From the Armitage Files: Things Fall Apart

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

About a week ago, we had the penultimate ((So, because we’re getting close to the end of this and the Feints & Gambits campaign, I wanted to know if there were more words in the ultimate – penultimate sequence. Turns out there are: ultimate, penultimate, antepenultimate, pre-antepenultimate. Apparently, after four, they decided that it just got silly. That’s right. After four. ‘Cause antepenultimate and pre-antepenultimate aren’t silly. At all.)) session of our Armitage Files. As I was getting ready for the game, I had this idea for the game session – I would start the game five years in the future, after the heroes have failed to stop the great disaster that’s on the way. After all, the game has turned out to be about non-linear time and the possibility of time travel and multiple dimensions. So, that would give them two sessions to figure out some way to reach back in time to undo whatever happened, all the while playing in a post-Cthulhu-apocalyptic world.

Ultimately ((There’s that word again.)), I decided against this. While it struck me as a neat dramatic trick, springing it on the players out of the blue seemed like too much of a hose-job: “Hey, guys, guess what. You failed the campaign, and I’m not even gonna tell you how. Know what you get to do for the last two sessions? Fix it and/or suffer!” They might have let me get away with it, if I had been able to make things cool enough ((If you make things cool enough for the players, you can get away with anything in a game.)), but if I had blown it, there wasn’t enough time left in the campaign to correct for the problem. So, after some waffling, I wimped out.

What I decided to do instead was to increase the pressure. I wanted this session to be claustrophobic and tense, with the players losing ground whenever they dithered about anything. I decided that everything they did would lead them back to a the decay and undermining of their reality as the fabric of causality continued to unravel around them. In essence, I wanted the characters to reach the end of the session knowing that, one way or another, things were going to reach a head. They needed to know that, one way or another, everything was going to be decided very soon.

So, I turned the pressure up. It worked; at least, it worked from my end. For the players, well… maybe. See, everything I said in the previous paragraph? That’s all about mood. I wanted to build a mood of desperation and despair. What that means is that – from a player point of view – not a lot really happened. They were placed in fairly reactive roles ((Yes, I let them decide what they were doing, but then I’d throw something at them that derailed them and demanded a response. So, yeah, that meant that most of their actions were reactions.)), didn’t get a lot of answers, and found themselves faced with a tightening circle of threat.

The reason I’m not sure how well it worked for the players is that a lot of the session involved the characters bickering. More than usual. So, I’m not sure how much of that was the fact that the characters were cracking under the pressure, and how much of it was that the players were frustrated and taking it out in character ((I’m hoping it was more the first thing.)). No one seemed terribly put out at the end of the evening, though, so I think I may have judged it right.

What actually happened in the game? Well, a few things, in a kind of mad, jumbled rush.

They went to pay a visit on Prof. Armitage ((In keeping with the Armitage Group’s somewhat stodgy academic style, they’ve been asked to steer clear of Armitage so as not to risk giving him information that might allow him to fake the documents that have been appearing.)) at his home, but found the place empty. In the attic, they discovered a crystal snowman ((The evidence of Chaugnar Faughn’s attention, they have found.)) tucked into a bed and, in the basement, they found a trio of leg bones hidden in the coal. In the midst of examining the leg bones, a freshly awakened Armitage came down into the basement to investigate the noises that had wakened him. Upon investigation, our heroes found that the attic contained only boxes ((And a dressmaker’s dummy, as all attics are required to contain.)) – there was no sign of the bedroom with the crystal snowman.

Looking out a window downstairs, they spotted a bonfire in a field out back, surrounded by oddly shaped shadows dancing frenetically to a weird, alien beat. When they called Armitage over to see it, it had vanished. At this point, they started telling everything to Armitage, who heard them out fairly calmly until they revealed that they had come to his house pretty much directly after discovering the bodies of Roxy’s housekeeper and butler, whereupon he essentially called them idiots and fled before whoever was following the investigators could find and kill him.

Not being idiots ((Well, not complete idiots, anyway.)), our heroes took their cue from him, and headed out to a little town to hole up until the morning, when they planned to take the fight to Kim Nak in Kingsport. The next day saw a flurry of telegrams, some trips to New York and Boston, and much plotting. They came up with a few interesting tidbits, foremost of which was that Kim Nak came to the US on papers that had a different name: Nar Ho Tep ((Yeah, that’s kinda blatant and heavy-handed, sure. But it’s the end of the campaign, and at this point, the revelations are coming fast and furious. And each revelation just leads the group to realize that they’re in even deeper trouble than they had thought.)). That gave them a bit of pause, and they began to rethink they’re head-on rush at Kim Nak because, as I said, they’re not idiots.

Somewhere along the way, they spotted Austin Kittrell on the streets of Kingsport and decided to try and follow him to figure out where he fit in ((Insert jokes about drugging and torturing him some more.)). Unfortunately, Crosby rolled pretty pathetically on his Shadowing roll, and wound up with Kittrell holding a gun to his head, mocking him a bit, and then prancing off.

I forget exactly where the idea came from – I think I answered some question about a place to overlook the Kingsport harbour with a description of the lighthouse and the nearby house ((Drawing on a couple of HPL’s Kingsport stories: The Strange High House in the Mist andThe White Ship.)) on the promontory high above the town – but they became fixed on the idea of climbing up there for some reason. I decided to turn this into an opportunity for further clues and enlightenment about what was really going on – if they asked the right questions.

So, up they climbed, and the mist thickened around them. When they reached the house, it turned out to be an old log cabin rather than the larger Victorian mansion they had seen from below. The occupant came out, armed with a gun, and asked them who they were, but the investigators had been through so much crap in the past few days that, rather than answer the question, they threatened the fellow with their own weapons. Gunfire may or may not have ensued ((Which way are you betting?)), and the cabin vanished, so the intrepid climbers pushed on to the headland. There, they found a huge – and I mean huge, twelve feet tall, easily twenty feet across – pile of bones about where the lighthouse should have been. Looking down from that height, they saw that the site of the town was just wilderness. Then Kim Nak’s voice came out of the mists to taunt them.

There’s something a little gauche ((Heh.)) about having Nyarlathotep tease your investigators, but I was at a bit of a dead end ((I had had two possible options for delivering information in mind when the gang climbed the promontory, but both got bypassed. What were they?

Spoiler
First, the guy in the cabin was a version of Basil Elton who, if the characters had spoken with him, could have answered some questions and explained some things. Second, if the gang had lit the pile of bones where the lighthouse should have been – that is, lit the bone-fire – it would have called in the White Ship, and the pilot of that vessel could have provided some answers and transport.

Oh, well.)) with trying to get information into the hands of the players, so I wanted to drop some clues and this seemed like my last chance to try and give them a few options and insights into what’s going on ((Whatisgoing on? Well, I’ve figured it out, subject to change based on the actions of the characters, but I’m not going to say anything yet. I’ll write about it in the final post on this campaign.)). I did my best, and think that they picked up on the important points.

The main thing they took away was the most important: Chaugnar Faugn, who is the self-aware facet of temporal entropy, is turning his attention to the world in this time and place because of the way time is being twisted out of linear order. Whether this is opening gaps that he can seep through into our reality, or the twisting of time is part of his attention and manifests him as it occurs is unclear ((And really, it’s irrelevant.)), but the effect is that potentiality of existence is being drained away, consumed by (or subsumed into) Chaugnar Faughn, leaving behind the crystal snowmen that look like elephantine humanoids.

It was around this time that the investigators decided they needed more help if they were to put this to bed, so they scurried back down the headland and zipped off back to Arkham to kick the collective butts of the Armitage Group and get them to pony up with some information and/or magic and/or guns. As they drove through the streets of Kingsport, they noticed few people but several of the large, human-sized crystal snowmen on the sidewalks.

Back in Arkham, a few of the Armitage Group assembled to hear out the investigators. Moon told them, essentially, that enough was enough and that he wanted everyone involved in this whole mess assembled that evening to answer some questions and plan an approach to the problem. He stressed that Armitage had better be one of the people in the room, and that there was no room for anyone to be playing silly buggers.

At which point, they heard a clatter outside the conference room where they were meeting. Opening the door, they saw Cyrus Llanfer had dropped a serving tray, complete with decanter and glasses.

