Showing posts with label Nightbane. Show all posts
Showing posts with label Nightbane. Show all posts

Thursday, November 27, 2025

Nightbane

I am starting to post articles exclusive to my Life in the Megaverse blog, and today's Nightbane article is an absolute banger that twists our current reality and contrasts it with the world of Nightbane.

Nightbane

Or does the global zeitgeist and consciousness, and "streaming shows" that support the fantasy systems of today, signal a larger, more sinister plot to drain the Earth of its dreams and imagination? Is the corporate version of "accepted fantasy" some attempt to limit it? By thinking we are expressing our identities through this framework of rules and limitations, are we killing those ideas of self-expression and marching them into corporate idea prisons in the AI cloud?

...it is some excellent, mind-altering stuff over there today. Check it out. My game-focused blogs let me go deep into ideas and thoughts that are less suited for a general gaming blog, like the ones here on SBRPG. I appreciate having a space where I can drill into Palladium topics and get these deeper thoughts out.

And check out Nightbane. This game is seriously cool and frees my mind from today's strictly interpreted ideas of fantasy and self-expression.

Friday, May 9, 2025

Palladium SDC Games and Sandbox Play

Strangely, the concept of dungeon crawling took over the hobby. It is suitable for follow-on sales, but it feels strangely fake as the core of the hobby. Many games in the 1990s walked away from the dungeon concept, and a lot of creativity and imagination came into the hobby. We had the Palladium games, which were never really dungeon-crawling games, Vampire, GURPS, Cyberpunk, Shadowrun, and a few others that did not put "the dungeon" as the peak of adventure gaming. By the 1990s, the dungeon had been done, and even AD&D 2nd Edition shifted more towards story-gaming and modules based on novels.

Which is why my Palladium SDC games are sticking around. They come from the post-D&D era and tried to do something new. We are in that post-D&D era again, where the "dungeon as adventure" has been done to death, and we are ready for more story-based adventures. Once you build your character in a Palladium game, that is your "playing piece" that you take through various situations and scenarios. That sounds precisely like D&D, but it differs from the 90s RPGs.

The first goal is to "assemble your team of experts," and characters in Palladium's games need each other since they are all specialists in certain areas, and below average in areas unrelated to their specialties. In Palladium games, if you pick the archer, you will be the best archer ever. If you choose the ninja, you will be the best ninja ever. You will excel in your area of specialization, but you need the healer, warrior, wizard, and all others in your group.

You are trying to solve a series of situations with your characters, where you will all have a chance to shine. A dungeon is not a dry grid of room descriptions; more than it is a list of situations you will all need to resolve, circumvent, or work your way through to achieve your objective.

The "SB" in SBRPG stands for situation-based. This is what our game was about.

The gameplay in situation-based gaming is dynamic and incompatible with set-in-stone keyed room descriptions. It is almost sandbox-based play, with factions in the world working "live" to achieve their own goals, and you running around trying to stop them. In a Keep on the Borderlands-style adventure, the Caves of Chaos would not be the focus. The area map would be better filled with hamlets and villages around the keep, interesting locations, a wizard's tower, a soaring ancient bridge, small farms, outposts, trading camps, and other spots. Then, the tribes would enter the map, set up camps, and begin to take down civilization as marauders.

Each group's force numbers and memorable NPCs would be tracked and killed, and the situation would evolve organically. Your group may choose to root out the goblins stealing food from farms and burning them down first, and that may slow down the other forces when they begin to suffer food shortages. You may choose to break the orc siege of a southern town first, and that would free up men to reinforce the outposts.

The concept works on a master "situation" and breaks down into lower levels of "sub-situations" each faction pursues to achieve a goal. Your goal, as heroes, is to be the monkey wrench thrown into the scene. The master situation will not end well. Left unchecked, these bands of humanoids will surround the keep, lay siege, kill everyone inside, and take over the fort as an evil, demon-worshipping humanoid stronghold and blight upon every surrounding kingdom as more evil flows in from the broken lands.

