The New Centurions, Issue #14: London Calling

As anyone who frequents this blog can tell, I’m even more behind on posting than I usually am. Sorry about that. There have been a number of things eating my time this past little while, and the blog has been neglected. Looking to start to fix that here.

Unfortunately, a lot of time has gone by since some of the events I’m reporting on, so these catch-up posts are probably going to be shorter and vaguer than normal. Once I’m back up to speed, things will ((Hopefully.)) return to a more regular schedule.

At the end of the last session, our heroes had been moderately trounced by bad guys looking for the hard drive full of genetic data we retrieved from Les Fantômes ((So we assume, anyway.)). One of the Aegis agents helping us was dead, the safehouse had collapsed, and Paladin, Queen Celeste, and S.P.E.C.-T.E.R. were all buried in the rubble.

The aftermath of that had us digging out of the wreckage while Myra Glass harried us and her companions did their best to dig themselves out, as well.  We managed to acquit ourselves a little better in this battle – S.P.E.C.-T.E.R. even managed to pitch a rock right into the spot Myra materialized from her teleport, hurting her badly. After a bit of a chase through the city after the last escaping villain, we had secured the hard drive, and driven off the bad guys.

We turned over the one bad guy we had actually captured ((She was a feral, animalistic fighter that we chased down and exhausted because we couldn’t manage to hit her. And it’s been so long that I don’t recall her name.)) to the police, and figured we had better make our way out of France, especially as some fake ((Or genuine, but crooked.)) Interpol agents seemed to be investigating us. That led us on to London, to check out the London chapter of the Century Club, and see what we could find there.

Widowmaker managed to teleport us to Picadilly Circus, where we found London to be… well, dark. Our information had revealed that there had been no transmissions out of England for the past several weeks ((Starting, of course, around the time that we found Methuselah in Manhattan.)). The reason for that seemed to be that all technology more advanced than wedges and levers had stopped working. Well, that’s an exaggeration – it seemed that there were some items of technology working, but nothing more recent that about 1940 ((My guess is nothing later than 1933.)).

We finally tracked down some of the heroes of London, and they explained that technology had started failing when the magic came back, and that the countryside was now a place of dangerous fairy tales. S.P.E.C.-T.E.R.’s having a hard time accepting that, despite the time he’s spent around magic-using Queen Celeste, but he’s also plenty worried about what’s going to happen to him, being a robot and all.

And then, of course, we were attacked, and that’s where we left the game. Next session is tomorrow night, and I’m really looking forward to it.

Atomic Robo – Why Was I Not Informed?!?

I can’t believe I just found out about this.

Last week some time, Fred Hicks tweeted ((Actually, he retweeted. But anyway.)) about this comic called Atomic Robo. The tweet included this link, which you should check out. I did. And it intrigued me so much, I immediately went and bought all the Atomic Robo comics ((Well, not went so much as fired up Comixology on my iPad and downloaded them. I love you, Comixology!)).

There are currently five complete series of Atomic Robo up on Comixology, each series running from four to six issues. In addition, there’s a sixth series that is in progress ((On issue #4, as I write this.)) and three Free Comic Book Day issues. I read them all in a binge over the weekend, and am now very sad that I’ve finished them. Gonna have to reread very soon.

The idea behind the comic is simple: in the 1920s, Nicola Tesla built a robot. Ever since then, the robot has been fighting crime and dealing with weird technological mysteries, alongside his team of Action Scientists. What more could you ask for? It’s written by Brian Clevinger, drawn by Scott Wegener, coloured by Ronda Pattison, and lettered by Jeff Powell.

Now, the link above gives you a really good overview and teaser to the comics, so I’m not going to go into much depth about them. I’m just going to talk about why I like them, and why you should go buy them.

  • Echoes of some great sources. You see the influence of Hellboy, Planetary, Indiana Jones, and Buckaroo Banzai ((To be fair, I’m not really a fan of Buckaroo Banzai, but that’s more of an issue with the execution than the idea. The idea of Buckaroo and his Hong Kong Cavaliers rocks. What they did with it just didn’t work for me.)) in the story and structure, and the influence of Mike Mignola and Dave Stevens ((And probably others – I’m not an art guy. I can’t really talk intelligently about it. But the style reminds me a little of Mike Mignola, and Robo looks a bit like The Rocketeer, so there you go.)) in the art.
  • Transcending its influences. The influences in the book are visible, but the comic is not just a pastiche of the sources. It takes elements from the sources and turns them into something new, exciting, and brilliant. Standard tropes are lampooned or inverted, all with smart, savvy commentary on the sources.
  • Taking chances. The stories jump all through Atomic Robo’s ((Yes, the robot’s name is Atomic Robo. Why else would the book be called that?)) history, and deal with everything from Nazi super-tanks to time-traveling ((Or so he claims.)) dinosaur geniuses to the evil manipulations of Stephen Hawking. It does unexpected things, smart things, things that fill me with mad glee.
  • Smart, yet absurd. One of my favourite moments in the books – one which, for me, sums up the heart of Atomic Robo – is when a giant monster rises from Tokyo bay, and Robo says, “Why do we even have the square-cube law?” There is something sublime about that image: a sentient, atomic-powered robot built by Nicola Tesla complaining about a violation of physics.
  • Trusts the readers. In that moment I described above, there is no explanation of the square-cube law. The book trusts the readers to get it. With the tangled, time-jumping stories, the book trusts the readers to keep up. The comic treats the readers as intelligent, creative, adaptable people, and trusts them to be able to follow along on the mad, joyous ramble through the story.
  • Fun. Fun! FUN!! The stories, situations, and characters are just a whole lot of fun. The art is clean, kind-of-cartoony, with great monsters and expressions ((Atomic Robo has the most amazingly expressive face, considering he doesn’t really have a face.)) and fights and motion. It’s just an amazingly fun comic.

Here’s a link to the official website of Atomic Robo. You should go buy all the comics.

And Atomic Robo folks? Please make more. Very quickly.

Thanks.

Feints & Gambits: Nicked

Well. I have to say that this last session of Feints & Gambits did not go in the direction I had envisioned.

A large part of the reason for that was my fault – I hadn’t prepared well enough for the game to have a really solid idea of where the session was headed, looking to follow the players’ lead and fill in detail on the fly. That approach had a couple of problems: first, it was a large group, and that led to a lot of debate and discussion of strategy, which slowed down play and made for some very passive choices. Second, I tried to link in a couple of different threads, one ((At least one.)) of which I should have dropped, which led to muddying the water and confusing the objectives.

For games like The Dresden Files RPG, I don’t design adventures, as such. What I do is create situations, where I know the movers and shakers, what their goals are, and what actions they will take if confronted with opposition. I put together a page or two of stats for the opposition ((Sometimes. Lots of time, in games like DFRPG and Trail of Cthulhu, it’s really easy to improvise the stats I need. But for the big names and the “boss fights,” I like to have put some thought in before hand.)), and draw a little map of the situation, showing the relationship between the various people, places, and agendas.

