GenCon 2011 – Arrival

We made it. Long day.

Breakfast at Bob Evans, as is traditional. We made Indy around 12:30 ((Actually 1:30, because of the time change.)), and ran into some drama with Clint’s hotel room. That’s all straightened out, now.

Set-up was stupid hot, but we got it done, then went to help Gwen and Brian at Sigh Co. get their booth set up. Then I got Clint to his hotel ((I think. I haven’t heard from him again, so I assume everything is fine now.)), and joined Scott, Jarred, Gwen, Brian at the Rockbottom Brewery for dinner.

Now, it’s after midnight, and I need to set up my bed and get some sleep.

Tomorrow, the carnage begins.

GenCon 2011 – Almost There

So, here I sit in the Super 8 in Rochelle. We made decent time getting here today – left Winnipeg about 6:30am and arrived in Rochelle around 10:00pm. We made our ritual stop in Fargo to check out Barnes & Noble ((And not to get malts from Culvers at all. I don’t care what you heard. It was all about the books.)), and stopped for dinner in Madison.

The stretch from Madison to Rochelle was full of lightning off in the distance. Lots of lightning. No rain, though. It was pretty impressive, right up to the moment Clint said, “I guess this might be tornado weather.” Then it wasn’t as fun.

Got a call as we were in Madison from Scott Glancy of Pagan Publishing, who was checking to make sure I was on my way to the convention. He scolded me for not wanting to take the extra half-day of travel to go see The House on the Rock, and I assured him that, some day, I will. He also said that he had a surprise for me when I get to GenCon.

If you don’t think that filled me with dread, you obviously have not met Scott Glancy.

So, should hit Indianapolis around 2:00 or 3:00 tomorrow afternoon. Then the sweaty, hot, smelly work of setting up the booth, followed by dinner, which will really be the first time Scott, Jared, and I have to catch up on stuff.

It looks to be a big week. Fantasy Flight Games has announced that they have the Star Wars license for all sorts of games ((Odd that they announced it two days before GenCon. Don’t know if it means anything.)), and Margaret Weiss Productions is apparently announcing something big on Friday – a new license for their Cortex Plus line. I’m pretty curious about that. And, of course, The Dresden Files RPG is up for a number of Ennies, and in the running for the Diana Jones award. I’m a little bit partial to the game, as some of you may know.

There’s not a lot that I know I want this year at the Con, which is strange to me. I do want to try out Technoir at Games on Demand if I can shake free enough time, but that’s not a sure thing, based on previous years. And I definitely want to get in some Fiasco with Kevin and James and the other folks at Arc Dream.

**Edit: I meant John and James. Don’t know how I came up with Kevin.**

Going to bed now. Another early start tomorrow. Hope to post again tomorrow night.

Let’s See What Happens, Part Two: The Secrets Deck

A little over a week ago ((As I post this; it’s taken me a few days to write.)), I posted an outline of techniques I use to develop campaign storylines during play. Apparently, folks liked it, and I’m glad. But one person requested some more specific examples ((And if one person asked, then more wanted them but didn’t ask. Basic rules of customer service.)), so I’m going to do my best to illustrate some of the ideas with examples from actual campaigns I’ve run.

I was going to do everything in one post, but as I started writing it, it became painfully obvious that, if I did, it would be a terribly, terribly long post. So, I’m going to break it down into sections, each one dealing in some depth with the topics I’m discussing. I’m starting with the Secrets Deck.

Hope you find it useful.

My biggest success with the Secrets Deck was in my Broken Chains campaign, so I’m using that for the example, which means that we’re going to be talking about D&D-style fantasy tropes.. Now, in building this campaign, I had completely ignored the First Rule of Dungeoncraft, as stated by Ray Winninger, which was to not force yourself to create any more than you need to for your game as it stands. I created an entire setting bible – over 200 pages – covering the whole of the world, about 100,000 years of history, the entire religion, culture, and political structures. The Second Rule of Dungeoncraft states that, whenever you create something significant in your campaign, you create at least one secret about it. And then you write that secret on an index card to build your Secrets Deck.

Well, by the time I had finished the world document, I had a Secrets Deck with around 70 cards in it ((Really, this is too much. I made it work, but it was far more work than it was worth, and a lot of stuff never saw the light of day, so learn from my mistake. Rein it in. Seriously.)). Then, every adventure, I would shuffle the deck and draw a card, and see if I could work a hint about that secret into the scenario.

What’s a Secret

So, what do I mean by a secret? There were a couple of Dungeoncraft articles that explored this in some detail, but what it means for me is something that, if the characters knew it, would change the way the characters understand some part of the world. Ideally, this shift in understanding makes the aspect of the world more cool, and prompts the characters to action and adventure.

Secrets generally answer some questions for the characters, but tend to also give rise to other ones, peeling back layers in your standard onion-like analogy ((Problem for me with the onion analogy is that, with an onion, once you peel off the last layer of an onion, there’s nothing left. For a game, you need a core of pure cool to make sure that the players don’t feel the whole thing was a waste of time. Don’t ever waste your players’ time. Reward the effort they put into the story with cool. They will reward you right back.)). The questions reveal interesting things about the world, about the NPCs, about the bad guys, about whatever the secret is about, and will hopefully grab the characters’ interest, or at least draw their attention a little bit.

Let’s look at some examples. Say you create a pub that the characters are going to use as their home base in this town for the early part of the campaign. You write up a description of the building, some notes on the bartender and the serving girl and the cook, a quick list of regulars, maybe even a menu to lend it an easy touch of authenticity ((I’m always amazed how much authenticity you can throw into a game just by describing a few little touches of the mundane. In Broken Chains, I wrote up the contents of the three varieties of standard one-day ration packs that the characters’ military company used. Before long, characters had their favourites, would trade bits back and forth, and complain when I would arbitrarily tell them the quartermaster was out of a particular type. Don’t neglect these little details – five minutes thought can give you hours of great roleplaying.)). For a secret, you decide you want something big here, so you write down that the pub is on the site of an ancient underground prison where a demon has been sealed, and the bartender is actually the head of a secret order placed here to watch the prison and make sure nothing happens.

Now, of course, since you’ve made this a secret, something must happen eventually to start the prison opening. It’s a Chekov’s Gun thing. As play progresses, and more hints about this secret get into the characters’ hands, eventually they’re going to figure out the secret. And then they’ll look at their neighbourhood bar in a far different light. The discovery of the secret may also prompt them to take action – maybe go down into the dark to check on the prison, or go off to distant lands to get the Golden MacGuffin that can destroy the demon once and for all.

Not every secret needs to be earth-shattering, though. It’s just as good to have a small secret that the characters may uncover in short order. This gives them a more immediate reward for paying attention to the game world. In the example above, you could just as easily and profitably say that the secret is that the bartender is on the run from a criminal gang in the nearest big city for having refused the gang leader’s orders to kill a child in revenge for the child’s constable father undermining gang business ((I like The Replacement Killers. Do you like The Replacement Killers?)). It still changes the way the characters look at the bartender – he’s a former assassin, and he’s been handling their drinks – but it gives them a problem that they can help with at a lower level.

One important note about both of these examples is that they produce or increase emotional investment in whatever the secret is about. Usually, by the time the secret is revealed, characters will have been interacting with that element of the world long enough to already have some opinion of it, and the revelation of the secret will increase that dramatically ((Heh.)). It may also change the polarity of the emotion associated with the element: a villain turns out to be working to save the world, the friendly priest actually sacrifices children, whatever. Either way, if the secret is good, the cool is enhanced.