Because a crystal snowman was bursting out of his flesh.

Aaaaaaand… SCENE!

Tune in next time for the end of the campaign. What’s gonna happen? I dunno! But it should be horrific!

 

 

Twittering Throne of the White Birds

I haven’t talked about books in a while, and now I have three that I want to tell you about, so I’m putting them all in one review.

The reason I’m doing this is Twitter. I found out about each of these books on Twitter, tracked them down, read them, and thoroughly enjoyed each one ((That’s the quick review.)). More and more, I’m using my Twitter feed to find out about good books and authors that I might not hear about otherwise. These three books are just the first that I’ve picked up this way – there are more that I’ve found and read ((Like John Scalzi’s Redshirts and John Horner Jacobs’s Southern Gods.)), and others ((Like Tom Pollock’s The City’s Son.)) that I’ve been teased with, but that aren’t yet released.

So. Yeah. Twitter is fast becoming my go-to book recommendation service.

Enough about that. Let’s talk books.

Throne of the Crescent Moon, by Saladin Ahmed

Throne is note-perfect sword-and-sorcery, in the tradition of Fritz Leiber and Robert E. Howard, but with a more modern sensibility to things like the inner lives of the characters, diversity, language, and the like. It takes the rollicking, swashbuckling, over-the-top action and adventure of the pulps, and adds character depth, ambiguity, and actual moral dilemma, creating a novel that is both exciting and rich in story.

It’s set in the pseudo-Arabic city of Dhamsawat. I say “pseudo-Arabic” because it’s not set in the real Middle East, even by cleverly changing the names, but in a fantasy world that combines the best of the 1001 Nights and real touches of history to create a place and time that is richly evocative of a fairy-tale Arabia. The main character, Adoulla, is a ghul-hunter – the last of a mystical order that hunts down and destroys the undead ghuls and the sorcerers who create them. He’s old, he’s fat, he’s cynical and irreverent, but still has the heart of a hero ((As well as the appetite.)), though he’s slowing down and thinking about retiring before he gets killed.

And so, of course, he gets dragged into one last case by an old flame ((Yeah, there are a few nice noir touches in there, too.)).

I loved this book ((So much so that I’ve used it as the loose basis for a D&D adventure.)), mainly because of all the ways it subverts genre tropes. First off, a non-European-based fantasy world is a treat. No clones of Arthur and his knights or the Fellowship of the Ring showing up. Characters of different races and cultures – sure, pseudo-British and pseudo-German cultures are fine and good, but we’ve seen a lot of that over the years, and it’s nice to get a different perspective on things. Faith is dealt with in an interesting, two-edged way, showing both admirably pious characters and villainous zealots. And a nice contrast of ages, as the older characters ((Including the main character.)) and younger characters each show very different strengths and weaknesses.

And every one of the heroes kicks ass. The aging ghul-hunter? Kicks ass. The pious and naive young dervish bodyguard? Kicks ass. The angry young nomad shapeshifter? Kicks ass. The old alchemist, worried about her husband’s failing health? Kicks ass. Her husband, the mage, who spends his own life-force to power his magic? Kicks ass.

The bad guys are suitably detestable, whether they are the shadow-jackal servant Mouw Awa ((Easily one of the best-written, creepiest bad guys I’ve read.)) or simple thugs in the street. Perspectives shift and change as the simple question of who is raising the ghuls evolves into a desperate race to save the entire city.

It’s a wonderful book, and you should read it. If you like sword-and-sorcery stuff, you’ll like the way it handles the genre. If you hate sword-and-sorcery stuff, you’ll like the way it subverts the genre. It’s clever, and dotted with little delights to keep you reading. Go buy it now.

White Horse, by Alex Adams

The only reason I found this book was because I butted into a conversation about chickens ((Evil, stupid creatures. Ambulatory plants motivated by pure malice.)) on Twitter, and Alex Adams was involved. We bantered, and she followed me, and I followed her, and then I checked out her page, and found that she was an author with this book coming out, and it sounded interesting, so I bought it ((Authors on Twitter take note: being a friendly, approachable human being is good marketing. You don’t always have to be hard-selling your stuff. That said, no one begrudges you a little self-marketing either. Mix the two – like the authors I’m reviewing here – and you’re golden.)).

The story is a little bleak. It tells the tale of Zoe, a young woman who survives a multi-stage end-of-the-world scenario, and is on a journey from the US to Greece. It flashes back to the time before and during the… well, Apocalypse, I guess… slowly building a very compelling, ground-level view of how the world ends. There’s scientific hubris and human fear and agression and sheer bad luck all mixed together in bringing things to the point where most people are dead, a lot of technology is trashed, and strange things are happening to the survivors. By showing it through Zoe’s eyes, the whole thing is personalized, and the impact of it is visceral. Chaos, confusion, fear, loss, and desperate hope all get some page time as we see the world fall apart.

In the midst of all this grimness, Alex Adams weaves some solid literary magic. She plays with you. She teases you with a couple of wonderful bait-and-switch-and-switch-again threads that follow Zoe through her journeys, both inner and outer, leading you to the edge of revelation before showing you that – again – things aren’t what they seem. I don’t want to give away what those threads are, or where they eventually lead; discovering and following them, thinking you’ve got them figured out and finding that the author is still a step ahead of you, that’s one of the great joys of this book.

I’m gonna be honest: I almost didn’t finish this book. Don’t get me wrong – it’s a fantastic book, with some great writing and compelling characters. And I’m not afraid of a bleak story.

What got to me, what almost made me stop reading, was the lack of any really likable male characters ((There was another, subtler issue, as well: the fact that Zoe was determined not to kill, even when her opponent was someone that I, as a reader, really felt should have been killed. But there’s another dynamic, only partially gender-based, at work there – in the bleak, post-apocalyptic world, we expect life to be cheap. But to Zoe, it wasn’t. It was the most precious thing there was, and I finally started to get that later in the book, and began to understand the strength it showed. Just a different kind of strength than we’re used to in the kind of book I expected this to be. Again, my expectations were confounded, and brilliantly so. Bravo.)). Well, okay, not really lack of them, but the nice guys were pretty quickly removed from play, and the male characters that took the centre stage were all unmitigated bastards. I hated them. They were vile, brutal men, and they made me want to throw the book across the room.

Why didn’t I stop? Well, because I’ve been reading a fair bit about privilege, and I thought it would be enlightening and good for me to read a book where I wasn’t given a character that I, as a straight white male, could identify with as my proxy in the story. I mean, I read a lot of books where I am given that character, but other readers – women, non-white, non-straight readers – aren’t. So I wanted to see how that made me feel, to raise my awareness of such issues.

That’s the end of my little political tirade, by the way.

I’m immensely glad that I didn’t stop reading the book because Alex Adams – and I picture her with a saucy, knowing smirk when I think about this – plays games with this, too. Expectations are both fulfilled and confounded, understanding dawns as the final tricks are exposed, and the issues are revealed as both subtler and more complex than they first appeared. And I am left marveling at the craftsmanship and beauty of the story, and the delicate, artful way that my emotions and reactions have been led to the end.

Normally, I read a book, enjoy the story, and move on to the next. White Horse lingers with me, making me think about how I read it, what it did to me, and how I reacted to that. It has shown me something new about myself and about the world. It wasn’t an easy journey, but it’s one that I’m immensely grateful I was able to take.

And I’m eagerly looking forward to Alex Adams’s next book.

Blackbirds, by Chuck Wendig

Chuck Wendig has written some of the most entertaining – and profane – writing advice I’ve ever read and enjoyed. So, I wanted to read his novel when it came out.

First things first: if you have a problem with coarse language, avoid this book. Because the language is coarse like a cheese grater rubbing on your most sensitive bits. But Chuck uses obscenity like the craftsman he is, building brilliant, dark images and situations with finely crafted expletives, each polished to perfection. He is deliberate and inventive in his cursing, understanding the rhythm and pace of each horrific bon-mot he includes. He is an artist in vulgarity, and worth reading just for that.

Anyway, with that caveat out of the way, on to the book.

This is the story of Miriam Black, a young, troubled woman who just happens to be able to tell when people are going to die. When she touches someone, she sees the time, place, method, and circumstances of their death. She can’t change anything about it, though; what she sees comes true, and if she tries to change things, she winds up contributing to the death she’s seen. This has, as you might imagine, messed her up some, and she currently wanders the highways and by-ways, hitching rides and living hand to mouth. She isn’t really a nice person, but she is someone you can root for.