While building the situation, I look for ways for the characters to become aware of at least an edge of what’s going on – a hook to draw them in. The game usually starts with me running the hook scene ((Or scenes. I find that, with my group, if I want to make sure the gang saddles up and involves themselves with the situation, it’s a good idea to plant seeds with a couple of the characters.)), and then I sit back and take my lead from the what the characters do.

That’s my normal process, and it works pretty well – usually. This last session, though, I hadn’t done enough preparation. I had all the elements of the situation, and knew the overarching goals of the main NPCs involved, but I hadn’t given enough thought to how they were connected. I was trusting to the interplay between the characters and myself to flesh that out, the way it happens in the Armitage Files game. But that game is more focused, with a stated overall goal, and only three players. Feints & Gambits does not have, and has not manifested, an overarching plotline to focus things, and the larger number of players diffuses the focus.

Anyway, I went into the game knowing that the focus was going to be Padraig Pearse’s ghost. Two of the hook scenes pointed to him ((The third hook scene I probably should have dropped. It was tied to the Malleus Maleficarum trying to recruit Aleister, and I didn’t have a good connection between that and the plot for the session. I mean, the scene was good for developing Aleister’s character, and it introduced the Malleus into play, but it didn’t contribute to the current storyline, and may have distracted from it. Oh, well.)), suggesting that he was up to something, and that it was taking place at the GPO. The group saddled up and decided to break into the GPO after hours to scope the place out.

This is where the wheels came off.

See, my plan was that Pearse, who had almost been destroyed in his last encounter with the party, wanted them safely busy ghosthunting at the GPO while he raided the Guinness Brewery for more of the True Guinness, seeing as he wasn’t going to be given a bottle this year as tribute for acting as the judge of the Easter battle for the fey ((This is because all the ghosts in Dublin were freed by the death curse of a necromancer a few sessions ago.)). So, I planted a couple of clues at the GPO to show them that they were on a wild goose chase: no sign of any ghosts around, a carton of milk that psychometry told them had been deliberately soured by a ghost, and a couple of things the group didn’t uncover.

Well, I misjudged the clues. They weren’t enough to make the characters suspicious of the whole set-up, and they were spending a lot of time dithering around in the employees’ kitchen of the GPO, so I upped the stakes, and had the police show up, thinking this would drive them into the upper floors and out through the roof access, giving me a chance to seed a few clues along the way. I even threw Gene Hunt into the mix, to give them a little extra motivation to scarper.

Didn’t work.

I put Hunt and a squad of Gardai between the characters and their exit on the main floor, so they hid, trusting to their veil to keep them hidden from the search. It worked, but the cops were still between them and the way they came in. Aleister made a break for it past the police, leaving the veil in an attempt to draw the police off. This was a noble try, but we’re talking about one of the most historically important buildings in Dublin having been broken into. The cops are gonna be on the scene for a while.

To make things a little more interesting, I put a few squad cars out front with armed officers waiting ((I had decided, when I sent the police in, that they had been tipped off that there were dangerous CIRA terrorists breaking into the GPO. That justified the extra firepower.)), but Aleister had no real problem getting past them. Because I was feeling surly, and because of the tip about the terrorists, I had the armed officers make a Discipline check to keep from shooting at Aleister as he ran into the crowd, and they failed miserably ((-4 is -4, dudes.)). So, some gunfire into the bystanders who had gathered to see what was going on, and a couple of spectators hit.

Meanwhile, inside, Kate pulled the fire alarm and lit a garbage can on fire. The rest of the group headed upstairs, but stopped when they noticed a scattering of iron nails across the floor by the stairs. Nate cleared those out of the way with a little evoked magnetism ((Which pinned Firinne to the wall for a few seconds, too; she was carrying all of Aleister’s guns, because he didn’t want to get caught with them.)), and they headed on up with Firinne’s faerie veil intact, though Kate was still back in the kitchen and outside of the veil.

Hunt found her, and arrested her. Rogan decided to come down and try to talk to Hunt – whom she thinks is the Black Cat, a mortal who works to keep the mystical elements in Dublin from running rough-shod over the mundanes ((It was established in the setting creation that Hunt is clued in, but they have no real evidence that he’s the Black Cat. All they’ve got is rumour.)). She also wound up cuffed and stuck in the back of a patrol car.

Outside, Aleister, agonizing over the bystanders shot in his escape ((Compelled both his I Am Thy Shield and his It Should Have Been Me aspects. Yeah, I can be a bastard.)), ditched his jacket and cap and came back to administer first aid. Hunt came out and spotted him, and asked if he’d be willing to answer some questions at the station – he is under the impression that Aleister works for Rogan. Aleister declined, but put his hand on Hunt’s shoulder, and thereby gave him an excuse to arrest Aleister for assault.

So, Hunt, being used to dealing with a corrupt system and wealthy families getting away with whatever they want, is being cagey. He’s got each of the three folks he’s arrested at a different police jail, with the paperwork lost, and no sign of a solicitor.

The other three folks made it up and out of the GPO with very little trouble, and scampered away into the night.

To wrap things up, I decided an exposition dump was needed to drive home the fact that the thing had been a trap. While Nate, early the next morning, was watching the GPO ((I think he was hoping Pearse would show so he could blast him to oblivion.)), Aengus showed up, looking like he’d lost a bar brawl ((Yes, it is possible, because he’s probably not the Dagda at all!)). He filled Nate in on the fact that Pearse had shown up at the Brewery and taken not just one bottle of the True Guinness, but five of them.

So. As I say, not the way I expected things to go. Next game, I’ve got a much more solid idea of how things fit together, so it should be more focused, as we head into the beginning of the through-line of plot that will lead to the culmination of the game. Actual culmination won’t be for at least six months, yet, but it’s coming.

Dateline – Storm Point

Wow. I’m falling behind on the posts. Sorry, folks. I’ll try and catch up before Christmas.

We opened this last session of Storm Point with our heroes brainstorming what they wanted to do about Channah, the gang boss who thought it was a good idea to demand protection money from the party. There were some suggestions, but the group was really lacking information about how things worked in Belys. In the end, they decided to spend some time trying to figure out how the Belysian underworld was organized.

Full disclosure time. One of the proposals on the table was that the group find an enemy gang and get them to pay the group to wipe out Channah and turn his territory over to the other gang. I didn’t like that idea for one simple reason: it turns the heroes of Storm Point into petty thugs and enforcers in the big city. Now, part of what I want to do with this phase of the game ((The early Paragon Tier, that is. Maybe levels 11-13.)) is to show the characters as being in a much bigger pond than they’re used to – they are the heroes of a little fishing town out in the middle of nowhere, and now they’re in the big city, playing with the big boys. But I didn’t want to completely invalidate their hard-won heroic status, and turn them into villains ((Arguments can be made about anti-heroes and shades of grey and how most of the group is Unaligned and yadda-yadda-yadda. Y’know what? Don’t care. If you get one gang boss to pay you to kill another one and give him the dead boss’s territory, you’re not heroes. You’re assassins. And that’s not what I want this game to be.)).

