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	<title>The Harping Monkey &#187; spirit of the century</title>
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	<description>Mick Bradley&#039;s Tavern in the Digital Aether</description>
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		<title>My 5 Essential Tabletop RPGs</title>
		<link>http://www.harpingmonkey.com/2009/03/my-5-essential-tabletop-rpgs/</link>
		<comments>http://www.harpingmonkey.com/2009/03/my-5-essential-tabletop-rpgs/#comments</comments>
		<pubDate>Mon, 30 Mar 2009 01:00:47 +0000</pubDate>
		<dc:creator>Mick Bradley</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[dictionary of mu]]></category>
		<category><![CDATA[don't rest your head]]></category>
		<category><![CDATA[primetime adventures]]></category>
		<category><![CDATA[savage worlds]]></category>
		<category><![CDATA[spirit of the century]]></category>

		<guid isPermaLink="false">http://www.harpingmonkey.com/?p=608</guid>
		<description><![CDATA[<p>I have been planning to write a post listing my picks for the 5 best tabletop rpgs for a few days now, as a response to a Facebook item that <a href="http://seanpatfannon.livejournal.com/">Sean Patrick Fannon</a> posted last week. But I decided that instead of trying to list and justify why I would consider any particular ... <a href="http://www.harpingmonkey.com/2009/03/my-5-essential-tabletop-rpgs/"><strong>Read the full post.</a>]]></description>
			<content:encoded><![CDATA[<p>I have been planning to write a post listing my picks for the 5 best tabletop rpgs for a few days now, as a response to a Facebook item that <a href="http://seanpatfannon.livejournal.com/">Sean Patrick Fannon</a> posted last week. But I decided that instead of trying to list and justify why I would consider any particular RPG &#8220;the best&#8221;, I am going to create a list of games based upon a different premise &#8211; that being, what are my five <em>most essential</em> games?</p>
<p>In other words, If I were told by some higher power that for the rest of my life, I could only choose five rpgs that I would ever be allowed to play again, which five would I pick? Honestly, this turned out not to be as easy as I thought. I did a lot of weighing and pondering. And lets just say that I hope nobody ever tries to force me to only ever play only five games for the rest of my life. There are lots of games that I love being left off this list. Not to mention games that could well be on this list if I ever actually get to play them.</p>
<p>But, here they be &#8211; right now, at this stage of my life these are the five most essential roleplaying games I would not want to live without if I were forced to make the choice.</p>
<p><span id="more-608"></span></p>
<p><a href="http://www.goodreads.com/book/show/1511055.Primetime_Adventures?utm_medium=api&amp;utm_source=blog_book"><img class="alignleft" src="http://photo.goodreads.com/books/1210687654m/1511055.jpg" alt="Primetime Adventures" width="98" height="149" /></a><strong>Primetime Adventures</strong> &#8211; I&#8217;m a guy who tends to think of most roleplaying sessions as episodes of a TV or film series. It&#8217;s just how my brain works. So an rpg that explicitly builds itself around the framework of a TV series is obviously essential to me. PTA has other very useful advantages, too. Once you are able to grok collaborative turn-based scene framing, it becomes a powerful tool for ensuring that everyone at the table gets to add to the overall story while still maintaining a structure that keeps things from flying off into chaos. Also, there&#8217;s fanmail. Everyone gets to participate in rewarding everyone else&#8217;s cool play. And of course, PTA can be used to emulate any genre or concept that could be conceived as a TV show. That&#8217;s a pretty broad spread. The only downside to PTA for me is that in some cases I like conflicts to have a bit more granularity than PTA typically offers. But only in some cases, so really, this is a minor drawback.</p>
<p><a href="http://www.goodreads.com/book/show/1523112.Spirit_of_the_Century?utm_medium=api&amp;utm_source=blog_book"><img class="alignleft" src="http://photo.goodreads.com/books/1195140614m/1523112.jpg" alt="Spirit of the Century" width="98" height="147" /></a><strong>Spirit of the Century</strong> &#8211; I need SOTC in my 5, because even though in general it would be preferable to have a more generic and updated version of FATE on hand, the SOTC text contains invaluable advice and helpful examples, not just for pulp adventure play (although there is plenty of that) but for solid fast-paced fun and exciting play in general. Maybe there are more streamlined or gritty versions of FATE out there now, but nothing I&#8217;ve seen anywhere contains as much good advice and example content for GMs and players to facilitate the type of play that I most enjoy. Besides, pulp rocks, and SOTC&#8217;s take on the genre (i.e. the Century Club and its adversaries locked in a time-spanning struggle) is specific enough to act as a solid foundation but sketchy enough to allow for individual play groups to make it their own and take it where they want.</p>