Two things come into the picture that change things for her – the first is a vision of the death of someone that she doesn’t want to die, and the second is someone who has figured out her secret.

The book is fiercely focused, and quite short. There are no wasted words, no distractions, nothing to take you away from the story. It is a brutal trip through a pulpy charcoal sketch of bad people and nasty situations, and it drags you pretty aggressively through to the end at top speed. Along the way, you see how Miriam got to be the way she is, and what she’s really made of.

There’s a dark delight to the story, a nobility in the seediness of the situations and locations, and great heroism happens on very human scales, feeling more real and immediate than all the over-the-top thrillers. It’s a very human book, with messy, damaged characters, rife with good ((Or not so good.)) intentions and stupidity, fear and hope, desperation and resignation.

It’s not a happy book, but it is a hopeful one. And the darkness in it is wonderfully entertaining.

Word is that Miriam’s coming back, too. And that’s good.

The Caves of Chaos!

***Spoiler Alert***

I’m going to talk about particulars of what my playtest group did in the playtest adventure below. If you don’t want to ruin the surprise of what’s waiting for you inside the caves, don’t read the Play section below.

***You Have Been Warned***

About half an hour ago, we wrapped the first session of our D&D Next playtest. Short review: we had a lot of fun, and are planning on continuing for at least one more session ((Assuming we can slip it into the schedule, that is.)). Keep reading if you want the longer review.

The Playtest Goals

The stated goal of this phase of the playtest ((As laid out in The Caves of Chaos and discussed on the D&D Podcast.)) is to put the core mechanic through its paces, seeing how well it supports different styles of play. So, there’s no character creation rules and there’s a recognition that, mechanically, the balance between players and monsters isn’t where it needs to be. The core questions seem to be:

  1. Does this core ruleset let me play D&D the way I like to play D&D?
  2. Does it still feel like D&D?

These are the questions I’m focusing on as I discuss the first playtest session.

The Playtest Package

By now, pretty much anyone who’s even remotely interested in the next iteration of D&D has probably seen, or at least seen a description of, the playtest package, but I’m including a list of what you get here in the interests of completeness. The package contains the following documents, all in .pdf format:

  • A letter from Mike Mearls. This is just a cover letter, letting you know what’s in the package, and what to do with it.
  • How to Play. This is a pared-down rules set that covers the core rules you need to play the game.
  • DM Guidelines. This is an expansion on the How to Play document, aimed specifically at the DM. It’s got tips on adjudicating the rules, setting DCs, stuff like that.
  • The Caves of Chaos. This is the adventure, and it’s based pretty faithfully on the old module B2: The Keep on the Borderlands.
  • Bestiary. Detailed stat blocks of the monsters used in the adventure.
  • Pregenerated Characters. There are five: a fighter, a rogue, a wizard, and two flavours of cleric.

Save vs. Nostalgia

Okay, I knew the adventure was going to be The Caves of Chaos. I mean, it’s not like it was a secret. It’s what they used back at D&DXP. Still, I was surprised at how much nostalgia reading the adventure brought welling to the surface. Like a lot of gamers of my age, The Keep on the Borderlands was the first adventure I ever played, and the first adventure I ever ran. Reading over the updated descriptions of the various cave complexes really got me excited to run the game.

It’s also, I think, a brilliant choice for testing the flexibility of the rules. It is a cave complex with no external narrative attached by default, no required progression through set-piece encounters to a climax, no assumption that combat is the only option in the encounters. The DM can impose pretty much any structure he or she desires on the adventure setting, tailoring it for the group’s preferred play style.

For me, I felt it was lacking a little something. Well, not lacking, exactly, but I was inspired to expand and beef up the adventure to make it something more like what I remembered from the good old days ((Note: those days were not all that good, but they were a quarter century and more ago, so they’re definitely old. Also, they weren’t always days. I remember marathon all-night game sessions on summer vacation.)). See, one of my fondest memories of the original adventure was the table of rumours that you could dole out to the characters. Some were true, some were false, and the players didn’t know which were which. It was a bit of a running joke in the game that, whenever we’d tell anyone at the Keep that we were heading to the Caves of Chaos, they would respond, “The Caves of Chaos! A word of advice…” followed by some dice rolling, and the dispensation of a rumour.

It made such an indelible mark on my gaming memory that I dug out my old copy of B2 and decided to add a bit of adventure at the Keep ((Another reason for that was that it just didn’t feel right to me to have the adventure begin as the heroes show up at the Caves, and give them a prepackaged spiel about why they’re there. Adding the Keep would add a little context and provide some resources.)), along with an updated rumour table. While I was updating the rumour table, I saw that some of the rumours were specific to elements of the Caves, while others were more general, more like adventure hooks. I took a few of the more general ones, and elaborated on them, writing them out on index cards. Then I went through the rest of the rumours, tweaked them a little to better fit the current module ((One example: a rumour in the original adventure talks about the small dog men living in the lower caves. It’s meant to refer to kobolds, but kobolds have evolved away from dog men into small dragon men over the various editions. So I updated that.)), and wrote them out more as bits of overheard conversation, gossip, or stories. When we started to play, I handed out index cards at random to the players to give them some background reason for heading out to the Caves, and told them they could share the information with the others – or not – as they chose. Then, when they spent some time in the Keep, they could try and get more information, and I’d roll on my big list of rumours and tell them what they found out.

Play

We started with the company traveling to the Keep in the company of a merchant caravan. They’d been traveling with the caravan about a week, and it was the last night before arriving at the Keep, so the merchant was putting on a special meal, the bard was playing, and everyone was going to be sleeping in the next day because it was only four or five hours more to their destination. I got the players to introduce the characters, and they got to do a little roleplaying and sharing of information ((They all told each other everything they knew about the Caves from the little cards I’d given them. They’re very trusting.)). The dwarves even regaled everyone with a dwarven drinking song ((Is there any other kind?)), and didn’t embarrass themselves too badly.

When they got to the Keep, the priest of Moradin – who is also a knight ((From his background.)) – prevailed upon the Castellan for hospitality for him and his squire, the dwarf fighter. The priestess of Pelor saw some sick and injured people at the Chapel, and was offered a bed by the Curate. The halfling rogue used her cooking skill to get some temporary work at the inn, and listen in on kitchen gossip. And the elf wizard planted himself in the bar to eavesdrop on conversations that might offer some information about the Caves. They gathered enough information about the Caves from their various investigations that it seemed like it would be a) a good idea, and b) profitable to go check things out.

The next morning, after confirming one of the rumours about a reward for rescuing a merchant and his wife ((Also two guards, but they were worth less reward. Such is the life of a man-at-arms in D&D.)), they set out for the Caves. They had good enough directions that they were able to approach the ravine from the top of the south ridge, letting them look down on the expanse before plopping themselves right in the middle of things. I had done up a sketch map showing area, the elevations, the copses of trees, and the visible cave mouths ((Incidentally, I found this great map of the Caves of Chaos by The Weem. It’s much prettier and easier to read than the blue line version in my original module or the blue line version reproduced in the playtest package. Thanks, Weem!)), which I handed to the party, showing them where they were standing. After some discussion, they picked the nearest cave mouth and went in to start some trouble.

They were surprised, nicely silhouetted in the cave entrance ((Well, not the rogue. She was hidden in the shadows about fifteen feet inside by the time the gnolls heard the others.)) by the gnolls on guard, who proceeded to shoot arrows at them. The heroes closed on them fairly quickly and took out three of the four guards, but the fourth one ran off deeper into the complex, calling for reinforcements. The characters quickly looted the bodies, bound their wounds, and then found enough furniture and scraps to build a barricade across the top of a long stairway that the gnolls would need to come up to attack them.

They finished just in time to face off against a gang of ten gnolls. The barricade and the tactical position at the top of the stairs gave the PCs advantage ((Advantage seems to be a simple way to replace a lot of combat modifiers. It’s a pretty cool mechanic, so far, and is balanced by disadvantage. With advantage, you roll your attack or check twice, and take the better result. With disadvantage, you roll twice and take the worse result.)) and cover, so they were well able to hold off the gnolls, though the priest of Moradin decided he’d had enough hanging around and vaulted over the barricade ((And the burning oil the rogue had laid on the stairs in front of it.)) to attack, and got laid out by the gnolls ganging up on him.