Some Secrets

I no longer have the Secrets Deck ((Or the setting document. Computer drive failure is vicious.)), but here are some examples of things that I can remember:

  1. The Mother and Father – the primary god and goddess in the cosmology of the world – had almost destroyed themselves working the magical cataclysm that destroyed the ancient Dragon King empire and freed the other sentient races from slavery. They have been slowly dying for the past 10,000 years or so.
  2. The Three Who Fled – Dragon Kings who had escaped the cataclysm by ascending to godhood as Lord Mourning, Lady Spite, and the Smiler ((Yeah, the naming and style are stolen directly from the Ten Who Were Taken in Glen Cook’s most excellent Black Company series.)) – had corrupted the current Primarchs of the church of the Mother and Father.
  3. Lady Elorewyr, ambassador for one of the kingdoms to the High Seat – essentially, this world’s United Nations – is actually a demon in disguise.
    The same kingdom, renowned for its harsh treatment witches (those with psionic power), was secretly run by a hidden cabal of witches serving as advisors to the noble families.
  4. The footprints of the saint of travel where he first set foot on the main continent had the power to transport any who stood in them anywhere they wished to go.
  5. A noble family in another kingdom were plotting to put their eldest son on the throne of the kingdom ((This one was especially fun, because said eldest son was one of the PCs, and we had some good times playing with his loyalty to family and nation. His duel to the death with his father is one of the highlights of the game.)).
  6. Four powerful oracles, the Weirds, were lost in the cataclysm, but could be found in hidden, remote locations, and would prophesy for those who brought them offerings.
  7. The ghost of a king who had gone mad and starved his capital city mostly to death was pinned to the mountainside where his rebelling citizens had crucified him, and was doomed to remain there until he had fulfilled a task set for him by the Mother and Father – delivering a message to the prophesied saviours of the world ((These were, of course, the PCs. Or rather, the PCs were in the running for this; I was playing with the idea of prophecy as a set of requirements, rather than a prediction.)).
  8. One Dragon King sought to aid the other sentient races in obtaining their freedom. Called the Turncoat, he prevented five other Dragon Kings from ascending as a five-part god capable of throwing down the Mother and Father, and has remained locked in battle with that creature in the 10,000 years since the cataclysm, at the heart of the blighted area in the centre of the continent.

Now, the first item and the last item on the list were the core of the overarching story of the campaign, as the characters slowly uncovered the secret of the dying god and goddess, and went to free the Turncoat from his eternal torment by defeating the Dragon King god. They don’t really illustrate the point of emergent storylines because of that, but still illustrate the use to which I put the Secrets Deck.

The Secrets Deck and Scenarios

So, armed with this deck, I would come up with a scenario, like going into the Blight – the area at the centre of the continent still stained by the magical cataclysm – to help a small group of settlers with their black dragon problem. Then I would pull a card, and maybe get secret #2, about the Primarchs of the Church being corrupted. I would then try to work in a hint about that.

How direct the hint would be was determined by how big the secret was, and how ready the characters were to do something about it. This one is a pretty big secret – the equivalent of the Pope and the Dalai Lama being revealed as satanists – and it’s not really a thread that the characters could pursue at the current level. In this case, perhaps the hint could be a village priest who is playing politics in the village, undermining the mayor and sheriff, playing up his status as the voice of the Church. This causes the characters to question the mandate of the Church, and they may do something to remove the priest. More importantly, it will sow a seed of doubt about the Church, and allow you to drop more clues that they will eventually assemble into a suspicion about the Church leadership, which will come into play at higher levels, when the characters may actually meet the Primarchs.

If, instead, I had pulled up secret #4, well, that’s something that I could be far more open about. Access to a great teleport point is a valuable thing to adventurers, but this is a stationary thing, so it’s not game-breakingly powerful. Still, I don’t just want to hand the secret to them. Maybe the hint in this case is a body dressed in the vestments of the travel saint’s order stuck in an old well in the ruins, skeletonized by scavengers, with a rotted, mangled book in his pack with a shredded page talking about him sneaking to use the footprints of the saint in order to follow up hints of a valuable treasure. Don’t say where the footprints are, so if the characters want to follow this up, they need to figure out who this priest is, where he’s from, and then go snooping for the footprints.

Now, it’s usually enough to drop in a single secret in a given adventure unless you’re trying to build connections between two secrets ((I’ll deal more with that in a later post.)). Too many unrelated secrets are distracting and misleading, causing players to make associations that don’t actually exist ((Although, they could, if they’re cool enough. I’ll talk about that in a different later post.)), and diverting them from the main goal of the scenario, whatever that is. If the adventure is really long, stretching over several sessions, you may want to pull another secret at the half-way point and lay in a hint about it in the last half of the adventure, when there’s sufficient separation from the first hint that it won’t confuse anything.

Other Uses of the Secrets Deck

Remember the original Keep on the Borderlands? Like many gamers my age, it was my first module. One of the things that really sparked my imagination was the table of rumours in it. There was a mechanic that could allow the players to know certain things about the hazards they would face in the adventure ((And some of them were wrong! THAT was sheer brilliance, in my opinion.)).

You can use your Secrets Deck either as a rumour table on the fly, or to pregenerate a rumour table that you can roll on when you want to, well, disseminate a rumour. Rumours work just like hints in scenarios, except they’re explicitly things that one person says to another, and they might be wrong. Even if they are wrong, they still draw attention to the element the secret is about, and that gives some information to the characters. It’s a subtle way of working in information, and some players really like the sense of accomplishment when they weed out inaccurate information from accurate information.

Now, rumours don’t just have to be things overheard in a bar or at the market. They can be legends, letters, ancient records, whatever. As long as it is information coming from one person to another (or many others). Patrick Rothfuss makes great use of legends about secrets in The Name of the Wind and Wise Man’s Fear, so take a look at those books for inspiration ((Actually, if you haven’t read those books, you should do so, whether you care about gaming or not. They’re great.)).

When I ran Broken Chains, I used the Secrets Deck to drop hints into the news stories in the campaign newsletter I sent out before each session, too. This plays into the idea of Sandboxes, which I’ll deal with in more detail in a future post, but mainly it was my way of accomplishing two things. First, it made me feel like I hadn’t wasted a whole lot of work ((Yes. Doing a whole lot of work on the newsletter was my way of feeling that I hadn’t wasted previous work I’d done. I don’t really know what the hell is wrong with me sometimes.)) coming up with all those secrets. Second, it helped me with one of the primary goals I have in any campaign, which is to make the world seem as if things keep happening even where the characters aren’t. I don’t really recommend doing a newsletter like I did – though it worked to great effect, it was a lot of effort – but if you’ve got a forum or wiki for your game, you could do worse than seed some news stories there, using the secret deck.

The Big Reveal

The revelation of a secret from the Secrets Deck should spur action by the characters. Which means, it should lead to an adventure that resolves the secret. The core of the secret should be cool enough, and compelling enough, that it motivates the characters to do something, and that something should be cool enough to merit the attention they’re paying to it.

For little secrets, like the former-assassin-bartender idea above, that can be pretty direct: go to the city, find the gang leader, and kill him. For big secrets, like the demon prison below the bar idea, it can be more involved: go down into the prison, find that the demon is stirring and has corrupted his jailer, so that the characters have to seek out other members of his order to get the information about the Golden MacGuffin, retrieve said MacGuffin from the Lair of Evil Badness, and bring it back to kill the demon and free the bartender.

Even little secrets, if the players are interested enough, can spawn involved adventures at their revelation. Instead of just killing the gang leader in the above example, maybe the characters have to dismantle his byzantine criminal network piece by piece, forming alliances with rival gangs and citizen groups to gather information and support for the final confrontation. If the players are extra-excited when they find out the secret, and immediately start putting together a lengthy and involved plan to deal with the revelation, sit back and let them plot, and savour that warm glow that you get when you create a moment in the game when the players care enough to go the extra mile. You’ve won roleplaying, at that point.

On the other hand, if they look at the revelation and go, “Crap. I guess we better take care of this before we get back to looting dungeons,” it’s time to hand them a simple adventure to resolve things. So maybe they just have to go down into the demon prison and defeat the Underdark invaders who are tampering with things, and then everything is fine again.

 

That’s about all I’ve got to say about the Secrets Deck. I’m off to GenCon next week. When I get back and get recovered, I’ll post about Sandboxes.

Meantime, you can look for some GenCon posts here starting on Wednesday when my friend Clint and I set off on our annual pilgrimage.

Do: The Beginning of the Pilgrimage

I haven’t received my print copy of Do: Pilgrims of the Flying Temple, yet. According to pictures on the Kickstarter updates, Daniel Solis is busy signing and doodling in it as we speak. But I’ve got the .pdf of the game, and The Book of Letters, and I browbeat a group of my friends into giving the game a try last night.

