Saturday, October 6, 2018
Monday, January 1, 2018
You will find an assortment of characters here, some existing as pre-gens, some as characters that were actually played by the GOBlins (and therefore represent campaign considerations), and others that exist somewhere in between...for my settings, and for other people's campaigns. None are really meant to be used by anyone else, but exist simply as inspiration for others.
BRAVE THE IMPOSSIBLE
Grisha Arkhipov: Human-Mutant hybrid.
Ambrose Ashdown: Dashing, pistol packing aeropilot.
Hattie Kalbrunner: World traveling atomologist.
Dr. Newton Lennox: Occult serial killer.
John Paul Stanton: Crimean War veteran and tank driver.
FULL CONTACT MAGIC
Cabone: Garden variety reaper.
Flabberbarst: Dvergar arcanomancer.
Captain Donald Frazier: Nightwatch Commander and devoted family man.
The Orphan: Mystically charged giant.
Phos: Nine foot tall glowing Mourfa.
Risus: The Anything RPG is the wonderful little game created by S. John Ross. Risus is free, so there is that, but it also has a devoted following producing many fun (and free) adventures and game worlds. I am among them.
Get your load of Risus right here (http://www222.pair.com/sjohn/risus.htm)
I always feel like I need to defend Risus because although the game appears as a simple 'beer and pretzels' type of RPG, it is capable of far more than that. It is able to run any serious gaming you might want, and often do it better than your hard back tomes of rules.
Risus is generally my go-to game, where all the my game worlds get their first breaths.
Risus is a game of beauty. Sublime. It was built for comedy, but serves just as well for serious gaming. Ah, but therein lays a nasty issue, the so-called, problem. Built for comedy, it plays to its strengths. Take it out of its natural niche, and it requires some effort from the players familiar with more, dare I say, traditional RPGs. It becomes a horrific hybrid of old school gaming and indie narrative style that can be a shock to the system, unless you have a penchant for horrific hybrids. Lemme’ explain.
If I were to play D&D (as but an example), I would dare say that nearly every situation imaginable has some kind of rule that attempts to address it. I could reference stats versus rules, and tables; take into account listed advantages and disadvantages; situational modifiers and more…perhaps even spread over multiple books. By God, by the time you roll the dice you know exactly what the result means, and can apply the various stats, rules, tables, advantages, disadvantages, modifiers and more as appropriate. I’ve nothing against D&D, it’s a style of play some prefer, but here’s the point…it’s all spelled out to leave nothing to ambiguity or vagueness.
Risus on the other hand challenges the players and the GM to essentially generate all those rules D&D has, on the fly, in our heads, hand waving what you don’t have time to contemplate or is really unimportant, and then rolling a some dice where even the results are not hard or fast, but vague and unknown. In Risus, you could lose for winning, and vice-versa. It requires players to think not of rules, but of situation, and scene, and implied capabilities. The dice results are not end conditions but rather variables that guide:
My character lost a die in combat. Was he wounded, or just pushed into a corner? What if he was pushed into a corner, but now another character has distracted the enemy allowing my character to get free of the corner. Does he get the lost die back?Risus is not black and white, but rather many shades of gr…er…purple.
Risus demands more from its players than most games (oh yeah, I said it!), and that’s the “problem” with getting new people to play who are familiar with lots and lots of rule books. For such a simple comedy game, it requires intelligence, thoughtfulness, and awareness. I know people who cannot play Risus simply because they cannot grasp that those dice can mean nearly anything.
For most of the Risus converted though, it’s not a problem… it’s a challenge, and opportunity, to explore some really fun ideas without limits.
|Coat of Arms for the International Order of Risus|
The GOB in GOBlins stands for Gamers Of Benicia. Benicia (California) being where the current gaming crew was founded, but who have since wandered far and wide... to nearby cities.
I want to honor them here for they are my good natured guinea pigs which I inflicted my various game worlds on, and they take the punishment with cheer and a smile. They heavily influence the nature of my gaming work and have a great deal of input on the final settings design, not only in commentary but in life experiences: We are a group of people who are variously single, married, with children, without children, straight, gay, polyamorous, Christian, Wiccan, liberal, conservative, etc.
Above and beyond that, they are my dear, and close, friends.
So, without further ado... the honor roll...
Honorable mention also goes to some former GOBlins, now too far afield to join in...
IOR Member # 219 (and oddly enough, also 415, and 511)
So I suppose a tell-all expose is not appropriate, but I get enough "who are you?" emails to warrant a brief introduction, especially because of Chumahassee County and We The People. I live my life free from fear that I might offend someone so if you get triggered or offended or need a safe space from reading anything I have written, I can happily say I don't care. Move along to some place else.
The name is Brent, and I am the proprietar of Truckee Games. I am 40-something, married, with two adult children and the best damn dog there ever was. I've been gaming since 10-something. I'm a small government, personal freedom, libertarian (small l, not capital L) kind of guy.
I started Truckee Games not as an attempt at a real game company, but rather just a name to assign to all the various settings rambling around the ol' skull. I am an amateur, no doubt, but I did do some work on the original Savage Worlds (there is a whole section in the rule book that I wrote that has survived various editions); I named the Cremefillians from Andy Hopp's Low Life, and gave Necessary Evil it's name too. So there is that.
Somewhere along the way, 'cause of a busy life, I moved on to minimalist RPGs, primarily Risus, but others too, which I soon hope to showcase. I don't think it is too much of a name drop to say S. John Ross is a chatty pal (though he has yet to drop his drawers for me) and has in a matter of fashion, mentored me in game design and such.
There isn't much more to say on the subject.