Gaming

Index Card RPG – Runehammer Games

I don’t often review games – I’m usually too busy playing and find it hard to come up with things to say that aren’t just lists of rules that I like or dislike, but I’m going to make an exception now and make a suggestion:


You should buy Index Card RPG.

Not so much a suggestion as an unsubtle instruction I guess.   But let me explain why.
Some time ago, no idea how, my YouTube meanderings brought me across a channel about Dungeons and Dragons – The title was as unsubtle as my suggestion – “Drunkens and Dragons – How to play D&D like a big old bad ass.”    My interest piqued by the approach I watched, despite not believing anyone could tell me anything new about D&D.
Ah the folly of approaching senility.
The channel was run by one Hankerin Ferinale the nom-de-jeux of one Brandish Gilhelm whose real name is as player-character worthy as his assumed name.   Hankerin (for so I always think of him) presented a series of episodes about room design, rpg theory, rules essentials… all stuff I’ve been doing for decades.   But he still hooked me, fired me up and got me thinking.   Hankerin presented his ideas with an infectious enthusiasm that could not help but be inspiring.   His focus was on making the gaming experience more direct and more fun at the table and stripping away everything that got in the way of that.   And then he released an RPG that embodied all these principles.   I bought it right away.
Now here’s a confession, and an awkward one.   I’ve never run ICRPG.   I may never run ICRPG.   But was it worth the money?  Hell yes.   Let me tell you why:
If you do decide to run ICRPG you will get a system that allows you to quickly make up distinctive characters in a variety of settings – from the evocative fantasy world of Alfheim to the futuristic space opera of Warp Shell.  Or mix and match them.   Later iterations of the ruleset include a Weird West campaign background and rules for dealing with horror and suspense stories.   All using the same system, all without losing any of the flavour and efficiency of the system.
The rules are as simple as they come but they aren’t vague in the way some rules-lite systems are.  It’s a d20 Roll Over system but with a few tweaks.  Characteristics are reduced to the modifiers to that roll.  Character type adds more options and bonuses.    Loot gathered during the course of play gives bonuses with conditions based on what it is.     This same rulebase covers combat and non-combat skills alike.    In a move I haven’t seen anywhere else before every roll can be handled like combat with a result (success/failure) and an effect:  In combat as we’re all used to the effect is damage.  In other skill use you still make an effect roll based on who you are and what you’re using and complex tasks can be accomplished in stages… just like taking down a goblin would be in a fight.   Want to pick a lock, a complex lock?  Well make a roll to succeed each turn and each time you do another dice roll moves you closer to the lock popping open.     Since ICRPG keeps the focus within measured turns and there is always a timer ticking down this adds real suspense to any task.
Timers did you say, Finn?  Yes I said Timers.    

I Love Timers

Did I mention I haven’t run ICRPG yet and can’t see myself doing so for the foreseeable future?  I have about four or five campaigns on the go at the moment using a mix of homebrew and official systems.  I don’t want to start something new.    But what I am doing is stealing elements from ICRPG to make things more exciting and Timers is one such element.
What Hankerin does is give every scene one or more time pressures – making them known to the players and overt.   Usually a roll of a dice sets the starting number which ticks down each turn that the player characters act.  When it reaches zero something bad happens – reinforcements, collapsing ceiling, transformation of the floor into angry stoats, something.   It always escalates things.  And that simple little technique adds so much tension you have to try it to believe it.   
I used it recently during a game of Masks.   My group of teen supers were raiding a stealth-battleship to rescue some abducted kids and a climactic battle took place in a room where one of the kids was about to be experimented on (Seraphim’s kid brother Tomas, master of extortion and seeing things he shouldn’t).   An early move by one of the player characters badly damaged the big lit-up gizmo in the heart of the room and I decided there and then to employ a Timer.
“You can tell it’s going to blow in… three rounds.”
Now rounds in Masks are pretty vague but everyone kind of knew what that meant.   Suddenly they had to deal not only with the bad guy, the henchman and rescue Tomas from a surgical table where he was strapped but they had to do it all in a handful of actions.
In my favourite moment of the session on the very last round before the Timer ticked to zero, Two-Blade delayed their own escape from the room to slam the bad guy onto the table and lock their arm to one of the restraints.  One mad dash later and Two-Blade got out and slammed the door… the bad guy wasn’t so lucky (but you know the old rule – if you don’t see the villain’s body he’s halfway to Acapulco).
Without the Timer the urgency would not have been there.
Without the Timer that cool moment would have seemed like arbitrary fluff.
And Timers are just one of the things that make ICRPG so cool.

What’s the best bit?

The very best thing of all though is Hankerin’s ‘voice’ which comes through in every part of the game.   He clearly loves what he does and he communicates that with every bit of advice, every example of play, every suggestion for how the game can be used.    If you feel a bit jaded as a GM I challenge you to read this book and not be hungry to get to the table and revolutionise your games either by using ICRPG as is or, as I’m doing, stealing parts from it and frankensteining them into my own games.
He’s rebranded his YouTube channel as Runehammer now which you can find HERE and which I recommend to anyone who plays any roleplaying game.  His key mechanics playlist is one of my go to watches when I’m at a loose end and need to get myself thinking about gaming.
ICRPG is about to be released in its second edition, incorporating changes and refinements added since first edition was released, honing it still further.  I’ll be buying second edition too and reading it cover to cover.    Runehammer’s page on DriveThruRPG is HERE.
Hankerin’s very tuned into Thor, which is cool.  I’m more of an asshole Odin guy myself as this over-wordy post probably proves, but let me tell you about Thor.   The Norse saw him as a god who brought fertility and plenty, and of course the god of storms and lightning.    Stick close to Hankerin and you’ll give birth to ideas and wonderful stories, and if there is anything worth kindling in you his lightning will cause it to blaze.
Gaming

