Dateline – Storm Point

Last night was the latest installment of the Storm Point game. It was even more scattered than usual, because we started later, and had two missing players. Still, we got through the initial bits of the adventure to the surprise twist I had planned, which was good.

The combat we started with went on far too long for the challenge level it represented*, primarily because two of the players were running two characters each, and weren’t overly familiar with their capabilities. This meant they took substantially longer to decide what their characters were going to do on each turn, and slowed the combat a fair bit.

After the combat, we ran into a stumbling block. I’d been describing the increasingly bad weather as the floating island drifted through the eternal storm at the centre of Lake Thunder, and we got to the point where I told them that soon they wouldn’t be able to fly on their hippogriffs in it, and visibility was down to about twenty feet. I did this so that I could run an interesting exploration scenario, with the party wandering through the jungles and climbing the hills and creeping through the rain-drenched ruins of the dockside, all underneath the dramatic raging of the storm.

But I guess I overplayed it, because instead of setting out to explore any of the other adventure sites I’d dotted on the island – and on their map – they decided to wait out the storm in the ruined fort, then head up to explore the temple on the peak when the weather cleared. I tried to tempt them, because I had some things planned, by showing them a glimpse of what might be a blue dragon flying overhead in the raging storm, but that didn’t do the trick.

So, I had to advance the plot without them.

After they thoroughly searched the fort, they settled down for an extended rest. About an hour into it, the entire island shook, and started to vibrate, and a loud, long peal of thunder sounded. I gave each player two seconds to tell me what his or her character was doing at that moment, and several of them ran outside to look at what was going on. That’s when they saw the pillar of lightning stabbing down from the heart of the storm to the crystal spires of the temple on the peak, and a strange ripple rolling out from it to cover the whole island. As the ripple moved, the trees seemed to fall into the ground, and when it reached the fort, they saw the surrounding jungle shrink to a sparse brush covering the nearby hills, and the fort itself vanished, leaving everyone standing out in the rain.

They immediately realized that they had been thrown back in time to an era before mortals had claimed this part of the world, and only elementals ruled the islands. The big clue about this was the fire elemental and pack of hellhounds coming over the hill toward them through the hissing, steaming rain.

This is the twist I had been planning from the beginning of designing this adventure, about a year ago. This is a moment when the entire campaign might take a real left-turn from what everyone has been expecting. See, the lightning striking the temple causes it to jump through time erratically, and it might not get back to the “present” before the island moves out of the storm. The party’s going to have a chance to try and steer themselves home, but if they fail, then the rest of the campaign (or at least a good chunk of the next part of it) is going to take place some time in the past – possible during the establishment of the Arkhosian Empire, or during the war with Bael Turath, or even at the height of the Empire of Nerath.

So, I don’t know where things are going to go after this, and neither do the players. It’s fun. I look forward to seeing what they do and how things play out.

*5 ghouls and a rotclaw, 1600 xp, a level 6 encounter for 6 characters. Back

I Refuse to Make an “Elementary” Joke in This Post

I wasn’t sure if I really wanted to do it, but this weekend I went and saw the new Sherlock Holmes movie.

I’m still trying to decide if I liked it.

Now, as with many a geek out there, I’m a big Holmes fan. And, like every fan of anything anywhere, I have very particular ideas about the object of my fannish devotion. There is a right way to do it, and a wrong way to do it. The right way, of course, is any way that makes me go, “Yeah! I liked that!” The wrong way is any way that doesn’t. Of course, as with most fans, this comes down to matching my vision and understanding of, in this case, Sherlock Holmes. If it matches what I thing Holmes is closely enough, I like it, and I say, “Man, he just gets Holmes!” If it doesn’t match it, I say, “Man, he just doesn’t get Holmes!”

What I’m trying to say is that, while I am as set in my fannish ways as any fan out there, I also recognize that I don’t own the idea of Sherlock Holmes, and that my view of what Holmes is is purely subjective and personal.

This is important, because Guy Ritchie seems to have a very different idea of what Sherlock Holmes is than I do, and I’m trying to reconcile what he did with the character and world on the screen with what it the character and world mean to me.

Baseline on my Holmes fixation: I think that Jeremy Brett gave us the best portrayal of Sherlock Holmes ever. He captured innate cynicism, self-involvement, and arrogance that I think define the character: Holmes is trapped in his own head a lot of the time, looking for the next challenge, and he finds most people so mundane and slow that he can’t help but feel smugly superior to them, and view them with, if not contempt, then at least disdain. Balanced with this is a real core of compassion and thirst for justice – the better angels of his nature that struggle with the demons of his genius. Brett, in my opinion, brought that wonderful dichotomy home. As does Laurie R. King in her Mary Russel novels. Normally, I hate that sort of thing – Sir Arthur Conan Doyle writes Sherlock Holmes. No one else. But King gives us a great vision of Holmes in his later years, somewhat mellowed, more human than Doyle’s version, without losing anything essential.