I printed out the quick play reference sheets for the game, along with a batch of the letters with ten goal words each. About forty-five minutes before the game, as I was laying things out on the table, I realized that the black and white dice I use for Fiasco weren’t going to work as stones in the game, because I only had 24 of them ((Yeah, I know, when you need 20 each white and black stones, 12 each white and black dice aren’t enough. Somehow, I had overlooked that.)). So, that meant a rushed trip down to Dollarama looking for something to use.

I found some stones that would serve, though they were larger than I had wanted ((They were flat and about an inch across. Made it difficult to mix them in the bag and to draw them. The store had some of the smaller, bead-like stones, but they were all the same blue colour.)), and made it back about five minutes before my guests showed up.

When everyone was assembled, I gave a quick rundown on the background, the game mechanics, and we created our pilgrims. Then, I passed around the letters I had printed out, and we picked out one to answer. After a little bit of discussion, we settled on the letter from p12 of The Book of Letters, and we got down to it.

Here’s the story ((With a little bit of editing for clarity and tense as I type it in. What can I say? It’s a sickness.)) we came up with:

Happy Ox flew into the middle of the war and began batting the flaming boulders away. He foolishly knocked rocks into the tent of the favourite concubine of one of the rulers.

Lucky Path rescued the concubine from the wreckage of her vanity ((The goal word here was vain. There was some discussion of whether vanity as a noun was acceptable, but as Clint pointed out, this is a game about writing and words, and if we can’t use a little word-play, we’re kind of missing the point.)), but while pulling her out by her hair, her wig came off, revealing her to be a man. To save his life from the angry man, he ran through the vanity and came out looking like the concubine.

The violence and bloodshed of the war caused Moonlight Knight to start shifting into her werewolf form. A group of soldiers start chasing innocent civilians, and she threw herself in front, defending them with her magical armour.

Mocking Spirit attempted to negotiate with the vain rulers, but couldn’t help making fun of them, offending them both.

Princess Pandemonium scolded the rulers like naughty children, earning their hatred. In pleading her case, the Princess confused the two rulers about what the original quarrel was about.

Happy Ox flew down to lift the boulder off the concubine’s tent, and starts cleaning up the mess he had made. He tried to rescue Lucky Path, still disguised as the concubine, and the honour guard were convinced he’s abducted their ruler’s favourite concubine.

Lucky Path, caught up in the moment and flattered at the attention, gives Happy Ox a big kiss on the cheek, which caused him Ox to drop him in confusion, revealing Lucky Path’s identity. Lucky Path took to the air, once his identity was revealed, and fled the field.

Moonlight Knight convinced the rulers of the misunderstanding involving the courier delivery. They ended the war, but declared Moonlight Knight the queen of both factions.

Lucky Path was showered by flowers, thrown by both men and women.

Mocking Spirit summoned the war dead; shamed by their actions, people of both nations changed their ways.

Princess Pandemonium left the people with confused memories of what happened, leaving them unable to blame each other.

Happy Ox missed the victory parades and feasts, hiding out from the honour guard, and rejoined his companions as they left the world.

Moonlight Knight barely escaped from the world, chased by two unwanted and overwhelming suitors.

The End

It took around two-and-a-half hours to play, and we had fun. Some important points:

  • I think I should have just picked the letter before play began, and should have gone with the Swallowed Whole letter in the rulebook. The letters are (mostly) long enough that it took a while for everyone to even just skim them, and it delayed the start of play with little real benefit.
  • The game fills the same niche as Fiasco, but is really very different in play and feel, though it may look similar on the surface. We had a bit of a disconnect here, and went into the game expecting a different experience. As one player pointed out, Fiasco is a game for actors, and Do is a game for writers.
  • This is a story game, not a roleplaying game, and that was another bit of a disconnect. There is less immersion in this game, as you take a step back from character to write the action, rather than stepping into the character to play the action.
  • It’s good to have some familiarity with the source material. This is a quirky, light-hearted game, and needs the right mindset for play. It took us a little while to get into this.
  • It would be helpful to scale the timing of the endgame for the number of goal words in the letter and the number of players. With only ten goal words and five players, there is no tension, no pressure, no reason not to play very easy and safe. I would recommend choosing letters with at least three goal words per player, or call the end game at a smaller number of stones.
  • If, like me, your handwriting sucks, it’s not a bad idea to appoint a scribe for the session – someone with legible penmanship ((Or in the case of Sandy in my group, beautiful penmanship.)). One of the cool aspects of the game is the creation of the physical artifact of the journal, and the nicer it looks, the cooler it is ((Sandy even added some little doodles.)).

As I said, we had fun, once we got past our mismatched expectations. I hope to work it into the schedule again soon, because I think that it’ll run smoother and more coherently with more experience.

Let’s See What Happens: Emergent Campaign Storylines

Let me get this out up front: I like campaigns that tell a story.

When I create a campaign, I always try to have it tell a story ((Though, to be fair, it’s usually more like a series of books with a through-line of metaplot than like a single book, if you see what I mean.)). Sometimes, as with my Broken Chains campaign, I know what the end of the story is when I start the game, but sometimes, as with my Armitage Files campaign, I don’t.

But I need to.

Once upon a time, I ran an Unknown Armies campaign. It went very well, right up to the last few months, when it suddenly lost steam and petered out. In retrospect, I can see what the problem was: I had reached the end, but didn’t stop, and so the game lost power, motivation, and direction. I wasn’t able to provide a new direction because the story had been told, and I didn’t have another one to tell right then. I hadn’t recognized the end when it came up and bit me ((Really, I mean, I should have seen it. The PCs brave the mystic gates of Central Park to retrieve the gun that killed Dutch Schultz from the Lady in the Lake and deliver it to the True King of New York. Along the way, they face their deepest selves, and manage to destroy the doppelganger that had been haunting them since the first session. How did I not see that was the end of the story?)), and so the game died an ignominious death, rather than going out on a high note.

That’s why I need to have an end.

But what if I don’t have one when I start?

The Secrets Deck

Ray Winninger wrote a series of articles in Dragon magazine many years ago that should be required reading for anyone starting any kind of campaign. It was called Dungeoncraft ((I’m not going to include a link here, even though I think everyone should read it, because I’m not sure who owns the copyright to those articles. That said, thirty seconds worth of searching will find them on the web.)), and while it dealt mainly with D&D, there was a lot of great, solid advice in the series for anyone running any kind of campaign.

One of the best pieces of advice in those articles is the construction of a Secrets Deck. This is a simple idea: for each major thing that you create for your campaign world, come up with at least one secret about it, and write it down on an index card. Once you’ve done the initial brainstorming for your campaign, you should have a healthy little stack of cards. Then, when you come up with a scenario, give the cards a shuffle, draw one (or maybe two, if it’s going to be a big scenario) and work a clue about that secret into the adventure.

Now, how big a clue you work in will depend on how big and cool the secret is. If it’s something that affects the whole campaign, you’ll want to be subtle and careful with the clue, so that you don’t blow any big surprises. If it’s something that only affects a small portion of the campaign, it can be more blatant, and can lead to a short series of adventures as the characters follow it up.

I used the Secrets Deck extensively during Broken Chains, both working it into the adventures, and in the in-game newsletter that I distributed before every session ((This was called The Gazette, and had a number of news stories, a Q&A column, articles on history and legend, and a recap of the last session. Yeah, I made a new one before every session. I had a lot more time back then.)). It provided a number of side quests during the campaign, and helped me fill the time until the characters were tough enough to take on the big bad at the end of the story.

Sandboxes

Providing lots of options is also important in developing the campaign storyline. The Armitage Files is a brilliant example of this, throwing mountains of unexplained clues at the party. City creation in The Dresden Files RPG does this in spades, and incorporates a heaping helping of the next couple of topics, as well. Now, on the surface, it seems kind of counter-intuitive to provide too many options when you don’t know where you’re going, but the reality is that it both reinforces the feeling that the world is bigger than the characters, and provides players with a sense of self-determination.

This latter bit is especially important as you start gearing up to a finale. If players can look back and see places where they could have made different choices, then they don’t feel railroaded into the climax ((This is true whether or not the choices would have made a difference or not. It’s all about the perception of free will. Which may be a topic for a future post.)). That, in turn, gives you player buy-in, and a much more satisfying finale.

Having lots of choices for players to explore also gives you plenty of places to seed in your secrets from the Secret Deck, which leads us to the next topic.

