Truths of the Day
Sunday, 05 July 2009
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Who's Out of Touch Now?
In a recent article, Malcolm Sheppard has taken to attacking (and confabulating) older gamers, the old-school movement, and the anti-Swine movement all in one. Well, good for him, points for trying, but he's full of shit.
What's his basic argument?
He says that old-school gamers make three big mistakes that "may have been true when those of us now drifting between 30 and 40 were starting out, but aren’t true for younger people". According to him these three are: "Nerds and Jocks and Never the Twain Shall Meet", "Roleplaying is Mysterious Minority Activity", and "My Scene is Hateful".
Well, let's just examine those three ideas, and see which are held by the regular gamers of a certain age, and which are actually Swine ideas, shall we?
First, "Nerds vs. Jocks". Back when I started playing, there was no such distinction. This is not something we created back in the "bad old days"; back before the Swine made their presence felt, nerds and jocks, and headbangers and preppie girls and countless other types of people played RPGs. I know, because I saw it. In my old gaming groups in junior high and high school we had headbangers, we had the most popular guy in school, we had brainy girls, we had guatemalan immigrants, we had drama geeks, preppies, regular guys, whatever. They all digged D&D.
Its like I said before, back when I first started gaming, I was just about the nerdiest kid who played. But within a few years, I was by far the least nerdy. It wasn't that I had changed all that much (though I do get cooler every year), but that all these disparate people started abandoning the game, and their spaces were filled by geeks, freaks, rejects, hopeless nerds, anime otaku wankers, and eventually outright Lawncrappers. It wasn't in the old-school days that D&D and RPGs weren't inclusive of regular culture. It was afterwards, and the more and more that Swine took over and demanded that RPGs had to be "deep" games requiring a massive commitment of time, money, obsessive-compulsive behaviour, and (often) pretentiousness to enjoy, that normal people left. In other words, your fault, not ours.
Second, "roleplaying is a mysterious minority activity". Well shit, see point the first. It was the Swine, more than anyone, who pushed this. They are the ones who want RPGs to be something not for the "Unwashed Masses". They're the ones who want to pretend to be artistes and intellectuals and beat poets because they play a fucking game about sodomite pirates or sexually degenerate university professors.
Back in the old school days, the "mysteriousness" of RPGs was that it was scary to adults, not to kids. It was forbidden and "satanic", and that made it unbelievably cool and appealing. But making a character took 10 minutes, and you didn't need to spend a fortune to play, or go to special stores, much less have to hang around dingy corners of the internet reading thousands of pages of "theory" invented by some fuckwad expert on bat penises.
RPGs were cool, back when moms were afraid that if you played D&D you'd worship the devil. Today, moms are still afraid; they're afraid that if their son plays D&D he'll end up being a 40 year old virgin who doesn't bathe and will never move out of her basement. And the latter is decidedly NOT appealing, to the kids or anyone else. And again, your fault, not ours.
And the third point? Please, you people INVENTED hate. You're the ones who wished nothing short of D&D's destruction. You were the ones who declared that people who like regular RPGs and don't embrace your theories are "brain damaged" and "child abuse victims". If the scene is hateful today, it is because you made it so, by trying to subvert the hobby and twist it to your civilization-despising humanity-abhorring self-loathing nihilistic psychoses.
So, I rise for the third time to say: your fault, not ours, you fucker.
And Mr. Sheppard's "solutions"? Obviously, to get rid of anything but the Swine. "Play what you hate"; he says, and "stop looking on principles"; implying that we should surrender to the Swine in order to make peace. This is nothing short of Maoist genius at work: destroy the hobby, create war and anarchy, and then insist that if only the other side would stop fighting there'd be "peace". That type of peace, our hobby can not afford. It is the peace of the grave.
He also says "play to the now". Which is fine and good, but its not what he means. He means "stop making games that try to maintain regularity, stop trying to make games that take a stand and refuse to bow to our will, and please please stop making games that end up being more successful than our theories". The Now, and who gets to own it, is what this war is all about, and he knows it. That's why he's pleading for us to surrender. But we won't. We shall stand athwart your Swine revolution, and we will make better and better regular games, old school and new and innovative, that will be founded on regular principles, and you and your kind shall die in the gutter of obscurity.