At the end of the fight, we’d gone a half-hour past our end time, so we called the game there. We’re planning to continue for a session or two longer, though.

Assessment

I had a lot of fun with the game, and the players said they did, too. I asked them the two core questions above, and got a yes on the first question, and a resounding yes on the second question. Why not a resounding yes on the first question? Because there’s enough new stuff in the system, and the parts we’ve seen so far, are bare-bones enough, that there doesn’t initially feel like there’s a lot of mechanical support for doing some things. I think that this will evaporate – or at least lessen – as we gain experience with the system and see the freedom it offers. I’m starting to see that, and I think the players will, too.

For myself, I felt the game did both things quite well. It brought back memories of simpler, more permissive rulesets for D&D, and the old-school adventure reminded me of the freedom such things offer, with no imposition of expected character actions. I had a great time revisiting the Keep and the Caves, and found that the core system was easy to adjudicate, even when the characters did something unexpected ((“I pick up one of the burning stool legs and throw it into the gnoll’s face!”)).

Perhaps most important for me, combat was fast. We didn’t use a battlemap or miniatures, but even with five PCs and ten gnolls, it was no problem to keep track of relative positions and allow for interesting tactical choices, like the barricade ((Or like leaping over the barricade and the burning oil to pour a potion down the throat of the dying priest of Moradin. Just for example.)). In a four-hour session, we accomplished the following:

  • Got settled for the game.
  • Briefed the players on the rules.
  • Played through a night with a merchant caravan and the arrival at the Keep.
  • Played through five different scenes of the individual characters investigating and gathering information in the Keep.
  • Discussed tactics and objectives and shared information.
  • Traveled overland to the Caves.
  • Surveyed the area and picked a cave to enter.
  • Had a combat with gnolls.
  • Took a bit of a break to barbecue hamburgers and eat.
  • Searched the dead gnolls.
  • Set up a barricade.
  • Ate ice cream cake.
  • Had another combat with gnolls.

That’s a pretty full session by my standards.

Overall, it was a pretty positive experience.

What’s Next?

Well, I’ve been asked to run a playtest session at Imagine Games and Hobbies this coming Wednesday night. There are apparently seven people signed up for it, so it looks like we’ll be doubling up on some of the characters. There are some other people in my extended play group that have expressed an interest in trying the playtest, as well, so we’ll see if we can’t gather a few of them for a game at some point. And, as mentioned, this group wants to keep going for another session or two.

I’ll let you know how things go.

Feints & Gambits: Tá an rí-ard ag teacht!

Last night was the latest session of Feints & Gambits. We were short two players, so the house was only moderately crowded.

The game picked up in a pub ((Pretty much the default location for this group.)), with Liam Dalton explaining his plan to put the faeries back in their place in Ireland. It was pretty simple, on the surface: he would become High King of Ireland, which gave him authority over the doings of the fey in Ireland by the rules of the Unseelie Accords. It wouldn’t give him any temporal, political power, but it would make him the mystical ruler of the island. With his lineage, he said he had a blood-claim on the title, and bet that, generationally speaking, he was senior to any other claimant, having died in 1263.

Mark questioned how he could assume the title; if he had been revived by the True Guinness, he probably only had a year of life before the effects wore off, based on how often the beer needed to be delivered to Padraig Pearse’s ghost. Liam said he had taken care of that, and tapped his chest a couple of times, and the gang realized that he had implanted himself with Saint Lawrence’s heart, and that it was keeping him alive now.

To allay his last misgivings, Mark soulgazed the man, and saw his noble, regal spirit. He fell down on one knee, tears streaming down his face, and swore his service to Liam. That meant that Nate agreed to help, as well.

The other three were more problematic. Rogan’s family of were-smilodons stretched back as far as Liam’s, but had always been separate from the human kingship. He told her he understood this, and did not ask for fealty, but only for aid. Rogan agreed to this. Kate’s from Canada, and this isn’t her fight, strictly speaking, but she told Liam should would stand by her friends, and he thanked her for that. Firinne, being half-fey, had, in Liam’s mind, divided loyalties, but she assured him that she would happily do anything that inconvenienced the Courts, and jumped readily aboard.

She also mentioned that Elga, the Warlord of the Winter Court, owed her a favour ((For finding and destroying the Ghoststone.)). And this reminded Nate that he owed a favour to someone on the Summer Court ((For letting him use the fire of the sun to blast the Chain Hound of Pussy’s Leap.)), which he confessed to Liam ((Strange that he didn’t mention the three favours he owes the Fates, isn’t it?)). Liam told the whole group that they were free to leave him at any time, but asked that, if they intended to change sides, they tell him and accept his safe passage away from his forces, because he had no stomach for treachery.

And then there was drinking to celebrate.

The plan to become High King required five things:

  1. An army. This wasn’t strictly necessary to become High King, but Liam felt that things would come to battle before this was over, and he would need a force – a more-than-mundane force – to hold off the combined might of the Summer and Winter Courts while taking the kingship.
  2. The Stone of Kings, one of the four treasures of Ireland.
  3. The Sword of Nuada, one of the four treasures of Ireland.
  4. The Spear of Lugh, one of the four treasures of Ireland.
  5. The Cauldron of the Dagda, the last of the four treasures of Ireland.

After some discussion with the group, it was decided that it would be imprudent for our heroes to act as envoys to Baba Yaga’s people that they had met in Hell, as that hadn’t ended well. Rogan agreed to broach the matter of an alliance with her mother; bringing the Pride on board would be a real advantage for Liam. Other groups discussed were the Ash Circle and the Malleus Maleficarum, both of which the group thought it might be problematic to approach ((Kate: We’re not really diplomats. Nate: That’s fer damned sure.)), so Liam said that his companions, the Thief, the Lady, and the Nun, would deal with that side of things if the others would retrieve the four treasures and assemble them at the Hill of Tara before Midsummer.

Then it got a little drunk out.

Next morning, they decided to start with an easy treasure: according to tradition, the Stone of Kings sits on top of the Hill of Tara ((One of the nice things about this section of the game is that I have pictures of a lot of the locations from my trip to Ireland last year. More about that here, if you’re interested.)), right there in front of God and everyone. All they had to do was go see if it was the real thing.

So, they drove out to Tara, and climbed the hill. Kate felt uneasy on the ground near the Mound of Hostages, a passage tomb on the hill, and moreso as she approached the summit, which had, in addition to the Stone, a memorial for the mass grave of men who died in the 1798 rebellion. This is due to her new aspect, Defiler of Graves, that she got for, well, defiling some graves under St. Michan’s church. The dead are a bit uneasy around her, now.

Anyway, she got to the top of the mound and opened her third eye to look at the Stone of Kings. She wound up having a fairly cultured conversation with a dapper older man who claimed to be the Voice of the Stone, and he convinced her that this was the true Stone they were looking for, and that he would proclaim the High King if the prospect was worthy. He then shifted and changed into a mountainous stone man holding her in the palm of his hand and demanded that she not fail to bring him a High King so he could fulfill his purpose. Kate collapsed in a seizure, and had to be carried down off the hill ((She failed the roll to close her third eye a couple of times, took some hits to the brain, and conceded to avoid being taken out.)). When she recovered, she told everyone what she had seen.

After that, they headed out to Rogan’s mother’s house, and Rogan tried to convince her to bring the Pride to stand with the High King in the battle. There was some pretty good emotional twisting in the scene, and some great roleplaying from Fera, but a misunderstanding meant we had to backtrack and redo part of the scene with clarified views of what was going on. In the end, Rogan’s mother has agreed to lend the Pride’s strength to Liam’s claim, but in return, Rogan must return to the pride and give up her outside allegiances when the battle is done.

Somewhere amidst the conversations, the players remembered that the Dagda’s Cauldron had been in Aengous’s care at the Guinness brewery, and that it had been the source of the True Guinness. And now it was missing, along with Aengous. So, they decided to go see if Macha could be convinced to tell them anything about Aengous’s whereabouts.