Watch Their Eyes

Once you’ve got your secrets and your sandbox set up, let the players loose, and pay attention to what catches their interest. See what clues they pick up on, and whether or not they want to follow up on them. After a few sessions, they should have enough hints that they start really paying attention to one or two specific threads that you can then flesh out, building them into more explicit ((Not that kind of explicit!)) scenarios. The smaller secrets may get resolved this way, and the bigger secrets can reveal more layers to themselves.

Don’t discard things that they didn’t pay attention to, though. Keep those in your back pocket for when you need them. There’s a special kind of GM glee that comes only when you trot out a plot development that you hinted at ten sessions ago, but no one paid any attention to ((Is this making any of my players nervous, yet?)).

It may seem obvious, but I better say it right out. If you collect the threads that your players like, you will have a collection of threads that your players like. Picking from these for the next step makes sure that you’ve got emotional investment in whatever your story turns out to be, because they’ve already bought into the constituent pieces.

Make Connections

Once you’ve got a good idea of which things your players are interested in, take a look at them for any common elements or themes. There’s usually one or two underlying similarities that can let you turn four separate mysteries into one grand conspiracy worthy of being the main storyline of the campaign. For example, in Broken Chains, I was able to tie corruption in the church, discrimination against psionics, and legends of an ancient kingdom into a single plot that had a demon backing a psionic clan secretly controlling a nation renowned for their tendency to burn psionic-using creatures at the stake. All of a sudden, three different problems came to a head in one vast conspiracy and a battle against a demon and her construct built of thousands of self-aware psi crystals ((Remember that one, guys? That was fun.)).

Once you’ve got an idea of what the main thread is, look at the other secrets – the ones the players didn’t pay attention to. See if any of them fit in, or could be made to fit in. Don’t go too far with this, though; it will start to strain verisimilitude if everything odd in the campaign traces back to one source. But look at rival factions, or themes that contrast nicely to accentuate the main theme. Look for something that you can tie retroactively into the main story, so that your players see that the threads reach all the way back to the beginning of the campaign.

Some themes are spelled out at the beginning of the game – DFRPG city building does this explicitly – while some emerge during play, like the ideas of higher dimensions and the nasty observer effect that’s coming up more and more in my Armitage Files game. Either way, you’ll see some commonalities coming up, so make note and use them. This lends your game consistency of theme, mood, and flavour ((Which is not to say you can’t break from these commonalities from time to time, but you’ll do it more deliberately, and everyone will recognize when you’re back on the main track.)).

Give Your Head a Shake

Once you’ve got that worked out, take a step back and look at your central story objectively. Does it work? Is it cool? Does it require stupidity on anyone’s part ((This is a surprisingly important question. Plots that require someone to be an idiot are bad plots. You will run up against players who will ask, “Yeah, but why don’t they just do X?” and all of a sudden you clever conspiracy is revealed to be completely hopeless. Rule of thumb: compare it to the Evil Overlord list, and look for similarities.)) ? Shore up the weak bits, add cool as needed, and pull out the stupid. Be ready to kill your darlings if they aren’t working, and always, always, always keep both the characters and your players in mind as you examine the idea for cracks.

I like to run through a few cycles of the Walt Disney Method with my fleshed out idea to make sure it’s workable and fun.

Discard Liberally

When you hit the play button, be ready to toss out a lot of what you’ve done. Players will, as players do, come at your story from an unexpected angle, with a strange plan, and completely unforeseen resources. They will bypass sidelines that would have given them fresh information, and run into areas that you haven’t planned, or even thought about.

If that’s the case, why do all the work? Eisenhower said, “Plans are worthless. Planning is essential.” That pretty much applies here. With the planning you’ve done, you’ll have the foundation you need to adjust things on the fly, moving important elements into place for players to encounter them, and improvising with confidence when you get caught off-guard.

So, What Have We Got?

I find that, when I through the steps I’ve talked about above, I wind up with a campaign storyline that has emerged during play, and has the following advantages:

  • It fits the game that we’ve been playing. Because it’s come out of play, it’s got roots in the game, and everyone can see them. It also can look as if I had the whole thing planned all along, which just reinforces my sense of GM omniscience.
  • The players are invested in the story, because I’ve drawn it from the things that I’ve seen that they’re interested in during play.
  • There is less sense of railroading, because at least the early choices in the campaign were completely free. Characters remember that, and later constraints on their choices seem more like consequences of their actions, rather than GM fiat.
  • It’s flexible enough to handle what the character throw at it, because I’ve been paying attention to how the players play, and have a good enough idea of what’s going on that I can adapt it at need.

Last Words

Once you’ve got your storyline, that’s not the end of the job – it’s the beginning. The end comes when you and your collaboratively play through the story and find out what really happens.

Anyway, that’s my take on it, and what works for me. Anyone else have any tricks for pulling a throughline out of a campaign in a similar fashion? Let me know below.

Feints & Gambits: Beer Bash

Friday night was the latest Feints & Gambits session. I had four players for this one, and by Thursday, I had no idea what the scenario was going to be, but I wanted it to be quick enough to run in a single session, but still fun. I mentioned this on Twitter, and got this reply from @HarriedWizard:

@Neal_Rick Look up my “Last Call” case file. Pretty good stuff there.

I’d been avoiding drawing too heavily on the source material for scenarios, because most of the players have read the entire series. Also, as the game is set in Dublin, it takes some tweaking to make the (very American) stories fit the city we had created for play.

But this story was about beer, and if I can’t work a story about beer into a game set in Dublin, I’ve got no business running games at all.So, I yanked the basic premise of the story ((Beer that makes people go nuts.)) and the complication ((The beer is going to be distributed at a football game.)), and twisted them around a little.

First off, I decided to go for a very Irish ((At least, as “very Irish” as a Canadian boy who’s never been to Ireland can get.)) replacement for the football game, and made it a hurling match, held at Croke Park. Then I had to decide on the beer. The first instinct was to make it Guinness, but Guinness has a very special place in this game, and I didn’t want to mess with that. I decided it was a microbrew, called Forth Ale. And I had to change the villain behind the plot – well, I didn’t have to, but I wanted to make things a little different from the story as to involved parties and motivation, and I had a great candidate in the offing.

Amadán na Briona, the Fool of the Forth. This is a nasty legend of a powerful, cruel, trickster faerie, who is known for driving mortals mad on a whim. He’s also the ancestor of Firinne, our changeling player character ((Firinne wasn’t at the game, and I’m interested to hear what her reaction to this is.)). This is a departure from what the characters seem most preoccupied with, right now, which is the whole ghosts-are-free thing they caused, but I did that very deliberately for a few reasons:

  • First, during city creation and character creation, fey politics and game-playing was, far and away, the most prevalent element that came up, and I don’t want it to fall by the wayside.
  • Second, I want to make the point that the freed ghosts are causing problems on top of all the regular problems the characters deal with.
  • Third, I didn’t want to get in a rut with a whole bunch of ghost stories. They tend to lose their impact if grouped too close together.

Now, Amadán is someone I want to be scary, mysterious, and too powerful for the characters to go after head-on, so that meant I needed to give him some catspaws, and that easily fell to the Snowbirds, the Winter Court street gang. I was working that stuff out, when it occurred to me that, if I kept using Winter as the antagonists, Summer would come across as too much the good guys. Besides, making the Sunshine Boys (the Summer Court gang) the bad guys here would keep the group guessing a little longer.

I also wanted a different climax from the story ((Go read the story if you want to know what that is.)). I thought it would be fun to have the characters actually helping the Snowbirds destroy the beer, fighting against the Sunshine Boys.

So, with this fleshed out, we started Friday evening with a bar brawl ((We pretty much had to, because Nate wasn’t there. It’s become traditional to have a bar brawl when his bar-brawl-loving character isn’t with the group.)) at Cohen’s which is the pub that Aleister lives above. I decided I wanted to give him a chance to use some of the combat skills he’s invested in, so I had him hear the beginning of the brawl, rather than just see the aftermath. He waded into the fray, and managed to save the life of the barman, though he got beat up a bit in the process.