So take your own advice, Malcolm. Stop making games that don't appeal to the mainstream. Stop making games that try to make our hobby that of a tiny minority of self-styled elites, and stop bringing your hate into my hobby. Embrace the new, and accept that in spite of the best efforts of the Swine for the past two decades, the New is and will continue to be the Regular kind of gaming that you loathe and mainstream gamers love.
RPGPundit
Currently Smoking: Castello Natural Virgin Oversize + H&H's Beverwyck
Saturday, 04 July 2009
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Proof Positive that The Supreme Being is NOT a Woman
I don't want to say that its a man, or a thing, or a force, or whatever; but I can say without the shadow of a doubt that its not a "Goddess".
The proof?
It takes the average man 2 minutes from the onset of sexual activity to achieve orgasm.
It takes the average woman 20 minutes.
Do the math. Either the supreme being isn't a woman, or she's some kind of Margaret Thatcher-esque monstrosity that hates the idea of women having satisfying sex.
Sorry, wiccans.
RPGPundit
Currently Smoking: Lorenzetti tempesta apple + H&H's Beverwyck
Friday, 03 July 2009
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A Couple of Links about International Culture
First, today, we have a product of a culture, comic books, that have in many ways been part of that force that the western world used to co-opt other cultures. I'm not saying that like its a bad thing, but it is a real thing. When you have bollywood musicals featuring spider-man, and superman is a figure known and respected by children throughout the world, its a simple fact that our culture has managed to spread itself throughout the globe via comics.
But now someone from the Muslim world is taking that medium so foreign to his own society and co-opting it right back, with THE 99, the world's first Islamically-inspired comic, the first to be produced in the middle-east, and, with world-wide translation and a new animated film in the works, amazingly THE 99 is on the verge of becoming the first licensed entertainment property to come out of the Islamic world. Here's a letter from the creator of THE 99, to his sons, explaining why he wanted to make this comic.
I think perhaps he's a little too optimistic about it being able to bridge the gap; I haven't been in any north american comic stores in the last year, but I'm going to bet that you won't see THE 99 on any shelves there. Am I wrong? I also doubt that one comic alone will be able to reverse perceptions about Islam and extremism, either in the Islamic world or the rest of the world. But its still an admirable effort, and what it has undoubtedly proven is that you can create a home-grown industry for things like comic books in the "third world". If so, why not RPGs?
Meanwhile, let's go to one country that's been a massive exporter of culture: Japan. For at least the last few decades, everything Japanese has been cool. And yet, I think we don't entirely get their culture, certainly not the average person, and I think that the white-boy otakus out there probably don't either. I'm personally of the opinion that, in the most basic of terms, the Japanese are insane. They spent a little too long in isolation, got bombed a little too hard in WWII, and now they're just batfuck nuts.
Want proof? Ok, but don't say I didn't warn you. This is a real movie trailer, its not something someone made up as a joke. This is a real movie!! The horror!! Geisha... is robot!!
RPGPundit
Currently Smoking: Dunhill Shell Diplomat + Stockebbye's Bulls Eye Flake
Thursday, 02 July 2009
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Possible Solution for Palladium Skill Problems
I like the Palladium system. Overall, I have little beef with it. Its mostly very good at what it does; its fast, its not particularly complex, it runs smoothly, and it gives you that fast-and-loose kind of feeling.
Except the skills. The skills fail at all of the above. Skills are not fast, and the are complex; they are the single biggest drag in the character creation process, the one thing that stops one from being able to say that the Palladium system would really be a great introductory or "pick-up" sort of game. Imagine Palladium, but where it only took you five or ten minutes to make a character, instead of having to spend a half hour poring back and forth from your OCC to the Skills section trying to look up the percentages (and progressions) of every single fucking skill, because they're all different.
