the pulps. Up until this point, that process had proceeded smoothly, but now we struck a point of mild disagreement: is this extraordinary, improbable, implausble level of coincidence a consequence of bad writing or a legitimate genre convention?

What decided the issue in Blair’s favour is that even the better pulp writers resorted to this plot device at regular intervals. He brought up Doc Savage, I conceded with EE ‘Doc’ Smith. But that leaves another problem for GMs: how to maintain plausibility in the face of this genre convention.

We batted that one around a bit, and ultimately came to only half a solution: the GM has to pick his coincidences. A coincidence that advances the plot is good. A coincidence that is the result of PC luck, because they have acted instead of debating, is fine. A coincidence that heightens the drama or even the melodrama is fine. Anything else is to be approached with skepticims and wariness. But this is a guideline, and not a complete solution; it took very little effort for us to think of exceptions on both sides of the question. So this is less than completely satisfactory, but it’s the best and most consistent answer we could come up with.

The Villain Will Return

This is something that the various pulp-inspired movies don’t seem to have caught onto, Star Wars being the possible exception. It doesn’t matter what happens to the villain or how inescapable his death is, he will always come back sooner or later, either directly or in the form of a son or brother or father or admirer or flunky who steps up.

It used to be said amongst our players that no-one’s dead in comics or roleplaying games unless you see the body, but there have been too many ways found by GMs to get around this requirement for it to hold much weight any more. The first villain of my superhero campaign had this as one of his central stikhs!

The Villains are protected by a variation of the same immunity from harm that protects the PCs. They will face consequences of failure, of course; they may lose the entire organisation they had built up, they will lose access to resources and finances and favours. About the only advantage they will retain is anonymity, and that only because they have to be presumed dead until proven otherwise. But the villain will always return – eventually.

Story Trumps Reality

Another point that was emphasised in the discussion of genre in general is that plot supercedes any simulation of reality, but it’s sufficiently important to the pulp genre to reiterate. Physics in a pulp game works like it does in a warner brothers cartoon – it only matters when you notice it, and sometimes not even then.

A Foolish Consistency

This is an implication of the previous point that is often overlooked. It states that just because something works one way in one adventure, that doesn’t mean that it will work the same way the next time around. Weird Science may work, but it only does so through the power of Plot.

This genre convention derives from the few examples of multiple stories featuring the same characters within the pulps, and it’s something that I made a special point of in the discussion of Weird Science. I’m bringing it up again at this time because there is a need to discuss some plot implications.

Just because you can do something does not always make it wise to do that thing. Thus, while you can change the way anything post-1930s works in terms of technology or science, and even a few things that were accepted scientific canon of the era, you should not do so nilly-willy. Before you change the game physics, make darned sure that its an essential plot point to do so.

The Asimov Connection

The rules of science-fiction detective stories, as elucidated by Isaac Asimov in the introduction to Asimov’s Mysteries, are the golden rules in this respect. He wrote,

“Clues might be obscured, but not omitted. Essential lines of thought might be thrown out casually, but they were thrown out. The reader was remorselessly misdirected, misled, and mystified, but he was not cheated.

“…You don’t spring new devices on the reader and solve the mystery with them. You don’t take advantage of future history to introduce ad hoc phenomena. In fact, you carefully explain all facets of the future background well in advance so the reader may have a decent chance to see the solution. The fictional detective can make use only of facts known to the reader in the present or of ‘facts’ of the fictional future, which will be carefully explained beforehand. Even some of the real facts of our present ought to be mentioned if they are to be used – just to make the reader is aware…”

Interpreting Asimov for Pulp

To interpret this recipe for a pulp campaign, all you need do is replace the word ‘present’ with ‘1930s’ and the word ‘future’ with the phrase ‘weird science’ (or, if you prefer, ‘pulp science’).

It’s really that simple. If a weird science gadget is going to factor heavily into the plot, or a change in science, make sure that you establish the change and its ramifications and consequences before it becomes critical to the plot. So long as you do this each and every time you institute a change, there is no absolute need to be consistent from one adventure to the next.

It is of course preferable for the physics to be consistent from session to session, adventure to adventure. We use two techniques in combination to achieve this while still leaving the ‘playing field’ of physics wide open: the Baseline and the Unusual Condition. Note that we don’t go out of our way to tell the players what the situation is unless they are in a position to find out about it, and unless the knowledge will make a critical difference to the scenario – most of the time we simply get on with the adventure.

The Baseline

This principle simply states that the first game physics we use, unless discounted by an Unusual Condition, will be the de-facto game physics from that point on. So, if an NPC invents a flying car that ends up in a PCs posession, the vast likelyhood is that it will work in the next adventure, and the one after that, and so on.

Unusual Conditions

You can get away with just about anything if you allow for the premise that unusual conditions modify or tweak the game physics as necessary. This is a ramification of the premise that plot overrules genre. What it means is that if a PC has a flying car and it’s important to the plot that no-one has flying cars, we can posit early on that unusual conditions make it impossible to fly. Maybe the sun has moved into an unusual region of space-time in which the antigravity whammistat doesn’t finagle the gravitons. Maybe the big greebly who is the main opponant of this adventure has cast a spell to stop cars from flying, or which has the side effect of stopping cars from flying.

What you pay for, you keep

A key point in this example is that the car was ‘inherited’ by the PC, it’s not something the character has actually paid character construction points or game $$$$ for. In other words, it’s an ongoing plot device that the GMs can take away at will. Things would be entirely different if the character had paid character construction points for the flying car, or the equivalent.

