I've been gone for a while, but here's Shades Without Mirror's current version. The City Phase has only been playtested once, and I hope the conspiracy phase makes more sense now that I've rewritten it a few times. Perilous and 'punks are unchanged as far as I can recall, but are there for handy reference.
https://drive.google.com/file/d/0B2zUNNY6lEmaQ2pWdTBfcnJxRTg/view
Showing posts with label Veles Svitlychny. Show all posts
Showing posts with label Veles Svitlychny. Show all posts
Monday, May 15, 2017
Sunday, March 1, 2015
I finally played my cyberpunk hack of Swords without Master again. So, without further ado
I finally played my cyberpunk hack of Swords without Master again. So, without further ado
~~~~~
Shades Without Mirror
You play the 'punks. People that live in the liminal space between the corporations and the gangs. Connected to society but outside its order, as tumultuous and fast paced as it is 5 minutes in the future.
The Tones
Street: Loud, Lively, Organic, Urban, Squalid, Gritty, Criminal, Analog, Violent, Passionate, Melancholic, Familiar
Corporate: Cool, Distant, Digital, Antiseptic, Lifeless, Cynical, Efficient, Cybernetic, Ominous, Minimalist
All that Deserves a Name
places in the city, computer rigs, near future weapons, body augmentations are all good ideas. This is where the players can define the feel of the future and set limitations/constraints on technology. Each 'punk needs to name at least one person that is a member of a gang, a corporation, or is an augment/synth.
Ideally, play this as a Cyberpunk Story of the Near Future, of Betrayal, and of Intrigue.
...of the Near Future
A story in which the ‘punks encounter near future technology
At least one element on each Pattern (see below) thread must be about an image or detail relating to a cyberpunk technology and its impact on the City. Players may only ever introduce a new tech when an Enigma (see below) is rolled.
Patterns, Enigmas and Lessons
Patterns replace Motifs.
Enigmas are Mysteries caused by an unknown technology or conspiracy working against the 'punks.
Lessons replace Morals. A Lesson is Learned but the Damage is Irreversible.
Phases
Discovery Phase is now the Intrigue Phase, and works exactly as in Andy Hauge's Vampire hack Intrigue Phase
The Rogue's Phase is now The 'punk's Phase, but functions exactly the same.
Hacks
An alternate term for Tricks. Use your best judgment. I haven't made any new tricks yet, but it should be fairly easy to adapt most of the tricks to the genre. Let me know how it goes.
~~~~~
That's what we played with tonight and it went very well. Now the only necessary flavor to change is the name of Feats Heroic. One of the players suggested that they be "Edges", so that you have a Corporate Edge and a Street Edge, which sounds fine to me.
~~~~~
Shades Without Mirror
You play the 'punks. People that live in the liminal space between the corporations and the gangs. Connected to society but outside its order, as tumultuous and fast paced as it is 5 minutes in the future.
The Tones
Street: Loud, Lively, Organic, Urban, Squalid, Gritty, Criminal, Analog, Violent, Passionate, Melancholic, Familiar
Corporate: Cool, Distant, Digital, Antiseptic, Lifeless, Cynical, Efficient, Cybernetic, Ominous, Minimalist
All that Deserves a Name
places in the city, computer rigs, near future weapons, body augmentations are all good ideas. This is where the players can define the feel of the future and set limitations/constraints on technology. Each 'punk needs to name at least one person that is a member of a gang, a corporation, or is an augment/synth.
Ideally, play this as a Cyberpunk Story of the Near Future, of Betrayal, and of Intrigue.
...of the Near Future
A story in which the ‘punks encounter near future technology
At least one element on each Pattern (see below) thread must be about an image or detail relating to a cyberpunk technology and its impact on the City. Players may only ever introduce a new tech when an Enigma (see below) is rolled.
Patterns, Enigmas and Lessons
Patterns replace Motifs.
Enigmas are Mysteries caused by an unknown technology or conspiracy working against the 'punks.
Lessons replace Morals. A Lesson is Learned but the Damage is Irreversible.
Phases
Discovery Phase is now the Intrigue Phase, and works exactly as in Andy Hauge's Vampire hack Intrigue Phase
The Rogue's Phase is now The 'punk's Phase, but functions exactly the same.
Hacks
An alternate term for Tricks. Use your best judgment. I haven't made any new tricks yet, but it should be fairly easy to adapt most of the tricks to the genre. Let me know how it goes.
~~~~~
That's what we played with tonight and it went very well. Now the only necessary flavor to change is the name of Feats Heroic. One of the players suggested that they be "Edges", so that you have a Corporate Edge and a Street Edge, which sounds fine to me.
Thursday, September 25, 2014
I ran a cyberpunk hack of Swords Without Master earlier and it went mostly quite well though there were bits of...
I ran a cyberpunk hack of Swords Without Master earlier and it went mostly quite well though there were bits of unevenness that increased towards the end of the game. Jackson Tegu, David Redcorn, Robert Bruce and Orion Canning were the Punks in our game.
The tones were
Street - Loud, Lively, Organic, Urban, Squalid, Gritty, Criminal, Analog, Violent, Passionate, Melancholic, Familiar
Corporate - Cool, Distant, Digital, Antiseptic, Lifeless, Cynical, Efficient, Cybernetic, Ominous, Minimalist
And the game was a Tale of Betrayal and Intrigue, played with the Ritual of Interlocution.
So, the biggest issue to be addressed was technobabble getting away from us and muddying the fiction. We had slightly different ideas about what cyberpunk should be that made the last leg of the game drag a little bit. The proposed solutions were to pre-define the tech so that we all had a common baseline we couldn't deviate too far from (I'm not too much a fan of this option), to invoke the ritual of the Weird exclusively for tech descriptions, or to make the game a "Tale of Near-Future Tech" in which a description of some cyberpunk technology or its impact on the world should be an element on each motif. This last option is what I will try next time I play Cyberswords without Cybermaster
Overall, though, I felt the game was successful and I am very pleased with how well the new tones worked for establishing the right mood.
The tones were
Street - Loud, Lively, Organic, Urban, Squalid, Gritty, Criminal, Analog, Violent, Passionate, Melancholic, Familiar
Corporate - Cool, Distant, Digital, Antiseptic, Lifeless, Cynical, Efficient, Cybernetic, Ominous, Minimalist
And the game was a Tale of Betrayal and Intrigue, played with the Ritual of Interlocution.
So, the biggest issue to be addressed was technobabble getting away from us and muddying the fiction. We had slightly different ideas about what cyberpunk should be that made the last leg of the game drag a little bit. The proposed solutions were to pre-define the tech so that we all had a common baseline we couldn't deviate too far from (I'm not too much a fan of this option), to invoke the ritual of the Weird exclusively for tech descriptions, or to make the game a "Tale of Near-Future Tech" in which a description of some cyberpunk technology or its impact on the world should be an element on each motif. This last option is what I will try next time I play Cyberswords without Cybermaster
Overall, though, I felt the game was successful and I am very pleased with how well the new tones worked for establishing the right mood.
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