It doesn't run smoothly; the percentile mechanic is easy enough, but what happens when you level? This skill goes up 5%, that one 4%, that other one 2%! Once more, you are forced to look up everything (or at least, if you were smart enough to jot all the progressions down in the first place, you still have to take more time than you should have to double checking that you brought each skill up its required amount).
Finally, its not "fast-and-loose" at all. It doesn't much fit with the rest of the system. In Combat you don't have twenty thousand different maneuvres; you just have "strike", "dodge", "parry", etc. But with the skills you, have "Radio operator: basic"; "radio operator: expert", "radio operator: superexpert"; "radio operator: jamming", "radio operator: techno-wizard radios", "radio operator: DJ", "radio operator: Ham"; "radio operator: shock jock", "radio operator: semi-intermediate that-kind-of-stage-where-you're-halfway-to-expert", "radio operator: ninja", and of course "radio operator: Fred".
Its idiotic.
So in any case, we were talking quite a bit about Palladium's skills a little while back on theRPGsite, and I hadn't forgotten about it. I had asked a few people what their solutions were, but none of them seemed quite radical enough. So here's what I came up with:
You know how all the skills are divided up into very broad categories? Make THOSE categories the skills!
So the new Palladium game system skill list would be:
Communications
Domestic
Electrical
Espionage
Mechanical
Medical
Military
Physical
Pilot
Pilot Related
Rogue
Science
Technical
Wilderness
Plus the weapon proficiencies, that we'd keep as it is. There you go, twenty million skills pruned down to 14.
Now, every skill would begin with a base 30% + 4%/ level progression.
But beyond that, if you wanted to make it slightly more sophisticated, you could say that the old skills were just skill "specialities", that a given class would get a bonus for when rolling their skill as relates to that speciality. You would now have the skill specialities be automatically determined based on his OCC skills and related skills (and wherever his OCC related skills indicated a bonus to an entire skill-set, that would apply as an overall bonus to that skill including to any specializations; if an OCC related skill set indicated "none", that would mean that excepting any specializations already given under the OCC skills, the character has a value of 0 in the skill).
Physical skills that gave you actual bonuses to attributes could only be taken if they were one of your OCC skills, otherwise they don't exist. For hand-to-hand skills, you could assume that if the option is given in the OCC to take a "higher" grade of hand-to-hand combat, you will have that higher grade. In other words, every PC will start out with the highest hand-to-hand type permitted by their OCC skills, unless the player himself wants to have inferior combat skills for some reason of character.
So for example, let's take the RIFTS "City Rat". It has for its OCC skills the following: streetwise (+20), pilot motorcycle (+15), pilot automobile (+10), math: basic (+10), running, wp of choice (1), hand to hand:basic. It also notes that the city rat could optionally have hand to hand: martial arts (or assassin if evil-aligned) if they use up one "other" skill.
So first of all, we assume that the City Rat will indeed have Martial Arts (or Assassin). Then we factor in the various specializations to end up with a skill set like this:
Communications
Domestic
Electrical
Espionage
Mechanical
Medical
Military
Physical
Pilot
-motorcycle +15
-automobile +10
Pilot Related
Rogue
-streetwise +20
Science
math: basic +10
Technical
Wilderness
He also gets to pick one weapon proficiency, and takes running, which gives him +1 to P.E., +4d4 to speed, and +1d6 to sdc.
Now we look at "other" skills. Here is where we will determine the actual values of the skill. In the case of the City Rat, the "Other" skills are listed by category as: Communications: any (+10 to radio:basic and surveillance), domestic: any (+5), Electrical: basic only (+5), Espionage: none, Mechanical: automotive only (+10), Medical: first aid or paramedic (+10) only, military: any, Physical: any (+5), pilot: any ground vehicles, jet pack, robot basic combat (+10) only, pilot related: any, rogue: any (+15), science: math:advanced and chemistry only, Technical: any (+10), wilderness: none.