All Mark could get out of her on that score was that Aengous generally turned up when he was needed. Nate jumped in to help the discussion, and wound up fulfilling one of his long-term goals: getting Macha to toss him bodily out of the Silver Arm.

Not getting anymore about Aengous, Mark decided to take a chance and see if Macha knew anything about the Sword or the Spear. She just stared at him and said, “Ye been coming into my pub, called The Silver Arm, and it only now occurs to ye to ask about the Sword of Nuada of the Silver Arm? Well, I buried it with him, didn’t I?”

There was some stunned silence at that point, and then the players started kicking themselves ((I thought I had been pretty blatant with the hints – after all, the first adventure was them recovering the actual silver arm hanging outside the bar, and I had just told them the story of Nuada Airgetlam. And there are other clues, but they’re far more obscure. But it’s easy to see the connections when you’re the GM and you know what they mean, and it can be damnably hard when you have the limited view of the story that the players have.)). She explained that she had buried the Sword with her husband at Newgrange.

That’s about when we called it quits for the evening. Next time, we’ll see if they go chasing the Sword at Newgrange, or head up to the Giant’s Causeway, where rumours say the Spear was lost in a battle against the Formorians.

From the Armitage Files: Playing Defence

Bonus Warning

I try to keep this blog pretty inoffensive in terms of language and imagery. This session of The Armitage Files, though, took a bit of a surprising turn into a dark place. It was a wonderful bit of roleplaying on Sandy’s part that really stands out, and I’m going to talk about it below, but I warn you, it’s strong stuff. To give you the option not having those pictures in your head, I’m going to put the relevant section behind spoiler tags.

Read at Your Own Risk

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

Well, my players did not get back to me before the last session of The Armitage Files to let me know what they wanted to investigate, so that turned the evening into Opposition Action Time! I wanted to hit each of the characters separately, so I came up with a good threat for each of them, and went to town.

Aaron Moon, alone in his bookshop, had a disorienting moment of seeing his body from outside himself, and felt something trying to push its way into his consciousness. Being a paranoid who had read a lot of occult – and a few mythos – books, he immediately decided that something was trying to possess him ((He was right about that. It was the Mind Exchange spell.)), and ran to the basement, where a rather high-difficulty Preparedness roll revealed that he had a protective circle of salt ((Here’s the way the exchange went.

Moon: Okay. With my Occult skill, do I know what things can prevent possession? Like, a circle of salt, or silver, or things like that?

Me: According to Occult, all that kind of stuff works, as does prayer, crosses, and other symbols.

Moon: Great. I want to make a Preparedness roll to have a circle of salt in the basement.

Me: Hmmm. I’m gonna set the difficulty of that one at 8. It’s kind of a weird request, and it’s very specific to this unexpected attack.

Moon: Okay. I’ll spend some points, and I succeed!

There follows a few rounds of repeated possession attempts as Moon staggers down to the basement and collapses into the circle of salt.

Moon: There! Does the circle of salt help?

Me: Nope. Not even a little bit.

Moon: Bastard!)) laid out on the bare floor. When that didn’t seem to work, he wracked his brain ((And Cthulhu Mythos.)) to figure something else out, and wound up carving a protective sigil into the flesh of his chest. This allowed him to hold off the possession attempt, and he hurried over to Roxy’s place to warn her about the attack. On his way out, he noticed that there were tiny crystals scattered along the trail he had taken from the shop down to the basement.

Roxy Crane, meanwhile, had been out trying to track down a lead on the mysterious Kim Nak, and spreading word that Charlie had been killed and there might be a reward for anyone who could help find the responsible culprits ((She assumed Kim Nak was behind it, but with the overthrow of godfather Elio Marcuzzo, it could have been someone in the new mob hierarchy.)). She was met on the street by Austin Kittrell ((Last seen way back here, where he didn’t fare too well.)), who seemed quite chipper and eager to speak with her. He offered to buy her supper at a local club, and they retired there. In the midst of their conversation, with Kittrell dropping hints and asking leading questions showing that he had some knowledge of the kinds of things going on, he showed Roxy a drawing, asking if she recognized it. It was a quick, crude sketch of the crystal snowman that the gang has come to identify with Chaugnar Faugn. She confirmed that she recognized it, and asked him to destroy it, which he did. Then he asked her if she recognized another drawing, and showed her the symbol that had infected her mind in the Kingsport warehouse way back here.

Roxy had been dealing with strange, watery dreams ever since, and seeing the symbol again knocked her right into one of them, where she was swimming down into the depths, where a light awaited her, escorted by strange fish-frog-men. In this dream, I kicked in a little more horror ((Drawing a bit on Alan Moore’s Neonomicon.)), I told her that her swimming was hampered somewhat by her advanced state of pregnancy. She fought off the lure of the depths and swam up to the surface instead, to find that a vast, beautiful and terrifying city was rising out of the sea.

Spoiler
She climbed up on top of a big, basalt mound, which continued to rise out of the water. I told her then that she felt the contractions starting. She grabbed a shard of obsidian and said, “I cut it out.”

“Okay,” I said, “you slice into your pulsing belly…”

“No, not that way. There’s all sorts of organs and things that I might damage cutting in that way. I know right where it’s coming out, so that’s where I’m going in to abort it.”

Things got pretty quiet at that point, and we all stared at her with shock and admiration. She’d taken the horrific moment I had created for her, and run with it to the next level, deepening the personal horror and nastiness of the situation. Which is what playing in a horror game is all about, in my opinion. So, that’s what she did.

She awoke, bloody and without coat, shoes, or handbag, in an alley in the predominantly black section of Arkham. It took some doing to find a bar where she could make a phone call to have her cousin come and get her.

Malcolm Crosby ((I forgot to mention something from last session. Along with the Tears of Azathoth, the gang found a red lacquered box that buzzed in the warehouse. Remembering the warnings about Moebius wasps and the dangers of opening the Red Box from the early documents they had read, our heroes decided to destroy it, burning it in Moon’s furnace. When they tossed it into the fire, it buzzed louder and the metal puzzle clasp that held it shut began to work itself open. Crosby reached into the fire and held the box closed until the buzzing stopped and the whole box was aflame, burning his hand terribly in the process.)) was headed over to Moon’s shop to do some research, seeing if he could learn more about tcho-tchos and/or Kim Nak, when he felt a little sting in his neck. Having heard the tales of the investigators’ run-ins with tcho-tchos and their poisoned weapons, he ran as fast as he could ((Taking a few more blow-gun darts in the process.)) to a busy street to hail a cab. He had intended to have it take him to Moon’s shop, but when the player was reminded that they no longer had any tcho-tcho antidote and no one to make more, he changed his mind and went to the hospital. He made it there before passing out, and was able to give the dart to the doctor to help make the antidote.

Once everyone was back and safe, they repaired to Moon’s shop to work out a plan ((Also, an objective.)). Some research and Cthulhu Mythos led them to make some connections between Chaugnar Faugn and some recent thought experiments by Danish theoretical physicists, implying that the attention of the Eater of Tomorrows collapsed the waveform of a person’s life and future into one of absolute entropy, thus killing the person, and extruding part of the Eater into the three observable dimensions as the crystalline snow men that they had witnessed before. They also discovered that tcho-tchos were the degenerate descendants of the miri-nigri, amphibious creatures created by Chaugnar Faugn in the ancient past.

The things that attracted Chaugnar Faugn’s attention included ritual sacrifices and worship, but it was also drawn by incidents of non-linear time, and that it increased the occurrence of such incidents as it collapsed possibilities into entropy, and surviving possibilities tended to expand into extremely improbable quantum events in the possibility vacuum thus created ((This is, of course, all crap that I made up, trying to blend my feeble understanding of higher-dimensional physics and quantum theory with horrific ideas from the neighbourhood of the Cthulhu mythos. I think it sounds suitably plausible – certainly plausible enough for a Cthulhu game.)). This led to some speculation about Moon’s irregular temporal perception and visions, and through there to the idea that the documents, coming as they seem to from the future, might be the cause of the very catastrophe they try to prevent.

And that’s when they started thinking that they needed to kill Armitage to prevent him ever sending the documents.

After some discussion, they decided that killing Armitage would be Plan B, with Plan A being to run away and hide for a bit, then come after Kim Nak with everything they had. To that end, Crosby decided to read A Discussion of Higher Dimensions, the single tome that they haven’t destroyed ((Yet.)), and that they obtained from Edwin Carsdale’s farm.