Taking something away once a character has invested part of his or her capability into is something that can be done only temporarily, and is a big deal. It’s something that the player needs to know about, and to know that it will be only a short-term exception to the general rule of it’s being available, and to be compensated in some way for the reduction. And they need to agree that the compensation is fair, ahead of time.

Anything else risks disgruntling the player concerned, who would have quite a legitimate grievance.

One of our players has invested points in a ship, the Antares. Another has invested points in an aircraft (as yet, unnamed). Both fall into the category of things that we will take away only briefly; otherwise, they are part of the resources that are available to the characters for use within the adventure.

Can they never be taken away?

Of course not. Nothing is forever, and if the character chooses to sail the Antares into a known minefield, we make no guarantees beyond offering fair warning – either in advance, or when a lookout shouts “Minefield, dead ahead!” to the PC.

If, however, the character survives the experience, we DO guarantee that either he will get his investment back, or we will replace the Antares within a reasonable timespan (one or two adventures at most).

Silencers Are Golden

Silencers are rare in pulp, but when they appear, they are typical hollywood – both more effective than the real thing, and good for unlimited shots. In the real world, one shot is about all they are good for, and they don’t reduce the sound of a gunshot to a soft “phut”.

Which brings up a related issue, while we’re in the vicinity:

Use Detail where it doesn’t matter

One of the two of us (and it isn’t me) is something of an anarak when it comes to weapons and weapons technology. We use this as colour text, and one of the perpetual struggles we face is to confine it to that role. In practical terms, it shouldn’t matter if the villain is armed with a Webley 9mm or a golf club, only the game mechanics used to describe the weapon should matter. If we lose the descriptive patter, it should make no difference to the course of the adventure.

And yet, it makes all the difference in the world, because his encyclopedic knowledge is a touchstone into the game world. Being able to describe minutely the differences between a Smith&Wesson and a Luger (or whatever) makes the game world feel all the more tangible to the players.

We could spend weeks inventing this stuff, but it’s better to take the real world info and use it as colour – then spend that time on other things. Pulp stories swarm with this stuff, everything from the performance of cars to aircraft routes and makes to weapons. The more that you can bring the era to life through details, the better the game will be.

Super-men And Elite Forces

Most traditional pulp plots revolve around a single character, a Super-man if you will. This doesn’t work very well for a pulp game because it forces one character into a dominant position over the others, which is generally not a lot of fun for the subordinate characters’ players.

Some groups are experienced enough to be able to distinguish between one character being subordinate to another and the player of a subordinate character being subordinate to the player of the superior character, so it’s possible to craft a completely acceptable game using the traditional pulp model – but it imposes an extra burdon of difficulty on the players, and there are better solutions out there, even if they aren’ traditional Pulp.

The Elite Force

The most functional solution that we have found is the concept of “The Elite Force”. This is the one that we have chosen as the foundation of our Pulp campaign. The concept runs like this:

Originally, there were a whole mess of Lone Wolves out there having solo adventures. The most prominant amongst them formed a club to permit him to associate with others of similar interests. Those who joined treat the club as a gathering place, and visits to it as a social event; they still persue their adventures Solo, and come back to the club after each to boast a little, to relax, and to recharge their batteries.

As time went by (a couple of years), a new generation of adventurers was recruited to club membership at the very beginning of their careers. With the club already in existance, they treated it as a shared resource, and the senior members as advisors and consultants. In part, this was a fulfillment of the original purpose of the establishment. They also tended to adventure in small groups, usually composed of the same people. As this group grew in prominance, so did the organisation in back of them, and so the Adventurer’s Club became popularly known.

The PCs represent the third “generation” of members, recruited four or five years after the club was founded. As the “new kids” they tended to stick together, socially, and it was natural for them to adventure together as well. They never developed the “Lone Wolf” mentality. The Adventurer’s Club to these characters is the glue that binds them together. They are the first generation to take its presence as a given, and the generation who have to come to terms with its fame. Together, they – and the rest of the club – have found that they are stronger than the sum of their parts.

There are analagies to be drawn between these generations and the different approaches of pulp genre campaigns. The Super-man with a group of associates and assistants is one of the most common approaches, and its one with some shortcomings, as already noted.

The second generation, in which something acts as a unifying factor between groups of characters, is where a lot of groups end up. This unifying factor can be anything from a common heritage to a common enemy. It works, but it’s limited in scope.

The third generation, which is established along the lines of an elite force within which each character has his own speciality, and hence his own turn at dominance according to the circumstances at hand, is the best answer of all. It has the benefits of all the previous answers and none of the drawbacks. Again, the key is a unifying factor, but it’s something that persists beyond a single adventure, and can attract characters from a number of different backgrounds. The biggest distinction in terms of campaign background and plot is that this unifying factor has been established before the characters start their adventuring careers, so that it becomes a framework around which the campaign can be constructed.

As an aside, I find it interesting that this also parallels the path that I took in creating my superhero campaign: the super-man was a solo campaign (with myself as both GM and player) which I used to teach myself the rules, and to develop house rules that reflected the style of campaign that I wanted to achieve; the loose-group stage was a short-lived campaign in which there was a husband-and-wife pairing and the villain of the campaign bound them with a third character for mutual defence and with the occasional passerby; and the Elite Force was the commencement of the main campaign, and still serves as the central focus of the campaign to this day, almost thirty years later – a longevity that reveals the strength of this campaign structure.