So now the skill list ends up looking like this:
Communications 30
-radio basic 40
-surveillance 40
Domestic 35
Electrical 0
-basic electronics: 35
Espionage 0
Mechanical 0
-automotive mechanics 40
Medical 0
-paramedic 40
Military 30
Physical 35
Pilot 0
-motorcycle 45
-automobile 40
-ground vehicle 40
-jet pack 40
-robot basic 40 (robot basic combat)
Pilot Related 30
Rogue 45
-streetwise 65
Science 0
chemistry 30
math:advanced 30
math: basic 40
Technical 40
Wilderness 0
As you can see there are effectively only 21 skills for the PC to worry about, and all of them will be going up at the same rate. When the time comes to level up, the player will just have to add +4 to each skill.
Next up, to finish rounding the character out, we see how many secondary skills he would have received. In the case of the City Rat, he had 10 secondary skills. In our system, you multiply that amount by five to receive the total amount of extra points you have to put into your skills listed above. You can put those points into any skill that isn't listed as having a rank of "0" (those are skills not available to the class and will never go up), either into the main skill or the specialization, but any points you put into the main skill do NOT end up raising the specialization at this point (this is to avoid the obvious wholesale points-pumping that would otherwise occur). So in the case of the city rat, you'd have 50 points to spread around into your various skills.
Finally, as the PC goes up in level, every three levels (lv. 3, 6, 9, 12, 15) the PC can choose two "adds" to the skill-set. An "add" can be either a bonus of +10 to a skill (general or specialized, there's no difference at that point), or a new weapon proficiency, physical skill, or robot combat technique, if any of these are allowed to the class.
So do let me know what you think about this solution to the problem of Skills in Palladium! I'll certainly be giving it a whirl if I ever get that RIFTS campaign I've been thinking of running going...
RPGPundit
Currently Smoking: Davidoff 400-series Apple + Hearth & Home's Beverwyck
(originally posted June 16, 2007; I have since started that RIFTS campaign, and I do use this system, and its worked out really great)
Wednesday, 01 July 2009
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Canada Day Blatant Advertising!
Happy Canada Day to everyone out there!
And what better way to celebrate Canada Day than to buy Banner Advertising on theRPGsite? Help support Canada's favorite expatriate son, purchase some space and put up your banner. Our proprietary system insures that you get way more bang for your buck than those other sites.
So if you have an RPG company, or porn, or want to put up a banner expressing your radical political ideology, take a look at this thread for more information, and then get in touch with us!
That's right, I'll take porn.
RPGPundit
Currently Smoking: Mario Grandi full bent egg + H&H's Beverwyck
ps: just kidding about the porn.
Tuesday, 30 June 2009
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In The Grim Darkness of the Grimdark Future There is Only WOTC Sucking!
An interesting vision of future times, provided to us by our very own Zach.
RPGPundit
Currently Smoking: Davidoff 400 series Apple + Esoterica's Penzance
Monday, 29 June 2009
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Can RPG companies prevent online piracy of their work?
The surprising answer is yes; there are precisely two ways:
1. Make your stuff free online anyways.
2. Suck so badly no one wants what you offer.
Either way, no piracy.
Aside from that, NO. There's no way. So what's the point in arguing the fucking "principle" of the thing, when you've "sticking to your guns" means insisting on a reality that no longer exists?! I mean fucking christ, when you have to be in an alternate timeline where the internet never existed in order to win, you know that you're really fighting a lost and pointless cause.
You're the Iranian Ayatollahs of the gaming hobby.
RPGPundit
Currently Smoking: Lorenzetti Volcano + H&H's Beverwyck
Sunday, 28 June 2009
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RPGPundit Reviews: The Maelstrom Companion
This is one of the oddest stories of the gaming world. Way back in the 80s, the UK publisher Puffin produced a series of extremely successful books for kids that were a step in between "Choose your own adventure" books and full-on D&D. These were the "Fighting Fantasy" books. They were spectacularly popular, and clearly there was something of a craze for this format; which eventually led to the Dungeoneer RPG (which was Fighting Fantasy made into a complete RPG).
