Tag Archives: Broken Rooms

RPGaDAY2024: Day Thirteen

The question for the day is: Evocative environments?

My answer for this is (amusingly for those who know) Broken Rooms.

But first, a quick shout out to the ‘realms’ creation section of Kevin Crawford’s Silent Legions RPG.

Silent Legions is a Cthulhu Mythos-esque game, run using old school D20 rules, with the twist being that you get to create your very own mythos and an entire pantheon of godlike things to trouble mankind. Part of the process offers the opportunity to create sub-worlds or realms called ‘kelipah’ – ranging in size from a single room to an ‘entire world…though it may not respect the geographic laws of mundane reality’. There’s various tables for random generation of features, peoples, technology level etc. It’s fun stuff.

Examples of traits of realms in Silent Legions
The sort of thing you can create in Silent Legions

Using just the first six rows of the relevant table, I came up with the following:

A blasted waste, with vast blocks of earth and rock floating above the plains, where the vegetation is at certain times of day intangible, and what creatures you can see appear dead and yet continue to move…

Broken Rooms, the RPG previously known as The Nearside Project, features variations of Earth, variations where Something Bad Has Happened. There’s one with an alien invasion, one where an asteroid hit, a freezing one, a burning one, the one with nanotech zombies…

As the player characters will most likely be travelling from variation to variation in the course of the game, it’s important for the GM to set the proper vibe, and the rules offer suggestions on how to do this by way of lighting, musical cues etc, and how best to emphasise what is different from place to place. Are there corner shops and newspapers say, or burning cars and half eaten corpses in the streets?

The rules also feature explanations of each variation in the form of what purport to be actual documents/reports from the relevant Earth. An example of a bit of one is given below, and rest assured the fact I wrote this particular one is purely coincidental…

A page from the Broken Rooms rulebook, featuring the variation called Unvisible War
A l’il slice of Unvisible War…

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Filed under Broken Rooms, gaming, RPGaDay2024, Uncategorized, writing

RPGaDAY2024: Day Ten

RPG I’d like to see on television?

This is an easy one – Broken Rooms.

“Discover the Nearside, a network of 13 doomed parallel worlds. As a Nearsider, one of the rare few who can travel this network of worlds, you can discover broken rooms, the nexus where worlds touch, allowing you to cross over. Will you bring solace to these dying worlds or will you treat the Nearside like your personal playground?”

Endless possibilities for stories in that kind of setting.

I may already have written a screenplay for a pilot episode…

an image 9f the cover of the Broken Rooms roleplaying game. A grim black and white space with broken glass, dampness, twisted wire and shadows.

Looks like fun, doesn’t it?

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RPGaDAY2024: Day Three

The question is: Most often played RPG?

In recent times it’s D&D 5e, again, because I’m running that at the moment. In previous years there’s been all sorts of things and I’m not sure I could pick one in particular. I’ve played a lot of a lot of different games. I’ve also played in a sprawling modern day science-fiction-esque horrorific campaign known as ‘Glasgow’, that was stretched over several decades and incorporated many different systems including iirc the Fuzion RPG and the incredible Broken Rooms game back when it was known as The Nearside Project.

Also there was a heap of Call of Cthulhu, Space Opera, and Runequest. Couple of years of HERO System and Stars Without Number as well. That’s a lot of gaming…

I forgot to even mention all of the superhero games I played/ran with systems like Golden Heroes, V&V, MSH, DC Heroes, et al, not to mention my own homebrew supers game.

Photograph of three variations of the Nearside Project RPG that became Broken Rooms. Left to right, the initial Nearside Project release from 1996, then a small press style bound copy from 'Nearside Games' - not sure when exactly - then the iirc 2012 hardcover edition of Broken Rooms
The Nearside Rooms, Broken Project, whatever…

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Filed under Call of Cthulhu, D&D5E, gaming, RPGaDay2024, Stars Without Number

#RPGaDay 2018: Day 24

Question 24: Which RPG do you think deserves more recognition?

I’d have to say Broken Rooms, a game of parallel worlds by Stephen Herron and published by Greymalkin Designs.

It’s a game about travel, and knowledge, and learning things about your character and the multiple doomed worlds that they can visit: a world where an asteroid hit, a world with an alien invasion, worlds of ice and fire…

It’s all bad news, but still tremendous entertainment, with plenty of depth and heart.

Oh, yeah, I wrote some bits of the game, so look out for those.

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randoms vii: waste ground poppies

“You can’t walk up and stick a bullet in this guy. That’s just-”

Albrecht knows better. “I’m a pretty good shot.”

“Ain’t what I mean,” Mato says. Shakes his head. His face is hard to read in the dimness of this makeshift bar. “That’s not it at all.”

Albrecht sighs, runs a slow hand across her buzzcut hair; she’s got bandages and splints on a couple of her fingers, bruises fading across her knuckles. “Okay,” she says at last. “Let’s have it then. Everything you know.”

Mato gives her nothing.

Albrecht uses her good hand to push a full bottle of bourbon across the table. Backs it up with two packs of cigarettes, still sealed, Prime quality. “Tell me about Topper.”

This story will be a sequel to this oneBroken Rooms: Observe & Report

Broken Rooms RPG

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#RPGaDAY2015: Part Six, the Savage Horde

Day Twenty One: Favourite RPG setting?

Well, clearly there’s Glorantha, but on the other hand there is also what’s known as the NEARSIDE from Broken Rooms (the RPG formerly known as THE NEARSIDE PROJECT). It’s published by Greymalkin Designs who are also responsible for the ‘high fantasy brought low’ game DESOLATION.

Broken Rooms is mostly written by Stephen Herron, and deals with thirteen alternate versions of Earth, where things are going very badly indeed.

There’s a world struck by an asteroid, a world where aliens have invaded, a world turning into an icebox. I could go on…

At this point I should probably mention I am responsible for some of the stuff in Broken Rooms – some worlds and bits and bobs – but I do genuinely think it’s an excellent background for exploring anything from high adventure to subtle introspection, all wrapped up in a deeper undercurrent of story about grief and meaning and what’s all this stuff about the number 13…

Day Twenty-two: Perfect game environment?

I like a table and comfortable chairs. It’s not essential but I think people get more into ‘game mode’ (if there is such a thing) when they’re sitting around a big table and have enough room for their character sheets, pencils and dice, beverages and snacks. Plus enough space in the centre of the table for maps or handouts. Bonus points if the table is away from the television, passing non-player traffic and any other distractions.

Gold star if there’s a giant chalkboard on which to write down important stuff about plot etc.

Day Twenty-three: Perfect game for you?

Anything. Okay, almost anything.

It’s the players (GM included) that make the game, not trivial stuff like background or setting or system. Clearly there are settings I prefer – superheroes (in disaffected vigilante format), spies (worn down, world weary, post-cold-war looking for a new foe style) – but, whatever is on offer I’ll usually give it a try. I’m not a huge fan of unrelenting grimness, but even that can be lightened by the right group.

Everyone gets together and tells an entertaining story for a few hours/days/years. That’s the perfect game.

Continue reading

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