Tag Archives: Vampire

Journal of the Emerald Specter 66: Resurrecting Awesome IPs

The title will be a little misleading but I wanted a means of drawing your eye in to read a little more, so hopefully you’ll forgive me a little. I will actually be talking about a great many intellectual properties (IPs) but that talk will be done in a little bit different way than you might be expecting.

In order to ride a little bit of the “nostalgia factor” that everyone is experiencing with Stranger Things, I wanted to talk about turning those IPs I love into RPGs or prose fiction.

Yes, this may technically be another “RPG” centric column but I’m going to label this one in the more broad sense of being… 

If you can’t see the title, there, it’s “Storytelling.” I guess I shouldn’t just let that be without explanation.

There are a lot of IPs that I’d love to see brought back, or continued, that are sitting in development hell, are already completed (as far as the story goes), and didn’t have the “multiples of billions of dollars” made in their one attempt so they just put it on the shelf.

I’ve got a little bit of a history of making a fairly entertaining version of a property that I would never be able to gain the rights to, so I made my own… this was when I was younger, much younger, and I would like to resurrect that piece of my history to give something like this another run.

Let’s start with Tron (as well as Tron: Legacy).

Creating this particular IP back in the early 1980s, Disney took the “computing terminology and technology” of the era to come up with a digital world where games were real and programs were humanoids with real problems. This all fell under the control of the company’s “overseer” program, which in the digital world was the “big bad” of the story. In the sequel, many of the terms (which were long out of date) were still being used and the general concept was similar in nature to the original, just updated for the new technology to make everything look prettier.

That being said, I love Tron and I loved Tron: Legacy… so much so that I really wanted there to be more sequels to Legacy that are just never going to happen because Disney didn’t make a bazillion dollars and had to settle for a few hundred million. What will they do now? Reboot it, most likely, and try again.

What I’m considering doing with one of my solo RPGs is run in a world very similar to Tron. Yes, I said similar.

I’ve spent a bit of time coming up with how I wanted to run this thing. I’m going to concentrate on the story, rolling a set of dice with the Mythic Game Master Emulator as the GM, to determine the outcomes and general direction of the story. I am literally going to “wake up without a clue as to what is going on.”

Like Tron, there will be (generally) black clad programmed entities that will glow with a light or color and my goal is to figure out where I came from and whether or not something more to be discovered in this digital world. Unlike Tron, I’m not going to have an “outside world” component to the story. This will be more “program dealing with programs,” though I’m probably going to update the terminology to be more like what we actually use today.

No “User,” now it’s Developer. No “Program,” now it’s Application. No “Grid,” now it’s probably going to be something witty that I haven’t come up with, yet… but you get the picture.

And the beauty of this is that I don’t have to come up with a vast amount of history or anything because I don’t know any better as a character, I get to discover this along with you (because I’m publishing the results in a prose-like format).

Before I move on to the next IP, what if my “Tron” ends up being somewhat like The Matrix? I love the Matrix, all of them, and I wouldn’t mind if that ended up going in that direction… but I’ll let play determine that.

Moving right along, let’s talk about the Bourne series.

Derived from a series of books that are as blandly written as one can experience, the film series features a super spy who is seeking out his origins and a means of freeing himself from the ones who put him into the position he’s in of being a super spy. We even had a single “non-Jason Bourne” movie that delved a little into a spy who wasn’t the titular character, which much like the Disney “Tron: Legacy” example above, didn’t perform as well as they’d hoped so they scrapped all future editions that didn’t feature Jason Bourne.

I’ve loved the idea of being a super spy, amnesiac or not, and working my way through a world who is out to get me because of one reason or another. This also technically fits into the John Wick mold, being in a world that is awesome and having awesome skills as I try to get the hell out of my predicament! If I go with the amnesiac angle again, sure it’ll end up being somewhat of a trope, but I can discover the world along with you, the reader.

Or I can develop a little bit of the basics and move along from there… which is far more likely than the not remembering thing… but we will figure that out before play actually begins, I just know I’d rather be more Jason Bourne than James Bond.

How about going with a property that you might not expect from a grown ass adult? I’m talking about Centurions: Power Extreme.

The cartoon was a “far off future” where technology was running rampant over the globe and a special force of three guys wielded awesome weapons against a cyborg evil doer and his dolt of an apprentice.

In no way, shape, or form does the premise or the technology hold up, but the overall idea has lasted… and this fits into another wonderful solo RPG idea, where I would play as one of the weapons specialists fighting against something more sinister than a couple of inept cyborgs to save the planet… and the weapon systems would have to be far more generic and be far more diversified than they were in the cartoon.