<p><a href="http://www.goodreads.com/book/show/2026866.Savage_Worlds_Explorers_Edition?utm_medium=api&amp;utm_source=blog_book"><img class="alignleft" src="http://photo.goodreads.com/books/1217608644m/2026866.jpg" alt="Savage Worlds Explorers Edition (S2P10010)" width="98" height="136" /></a><strong>Savage Worlds (Explorers Edition)</strong> &#8211; Because let&#8217;s face it, for all my recent focus on hippie games, narrativist play styles, and non-conventional shared-authority techniques, every once in awhile I still really like to throw down some miniatures and have an experienced and willing GM run me and some other people through a session where all we need to do is play our characters and make tactical choices and do the kind of gaming that most people &#8211; including me &#8211; grew up with (for that matter, the kind of gaming that the vast majority of tabletop gamers STILL do).  And no rules set that I&#8217;ve experienced does that kind of thing more effectively than <em>Savage Worlds</em>. It really is fast furious fun like it claims to be, and is easily adaptable to so many situations it is a truly functional &#8220;generic&#8221; system. Plus it can handle hacking pretty well, which means that various hippie techniques can be grafted on if the situation calls for it. Oh, and then there&#8217;s the fact that with the Explorer&#8217;s Edition, you get all this goodness &#8211; in print &#8211; for $10.</p>
<p><a href="http://www.goodreads.com/book/show/6037805.Don_t_Rest_Your_Head?utm_medium=api&amp;utm_source=blog_book"><img class="alignleft" src="http://photo.goodreads.com/books/1230587572m/6037805.jpg" alt="Don't Rest Your Head" width="88" height="132" /></a><strong>Don&#8217;t Rest Your Head</strong> &#8211; So far, the essentials I&#8217;m stuffing into my bag are all pretty broad in scope. That&#8217;s on purpose of course &#8211; it&#8217;s my way of cheating a little bit by covering just about any type of play I&#8217;d be interested in with just three rpgs. Now I&#8217;m going to drill down a bit and grab a more narrowly-scoped indie masterpiece that facilitates a darker-toned emo intensity that borrows from some of the cooler aspects of the old World of Darkness and mixes in a goodly amount of Neil Gaiman-ish awesomeness and then supports all of that with innovative dice mechanics that not only determine success or failure but also color the tone of the result. Also, the character rules further enhance the feel of play by making it really hard for a character to find a comfy sweet spot on the wire between the game&#8217;s thematic poles, which means things are always in motion and choices practically always have MEANING. Now, this sort of intensity is not everyone&#8217;s bag, and in fact, it wouldn&#8217;t be the only sort of style I&#8217;d want to play all the time. But when I need my fix, no other game will satisfy me like this one. I wanna play it more.</p>
<p><a href="http://www.goodreads.com/book/show/6225504.Dictionary_of_Mu?utm_medium=api&amp;utm_source=blog_book"><img class="alignleft" src="http://ecx.images-amazon.com/images/I/21tARhblatL._SL160_.jpg" alt="Dictionary of Mu" width="85" height="135" /></a><strong>Dictionary of Mu</strong> &#8211; My fifth and final essential game isn&#8217;t even a stand-alone game. It&#8217;s a supplement, technically. It&#8217;s a setting/situation add-on for <em>Sorcerer</em>. And no, <em>Sorcerer</em> is not on my list (although it came close). So, why put <em>Dictionary of Mu</em> in my essentials bag? Well, because I&#8217;ve never run across an rpg-related text that evoked in me so many ideas, provided so much inspiration, or generated so much interest in its source material. I never really had much interest either reading or roleplaying in Robert E. Howard sword-and-sorcery-style fantasy until I read this book. Now, I&#8217;m a fan. But the best thing about <em>Mu</em> is that it doesn&#8217;t just give you a setting to explore, a bunch of NPCs to encounter, or a slew of interesting places to discover. It invites you to make its content your own, it inspires you to take it to places that you and your group find interesting, and it challenges you to actually add to the dictionary with the things your characters bring to life within the game fiction. And even though it is intended as a supplement to <em>Sorcerer</em>, it also happens to be true that the ideas and tasty treats found within the <em>Dictionary of Mu</em> can be used as a basis for play with all sorts of rules systems. Like say &#8230; <em>PTA</em>, <em>Fate</em>, or <em>Savage Worlds</em>.</p>