The effects on plot

This part of the series is supposed to be all about plot conventions in pulp, character conventions are for next time. So it behooves me to show how these concepts affect plot within a pulp campaign, or to remove this entire section until next time.

Having multiple story vectors to persue permits a diversity of plot that breathes new life into a campaign. You can have a spy yarn this week and a cthulhoid incursion next week and a Nazi Plot the week after that; you can go from Voodoo and Zombies to Space Opera to Archeology to The Land Of Dinosaurs with complete equinimity.

All the other approaches to character relationships described mean that anything that falls outside the pervue of the central lead character quickly feels forced, or irrellevant. Neither is conducive to player involvement, and hence weaken the campaign.

What’s more, you can mix it up. A Voodoo plot which centres around a Weird Science gadget? no problem. An ancient sorceror who is vulnerable to modern technology? great! The elite forces approach not only encourages and facilitates variety in character types, it facilitates variety in adventure types.

Inadequate Authorities

A truism of the Pukp Genre is that whatever is going on, the authorities are inadequate to the problem. It requires one or more individuals to step forward, or be thrust forward, before the problem can be solved. In the case of an individual, that step beyond the typical ability standard inevitably produces a super-man who is never at a loss for very long, can look death in the eye and spit, and can solve any problem with his superior morality and abilities. In the case of a group of similar characters, this is a ‘second-generation’ collection of characters. In the case of a disparate group, this is inevitably an Elite Force.

The phrasing of the description of the authorities is very deliberate. The original draft of this section was titled “Incompetant Authorities”, but that is not correct; they can be quite competant, but unable to go beyond the limitations of the established parameters of their world, whether that be a military unit, a police station, or a starship command. They are Starfleet to the Enterprise.

They sure sound like PCs to me.

Once a group is established as “problem solvers”, the wider group will go out of their way to present them with the most difficult, most critical, most dangerous problems. The problem-solvers will also discover problems on their own behalf, and solve them, long before the general authorities even know that a problem exists.

And that sounds like a campaign.

Straight Lines Always Twist

We’re almost at the end of the list. The penultimate plot convention is something that has become almost universal in RPGs – the plot twist. There should ALWAYS be a plot twist – or several – in any pulp adventure. To paraphrase The Hitchhiker’s Guide To The Galaxy, if the players ever work out what a plot twist is going to be, it should immediatly be replaced with something even more bizarre and unexpected.

The real trick is making these twists seem logical and not imposed for the sake of having a plot twist. This requires the construction of a story infrastructure around the twist. The GMs should go back over everything that has been revealed to the PCs, examine how the new plot twist would have affected each event and decision, and what needs to be done to ensure that when it comes, the plot twist seems logical and inevitable.

One way of looking at a Pulp Campaign is adventure-by-adventure. A more rewarding perspective may be from plot twist to plot twist, with the conclusion of one adventure, the awarding of XP, and so on, occurring in the middle of each:


That permits the GM to plant the seeds of the next adventure, and the next plot-twist, in the current one, or even the one before that, when the player’s minds are on other things. It does require a change of mindset on the part of the GM; it certainly does not come naturally. But it’s something that every GM of a pulp campaign should at least attempt.

The Bluff Twist

Adding to the tools in the GMs repetoir is what we call the Bluff Twist. This is a plot twist that seems obvious and inevitable to the players, that the GMs have made obvious even while (aparrantly) doing everything they can to conceal it. This requires the GMs to walk a very fine line, but when it works, it yields big results: at the critical moment, instead of the “expected” plot twist, the GMs ring in something completely unexpected.

Optimism Trumps Cynicism (Again)

The last of our Plot Conventions should be familiar, we made a big thing of it in the section on World Conventions. But this principle is not just a general state of mind within the campaign world, it is a driving point within every pulp adventure. The only reason not to do something should only ever be “It won’t work”.

“It’s too dangerous”, “It’s foolhardy”, “it’s won’t last” – these should never be mentioned, never mind being considered unacceptable. They just don’t exist in a pulp world.

“We’ll cross that bridge when we come to it”. “That’s a problem for tomorrow”. “One Thing At A Time”. Those should be the bywords of everyone in a Pulp campaign – players, PCs, NPCs, governments, Arch-villains, GMs – the lot.

In a pulp campaign, there’s always time for another sequel!

That brings the discussion of Plot Conventions of the Pulp Genre to an end. Next time, Character Conventions!

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City Government Power Bases – Class and Level


This entry is part 3 of 9 in the series City Government Power Bases
What forces govern your city?

What forces govern your city?

The city power base series picks up again this week with thoughts about something you will not find in real life, but which affects fantasy cities in a huge way: levels. Think about it – most fantasy RPG systems offer class levels that create huge disparities between those who have them and those who do not. How can you use level to create interesting politics?

We also dive into social class this article. I remember using social class in my games for the first time after purchasing Unearth Arcana for 1st Ed. D&D. Whether social class is codified in your game rules or you just use it for flavour and world design, such consideration has huge implication for urban governments.

There is also another NBOS software giveaway this week!

This power base series is pretty abstract. I need you to bring it down to the encounter level for me so GMs have some instant hooks, seeds and ideas on how to use class and level in-game for interesting gameplay.

Be sure to post in the comments section as ideas come to you while reading this article. Multiple entries are welcome. Thanks for the help!

You can find more info about the giveaway at the end of the article.

Character class

NPCs can use their class and abilities as a personal power base. Classes and experience provide special feats, abilities and class skills to help them gain an edge over their opponents, to win various political issues and struggles, or to help them serve their communities better.

