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Month: February 2002

For the luvva Pete, can anyone explain this to me?

Or this?

It’s a world of mystery to me tonight, ladies and gentlemen. A world of mystery.

Tonight on the Olympics there was a guy doing figure-skating whose outfit looked like something from Flash Gordon. He was from Bulgaria. Kind of a big guy, but he gave it the old college try and I found him vastly amusing. It was like watching Richard Kiel figure skate, except done well. Much better than the gold-medal winner, who did a routine based on The Man in the Iron Mask that included swordfighting moves and a few terrible moments that veered close to mime, in which he appeared to be hanging himself. Like I said, a world of mystery.

I just posted this report on Unknown Armies Second Edition to the UA discussion list, and thought I’d repost it here as well.


Hey folks,

A while back I posted a report on what we were doing with UA2. I reviewed that post tonight and realized that it’s now way, way out of date. Late last fall Greg and I decided to make the second edition a far bigger project than we’d been planning by completely overhauling the structure of the book. In the interests of keeping those of you running or planning campaigns informed, here’s the skinny.

UA2 is divided into four parts. Each part represents a higher level of knowledge and power: Street, Global, Cosmic, and For the GM. Rules and setting material are split among the four parts. The GM (and perhaps the players) decide what level of campaign they’re going to start at, and then either the players only read the sections up to their level or use those levels to judge what their characters’ starting knowledge is. They can read the whole book, of course, but at least now there is a baseline for what their characters know when they begin a campaign of whatever level.

The Street section has nothing about the occult underground except that it exists. It posits a campaign where you play normal people who have had some kind of strange experience at some point in their lives–the Trigger Event–that has clued them in to the secret world that’s out there. It might have happened in their childhoods, or last week. The section begins with a guide to street-level campaigns, and suggests about a dozen specific campaign frameworks (a paragraph each) that involve ordinary people entering a world of magick and mystery. This is followed by the chapters for character creation, combat, madness, and player advice.

The Global section begins with the assumption that the PCs are members of the occult underground and have formed or begin by forming a cabal. It has a short history of magick up to the postmodern age, something a lot of people have asked for–UA magick is finally put in context with western tradition. It includes brief descriptions of TNI, the Sleepers, and so forth, the skinny on adepts and avatars, and some other info. The setting material here is very shallow–Alex Abel isn’t mentioned, for example, and neither are any other cabal leaders. You’ve heard a bunch of stuff, but you don’t know a lot. There’s nothing at all about the Invisible Clergy, Godwalkers, or archetypes. There’s another campaign section that describes the various kinds of cabals you might form, including specific ones like TNI or the NG sect, and another dozen specific campaign frameworks. Then there’s three big chapters: Magick, Adepts, and Avatars. Magick includes the basics of magick, rituals, Authentic Thaumaturgy, Proxies (revised), and Tilts. Adepts has twelve schools of magick and includes full rules for how to become an adept during a campaign. Avatars has fourteen avatars, a rumor about something called “godwalkers,” and discussion of archetypes, but nothing about the Clergy or ascension or 333 or any of that stuff. Avatars also includes full rules for becoming an avatar during a campaign. And each archetype now has a list of Masks: religious/cultural identities that the archetype can be channeled through. Instead of being an avatar of the Mother, for example, you could be a devout Catholic whose patron is the Virgin Mary. The rules are the same, but your character’s understanding of his powers can be very different and you can tweak your taboos and channels to better match the Mask you access the archetype through. Those of you who want to play characters that practice Voudoun or Santeria or Wicca or whatever may find this helpful–it offers a way to integrate and maintain UA cosmology within the context of different belief systems. This is mostly something for enterprising players and GMs to develop specific implementations, but we talk about how Masks work and list likely Masks for every type of avatar.

The Cosmic section begins with the assumption that you know the score. You know who Alex Abel is, you know about the Clergy, you know about Saint Germain, godwalkers, ascension, and so forth. The campaign section offers high-level cabal ideas, like cabals aligned with specific archetypes or ascension attempts, as well as stuff like playing a Sleeper cell or even a Room of Renunciation. The focus is on campaigns that deal with the battle to shape the next world. There’s the usual dozen or so specific campaign frameworks. Then there’s more magick, including the godwalker rules, artifact creation rules and the minor artifacts, the unnatural side-effect stuff from UA1, and probably something else I’m forgetting.

The GM section includes much more info on the various cabals, enough that you could reasonably start playing a basic TNI or Sleeper campaign without the sourcebooks–though you’d still want them for the longer term when the PCs get more involved with the cabals. It’s got significant and major artifacts and monsters. It covers how to set up the three campaign power levels and how to transition between them, how to set up your local occult underground, and how to run the game better.

There are setting tweaks. We finally explain the Sect of the Naked Goddess much better, for one thing, including the reason why it really is a sect. Also, TOSG fell apart post-Y2K and the leadership vanished; post-9/11 the feds came down hard on the remaining followers around the world. The current activities of Randy Douglas and his inner circle are unknown to the occult underground and to the players, but the GM section has the skinny.