He also managed to call the other characters for help in the middle of the fight, which I thought was pretty groovy. They showed up in the aftermath, of course, when the bar was surrounded by police. Kate wrapped herself in a veil and went in to check on Aleister, while Mark and Rogan went chasing off after some young fellows who were watching the bar wearing Sunshine Boys colours. The fey gentlemen in question weren’t very forthcoming with information until Rogan shifted to smilodon form, knocked them into a dark alley, and sat on them. Unfortunately, they didn’t have much in the way of information to give, but Mark managed to exact the promise of a service from them in exchange for letting them go.

One thing they did mention was that whatever was going on must have been big, because the Black Cat was involved. Rogan had heard of the Black Cat, a sort of boogeyman the fey used to scare each other. He was supposedly a nasty that showed up when mortals were being messed with and slapped down anyone taking advantage of the poor, magicless folk.

Inside the bar, Aleister answered some questions from the police, and met Inspector Gene Hunt ((Yeah, he’s patterned after the character from the UK TV series Life on Mars. It’s just such a good character, we decided to use him.)), who had taken charge of this case. Mark recognized him when he left, and filled in the rest of the gang on his reputation as quite possibly the hardest and most cunning copper in Dublin, and someone to steer well-clear of. Rogan began suspecting that he might be the Black Cat.

Once the police had cleared out, the group cheerfully violated the crime scene and began snooping around. They quickly discovered the enchantment, and tracked it to the beer, and then found a single unbroken bottle of Forth Ale that had rolled under the bar. Mark looked at it with the Sight, and got a good look at the nightmares that had been poured into the bottle. He also saw that the label said, instead of Forth Ale, A. na Briona, and worked out what that meant.

Snooping in the pub’s office turned up a flyer, advertising Forth Ale, and showing that the brewer (whose name, address, contact information, etc., was nowhere t be found) had provided ten cases as free samples to Cohen’s, and was planning on distributing thousands of free samples at Croke Park the next day at the hurling match. With the kind of thing that had happened at Cohen’s, and what Mark had seen in the bottle, they decided that would be a very bad idea.

They split into two teams, then. Aleister and Rogan went to tell Inspector Hunt about the threat, while Mark and Kate went out to Croke Park to see if they could forestall things before the game the next day. Rogan and Aleister tried to play on Rogan’s family name and her position in society, which did not sit well with the good Inspector, so he made things difficult for them – right up to the moment Rogan decided he couldn’t push her around, and shut him down. He backed off at that point ((But this is Gene Hunt. He’s keeping score.)), and said he’d look into things. At that point, Rogan and Aleister headed out to Croke Park to meet up with the others.

The others had found the loading doors at the park, which was apparently being watched by mysterious figures in the shadows. As they were trying to decide what to do about that, there came a tapping at the car window, and a pixie in Snowbird colours asked if they were there to get the beer, too. Mark arranged with the pixie that the rest of the Snowbirds hiding off in the darkness would charge the building when Mark approached it to draw out the defenders. At this point, Rogan and Aleister showed up ((Thanks to a Fate Point spend from Rogan, invoking her Right Place, Right Time aspect.)), and everybody decided to head for the doors at once.

Well, a swarm of pixies came in out of the dark, while the loading doors started rolling up and an army of leprechauns came storming out. Other fey from both sides came crashing together, a total of 150 to 200 faeries, and the characters decided that maybe they were a little outmatched to fight their way through. Mark and Kate collaborated on a fast thaumaturgical veil ((They’re getting pretty good at working together.)) and group slipped through the melee to get inside, where four semi trailers were parked, each marked with Forth Ale signs.

Cowering down behind the trailers, Mark worked a ritual with the bottle he still had from Cohen’s, and shattered all the bottles in the trailers. Unfortunately, that pretty much gave away the fact that the characters were there, and everyone turned on them. Aleister and Rogan held off the angry Summer fey while Kate used a potion to dissolve the locked door into the stadium itself. As people started escaping, Aleister shot one faerie dressed in silver armour through the eye, prompting another to challenge him to single combat. Before Aleister could reply, Mark filled the air with shrieking, grasping spirits ((Basically the Whirlwind spell, modified to use Spirit instead of Air.)), letting everyone make a clean getaway.

That’s where we left it. I’m pretty happy with the session; it’s left some interesting questions to be answered, and I managed to do a little better than usual at keeping the Fate Points flowing. All in all, fun stuff.

So, thanks again to @HarriedWizard for pointing me in this direction. I owe you one.

New Centurions, Issue #11: Fear in Provence

Last Saturday was the latest game in Clint’s BASH campaign. I was hoping to have something ready to take over and GM, giving him a chance to play, but work has been kind of insane the past few weeks, so it didn’t happen ((This time. I’m working on it, Clint!)).

Anyway, the session started with us interrogating Nightshade, a villain we had first met waaaaay back at the beginning of the campaign ((When it was run using the Icons system and we only had three players.)), when he took Queen Celeste hostage and freed the holographic Dr. Methuselah from his… stasis, or whatever it is ((We still don’t know, and I’m waiting for the other shoe to hit us squarely in the back of the head.)). He had turned up again during the Illithid Invasion, when an ally of ours captured him robbing a jewelry store during the panic.

Now that things had settled down somewhat, we decided to interrogate him. He turned out to be a cape-for-hire, very much like Lady Crimson, except not completely psychotic. After some negotiation, he revealed that he had teleported out of the Century Club with Dr. Methuselah to a location he didn’t know the location of. Somehow, he had been given knowledge of how to teleport to it, without actually knowing where it was. Also, his employers had given him a magnetic stripe card that allowed him to interact with Dr. Methuselah ((And presumably the other frozen, insubstantial folks in our lobby.)) as if he were solid, but he had left it with Dr. Methuselah when he delivered him.

We agreed to release him, in return for teleporting us to the same place he had brought Dr. Methuselah, and then let him go ((S.P.E.C.-T.E.R. wasn’t very pleased with that, as he was a criminal in our custody. However, by pitching it as giving Nightshade a head start before we came after him, S.P.E.C.-T.E.R. was somewhat mollified.)). There was some discussion of just S.P.E.C.-T.E.R. going along on the first teleport, to get a GPS fix on the location, but I pointed out that this might mean S.P.E.C.-T.E.R. was teleporting alone into a very dangerous situation, and it would be better if we went in force.

This turned out to be a good idea: whoever had built the place where we arrived had lined the destination room with high-powered lights, dispelling the shadow, giving us serious sunburn, and rendering Nightshade – who relied on shadows for his power – useless, as well as just about killing him through his vulnerability to bright light. S.P.E.C.-T.E.R.’s resistance to heat and radiation helped him stay active, and we got Nightshade wrapped in Queen Celeste’s coat and hunkered down behind Widomaker’s force field, while everyone went to work smashing the lights.

I gotta say, it was an ingenious, challenging, and flavourful supervillain trap, and I tip my hat to Clint for coming up with it ((Especially as I discovered later he wasn’t really expecting us to go this way, and came up with the trap on the fly. Kudos.)).

Once we had defeated the trap, we climbed out through the ceiling to explore the rest of the complex. My locators told me we were in southern France, in the Provence hills, and the tech of the installation looked to be WWII-era. We found a whole bunch ((Forty or so.)) of robots from that era that activated and attempted to attack us. I spent my Hero Die at this point to have S.P.E.C.-T.E.R. use his radio connection as a power stunt to shut them down, and then we got out of there.

To Paris.

There, Nightshade left us. Widowmaker doesn’t have the range to teleport us all the way home, so we called Aegis, and got them to arrange a safehouse for us. That gave us a chance to examine the footage of the robots, and we determined that they seemed to be modeled in a chess motif. There was no record of such robots being used in WWII, and the co-ordinates we had for the complex turned up no record of military or scientific installations there. Satellite imagery showed only an old barn on the site.

So, after reporting in to Shannon and getting a little rest, we headed back to the site, via Widowmaker’s teleport ability. We popped right down to where we had left, and found a number of Pawn robots, along with a Knight robot, ready and waiting for us. This time, S.P.E.C.-T.E.R. couldn’t shut them down, so we had to do it the hard way.

By the time we finished that fight, it was around 1:00 in the morning, so we called it there.

One other thing worthy of mention: After our discussion last time about the Hero Point Economy, Clint went out of his way to keep them flowing out to us, and I think that really helped the game move along, and get people doing riskier things. Something for me to keep in mind for tonight’s Feints  & Gambits game.

