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My role-playing purchases have dwindled precipitously in the past few years. I recognized that I was buying far more books than I had energy even to read, let alone put to use in role-playing campaigns. Additionally, I noticed I was buying books covering basically the same topics and rules niches: mechanically light, historical or modern fantasy, etc. How many times did I need to buy a book telling me how to run a game about wizards and vampires in a variation of our world? So I shifted from “that sounds interesting, I’ll buy it” to watching a few particular writers’ output for items of note. So up until now, the last role-playing purchase I made was probably nearly two years ago, when Night’s Black Agents came out.
Bearing that in mind, how surprising is it that my most recent acquisition was the recently released standalone edition of Kenneth Hite’s The Madness Dossier? It’s an analogue of the real world, in which the survivors of a temporal cataclysm try to wrest history as we know back to the way they know it, where humanity is ground under the heel of godlike beings who control the very means of thought and perception with hard-coded neurolinguistic programming, a la Snow Crash. So naturally humanity fights back, using the enemy’s own weapons against them, while searching for more information about the lost history and how to ensure it stays lost.
Madness Dossier started out as a mini-setting in the third edition of GURPS Horror, with a handful of pages of text, some lightly sketched antagonists and plot seeds. I dug it a lot — albeit knowing all the time I’d never run it as dark as it was written. Instead, I seized on the idea of crossing the setting with GURPS Cabal. The reality quake and slumbering deities of History B made their way into the Broken Spokes campaign I wrote up notes for, where the Annunaku of Madness Dossier become the fallen archangels of the First Creation, and the reality quake took the form of the biblical deluge that flushed them out of the cosmos.
The campaign frame never really took off, even as one-shot scenarios, in part because I never felt inventive enough to expand Madness Dossier or Cabal sufficiently to run a game. Now the expanded edition has far more content about what neurolinguistic programming looks like mechanically, the antagonists that members of Project SANDMAN might encounter and what it is they do, to call back the old quandary about Mage: the Ascension. And because I can’t let life be simple, of course, I’m mentally making notes about how to port the setting over to Conspiracy X 2.0, to reach that trifecta of modern fantasy in a low crunch rules structure.