Yep, this was a cartoon, dear readers… go watch the five part series opener and the five part series conclusion to experience some of the most awesome parts of the show.

My version wouldn’t be called Centurions, they’d be fighting something more realistic (or at least more along the lines of what G.I Joe: the Rise of Cobra did as opposed to the actual cartoon’s “far future” premise)

Sticking with the cartoon factor, I’d like to hit on Visionaries: Knights of the Magical Light.

As with all hokey 80s cartoons, a planet of highly advanced technology did something to screw themselves in some way and magic returned to their world, controlled by a wizard who granted a bunch of Medieval-esque knights the ability to change into animals and whatnot.

My own concept would be more akin to Samurai, as I’m a bigger fan of Eastern settings than Western settings, and the magic would have already been there and not gone away… maybe the wizard is someone who is actively removing the magical abilities and the Samurai have to go and knock the crap out of him so they can retain their hard earned magical abilities.

Yeah, that sounds like an idea I wouldn’t mind running through. No amnesia, which means I’d have to have a basic understanding of the background of the setting, but that shouldn’t take too much of the fun out of the adventure of going up against a nearly omnipotent foe for the greater good.

What about a space themed adventure? I could go with a Star Trek-like experience, or a Star Wars-like experience… but I’m going to actually delve a little more closely into a Firefly experience.

But DJ, you hate Firefly! Yes, I do… but that’s because it’s a Western… that happens in space, and I don’t care where a Western happens, I don’t like Westerns (generally, there is always an exception to the rule).

The basic idea that I’d be interested in exploring is a crew on a ship, doing something innocuous like shipping freight from one location to the other, but belonging to some form of official government in a limited setting (like the Solar System) and getting drawn into some sort of conflict that is a little bit bigger than the crew of the ship.

I like the idea of a small crew, of a military nature, operating in a “small but powerful ship” that is doing things and gets called into service. Star Trek, in this case, is too vast as far as space as well as ability. Star Wars is a little to fantasy for the science fiction I’d like to be doing, though I’d take away the “ships just do stuff” aspect from the Wars. As much as I don’t like the series, the Firefly move Serenity was great, and I really do like the “comfy little crew” aspect of the dynamic.

Since I mentioned the franchise earlier, I’d like to draw from the G.I Joe: Retaliation installment of the seemingly dead movie franchise.

The idea I’m going with, here, is the idea of a military unit being hunted for a reason and that unit being forced into action to defend itself.

Well, this kind of relates to the Bourne idea above, as in there is probably a secret we (as the unit) know something about something that we go into hiding for, only to be flushed out by over zealous people who just can’t let sleeping dogs lie… and that forces said unit back into action, exposing that secret while killing all the bad guys in the process.

This is actually a story I developed for a prose novel I wanted to write and never did… if I turn this into an RPG setting, I can leave the secret up to the game emulator. I gave a link earlier, and it’s the one I’d use because it’s the one I own.

Since I love me some Vampire the Masquerade and Vampire the Requiem, why don’t I look a little bit at the Underworld franchise for the next idea?

I’m looking at the “war versus another supernatural creature” aspect of the vampires in my own solo RPG experience. I’ve toyed with the idea of the “brand new vampire discovering the world they actually live in” angle, and I’m not necessarily ruling that out, but I’ve also recently wanted to do the “ancient vampire rejoins the world and discovers they’re really an overpowered child learning the ropes of the society they’ve created” angle…

One of my favorite series of novels from the VtM line was the Masquerade of the Red Death Trilogy of books, which were almost immediately made “non-canon” because of whatever reasons… they are a damn good story, a little on the long side, but at no point are you sitting there thinking “when are we going to get to the damn action.” They also contain all of the major supernatural splats from the game lines (vampires, werewolves, and mages, though I don’t think the werewolves did a whole lot in the story now that I think about it).

I won’t spoil the story for you, but there is a ton of stuff in there to mine as far as story possibilities… but that doesn’t relate, necessarily to the Underworld aspect.

One thing I didn’t like about Underworld is the lack of super powers by the vampires. The lycans had all kinds of abilities (well, the ability to transform into a monstrous killing machine) and I would want to expand on that a bit… which means the “new vampire discovering the 411” is probably the best angle for this one, as well as one of the VtM or VtR splats being the best place to host the story in (at least the framework of how vampires and other supernaturals work).

There IS another variation of this, which I’ve created a vast and wonderful world around, that I could do and have some form of “random learning” going on… and that is a werewolf version of Vampire Diaries or True Blood but with more focus on the wolves than anything else. I have named this venture Moonrise, because the story was originally about the heir to the werewolf throne in a time when the politics of the society are starting to unravel… and that would be what I’d consider using as a basis for a story along these lines.