Given that desire on my part, I structured the underworld ((On the fly, as part of a skill challenge to gather information.)) in such a way that getting one gang leader to pay to kill another was not going to happen. I had already decided that the city was ruled by a cabal of genasi noble families ((Just a quick note for those of you who read this post. While the first part of what I wrote about Belys there is accurate, the secret I list is not. What, you think I’m stupid enough to put a secret from an ongoing campaign where my players might see it? Don’t answer.)), each of whom controlled a different section of the city. Within their own city ward, the noble family has pretty much absolute power, and is fiercely territorial. Thus, any incursion from another city ward – even by unsanctioned criminals – would be met with devastating force. No crime boss wants to risk attracting that kind of animosity.

I didn’t want to just close off avenues of action, though. I wanted to let the players know that, as long as they kept things fairly quiet and didn’t harm any civilians or attract official attention, the powers-that-be would turn a blind eye to them. After all, the nobles don’t much care if someone kills a gang leader, as long as no one is trying to usurp the noble prerogative.

So, in the end, the group decided to wait for the next visit from one of Channah’s men, and try and get a meeting with Channah himself, whereupon they would proceed with their standard negotiation tactics ((“Get ’em!”)). They didn’t expect the bag man ((Bag half-orc, in this case.)) to agree, so they posted the ranger and the monk on the rooftops to follow him back to the hideout that the group had so far been unable to locate.

It almost went the way they wanted. The bag man had an escort of ogres and a troll, and didn’t seem impressed with the threats the group made, nor with their demands. After all, they were in his city now, and were just country bumpkins from some no-name fishing village over the mountains. So, when they refused to give him the money, and demanded to meet with Channah, he refused. He gave them one last chance to pay, then nodded sadly, and dropped something in the kitchen well and walked out.

I cheated a bit here, and one of the players almost called me on it, but restrained himself ((Thanks, Erik! I appreciate the trust.)). What I wanted to do was completely wrong-foot the group to show them they weren’t dealing with Jemmy Fish and his halfling pickpockets back in Storm Point. So, I didn’t give anyone a chance to react to the guy dropping his little surprise and sauntering out. Unfair? Yeah, it is. But it was a dramatic choice meant to drive home the fact that these people are playing for keeps, and are good at what they do. Channah is smart, resourceful, and ruthless, and he has some good people working for him. That’s all information the group needs.

And thus the kitchen filled with a vapour of elemental water that started drowning everyone in the room ((I handled it like a poison in mechanical effect. +5 vs. Fort, 2d6 damage, and ongoing 5 poison damage (save ends) each round on everyone in the room.)). They got the kitchen staff out of there, and the swordmage used his fire-based abilities to purge the elemental water before anyone died. And then they were out in the street, chasing the bag man.

Up on the roofs, the monk and the ranger kept pace with the bad guys, following them through the winding streets. They spotted when the bag man ducked out of the middle of his guards and vanished down an alleyway, and flagged down the other characters when they caught up on the ground.

Then it was down into the sewers, where they found themselves led into what was meant to be an ambush ((Channah is smart, remember? He plans ahead.)). It turned out not to be a very good one, and our heroes got the drop on the bad guys. It was a fairly long fight, but the heroes were never really threatened. Their opponents were a few trolls, a couple shambling mounds, a basilisk, and a bog hag – none of them were up to the characters’ level, and the majority were brutes. When the hit the characters, it hurt a lot, but the hits were few and far-between. But man, could they soak up damage.

At the end of the fight, we wrapped for the evening. We actually got a fair bit done ((For us, at least.)), and I’ve been gratified that the last several sessions – and it looks like the next one this Sunday – have had a full roster of players.

We’ll see where they go from here.

Night’s Black Agents

Last week, Pelgrane Press made their new GUMSHOE game, Night’s Black Agents, available for preorder. The preorder included a bare-bones-layout version of the game and, being a ravening GUMSHOE fanboy ((Not to mention a ravening Ken Hite fanboy.)), of course I had to grab it and spend the weekend reading it.

The premise of Night’s Black Agents is that a small group of ex-official spies – the PCs – working in the modern European intelligence underground stumble across evidence that a conspiracy of vampires ((That almost works as a collective noun, doesn’t it? A conspiracy of vampires. Not quite, but getting close.)) exists and is now aware of them. To avoid the vampires killing them, the newly clued-in spies must destroy the conspiracy.

That’s the bare-bones, unmodified version of the game. One of the things I like about NBA is that it is eminently customizable, and Ken provides four different modes of play that you can mix and match to get the flavour of spy story that you prefer:

  • Burn Mode focuses on the emotional and social cost of being a spy. Think the Bourne series, or Alias.
  • Dust Mode is the default setting, a gritty thriller-style game, like Three Days of the Condor or Sandbaggers.
  • Mirror Mode is pure Le Carré paranoia and betrayal, where trust is a commodity and identity is fluid.
  • Stakes Mode focuses on the higher purpose that motivates the heroes, highlighting their drive and dedication to get the job done, as seen in James Bond films and Tom Clancy novels.

As I said, you can mix and match these modes to get the right balance for the story you want to tell. You can also decide if the story you’re telling is a thriller, adding in special Thriller Combat and Thriller Chase rules to up the level of action.

The core of the game is the GUMSHOE engine, which has been tweaked to emphasize covert operations rather than pure investigation. The Investigative Abilities see the addition of Human Terrain, Tradecraft, and Vampirology, and the General Abilities get Network, Cover, and Surveillance ((There also seem to be more cross-over skills, i.e., General Abilities that you can use as Investigative Abilities.)). You can also buy some specialty packages that give you a bundle of Investigative and General Abilities – these don’t give you a point discount, but are useful for seeing what kinds of skills an agent would have if they specialized that way.

One interesting tweak ((Which is not available in Dust Mode. Or rather, it is recommended that it not be available in Dust Mode.)) to character creation is the MOS – Military Occupational Specialty. It lets you pick one General Ability and, once per session, automatically succeed with that ability. It’s an interesting idea, and I think it could lead to some neat metagame resource management. There’s a nice little sidebar that talks about using the MOSs of the team as keystones when the agents are planning an op.

The other major tweak to the system is providing something special – a Cherry – for almost any General Ability with a rating of 8+. These are either something you can do for free (hotwire a car with a Drive of 8+), extra points in Investigative Abilities (1 free point of Diagnosis with Medic 8+), or a new way to spend points from that ability (get an extra die of damage from an explosion for 3 points from Explosive Devices). For the lo-fi Dust Mode, a lot of these Cherries are off the table, but there are a few marked as being appropriate for that style of game.

