7.16.2009

The Rudis Review: Sneak Peek at White Wolf's Geist: The Sin Eaters

This is hot. I mean really hot. Hot like a Mike Carey novel, which is funny because when I received Geist: The Sin-Eaters to review, I had just put down Carey's The Devil You Know to get back to work. Only to feel like I'd walked right back into the novel as I read this game! I'm a big Mike Carey fan, so this is high praise.

In Geist: The Sin-Eaters, White Wolf’s forthcoming addition to their award-winning World of Darkness setting, you play people with near-death experiences, who return from dipping a toe into the wading pool of death, ridden by a potent and nasty spiritual entity called a Geist. Ridden is an understatement: this is no run-of-the-mill demonic possession game. You return from death in cahoots, having cut a deal called “The Bargain” or “The Event” in-game. Your dying human swapped escaping death for hosting - for becoming - an aspect of death itself. It’s an age old story: the hungriest for life do a deal with the devil at the crossroads, forge a pact to escape death. Old it may be, but in the hands of the White Wolf writers the trope turns into pure RPG genius, loaded with dark, disturbing, creepy fun.

In a hospital ward, a man hisses his last breaths through a machine that ticks and bleeps at regular intervals. The cancer has practically liquefied his organs, but he fights for every single breath. He’s not done living yet.


– Geist: The Sin-Eaters


Players ridden by a Geist – the Bound as they sometimes refer to themselves – do not merely harbor a ghost in their souls. They have entwined the Geist into their souls, inextricably. It becomes part of their souls, and a Geist is no mere ghost.

As you would expect from White Wolf, Geist is internally consistent with the WoD’s revealed cosmology. It builds on their setting's conception of ghosts as having anchors – a thing undone, a loved one to watch over – keeping them tied to the world of the living and out of the Underworld. Snap the anchors and bye-bye ghost. A Geist, on the other hand, has managed to replace its anchors to the human world – parts of its soul, really – with archetypical aspects of death. The Geist now anchors to the world of the living, not through human emotions of longing or desires for revenge against an enemy, but through universal aspects of death, aspects which may include the archetype of longing or of a thirst for revenge.

The Geist has ceased to be the ghost of Bob Smith, cruelly murdered by his own mistreated dog; instead, it has become the Geist that was once Bob Smith, but is now (mostly) the pure essence of a self-hatred so intense it brutalizes itself by torturing what it genuinely loves. While a remnant of the man Bob Smith floats inside and likely suffers, the Geist, in this example, is not a mere ghost, so plagued by self-hatred it does violence to others in order to hurt itself. The Geist is self-hatred catalyzed to violence. The very essence of it. And all the Bound have asked such things to come inside and blend with their souls, permanently, in exchange for escaping death. This is some wild metaphysical shit!

Here’s the thing: the Geist, an amalgam of human personality remnants and an archetypical facet of that human's own death, has an agenda. It has blind needs. It is a blind need. And it whispers to its host, making demands.


A vast, black shadow of a man is clad in the blood-soaked colors of the street gang he once ran with. His teeth are spent shell casings, his eyes two perfectly symmetrical bullet holes. He smells of cordite and smoke, and he speaks with a voice like cracking gunfire.

A grinning skeleton in a purple tuxedo dances a lewd jig. His cane is smooth, polished black wood, held like a phallus between his legs. He whispers in your ear that tonight is the night to party, to drink and snort and smoke and fuck until your body gives out. He whispers the same exhortation every single night.


Geist: The Sin-Eaters

Here's another thing: Geists grant power to their hosts.

But how does such a game play? In Geist, the Bound form krewes – typically something like a secret society crossed with a biker gang, though it could be a krewe of local housewives if you like – groups of the Bound with like philosophies pursuing like goals. Want a game that feels like the TV show Supernatural? Run a krewe that hunts down and evicts ghosts. This is a mission that would make the players Sin-Eaters. Heroes, if you will.