I’ve covered a lot of IPs… not all of the ones I was thinking, but with a column word count over 2,000, I think it’s time to wrap this edition up and consider a sequel (once I write down another series of possible IPs I would love to turn into my own little creations as possible solo RPG options).

The biggest reason for my concentration on solo RPGs is that I can’t get anyone else to play with, reliably. There are groups in my area but I’m not super interested in playing D&D, Pathfinder, or anything like that… I don’t want to necessarily physically go somewhere, either. Online, I don’t have anyone who can meet regularly enough in order to run a game more than just a week (see Greatest Show episode 109), where I reference Green Team that ran exactly once… and the entire cast has never been all on at the same time since. Hence, my point.

So, until I find a crew (hopefully containing a GM so I can be just a player once in a while), I will look into the solo RPG avenue.

Stay tuned for a second part if I have enough material!

Thanks for reading.

Journal of the Emerald Specter 65: Playing the “Unique” Characters

I was three or four paragraphs into expounding on a topic I’ve already covered when I decided that I didn’t want to rehash the same information… and realized I didn’t have much more to say than I’ve already said. So, why don’t I just go over that little bit and move on to the topic of this particular column.

When thinking about Discovery versus the Orville, the Orville is the one worth watching. If I want dreary, un-Star Trek like Star Trek, I’ll go watch something other than Star Trek. CBS has not only missed the mark, they’ve actively started driving away long term Star Trek fans, of which I am one. I just don’t care about what Discovery has to say anymore.

Now that I’ve gotten that off my chest again, let’s move to a little RPG topic I decided to come out and talk about… 

Wherever there is a roleplaying game, you can be sure that someone playing in that game wants to play something either completely off the wall or something that has been specifically stated they can’t play it…

In short, if you’re told in a Star Trek game you can’t play a Borg, one of the players will inevitably say they want to play a Borg.

I’ll be honest, I’ve wanted to play some unique characters, too, but I listen to the barriers erected by the person running the game and tried to work within that specific set of parameters. Basically, I’d try to come up with something interesting based on what was available and what kind of mood I was in.

There was a time, though, I actually got into an argument with someone over this very subject. Since the argument was involving Vampire the Masquerade, I’m going to go into depth on that.

I was coming into a group that the game master (GM, storyteller in VtM) had specifically limited the available playable Vampire clans to the Camarilla (meaning Brujah, Gangrel, Ventrue, Toreador, Malkavian, Nosferatu, and Tremere at the time), with no exceptions. So one of the other players, whom I’ll call Steve, wanted to play an Assamite… they are the stereotypical assassins of VtM.

While you’re looking at the list of Camarilla clans, you’ll notice that Assamite is not one of them. The GM didn’t want an Assamite in the game, so the request was understandably denied. Steve fought and fought, basically throwing an adult version of a hissy fit.

I was originally going to play a Brujah gang banger… then Steve and I got into an argument.

What I asked Steve, point blank, was why he couldn’t play an assassin from one of the available clans? His response related directly to the stereotypes of each of the clans (Brujah being gang members and bikers, Gangrel being woodland folk, Venture being uppity socialites, Toreador being airheaded artsy types, Malkavians being “ha ha” crazy, Noserfatu being sewer dwellers, and Tremere being conspiracy magician types). If you wanted to play a Ventrue, by Steve’s understanding, you HAD to play an uppity socialite.

I challenged Steve that you could be anything from any clan, meaning that the stereotype was a broad generality and Steve was not seeing that they could be anything but their most base generic surface features. Steve complained and I replied that I could be something that, in his mind, wasn’t possible.

May I also say that the GM found this argument very entertaining, mainly because Steve was being an inflexible ass and someone else was standing up to him.

Steve challenged me to do exactly what I said I could do… so I chucked out my Brujah gang banger, totally in the stereotype of the clan, and decided instead to play a Toreador assassin.

Yes, a Toreador assassin.

The Toreador, as a stereotype, are into art and music. They make paintings, sculptures, clothing, and all kinds of things that make them the generic airheads Steve thought they were because that’s how he saw “artsy types.” I want to go on record that I do not see artsy people like that, but in order to drive home my points, I’m using the Toreador stereotype in a somewhat derogatory way.

Silas Bancroft was born in the early 60s, grew up and was embraced into the clan in the middle of the “free feeling and loopy” 70s, finally to be trained as the personal assassin of the Prince of Memphis (Tennessee). The game was being played in the early 2000s and that made my Toreador a whopping 40 or so years old.

Steve was beside himself. How could anyone become a quality assassin in such a short period of time? That was along side the fact that if he wasn’t admiring the latest Jackson Pollock painting he couldn’t possibly function.