In typical fantasy RPG worlds, retired soldiers, mercenaries and adventurers will have earned tremendous experience in the field. Even militias, guards and besieged city folk will gain a few levels over the years.

Think about the mayor of your real life town or city right now. If he could handle opponents with a lethal barrage of magic missiles, or use Spring Attack to cuff the opposition in the blink of an eye, who would dare raise their voice during council meetings? A stealthy leader learns many secrets. A pious one many allies.

If I was a politician with an interesting class power – the equivalent to a small super hero power – all kinds of possibilities open up for its use in government. What a strange world it would be if your mayor could fly, sunder or offer resistance to mental effects from foes.

Strengths

Class and level offer a reliable power base. Except under unusual circumstances, an NPC can count on the abilities his class(es) and level(s) confer. Imagine a public debate during an election period where a 3rd level Aristocrat is trying to win an argument against a 10th level Bard.

Imagine a coup against an epic level warrior – chances are he could defeat a small army himself. Nothing beats having high levels in one or more character classes on a day-to-day basis for politicians, government officials and government agents to draw upon.

Weaknesses

Class and level are not scalable powers. They are limited to the individual who has them, though their effects can be felt by many. One cannot confer an entire government or division the benefits of a class unless the NPC is present, and most NPCs can’t be in two places at once.

Character class is one of the most divisive power bases, and most politicians and governments try to please as many people as much of the time as possible. While high levels in a class might be seen as a strength by some, it will often be seen as a threat to others.

In addition, the type of class can make just as many foes as it can friends. For example, it would be difficult being or employing a person who was publicly known to be a rogue. Would the populace trust a high level sorcerer? Would a barbarian ever earn the respect of her city-bred peers? Would a cleric always be seen to have their god as a higher, interfering priority and unwelcome influence?

Flavor

Decide how the NPC gained his experience points. This exercise results in a wonderful backstory you can use to create gossip, blackmail opportunities, affiliations and government flavor with. How would a government or community be affected by having a dungeon-delving bard official? When an NPC has faced death 1,000 times, how will she react to government life? How will other government employees, such as scribes and minor officials, behave around a 10th level grizzled veteran of the war?

As the expression goes, when you’re a hammer everything looks a nail. A classed NPC is often going to try to solve his problems using his skills and abilities when these methods might not be appropriate.

Also, looking through the lens of a class – as opposed to the lens of a citizen or government representative – can prejudice an NPCs’ views, which might result in unpredictable actions. For example, the classic rift between warrior and wizard might create an inexplicable rift between the guards and the treasury.

It’s also fun to place classed NPCs in unexpected situations based on the nature of their abilities and experience. Adventurers must retire sometime – one way or another :) – and political office might be an attractive avenue for them. Imagine the looks on the PCs’ faces when they discover the Minister of Foreign Affairs is a 15th level monk!

Social Class

This is an important power base for many governments. City social structures are often stratified based on race, heritage, profession or source of income, wealth, land ownership and titles. The various combinations of these elements place members of society into a social hierarchy where, the higher up the ladder one sits, the more privileges they receive.

Strengths

For government officials, membership of a social class can confer numerous advantages, chief of which is affiliation. Most citizens will support or obey a bureaucrat whom they feel best represents their interests, and social class is one way for the masses to quickly decide which officials are on their side, regardless of the truth.

In most cases, having a higher social class confers instant advantages: affiliation with the rich and famous opens up roads to funding, political support, and the general power base of the whole city. However, wily government officials with lower social class can play up their low status to garner sympathy and empathy from the masses – the power of the people!

For the fortunate, another advantage of high social class is that it’s conferred without effort. Most are born into a specific level and live within it their entire lives. What could be easier? In addition, social class is rarely lost. Criminals and the bankrupt can fall rapidly, but many societies and upper social classes actively seek to protect their own either by not making the laws apply to them or by not associating the stigma that usually goes along with being poor or a criminal.

Another key strength is reputation. This goes hand in hand with affiliation, as reputation conferred by being a member of a certain social class acts like a beacon to help others quickly identify and support their fellow noble, laborer or outcast.

Weaknesses

For those born into the wrong social class, there’s usually no escape. An ambitious politician might have to battle long and hard to gain a voice, support or acceptance in higher social circles. The laws regarding voting, ownership, limits of authority, and freedom of movement might all hamper a low class bureaucrat.

People might also make false judgments and assumptions against a politician based on his class. The well-meaning councilman might get scoffed at because his noble status might be perceived as being too high for his job by his peers, and too high for real representation by his lower class constituents.

Social class as a power base is risky at certain times in a city’s development. During periods of anarchy or revolution, for example, power often leaves the hands of the upper class and they must focus on self-preservation and property protection until order gets restored.

During government change-overs, certain classes might be targeted for revenge, control, penalties or extermination by the new regime. For example, a proletariat government might redistribute the wealth of the upper classes after a successful coup, or a foreign government could behead the most influential nobles when it seizes power.

Flavor

A government administration itself can be given a social class based on its views and philosophies on how it should govern and serve the city, and which social class(es) it primarily represents.

For example, socialist governments could be considered as lower class, democratic governments middle class, and absolute governments upper class. You can use this to your advantage when roleplaying. While most NPCs will be inclined to criticize their government (assuming it’s safe and legal to do so), you can inject a degree of affinity and color parleys based on how close the government’s social class is to NPC-of-the-moment.

As a rule of thumb, NPCs of a similar social class to their government will be accepting of their government and will target individuals within it for criticism (“the Prelate is a moron”), while non-player characters with a disparate social class will criticize the establishment as a whole (“the government is out to get the working man!”).