When they went to Roxy’s place to pick up her luggage and some money, they found that Roxy’s husband and wife butler/housekeeper team were dead in their bed ((Why am I picking on Roxy’s servants? Simple. She’s the only character that has created any NPCs around her – friends, family, servants, whatever. The other two tend to be brooding loners.)), their blood turned to a brittle, rusty solid in their veins.

And that’s where we left the game. I figure two more sessions to wrap things up.

The New Centurions, Issue #16 – City Under Siege

It’s been some months since the last installment of The New Centurions – what with some travel, some work responsibilities, and general life interference, it took some time to get everyone in one room to play again. Even so, Falkata was unable to join until later in the session. But we were happy to get back to the game.

We picked up the game right after our last victory against the corrupted citizens and the recovery of the tower fragment. One of the local heroes popped up to return Paladin to our group, and then rushed off to deal with a heavily magical threat in the South End ((We didn’t accompany her, because S.P.E.C.-T.E.R., Widowmaker, and Paladin are all pretty heavily technologically dependent, and the magic aura interferes with our abilities. Sometimes severely, as we found out later.)). After some futzing ((Huh. How about that. “Futzing” is in the WordPress dictionary.)) about, we managed to teleport ((“Teleport,” however, is not in the WordPress dictionary.)) the bit of tower back to the site of the explosion. We then proceeded to roam about, trying to gather the other extant bits of the tower back together before they did too much damage.

And that’s when we saw the dragons.

Like any self-respecting superheroes, we made a beeline toward the dragon attack. Widowmaker tried to teleport us there, but the magic interfered enough with her powers that we wound up scattered individually over a few blocks. We all rushed to where the dragons were, assuming that the rest of our group would be doing the same.

Once we got to the scene, there was another surprise for us tech heroes. We immediately had to start making the equivalent of Soak rolls with our Mind stat to resist the magical interference. Failure imposed greater or lesser penalties on our actions, depending on how badly we had failed. S.P.E.C.-T.E.R. was able to use his predictive algorithms to maintain functions by rerouting critical systems through undamaged portions of his neural network and anticipating and incorporating mechanical interference and glitches into his actions ((In game terms, I spent a Hero Die to get a power stunt allowing me to use my Mind Boost for Clairvoyance to make the save.)). Despite the difficulties, we managed to trounce the dragons and continue trying to recover the tower bits.

S.P.E.C.-T.E.R.’s predictive algorithms, coupled with Death Nell’s knowledge of London, led us to the London Stone, which seemed to be growing as the magic in the area increased. Inside it, we saw an army mustering, apparently for an invasion. The heroes were able to disable the portal, but not before a huge warbeast made its way through to begin rampaging through the city, with a squad of monsters mounted in a large howdah on its back.

It was getting pretty late by that point, so we called the game in the midst of the running battle with the creatures on the beast’s back. Next time, we need to finish off the crew and then figure out how to stop this 70-foot-tall horror.

It’ll be fun.

Dateline – Storm Point

*** Potential Spoilers ***

The adventure described below is loosely based on the great sword-and-sorcery novel Throne of the Crescent Moon by Saladin Ahmed. I think what happens in the game is probably different enough from what happens in the novel that nothing’s gonna get ruined, but things change in play, and I might end up using some plot point from the book that reveals a little too much. I’ll try not to let that happen, but you have been warned.

Oh, and you should also go read Throne of the Crescent Moon, because it’s a fantastic book.

Last Sunday saw us return to Belys, and the matter of ghuls stealing families from their homes. When we last left our heroes, they were wandering the sewers, trying to find the source of the ghuls. They overheard a whining, sycophantic voice in one sewer byway that seemed to be making excuses to another person, trying to explain why he had failed his blessed friend.

When the group charged into the room, they found that it had changed between one breath and the next, from a narrow, dark sewer to a vast, decaying necropolis. A pile of skulls sat in front of them, a number of shattered stone sarcophagi lay off to one side, and the floor was split in a number of places with deep chasms. Amid the sarcophagi was a tall, defaced statue, and a figure in red and black robes sat at its feet, conversing with a being that looked like a disembodies shadow and called itself Mouw Awa ((I had statted up Mouw Awa, starting from a shadow demon I found in the Compendium, and tweaking his powers and abilities. He’s not the Mouw Awa from the books – different origin, and different powers – but I loved the fauning, venomous nature of his character from the book, and the wonderful, wheedling voice and speech patterns from the audiobook, so I kept those.)).

There was also a whole bunch of earth ghuls and fire ghuls. And everyone rushed to attack.

My plan was to have the fellow in red and black escape the fight, and Mouw Awa and the ghuls keep the characters busy while that happened. It started out pretty well but on the first turn, Thrun managed to make his way all the way across the battlefield and knock the boss on his butt. All of a sudden, his great defensive position was much less great. I managed to get Thrun off him ((No easy feat. Thrun is a Dwarf Fighter, and is built to stick and hold to any bad guy he gets up against.)), and he made his ignoble escape, but it was a much closer call than I might have liked.

Once he was out of the way, Mouw Awa proved to be just the kind of pain-in-the-ass nasty villain I wanted – he kept possessing whoever looked most interesting and attacking party members, all the while keeping up a running commentary on how he was going to feast on the souls of the characters for daring to threaten Mouw Awa’s blessed friend. The ghuls – a mix of minions and standard ghuls – proved to be effective in the large numbers ((Since I’ve decided to forgo the experience and advancement system, I’m worrying less about building “balanced” encounters for the game. I eyeball the encounter, think about what purpose it serves in the narrative, and then fill it with what looks cool. So far, it’s working.)) to keep the PCs from using their mobility to best effect, and I actually had the fighter to within 30 points of being dead. That’s the closest I’ve got him in many a session.

But we were approaching the hard stop time of the evening, so I had Mouw Awa declare that his blessed friend was safe, and then he fled. All the ghuls collapsed into dirt and maggots and cinders, and we called it an evening.

The purpose of this encounter was two-fold: first, to show them that they’re dealing with something of larger scope than they had first thought, and second, to make them hate Mouw Awa, because he’s one of the coolest villains I’ve read in some time. Success on both counts.

Next, they’re going to need to figure out where they are, and what’s really going on.

13th Age Playtest – Actual Play

This is the second half of my report on our playtest of 13th Age from Pelgrane Press. You can see the first half here. I concentrated on character creation in the previous post; this time, I’m going to talk about the actual play of the game.

Our GM, Michael, ran two different adventures for us: the first was a simple investigation into goblin raiders, and the second was a longer quest chasing after a stolen sword. Between the two adventures, we wound up playing three sessions, and it gave us a pretty good view of the entire game. It was a good time.

The goblin raider adventure was designed specifically to showcase combat and give us players a chance to learn the ins and outs of fighting in this new system. It consisted of a simple hook and short trek to get us to the goblins, then a lengthy fight to defeat them and their hobgoblin allies. Along the way, we had the opportunity to try using our backgrounds a few times, but the focus was really on the fight at the end.

Combat is interesting. We ran into some strange math anomalies in some of the stats and a couple of odd corner-cases that the rules didn’t quite cover ((All of which has been dutifully reported to the good folks at Pelgrane Press.)), but overall things ran smoothly. There are some intriguing new mechanics to speed combat, including using a d6 – called the Escalation Die – to encourage heroic action by giving the PCs an attack bonus for consecutive rounds of pushing the assault.

The system doesn’t use a battlemap or grid for movement and positioning and, while it didn’t make much difference in our initial combat, we found that in later combats ((That is, in the next adventure.)), our tactics were a little lacking after our long conditioning to the combat grid. That is, we didn’t take care to state that our fighter-types were protecting our squishy wizard ((Also known as ME!)), which led to some good opportunities to test out the dying and recovery rules.

Those work pretty well, thankfully.

I want to stress that this is not a fault in the system; it’s just something you need to keep in mind when you play the game. It’s easy to make this mistake, if you’ve played a lot of D&D; the game feels enough like D&D that you can get tripped up by the little differences. You don’t get the visual cues from the minis to see what lines of assault are open, and who’s exposed to attack, so you need to think about that when you describe your action. There’s a discussion in the playtest document about using minis to show loose, relative positioning, and I think that might have helped alleviate this issue, but we didn’t try it out.

