GenCon 2012: Day Two

First of all, for Tyler, here’s a picture of Night’s Black Agents:

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And, as a bonus, a picture of The Zalozhniy Quartet:

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The big thing to talk about today is Shadows of Esteren. This is a game that just finished its Kickstarter for an English edition – the original is French. It’s a dark fantasy game that doesn’t resort to strong sexual themes and imagery, relying instead on mood and moral quandary. The system looks very interesting, the world pushes all of my buttons, and the book is just gorgeous. I haven’t finished reading it, but expect a review when I do.

Here’s the mini-review: both Clint and I were impressed enough on short familiarity that we bought the starter set, which is a GenCon special that includes the rule book, map, character sheets, and a couple of other goodies. If you’re at the show, looking for an interesting new fantasy game, go see these guys. They’re friendly and approachable ((Okay. They’ve got an artist at the booth doing sketched in the front of the books for Kickstarter supporters. He’s working in pen and ink and watercolour. As I walk up, I overhear him telling a customer that he can only do about twenty pictures a day. Only twenty. I’d be happy if i could do ONE ad good as his – ever. The guy’s amazong.)) and informative, and have a great game with some very sweet price deals at the con.

This evening, I got to try out Dungeon World at Games On Demand. The group was a little large, and time was short, so I don’t think the game showed to best effect despite the heroic efforts of the GM. Still, it was fun, and gavel some great insight into the game, so I appreciate that. Thanks to the GM ((Whose name I didn’t get.)) and to the players for making it a good time.

That’s it for tonight. Now to bed.

GenCon 2012: Day One

Day one of GenCon 2012 is over. Busy day.

Things started pretty wild when they opened the dealer room doors. There’s always a pretty intimidating rush of people, but it seemed like a larger crowd this year. I was grateful to be in the booth, avoiding a trampling.

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I managed to sneak out to grab my preorders for Night’s Black Agents and The Zalozhniy Quartet from Pelgrane Press, where I met Paula and Steve Dempsey, which was a treat. Then I headed over to Margaret Weis Productions to snag my preorder copy of the Marvel Civil War Event Book. I got to say a quick hello to Cam Banks and meet Amanda Valentine – a most excellent editor – and also Jen from the Jennisodes podcast. She gave me a Ninja Panda Taco button, which was nice because I’m looking forward to that game coming out.

I managed to get some generic tickets and found the Games On Demand room, where I ran into Matthew Gandy, another excellent editor. He filled me in on how the room worked, and Clint and I came back for the 8:00 slot to play some Apocalypse World.

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The game, though of necessity short, was a lot of fun, and gave me some much-needed insight into how it works mechanically. Many thanks to Trevis for running it, and to the other players for making it fun.

And now to bed.

GenCon 2012: Arrival

So, we made it to Indianapolis. Stopped for lunch at The Tamale Place, which was easily as good as we had hoped. I was a little disappointed that they were out of their dessert tamales, but after seeing the huge amount of food you get with the tamale combo, I decided it was just as well.

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Scott, Jarred, and Terry ((Terry’s a new addition to the gang this year.)) had beat me to the booth, and set up was close to done when I arrived. We finished up pretty quickly, and then went off for supper at The Rock Bottom Brewery.

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Now, I’m back in our room, getting ready for tomorrow. We’re staying in the Crowne Plaza, which has a bunch of railway cars in it, along with some not-creepy-at-all white mannequins of rail passengers and conductors and the like scattered about. The cars are all named; there’s the John Phillip Sousa, the Louis Armstrong, and this one, which is right outside the door of our room.

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And that’s about it for tonight.

GenCon 2012: On the Road

Posting by iPhone, so this is gonna be short.

We’ve made it to Rochelle, and had dinner at Vince’s Pizza, thus proving it wasn’t a product of our imagination. I actually tried the pizza, which was amazingly good. Clint had the ravioli – a huge plate with bolognese sauce and a meatball the size of a child’s fist as a sort of garnish.

So, yeah, great food, good conversation, pretty painless drive, and tomorrow we’re on to Indianapolis and The Tamale Place.