Create additional flavor through conflict by mismatching the social class power bases of government and its officials with the social classes of its portfolios and obligations. For example, imagine an upper class government dealing with drought, or a lower class politician serving an upper class neighborhood.

NBOS Software Giveaway

Post an encounter hook, seed or idea relating to class and level city government power bases below for a chance to win an NBOS software title of your choice.

You can enter multiple times in the same comment or via multiple comments.

I’ll draw a winner Feb 19, just a few days away, so enter now while ideas are fresh in your mind.

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Pow! Wham! Bang! Story Conventions In Pulp


This entry is part 3 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grown so substantially that it has become necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and furnished a context for the whole series. The second part covered Pulp environmental and game world conventions. And now, onward, for the Game’s Afoot…

Plot conventions within a genre are vital tools for successful roleplay, dictating what a character’s options are, what will work and what won’t. In order to successfully fulfill their role within a game, they must represent a code of behavior, a contract between GMs and Players. In effect, they tell the players “Do this and the GMs will let you get away with it, even if it doesn’t look like it will work at the time”.

Action Is Always Right

…also known as “When in doubt, stick your neck out”. If a player ever finds that he has no idea of what to do next, he can always advance the plot by making a target of himself – going someplace that he’s not supposed to go, talking to the press, or whatever. The key to success is to invoke this genre convention in such a way that the GMs know that you are doing so.

In problem-solving, one of the key principles is “If you can’t see a solution to a problem, solve any part of it that you can understand and then reexamine the problem.” The pulp analogue of this principle is, “If you can’t see a solution to a problem, change the circumstances surrounding the problem and then reexamine the situation.” Force the villain (and, in back of him, the GMs) to react to something you’re doing – even if your character ends up deeper in trouble, you can never tell how things will come out in the wash.

Another way of phrasing this point is that “Luck favours the Active Hero”.

Risk Equals Reward

It follows that in a Pulp game, the greater the risk you take, the more success you will ultimately have. If it ever seems like you take one step back for every two steps forward, there are two possible reasons: either that is the technique chosen by the GMs to build matters to a climax, or you’re playing it too safe.

Overplanning Leads To Opposition

In other words, the more you treat the GMs as an enemy to be outwitted, the more likely they are to ensure that you get minimal reward for your efforts. Luck will never be on your side, and every success will be a struggle. Of course, this only makes players more likely to want to plan more carefully next time, so this is ultimately a game-destructive reaction; sometimes, the GMs just have to swallow the non-genre approach of the players and get on with the game.

I don’t want to give the impression that I’m blaming the players for everything or laying all the responsibility for change at their doorstep. The GMs should be willing to compromise, permitting some advance planning when the genre convention would be to kick down the door and see who’s on the other side of it.

But the players should remember that the GMs accept that role for the entertainment they get from the game, the same as they do – and player-planning is boring for the GMs, leaving them few avenues for entertaining themselves. Thinking up complications is one of those avenues.

In other words, provided the players can even half-trust the GMs, they might just be better off kicking in that door in the first place. Act fast enough, and they can seize the initiative from the GMs.

To be fair, this is something our players have been slowly getting better at. They have come to realize that if the GMs provide a convenient door to kick in, it’s at least worth thinking about using a heavy boot.

Players, Permit Your Characters To Be Captured

It follows from all of the above that if the GMs make an obvious attempt to capture one or more PCs, it will be better for the game in the long run for the targets to play along. That doesn’t mean that PCs shouldn’t resist; on the contrary.

“Better for the game” means that it will give the GMs an opportunity to give players more information, or manoeuvre them into position to do some more serious damage to the villain’s plans and organization, or both; and it also means that the GMs can propel the plot forward at an appropriately breakneck tempo.

Time and time again in the Pulps, the biggest mistake that the villain makes is to capture the Hero and then behave in typical pulp-villain fashion. They may have spent years building up their defences, but in one ill-advised move they will carry the Hero past those defences and into the heart of their operation.

A strict implementation of that genre convention, alas, means forcing the players aboard a plot train, so this requires a bit of modification for use in an RPG. The least objectionable approach that the authors have been able to think of is to ensure that the players consider this an acceptable tactic on their part, in which they remain in control of the situation.

At some point in every adventure, at least one PC should deliberately leave themselves wide open for capture by the bad guys. If the GMs don’t take advantage of the opportunity, the players can feel reasonably confident that in the opinion of the GMs, this approach will not advance the adventure, and the rest of the characters can act in the confidence of this knowledge.

After all, what’s the alternative? There is little worse than the following scenario:

  • The PCs have deliberately avoided capture by the bad guys and have gone to ground;
  • The Players refuse to act because they feel their characters don’t know enough about what’s going on to make proper plans;
  • GMs are frustrated because the intent was to have the villain capture the PCs, boast of his plans (filling in the missing pieces), and leave the PCs in a fiendish deathtrap from which they can reasonably easily escape, and none of it will happen while the PCs are holed up in their base of operations contemplating their navels;
  • The players are frustrated because they aren’t getting anywhere trying to fill in the missing pieces of the puzzle by guesswork and the referees won’t spill the beans;
  • both sides are rapidly getting bored because nothing is happening;
  • The GMs face the dilemma of either providing the missing information by means of a duex-ex-machina, handing the PCs the solution on a silver platter, and (in effect) rewarding them for bad play, or letting the PCs fail to act in time to stop the plan.

The solution to this dilemma is fourfold.