<p>So there they are. My five essentials. As I mentioned before, there are several other games I love, and several games that I&#8217;m pretty sure I WILL love but haven&#8217;t had a chance to play yet. All in all though, this has been a pretty cool excercise for me because it has allowed me to think about what&#8217;s really important in my gaming. Maybe it&#8217;ll spark similar thoughts in your brain as well. If so, I&#8217;d love you to share the games that are essential to you, either here or on your own blog &#8211; but please leave a link here if you do post yours elsewhere.</p>
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		<title>Hungry Like the Wulf</title>
		<link>http://www.harpingmonkey.com/2007/04/hungry-like-the-wulf/</link>
		<comments>http://www.harpingmonkey.com/2007/04/hungry-like-the-wulf/#comments</comments>
		<pubDate>Thu, 05 Apr 2007 20:05:00 +0000</pubDate>
		<dc:creator>Mick Bradley</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[spirit of the century]]></category>

		<guid isPermaLink="false">http://www.harpingmonkey.com/misfitjournal/?p=150</guid>
		<description><![CDATA[<p style="border: 1px solid black; padding: 3px;">Originally published at <a href="http://harpingmonkey.com/mick/2007/04/05/hungry-like-the-wulf/">Musings of a Misfit Monkey</a>. You can comment here or <a href="http://harpingmonkey.com/mick/2007/04/05/hungry-like-the-wulf/#comments">there</a>.</p> <p>&#8230; &#8220;I straddle the line &#8216;twixt discord and rhyme, I howl and I whine I&#8217;m after you. I smell like I sound, I&#8217;m lost and I&#8217;m found, and I&#8217;m hungry like the ... <a href="http://www.harpingmonkey.com/2007/04/hungry-like-the-wulf/"><strong>Read the full post.</a>]]></description>
			<content:encoded><![CDATA[<p style="border: 1px solid black; padding: 3px;"><b>Originally published at <a href="http://harpingmonkey.com/mick/2007/04/05/hungry-like-the-wulf/">Musings of a Misfit Monkey</a>. You can comment here or <a href="http://harpingmonkey.com/mick/2007/04/05/hungry-like-the-wulf/#comments">there</a>.</b></p>
<p><font size="1">&#8230; &#8220;I straddle the line &#8216;twixt discord and rhyme, I howl and I whine I&#8217;m after you. I smell like I sound, I&#8217;m lost and I&#8217;m found, and I&#8217;m hungry like the wolf&#8221; &#8211; <em>Duran Duran, Hungry Like the Wolf (I hope none of you actually needed that attribution).</em></font></p>
<p>So there&#8217;s talk of an upcoming <em>Rolemonkeys</em> session where I get to PLAY a character in <a href="http://evilhat.com/?spirit" target="_blank"><em>Spirit of the Century</em></a>, and I am psyched. So, I&#8217;ve been dreaming up a pulp character that I will enjoy who also hopefully will fit with the other characters the guys have played in previous sessions, and here&#8217;s a basic concept of what I&#8217;ve come up with:</p>
<p>The character is a German scholar/explorer, Dr. Viktor Wulf. In pulp terms, he&#8217;s <strong>Doktor Wulf</strong>. He&#8217;s a centurion, like most SotC characters, but the twist is, he&#8217;s actually from the previous century. He was born in 1801. He became an adventurer/scholar with a focus on archeology and antiquities.</p>
<p>Now the interesting stuff. Somewhere in the time around 1825 or so, Viktor was on expedition to the Eastern Baltics and was bitten by a wolf. He is therefore &#8211; da-dum! &#8211; a werewolf. Very few people know about this of course. I see him as the type of werewolf where he can change whenever he wills it, although his primal pull toward the change intensifies near the full moon and he has to work to keep from changing during those times, especially if he gets emotional. When he&#8217;s a wolf, he still has a certain measure of his own identity and intellect and remembers himself, and thus he&#8217;s not just a murdering beast. However, self-control and human thought processes do become extremely difficult to maintain, again, especially if he&#8217;s worked up. So he can be brutal and primal, but generally recognizes friend from foe. Also, he&#8217;s the kind that sort of mystically just turns from a man into a wolf. No in-between monstrous transformations, no huge slavering man-wolf hybrid forms, just a guy who steps into a shadowy place and a moment later emerges as a wolf.</p>