The first adventure went pretty well – we located the goblins’ hideout in a ghost town, managed to not be surprised by the hobgoblins, and even tried to negotiate with them ((That didn’t work. Goblins are dicks.)). When the fight broke out, we managed to tip things in our favour pretty early, though the fight was still pretty tough.

The second adventure was more involved, and featured more non-combat elements of play. It saw us trekking through the Empire to a magical site in order to see a magical sword get enchanted ((Quick digression here: Apparently, the sword was the standard hook written up in the adventure, which is fine. What’s awesome is that, as my character’s One Unique Feature, I had him receive a sword from a mysterious stranger at his birth, so the GM used that as the sword in question. This is just one example of the ways that the interesting features from character creation that I talked about last time come back to inform and enrich the adventures during play.)), then chasing the thief of that sword to a ruined city and finally wresting the blade from him. We ran this adventure over one short evening and one longer evening, mostly because we kept breaking to discuss our impressions of the system and how it was working at any given time. I’m pretty certain we could have crammed the whole thing into a single longer session.

The system showed to pretty good effect overall. It handled us remembering information, making friends ((One thing we didn’t wind up trying was using the Icon relationships we had established in character creation. They just didn’t really come up, as I recall.)), spotting dangers, navigating, negotiating, figuring stuff out, threatening, working magical rituals, running up and down ((And, in two cases, jumping off.)) a two-hundred foot tower, standing off a dragon, and fighting assassins, wolves, dragon-men, and the end boss ((Not gonna tell you what that was.)). There are mechanics in place to encourage pushing on in an adventure rather than falling back to rest and recover, and they work pretty well to keep things active and interesting. Combat can be very suddenly deadly ((As I found out. Twice.)), but the rules for death saves allows for some heroic and cinematic recoveries, so that’s okay. We even tried the leveling up mechanics, and found them to be surprisingly quick and simple, even for multi-class characters.

There’s a lot of stuff in the game that’s left to GM adjudication. That’s not a complaint, because mostly ((It’s still just a playtest draft.)) the rules provide enough support with examples and simple general rules that it didn’t seem to slow our GM down much. It allowed more freedom for the players to try interesting stuff, while giving the GM the tools needed to handle it.

The main things I was looking for were a cinematic feel to the action in the game, and for combat not to dominate all the play time. The game delivered on both of these things, in spades, so I count it as a success. Now, there were still some rough edges to the system – including the aforementioned weird math anomalies in combat – but as this is the first round playtest, I fully expect those things to be worked out by the time the game is actually released.

All in all, I’m looking forward to the final version of the game.

From the Armitage Files: Azathoth Weeps

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

I’m really behind on this update for the Armitage Files campaign ((Lots of reasons, boiling down to me just not doing it when I should have.)). What’s finally prodded me to write the damned thing is the fact that the next session is this Saturday, and the players deserve a recap. It’s gonna be a quick one, though.

The game picked up pretty much where the last session left off, with the investigators deciding to go check out what the junk dealer had told them about a big bible he had sold to a local pastor. The gang was suspicious of that ((Along with everything else. This is a Cthulhu game, after all.)), so they figured they’d pay him a visit and see if the bible was a valuable book that the linguist, Lars Fargerberg, might have been kidnapped for. The upshot of the investigation was that no, it was just a nice, old family bible that the pastor used to replace the water-damaged one he had been using.

I messed up a bit, at this point. See, the new character in the game is a parapsychologist, and his player asked me if he could make an Occult spend in the church to see if he could sense any psychic emanations or auras. I blinked at him a bit and said, “Sure.” Then I proceeded to spin a completely false psychic impression for him based on his character’s current emotional state – as played by the player. So, his nervousness and apprehension after starting to glimpse the horrible truth behind the world made him feel that there was some dark, evil stain on the church, a horrible foreboding that hinted at destruction and death.

He lapped it up. And he tried using the ability a couple more times during the adventure. Each time, I asked him for an Occult spend, and then lied to him about what he was sensing.

Why would I do such a thing? Isn’t it a huge dick move?

Yeah, it kinda is ((Sorry, Tom.)). In my defense, it was the result of differing expectations of the metaphysics of the game. I was operating on the assumption that the player shared the standard understanding of in-game supernatural powers: it all stems from horrible mythos sources, and you only get access to it through reading mind-shattering tomes. So, when he asked to take a psychic reading on the church, I just assumed it was a roleplaying thing – he was playing Crosby as believing that he had these psychic powers.

Well, as the evening went on, it became more and more obvious to me that the player wasn’t operating on my assumptions. He figured that, since I had let him do what he had asked for, it was real information his character was getting. When I finally made that connection in my head, I told him what was going on, and apologized for screwing him over. I then talked about how the supernatural stuff usually works on Cthulhu games, and how I was sticking with that for my game. So, we sorted it out.

Anyway.

After no clues turned up at the church, and they exhausted all the investigation they could do about the red herring church psychic miasma ((Sorry, guys.)), the gang decided to go see the main crime boss in Kingsport: Elio Marcuzzo. Fargerberg had owed some money to the Marcuzzo family, so our heroes figured that they might have something to do with his disappearance. With Roxy’s criminal connections, it was pretty quick work to arrange a meeting, and Marcuzzo and company pointed ((Rather obliquely; they’re not stupid, after all, and the investigators have come to the attention of the police on more than one occasion.)) to an Asian crime syndicate operating around the docks. They also told Roxy a little bit about Kim Nak ((This is, as far as I know, not a real name in any Asian language. I wanted to convey the flavour of an indeterminate south-east Asian culture without drawing directly on any particular one. After all, I’m gonna add tcho-tchos to the mix, and that’s not a nice thing to do to any real culture.)), who was sort of a bogeyman enforcer for the gang, reputed to use demon-possessed children to do his dirty work.

A little more investigation led the intrepid sleuths to a warehouse down by the docks. The doors were locked, and I think I put a couple little booby-traps in place ((It was a while ago. I can’t remember for certain.)), but the place had no tcho-tchos or criminals or, indeed, any creatures in it. A safe in an upstairs office had a strange book in it – the much-sought-after Tears of Azathoth.

Moon almost convulsed with ecstasy at having finally got his hands on the book. They grabbed it and burned the warehouse down ((Fire. They use it for everything.)) before running back to their hotel. At the hotel, they found that they hadn’t got away clean, after all: Roxy’s faithful driver, Charlie, had been killed and left in the car for them to find ((What can I say? It’s a horror game. And sometimes the best way to scare and hurt the players is to mess with their favourite NPCs.)). They abandoned that car, stole another one, and fled back to Arkham.

There followed much soul-searching and debate over what to do with Tears. Initial investigation showed that it was a very dangerous book ((Though I’m starting to think I’m losing my touch. I don’t think Moon has failed a Stability check in the last three sessions. Gonna have to do something about that.)), and they finally decided to burn it. As soon as they had made that decision, the book vanished ((There’s a whole reason for this stemming from my interpretation of the write-up for Tears in the campaign book.

Spoiler
Basically, the book exists in potentia until certain things happen to bring it fully into existence. I extrapolated from that to give one of the characters visions of it previously, always snatching it away before he could read it. Once he finally had the thing in his hands, and decided not to read it, the Schroedinger’s Cat waveform of the book collapsed into the book’s non-existence. So, he wound up never having possessed it.
)).

And that’s where we left the game.

We are now on the last few stages of the campaign. I have three more sessions scheduled for the game, and plan to have things wrapped up by the end of June. We may wind up ending the game one session sooner or later, but I’m betting on three to bring things to a close. It’s been a tremendously fun game to run, and has really helped me stretch my GMing improvisation muscles. I’m going to be sorry to see it go.

But I’m eager to run something else, too.

Savaged!

**Spoiler Alert**

I’m going to be talking about the Breakout mini-event in the Marvel Heroic Roleplaying rulebook. I’m going to be giving away more about things than in the previous act so, if you’re planning on playing the adventure, I’d say skip the Actual Play section.

You Have Been Warned!

A few weeks back, I got together with my gaming group to finish off our run through the Breakout mini-event in the Marvel Heroic Roleplaying core book. Our first session had gone pretty well, and I was interested to see how the second act played out.