This iteration of GUMSHOE uses Sources of Stability, but it prescribes what they are. Each agent gets three, one each of Symbol (a representation of an important ideal, like a flag), Solace (a person the agent seeks out for human contact), and Safety (a person and place the agent would flee to without thinking). These three categories are chose to highlight the isolation of being a spy, and also to give the GM some nice, concrete targets when time comes to gut-punch the agent.

There are also twelve Drives to choose from, specifically chosen to fit into the spy genre. These are things like Patriotism, Restoration, Atonement, and Nowhere Else to Go. A sidebar provides some ideas for adding personal arcs, an idea first seen in Ashen Stars. The information here is far less detailed and structured than in AS, if only because NBA does not mirror an ongoing TV serial as tightly as AS.

The rest of the rules are pretty standard GUMSHOE stuff, with the exception of the Thriller rules and Heat. Thriller rules are options for combat and chases that add a more cinematic, over-the-top feel to the game – stuff like extra attacks, called shots, parkour chases across the rooftops, things like that. The book states right up front the fact that adding these in, while making for more extravagant action, will add a layer of complexity to the normally very fast GUMSHOE rules. None of them is overly complicated, but they are more involved than the extremely simple and light base GUMSHOE rules for such things.

Heat is a mechanic to determine how much official notice the actions of the group attract. It’s a number that climbs with every dead body, every police chase, and every heist, and drops only with time or evasion. Heat is rolled during a session to see if the authorities take notice and get involved to complicate everyone’s lives. So, quiet spies are safer spies.

The gear section of the book lays out not only a fun laundry list of spy toys, but also a vampire-hunter’s arsenal. So, beside the comms laser and flash-bangs, you’ll find garlic and wooden bullets ((Not that there’s any guarantee that these will work on the vampires in YOUR game.)). There are also details on how the agents can get all the good toys, considering they’re likely on the run and on a budget.

Following the gear section is a chapter on special tactics that the agents can use to represent their training. Things like Tactical Fact Finding, which uses Investigative Abilities to gain an advantage in a tactical situation ((Yeah, that’s kind of convoluted. Best I could boil it down, though. The book makes the use pretty clear, but it is a lengthy explanation. It’s a cool tweak, though.)), or Tag-Team Tactics, which is pretty much what it says on the tin – using one ability to provide a benefit to someone else using a different ability. This chapter also includes a brief primer on Tradecraft and Asset Handling ((Though I found myself wanting more information here. Fortunately, Wikipedia came to my rescue!)), and finishes with a short section on Adversary Mapping, to help the group make those neat picture-and-string organized crime diagrams you see in TV and movies.

Next comes vampires. This is where I really fell in love with this game.

Ken Hite, as anyone who has read Trail of Cthulhu or his Suppressed Transmission column knows, is a master of providing a range of options for any single idea, whether it’s an interpretation of a Great Old One or a possible reason the Dogon people know so much about the star Sirius. Here, he turns that skill to vampires, providing a pantry-full of ingredients to let you build the flavour of vampire you like best for your game. There’s a range of origins, powers, weaknesses, and motivations that you can blend together into pretty much whatever kind of vampire you want. To show how it all fits together, he provides four examples of very different vampires ready to be dropped into your game.

I cannot stress enough how much I like this chapter, and this entire approach. One of the problems with using vampires as the main bad guys is that everyone knows all about them, and thus there is no real surprise about what they can do and what they can’t. This is mitigated somewhat by the fact that there are dozens – if not hundreds – of different vampire versions out there in the world of fiction ((I want to note for the record that sparkling does not appear as one of the vampire powers/weaknesses. Just sayin’.)), and they all have different strengths and weaknesses. What this chapter does is leverage that fact, drawing on fiction and folklore to provide enough options that the agents will need to do a lot of field testing to make sure they know how to go up against the vampires. It brings uncertainty and fear back into the vampire equation, where it belongs.

Oh, and it makes it clear that vampires are monsters. They are not misunderstood. They feed on and kill humans, whether because they’re evil or because they are alien and indifferent to human suffering. They’re the bad guys, not the dangerous romantic leads.

After the four statted-up versions of vampires, the book provides stat blocks for a few related creatures: the lamia, the bhuta, the dhampir, stuff like that. Handy if you want to throw a supernatural enemy at the agents, but don’t want to go full-on vamp on them just yet.

The last few sections of the book deal with building the conspiracy and campaign. There’s a discussion of what vampires need to survive, what their agenda is, and how to put together a diagram of the conspiracy.

This is my one criticism of the book. While there is a discussion at a high level of vampire motivations and requirements in a conspiracy, and and a discussion of what kinds of things fit in at each level of the conspiracy, and a finished conspiracy diagram ((Called the Conspyramid.)), I would have liked to have seen an example of building that diagram – going from the raw material and thoughts to a concrete finished pyramid. Just a little more guidance here would have been very helpful.

There’s also a good section on quickly roughing-in cities for the game, coming up with the bare minimum to fit the place into your ongoing campaign, as well as a few roughed-in examples and one more detailed city laid out.

The advice that follows, about building stories and the overall campaign, and determining the conspiracy’s reactions to the agents, is meaty and solid. There’s good advice on how to pace things, how to structure things, how to plan, and how to improvise madly when your plan goes off the rails. All in all, a very useful section of the book.

The book ends with an introductory adventure. I don’t want to say too much about it, so as not to spoil things, but it’s got some nice twists, with desperation and paranoia baked right in. It does a good job not only of introducing the vampire conspiracy, but also of showcasing the cold, dark, desperate world that is the espionage underground of modern Europe.

Final thoughts? Of course I love the book. Now, you might dismiss my opinion because I’m an ardent Pelgrane and GUMSHOE fan, but I don’t like the games because I’m a fan. I’m a fan because of the great games.

Specifically, I like this book for a few reasons. First, it provides an interesting combination of genres – you don’t see vampire/spy stuff anywhere else that I know of. There’s not even a whole lot of vampire hunter stuff out there. Second, it makes vampires scary again. They are monsters, and they are horrific and powerful. Third, the structure of the campaign fits the kinds of things I like to do in games. It provides a finite story, of a length determined during play, with a built-in climax that does not guarantee agent success. And fourth, it has enough tools and dials that I can customize the feel of the game to what my players want. Whether we go over-the-top James Bond style, or down-and-dirty George Smiley style, the game has the tools to support and reinforce the feel we decide on. Hell, there are even options for adding weird powers for the heroes, or removing the vampires entirely.

If you like scary vampires, if you like espionage games, if you’re looking for a dark, modern game of horror investigation, I heartily recommend you pick up this book, if not now, then in March when the hardcover is released ((I just couldn’t wait that long.)). You’ll like it.