Hot on its tail came a single book, also from Puffin, called Maelstrom. It was the same size, published by the same people, but was a stand-alone full blown RPG. I really have to wonder how and why THIS game in particular ended up being published. It was not a fantasy game as such, being set in Tudor England (though it did have magic, but magic which was extremely low-key as a rule). It was also not written by the star authors (Steve Jackson and Ian Livingston) or even by an already-known RPG author. It wasn't even written by an adult. Alexander Scott, author of the Maelstrom RPG, was in the first half of his teens when he wrote Maelstrom.
I always wondered what the story was there; was the kid a family friend of someone high up on the Puffin hierarchy? Or was it just a crazy lucky break?
Lucky might be a relative term, anyways, the book didn't stay in print very long, and pretty soon after that the whole Fighting Fantasy line came to a crashing halt. Scott never published another RPG. The poor bastard peaked at 15 (at least, as an RPG designer).
But that's just the start of the weirdness. This game ended up being a major influence on the Warhammer Fantasy RPG. When you look at Maelstrom, you see the seed of WFRP there; the attributes, the careers, the starting equipment, even the gritty feel and look. Its amazing to ponder on it, how this little game ended up making such an impact.
Maelstrom was one of the first RPGs I bought when I was a youngster just starting out as a gamer; and I loved it. It had some aspects that were truly brilliant. It still has, to this day, the best ("realistic") guide to Herbs and herbalism of any RPG.
It also had some massive flaws, both system-wise and setting-wise. Its combat system, especially with the advanced options, was sluggish and byzantine. It was ostensibly set in Tudor Britain, but it had no rules on firearms, and it did not mention or consider the reformation and religious conflicts at all. I never seriously thought that I'd think of trying to actually play it again today.
Flash forward to the present day, and ramp up the weirdness to 11. How often is it that a game that's been out of print for 25 years should not only be revived, but have its first sourcebook ever?
That brings us to the subject of this review: the Maelstrom Companion. Arion games, under license from Puffin Books, has re-released the Maelstrom RPG, and Graham Bottley has released the first ever sourcebook for Maelstrom, the Maelstrom Companion.
The Companion is, according to the author, an attempt to bring the game into the 21st century (design-wise, not setting-wise, obviously). It tries to cover the irregularities in the system and the gaps in the setting, provide new material and help turn Maelstrom into a fuller, more workable game. And generally speaking, it succeeds. Enough that I am now seriously considering running a future campaign set in Tudor England using Maelstrom and the MC.
That said, the new sourcebook is not without its flaws. And I think it is best used as a pick-and-choose notebook style of sourcebook, where the GM chooses the rules and elements he wants to make use of in his game.
The sourcebook begins with expanded rules for character creation. After a note on changing "arrowskill" to "missile skill" to incorporate the new firearm rules, and a quick note on Noble titles (rather simplistic and not actually correct according to peerage rules), several new careers (livings) are presented. These are the agent (ie. the thug in the hire of powerful people), the alchemist, the barber-surgeon, the beadle/constable/watchman, the farmer, the friar, the hunter, the sailor, the servant, the tavern keeper, and the witch. Most of these are fine additions to the list of livings provided in Maelstrom, with good setting detail and special abilities for each of them. The Witch and the Alchemist are the ones that I think could be problematic, as both add some more overt magical influence to the setting. The Alchemist is particularly worrisome, as I can see it being ripe for abuse as a class, and likely to overshadow the Herbalist, which was one of the true gems of the original game.
You have a nice random names table after, and then the random fate table. I love random tables, and this one is a great way to generate either a random advantage or disadvantage for a character.
Chapter 2 is dedicated to game mechanics. Here you get rules for firearms, Tudor-style, which have good range and decent damage, but are slow to reload and have a 10% chance of a fumble, which can have pretty freaky consequences.
Rules are also provided for two-weapon fighting, and then the author's own idea of how to re-organize the advanced combat rules from the original book to make the damn thing actually playable. On the whole, I agree with his suggestions.