From the Armitage Files: Desperation

**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**

Last Saturday was the latest installment of my Armitage Files game. We picked up pretty much right where we had left off the previous session, with the investigators returning from Rot Tal to Arkham. The group had told me – via e-mail between sessions – that they intended to continue to investigate Edwin Carsdale and the Society of Syncretic Inquirey, but they hadn’t provided any real specifics about how they intended to do that, so I started things off by asking them what they had planned.

Solis wanted to look into the possible connections between Carsdale and the Donlands-Fuschack gang of bank robbers out in Montana ((This is one of the threads mentioned in the source document.)), and the fortune teller they apparently consult. So, he sent off a telegram to a contact in Billings, and got the names of three fortune tellers that had licenses and registered places of business in Montana ((I’m not sure if they still intend to follow up on this after this session.)).

Moon took some time to get his insurance money and start setting up his new shop. He was visited by Carsdale, whom the group believed was responsible for the firebombing of Moon’s old shop. Moon decided to play it cagey, and blamed the firebombing on anti-Semitic sentiments in the community. Carsdale seemed shocked to hear this ((Though according to Moon’s Assess Honesty, he was actually more amused.)), and, as a show of support, asked Moon to find him three rare books ((One of them a mythos tome, which he added to the list to see how Moon would react.)). It became pretty obvious to both that they were dancing around each other ((Moon had no interpersonal skills to counter Carsdale’s Assess Honesty. This prompted the quote of the game: “Fuck! I need some fucking people skills!”)), but neither was going to give the other the satisfaction of breaking character first.

Roxy, meanwhile, left town, assumed a new identity, and went to Kingsport to follow around Frost, one of the other members of SOSI who seemed to be in the inner circle with Carsdale. After about a week of this, she got bored, and decided to make something happen. She sent Frost a vague and threatening note, alleging that she knew something Carsdale was keeping secret. Well, Frost showed it to Carsdale, and mentioned that he had seen Roxy Crane in Kingsport ((Roxy is great at being sneaky, but a sucky roll is a sucky roll.)). Carsdale thanked him, and decided to take action.

A few evenings later, Roxy was attacked in her home by… something ((Okay, it was a dimensional shambler.)). She couldn’t see all of it, only the horrid mix of ape-like arms and insect appendages that seemed to reach out of thin air, from all around her, to try and grab her. She tried to run, she tried to shoot it, and almost managed to get away, but I got lucky right at the end. It grabbed her, and yanked her out of reality.

At this point, I left Roxy’s player wondering if she was dead, and moved on to the other players, who had been listening to this little encounter open-mouthed and wide-eyed. It was somewhat similar to when I had had the nightgaunts snatch Solis, but a little harsher, and I wanted everyone to be uncertain about her fate ((It worked well. Sandy even started working out a new character to continue the game.)) for a while. Especially because I was unsure about it, too.

So, I mentioned to the others that their characters hadn’t heard from Roxy in a couple of days. They jumped at this opportunity to go to her rescue, tracking her to Kingsport and the rooming house where she had been staying. There, they found some strange gouges on the floor and one of the door frames, and an investigation of her belongings showed her pistol had been fired twice. Unsure how to proceed, they recruited Roxy’s driver ((Roxy is a rich girl who got rich through crime – her own, and her family’s. Her driver has some useful skills.)) to help them kidnap ((I teased the gang about how well their kidnapping of Kittrell had gone for them, but they pointed out, quite rightly, that I had started it this time by kidnapping Roxy. Fair enough.)) Frost to interrogate him.

In an abandoned gas station on an old country road, Moon and Solis used a combination of Intimidation and Reassurance to good-cop-bad-cop Frost, who admitted that he had tipped off Carsdale, and that Carsdale was leading a few members of the group in certain experiments having to do with gaining access to higher spatial and temporal dimensions. He even claimed to have a page from one of Carsdale’s journals ((This was a document I threw together by snatching selected passages from Dreams in the Witch House, working in a Mandelbrot image (rotated to look kind of like a snowman), and a mention of strange crystals and joint pain. I produced it as a hand-out for the group.)) that described some of the effects of the experiments. He turned it over to the investigators in return for his life and the life of his wife.

Now convinced that Carsdale had Roxy – or at least knew what had happened to her – they decided to go snatch Carsdale and get him to tell them what he knew. At this point, I switched back to Roxy, to tell her how she was dragged through a different dimension (description drawn from Dreams in the Witch House) by a creature that was hard to describe because she was looking at it from all angles at once, but it seemed to have some hominid features, and some insectoid features, and four limbs ((Which was at odds with the number of limbs that had reached through to grab her. She figured that it must have reached through from different higher directions with the same limb.)), and that it was propelling her somehow through the void. It dumped her out on a cold stone floor in front of Carsdale, who was gesturing with a strange knife. Before she could do much more than lift her head up, Carsdale left the room and locked it from the outside.

I jumped back to Roxy a few times in the rest of the evening, usually to make her make a Stability or Health check, as her days of captivity in a cold, damp basement took their toll on her. I had a bit of a countdown going – in X number of days ((I’m not going to tell the players how many, but it was close!)), Carsdale was going to come back and sacrifice her. The group didn’t know that, however; they just knew that she was slowly dying and going mad. Especially after she found the strange crystals on the floor of the room where she was being kept.

Meantime, her compatriots tracked down Carsdale at his Boston home and went to pay him a visit. They surprised him, and tried to tackle him, tie him up, and take him somewhere quiet to beat information out of him. Unfortunately, Carsdale did not co-operate, and somehow caused Solis’s hand to knot up and atrophy ((Okay, it was the Shrivelling spell.)) before they managed to knock him unconscious. They tied him up and gagged him, and Solis searched his rooms, finding no trace of Roxy.

What he did find was a key marked Farm, and a deed to a farm outside of the city. Going with the classics, they rolled Carsdale up in a carpet ((Actually, if I recall, it was a blanket, but whatever.)) and hauled him down to the car. Then off they went into the wilds of rural Massachusetts.

At the farm, they found Roxy in a cellar room, nearly dead of thirst – she’d been there for three days. They also found a small laboratory, a selection of strange tools, a scrapbook collecting accounts of encounters with higher dimensions, and this happy little statue, along with the tiny crystals they had encountered before at Monument creek. This was too much for Moon, and he took Carsdale down into the cellar and shot him in the head. Then, after the big Stability check for committing cold-blooded murder and violating one of his Pillars of Sanity, he was pretty much catatonic.

Roxy was also pretty much out of the picture, being in poor shape both physically and mentally after her ordeal, so Solis bundled them both into the car, set fire to the farmhouse, and went to investigate the barn. He found a few small pallet beds set up in one stall, near a small firepit with a spit across it. And a swarm of flies in a stall farther back that he didn’t want to investigate. So, he just tossed a stick of dynamite into the firepit, and they got the hell out of there as the explosion brought down the old, rickety barn.

That was where we left things. They have essentially killed the SOSI, but they still have the weird link to the bank robbers in Montana if they want to follow up on that. Otherwise, they’ve got several other leads in their documents to pursue. We’ll have to see what they go after next.

One other thing to mention: there has been some talk amongst the group about how they’re going to have to start collecting some of the evil tomes they come across, rather than just burning them. To that end, I created a new tome for them to find this game, and they did. I think they plan on keeping it. Here’s the write-up I gave them:

A Discussion of Higher Dimensions

This book is a collection of thirty-four diary sections and other handwritten documents bound into a quarto book. Some of the pages are folded to fit within the bindings, and some are attached to larger pages with binding tape along one edge, allowing smaller pages to be anchored into the book. Each of the entries is the first-hand account of an experience wherein the writer perceived some aspect of higher dimensions, non-linear time, or the distortion of space.

Each entry is marked with a code number – no key is given as to what the number means – and is annotated with extensive marginalia, discussing possible scientific explanations for the events described in the main text. These notes are in a variety of handwritings, and each section ends with several  pages wherein the marginalia is developed and expounded upon, providing an extensive historical and scientific analysis of the event. There are ten pages between each entry, and from two to eight of these are filled with this summary and analysis.

Skimming the book provides 2 dedicated pool points for Anthropology, History, Physics, or Occult when dealing with the idea of higher dimensions or nonlinear time.

Poring over the tome provides +1 to your Cthulhu Mythos, or +2 if you have already experienced any of the phenomena the papers talk about. It also provides 3 points of Magic potential.