From the Armitage Files: Ghost Town

**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**

Saturday night, we got together for the first Armitage Files session in more than three months ((Last session was August 12, and this session was November 19. The reason for the long delay was a combination of my Ireland trip and some heavy day-job work upon my return.)). The long gap between sessions meant that I had a very poor idea of what was going on in the game, and my players had even less of an idea. Thankfully, I was able to look at the blog post from the last session and get at least a bit of an idea about what was going on ((The post wasn’t all that detailed, because I was running behind on the posts and needed to catch up, but it was better than nothing.)).

We picked things up in Emigrant, Montana, and I let the players decide how to proceed. I knew that I had mentioned the ghost town of Aldridge at some point in the last session, but I couldn’t remember when, and the group didn’t seem to recall it at all. That meant I needed to get them that clue in order to move them on to the core of the mystery. So, when they started doing some research at the local paper, I fed in a story about the last of the inhabitants leaving Aldridge about a year and a half ago ((Maybe I was a bit heavy handed when I added a quote from the chief of the Emigrant police saying that the town was now good for nothing but a hideout for bank robbers. Too much?)). I also seeded in a few other clues that they haven’t followed up, yet, about Fuschacks and the fortune teller ((I don’t know if they’re planning on following these up, but I made note of what they dug up, so that if they decide that’s the way they want to go, I’ve got better notes than last time.)), just to make sure there were enough options for them.

They headed off to Aldridge, a small mining town that dried up when the mining company – who owned the whole town – pulled out after the mine was worked out. It was just a single street with eight or ten buildings on either side, and a few other buildings scattered off the main street around the area. I got to play up the dry, blighted nature of the woods in the area, again reinforcing the sense of dread with real-world description of Montana in the ’30s. The ghost town feel of Aldridge – a town completely abandoned by its residents – accentuated the feeling.

The gang took a very methodical approach to investigating the town. They started at one end of the street, and broke into the back doors ((In case anyone had followed them from Emigrant, they didn’t want their exact location to be readily apparent.)) of each building in turn, searching from top to bottom. By late in the afternoon, they had finished one side, and started to talk about whether or not they would continue with the other side – meaning they would be in Aldridge after dark – or head back to Emigrant for the night – meaning they would never be sure that something hadn’t moved into the buildings they had already checked.

They decided to continue with the investigation and, around sunset, had made it to the company store/bar, where they found a heavy, new padlock on the back door. Roxy made short work of that, and hauled the door open. Solis was the only one who made his Sense Trouble check at that point, so he heard the simple string-and-pulley setup pulling the trigger of the shotgun behind the door, and pushed Roxy and Moon out of the way, taking the blast full in his chest ((Dropped him from full Health into the negatives. Yay!)).

And that’s when I sent in the ninjas ((Ninjas in this game are the Tcho-Tchos.)).

Moon took a poisoned dart in the neck ((Again.)), and Solis got sliced up some more ((Solis had made a Medicine spend the session before – or maybe the one before that, I can’t recall – to have produced three doses of Tcho-Tcho poison antitoxin. They were very glad to have it at this point.)), but they managed to barricade themselves into the back store room, with the Tcho-Tchos on the outside, and started planning. Of course, the Tcho-Tchos were planning, too, and their plan involved some kerosene and matches, so the building was soon on fire.

There followed a mad scramble to the truck, only to find that all four tires had been slashed ((Michael called it, having written down “The truck has been sabotaged” just before they made their dash, and revealing it when they got there. I say, if you’re going to leave the thing sitting where a Tcho-Tcho can reach it, yeah, it’s going to get sabotaged. Doesn’t matter what it is.)). The general consensus at that point was, “Screw it!” so they drove off in it anyway.

It’s a forty-mile drive from Aldridge to Emigrant ((In my world. Dunno about in the real world. Don’t really care.)), and after about ten miles, the tires were gone, and the driving was getting more and more difficult, speeding along rough dirt roads on the rims of the wheels into the dark. The investigators also started getting very nervous about the fact that they hadn’t checked the back of the truck before speeding off.

They pulled over to the side, and checked the back, discovering another elephant-headed Chaugnar Faugn statue hidden in the bundles. As they looked at it, they began to see the effects of Chaugnar Faugn’s attention – crystalline snowmen with conical protuberances appearing here and there. Moon started experiencing time slips again, so Solis blasted the thing with his shotgun, but it didn’t seem to stop the effects. Solis’s crystal shards in his forearm seemed to wake up, and others started feeling the effects ((I went a little easy on the group with this one, not making them make Health checks or inflicting damage. They were already plenty beat up and in a bad place, and I didn’t intend this to be the climax of the session, so I just used the description of what was going on for jazz.)).

Roxy remembered the chant they had used previously to divert Chaugnar Faugn’s attention, and she and moon managed to use it again to stop the effects, but the entropic effects of the Eater of Tomorrows had reduced the truck to a rusted hulk, so they had to walk the rest of the way.

Through the dark.

With a severely wounded Solis.

And a forest fire behind them.

They made it back to town, with the help of the local doctor, and then took off the next morning to Billings to lie low and rest up before coming back. Also, more research, wherein they discovered that the mine in Aldridge seemed to have a missing level in it.

When they got back ((Loaded up with dynamite, of course. Because, in their minds, dynamite solves everything!)), they saw that the whole town was burned, and about a ten-mile radius of the forest. They headed right up to the mine, where the headworks had also burned to the ground. There were a few ropes dangling down into the open shaft, set with conveniently spaced knots, so they figured they had discovered the right spot.

Solis elected to stay above to watch out, while Roxy went down to set the dynamite to collapse the mine opening, and Moon went with her to watch her back. Down in the mine, they ran into some strange creatures that looked like a cross between Tcho-Tchos and frogs ((I don’t want to give away what these are to my players, but for the rest of you, here’s an explanation:

Spoiler

These are my take on the Miri Migri, the amphibious race created by Chaugnar Faugn, who bred with humans to produce Tcho-Tchos. I figured that, since CF was showing up so often in the game, it made sense to delve a little deeper into his specific mythology. The one with crystal extrusions was a sort-of priest, with the crystal structures showing his ties to CF.

)), who tried to stop them. One of them, with weird crystal extrusions, hit Moon with some strange time/dimension distortion again, whereupon Moon got a look at the five-dimensional form of Chaugnar Faugn ((Bastard failed not one Stability check the entire game! What’s up with that?)). They managed to set the charge and escape, though it was a near thing.

Up top, of course, the bank robbers had shown up, and stood  baffled outside the charred ruins of their hideout before spotting Solis up at the mine. The redoubtable Dr. Solis held off the ruffians with a trio of shotguns until Moon and Roxy made it back to the surface, whereupon Roxy yelled that the mine was going to blow at any minute. This, along with Roxy’s spend, got the robbers running back down to the town, followed by our heroes. There was another brief showdown in the main street as Solis barreled through the impromptu car-roadblock the gang set up, and the good guys ran off into the sunset as the collapsed.

And that’s where we left it. I’m going to try and schedule another game before Christmas, to make sure we don’t lose the momentum.

And also because I want to see what happens next.