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GenCon 2012: Fast Approaching

Early ((Far earlier than I’m usually willing to get out of bed.)) Tuesday morning, Clint and I get in the car and drive down to Indianapolis for GenCon Indy. This is the thirteenth year in a row we’ve done this, and we’ve pretty much got the road trip down to a science. I’m spending a fair bit of this weekend running around, making sure I’ve got everything I need for the trip in order, and I’m not leaving anything hanging at home.

I’m looking forward to the trip, though it’s a long drive. We’ve got a good pizza place ((Vince’s Pizza.)) to solve our normal first-night food issue ((We usually wind up hungry in Rochelle, IL, and are faced with chains like Pizza Hut and Burger King, which are not our first choices.)) in Rochelle, and Clint has discovered The Tamale Place in Indianapolis for us to try. Gotta say, it looks great.

And it’s my twelfth year doing booth weasel duties for Pagan Publishing and Dagon Industries. It’s always fun to spend time with Scott and Jarred, good friends that I only see once a year. There are a lot of folks that I count as friends but only see at GenCon, which is the primary reason I keep going.

The other big reason for going to GenCon is, of course, the games.

Things have changed over the years, though. It used to be that, if you were releasing a new game any time between, say, April and October, you tried to release it at GenCon. That made GenCon a wonderful place to see the best new products from various companies, a place to grab all the newest toys first.

It’s not like that any more. With changing distribution models – pre-orders, Kickstarter, PDF-only products, stuff like that – companies aren’t as tied to the GenCon release. Sure, it’s still nice to have new stuff out at GenCon, but it’s not the necessity it used to be. For myself, most of the really cool new things that I want and are going to be available at GenCon, I’ve already bought ((Though I may not have received them yet. I will, for example, be picking up my pre-orders of MHR Civil War and Night’s Black Agents at the Con.)). So, while I’ll still be wandering the exhibit hall, I’ll be looking for stuff I’ve never heard of that looks cool, rather than hitting up my favourite companies to see what they have that’s new ((‘Cause odds are I already know what’s new. And have bought it.)).

But there’s a different aspect to games that I’m going to get into more this year. I’m gonna try to play some. I generally don’t play games at GenCon, partially because I spend most of my time manning the booth and partially because I don’t seek out the games. This year, I want to make sure to hit up Games on Demand – they’re actually IN the convention centre this year, so easier to find – to try and play some of the games I’d like to run in the next few months. Specifically, I’m looking at trying out Technoir and Dungeon World, and maybe sitting in on another Marvel Heroic Roleplaying game. And I think I’m going to pack my Fiasco kit on the off chance I can swing a game or two of that.

So, that’s the plan. If you’re at GenCon, come stop by booth 715 and say hi. And if you’ve got a cool new game that you’re excited about, come tell me. I can’t come home empty-handed, right?

Feints & Gambits: The Battle of Tara

Friday night was the final session of my Feints & Gambits DFRPG campaign. The campaign ran 23 sessions, including the character creation and setting creation sessions ((I count those because, as the rulebook rightly says, these are part of play. If you don’t believe that , you haven’t tried it.)), over just about two years. We started with six players, and added another one part way through. That’s a pretty large group; I’d assumed that a couple of players would be unavailable each session, keeping the group to a manageable size. That assumption was mainly correct – most sessions, we had at least one player absent, but it was still a big group, and having a full house was… challenging. I had almost a full house for the last session; one player wasn’t able to make it ((We missed you , Vickie!))

As mentioned in the last post, I had the players doing some homework, preparing for the battle. They jumped on this opportunity pretty eagerly, and over the time between the sessions, I got a whole bunch of e-mail and stories about how the heroes were setting things up for the final confrontation between the Fey Courts and the prospective High King. We had Venatori Umborum strike forces hiding in the church with the arm-bone of St. Patrick, we had the power of the sun bottled in the hands of a powerful fire mage, we had a storm conjured by an international network of Wiccans, we had collected favours in the enemy camps, we had belief funneled to the King from a powerfully prophetic painting ((Yay! Alliteration!)), we had an army of mummified cats hidden in the trenches. And those were just some highlights.