<p>In human form he&#8217;ll have some heightened senses and be able to smell fear and strong emotion, and he&#8217;ll also have sort of an odd primal aura that makes him not quite fit in at a party. And the fun part of all this is we have a classic dichotomy between this guy&#8217;s civilized academic scholarly side and his primal inner beast. Could be lots of fun to play with. You have this very average scholarly looking guy and you think he&#8217;s a total wimp, but then if you make eye contact with him, and he stares at you, you totally crap your pants. He&#8217;s always trying to maintain his primal urges in civilized circles, and always struggling to not totally lose his human intellect and integrity when he&#8217;s in wolf form.</p>
<p>Okay, so, then in 1840 he goes on an expedition to the site of Delphi in Greece with his friend Karl Muller (a real person). At that time in history, the location of Delphi was known but no one had yet uncovered the temple of Apollo or the other structures around the site. It was all buried under fallen earth from the mountainside above. I think it was like 1890 or something in the real world when this stuff begun to get unearthed and studied in detail. There was a tribe of Greek people living in the area who had to be moved before excavation could begin. Anyway, Muller and Wulf actually found their way into the underground complex of the temple of Apollo in 1840. But tragedy struck &#8211; some sort of pulpish supernatural thing was buried down there &#8211; I&#8217;m not sure what yet, Whatever the cause, Wulf ended up being &#8220;frozen&#8221; in time in some sort of mystical crystal tomb in the bowels of the temple. Muller got out alive but immediately caught some kind of bad disease that seemed oddly like radiation sickness long before anyone knew what that was (that part is real history, by the way) and died of it just a couple weeks later, yammering madly and incoherently about the strange things they discovered and what he believed was the death of his friend Dr. Wulf.</p>
<p>Fast forward to 1921, just a few months before our current game continuity, and Max&#8217;s character, possibly with the aid of York or Shade, finds the block of mystical crystal that has Wulf&#8217;s body trapped inside, and frees him. The Rolemonkeys will talk about this and hammer out how it happens tonight before we start playing.</p>
<p>The angles I want to play up with this guy are the dichotomy between civilized man and primal beast, and the odd &#8220;man of another time&#8221; thing, where he&#8217;s a very capable scholar, but has little understanding of things that have occurred in the 80 years he was in the crystal. This will hopefully give him the ability to be intellectual and inquisitive but not step on Clay or Max&#8217;s characters.</p>
<p>It will also be interesting that he&#8217;s a German, but HIS Germany was a fledgling confederacy just beginning to come out from under the Holy Roman Empire and the conquests of Napoleon. The current Germany, the beaten-down &#8220;bad guys&#8221; of the Great War and the emerging National Socialist movement are totally foreign to him. He is, nevertheless, a German, and I imagine he will be treated as such by most people, and that could be an interesting challenge in itself.</p>
<p>Right now I have only a few Aspects chosen. The rest will come as I flesh this out.</p>
<p><strong>1. Man of Another Time</strong> &#8211; Wulf is out of place and has a lot of catching up to do socially, culturally, and academically. He is a bit out of place and quaint in his attitudes.</p>
<p><strong>2. Hungry Like the Wolf </strong>- He has to manage the primal aspects of his nature constantly, but it can also serve to help him sense things in ways that others can&#8217;t. This is certainly one of those great &#8220;pro-and-con&#8221; aspects.</p>
<p><strong>3. Everyone I Knew Is Dead</strong> &#8211; Kinda self-explanatory. This is essentially saying he has NO contacts in this new life, no friends or family. It makes him feel like a loner.</p>
<p><strong>4. Son of Germany</strong> &#8211; The Germany he experiences now is not the same land he grew up in, but he&#8217;s still a German, and carries that with pride. How might his brand of quaint patriotism play out in a world where Germany is generally looked upon with disdain and wariness?</p>
<p><strong>5. I Can Smell the Fear </strong>- Viktor can smell when someone is afraid or agitated.</p>
<p><strong>6. Don&#8217;t Make Me Ride in That! </strong>- Viktor can&#8217;t stand the newfangles vehicles like cars and airplanes. He hates riding in them, but of course, he sometimes will have to.</p>
<p><strong>7. Aura of the Primal </strong>- Even as a scholarly man at a high-society suaree, Viktor still has that indefinable something of the wolf inside him at all times. People tend to just not feel right about him. Add that to his 80-year old social and cultural mores, and he&#8217;s an outsider on several levels.</p>