Let’s See What Happens, Part Five: Making Connections

So, the past few posts in this series have been laying the groundwork for this stage. The Secrets Deck and Sandboxes give you the raw materials, and Watching Their Eyes lets you assess those materials. Now, you start making decisions and building the rough shape of the campaign arc that is emerging from your play.

Look at What You Have

First thing you need to do is take a look at what you’ve got. Now, if you’re like me ((And god help you if you are.)), you probably intend to take careful notes of all the information you’ve gathered through the play of the campaign, and you may have done so every now and then, but then life gets in the way, and you wind up with not as much stuff written down as you might want ((Quick tip: if you haven’t taken notes of what went on in a game session – say, by publishing it on a blog – take a look at your adventure notes to jog your memories. It’ll also help to remind you what you didn’t use.)).

Well, now you get to make up for the lack. I recommend sitting down and making a list of what you’ve got. What goes on the list? Here are some ideas:

  • Villains the PCs hated
  • Places that were cool
  • Storylines that the players liked
  • Things the PCs bypassed
  • NPCs that the PCs liked
  • Things that the players said they wanted to do but you haven’t got to yet
  • Ideas you had for adventures that you never fleshed out
  • Questions, themes, and situations that you laid in that never got explored
  • Secrets the players are getting close to
  • Sandbox elements that never came up
  • Anything else that interests you or you have a question about

When I make my list, it usually starts as a compilation of the few times I’ve remembered to keep notes, written down on a piece of paper in no particular order. I try to scatter them all over the page ((Actually, I use two different approaches here. One is to do the scatter list, and the other is to put them in a numbered list so that I can randomly pick elements later using dice. The goal is to use some method to help you make associations and links you might not otherwise.)), for reasons I’m going to talk about next. Once I get the things from my notes written down, I start adding other stuff, brainstorming style – I write down whatever comes to mind , no judgment, no evaluation.

Often I find that one element sparks a memory of something else – these I try to group nearby on the paper, but I don’t worry too much about that. Sometimes it almost cascades, as one idea leads to another, and then another, and so on.

The page can get pretty crowded ((Seriously, use a big piece of paper. You’re making a mind map with lots of different elements, and will be adding to it as you go, so give yourself room to sprawl.)), but that’s okay. You want a rich collection of elements to choose from, but you’re going to be picking and choosing later, so try not to pre-judge.

How much stuff do you want on your list? As much as is fun. As much as is useful. The amount is going to vary depending on your temperament and how long the campaign has been running. You want enough stuff that not everything fits together neatly. Don’t worry, you can ignore stuff that doesn’t quite work for you later, and you can add other stuff you think of.

Now, let’s talk about what to do with that list.

The Glass Bead Game

First, go read this blog post. Now, read the follow-up here. It was this pair of blog posts by Rob Donoghue that helped me understand the structure of what I was doing, so thanks for that, Rob! ((Another great example of this kind of adventure-building tool is in Jeremy Keller’s Technoir, which bakes in this kind of scenario construction right from the start.))

What I do next is look for something on my list that catches my eye: an NPC that I thought could have got more play, a location everyone thought was cool, an adventure whose outcome still bugs the players ((And by this I don’t mean they all went, “Man, that ending sucked.” I mean one where they went, “Okay, we stopped the bad guys here, but I just know there’s more of them, and they’re up to something.”)). The goal is to grab something – anything, really – to use as the nucleus for the next couple of steps.

Once you’ve picked your starting point, look at what’s arrayed around it. If you followed my suggestions about creating the list, the elements you have near your starting point should be largely unrelated to the nucleus, and to each other ((If, on the other hand, you’re going with my numbered list suggestion, then just roll a few random items on the list and scatter them on a piece of paper.)). Draw some lines between the elements, and play the Glass Bead game, as suggested in Rob’s blog posts.

This is an exercise in directed creativity, similar to William Burrough’s cut-up text and the core ingredients on Iron Chef. You’re taking a number of arbitrary elements, and combining them into something new, coherent, and interesting. It’s a way of coming up with connections that wouldn’t have occurred to you normally. When you’re playing the Glass Bead game with the elements you’ve chosen, you’re not really looking for similarities. You’re looking for connections – ways to fit the elements together into a story.

I tend to work with groups of five ((Hail Eris! All Hail Discordia!)) or six elements in the group. That’s plenty to build all sorts of interesting connections, but not so much that it gets muddy and (overly) complicated. Don’t try to connect every element to every other element, but try and build a network that connects everything. When you’re satisfied that you’ve got an interesting and coherent skeleton, put it aside ((If the end result is not interesting and/or coherent, abandon it and start again. No pressure, no fault. This is a tool, not a test.)), maybe transferring the little diagram you’ve made to a separate sheet of paper.

And then do it again. And again. And again, as often as is fun and useful, each time with different elements. I recommend putting together four to eight skeletons in this manner, giving you fodder for the next stage.

Summarize

At this point, I like to write a simple sentence or two to summarize the relationships within the skeleton that outlines the basic core of the adventure it presents. For example, in my old Broken Chains campaign, I had elements of anti-psionic sentiment in a nation, a conspiracy of psions, a powerful diplomat who was secretly a demon, elves agitating for an independent nation, and corruption within the church. These came together into a skeleton, and I wrote the following outline:

Lady Elorowyr, representative to the High Seat from NATION ((Whaddaya want? It was years ago, and I don’t have my notes anymore. I can’t remember the name.)), is actually a demon in the service of Lady Spite ((The big evil goddess of the trinity of evil gods.)), and is working to exacerbate NATION’s isolationist tendencies, playing on their anti-psionic sentiment. She knows of the Legacy, the remnants of the former psionic ruling families, who secretly control the non-psionic government of NATION, and encourages them to work against the elven populace, who wish to form their own anion within NATION’s borders. Her contact is a secretary for the Prelate of the Mother.

Now, that’s kind of a long outline ((It was built entirely of items from the Secrets Deck of for the campaign, which already has some strong narrative elements in place.)), but it sums up the situation, and gives you the foundation you need to start building adventures. The other thing writing the summary does is show you the stress points of the skeleton – the things that don’t quite fit and don’t quite work.

When you spot a bit that doesn’t quite work – like the idea of the contact in the summary above – you need to decide if you’re going to fix it or cut it out. Fixing it takes some rethinking, but if the element adds cool things to the overall skeleton, it’s worth the work. On the other hand, sometimes the problematic piece doesn’t add anything ((More to the point, you can’t think of a way to use it to add anything that’s cool and isn’t brought in by another element.)), cut it out of the skeleton and route around it.

At the end of this process, you should have a small stack of little mind-maps that lay out the relationship of your selected elements, and a couple of sentences summarizing each skeleton.

Mix It Up

So, now you’ve got a small stack of skeletons that you can use to build a campaign arc. It’s time to take a look at them, and see how you can mash them together.