There were a number of very specific things I wanted to learn from running this second act:

  • The first act is primarily one big action scene. I wanted to run the second act to see how the game handled stuff that wasn’t just face-punching ((This is a bit of an unfair characterization of the combat in MHR, which tends to be very flavourful. But you take my point.)).
  • I wanted to see how the experience point system worked in play, and to do that, I really needed to run the second act.
  • I wanted to gauge the learning curve. Everyone was pretty much up to speed at the end of the previous session, but the gap between sessions was pretty long, and I wanted to see how much of that mastery they had lost in the downtime.
  • I wanted to see if I could speed up the action scenes so that players didn’t have to wait as long between their turns.

So, I brushed up on the act, gathered my MHR gaming kit, assembled my players, and away we went.

Actual Play

Our roster of New Avengers ((Heavy on the X-folks, but what can you do? X-men make fun characters to play.)) was:

  • Black Widow
  • Colossus
  • Daredevil
  • Shadowcat ((And Lockheed the dragon, of course.))
  • Storm

At the end of the previous session, Black Widow had determined that the breakout at the Raft was intended to free Karl Lykos ((AKA Sauron. No, not that Sauron. This Sauron.)), and that he had probably fled to the Savage Land. Further research at the start of this session turned up some mysterious blanks in S.H.I.E.L.D.’s files on the Savage Land, specifically on one of their outposts there.

The team spent some time gearing up – that is, using the transition scene to create some Assets and Resources for themselves to use in the adventure. They came up with a couple of fairly standard things, like med kits, but also a device that could detect Karl Lykos’s unique mutant energy signature. The X-folks signed out a blackbird, and they flew off to Antarctica.

Shadowcat was piloting, and ran into the magnetic and meteorological anomalies that prevail in the Savage Land, and pretty much on cue, someone brought up the fact that no one ever lands in the Savage Land. They always crash ((This is almost verbatim what Spidey says in the actual book.)). Kitty looked at me, and asked if she could roll to land the plane safely.

Now, in the adventure, the default action is that the plane lands safely, but then gets stomped by a T-Rex. I had intended to let that happen, but when a player asks to roll on something, that’s usually a signal that that moment matters to them, and as GM, you should do your best to make it a memorable moment ((This is a good rule to keep in mind, alongside Vincent Baker’s “Say yes or roll the dice.” Combining the two ideas does a lot to illuminate when you should and should not ask for dice rolls.)). Given that reasoning, I let her roll against the Doom Pool, which was still at 2d6, to land safely.

Well, her roll boosted the Doom Pool by a couple of dice thanks to the opportunities she rolled, and the Doom Pool roll beat her. I spent one of the new dice in the pool to counterattack, inflicting a d6 of emotional stress on her, as she wrestled the blackbird in for a landing, describing it as a barely controlled crash that left the plane largely intact, but cut a huge swath through the jungle. Everyone got out to survey the damage and decide what to do next.

And that’s when the T-Rex came and smushed the plane.

The T-Rex fight was interesting primarily because it showed off the sophistication with the rules that the group had developed after only a single session. The players worked the Plot Point economy efficiently, taking their Distinctions at d4 to gain points, spending points in clever and useful ways, and even using their power limits and spending experience points to get more Plot Points when they needed them. I have to say that I was very pleasantly surprised by skillfully everyone worked the system.

Better than that, though, was the way everyone got into narrating the action based on what dice were in their pool. The T-Rex had two dice knocked off its Solo pool in the first round thanks to clever things like Storm lowering its core temperature and Daredevil and Black Widow co-operating to use their swinglines to trip the dinosaur ((Actually, that last thing didn’t work out so well, thanks to some poor rolling, but Daredevil took the opportunity to lose his billy club and get a Plot Point for invoking his Gear limit.)).

After walking through the jungle for a while, homing in on Lykos with their detection device, I dropped the mutates on them. My goal with this fight was to boost the Doom Pool up to 2d12 so as to end the scene with the heroes captured. This proved to be an interesting exercise in resource management, as I need to spend enough from the Doom Pool to keep the bad guys up and fighting, but save enough that I could reach that magical 2d12 level. This wound up generating a fair number of Plot Points for the good guys, which made the whole thing a pretty epic battle.

But I got to that 2d12 I wanted, and had Brainchild lead the group into an area that he had mined with disruptor bombs ((Yeah, I made that up spur of the moment when I wanted to take them out. It fits comic logic, and no one batted an eye.)), and knocked everyone out.

They recovered as captives of the mutates and Karl Lykos, who spent a little time monologuing ((I had to build up the Doom Pool again, of course.)). But you know who you shouldn’t ignore, even when she’s stripped and manacled to a high-tech restraint table? Black Widow, that’s who. She’s got the skills to get out without tripping the power dampening thingies. And she did. First thing she did was free the others, and Storm and Shadowcat double-teamed Lykos, taking him out in one turn ((Shoulda kept some more dice in the Doom Pool. He needed them. The heroes all had at least three Plot Points each, and that’s a pretty big edge.)).

They mopped up the rest of the mutates, in the room, and I told them that they heard more coming from elsewhere in the complex. So, Black Widow said, “Hey! I’m gonna cash in these 10 xp to unlock the S.H.I.E.L.D. Champion Clearance thing and get the helicarrier to show up and take us away!” Which she did, so that was the end of that. We did a little bit of wrap-up stuff, but that was pretty much it for the night.

Thoughts

So, here’s what I found out about the things I wanted to see in this session, as enumerated above.

  • MHR handles non-action scenes just fine. In fact, the light framework they use for the adventures and the fact you can use the Doom Pool to represent the environment makes it very easy to improvise when the characters take unexpected actions. The transition scenes help recovery, but more to the point, they give a lot more options for roleplaying and interacting with the world. The start and end of such things are pretty loosely defined, and I think that’s a big advantage.
  • The experience system works fine, as far as we saw. The main use of xp in this short adventure was gaining more Plot Points in tight situations ((Plus, of course, the helicarrier rescue.)). I think that actually spending the xp to buy up character abilities is going to see limited use if using Marvel characters and events – it’s more likely to see use in longer campaigns and using home-made characters. That said, it does everything it needs to, and the unlockables are a very neat mechanic.
  • The mastery of the system that the players had gained in the first session came back very quickly, and grew in play. The learning curve is not nearly as steep as I had originally feared ((Though I still forgot an important rule during play and didn’t remember it until after the game. Which rule? Oh, nothing important, he said sarcastically. Just that you can add an opponent’s stress die to your die pool for free. Yeah, ’cause that’s not a big deal.)). So, yeah, the game is pretty easy to master once you get the core concepts down. One important aspect of this mastery that was pointed out is the design of the datafiles. They make it remarkably easy to just go down the list and build your dice pool. Some real thought went into the sheet’s usability, and the folks at MWP deserve kudos for that kind of attention to detail.
  • Action scenes are still not fast. I thought they were getting faster, but it was pointed out to me that, as Watcher, I’m involved in everyone’s action, so I’m always busy interacting with the players, and that skews my perception of how long a player is sitting waiting to do something ((Smaller groups will mitigate this to some degree, and larger groups will exacerbate it.)). The fact that combat is symmetrical, with players getting to make reaction rolls and possibly counter-attack when attacked, lessens the sitting around aspect. But the fact that the Watcher has to build a dice pool the same way as a player, but for several different characters, slows down that part of the game. This is far from a game-breaker, but it is something the Watcher needs to be mindful of – make sure that the focus is always firmly on the heroes, and try to keep the spotlight moving briskly and fairly among the heroes to minimize boredom.

And that’s the end of our MHR playtest. Everyone had a good time with it and I think I may look at setting up a longer game in the fall, when my gaming schedule opens up a bit.

As an interesting aside, a number of the players in this group stated a preference for playing canon Marvel characters in these games, rather than creating their own, original characters. I knew intellectually that this was a common preference – otherwise, there would be more emphasis on building your own character in the main rulebook – but I was surprised to hear it in my group. See, for me, it might be fun to play Spider-Man or Doctor Strange in a one-shot, but for a real campaign, I want my own character to play. So, it’s an interesting eye-opener to hear others voice a different preference, and discuss the reasons with them. Enlightening.

Anyway. ‘Nuff said.