To run this battle, I looked to the old Decipher Lord of the Rings game. While the game had some problems ((Notably, the long prep time for GMs – it took me about three to four hours of prep time for each hour of play. Building NPCs and monsters was not fast, and setting up traps and obstacles took a lot of time, too.)), the game shone in two specific areas: the wonderfully appropriate feel of the magic system, and the simple, flavourful system for running large-scale battles. It’s this last bit that I lifted pretty much whole from LotR and dropped into this game. What makes the system great is that it resolves the battle turn by turn, showing the shifting fortunes of war, while allowing the PCs to have some cinematic hero moments in the midst of the chaos.

So, what I did was to stat up the two armies as opponents. I set the fey army at Good (+3), with eight stress boxes, and the King’s army at Fair (+2) and five stress boxes. There were aspects available from the location, and from the preparations each army had done ((Yeah, I let the fey armies prepare, too – mainly taking assets overlooked by the players.)) that could be called on in battle. I also made a list of twenty events and scenes to roll out in the middle of battle for the heroes to deal with. This list had things on it like a ride of the wild hunt, challenges to single combat, favours being called in, and ((Because it was necessary for the whole becoming-high-king thing to work.)) the arrival of Aengous Keogh with the Cauldron of the Dagda.

And then one of the players almost derailed the entire thing, as Mark O’Malley, acting as the King’s herald, negotiated the whole battle to be replaced by a sealed draft tournament of Magic: The Gathering. Now, it was a brilliant ploy, and I liked it, but I couldn’t let it work out the way he wanted – I had to shift the game back to the battle. Why? Not because I had planned this whole battle thing and it would be wasted. No. I’m willing to take a hit like that and improvise something new, maybe following the High King on his ordeal to prove his worthiness.

No, the real problem was that, if we went with theM:TG scenario, only Mark would be doing stuff. The rest of the characters would just be spectators at what was meant to be the climax of the campaign. And that just wasn’t right.

So, I pulled a fast one. I had the fey bring forward a changeling – a stolen child, who happened to be aM:TG tournament champion. When Mark figured out that he was in some jeopardy, he switched tactics and started trash-talking the kid, sending him running from the game in tears. The fey Warlords decreed that this meant the battle must go forward ((Despite some grousing from the player about how leaving a game counts as a forfeit; see my note about having everyone involved in the game.)), and so battle was joined.

At the start, I was worried that I had built the opposition up too high. The characters certainly felt threatened, and worried, and the first little bit of the battle was tight for the good guys. But then the gang started figuring out how to put things together using their preparations, spending Fate Points freely, and got things working in their favour.

I can’t do a blow-by-blow of the battle. Too much went on. Some highlights:

  • Nate reneging on the debt he owed Summer. He lost his fire magic, but used the sun power he had bottled in the preparation phase to regain it.
  • Mark whipping up a fast thaumaturgic ritual to drop a field full of landmines ((Secreted on the site by the Malleus Maleficarum, who didn’t kill which side they killed.)) into the Nevernever.
  • Aleister taking out the Wild Huntsman with a single rifleshot.
  • Kate waking the souls of the 400 Irish rebels buried on the site to defend the High King.
  • Rogan leading her pride, and armed with a magic bell, breaking a fey advance and routing the attacking squad.
  • Safire blowing the head off a pixie who had come to tell her that her Granny was being held hostage ((Downside was that they killed Granny.)).
  • Aengous’s arrival, in a Guinness van, with the Cauldron of the Dagda, and his desperate, ill-fated drive across the earthworks ((Aengous needed to arrive with the Cauldron for the King to conduct his bid for Kingship. It was a single entry on my random chart, but every time I rolled something else, I crossed off that entry. If I rolled a crossed-off entry, it would be Aengous. So, the odds for his arrival increased as the battle went on, but I could never be certain when he would show up. As it happened, he showed up on the stroke of midnight, which was awesome.)).
  • The Warden showed up and wanted to know how a war had sprung up on his watch, and got sent off to talk to the White Council for advice instead of interfering.