This is how we played these 90s games; they were never dungeon crawls but live, active, dynamic, and engaging meshes of cause-and-effect, live situations that required multiple play sessions to work out and play through. There are no 'passive skills' that play the game for you, so you can stay on your phone. The Palladium games are perfect for this 'live action' play since your "team of experts" is there to tackle these problems with the tools you have and in the best way you see fit.

Do you have a stealthy ranger and ninja pair that can wreak havoc on goblin warbands?

Are you more a heavy metal group with tanks and healers, meant to bloody the nose of an orc assault?

Do you work more with magic that manipulates the mind and can turn the humanoid factions against each other? Or are you a more arcane sorcerer who can summon elemental forces or twist the land to stop the invaders?

Are you more in tune with nature and turn the land and animals against the invaders, washing out roads, tangling vines to slow them down, and calling on woodland spirits to fight alongside you? Are there nature factions to align with for this character type?

In Palladium games, other characters need you, and you need them.

The story modules for D&D in the 1990s were all about railroads. They were a series of combat encounters strung together by a story. Again, the live sandbox style of play ends up being the same series of combat encounters, but again, there is a vast difference here. There was typically zero freedom in how you pursued your goals in the 1990s TSR story modules.

The structure of the D&D adventuring party did not change, and it felt like a poor fit for those scenarios. Even today, D&D struggles with skills, and characters don't feel like "they have the tools for the job."

Palladium?

I have the skills for many jobs, thank you.

D&D rarely does "big magic," and 90% of the powers in the game are meant to be used in a small room. In the old days, you had "big spells" mixed into the list, like 'illusionary terrain' spell, and the 'pass without trace' spell. By the time we got to D&D 4, the game's scope had shrunk to become an MMO with small powers, and 5E continues in that direction.

Does it matter that characters in Palladium games are complex and take a while to create? No. Character creation is 90% of the game, where the focus of the rules should be. The rest of any Palladium game is so simple it puts rules-light games to shame. Combat is simple. Turn actions are simple. Skill rolls are simple. The action economy is simple. Damage and healing are simple. Armor is simple. Resources burn down, requiring rest and breaks, so you need to be able to plan for downtime and replenishment.

Palladium still captures the classic resource management elements of the classic role-playing games.

With d20 games like D&D, the story is the same as in the 1990s. D&D's characters are too simple and lack the tools to deal with dynamic situations. Your powers are room-based and don't do anything big and cool. While characters are specialized, they are specialists. The overlap of spells and abilities makes some character types obsolete. Every class is set up to tackle dungeons and not live situations. With frequent rests restoring most resources, the game feels like an MMO where your powers are full in every encounter.

Yes, there is always the Rifts game, but I am not focused on Rifts right now. I do not want MDC. I want a lower-level game where hit points and SDC matter. That part of the Palladium system is excellent, and focusing on the SDC games in an SDC universe is a joy. MDC weapons and powers are a distraction and trivialize the combat math into all-or-nothing, alpha-attacks, and going first. Playing with weapons that can destroy city blocks is fun, but my heart lies in the lower-level, smaller-focused, personal games.

The Rifts game is another discussion entirely. It is a lot like Robotech at heart; that is where you need to begin understanding it all. For me, the SDC games capture the Palladium charm the best.

I like the SDC games. I wish they made more of them. I would love to have a Weird West game or a 'hard science fiction' game combining horror and psychic powers from them. These books would also be great to combine with Rifts, adding cowboys, shamans, astronauts, and space marines. I would love a gangster game, pulp adventure, or a take on the Cthulhu mythos. I can make all these myself with any of their modern-day games (Dead Reign, Ninjas & Superspies, Heroes Unlimited, or Beyond the Supernatural). Still, they have a way of making a single-book game compelling and exciting.

Tuesday, April 5, 2022

Mail Room: Nightbane

What a strange game. What a strange setting.

The best way I can describe this is...

Sort of like Vampire: The Masquerade, where the players are members of an outcast caste of Nightbane. The world is a dark, twisted place taken over by evil forces called the Nightlords. Myself, I would not have used "night" as the first word for both the good guys and the bad guys, kinda like calling the two factions in Star Wars the Empire-Rebels and the Empire-Imperials. I will call the bad guys "The Lords of Darkness" in my game and let the players have the cool "night" word in their good-guy faction.