Spells

The analysis at the end of each section summarizes and distills the basic elements of the primary source in detailed scientific and occult terms. Of the thirty-four entries, nine provide enough detail that, in conjunction with other entries, the following spells can be derived:

  • Recipe for a Tincture to Effect a Temporal Dissociation (Compound Liao)
  • Meditative Principles to Expand Dimensional Awareness (Dho-Hna Formula)
  • Recipe for a Compound to Effect Dimensional Revelation (Powder of Ibn-Ghazi)
  • Speculations on the Causal Collapse of Living Subjects (Shrivelling)
  • Measures to Prevent Psychogogic Invasion (Sign of Koth)
  • Account of the Address of Higher-Order Predator Forms (Summon/Bind Dimensional Shambler)
  • Mental Collapse of Higher Dimensions into N-Space (Angles of Tagh Clatur)
  • Some Thoughts Toward Three-Dimensional Travel via Higher Dimensions (Create Hyperspace Gate)
  • Fragments of Rite Dedicated to Primitive Crossroads Deities (Call/Dismiss Yog-Sothoth)

It’s a pretty powerful, meaty volume in a very specific field of inquiry. But that field happens to be one that’s come up repeatedly in the game, and has become one of the central themes of the game. I’ve put in a bunch of spells, though the one most likely to use them (Moon) has already suffered some real blows to his Sanity, so it’ll be tricky. This may be a real leg up to the group, or it may be just enough rope to hang them. We’ll have to see how it goes.

I’m betting it goes badly.

 

 

Feints & Gambits: The Chain Hound of Pussy’s Leap

Last Friday was the latest session of my Feints & Gambits campaign. I had four players, and had planned to make this session much more focused, with a clear objective and a problem that could be solved in one evening, as a contrast to the longer, more sandboxy style of the last couple of scenarios. At the same time, I didn’t want to make things too straightforward; that always smacks of railroading.

This can be a fine balance to strike in a game like The Dresden Files RPG. To be faithful to the source material, you need an element of mystery and investigation, but this creates the hazard that the group will flail around looking for the plot coupon that lets them progress. If the coupon is too obvious, then they feel led around by the nose, which can make them obstreperous. Telling the group, “You need more information. How do you get it?” can result in them trying the same things, but doing them harder ((Whatever that means. “You don’t find anything under the bed.” “I look harder.” “Sigh.”)). And, when they run out of easy ideas, they can fall back on the old standby of divinatory magic ((Want a good tip to keep divination magic from overwhelming investigation? Make the the spellcaster be very specific about what the ritual is looking for, and how it’s going about it. It forces the group to view divination as just one more investigatory tool, rather than the magic solve-it button. “I use divination to find out who killed the ogre.” “Cool. How?” “Ummm… How about if I take blood from one of the wounds and use it’s connection to the murder weapon to lead me to that?” “Awesome! How complex are you making this?” Like that. Now, the spell can get them some valuable information, but doesn’t short-circuit the mystery. And other investigatory skills are still valuable.)). This can make mysteries and investigations both frustrating and boring for the players.

Now, when I run a game with a wide-open mystery, I try and make every path a path forward, but the value of forward changes with the path. So, with the whole Easter plot, any avenue of investigation would lead them in to the main plot, but from different angles. Thus, they followed the thirteen black iron daggers, and found the necromancer cult, instead of following the threats from the fey and finding the ghostly battle, but in either case they wound up dealing with the ghosts of the Easter Uprising, and the plot to take control of them. That said, it gets hard to tell in a game like that if you’re actually making progress towards anything really important, because you don’t know what the end-goal is.

So, this session, I wanted something that had a very definite goal, and a short trip from finding out about it to resolving it. I came up with several options, most of them reflecting some part of the changed nature of Dublin now that all the ghosts had been loosed. One in particular really got me thinking and planning, but I quickly realized that it would work best as a longer arc, so I’m saving that for later. In the end, I went with a quick note that one of the players had sent to me immediately after the setting creation session back last October. Here’s what she sent me:

Chained Hound

Location: Dublin – Pussy’s Leap, Templeogue area: The large black canine which walked his area created the sound of jangling chains with each step it took.

Now, I have to say, one of the things that attracted me to this hook was that there was a black dog at a place called Pussy’s Leap, but that’s just me. A bigger factor was that I wanted to throw in a good, old-fashioned monster hunt, where the folk didn’t need to be terribly worried about bystanders and could just cut loose. But I also wanted to tie this in to the new Aspect on Dublin, All the Ghosts are Free. To that end, I tweaked things a bit from the standard black dog stories, building a new backstory ((Which I’m not going to mention here, because the group failed to uncover it, and some parts of it may have consequences.)) and a hook into the story for the characters.

There was another thing I wanted to try out this session. I haven’t been happy with the lack of flow in the Fate Point economy – mainly, I haven’t been happy with how rarely I compel the characters, and thus hand out Fate Points. This has led to the characters valuing Fate Points very highly, and hoarding them when they can. They are reluctant to spend them. As Fate Points are a currency of cool in the game, this means that the characters haven’t been as cool as they could be, all tying back to my infrequent compels ((It also means that I’m not giving the players the kinds of character problems they took Aspects to get, which means, for example, Rogan doesn’t have any problems keeping her beast nature in check, and Firinne is remarkably restrained for a trickster changeling.)). I’ve told the players to let me know when they are compelling themselves, but my group seems to think it’s a bit gauche to have to ask for Fate Points just because they’re roleplaying, so that doesn’t happen a lot.

Then Ryan Macklin posted about player-on-player compels on his blog, and I thought, “Wow. That’s a great idea. Clean, simple, and engaging. I wonder if it’ll actually work with my group.” And the best way to find out if it would work was to try it. I put a big glass goblet full of the poker chips I use for Fate Points in the middle of the coffee table in front of the players, and outlined some simple rules:

  1. Any player can take a Fate Point from the goblet to compel an Aspect on any other player at any time.
  2. Players facing a compel from another player may decline it if they choose without buying it off ((I added this mainly to make the player-on-player compels less threatening, and so encourage them to take place.)).
  3. Any player may call foul ((We call this the “Dick Move!” rule.)) on any compel, which then must be retracted.
  4. GM compels must still be bought off with a Fate Point.

To get the game rolling, I ran a short scene for each of the characters. This was to deal with a couple of things that had come up after the last session, during advancement, and to start slow in order to give people a chance to try the new compel structure. So, we had:

  • The Warden of Ireland visiting Mark O’Malley, who now has almost everything he needs to be a full-on Wizard ((Lacking only Wizard’s Constitution.)), to offer him apprenticeship with one of the White Council. Mark, who really wanted to be a full Wizard, turned it down when it was explained that he would be leaving Dublin and be under the supervision and tutelage of his master for six or seven years.
  • Nate being accosted by a Snowbird ((That’s the gang of minor Winter fey led by Baglock.)) in the market on Moore Street, and blasting him when he wouldn’t back down. Then running away, because Constable Fergus was coming.
  • Firinne being evicted from her apartment, and conning the garda enforcing the eviction into taking her to a shelter and getting her permission to stay there for a couple of weeks.
  • Rogan’s mother coming to visit, to express how much the family misses her, and couldn’t she have been more careful with that necromancer, and her second cousin, who only had a little of the blood, had noticed a lot of ghosts gathering in St. Stephen’s Green, and could Rogan perhaps do her job and look into, please?

There were several compels handed back and forth during these scenes, and it made me pretty happy about the whole thing. And then, having the plot in hand, they gathered together to go look into the ghosts gathering in St. Stephen’s Green.

The ghosts were, of course, gathering around the Fountain of the Fates, and Mark whipped up a ritual to allow the group to see them. It was a disparate group, with clothes from the past 150 years or so, though many of them were wearing high boots and carrying rods and creels. Rogan drew upon her Bloodline of Power Aspect to force them to recognize her and speak with her. She got the story that they were fleeing to the Fates for sanctuary after being chased away from Pussy’s Leap by a big black spectral dog covered in clanking chains.