In the end, the battle turned out to be pretty one-sided, thanks to the intervention of the heroes. Near the end of things, the gang really pulled out the stops, taking out the leadership of the armies and playing on the enmity between the two courts. Despite being significantly outnumbered, the good guys actually drove the fey from the field without taking any significant losses.

And so, the surviving Tuatha De Dannan arrived, the Queens of the Courts in tow, and re-enacted the treaty whereby the Milesians claimed the surface of Ireland and the Tuatha and fey sank into the earth, and into a subservient place in the country. And thus, balance was restored and the Faerie Courts had to stop their blatant, manipulative games with the people of Ireland.

I wanted to spend a little time doing epilogues for the characters, but at that point, it was almost one in the morning, and we were all tired. We decided to call it a night, and to handle the epilogues via our forum.

And so it ended.

I want to thank my players:

  • Michael (Aleister Usher), who never let an opportunity to be a hard-ass pass him by.
  • Sandy (Kate Owens), who tried to keep a low profile, but still got sucked into things.
  • Chris (Nate O’Malley), who solved all problems with FIRE!
  • Erik (Mark O’Malley), who was the calm, rational O’Malley brother ((Rational and calm only by comparison to Nate.)).
  • Fera (Rogan O’Herir), who went from a lone, grieving warrior to heir to the power of her clan.
  • Vickie (Firinne O’Beara), who fought her trickster nature as hard as she could to keep her friends safe.
  • Jen (Safire Byrne), who showed up late, and lot her Granny in the battle.

You guys made the game great, and I thank you for it.

I hope you had fun.

New Centurions, Issue #17: Cross and Crown

Our last session of Clint’s New Centurions campaign had us finish off the battle against the huge warbeast and its escort from the previous session. S.P.E.C.-T.E.R. and Widowmaker had been knocked off the howda on top, and were trailing along the streets after the thing. Along the way, we ran into some flying female demons ((This was S.P.E.C.-T.E.R.’s moment of excellence – he threw a cast iron bathtub into the flying demons, taking out two of them at once. Yay for hero dice and hero points!)), and just managed to catch up with the rampaging warbeast as it met a heavily armoured opponent in the middle of the street.

Turns out this mystery figure was a Templar knight. She and her order had been preparing for… something big and bad, and they figured this was it. Once we dispatched the warbeast, she led us back to Temple Church, where we were given blessings and talismans that seemed to counteract the negative effects that the rising magic levels were having on our technology. After some discussion, we decided that we should try and get the various defensive factions – the Templars, the army, the Royal Champions ((The local superhero team.)) – to coordinate their actions. It took a little running around, and a little politicking, and a little bit of combat with dragons, but we got them all working together to protect people.

We found out some interesting things along the way. For example, the creatures coming through the gateways were formorians ((This may seem like a strange coincidence, considering what went on last session in the Feints & Gambits game, but really, you can’t have a game in the British Isles involving elves and magic without the formorians coming into it somehow. They’re just too cool to ignore.)), and that the rising magic levels, while boosting the mystical abilities of some people, robbed other people of their magical powers. And then the fey came for us.

It was a single messenger, a mother whose child had been taken hostage to force her to carry a message to us. We arranged the return of the child, then followed the fey kidnapper to the park, where we met with the Green Knight. This fellow told us that he had come to take his queen back home. Now, this was fine, but it just so happened that the faerie queen was sharing body/mind/soul space with Queen Elizabeth II. So, Death Nell was not disposed to helping in this.

Of course, the Green Knight wasn’t going to take our word for it, so we arranged a meeting between him and the Queen. S.P.E.C.-T.E.R. wasn’t terribly keen on the prospect of assisting people who would use kidnapping as a tool to deliver a simple invitation. But this wasn’t his country, so he kept his mouth shut. In the end, the Queen told him to bring the elves to our world, and to have them fight the formorians. The Green Knight agreed to this, and went to gather his forces.