Okay, better.

There are a few other factions in here as well, but let's just stick to the big two.

So anyways, the Lords of Darkness secretly control the world's governments, military, and police and hunt down the Nightbane. And they are all after you. So there is a bit of The Matrix in here as well, a few years before the Matrix was a thing.

Deja-vu.


What Shapeshifters?

But unlike Vampire: The Masquerade or The Matrix, you play a character who can shapeshift into a form (and only one) only limited by your imagination. You are not limited to being a vampire, mage, hacker, or werewolf.

Want to be a giant talking soda machine? Great! A dragon man? Perfect! A gargoyle? Wonderful! A man with a typewriter for his head? Let's go! A cartoon character out of Roger Rabbit or Cool World? Yep, we can do that too. A demon-guy? Yep! Someone with large ears, hands, and eyes? Why not? A talking wood-cabinet television? Sure! A pixelated video-game guy who plays the Mario sound when he dies? Sure!

Some of mine are silly, but they would work. This was one of the hardest parts for me to wrap my head around. Your morphed form is really anything semi-human, semi-something else. The stranger the better, but I would let players go silly if they still acted cool and "dark-emo."

And your special form has all sorts of cool powers to "fight the powers that be."

The form you take depends on your dreams and nightmares. This is sort of again like Vampire, but really, you get to be anything in your second form, and human in your normal form. And there are vampires in here as an enemy faction, and I suppose you would put werewolves, demons, and mages as enemy factions too. So anything White Wolf-ish is a minor bad guy faction vying for control compared to the Lords of Darkness. So there is a war going on here between evil factions.

And there are a few neutral and good guy factions as well, and very few of them get along.

The game defaults you to rolling on random tables to create your morphed form, but I would let my players pick the one they want. Whatever you can dream up, we will find something similar and make it work. This is the most Palladium way of creating a character, you want a cool character that captures your imagination and inspires you to play?

You got it. Live big.


Strong Sub-Factions Needed

Me? I know this goes against the "players can be anything" vibe of the character creation process, but I feel it would be huge fun to create sub-factions for the Nightbane around what form they take. And I would have a cartoon character faction led by a man named "Bugz" who snorts dehydrated carrot powder off of strippers. And he would be surrounded by, and be looking for, other Nightbane who want to be cartoon characters.

This is our group. Our kind.

"The us."

And this cartoon character faction would be competing with other Nightbane factions, such as the Land Sharks, the Lost Toys, the Mannequins, the Claymation Squad, the 8-Bit Power Squad, the Dead Rock Stars, the Mall Santas, and others. Some of those factions are just silly, but some are cool, like a normal guy who works at a gas station who turns into Dark Elvis at night.

Anytime you see a grumpy review that says, "I would use the setting but not the rules!"

Yeah, that is a clear sign that this is a great Palladium game.


No Rules, No Problem

And I respectfully disagree, the rules are part of the old-school experience. We don't need everything laid out for us and indexed. We made the rest up ourselves. The game was partially ours. Bad rules, confusion, missing rules, and disorganization invited us to make up the missing parts ourselves.

And if we are making up rules, we are protected from rules lawyers.

And we are free to make rulings on power gamers.

Some people hate it when a game gives the group this much power. Because they can't point to a book and say you have to allow something. If we are making the missing half up, we get the final say on what the other part is too. It is when Bob Ross lays a giant dark ugly tree trunk over a landscape and says "bravery test" - and everything comes out just fine.

Happy little trees.

Your game will be just fine too if you make half of it up.

And you will probably be having more fun than endlessly digging through a book for a rule.


Very Fun Concept

Palladium knocks it out of the park when they create games like this. You get the "be anything" of Rifts minus the MDC and power armor. You get a setting unlike anything else. You get to be something cool based on your imagination. This is like a Superhero game meets a Vampire game, but you get to custom-create your morphed form.

And it can be anything.

A very cool game and setting, and once you wrap your head around the concept and create your inspiration for the central conflict, it sounds amazing.