So. That’s where I’m coming from as I go in to watch the movie.

I’m going to go through my impressions in a second, but first I want to put in a

Spoiler Warning!

Not big ones, and nothing that most Holmes fans won’t see coming a mile off, but just to be safe. I’m going to talk about what happens in the movie. If you don’t want to know, don’t read the bullet list below.

  • I like Robert Downey, Jr. I always have. And in the past few years, he’s given me more and more reason to like him. Kiss Kiss Bang Bang, for example, or his brilliant portrayal of Tony Stark in Iron Man. He does a good job here, as well, though the character is less goofy and light than he usually does. He gives us a dark, selfish Holmes that still has a core of humanity hidden inside him, frustrated by the rest of the world.
  • I’m not as big a fan of Jude Law, though I certainly don’t hate him. And he delivers big time in this movie, giving us a great Dr. Watson. See, mostly the Watsons in Holmes movies are bland, stupid, and just there to give Holmes someone to explain things to. After all, that’s the role Watson filled in the stories: he was there so that there was someone slightly stupider than the reader for Holmes to explain things to so that the story would make sense. But this movie, Watson is strong, and smart – smart enough that you can believe he’s a doctor – and has learned a lot of Holmes’s tricks. Indeed, he’s learned enough of them that he’s no longer impressed by them, and is instead mainly frustrated and bored with them. He’s got a brain, and a spine, and a heart. Good job, I say.
  • Irene Adler. Bah. Okay, I realize that, according to the Action Movie Formula(TM), the hero needs a charged romantic interest, and that the only woman from the stories that could possibly fill that role is Irene Adler, but I’m tired of her being dredged up to fill the role any time someone does a Holmes pastiche and needs a woman. Yes, she had a profound impact on the character, but she only appeared in one story, people! That said, Rachel McAdams does a decent job of portraying her, though the way she fluctuates between cunning adventuress and damsel in distress makes me wonder even more why they bothered.
  • Moriarty is another bone of contention I have with people doing Holmes stories. Again, the man appears in only one story – well, two if you count narrative flashbacks. Yes, his influence is profound, and yes, Holmes did spend months in his private, secret war against Moriarty, but none of that actually happens in the actual stories. The idea of Moriarty lurking in the background, playing his own game behind the scenes, as he is portrayed in this movie, makes me forgive them for using him… right up until I think about how blatant a set-up this is for a sequel.
  • Boy howdy, if you’re a fan of Victorian London Scenery Porn (and who isn’t?), you will get a nice fix from this movie. It’s beautiful.
  • I had some real trouble with the sorcerous idea behind the main plot of the movie, but that all got nicely wrapped up in strictly scientific terms. Kudos.
  • Holmes as a fighter works. He fights a few times in the stories, and he’s good at it, both because he’s made a scientific study of the martial arts, and because he’s smart. The way Guy Ritchie portrays that in the movie comes together nicely, with some great deductive observation coupled with an understanding of how to hurt people.
  • I still don’t know if I like the quick flashback or flashforward sequences they used to show Holmes thinking or reveal his previous preparations. They worked, but it felt a little like hand-holding.
  • I like what they did with Lestrade. It made me smile.

So, there it is. As I said, I’m not really sure how much I like the movie. It was fun, and the good parts seem to outweigh the bad, but I really dunno.

I’d say go see it, on balance of everything. But don’t set the bar too high.

Dateline – Storm Point

Way back when we started the Storm Point campaign, I threw in a little comment in one of the  background sheets I did, mentioning how the islands in Lake Thunder floated in a complex pattern through the storm that hung perpetually over the middle of the lake. I said that the representatives from the city of Beylis were planning on sending an expedition to one of the islands in order to ride it through the storm and see what was inside. One of the players said, basically, “Wow. I wish we could do that.” I replied, “So why don’t you?”

So the expedition to the floating islands was originally going to be the second adventure in the campaign. But things got sidetracked, what with the whole Jemmy Fish thing, which led to the goblins, which led to the Shadar-kai and their plot and eventually the siege of Storm Point. Now, with all that out of the way, everyone decided to go back to the floating island expedition.