And that’s about where we left things.

Feints & Gambits: The Spear of Lugh

Last Saturday was the penultimate session of Feints & Gambits. I had pretty much a full house, missing only two players, so that was five players to wrangle ((When I launch my New Style Gaming in September, one of the things I’m focusing on, aside from running shorter campaigns, is running with smaller groups. Easier to schedule, and everyone gets more spotlight time each session.)). On the other hand, given what I had decided they were up against, a larger group was not a bad thing.

Only two of the players had been at the previous session, where the gang secured the support of the Ciorcal Fuinseog and retrieved the Sword of Nuada. And one player hadn’t even been present at the session before, when the whole idea of the Ard Ri was laid out for folks. Seeing as this one was a member of the Venatori Umborum, he wasn’t disposed to trust someone who had, until recently, been dead.

I was a little worried about this last, to tell the truth, because the player, who had been kept up to speed on the games by other players, was saying things like, “I don’t think I’m on the same side as everyone else with this idea.” Now, I had some ideas about how to run the endgame no matter which side the group chose, but I hadn’t thought too hard about what I’d do if some of the group chose to support the King and some chose to oppose him. I had vague ideas, but quite frankly, it would have been a big pain in the ass. However, I should have just trusted the player, because he met me half-way very easily and naturally once things got rolling, and no problem arose ((Thanks, Michael!)).

Anyway, I started the session with a more detailed recap than usual, because of the fact that only two of the players had been at the previous session. That’s the point I was trying to make.

So, after the recap, I let the characters who had met the King and agreed to help him explain things to Aleister. After Aleister seemed amenable ((All alliterative!)) to the idea, I brought in Liam Dalton, the prospective King, to meet Aleister and explain himself ((I found, listening to the characters’ explanation, that I hadn’t made clear exactly what the whole idea with becoming High King was all about, so I thought this would be a good opportunity to spell things out.)).

Once that was out of the way, and the group was starting to plan what they were going to do for this session, I called a bit of a time out to explain how the final session was going to work. I followed that up with an e-mail message, spelling it out in more precise detail, so I’m just gonna paste that below so you can all see it.

Next session is going to be the battle at Tara, with Liam Dalton trying to become High King of Ireland. The Fey are going to oppose him – with force. The battle scene is going to be the main focus of the session, with you folks deeply involved, though not necessarily all together. You will be making individual actions, but you will also be making actions for the battle – trying to hold a flank, or press an attack, or fend off the air support of the Fey, whatever.

In addition to the normal stuff on your character sheet, you will also have some aspects that represent resources you have brought to the battle. These can be used in the battle rolls, along with your normal aspects. You already have a few of these: The Sword of Nuada, The Spear of Lugh, Rogan’s Pride, Power of the Ciorcal Fuinseog, stuff like that. I’ve got a list, but I’m saving it for when the session starts. The Fey also have a list of resources they can use – things like Nate O’Malley Owes a Favour, for example. I’m not going to tell you what they all are.

You can add to the resources your side has. How? Simple. Think up something that your side could use to aid them – special knowledge, another ally, preparation of the battlefield, a helpful artifact, whatever. Then write me a story about how you bring it over to your side. It doesn’t have to be long; a paragraph or two is fine. Post the story on the forum and then – pay attention, because this is an important bit – let me know that you have done so BEFORE JULY 27. Midnight July 26 is the cut-off point. Why? Because I need time to read the story and add the resource to my list.

If, instead of posting a story, you want to work out the details with me in e-mail, that’s fine too, but the deadline applies.

There it is. Have at it. And let me know if you have any questions.

I wanted to spell it out during this session, in case they had any ideas they wanted to implement during the session to add to their battle preparations. They spent some time looking at maps of the Hill of Tara and thinking of ideas, but decided to save things for the forum or e-mail, which is fine with me ((Of course, if they forget, well, that’s just too bad, now, isn’t it?)). And they decided to head off to the Giant’s Causeway ((“Mark, do you have access to a va-” “NO!”)) to get the Spear of Lugh.