  • First, carry out a partial implementation of the villain’s plans. This not only advances the plotline, it changes the situation that the players have to deal with, hopefully into a circumstance in which they are no longer paralysed by indecision. It also educates them on the consequences of doing nothing, which is that the GMs will not stop time for them indefinitely. In effect, this is doing what the PCs should have done, if they had heeded the advice given earlier – “If you can’t see a solution, do something to change the circumstances”.
  • Stop when there has been some obvious change in the circumstances, and give the players a new chance to come up with a plan of action. As a villains’ plans mature toward success, a hero’s choices in opposing it will narrow into something simpler and more desperate. Since this serves the GMs purposes as well as the original plan would have done, it does away with the frustration on at least that side of the table.
  • When the GMs allow the players to become aware of the change in circumstances, they should remind the players that “luck favours the active hero” – nothing so plebeian as any game-mechanism for luck, what that means in this context is that the GMs will take a lenient view on any sort of action that advances the adventure. Players should also bear in mind the corollary: “Inactive heroes will encounter bad luck and a lack of progress”.
  • Finally, when the point becomes moot by the end of play for the day, or the end of the adventure, the GMs should tell the players what their original plan was, as a gentle reminder of this genre convention as it applies to gaming.

Spectacle Equals Success – For The Heroes

If there are two ways of doing things, the more spectacular will tend to be the more successful – for the heroes. Villains in a pulp campaign never seem to realise that the restriction at the end of that statement applies to them; their plans are always over the top, spectacular all-or-nothing power grabs. And the more that this is true, the more unsuccessful they will be.

The corollary is, of course, that the less spectacular the heroes try to be, the less they will achieve; and the less spectacular the villains try to be, the more they will succeed. But the villains aren’t permitted to think that way, so they are doomed to failure; it’s only a question of how much difficulty the Heroes will experience along the way.

Notice how these all tie together; they are all reflections of one single genre convention. Which one of these is the fundamental and which are implications of that central convention doesn’t matter, they are all equally valid aspects of the overall convention.

Fiendish Death Traps, Both Inevitable And Doomed

Death traps are always spectacular, dramatic, and tension-filled, and the closer a character comes to being killed in one, the more all this is true. And, as explained previously, spectacle always favours the heroes. Yet, villains cannot resist; every pulp villain has an ego big enough to float a battleship, and capturing a hero strokes that ego, as does proving the villain’s superiority with an elaborate death trap.

It follows that just as players should not struggle too much against being captured, so they should be looking for the inevitable way out of the inevitable death trap. It will always be there somewhere – the GMs guarantee it.

Characters Rarely Die

The reason the GMs do so is because of another Genre Convention, and breaking it would be a sign of poor GMing. Characters Rarely Die. Even if they do something stupid, which would normally give the GMs every right to cut the character off at the neck.

We were tempted to say “Characters Never Die”, but decided to make allowances for NPCs who were intended to prove how dastardly the bad guys were, and ex-PCs who were fair game.

Of course, just because the GMs can’t kill the characters doesn’t mean that they can’t make them suffer.

Death Is Cheap

For everyone else, there is a continual and mounting body count. By ones and twos, wholesale and retail. Bond and the major love interest never die; neither do M or Q. Everyone else is in trouble…

Henchmen Are Disposable

…and the people most closely in the line of fire are the disposables that the villain keeps around for the purpose. These are not resources to be conserved, they are expendables to be used and discarded, because there will always be more of them when they are needed. No villain ever has trouble recruiting thugs.

Assassination Never Pays

The occasional villain will be smart enough to decide to get rid of the heroes before they become a problem. When this happens, they may try assassination. Unfortunately, this works even less often than a death trap, which is to say not at all. At best, the villain (or the hired gun acting on the villain’s behalf) will embarrass the hero and inform him that there’s a criminal to pursue; more frequently, the shooter will hit someone who the hero cares about, ensuring that they will move heaven and earth to thwart the evil scheme.

My co-GM, who has read hundreds of pulp stories, can’t remember a single one in which an assassination attempt brought anything but trouble down on the head of whoever attempted it.

Not that Assassination was the way we think of it in modern times; pulp plots take place before the snipers of WWII and of the Asian conflicts that followed, before the age of Terrorism. When people read, in modern times, that the Assassination of Archduke Ferdinand triggered World War One, people tend to interpret the circumstances in a modern way, thinking about a sniper with a high-powered rifle or a professionally planned and staged attack. The truth is very different.

A grenade was thrown at the car of the Archduke and his wife, but Ferdinand deflected it and it detonated some distance away (very pulp, and well done to him!). The royal couple then insisted on visiting those who had been injured and went to the hospital (I think I would have liked these people). After the visit, they set out to return to the palace but the driver took a wrong turn onto a side street, where the killer spotted them. When the driver backed up to turn the car around, he approached the car and shot both the Archduke and his wife at close range. Neither were killed instantly; the Archduke was shot in the neck and his wife in the abdomen. Both bled to death, in a few minutes in the case of the Archduke, a few minutes longer in the case of the Duchess.

This is a tale of buffoon-level incompetence on the parts of the would-be assassins. Look at all the things that had to go their way after the grenade-tossing failed before someone killed the Archduke. Success was achieved through blind luck and the stupidity of the driver, coupled with the Royal Couples’ sense of sympathy for those who had earlier been injured.

No, most assassination attempts of the era have more to do with the action of a 1930s-era gangster movie – drive-by machine-gunnings and planted bombs – than with what the term brings to the modern mind.