I’ve had the finished scenario for this adventure done for close to a year. The problem, of course, is that now the PCs are level 7, not level 2, so I’ve had to redo all the encounters and treasure packages. Fortunately, that’s not such a big deal with the Monster Builder from Wizards – it allows exporting of stat blocks as both rich text and images, and does wonderful customization for you. The only thing it doesn’t do that I wish it did was apply templates. But, of course, it’s still in development, so that might be coming.

Anyway, it was a pretty quick job to update the adventure. The most time-consuming part was deciding on what new monsters to use – originally, I was using a lot of kobolds, and even leveling them up a fair bit, it started to strain my ideas of what kobolds were good for. So, I shifted to other, higher-level monsters.

I also did up a couple of maps and set things up for a magician’s choice kind of deal: when the party flew out on their hippogriffs to scout the available islands, they saw a number of small islands and two big ones ready to enter the storm. A few of the small islands had ruined structures on them, but none were any bigger than about a hundred yards across. The two larger islands each had a couple of ruined sites, were about five miles across, and were topped with ziggurats ringed by crystal spires. One large island was roughly kidney-shaped, and the other was vaguely heart-shaped.

What I didn’t tell the players was that the only real choice that mattered was whether they were going to a big island or a small island. The encounters on all the small islands were the same, as were the encounters on both the big islands. On the big islands, I had arranged them slightly differently, but that would affect only the order of encounters, really. Still, the set-up gave them a realistic perception of choice without me having to produce twice the number of encounters, half of which wouldn’t get used.

Well, they chose the heart-shaped island, and decided to land at a ruined Arkhosian fortification with a built-in aerial stable.

Now, a little bit of background about the Storm Point area is in order. Storm Point sits on the borders of what used to be Arkhosia and Bael Turath, the ancient dragonborn and tiefling empires that annihilated each other several centuries ago. This lets me litter the area with all sorts of interesting ruins, and explains the interest that other, more powerful nations have in this little backwater city. The floating islands are the shattered remnants of part of the Arkhosian defensive line that once stretched across the region to hold off the Bael Turathian flying fortresses. The Arkhosians used young dragons and large flying drakes as mounts, hence the aerial stable. The final conflict with Bael Turath broke the main islands in Lake Thunder, uprooting them, and casting them adrift in the storm that formed as a result of that last battle.

Okay. So, Arkhosian fort ruins with aerial stable. Good. Of course, it wasn’t undefended – as they were looking from the landing pad down to the parade ground, the arcane ballistae almost took the cleric’s head clean off. The party immediately swooped down to deal with these, and ran afoul of the iron cobras and advanced iron defenders hidden in the rubble and scrub*.

The battle was a little disordered – mainly because the players (myself included) were a little disordered. This was our first session in about a month and a half, and we spent a great deal of time off-topic, socializing, and otherwise not focusing on the game. Still, they managed fairly well against this rather easy encounter. Then, as we were ready to wrap up for the evening, I told them that the doors of the barracks and the stable opened up to let out a crowd of dragonborn ghouls and a zombie-like dragon.

And we called it a night.

Next session starts with the rolling of initiative. That should provide a little focus.

 
 
 

*2 arcane ballistae, 2 iron cobras, 2 advanced iron defenders (6th level) = 1500 xp, a 6th-level encounter for six characters. Back

Trail of Cthulhu Playtest

This past Saturday evening, my friend Michael ran a playtest of Trail of Cthulhu, from Pelgrane Press, written by Ken Hite. I talked a little bit about reading the game way back here, but this is the first time I’ve played it.

One of the big things standing in the way of running a playtest of the game is the character creation system. It’s complex enough, with enough choices the players need to make at every step, that it requires a pretty solid understanding of the rules before building characters. And, in a playtest, you can’t count on the players to read any of the rules. So, that means pregenerated characters, which takes more time for the GM. Also, the points you get for investigative abilities are based on the number of characters in the game, so if you’re doing pregens, you need to know how many people will be playing – in my experience, not always possible with a playtest or one-shot.

In short, I’ve always thought that Pelgrane Press could do themselves a big favour by posting some pregens for their GUMSHOE games – ideally, complete parties of two, three, four, and five characters. It certainly would have got me playing the games a lot sooner.

This need has been met for ToC by an introductory scenario available for download on their site: The Murderer of Thomas Fell. While the characters are specifically for the scenario, they can certainly be used in other adventures.