The spellslingers in the group did a fair bit of preparation for the spell they were going to use to locate the spear once they got to the Causeway ((They came up with such good stuff, like making a little replica spear out of the remains of a bronze-age spear, and reading passages about the spear from the Lebor Gebala Erenn. It made me very happy.)). By their choice, they went to scout the Causeway in daylight, so the big problem they ran into was the hoard of tourists. Not very convenient for spellcasting, but Firinne, the changeling trickster, got the guides to give them some space to work with a story about spreading the ashes of her little brother here, with a ritual by his friends from a recreationist society, and they got away with it.

Their preparations pumped a lot of power ((More alliteration! Yay!)) into the divination, so I gave them a big result: a vision of the Organ at the Giant’s Causeway, transformed into an iron gate, behind which they saw flickering, hellish light. That, they knew, was where the spear was.

So, they came back after dark, using all their various stealth abilities, potions, and glamours to make sure they got across to the Organ undetected. Once there, Kate used the Sight to take a look at the place, and saw that it was a Way into a great hall full of formorians. Mark opened the Way, and they sauntered into Baelor’s Hall.

The place was huge, with open pools of molten iron, large trestle table, benches, hanging iron chains, and a massive throne upon which sat Baelor of the Evil Eye, with the Spear of Lugh mounted on the wall behind him. Also, about a dozen formorians sitting at table, feasting.

There was a little conversation, as our heroes tried to persuade Baelor to turn over the spear, but he just laughed at them – formorians are firmly on the Fey side of things in my world, so arguments that the spear would be used to end the reign were pretty much useless ((Or worse.)). And then he ordered his warriors to attack.

Things went badly for the gang at this point. I had based the formorian stats on ogres, with a few little enhancements, like weapons. Baelor was toughened up from that, with a special eye blast attack. They hit like a ton of bricks, and were very resilient. Rogan scared one off with her roar ((Mental and Social stress tracks were where they were vulnerable.)), and Mark stopped Baelor’s attendants from opening his evil eye by slicing their lifting sticks to bits with a blast of force. But by the end of the first exchange, pretty much every one of the characters had taken at least a minor consequence, and they feared for their lives.

Now, I had built the formorians to be horribly tough opponents on the physical battlefield, but weak in the other ones. I had filled the hall with interesting things that could be tapped as scene aspects. When they realized that they were outclassed in a fight, the characters decided to focus on their primary objective – the spear – and then see about escaping ((The Way had, of course, slammed shut when the formorians attacked.)).

Rogan shifted back to human form and dashed through the formorians to snatch the spear from the wall with a truly stunning Athletics roll. Everyone was preparing to give her cover to make her escape when Aleister dumped all his Fate Points on a single roll and shot Baelor through the eye, doing just enough damage to penetrate his armour and roll up off the end of his stress track.Now, I could have let Baelor take a consequence and continue the fight, but a couple of things argued against doing that.

First, Baelor wasn’t designed to be an ongoing foe; he was built to be an obstacle. With his warriors, he was a very tough obstacle, but I didn’t want to elevate him to the level of some other faces in the campaign, because I had introduced him for a single purpose. So, I had no vested interest in keeping him around.

Second, as I mentioned, Aleister had spent every single Fate Point he had on the shot. He’d rolled in the neighbourhood of 16 shifts of damage, and that kind of roll – and Fate Point expenditure – deserves a memorable success. Having Baelor shrug the shot off, though possible with his stats, felt like a dick move ((This is an important thing I’ve learned over the years: rules go by the wayside when the player commits to an epic, cinematic moment. Let the heroes win, especially when they show you how important it is to them.)).

Thus, Aleister shot Baelor right through his evil eye, causing his head to explode. His warriors, stunned and panicked by this development, fled. And our heroes took the spear and got out while the getting was good.

It was pretty late by that point, so we called it a night. Next session, everything ends, one way or another.

From the Armitage Files: The End

**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 night was the final installment of my Armitage Files campaign. After nearly two-and-a-half years and twenty-three sessions, we reached the end of our story and the investigators faced their final challenge.