Rules are provided for alchemy, surgery and wounds, weapon-smithing, additional ability for the Labourer living (previously the most pointless class of the old game), and rules on alcohol and drunkenness close out the chapter.
Chapter 3 is all about campaigns and campaign ideas. Several general concepts are provided for the type of game you might want to run (ie. military, trade, exploration, etc). I think these would only really be useful to someone who has no idea what they want to do with the Tudor setting, and knows little or nothing about that setting. In other words, I personally don't find it useful in the least.
Chapter 4 expands the magic system from the original book, something I'm pretty wary about, since I liked the very free-form nature and subtle influence of magic in the original game.
Even so I have to admit that the majority of the ideas Bottley presents are good ones, mainly consisting of different "specialties" of magic. He mostly focuses on the sort of magical specialties that would make sense in the setting, ie. astrologers, scryers, plus witchcraft. The only one I find dissatisfactory is the "elementalist", since it makes use of the old stupid D&D trope that an elementalist much specialize in one of the four elements, and will not use the opposite element in magic, ever. This goes directly opposite to the ideas that real 16th century occultists had of the four elements, where the goal was to use and incorporate all four of them.
Finally, some supernatural creatures are provided, all inspired by English folklore. So, points for that.
Chapter 5 talks about the church. The Tudor church, that is, including material about the reformation and the dissolution of the monasteries. Even the Pilgrimage of Grace is mentioned. The material in this short chapter isn't exactly a history thesis, but it does enough to inform the reader about the single greatest conflict of that century that it can be incorporated into a reader's game.
Chapter 6 details price lists, pretty thorough; and chapters 7-9 provide a sample setting location, Bury St. Edmunds. The chapter, which comes with some nice maps and ample detail, does a good job of creating a default "home base" for the characters in any Tudor campaign. It includes thorough material on the town, people of the town, the conflicts in the town, and a brief chronology of events going in 1540, specifically how they affect things around Bury St. Edmunds. Top notch work here, and plenty to hang an entire campaign on.
Appendix 1 lists the various alchemical recipes. These are the ones that have caused me such consternation. To their credit, they are based on real Tudor recipes and alchemical ideas, which is great. And there's no doubt that the non-magical recipes are fine; the magical ones are potentially a bit more unbalancing. And again, the main concern I have is that the more showy and explosive (sometimes literally) nature of the alchemist will end up overshadowing the excellent herbalist.
Appendix 2 contains reference sheets for the game, an extremely useful list of tables and charts for speedy referral. Particularly useful are the flowcharts for basic and advanced combat! It sure simplifies the sometimes complex combat system of the original game.
The book itself is a softcover, of similar size and form to the original Puffin book. The cover is good, but not nearly as awesome as the cover to the original game (which I must admit was one of the first things that moved me to buy that game all those years ago). The binding seems fine, and there is occasional artwork (aside from the maps) inside, mainly seeming to be computer-generated 3d art, that mostly failed to impress me.
So is this a perfect book? No. But it certainly does accomplish one important mission: it makes Maelstrom a full, payable game. The new material provided also makes it a fuller game than it ever was before, and that's saying a lot. It is enough of a positive review to say that this gamebook stands a great chance of being used in actual play, something I can't say for a lot of books these days.
If you want a piece of gaming history, I'd recommend you pick up the re-issuing of Maelstrom. And if you've been looking for something to run in the Tudor setting with, I'd strongly recommend that you get both Maelstrom and the Companion.
RPGPundit
Currently Smoking: Ashton Old Church Rhodesian + Stockebbye's Bulls Eye Flake
Saturday, 27 June 2009
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LSH Campaign Profile: Phantom Girl

Phantom Girl was the second new legionnaire to join the young organization, around the same time as Triplicate Girl/Duo Damsel. She had found her way to the Legion entirely by accident, and her motive at that time wasn't particularly noble: she was a runaway looking for a place to stay, possibly the weirdest runaway in the universe.