Now, I’m not going to give you a bunch of spoilers – we played the game, we sort-of-solved the mystery, and we kinda-won – which is par for the course in a Purist Cthulhu game. We all had fun and liked both the system and the story. After the game, we had a bit of a discussion about it, and came up with these thoughts:

  • The game really demands a fair bit of input from players to keep it from devolving into a story being read to you by the Keeper. Specifically, the players need to develop familiarity with their abilities – especially the investigative abilities – and how to use them in the scenes. Otherwise, it can become a case of the Keeper asking, “Okay, who’s got Accounting? There’s an Accounting clue here.” Now, this will come with practice, both the input from the players in the correct circumstances (“I use Accounting to look through the papers in his business desk to see if there’s anything hinky.”) and the way the Keeper deals with it.
  • Combat is fast and can be surprisingly deadly. Especially for humans. The bad things are always tougher than you. And this is as it should be. There was a wonderful feeling of panic in the one real combat we had in the game.
  • The lightness of the rules really lets roleplaying shine through. Even with the pregens, pretty much everything that happened was the result of character personality interacting with the situation. The ending of the adventure was pretty much entirely dictated by the emotions of the characters, with very little in the way of dice rolling or use of rules. And I found that ending to be immensely satisfying, dramatically speaking.
  • Specialization among the characters is key. While the spend mechanic means that the person with the highest rating in a skill can only outdo the others a limited amount of time, it’s good to have at least one relevant investigative ability at a higher level than the others in the group have. My character had only a couple of irrelevant ones at high levels, and he didn’t get to find as many clues, etc. Which is okay in a single session, but would get tiring over time in a campaign.
  • The scene mechanic – letting the players know when the characters have got all the available clues from a scene and telling them to move on – was something that I thought would be awkward and artificial in play, but really worked very nicely. The first time Michael used it, it was a little disorienting and surprising, but then it just worked very smoothly.

All in all, a fun game and a big success. Thanks to Michael for beating me to running the game, and to Sandy, Jen, Fera, and Tom for playing with us.

Now I just need to convince Michael to run a campaign…

Boardgame Fest

Back before Christmas, my friend Chris and I started talking about all the boardgames we have that we hardly ever play. Not because they’re not fun, or we don’t like them, but because the roleplaying games always seem to fill up the schedule. So, we decided to see what we could do about that – we scheduled an all-afternoon-and-evening boardgame event at my place for December 30th. The idea was for people to come by when they wanted, play what they wanted, sit around and kibitz, and enjoy the company and refreshments. In particular, I wanted to try out Carcassonne and Battlestar Galactica with the Pegasus Expansion.

Talisman, with all three expansions, turned out to be the big hit, though. It ran essentially all day, with a short break for one person to go pick up someone else while we played Carcassonne. Yeah, Talisman will take all day when you get seven or eight players around the table. It was a lot of fun, despite the fact that I never seemed to have a chance of winning. I’m not going to talk much about the play of the game, because I did that back here. I will say that it’s pretty easy for people to join and leave the game during play, though obviously it’s not ideal if you’re trying to win.

This was also my first time ever playing Carcassonne. I’m pretty sure everyone else in the entire world has already played it, so most of what I have to say will surprise no one. The game is very simple to learn and play, but the scoring system reveals a complexity under the surface that supports pretty deep strategy. We played without any expansions, so the game went quickly – about an hour from opening it up to closing it up again. There’s an interesting combination of laying tiles for maximum benefit – or minimum detriment, as the case may be – with the resource management of using the little wooden people to claim various things. There is a danger to being both too daring and too cautious – sometimes long shots pay off, which is good for the person taking the risk, but not for those avoiding it.

It was a lot of fun, with various folks coming by and playing for a while at various points, and we’re going to do it again.

After all, I still haven’t had a chance to try out the Pegasus Expansion.

King Cailan Wants YOU!

I mentioned previously my enjoyment of the Dragon Age video game. I also mentioned in that post that Green Ronin was coming out with a pen-and-paper version of the game. Well, about a week ago, maybe a little more, Green Ronin offered up the boxed set of the game for preorder, with the bonus of a .pdf version free. I jumped at the deal, and have been reading the game.

I like it.

Some specific comments, in no particular order:

  • I like the idea of a boxed set, even though that hasn’t made it to me, yet. I think it’s mostly nostalgia, the feeling of opening a Christmas present that I associate with the boxed sets.
  • There is a real old-school feel to the game, mixed with more modern concepts in game design. It feels, in a lot of ways, similar to the old D&D Basic Set, but with the system aesthetics of things like d20 and FATE.
  • There aren’t a lot of options for starting characters, but really this is the simplest thing to develop as the game line matures. You get three character classes (Mage, Rogue, and Warrior) and seven backgrounds (Apostate, Avvarian, Circle Mage, City Elf, Dalish Elf, Ferelden Freeman, and Surface Dwarf). While I don’t think we’re going to see more classes added, new backgrounds (even just adding the ones from the video game) are an easy way for the game to add variety and options.
  • The rules look simple, flexible, and fast. It uses 3d6, with a simple bonus from stats and focuses (skills), compared to a target number. The broad middle of a three-dice bell curve creates a different feel to the game from the flat probabilities of the d20 system, and the Dragon Die component of the system (one of the d6s is a different colour, and is used to determine degree of success, among other things) adds an interesting variety to the rolls.
  • For a small book, the Player’s Guide provides a surprising wealth of information on the game world. If you supplement that with the information you can pick up playing the video game, you get a very rich starting background.