There are rules tweaks. All skill checks can now be Minor, Significant, or Major. Major checks work as normal checks do in UA1. Significant checks give you a strong success if you roll under your skill, weak success if you roll over your skill but under its stat, and failures if you roll above the stat. Minor checks are automatic successes where the check roll indicates how quickly you succeed, and still allows matches, fumbles, etc. All combat and obsession skill checks are major. Casual checks are minor. Interesting but not critical checks are significant. I expect most non-combat/non-crisis checks to be significant, meaning that it’s now easier to succeed, but giving the GM enough leeway to finesse the results in interesting ways.

Unskilled action checks for minor and significant work similarly to the skilled action checks for those, but at a penalty. Unskilled major checks are a Hail Mary: if you get a match or a crit, you succeed, otherwise you fail.

Experience points are a bit different. It’s a lot cheaper to upgrade your skills, and every time you roll a match–good or bad–that skill goes up by one point immediately. (One point per skill per session. So you can go up in several skills by one point each per session if you roll lots of matches, but no skill goes up by more than one point per session.)

The player now picks a cherry each time she rolls a match. You don’t assign cherries. You just pick the one you want from the list every time, depending on the situation you’re in. This makes obsessed martial artists a *lot* cooler–every match can be a knockout, if you want–and gives adepts some more control.

Combat has some refinements that I’ve mentioned before, including a new initiative system and some hand-to-hand tweaks. Focus shifts let you take a bonus on your attack vs. a single target, but anyone attacking you that round gets the same bonus against you.

Your starting points for skills now varies by campaign power level. I don’t have the numbers at hand, but you get an extra chunk of points at each level. We’re still assuming you only have a handful of skills

Adept and avatar rules haven’t really changed except for the adept cherry stuff.

I think becoming an adept is especially interesting.

You can be a self-taught adept by having a suitable obsession and racking up five failed Self notches over time. After the fifth, you become an adept at 1%. For the next couple months you can quickly work up to about 10%, erasing those five notches as you go. It’s not because you’re becoming sane, though; it’s because you’ve redefined your notion of Self to incorporate your magickal worldview. You get the minor formula spells and no significant formula spells–you’ll have to develop them yourself or get another adept to teach them to you.

You can also become an adept by finding a guru/mentor. Over a period of months he does awful things to you to trigger madness checks. Once you have five failed notches in *any* meter, you’re at Magick 1%, and you reach 10% in a few weeks. Which formula spells you learn is up to your guru/mentor.

To become an avatar, you choose your path and must avoid breaking *any* taboos for a few months; breaking one sets you back, but not to zero, unless the GM rules that it’s too egregious to ignore. After that, you’re at Avatar 10% and can advance by experience points.

There are a couple of new free skills–the aforementioned Initiative and Hide, which covers hiding yourself or concealing an object.

There’s a new class of Mind skill you can take called a Paradigm skill. Samples include Military, Science, and Christian. You can roll against your Paradigm skill to avoid some madness checks, since your worldview is sufficiently hardened that you can explain or ignore what you’re experiencing.

There’s tons of new artwork, including portraits of every kind of adept and avatar. The layout and graphic design is new. The cover art is new. The logo is new. The book is a 256pp hardcover that sells for $35.

I think that’s most of it.

Greg and I are still working very hard on the project. This street/global/cosmic revamp proved to be a tremendous amount of work. The character-creation and combat chapters are mostly rewritten from scratch to be easier to understand and refer to in play. It’s all worth it. The new edition kicks ass.

UA2 is officially scheduled for release in April. We may slide a little bit, but not much, unless we just have a complete meltdown and claw our eyes out.

Please feel free to forward this, post it on web forums, etc. I’m not looking for comments at this point in the project, although the earlier period of public comment on the UA list was very helpful. UA2 is going through a peer-review process with a number of our long-time freelancers who are of great assistance. But I do want to get the word out for those who are playing or are soon going to play the game, so they know what to expect and can plan accordingly. I’d rather not get into more detail than what’s in this report for the time being, especially since we’re still making revisions as we work, so I’d appreciate it if you didn’t email me asking for more information. Greg and I are both putting in long, long hours on this project as well as juggling our other responsibilities, and time is very precious right now. Thanks for your patience, and we’re really looking forward to getting UA2 into your hands as soon as possible.


All of Revland is working fine now. I just forgot to take down that default page that said it wasn’t working.

If that news story several years ago about the homeless kids and their freakish Virgin Mary mythology was the pinnacle of real-world urban Unknown Armies, the following story is its incredibly freakish rural counterpart. I can’t even comment on it. You just have to read the entire story. It starts slow, but it’s worth it.

http://www.salon.com/people/feature/2002/02/14/brasstown/index.html

Good News/Bad News

Billy Crystal isn’t hosting the Oscars. Whoopi Goldberg is. There are six billion people on this planet and this is the best they can do?

I posted the following to a discussion thread on rpg.net about mentors, and thought I’d repost it here before the thread vanishes into the mists of forumdom.

I’ve been lucky enough to have a lot of genuine mentors to whom I owe a great debt. First there was Keith Herber at Chaosium, and two of his crew of freelancers: Kevin Ross and Scott Aniolowski. All three were invaluable in teaching me the lessons they’d learned about writing for Call of Cthulhu.