This actually works to the genre’s advantage in modern times, as the old-style assassination techniques lend themselves to dramatic confrontations. And another of the genre’s conventions minimises the dangers involved in such confrontations: Characters are faster than a speeding bullet.

Faster Than A Speeding Bullet

In fact, pulp-era guns in general miss more than they ever come close to hitting a target. Not only were they less accurate and less reliable than modern weapons, in real life – “So you shot my hand, you shot the vase, you shot my pussycat, but you missed me” – but we’re talking about Pulp Adventuring here. There’s always enough time to dive for cover from a hail of gunfire. A garbage-can lid will deflect bullets. Even a pair of eyeglasses in a pocket will happen to be at exactly the right angle to prevent a character from being fatally shot – and if you aren’t fatally shot, you’re back on your feet in a day or two, at most.

The Damsel In Distress

Not all pulp genre conventions translate so well into the modern world. Some of them are notoriously sexist and gender-biased, something that was touched on early in the previous article of the series.

To be faithful to the genre, any attractive female within arms reach of the danger will either be a damsel in distress already, or prone to becoming one. All the mad scientists have beautiful daughters, and all of them will be kidnapped at some point in time. And yet, it never seems to be expected, there are never any preparations made. The women are virtually always depicted as helpless.

Deciding how and if this convention needs to be updated is one of the most important decisions that a GM has to make when he sets out to run a pulp campaign.

There are four options:

  • No exceptions;
  • PCs excepted;
  • PCs and Specific NPCs excepted;
  • All of society is different in this respect.

In the Adventurers’ Club campaign, My co-GM decided (before I was even brought into the GMing picture) that the third of these options was the way that he intended to handle this question. In general, women would be as the Pulp Genre demanded; but there would be exceptions made for various adventurous NPCs, and for any female PCs. What’s more, no adventuring males would be surprised at the exceptions being different from the run-of-the-mill in this respect; they would all have more liberated attitudes.

At the same time, he established an unwritten scale of femininity (though he did not think of it in those terms). Some of the NPCs approached their adventuring in a very feminine way, others were as professionally dominant as any male and as capable of knocking your head down around your ankles if you ticked them off, and some were in between. By making the way in which these characters went about their adventures a reflection of the personalities, and vice-versa, a harmony of characterisation was achieved that kept the whole picture coherent and generally set the issue to one side; the players could simply take their enlightened attitudes and get on with the game.

SWF, Villain’s Assistant, Seeks Hero

One notable exception to the general case is the villain’s female assistant, if any. These are frequently as competent as anyone bar the villain and the hero, certainly way superior to the thugs and general populace. And yet, there was always an undercurrent within the pulps of these characters being behaviourally aberrant. As soon as the Hero came swanning into the Assistant’s life, she would fall for him like a ton of bricks and begin entertaining notions of frilly dresses and curtains and gardens and mindless mediocrity, as though the life ‘enjoyed’ by the majority of the population was something that should be aspired to. Given any opportunity, under the hero’s influence, they would become just like everyone else.

This is another genre convention that needs careful thought in a game being played in the modern era, regardless of when it is set, because it informs the game world as to the psychology of the female gender within the game. Are the exceptions aberrant, psychologically – suffering from a condition to be cured (if possible) and desirous of that cure? Or is the general public suffering from socially-backward restrictions and myopia regarding the potential of women, with only the adventuresses (PC & NPC) and Villain’s Assistants living up to their true potential? Or is the truth somewhere in between?

Our answer (which may not work for you)is two-fold, combining the last two options listed. While women in society in general are capable of more than society currently permits, and than they expect, there are people in the game world with still higher potential. When the circumstances are right, that potential can be realised, and the character transcends not only the role that a repressive society expects and enforces on women in general, but also what the typical woman is truly capable of. We use a similar arguement to explain male adventurers. This elitism is the easiest way of resolving these dilemmas and integrating a reasonably accurate depiction of the pulp era with players from a modern time. But I can’t help being aware that all the players in our game are male – and a female player might have a completely different take on the subject, and on the validity of our answer!

The Government Are (Usually) The Good Guys

In the previous part of this series, I made the point that optimism trumps cynicism. The pulp environment is one in which there is not only a lack of cynicism, but there are none of the causes of cynicism. That means that not only is the government (mostly) trusted, but they (usually) can be trusted – they are the good guys. Exceptions are treated as aberrations and abnormalities, not as symptoms of a wider cultural situation.

That doesn’t make them all-knowing or all-wise, by any means. It doesn’t even make them completely trustworthy; it just means that whatever they do, they will do it because they think that it’s the right thing to do.

There are times when the modern attitude can overcome a player’s knowledge of the genre. It’s one thing for them to know, intellectually, that the government can be trusted, and quite a different thing for them to react to an unexpected development with immediate trust and confidence. This was never so clear to us as when, after a security breach put several cities in jeopardy, the government decided that the Adventurer’s Club was too dangerous to world safety to be permitted to run itself, and was taken over by the FBI. The kneejerk reaction was everything that we expected, having anticipated that our players were a modern audience; but as the scenario proceeded, they quickly recovered their equilibrium and started to wonder whether or not they could trust the agent appointed to run the club. From a position of initial wariness, they are slowly coming to trust and respect their FBI appointee and unabashed fan of the club.

That’s a key fact about the genre conventions: unlike the situation in the original pulps, where society really was like that, simply exaggerated, with a modern audience you can play off modern expectations and attitudes – you can leverage them to the overall benefit of your campaign. All it takes is a little knowledge and a little thought.