So, I’ve been reading the game, and trying to think when I could fit time into my schedule to run the intro adventure in the Game Master’s Guide. What with it being the run-up to the holiday season, and all the work I’m doing on getting Scio Occultus Res ready to go, my schedule’s a little cramped. Last Thursday, I figured I was about a day-and-a-half away from breaking down and sending out an e-mail invite.

Fortunately, I was saved by my friend, Clint, beating me to it. He proposed a game for that Friday night, and then asked me to run it by his wife, whom I work with, to see if she wanted to play. We also roped in their daughter and her boyfriend – hey, we’re all gamers in this group.

So, I threw together a character (two, actually; each one took about twenty minutes, and that’s with paging back and forth in the .pdf Player’s Guide), picked one to play, gathered up some dice, and headed out.

Oh, I also printed out a hard copy of the Player’s Guide. I was playing a mage, and wanted to make sure I had all the rules for the spells and Mana and stuff close at hand.

Clint ran us through the first part of The Dalish Curse, the intro adventure in the game. I hadn’t got around to reading it yet, fortunately, and I’m not going to give out any spoilers. It was a fun evening, though, and we made faster progress through the adventure than I had anticipated.

Some observations on actual play:

  • Combat moves fast and can be really deadly. I was playing a mage, which class isn’t great in a stand-up fight, and I almost died a couple of times in different combats. We got through three separate combats, plus a fair bit of exploration and roleplaying, in a single play session that ran about five hours. That’s significantly more than we generally get done in D&D.
  • Healing, while not quite as ubiquitous as in 4E, is robust enough that the twenty-minute-adventuring-day bogeyman never showed up. Still, you can feel the pressure of multiple fights. Same thing with Mana points.
  • The stunt system in combat rocks. Basically, when you roll doubles on any two of the three dice in a successful attack roll, you get a number of stunt point equal to the number on the Dragon Die that you can spend on that attack. The list is fairly short, but flavourful, and includes things like moving the target (or yourself) a couple of yards, doing extra damage, knocking the target prone, penetrating armour, getting an extra attack, and things like that. Now, by my calculations (and I could be wrong here – need an actual math-guy to check my numbers) you’ll roll doubles on 3d6 roughly 31% of the time. Even if only half those rolls hit the target, you’re looking at about one successful attack in six generating stunt points, which is a pretty good ration. It actually seemed to happen a little more often than that in play, but that may just be my perception of it. It made the combats (and spellcasting – spells get stunts, too) very interesting and flavourful.
  • The stunt system is currently only for combat, but I would be terribly surprised if it remained that way. It seems such rich game development ground to produce stunt lists for other actions that I can’t imagine the designers ignoring it.
  • The system in general handled a number of very different combat and non-combat tasks very well, and very easily. The structure of the intro adventure is nicely designed to allow new players to try a little bit of everything – this is what intro adventures should be, in my opinion – and it worked smoothly and almost transparently, which is what I want in a game mechanic.

So, we had a lot of fun, and we’re probably going to get back together to finish the adventure soon. And Clint is talking about setting up a loose gaming group to play Dragon Age semi-regularly, with a changing cast of characters and GMs trading off duties in a manner similar to the Spirit of the Century Pick-Up League.

I’m in.

Deadly Island Pick-Up Game

Tonight was supposed to be our Shadowlands D&D 3.5 game, run by my friend Clint, but we had to cancel because one of the players is sick*. So, four of us were sort of at loose ends, looking for something to do rather than just call the evening off. I suggested some board games, but Clint asked if there was any one-shot I was prepared to run.

Now, running some one-shots is one of my goals with my change in gaming priorities, so I suggested possibly Mutant City Blues or Trail of Cthulhu, two games that I’ve been wanting to try, but haven’t got around to, yet. The problem was prep time; This was at about 1:00, and game time was 7:00. I didn’t have time to adequately prep the games, create characters*, re-read the adventure, and get back up to speed on the system, and also take care of the other stuff I have to do today.

And then I remembered Spirit of the Century.