You see, Phantom Girl (Tinya Wazzo of Bgtzl) wasn't a regular runaway. She was a runaway from another dimension. Her homeworld isn't a planet, its the dimension known as Bgtzl, a place located one-half of a dimensional vibration from our own universe, the 3rd-and-one-half Dimension!
Tinya was always a rebellious young extradimensional entity, who chased under her mother-entity's upbringing. Her mother, Winema, was the ruler of Bgtzl who's role was not altogether different from that of a Chancellor, except for being slightly more incomprehensible to human intellect. Anyways, what matters is that her family-cluster was a very important cluster on Bgtzl, and like in any dimension that meant Tinya was raised in a sheltered and stuffy way. Her rebelliousness became infamous throughout her half-dimension, until she was eventually put into a pocket of incomprehensible space not altogether unlike a Girls' Reform School.
It was there, imprisoned and miserable, that Tinya discovered she had a strange power... her daydreams about three-dimensional beings, daydreams that she used to distract her from the miserableness of her unfathomable existence, were more than just daydreams. They were a real place, a dimension she could see and feel. And after a little work, she found a way to slip out of the 3.5th Dimension, and into the third dimension! She was free!
Once there, she found herself on Earth, a runaway from her mother and her home dimension. Existing in only 3 dimensions instead of 3 and a half, Tinya realized that, with no explanation she could think of, she had transformed from her original appearance into a humanlike appearance. Tinya is not capable of shapeshifting, it appears that in our universe, she's stuck looking the way she does, which is not unpleasant to her. Its impossible for human beings to be able to even imagine what Tinya looks like on Bgtzl, we wouldn't be able to see it without our brains exploding, but its vaguely similar to this:

In any case, her mother went through enormous efforts to find Tinya, to the point of figuring out how to travel to Earth, establish formal diplomatic relations between Bgtzl and the U.P., and try to legally force Tinya back to Bgtzl. Desperate, Tinya had heard of the Legion of Superheros, and realized that the strange characteristic of her 3 dimensional existence, her ability to become intangible and phase through any solid object, might qualify her for membership in the Legion. Under the name of Phantom Girl she applied, was granted membership, and managed to get R.J. Brande to give her legal protection from being sent home and back to her Reform School.
In her first year in the Legion Tinya was irresponsible and highly hedonistic. In particular, she was promiscuous, finding herself fascinated with the strange practices of human reproduction and in no way hampered by the normal insecurities of human adolescence or the taboos of social conditionings.
But one day, everything changed for her, on the day that Ultra Boy joined the Legion. With Tinya and Ultra Boy, it was love at first sight. From that moment on, the two have become inseparable, and while both are still rebels and mischief-makers within the legion, they have both become a settling influence on one another.
In game terms: Tinya has now figured out she loves the Legion, she believes in its righteousness. She's still fairly immature, I try to think of Tinya's experience in the 3-dimensional world as being sort of like if a schoolgirl from our dimension were to somehow be able to enter a 2-dimensional cartoon world, with utterly different society and phsyical laws. The fact that Phantom Girl has adapted almost immediately is proof of just how greatly intelligent she is.
She rarely if ever talks about her home, and when she does she always talks about it in 3-dimensional terran contexts. If everything you knew about Bgtzl came from Tinya's mouth, you would imagine its something like living in normal earth society; in reality, its nothing like that at all. Its a Lovecraftian "dimension beyond the known"; Tinya is just very very good at making very general comparisons between things that she couldn't even describe in regular human language and their equivalents in human society.
Tinya's phasing power is something that is perfectly natural for her, she tends to use it all the time.
Tinya's earliest experiences of how to act like an adolescent female human seemed to come from holovid programs like "Metropolis Hills 40000800block" or "Dawson's Planetoid". As such, she tends to act a bit like a valley girl. Alternately, it may be that since her first experiences of the 3rd dimension in general were through her daydreams (and the equivalent of her doodling on a notepad on her home dimension), she tends to put a huge emphasis on aesthetic pleasantry in her judgements. In any case, appearances matter a lot to Phantom Girl. She wants superheros to LOOK and ACT "Cool", not just be heroic. She has on more than one occasion voted against a potential candidate for membership because they were too "lame". She tends to have biases against Bouncing Boy on this basis, that he's too "geeky" to be in the Legion.