Personally, I’m intrigued by other possibilities: what if I want to belong to a krewe that enslaves ghosts? What if my krewe is totally immoral and uses our supernatural connection to the Underworld, not as a reason for plumbing the depths of the mystery in life and death – but for the Benjamins? What if just such a self-serving krewe is stirring up dark, metaphysical trouble way above their pay grade and my krewe needs to put a stop to it?

As one would expect in a brilliant RPG, the possibilities are endless.

Now I admit, the word ‘krewe’ made me cringe when I first read it. Too much like ‘kewl’ but in a short while I lost that first impression. Particularly as White Wolf has crafted a wild, life-loving, New Orleans jazz of a Dios de los Muertos cultural mélange into which modern Sin-Eaters delve. They also create game mechanics whereby the color of your occult practices matters not -you have a Geist within, after all - freeing gamers to invent any style of Sin-Eater they desire to play.

Geists also last longer than their hosts and some Geists are famous. Other Sin-Eaters will say, “He’s carrying the Pale Man” or “She’s holding the Burning Woman” and grant respect or fear accordingly. This creates the RP opportunity for legendary figures, BBEGs and heroes, for players to gain respect or become feared in the local supernatural community.

With krewes, a culture - that reveres, for example the Horsemen of the Apocalypse as patron saints of the different facets of death, love it! – factions and societies, personal legends, mechanics that bear any flavor, and all powered by the Geists inside, White Wolf has given us a viable power group to slot into any World of Darkness campaign.

Original, creepy, disturbing and focused on the most important theme in life – death. Don’t miss this book. It’s an awesome addition or even entry point into White Wolf’s World of Darkness. I predict awards for Geist: The Sin-Eaters in the future!


Want to learn more about Geist: The Sin-Eaters? Read on...

Drop by White Wolf Publishing today!

7.09.2009

Blast from my AE Past

Recently, a thread over at Paizo drew me in to post. On true names and a cool attempt to construct a true name wielding class for a home brew, it reminded me of my very first (semi-professional) RPG writing. Alack and alas, when I tried to find my true name pieces on the cool fan site which had accepted them -- gone. Nada.

Embarrassing, because I tried to contribute to the discussion and fell on my face. Bleh.

So here they are again for the folks in the true namer thread:
What's in a Name - Part I
What's in a Name - Part II

7.03.2009

Bloody Fix: Play Experience and Errata

Hey ho, all.

Feel free to read on, of course, but I wanted to point out that this blog post will most benefit those who own or are considering a copy of Rone Barton's and my adventure The Bloody Fix.

At the recent Paizocon, over which I'm just about blogged out, I enjoyed a fabulous opportunity. I ran my own (and Rone's) adventure, The Bloody Fix, for a group who'd never seen it before.

This is a special sort of experience for an adventure writer. Writing is its own reward, but an RPG is more than just the words on the page, the fantastical and mechanical creations, the crunch and the fluff. RPGs are incomplete without the play experience, which is itself part improv theater. To run your creation for others results in an immediate gratification not often available to writers, the kind traditional actors experience on the stage, but even then -- not quite

My opportunity ran 9 hours. I expected 12, but this party pulled off the adventure in 9. They chose all the unobvious clues, walked an almost utterly unexpected clue-path, triangulated the BBEG as he/she/it tried to scare them off, then confronted and beareded her/him/it in his/her/its lair. They also did so in a unique way that amplified their victory. A fantastic experience and fun all around.

That said, I learned a few things that escaped our original playtest, and I'd like to share. So here 'tis, my points of shame:
1. In the Zheeld and Zharnol encounter, add a minimum of 3 more monks of the same type as backup.

2. All the skill checks in the adventure? Reduce them by 5. That's right. All of them. They are set against the perfect min/max character, not for the average adventurer.

3. Consider adding in that Galwatty doesn’t know who his fight club opponent is, just that the first name is Opie. This turns the Opie Hardbar encounter into a two-part investigation (find last name first, then locate Opie) and reducing the chance PCs always visit Opie first.

4. Some of the insults in the insult match encounter are published PG-13. In our original write-up they were a bit...stronger. I've added them below.

Later!