Some time ago, I came up with and organized a Spirit of the Century Pick-Up League, with the bold plan of encouraging the play of the game in our group. We created characters, posted our character novels, and played a session. Everyone had a good time, and we agreed we should do it again.

That was more than two years ago. Life gets in the way, sometimes. But tonight was a great opportunity to resurrect the League, throw together an adventure, and play SotC again.

That’s what I did.

I broke some of the rules in the League Charter*, in the interests of time. I cribbed the adventure from the adventure design section of the rulebook, where they have the skeletons of five or six different adventures mapped out for the GM. And I didn’t send out an invite, both because of the time and because I wasn’t hosting the game. I cobbled together two pages of notes, shoved the rulebook and my Fudge dice in my bag, and away I went.

I started with the characters – Sky Knight, Artemis Argo, and Myra Hawkridge – going on the maiden voyage of the New Golden Hind*, a galvanic turbine driven ship designed by Dr. Hubert Toynbee. The ship, designed to run at a steady 70 knots and to withstand extremely rough seas, was going to make a crossing from Liverpool to New York, and the members of the Century Club were going to go along for the ride.

On my notes, this section of the trip took up about half a sentence. In play, it ran to about an hour, because everyone was having fun with the idea of the trip, and I kept elaborating on the ship, and playing up Toynbee’s intense scientist mode. So, we stuck with this bit for as long as people were enjoying it.

When I felt the time was right, and there was no more to explore on the ship, I moved on to the next scene: the terrible storm that wrecks the ship and strands our heroes (and a bunch of extras) on a mysterious jungle island in the North Atlantic*. There they found a cave for shelter, and spotted some old ruins up the side of an extinct volcano.

After getting shelters set up and water found and food gathered, our heroes took off to explore the jungle. They were called back to camp by gunshots, and found that velociraptors had attacked*, carrying off one of the sailors. Being pulp heroes, the characters set off into the jungle, following the trail. Along the way, they fought some velociraptors of their own, and some pterodactyls, and a sabre-tooth tiger*.

Then, of course, the Ultramegasaurus showed up and chased them. This was a (completely fictitious) dinosaur that was too big and fierce for them to actually hurt, but Argo used a great little feature of the game to declare that the thing’s vision was movement-based, like a frog or a T-rex, and he and Myra froze while Sky Knight lured it away.

When the group made it up to the ruins, where the trail led, they found a mostly-insane scientist had saved their sailor from the dinosaurs, and was trying to use him to bargain for a way off the island and away from the evil Dr. Methuselah – one of the game’s iconic archvillains, with the ability to use math to alter reality. It seems Dr. Methuselah was planning to bring through a host of Ultramegasauri through a time-gate that had already brought through other dinosaurs, smilodons, and the tropical climate*. As the poor deranged scientist was begging to be taken away, Dr. Methuselah solved him out of the reality equation, and he vanished.

Which led to the showdown in the time lab, which ended with Argo throwing a stone chair through the time machine and Sky Knight and Myra co-operating to decapitate Dr. Methuselah, thanks to their arcane or hyper-technological abilities.

Of course, that didn’t stop Dr. Methuselah from continuing to talk.

So they stuck his head in one box, his body in another, and, now that the time portal wasn’t messing with radio transmissions anymore, Sky Knight called in the Draco to pick everyone up and snow started to fall.

The game was a blast, and everyone had a lot of fun. I think that I’m going to have to start working to revive the League, have another character creation session for those that don’t have characters, and get things moving again.

Because I want someone else to run a game so I can play.

 
 
 

*Hope you feel better soon, Fera. Back

*Y’know, Pelgrane Press, some generic pre-gen characters for your GUMSHOE games downloadable from your website would be a great thing to add. Just sayin’. Back

*I made ’em, I can break ’em. Back

*It started out called The New Argo, but then Tom chose to play Artemis Argo, so that name didn’t work anymore, and I had to come up with a new one on the spot. I think I did pretty good. Back

*Yeah, I know. But it’s a pulp game, and when you get shipwrecked in a pulp game, it happens on a jungle island. And probably dinosaurs will show up soon. Anyway, I explained it in-game. Back

*See? Dinosaurs! Back

*I did mention this was a pulp game, didn’t I? Back

*Told you I explained it. Back

Another Casualty of the Crown of Command

Today, my friend Chris ran a demo of the Talisman boardgame at Imagine Games and Hobbies here in Winnipeg.

Now, I realize that what I’m about to confess may cost me a whole pile of grognard geek cred, but I’d never played Talisman before, in any of its incarnations. Don’t really know why; I just never owned it, and neither did any of my friends. And there were always other games to buy. So, I never tried Talisman before today.

I’ve really been missing out.