Originally, she didn't like Dream Girl because she was worried Ultra Boy would be too drawn to her, but when she realized this wasn't happening, Dream Girl has now quickly become one of Phantom Girl's closest female friends in the Legion.
She also looks at Shrinking Violet, whom she's spent a lot of time with in the Legion Espionage Squad, as a "sidekick" and keeps trying to get Violet to be more outgoing. She sees Violet as a project for her to work on, to make her cool.
Ultraboy is Tinya's ideal man: tough, rebellious, handsome, and cool. She will always support Ultra Boy in any situation, will always think the best of him, even if she might in private nag him about his imperfections. As much as she sincerely has fallen in love with Ultra Boy, she is in no hurry to marry him; she loves being in the Legion far too much, and married legionnaires are forced by the Legion constitution to quit active membership.
In this last year, Phantom Girl has gotten the idea that Ultra Boy should run for leadership next year. She is trying to convince him, even though she would actually be a much better candidate herself. Its just that to her, the "image" or the "story" of the Legion would be cooler with him in charge instead of her, she doesn't want to be a mary-sue, but if Ultra-boy isn't convinced, she might decide to run herself anyways.
In many ways, Phantom Girl is like a teenager living out her own adventure fanfic. For her, this is all a daydream come true.

RPGPundit
Currently Smoking: Mastro De Paja Bent Billiard Media + Ashton Type 2
(June 13, 2007)
Friday, 26 June 2009
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These Are NOT Your Liberals
For fucks' sake, people; and by "people" I mean you lefties in North America; quit mistaking third-world sleazeballs for fellow travelers purely on the fact that they auto-identify themselves as "leftist".
Take, for example, that wonderful human being Hugo Chavez. He has, for a long time, defended the Cuban state with all of their repression of human freedom and democracy; but at least there one could claim that he is making the same mistake all of you are making in supporting him (namely, thinking that because Castro is self-denominated "leftist" it means he believes what you believe and must be supported). But what excuse is there for his most recent public endorsement, of Mahmoud Ahmedinajad? He has resounding supported the Iranian president, Supereme Leader, Guardian Council, and the entire Orwellian Theocracy of Iran.
Now hang on, aren't leftists supposed to be against theocracies? Don't Marxists think that priests are scum? Isn't religion the opiate of the masses? So what the fuck is going on? It couldn't be that Chavez doesn't give a fuck about socialism, and him and Ahmedinajad are buddies and business partners, both in commerce and in their rabid anti-americanism, can it?
THIS MAN DOES NOT BELIEVE WHAT YOU BELIEVE IN.
Take also Ignacio "Lula" Da Silva. A much less extremist figure than Chavez, but also a darling of the middle-class first-world fashionable Left. He has just signed a bill in Brazil that allows for any number of atrocities. For starters, it allocates a chunk of the Amazon the size of France to farmers. That's right, a piece of the Amazon the size of France is now being cut down thanks to this great leftist paragon. The bill goes beyond that, its implications being that anyone can now illegally occupy any piece of property in Brazil and through that occupation make a claim over it, essentially legalizing squatting and denying the inalienable human right to legal property.
I know that normally that sort of thing doesn't really bother leftists, but consider what that means in Brazil. Aside from massive unrest and class-based civil war; it could also mean that now ANYONE could go to the Amazon, lay claim to a chunk of it, burn it to the ground and turn it into a mercury mining operation or a cattle ranch, and they'd have a legal precedent to do so. This bill is an open invitation to devastate the Amazon Rainforest in Brazil.
So, again, THIS MAN DOES NOT BELIEVE WHAT YOU BELIEVE IN.
Get over the idea that someone wearing a "leftist" banner means that he's one of the good guys and the others are the "bad guys". That's just not true, especially in the third world.
RPGPundit
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