*WARNING: SPOILERS, RATED R TEXT, & NSFW*
Opie’s Insults
1. “When was the accident?” (A party member then naturally asks what accident he refers to.) Your mother must have kept rocks and glass in her snatch.
2. “Speaking of your mother, what’s it like getting bopped in the head with horse cock and sailor fists every day for nine months?”
9. “Who knew a pile of donkey shit could walk and talk? Any way you can stop the stink?”

Opie’s Information
About fighting Galwatty: “Troops went wild when Galwatty was pitted against me. They want to bring me down because I’ve won against all three Korty scumbags, and two of those Talquars whimpered and died at my feet. I am the storm made flesh! They say Galwatty’s a top-notch fighter, and I almost doubted myself when the ehrenrood arrived, but after his demotion? No fight in his eyes. Demoralized souls make lousy fighters. That’s it. The game is already won. Can you believe he’s the favorite in this match? Whatever. For once, I can bet on myself and score some real coin. I’m going to beat his mouth so hard he’ll shit teeth like baby corn.”

6.26.2009

Unofficial Slave Pits of Absalom: Redux

Recently, at Paizocon, I had the good fortune to meet Rob McCreary, author of Legacy of Fire #6: The Final Wish, in which my first set piece appears. Rob mentioned that he used some of the unofficial variations on PFS#8: Slave Pits of Absalom that I posted here, and his group enjoyed it. That was awesome, but when I asked how they liked the alternate, non-canon version of the Slave Pits I'd designed, Rob raised an eyebrow. D'oh! I never posted that stuff up here. Shame on me. So, Rob, as promised here 'tis, 2 files. Maps and original draft as submitted.

Original Draft Maps
Pre-Editorial Slave Pits of Absalom

I'd just like to state again that NOTHING IN WHAT FOLLOWS IS AUTHORIZED, ENDORSED, OR OTHERWISE SUPPORTED BY PAIZO. AND NONE OF THESE IDEAS OR MATERIALS ARE FOR USE IN PFS OR ORGANIZED PLAY. This is just me posting up some cool stuff for people to play around with at home. It's not canon, it's not anything. Shites and gigglies, nothing more.

Enjoy!

PS Won't someone please tell me how the mammoth plays out?! I'm dying here - no one has ever reported trying it.

6.19.2009

Blogging Paizocon - Sunday - The Late Edition

I feel I've held off blogging about Sunday because, well, it was Sunday. Last day of Paizocon, and, as usual, the end-of-con-blues crept in. The crew shut down the booths. Everyone moved a bit more slowly. As the day rolled on, more shoulders slumped, fewer people roamed the halls. Goodbyes everywhere.

Best thing to do is grab a game! We grabbed a Call of Cthulu game run by James McKenzie (Sir Wulf). I adore James and his writing. His Cthulu games are intricate and detailed, rich with history, and peppered with interersting NPCs. We went pulp. Skeeter and Shirak played twin Irish brothers. Ms. Em was Ms. Porter, a linguist whose delicacy was all an act and who'd as lief speak with her sword cane -- in your back. Myself, Greg Ragland, and this awesome dude whose face I can see but whose name now escapes me (Damn you, memory!) played Indiana Jones type professors with varying degrees of ethics (or lack thereof) and many guns. Set in Egypt in the 30s, Wulf writes pulp Cthulu like no other!

Unfortunately, it was an 8 hour game, minimum, and we had to bag after 3 or 4 hours. This con's goodbyes proved especially difficult as I had a plane that day and a 7:45pm pickup. My advice, oh con goers: always arrive earlyish the night before and leave the day after. Less hassle, cheaper plane flights, more time with friends -- especially during that exhausto-relaxed after-con crash.

As it was, we had just enough time to grab some good-bye Sushi with Sir Wulf, Shirak, and Em. On the return trip we bumped into a great crowd at the Pumphouse (tons on tap, all the food fried) : Ed Healy, Neal Spicer, Greengrunt, Gavgoyle, Boomer -- on whom we deposited Miss Em his GF -- Jason Nelson, and more. Semi-drunken goodbyes all around.

Sitting at the airport alone depressed me, so I'll stop here.

More pictures to come! Maybe video too. Bye Paizocon II!