Yeah, I know everyone else out there who’s reading this has probably played the game to death, and are giggling at my naive wonder. Y’know what? I don’t care. I was blown away.

The game is great fun. And the addition of the Dungeon and Reaper expansions make for even more fun. There was a great variety of things going on in game, and we didn’t get even half-way through the stack of adventure cards that provide the encounters and events. I can see that the game has some real replay value.

Downsides? Yeah, a couple. Mainly they’re artifacts of the era the game was created in: as a product of the 80s, there are some game design decisions that I don’t think you’d see if the game was designed today. Lot’s of “miss a turn” mechanics, for example, and a huge random factor in play. The game is very luck-based; if the dice don’t like you, all the deep strategizing in the world won’t help you. You need to get the right cards at the right times, and make the right rolls when you need them. For example, I spent six or seven turns just trying to get to the Warlock’s Cave to get a quest in order to get a Talisman to get to the end of the game.

I didn’t get one, and someone beat me to the Crown of Command, then killed the rest of us off, as you’re supposed to do to win the game.

So, some degree of frustration, but not enough to actually sour the play of the game.

Set-up took under 10 minutes, including the time for us to sort out some of the cards. Chris taught us the rules in another ten. So, with someone who knows the game, under 20 minutes from opening the box to the first turn. This is very nice, and a bit of a change for me: most of my games require much more elaborate set-up.

The individual turns also went very quickly, averaging maybe two to three minutes per turn. Nice, quick pace without feeling rushed. Again, a nice change from the number of games I have that have each person’s turn taking five to ten minutes. And it takes some of the sting out the “miss a turn” stuff.

All in all, we played for about four hours, and finished with a nice win by Tania, who now apparently rules the world with her Crown of Command.

The game is, as one would expect from Fantasy Flight Games, absolutely gorgeous, with nice, high-quality and durable components. It’s a little pricey, but considering what you get in the box, it’s worth it. It’s going on my Christmas list.

So, a fun afternoon. Thanks to Chris for running the game, and to Clint and Tania for coming to play with us.

I Dreamed I Saw Joe Hill Last Night…

Not the labour leader and songwriter, though. A different kind of writer.

I’ve been on a Joe Hill binge, lately. It started with the comic collection Locke & Key: Welcome to Lovecraft, which I picked up because I liked the name and the art. It was a great story, very creepy and with a nice grounding touch of the mundane mixed in. This is, I think, of absolute importance with horror and modern fantasy: there needs to be enough of the mundane mixed in so that the horrific/fantastic elements stand out. Anyway, as I said, I really liked the comic and went looking for more information on the writer.

Turns out he’s got the next volume of the comic collection out: Locke & Key: Head Games. He’s also got a collection of short stories called 20th Century Ghosts and a novel called Heart Shaped Box.

So I bought and read them all.

Well, to be fair, I listened to the audio books for Ghosts and Box. But you get the idea.

I really, really like his stuff. He does amazingly good ghost stories, because he sticks with the idea of the uncanny and how it can affect us in so many ways, rather than just going right for the screamers.

He can do the screamers, too, as evidenced in Box. But he’s got more than that in his trick box.

I’m jumping all over the place. Here. Let me settle down and tell you a little about the stuff of his I’ve read.

  • Ghosts is one of the most varied, interesting, inspiring, and enjoyable collections of stories I’ve read. Not everything is a ghost story, and not every ghost story is scary. He can mix do charming innocence in a piece like Better Than Home without it getting cloying or naive. He can do cynical, self-aware horror in Best New Horror without you minding the fact that you know how it’s going to turn out. And he can pile on the weird and surreal in things like Pop Art and My Father’s Mask in a way that makes it seem like it fits in with reality. It’s a wonderful, heady mix of stories. I don’t like them all equally, but neither will you, and our tastes will vary.
  • Box is one of the best ghost stories that I’ve every read. Ever. There is a wonderful layering of history and backstory, strong characters (both living and dead), twisted secrets and motivations, some great scares and some more even greater creep-outs. It also has a strongly-hopeful tone to it, as you come to realize that its regrets even more than ghosts that are haunting the main character, and his quest to be free of the haunting is really a story of a man trying to find redemption and peace with his past. Does he make it? I can’t really tell you. Sometimes, as I think of the ending, I say yes, and sometimes I say no. And I love that.
  • Locke is a solid horror/modern fantasy comic. I loved the first collection, but felt the second collection didn’t have as strong a story to it. I mean, reading Head Games, it’s obvious that the book is setting the stage for what happens next: it’s a transitional episode, moving the major playing pieces into place. A few of the mysteries raised in Welcome to Lovecraft get… well, not really resolved, but you start to see the shape of them. So, because the story is not as self-contained in Head Games, it lacks the impact. I’m guessing, based on the track record, that this will take care of itself as the series progresses. I’m looking forward to the next collection.