<p>I see him looking a lot like Anthony Head, the guy who played Giles on <em>Buffy</em>. And yes, if you do the math, he was about 40 years old when he was frozen. So, that&#8217;s his current age, perceptually. Of course he&#8217;s also gifted with the Centurion thing, so probably will look like he&#8217;s in his thirties for the next several decades.</p>
<p>More is to come, including Skills and Stunts, after I work him into his novels with the other guys.</p>
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		<title>Spirit of the 17th Century … Sort of.</title>
		<link>http://www.harpingmonkey.com/2007/04/spirit-of-the-17th-century-sort-of/</link>
		<comments>http://www.harpingmonkey.com/2007/04/spirit-of-the-17th-century-sort-of/#comments</comments>
		<pubDate>Mon, 02 Apr 2007 16:54:00 +0000</pubDate>
		<dc:creator>Mick Bradley</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[spirit of the century]]></category>
		<category><![CDATA[swashbuckling]]></category>

		<guid isPermaLink="false">http://www.harpingmonkey.com/misfitjournal/?p=148</guid>
		<description><![CDATA[<p style="border: 1px solid black; padding: 3px;">Originally published at <a href="http://harpingmonkey.com/mick/2007/04/02/spirit-of-the-17th-century-sort-of/">Musings of a Misfit Monkey</a>. You can comment here or <a href="http://harpingmonkey.com/mick/2007/04/02/spirit-of-the-17th-century-sort-of/#comments">there</a>.</p> <p>I have this really big desire to convert two of my favorite RPG settings into the FATE system (as manifested in it&#8217;s most recent edition in <em><a href="http://evilhat.com" title="SotC Website" target="_blank">Spirit of ... <a href="http://www.harpingmonkey.com/2007/04/spirit-of-the-17th-century-sort-of/"><strong>Read the full post.</a>]]></description>
			<content:encoded><![CDATA[<p style="border: 1px solid black; padding: 3px;"><b>Originally published at <a href="http://harpingmonkey.com/mick/2007/04/02/spirit-of-the-17th-century-sort-of/">Musings of a Misfit Monkey</a>. You can comment here or <a href="http://harpingmonkey.com/mick/2007/04/02/spirit-of-the-17th-century-sort-of/#comments">there</a>.</b></p>
<p>I have this really big desire to convert two of my favorite RPG settings into the FATE system (as manifested in it&#8217;s most recent edition in <em><a href="http://evilhat.com" title="SotC Website" target="_blank">Spirit of the Century</a></em>). I want to do a SotC version of the <a href="http://wizards.com/eberron/" target="_blank"><em>Eberron</em></a> setting and I also want to try a hybrid of SotC and <em><a href="http://swashbucklingadv.com" target="_blank">7th Sea</a></em>.</p>
<p>The <a href="http://sonsofkryos.com" target="_blank"><em>Sons of Kryos</em></a>&#8216; play group is already doing a <em>SotC/Eberron</em> arc called <strong>&#8220;Spirit of Sharn&#8221;</strong> that you can follow along with on<a href="http://forum.rpg.net/showthread.php?t=318449" target="_blank"> their AP thread at rpg.net</a>. That has me excited about the <em>Eberron</em> side of my personal itch, but in the last couple of days I&#8217;ve REALLY started pining for some pulp/swashbuckling/pirates/musketeers/dark conspiracy roleplay. So I think I might try to focus on making that work first, before I try to do it with <em>Eberron</em>. Of course I suppose it also depends on what the other Rolemonkeys are interested in. And besides, I promised them a resolution to their <em>Vegas After Midnight</em> arc, so I need to work on delivering that, probably the next time it&#8217;s my turn to run a game.</p>
<p>Anyway, I am meandering. The real reason I started this post was to express my desire to do a <em>7th Sea/17th-Century</em> version of <em>SotC</em>, and to kick myself in the head for the really stupid act of getting rid of most of my original <em>7th Sea</em> sourcebooks. I have several of the <em>D20 Swashbuckling Adventures</em> titles, but I really wish I still had my <em>Avalon</em> and <em>Vendel/Vesten</em> books, and I definitely regret not keeping my <em>Daughters of Sophia</em> and a couple of the other secret society books I had. The fact is, I can still do pretty much everything I want to with what I&#8217;ve got, so it isn&#8217;t so much that not having the books keeps me from doing the game, it&#8217;s that I was just plain dumb to get rid of them because <em>7th Sea</em> is a damn fine game and I should have kept them in my collection.</p>
<p>Anyway, I&#8217;m still excited about doing this project, and I&#8217;ll keep you posted on its progress.</p>
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