We’re only half-way through the discussion of pulp genre plot conventions! So come back a week from now for the second half…

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150K!


On Monday Feb 7, we had our 150,000 visitor!

It seems like it was just last week that we hit the 100K milestone (it was actually June 2010). Johnn and I would like to thank each and every visitor. We hope that each and every one of you found something worthwhile to take away from our efforts.

To be exact, we have now had 150,466 visits from 90,906 producing 280,735 page views. Those numbers are awesome for just two years in operation, and we are both very proud of them. But we are even more proud of the fact that of those almost 91,000 visitors, almost 40% have been to our site more than once. In fact, almost 1800 people have visited more than 200 times, over 5000 have visited more than 100 times, and over 22000 have visited at least 15 times!

Once again, we would like to extend special thanks to each and every person who has taken the time to comment on one of our articles. You provide the encouragement to keep us ticking over and the stimulation to keep our minds ticking over.

And, for the record, our three most popular posts are:

  1. The Nimble Mind – Making Skills Matter in RPGS
  2. Building The Perfect Beast: A D&D 3.5 online monster generator
  3. 6 Ways To Enhance Magic Items

Our next milestone is 300,000 page views. We hope to reach that inside the next two months. After that comes 100,000 unique visitors and 200,000 visits, and both of those should happen in 2011 as well. Campaign Mastery is going from strength to strength; we hope to see all of you when we achieve those milestones together!

Cheers, freinds. We wish you all more fun at the gaming table!

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Hexographer – RPG Mapping Dream


Hexographer RPG Mapping Software

Hexographer RPG Mapping Software

Hexographer RPG Mapping Software

Summary: Hexographer rocks and solves wilderness mapping fast for RPGs. Even left-brain squareheads like me can churn out beautiful and functional maps quick with Hexographer.

I have known about this software for awhile but only recently contacted the owner for a review copy. Erin Smale, publisher of Chimera, put me onto this software and I am so glad he did.

Tile Based Mapper

Hexographer is a tile-based outdoor mapper that will have you mapping in under a minute. I was impressed with how easy it was to create maps after booting it up for the first time. However, the software also offers a deep feature set you can get into over time for enhanced mapping and as a valuable campaign tool. The combo of instant results plus feature richness is rare these days.

After downloading and installing the Java-based application you will be taken to the start-up screen. There you configure your new map, load an existing map or import a map for tracing over (nice touch). Options here let you customize map size and background terrain, plus fiddle with hex settings.

A quibble here is GUI design could be polished up a bit. For example, I selected Solid Terrain > Sea and clicked Generate Map, which generated a random map instead of a sea-based one. I went back and realized I also needed to click the Solid Terrain button. Once I knew this, it was smooth sailing.

Hexographer startup screen

Hexographer startup screen

Lots of icons

The software offers a large library of terrain icons. All your core needs will be met with this. Further, you can draw lines on top for rivers, roads and other mapping objects. All went smooth.

As you can see in the screenshot, there are also icons, special shapes and text label options galore. Cosmic shapes will interest sci-fi GMs. More icons are available for sale at the developer’s website.

I found working with objects a tad clunky, but again, once I figured out a bit of the software’s design philosophy I was able to work well with the software. For example, each tab in the library represents a different type of object. To edit or delete an object placed on your map, there is no universal select, edit or delete button. Instead, you click on the particular library tab to get the tools you need to edit an object of that type. Easy once you grasp that, but not sleek.

I liked that I could paint terrain hexes by clicking and dragging. This made filling areas and laying down areas of terrain fast. I also think the quality of the icons is excellent – that’s the part that makes me look like a great artist when done. :)

Great options, lots of depth

Neat features in the Library panel include elevation and GM-only objects. Elevation lets you mark the map so you can tell how high or depressed terrain features are. And you can use GM-only objects to make player-friendly handouts quick and easy.

Hexographer icon library

Hexographer icon library

Speaking of export, Hexographer has you covered. You can print, save as PNG and save as HTML. If you have a PDF print driver, then you can PDF your maps in a snap too. Further, you can select just a portion of your map and export that. Sweet. You can also save your maps in native format for later editing or sharing with other Hexographer users.

The Show/Hide menu will make you look like a genius. You can opt to show hex numbers, centre dots, elevation, certain objects, hex borders and more. So, you can build a detailed, full-feature map and cleave away the information you do not need at any given time for your needs or handouts or simplicity.

The Options menu is a Christmas tree of baubles. I did not get deep into this, but options include freeform vs. snap to grid for natural looking vs. old school style maps, random stuff, and tweaks to the hex settings.

Westeros from Song of Fire and Ice done in Hexographer

Westeros from Song of Fire and Ice done in Hexographer

Child Map offers a cool feature. Select a portion of your map and use Child Map to make a blow-up or exploded view for even more detail. For example, a forest might be a few hexes on your continent map, but Child Map can turn it into a new map of say, 50 hexes across, so you can detail this area further, without having to draw a bigger representative map manually.

Draw RPG maps fast

What I like about Hexographer best is you can make your maps fast, but additional features and options can let you become an advanced user with practice. Sometimes mapping software has such a steep initial learning curve that you give up before you have any maps for your game to show for your time spent.

With Hexographer, you just start painting your terrain and you have a map in minutes. Because of the way the software handles terrain and objects, you can return to your maps again and again and add more detail, or apply new features you learn to use.

I highly recommend giving this software a shot. You can download a free version to try out and make usable maps with. If you want extra features, you can get the pro version, which is reasonably priced at around $30.

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