One thing I noticed is that Hill deals with a lot of fathers in his writing. Many of them have powerful impacts on their children, for good or ill – they are powerful figures, even if they’re not always benevolent, whether through presence or absence. Their existence twists and shapes the stories they’re in. It crops up enough that I started to think of it as a theme, but that may be metathinking on my part.

See, we need to talk about the elephant in the room. Joe Hill’s father is Stephen King. And I have to wonder what sort of impact having Stephen King for a father must have on a writer’s work. So, you see, I may be imposing my own speculation on the writing, creating a theme that exists only in my head.

But you know what, Joe? I don’t care who your daddy is. I like his stuff a lot, but that’s not why I read yours. Why I will continue to read your stuff.

I read it because it’s good.

Hidden Things

A while back, I promised my friends Penny and Clint that I would run a small game for just the two of them, something that we could pick up and play when other folks aren’t available. At the time, it was going to be The Phoenix Covenant, and I did a fair bit of work getting the campaign ready. Then I started burning out on D&D, and didn’t want to keep pushing on that particular campaign. So, I sent out a set of options for discussion, and we settled on playing Mage: The Awakening, influenced in part at least by the success of the first Hunter game I ran a couple of weeks ago.

This is the initial pitch for the Mage game, pulled from the list of pitches I sent:

Mage: The Awakening – The past is reluctant to give up it’s hidden secrets, even to one with the power of a wizard. But you search for traces of the occult history of the world, hidden in archaelogical digs, museum artifacts, urban legends, and strange pocket worlds and times. You will find not just the truth, but the TRUTH.

After some discussion, we decided to set the game in the early 20th century, during the height of archaeological exploration and at the beginning of the decline of secret societies like the Golden Dawn. The ideas I have in mind are a mix of Henry Rider Haggard, Arthur Conan Doyle, Edgar Rice Burroughs, and Warren Ellis‘s magnificent Planetary comic series. Basically, I want a mix of pulp and noir: the cinematic action, globe-trotting adventure, weird science and magic of pulp blended with the moral relativism, conspiracy, and paranoia of noir. After doing a little bit of research on the era, I picked 1910 as a starting year because of some things that I don’t want to talk about just yet – I know that at least one of the players reads this blog.

So, with those decisions made, I got to work on a wiki for the game. Since I discovered Obsidian Portal, this has become one of my must-do items when I’m building a campaign that’s going to follow an extended story arc, as opposed to episodic campaigns like the Hunter game.

My first idea for the game was just to use the published material for Boston that’s appeared in the Mage books, just back-dating it as necessary. I don’t feel the need to be absolutely accurate and faithful to reality in building a historical campaign: to me, evocation of the feel of the period is more important than strict historical veracity. That said, I try to at least pay lip-service to the truth, so certain elements were going to have to change. Just not all that many.

But this weekend, I read through Boston Unveiled, as opposed to just skimming it as I had done previously. The chapter on the history of the area convinced me that using the by-the-book political situation they posit in 1910 would be far more interesting to me than the one that currently holds sway in modern times. I started rewriting the Boston entry on the wiki, and changing the other entries for the major cabals and events. I’m still not quite done, but I think it’s going to be fun.

One of the things that I’ve realized is that I have to be careful with this campaign framework. It has real potential to devolve into a series of MacGuffin hunts, and that can get old. In order to try and avoid that, I’ve given the framework an overarching theme – the idea that the Bonehunters want to restore Atlantis and take the fight to the Exarchs in the Supernal Realm. This means that they’re going to be facing the Seers of the Throne, who make great Nazi-esque villains in a Mage game. It also means that some adventures and subplots are going to revolve around dealing with threats from the Seers and other opposition; not everything adventure is going to be about rushing off to the ruins of Crete to try and find the Minotaur Device at the heart of the Astral Labyrinth.

And, as I always try to do in small games, a fair bit of the agenda is going to be set by the players and the characters. I’m going to be throwing out a number of plot hooks and loose threads, and seeing what interests them, what they decide to pursue and what they decide to ignore. That will shape the flow of the game, as well.

As I work on the background, my players are reading up on the game and generating some ideas for their characters. I don’t want to get too locked into things until I know at least what their concepts are, but we’re getting very close to being able to start the game. Perhaps even before Christmas.

Oh. The name of the campaign is Scio Occultus Res, which is Latin for To Know Hidden Things.