Look for similarities and overlap in the skeletons, both in the elements and in the relationships between them. See if there are recurring themes within the summaries. Look to see if there are ways that you can combine two or more skeletons into a larger one that still makes sense and is cool. Check to see if there are weaknesses in one skeleton that another can shore up, or strengths in one that another can enhance. Draw new mind-maps. Write new summaries. Play with the ideas until something clicks and you find the ultimate cool factor.

One of the things I like to do at this point is look for a twist in a skeleton: something that I can use to pull a bit of a bait-and-switch on the players ((Not maliciously. Not a gotcha. But a real twist: you thought A, but now you see it’s really B. What are you gonna do now?)). For example, in the situation from Broken Chains I outlined above, it looks like the nobility of NATION is really anti-psionic and oppressive to prevent the abuses that ancient psions committed in the past. But really, the non-psionic nobility are manipulated by a secret society of psions to continue the oppression and prevent powerful psions from usurping the society’s power and influence. See? Twist!

What you’re aiming for is one solid skeleton to carry the campaign arc. When you think you’ve got that, move on to the next step. ((What about the leftover skeletons? Hang on to them! They’re good idea fodder for smaller adventures, or expanding the skeleton, or even just for the next campaign.))

Adjusting Scope

Now you’ve got your rough plan. Time to see if it fits into the rest of your campaign.

One of the nice things about using this method is that all the elements came from your campaign, so the arc you come up with is pretty much guaranteed to fit into the game theme-wise. It’s still a good idea to check to see if you’re maintaining the mood and feel of the game so far, or that you’re changing it in a direction that you and your players will be comfortable with. This is just a gut-check, but it’s a worthwhile thing to think about.

The other fit you need to think about is whether it’s going to absorb as much of the remaining game as you want it to. Think about how much longer the campaign is going to run ((I’m assuming a finite campaign, here. If the campaign is not finite, think about how much campaign time you want this arc to take.)), and how much you want the game to focus on the campaign arc – that is, do you want everything to be about the arc from now on, or do you want to have some unrelated adventures sprinkled in?

The nice thing about the summary and the skeleton is that they can expand or contract as you require, and as your desired pace indicates. If you want things tight and short, look at removing some of the elements and complexity. If you want things to be longer and more complex, look at adding some elements to extend things and act as screening elements and red herrings.

Only you can decide when you’ve got the right amount of stuff and detail in the skeleton for your campaign arc. Build in as much or as little as you need. Then on to the actual structure of the adventures.

Making Your Map

At this point, you’ve got a solid idea about what the arc is. Time to get things ready for the players to come and mess stuff up – which is another way of saying that you need to rough in the adventures.

Look at your skeleton, and find a good adventure. It doesn’t need to be the first one – though that’s where I often start – or the last one – which is the other place I most frequently start – but it needs to be something you think is cool. Write a couple of sentences summarizing the plot, adversaries, outcomes, etc. ((I like to use index cards for this.)) Then find another adventure and do the same. Keep doing it until you have all the adventures you want or need for the arc.

Two adventures are critical: the adventure that hooks the players in, and the climax adventure. As noted above, I usually start from one end or the other, and usually do both before I start trying to fill in the middle part. The main goal of the hook adventure is to be cool enough that the characters are interested in continuing to follow the threads you give them, and the main goal of the climax adventure is to be cool enough to put a satisfying cap on the entire sequence. That’s why I like to have a solid handle on those two adventures before the middle ones.

With the middle adventures, you need to decide if the arc is going to be linear or sandboxy ((It’s a word if I say it’s a word.)) – whether the adventures run in a straight line, or if the characters get to pick and choose a bit where they go next. I tend to make mine a combination of the two. By putting the summaries for the adventures on index cards, you can move them around and see which arrangements work best for your arc and your players.

Keep playing with the arrangement until you have a sequence that you like, and then take a good look at the hook and climax summaries, to see if anything needs to change, to be added, or to be removed. Look at the arc as a whole, and make sure it’s doing what you want. If it’s not, play with it some more. As I said previously, this is a tool, not a test. You get as many do-overs as you want ((And remember, this is all supposed to be fun. It’s a game. If you’re not having fun at any point, put it aside and walk away for a couple days. And also? This isn’t the only way to do this kind of thing. Just one way that I do it.)).

When you’re happy with the overall arc, you’re done. I recommend writing down the final form of things, because I always manage to forget something. This process gives you a map of adventures that you’ll need to flesh out for actual play, but you don’t need to do that right away ((Except for maybe the hook adventure, if you’re in a time crunch.)). I suggest leaving the thing alone for a couple of days so that you come back to it with fresh eyes before starting to build the adventures ((This also gives you a little time to bask in the well-deserved satisfaction of having built a campaign arc based on you players’ choices and preferences, tailoring the game to them. You rock as a GM. Enjoy that feeling, because it’ll probably go away five minutes into playing the first adventure. Sorry.)).

On The Fly

The above process assumes you’ve got a good chunk of time to do your prep, and that you like having things mapped out in a pretty concrete manner. Neither of these assumptions may be true, so I’m going to give a quick rundown about doing a lot of this stuff on the fly.

  1. Still make your list, but only put the coolest stuff on it. During play, add the coolest elements that come up.
  2. Make just one skeleton based on the coolest element on your list.
  3. Come up with a good hook and an idea about the climax.
  4. Build the hook adventure and, as you run it, look for a logical next step to take you towards the climax.
  5. Add elements to your list during play, and adjust your ideas about the climax based on the coolest of these.
  6. When you get to the climax adventure, give it your all!

 

That’s about all ((Like I’m not running off at the mouth.)) I’ve got to say about Making Connections. We’ve got two more posts to go: Give Your Head a Shake and Discard Liberally. I hope to have the series wrapped up by Christmas.

See you next time.

Dateline – Storm Point

Last Sunday was the the first session of Storm Point since the gang moved into the Paragon tier.

I moved their base from the small fishing town of Storm Point to the large city-state of Belys, upping the fantastical elements and basically turning the dials on things up to level 11 ((Yes, that’s a D&D/Spinal Tap joke. We’re deep in geek country, here, folks.)). So, the is run by a collection of wealthy genasi families, and the various towers and palaces are topped by minarets flying banners of various elements, and tiny golem-like constructs, powered by sparks of pure element, run errands for the wealthy.

I had also allowed the group to swap out their magic items. I did this for a few reasons:

  • During the distribution of magic items over the various levels, I messed up, and there were a couple of characters who were blatantly under-equipped compared to their companions.
  • Lots of interesting new items have been released over the three years we’ve been playing.
  • The gang likes to tweak their characters, and I figured this was a good opportunity to correct the equipment imbalance, while letting them do that.

What I did was total up the levels of magic item each character had, take the highest value among the group ((I thought about taking the average, but that felt like I was punishing the players with more stuff.)), and said, “You each have this many levels of magic item potential, and no items right now. You can spend these levels on any items you like, but no item can be higher than level 14.”