Well, Steve pointed out that the clan flaw of the Toreador was to be “unable to turn away from a thing of beauty.” That meant I had to play Silas as someone who couldn’t pass a bus stop advertisement because it was a pretty picture. How could an assassin be effective stopping to smell all the roses along the way?

The GM and I both understood that the weakness meant that Silas had his own beautiful thing he couldn’t turn away from… and I decided that Silas really loved the sight of the true dead. The reason he’d been trained as an assassin in the first place is his desire to see things die, in a most permanent fashion.

If you think that Steve lost his mind, you would be correct. He couldn’t tolerate this “complete lack of respect for the rules” and decided he didn’t want to play anymore. Steve then left.

Before I move on, I ended up playing that Toreador assassin until his untimely demise (which came when I botched an assassination attempt and was killed by the bodyguards of the target).

The whole point of this scenario was to show anyone that you can play something “unique” without having to bend the rules to achieve that goal. Steve really wanted to be the unique Assamite in a game that Assamites weren’t allowed in more than he actually wanted to play an assassin.

I’ve played in and run email SIMs that took place in the Star Trek universe. In those games, despite being expressly prohibited from playing “connected Borg,” you’ll get at least one player asking to be a Borg who is still connected to the Collective… why?

Someone reading this is probably one of those people and that person is probably saying they do it because they “want to shake things up.” Why? In a galaxy without Jedi, you want to be the one guy who still uses the Force as a Jedi? You need to absolutely be the one Borg who isn’t disconnected? The thing that makes you complete as a human being means you need to be the only person who is allowed to play a human Cylon when you weren’t allowed to play them?

Take the game that you are going to play in, look at the limitations, and figure out what you want to actually accomplish in the game and then work with what you are allowed to work with from that starting point.

Lately, I’ve been listening to a few actual play podcasts in recent days and I am overjoyed to hear things that I haven’t ever personally experienced: players creating characters within their limitations AND the players not being antagonistic towards the GM.

Yeah, the GM isn’t the enemy! A story is being told, it isn’t a competition!

I’m interested in telling stories with friends in a game where we’re all bound and playing within the same limitations. If I want to play something I can’t play, I will find a way to get as close to that WITHIN THE LIMITATIONS as I can… because I am not a beautiful and unique snowflake like Steve was in my example. He’s a delicate little flower that needed to have his way or he was taking his ball and going home… and he did.

Do what you can with what you have and let’s all start playing better games, shall we?

The Specter Show 039: The Downward Spiral

What do you do when you haven’t done what you’d said you’d do? DJ talks about bullet journaling restart (3rd attempt), solo RPGs (because some research was done and there will be a great many things that can possibly get done), and making everything work in unison… technically, this is all about bullet journaling and content creation from that bullet journaling!

Host: DJ Allen
Intro Music: The Idea of You by Nine Inch Nails (from Not the Actual Events)
Outtro Music: The Perfect Drug by Nine Inch Nails
Intro Lead in: Dirk Manning

Contact:
Email: EmeraldSpecter.com@Gmail.com
Twitter: @EmeraldSpecter
Instagram: @EmeraldSpecter

Support Emerald Specter at Patreon!

Thanks for checking this out, you can find more at EmeraldSpecter.com!

Hashtags: #TheSpecterShow #bulletjournal #bujo #BuJoRPG #BuJoRPG2 #soloRPG

The Specter Show 037: Eraser

An unexpected server issue held this release up, it is corrected now.

Speaking of server issues, DJ discusses the server getting fried on October 1, talking about doing things that should be done rather than talked about, bullet journaling without the RPG, BuJoRPG 2, and a few other things. He even gets off on a tangent and literally gets lost.

Host: DJ Allen
Intro Music: The Idea of You by Nine Inch Nails (from Not the Actual Events)
Outtro Music: The Perfect Drug by Nine Inch Nails
Intro Lead in: Theo Rossi

Contact:
Email: EmeraldSpecter.com@Gmail.com
Twitter: @EmeraldSpecter
Instagram: @EmeraldSpecter

Support Emerald Specter at Patreon!

Thanks for checking this out, you can find more at EmeraldSpecter.com!

Hashtags: #TheGreatestShow #Podcasting #TheSpecterShow #chess @TheoRossi #BuJoRPG #BuJoRPG2 #bulletjournal #bujoideas #bujoinspiration #bujogaming #bujoimprovement #bujofun #bujodesign #selfimprovement #PROChessLeague #PROChessLeaguePodcast #SpecteroftheGalaxy #ESPL #chess #health #nutrition #bodybuilding @MadebyTricia #madebytricia