
MAY 02, 2006
What's for the new conspiracy?
From the day I first saw it in my Friendly Local Game Store, Dark
Conspiracy has been my favourite RPG setting. I don't know about
you, but there was just something about the cover that really appealed
to me, and no I'm not talking about the red-head in the skin
white pants and leather – although, thinking about it, I'm
sure she had some appeal to a 16-year-old such as myself!
Anyway, at the time I was just joining my first ‘adult'
group of roleplayers - you know the first group in which everyone
is earning money, and when a lifetime of school yard stories don't
cut it as causal conversation anymore - and we had recently been playing
Twilight 2000. Seeing that this new ‘Dark Conspiracy'
setting used the same mechanics as the aforementioned T:2000, I took
it upon myself to purchase the book and prepare a campaign for my
fellow gamers.
Now, I'm unsure whether it was due to the nature of the group
(which consisted totally of players who were vastly more experienced
gamers than myself), or because I was more impressionable back then,
but even now I remember almost every detail of every adventure I ran
in that first DC campaign. From Dayton, Ohio, to the Everglades, my
players, and their kitted out Hummer, travelled the length of America
attempting to discover the ‘reasons' for their ever darkening
Earth.
While the answers the group found weren't always the ones the
wanted, these games were some of the best sessions of gaming I have
ever have the pleasure of running. Eventually, however, like all good
things, the campaign came to an end, in this case, as our gaming interests
turned more towards Super Heroes and generic systems. But the lessons
and memories of those sessions still stick with me today, and are,
in all honestly, some of the most important drivers in the all new
edition of Dark Conspiracy.
I suppose also that this is one of the key objectives of this journal
as well; to explore what it is that makes Dark Conspiracy such a great
game, and discover how to harness the appeal of the game in this new
millennium.
To be honest, not only does DC's setting and history need to
be updated, but so do many of its mechanics. I feel that today roleplayers
are looking for a more comprehensive system, than the one currently
available in the game, one that is not only simpler than that of the
1st edition rules, but also offers enough flexibility to fit seamlessly
into each referee's own image of the game world.
That's not to say that I'm going to suggest that we –
as they say – throw the baby out with the bathwater. Indeed,
to start clean slate with Dark Conspiracy would be counterintuitive
to whole idea of securing the rights to the game in the first place.
Instead, we are currently reviewing each existing mechanic, and determining
the function and usefulness it offers the game as a whole.
This isn't just a matter of thinking up a nice new rule or
way of using for dice, but, instead, devising mechanics that fit with
the game's overall theme and testing them as thoroughly possible.
However, and let's be honest here, it is universally agreed
that some of the rules in the core system just don't work, or
worse yet, are actually counter active to good game play. These need
to be addressed, to be tested and changed to met the requirements
of a RPG in the 21st Century.
However, I'm not saying that if ‘I' don't
like a specific rule, then it's bound for the scrap heap. Not
at all, there are plenty of existing rules that will, even if we decide
to look in other directions to that aspect of gaming, will survive
in the new edition as Optional Rules; allowing each group of gamers
to determine what style is best for them.
Indeed, this concept of backward compatibility is one of the non-negotiables
of this ‘core system' review. As we have previously stated,
it is important to us that all the exist supplements - be they specifically
for DC or even for one of the other GDW house rules games - will be
completely compatible with any new mechanics we introduce. What I'm
looking at here is a way to introduce some well needed, and past due,
changes to the game, in an attempt to modernise the system and, more
importantly, allow referees to focus on scene setting and decision
making, and free up players to interact with the dark world presented
to them. I want the new edition of DC to be about interactive fun,
not dice rolling.
Whew! Well, that pretty much covers what I hope to achieve in this
all new edition of Dark Conspiracy. Over the next few entries of this
journal, I will be looking at discussing how we are going to do all
these changes, all with the goal of, one day soon, once again calling
Dark Conspiracy our hobby's PREMIER conspiracy horror RPG!
APRIL 02, 2006
Reviving the Conspiracy!
Welcome to the first post of this blog.
As you may know, my name is Marcus Bone, and I am the lead developer
for the new edition of Dark Conspiracy (DC).
Right, now that that's out of the way, I suppose I should give
you a little background about myself, and, more importantly, the purpose
and goals of this web log. I suppose it might be best to use this
entry to familiarise you all with who I am and what I think about
the ‘journey' I'm about embark on – that being
the rebirth of Dark Conspiracy.
Okay
then, I'm a 30-year-old male, who, for his day job, capers about
as a Consulting Information Analyst (a fancy name for a Technical
Writer who charges way too much for his services). I'm happy
married, and have been for, what, the past 6 years! I'm a keen
role player (in fact my wife would probably say that it influences
my life a bit too much), and in the past few years I have been actively
involved in a number of roleplaying projects.
When it comes to my involvement with Dark Conspiracy, two things
spring to mind; my time working on DEMONGROUND
- the fanzine of Dark Conspiracy, and latterly all dark horror role
playing – where I was a founding editor and regular contributor;
and Of Gates and Gods, a not so good supplement for DPI's incarnation
of DC (sure I liked aspects of it, but the adventure never really
got off the ground, both in terms of plot and the influences of other,
not to be named, individuals).
Recently, Emma (my wife) and I had our first child, Jonathon, and
I suppose it could well have been his arrival that has been the real
motivation for me to gather together a group of like-minded souls
and track down a licence to republish Dark Conspiracy.
Well, how's that then? That pretty much wraps up my introduction,
but never fear, I promise I'll be back with much more of my
journey through the rebirth of DC. Indeed, join me next entry, when
I discuss my fascination with the game and the real reason for this
blog.
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