So, over the three weeks since the previous game, they leveled up their characters and changed their magic item load-outs.

Now, I had some initial worries about whether they might wind up too well-equipped ((Heh.)) for their level, but I soon got over those. Balance between characters and GM is a fiction, anyway – the worries were just the knee-jerk reaction of someone who played the old-school games back when they were the new-school games. The main balance concern I have in any game is whether or not the characters each have sufficient chance to be awesome and contribute to the cool of the game. If they have too much magic item power? Well, guess I’ll just have to throw bigger challenges at them…

Anyway.

I waxed semi-poetic for a while, describing the city and its environs, and talking about how they used the letters of introduction from the merchant they had helped to secure the magic item exchange, and then we talked about getting lodgings. The group’s first impulse was to find a cheap inn outside the walls ((With <ahem> certain services…)), but I ran down some of the options for them, including better inns inside the walls, renting rooms, and buying a house.

They liked the idea of renting rooms in a manor house, with servants and a garden and such, and really got into negotiating the rents ((I was, frankly, amazed. This is the group whose mission statement is “Get ’em!” But I was also pleased.)), settling on a total of 1500 gp for the year, with the landlords providing food, drink, and servants to host four feasts during the year. They then decided that they should have their first feast only a couple of weeks after they arrived in the city, to make their entrance into Belys society, inviting their merchant acquaintances, and allowing them each to bring someone that the gang should meet.

The party went well, and the group met a couple of NPCs that I wanted to get on the stage. The first was a group of Githzerai ascetics, who were suppliers of the Gith plate and Githweave armour that a couple of the party had acquired. The second was a scarred seer and favourmonger, Bitaryut the Blind. He’s there mainly to give the group someone to go to if they need an in somewhere in the city, or a hint about the future.

There was a third NPC who factored into things, though he didn’t come on stage. Channah is a crime boss who is extorting the group’s landlords. He had a couple of his men beat up a couple of waiters, and when our heroes found out, they started asking questions about him, that led to their first fight as Paragon tier heroes.

Now, I set this fight at 9th level, both because it was the first encounter with Channah’s goons ((When he figures out what kind of hard men he’s up against, he’ll send tougher goons.)), and because it was the first chance the group had to try out their new Paragon abilities and magic items. So, just a couple of orc bloodragers and four ogre savages ((2600 xp, a level 9 encounter for 6 characters.)) accosting the gang down by the docks.

It was an interesting fight to run. I was somewhat surprised to see the group focus on the ogres, when they had so much trouble dropping one of the orcs. I was also pleased that they took pains to render their foes unconscious instead of killing them. And, in the end, they intimidated the last orc standing into taking their threat back to Channah.

And because they seemed interested in this plot thread, I decided to up the stakes and send the orc’s head to them next morning, with a note in his mouth saying that Channah had doubled the money he expected.

But that’s where we left it.

Central Canada Comic Con 2011

This weekend is Central Canada Comic Con, and once again, I will be there with the good folks from Imagine Games and Hobbies running demos of board and card games on Saturday and Sunday. I’ve made my selection and packed my bags ((I’ll try and get a picture of them up – my bags are awesome!)), so it’s just a matter of hauling them down to the convention centre Saturday morning and setting up.

Last year, I tried the sign-up thing for running the games, and it was a complete bust. The few people who did sign up for a game didn’t show, and I deferred demoing games for interested folks because it was almost time for a game that never happened. So, this year, it’s catch-as-catch-can; come find me in the gaming area, and if I’m not running a game for someone else, I’ll set you up.

Here’s what I’m bringing with me:

  • Legend of Driz’zt
  • Conquest of Nerath
  • Escape From the Aliens in Outer Space
  • Deluxe Illuminati
  • Elder Sign
  • Mansions ofMadness
  • Berzerker Halflings From the Dungeon of Dragons
  • Cthulhu Dice
  • Zombie Dice
  • Fury of Dracula
  • Battlestar Galactica
  • Carcassonne
  • Chrononauts
  • Fiasco

In addition, I’m going to bring along the Leverage RPG and The Dresden Files RPG, and am ready to demo either one. These take a little more time, though, so I recommend you get to me by early afternoon if you want to try either of those. And if you can supply a full roster of players (3-5 for Leverage, 3-7 for DFRPG), that’ll make it far more certain that you get to play. Figure three hours for either of those.

So, if you’re at C4, and you’re interested in gaming, come see me, whether to play or just talk about games.

I’ll be there.

Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

Sunday before last ((Yep, I’m falling behind. Work stuff.)), we got together and finished off the first stage of The Tomb of Horrors ((The way the adventure is constructed, there are a few different stages, and they don’t run one right after the other. You space them out with some other adventures between them.)).

Considering the track record for this group getting through encounters, and the fact that this was the first game I was running in about five weeks, I wasn’t too confident of getting through the two encounters that were necessary to wrap up the adventure, but the gang really pulled together, and we were able get to the ending.

I was leery about running the encounter with the game tables, which is essentially an extended skill challenge, in large part because the write-up for the encounter had only one combination of skills that could be used to win, and each of those three skills would need to be used to win. This is, I believe, a real flaw in a skill challenge, so I disregarded it, and went with my default style of running skill challenges, which is to let the player pitch a skill and why it should be usable, and then set the DC based on how convincing the pitch is.

They got through the challenge, but sucked up some nasty psychic damage in the process. This, coupled with the way I was playing up the energy-sapping nature of the Garden of Graves ((Basically, every time the group took an extended rest, they recovered one fewer healing surge. So, after two extended rests in the Garden, they were starting their adventuring day two healing surges down.)), they were somewhat wary of running into the last encounter.

And that last encounter was a doozy. I had them all bloodied at one point or another, and dropped the Warlord at one point. Everyone else found themselves down in single-digit hit points during the fight, I believe, but they pulled it together, and killed the various zombies and the plant monster. Then, it was on to dismantling the arcane engine at the heart of the graveyard, and heading back to the mortal world, which we just glossed over.

I awarded the group a few more experience points than the adventure called for, simply to get them all up to 11th level, so we could start Paragon Tier play with their arrival at the city-state of Belys. This means all my players are trying to decide on which Paragon Path they want to pursue.

I’m making some meta-game changes to the way I do things at this point, too. I’ve found that the planned treasure/magic item distribution that is the default of D&D is a real drain on my time, so I’m ditching it in favour of the random distribution set out in the Essentials books. That means I’m ditching the magic item wish list system I’ve been using for the players, and adjusting the magic item economy to make selling unwanted items more profitable. Thus, by giving the group slightly more magic items, and letting them sell them for 80% list price, the group will still get the magic items their characters want ((Some say, “Need,” but I think it’s just pure avarice.)), but the work is offloaded from the GM to the players. Which I like.

I’m also letting the group swap out their current magic items, but I haven’t figured out exactly how that’s going to work, yet. I’ve got a little while yet to think about it.