The gang then trucked off to Pussy’s Landing in Templeogue to track down and stop this ghost dog. Nate asked what he knew about ghosts, and I gave him the basic run-down about how they were not the actual spirits of people, but more like echoes or stains left behind after death, and that one needed to make them acknowledge you to be able to affect them ((Strangely, he did not ask how to make ghosts acknowledge you at this time…)), or else confront them in the Nevernever. They came up with the idea to use Firinne as bait, glamoured to look like a fisherman, while Rogan, Nate, and Mark followed her unseen along the paths near Pussy’s Leap.

And so we wound up with Firinne getting jumped by chain hound, Mark opening a portal into the Nevernever swamp adjacent to Pussy’s Leap to get everyone in and focusing on the hound ((This is the moment that Nate asked, “So, about getting ghosts to acknowledge us…” It’s all in the timing.)), and they started piling on.

I described the thing as looking like a giant of a man that had been twisted into a doglike shape by the chains wrapping around him, which trailed off into the darkness, and also reached out to tangle our heroes up. Viewing the thing with The Sight showed something strange: it was a ghost, but there were tattered remnants of a real, human soul, now long-destroyed, clinging to it. They tried to bring it’s human mind to the forefront, damping down its savage nature, and got it to scream out the name, “Caitlyn!” but couldn’t get anything more coherent from it.

The struggle was interesting to me, because I had made the thing up with a -15 Refresh cost, to pit against four characters who are effectively at Up To The Waist power level. I figured it would be a tough fight, though not all that threatening, but the group used the two secret weapons in the DFRPG: surprise and teamwork. They layered something in the order of five or six different maneuvers on the thing, and then Nate, once he was assured that the creature didn’t count as a human for the purposes of the Laws of Magic, dropped a mystic nuke on it, with about ten or twelves shifts of power.

I liked this, and stole a couple of his shifts for some pure-flavour fallout, blasting the Nevernever environment, and giving everyone some instant sunburn, while eradicating the hound.

Our heroes then ran like bunnies, because they heard other things moving through the Nevernever swamp towards them, and they didn’t sound happy.

That’s where we left it. Over all, I’m happy with the session, though I was interested to see that the player-on-player compels pretty much dried up once the group started in on the plot. Hopefully, that will change as people get more familiar with the mechanic, and see it as a way to stock up on Fate Points when they’re running low.

Looking at the actual events, it doesn’t look as if much happened this session, but it still ran later than usual. This was due in part to the introduction of the new compels, the amount of socializing we did, and the initial scattered nature of the beginning of the game as I did the individual scenes. Much as I enjoy these individual scenes, I think I need to cut back on them.

Still, I’ve got a few loose threads from this session, and some other ideas, forming a rich base for the next scenario.

 

 

Cthulhu Purist How-To

Graham Walmsley launched a preorder for his book Stealing Cthulhu over on Indiegogo, which is the UK version of Kickstarter. I got in on it, and just finished reading the .pdf version of the book.

I like it a lot.

It’s Graham’s ((Is it all right if I call you Graham? Thanks.)) guide to creating Lovecraftian scenarios for roleplaying games. Now, I bought it to use with Trail of Cthulhu, specifically my Armitage Files campaign, but it’s stat-free, and easily applicable to any gaming system where you want to run the types of adventures it describes. The advice is about how to build the right kind of scenario, and how to tell stories that reflect the ideas within the more purist H.P. Lovecraft stories.

This is important to understand. Stealing Cthulhu focuses on what Trail of Cthulhu calls the Purist mode of gaming. Things are bleak, horrific, deadly, and maddening, and you count it as a win if you run away successfully from the monster at the end of the story. You can’t actually win in Purist mode. You can only survive ((And often not even that.)). The stories that inspire this book are things like The Colour Out of Space, The Shadow Over Innsmouth, The Whisperer in Darkness,  The Shadow Out of Time, At the Mountains of Madness, and, of course, The Call of Cthulhu.

Graham is a perfect person to talk about constructing this style of scenario. He’s written a quartet of Purist scenarios for Trail of Cthulhu, published by Pelgrane Press. I haven’t read them all ((Because a friend of mine is going to run a couple of them, so I’m being a good player and keeping my nose out of them.)), but the ones I have read are solid, scary, and original. So, I’m going to trust his take on the subject matter.

But you do need to know what you’re getting into. This type of scenario is not going to suit all players; some people want more heroic escapism in their games. They want a chance to defeat the bad guy and triumph. If you’re looking for advice for that type of game, while there is some applicable advice in this book, you should probably look elsewhere. This is all about the joys of going mad while being shredded by something with too many mouths and dimensions.

Now, in addition to his advice, he also passed the book around to Gareth Hanrahan, Ken Hite, and Jason Morningstar, three other folks with mad Cthulhu cred, and had them annotate it for him. So, you get Graham’s take on things, coupled with a very knowledgeable peanut gallery tossing in their opinions. It makes for a good read.

Now, in talking about a book like this, it’s hard to keep from just paraphrasing bits of advice from it, so I’m going to talk about it at a pretty high level. If you want more details, go buy the book ((If the ideas I’ve outlined above sound at all interesting, you really should just go buy the book.)).

The main advice in the book is to steal from Lovecraft, but to then twist it to make it fresh again. Now, that doesn’t sound like something you need a whole book to say, but it’s the discussion behind that simple statement that make up the meat of the book. Graham talks about what it is useful to steal – creatures, scenarios, locations, patterns, and descriptions – and how to twist them to make them seem new without sacrificing the Lovecraftian bleakness and horror of the original. To do that, he ((And his annotators, as well.)) talks a great deal about what each of the things discussed mean: what they symbolize, what makes them horrific, and how to strip them for parts. It also talks about how to work in things that gamers like but that don’t often show up in Lovecraft’s Purist stories – things like gunfights, actual mysteries and investigation, magic use, and cultists.

This section leads off the book, right after the introduction, and makes up a little less than half the page count. It is filled with examples and references, and is a thoughtful discussion of how all the moving parts of a story fit together to produce the effect you’re looking for.  Graham points out not only what works, but some common pitfalls to avoid. The tone is somewhat scholarly, which is kind of fitting for a Cthulhu resource, and is offset by the more chatty tone of the annotations ((And kudos to Graham for keeping in the stroppy, argumentative ones. I enjoyed the contrasting ideas presented, and think it ultimately reinforced your theses.)).

The next section of the book cherry-picks some of the best elements of the mythos and shows how to ring them through the changes described in the first part of the book. It’s not exhaustive ((I was sad to see Ghoul left off the list, though the reason for that is explained in the Afterword, and I accept it.)) – there are only fifteen entries – but it illustrates the ideas in the book wonderfully. More than that, you wind up with the skeletons for two or three different scenarios for each entry, ready for you to flesh out and add the stats from your favourite system.

Graham finishes off the book with three appendices: Miscellany, where he lists the notes that don’t fit anywhere else in the book; Bibliography, which again is not exhaustive but very focused; and Cthulhu Dark, his rules-light system for running Lovecraftian roleplaying games.

Final assessment? The book is very focused on producing one type of play experience. That’s not to say that it’s not useful if you don’t want to create the kind of adventure where your investigators die horribly in the ancient catacomb of a bizarre church, but that you will find less useful stuff if you’re trying to do something more heroic. I don’t think this is a bad thing, any more than I think a hammer is a bad tool because it doesn’t tighten screws well. The book sets out to do a very specific thing, and succeeds in doing it very well. But with so many games trying to encompass a multitude of play styles, it’s important to know that Stealing Cthulhu doesn’t follow that path. Buying it with the wrong expectations will lead to disappointment.

I do have one little niggle. I’m hoping the .pdf version I’ve got is going to get another editing pass before it heads to print. There are a couple of typos, and some missing or inaccurate footnote references in it that I’d like to see cleaned up. In general, though, the text is pretty clean.

***Edit***

I have just had a brief exchange with Graham Walmsley. He informs me that there are hidden things in the book, and the typos I have noticed may be part of that. So, it looks like my little niggle, cited above, may just be me not getting the hidden stuff. I shall have to reread with an eye to that.

Thanks, Graham!

If you like the stark, eerie horror of Purist Lovecraftian games, this is the book for you. The advice is useful, and the scenario skeletons littered throughout the text are a gold mine of ideas, assuming you don’t just lift them outright and hang some stats on them. If you want to run a Purist Lovecraft game, in any system, this book will fill you with joy and your players with dread.

Which is how it should be.