Ssssh, it’s Confidential

Regular readers of this irregular outlet for my musings will know that I’m a big fan of the Gumshoe system by Pelgrane Press.    I’ve got a year-old Night’s Black Agentscampaign that shows no signs of slowing down just yet, and a Trail of Cthulhucampaign that is letting me indulge my fantasy of being remotely as good at drawing together Lovecraftian strands into a single narrative as Alan Moore has been in “Providence.”   I’m not, but it’s fun trying, and the Gumshoe system has supported it brilliantly.

I recently picked up the PDF copy of the latest iteration of the system, Gumshoe One2One, in the soon-to-be-physically released CthulhuConfidential.  Gumshoe One2One aims to bring the Gumshoe experience to the specific situation of one GM and one player.  In doing so it’s had to address the usefulness of the pool point system for General Skills and also the often fudged issue of character demise or debilitation in a single player setting.   My Trail campaign has always been just me and a single player, so I was interested to see how this would work out.

I haven’t been disappointed – at all.
The system streamlines the use of Investigative skills (I won’t go too much into how the original Gumshoe system works, that stuff is easily found) by abandoning having a rating in the skill and simply either having the skill or not in order to determine whether core clues can be found by exercising the skill.   To replace the original method of having points in those skills that can be spent for extra benefits, each character now starts with a number of Pushes that can be spent on any investigative skill.  Pushes can be earned back during play by particular successes (I’ve also found myself handing them out in response to particularly inspiring moments of roleplaying by the player – not Rules as Written, but hey, I’m a maverick free spirit living on the edge etc).
General skills now have a rating of one or more dice to determine aptitude.    I was initially unsure about this but in play it really works – and it has the advantage of not requiring book-keeping.   One thing that was a tiny irritation about original Gumshoe was the need to keep tallies of point spends for each General skill as they were used.   Since my NBA campaign takes place over Roll20 this wasn’t much of an issue as the NBA character sheet I use on Roll20 does it all electronically, but the Trail Campaign is mostly face-to-face and required pencil and eraser work which was sometimes unwieldy.   Gumshoe One2One does away with the need even for this, nor is there a need to track dwindling Health or Stability scores as these like other conditions are now handled by gaining Problems and Edge cards.
Problems and Edges are picked up during play for passing or failing particular challenges that arise.   Some are one use bonuses or penalties, others linger around giving longer term advantages or hindrances.    Some, like particular injuries or sanity blasting shocks, may spell the end of your character IF they are left undealt with at the end of the adventure, so there are still some very real risks but unlike in a traditional rule set they won’t bring the game to a disappointing and premature end.    Any Lovecraftian hero has to survive long enough to record, in real time, a diary entry of his demise after all.
So far I’ve run a few sessions of Cthulhu Confidential, each with someone different, each time over Roll20.   I’ve had to do a little more prep work than normal in creating the Problem & Edge cards but this diminishes each time as with some careful rewording many of the cards can serve double duty in later adventures.   I’ve also created a Paint.Net template for creating my own cards that allows single click visibility of the various “tags” that may appear (including a nice Elder Sign graphic for Mythos shocks, Blood Splatters for injuries etc) which helps streamline creating my own adventures.
Two of the games I’ve run are straight from the rulebook – featuring pre-made characters and beautifully detailed settings, and they went down really well – with feedback from the players that they would love to continue playing those characters and the game in general.   I don’t often run pre-written adventures but these have really captured the feel of the hardboiled Mythos genre perfectly.     I’m always more comfortable running my own stuff though and in a leap of devil-may-care courage I’ve switched my one-player Trail campaign to using the new rules.  Two sessions in and it already feels comfortable.   It’s also given me some work in rewriting adventures I’d already planned to take into account the new system, but that has been less trouble than you’d think and it’s been fun working out how to switch certain encounters to the new way of doing things.    Combat especially becomes less gamey and strategic and more about character choices and narrative resolution – something that I think suits single character play better anyway, and I’ve never been a fan of characters getting into protracted shoot-outs with unnatural entities anyway.  Surviving rather than sharpshooting seems much more appropriate.
In summary then – Cthulhu Confidential presents wonderfully rich and detailed settings for play, some great and detailed characters (Viv’s player enjoys shipping her with various of her sources…  Sources being allied NPCs that the PC can draw on for assistance with certain investigative skills) and three great adventures to get you started.    The rules really suit the more intense style of play that the one on one situation generates, and the lack of required book-keeping makes it great for online play.     It may prove slightly harder than normal to wing situations and challenges than other games but I think this may be just a learning curve thing – and having a number of generic Problems and Edges to hand out will probably overcome this – if your PC decides they really want to shin up the rickety drainpipe you could make it a quick pass/fail test after all, but having a generic “You fall and injure yourself” Problem and so on gives you the chance to add more depth on a moment’s notice.
Would I recommend it?  Oh hell yes.    If you like intense play, Lovecraftian horror, or just the chance to tinker with one on one play in general go get it now.

How long before someone releases a Gumshoe One2One hack for “The Haunting”?      (mine is about halfway done…)