Jonathan Tweet taught me a heck of a lot when I worked for him at Wizards on Everway, as well as here and there before and since. He’s one of the very few game designers I know who actually wants to design games, as opposed to designing games while whining about how they want to be writing novels or comic books or making movies or whatever. Jonathan really, really wants to make games for people to play, pure and simple. It’s not just a stop on a longer path for him.

Robin Laws taught me a lot when I was editing Feng Shui at Daedalus. Going through his rulebook manuscript line by line, seeing what he was doing, was like a master class in carpentry. And the day he spent discoursing on intellectual property and branding issues was pure gold.

John H. Crowe III opened my eyes to good scenario design. His approach is to reject the plot-driven style used by most designers and instead focus on creating a narrative environment: locations, characters, and agendas that, when added to player choice, generate a story. Most published scenarios are just stories where you roll dice instead of turning pages. Crowe’s scenarios are to gaming what good screenplays are to movies: the well-honed framework within which a group of people actually make the magic happen.

Bob Kruger taught me good copy editing, which in turn taught me better writing. My prose is much more focused and crisp because of him.

All these people were much more than just inspirations. I was able to work with them, study their techniques, discuss their ideas, and carry away a tremendous amount of knowledge. I couldn’t have accomplished half of what I’ve done without them, and I feel very lucky and very privleged to have had so many opportunities to learn.

I visited Jesper in Snohomish last night and played Halo until the wee hours. Very good game. I spent the afternoon at Flying Lab hatching various plans and getting a look at how the animation is coming. It’s going really well. Those guys are working crazy hours right now for this demo, but the results are superb. Tomorrow we’re going to rerecord some of the dialogue and I may try to rewrite it a bit as well–too movie-banter I fear, though Rusty at Flying Lab makes the good argument that with only thirty seconds of screen time and characters no one has seen before, cliched dialogue may be just what we need for people to enjoy this promo piece. But man, I wrote a thick slice of cheese there, no lie.

Revland is up on the new server and everything is working. My old form-mail script broke for some reason, but the new host supplied a replacement. SQL is up and running and I’ve begun testing the new software that I hope to rebuild the entire site with. My problem now is I want nothing more than to work on Revland, implementing the new database-driven design I’ve got planned, but I need to keep pushing forward on UA2. I’m bouncing between writing, editing, and laying out different chapters in the book, essentially moving three different points in a single timeline forward at once. If the book is A-Z, I’m writing R, editing O, and laying out K. It feels like juggling–trying to keep track of what I’ve done on each of those three fronts and moving them forward. I know I’ll make mistakes, but I have to keep pushing.

I found a thread on rpg.net tonight about running UA games, and it was heartening. There are a bunch of people out there playing our game, and they really get it. They understand what it’s supposed to be. If they got that far with UA1, UA2 should help them shoot the damn moon.

If you’re reading this, you’re looking at Revland at its new home. I’m still tweaking things to get it all working.

I’m initiating the domain transfer now, so Revland may be flaky for a couple of days. It should settle down in its new home by the end of the week. I may have an IP address you can surf to in the meantime, but I don’t have that info yet.

In lieu of an actual comments section, I’ll post what Jason Averill had to say:

“You bastard! Godlike’s not out in stores yet! ^_^ how does it look? Oh, and this Delta Green game… will it be Mac compatable?”

Godlike looks quite nice. I really had to jam the layout because the manuscript was so huge, so the art is printed quite small. But since it’s all altered military photographs rather than illustrations, the small size works out well and the whole thing looks solid. I wish the paper stock was heavier, but the glossy pages are attractive and the binding appears to be plenty sturdy.

Whether the Delta Green computer game is Mac-compatible or not will be up to the game’s publisher, and there isn’t a publisher yet. Flying Lab, the developer, is an independent studio. As we work on the game, we’ll look for a publisher to actually release it. Development is on Windows, meaning the initial release is for Windows and/or X-Box. Either the publisher will create a Mac version, or they’ll license those rights to somebody like MacPlay to do it (as with Deus Ex), or it won’t happen at all. We’ll see! I doubt we’ll know anything about which platforms are definite until it’s time to release the game in 2003. I’m certainly hoping there will be a Mac release, given that I’m writing this on my dual-processor G4 in OS X.

My mom’s online journal has a fun write-up of their weekend trip to eastern Tennessee. As usual, my dad offended someone with his cruel wit. Bwah hah hah!

http://www.livejournal.com/users/ktynes/

The comments system stopped working last night or this morning, and I have no idea why. You can still post comments, but you can’t view them. I’ve checked my directories and everything looks fine, and I wasn’t working on the site last night. I’m baffled. But given that my host recently moved me to a different server without telling me–breaking my cgi paths–it’s entirely possible that they’ve done something else really stupid. I’m moving to a new host ASAP in any event, so I suspect the comments will stay down for the time being. I’m really sorry, as I quite enjoy them. But as I’m moving hosts anyway, I can’t take the time to troubleshoot this latest nonsense. Argh.