I think it ended well.

We picked things up in the moment after the last session ended, with our intrepid ((And significantly battered, by this point.)) heroes opening the conference room door to find Cyrus Llanfer transformed into one of the crystal snowmen that mark the attention of Chaugnar Faugn. That threw everyone into high gear, and also some confusion. At some point along here, Crosby put together some pieces he had read about Nyarlathotep ((That is, he used his Cthulhu Mythos skill to find out about Nyarlathotep.)) and realized that Kim Nak was probably a mask of Nyarlathotep, heralding the arrival of something bigger and more terrible – Chaugnar Faugn. Finally, a very stressed-out Moon got everyone moving by dint of being angrier than anyone else in the room – he grabbed Dyer to take them to see Danforth up at the asylum, because Roxy thought he might have an idea or two to share, and the rest of the Armitage group were sent to scrounge up whatever information they could find about what was going on or where Armitage himself was.

Now, I hadn’t expected the group to call on Danforth, but he seemed a good vector to start delivering the information the characters needed to clarify what was going on, so I was okay with that. They took Dyer’s car – and Dyer – because they didn’t think they could get permission to see Danforth otherwise, but when they arrived at the asylum, all the people in it had been turned to the crystal snowmen. By the time they had made it to Danforth’s room, Dyer was starting to crystallize ((Confession time. I always try and remove anyone the characters can count on to save their bacon in the last act. Why? Because I think that the stars of the show, especially at the climax, should be the player characters. If it’s someone else who figures out the way to save the world, or who hands them the item they need, or whatever, then the PCs are relegated to simple plot devices, rather than the prime movers of the story. I mean, if the Armitage Group got back together with the investigators and said, “Right. Here are the steps to thwart Chaugnar Faugn. Do them in order, and everything will be fine,” it would be a pretty sucky ending, right? So, I let NPCs perform little services – provide some information, get them somewhere, deliver a clue – then clean them off the board so that the character only have themselves to rely on. They get to be the heroes.)). He gave his notebook to Moon, and Moon shot him in the head to put him out of his misery.

Danforth was still alive; in fact, besides the characters, he was the only one in the asylum who was. His room was rimed with frost, and he was in restraints on the bed, but he seemed lucid and willing to co-operate. Crosby freed him, and Danforth grabbed something wrapped in a pillowcase from under the bed that he said would help protect them. Back in the car, Moon and Danforth had a little crazy-talk session ((That is, Moon used some of his Cthulhu Mythos. They’re not holding anything back, this session; they’re leaving it all out on the field.)) that provided a little more insight into the nature of Chaugnar Faugn, how Nyarlathotep was preparing the way, and what might be done about it. He remembered the song they had used to cure Solis of his crystalline infection, and decided that that might be something they could use to buy a little time.

The next stop was Moon’s bookshop, where he had arranged to meet members of the Armitage Group who had gone to loot the rare book room at MU now that Llanfer was dead. Of course, the tcho-tchos knew all about the bookshop, so when our heroes arrived, they found a pile of professorial corpses and a sink full of burning books. They salvaged what they could from the sink and scarpered.

There followed a kind of muddied debate about what needed to be done next. They finally decided that they needed to get some audio equipment from the university – they settled on the cone-style megaphones, because they didn’t know if they’d be able to haul a generator for electronic amplification to wherever they needed to sing the song. That was the sticking point for them: they didn’t know where the song should be sung. As a creature outside of and only impinging on normal space-time, Chaugnar Faugn would only truly be vulnerable to the song at a specific place and time.

See, my thought for this ((To be clear, I had no plan coming into this session except one: I knew what one action would end the threat. Everything else that happened was me responding to character action, trying to provide them with the information they needed and keep the pressure on them. So, when they brought up the song, I thought that sounded like a good idea, and it became one of the things they needed to do.)) was that the song should be sung at the Monument Creek dig where the first idol was unearthed. But Roxy suggested the Kingsport lighthouse they had visited last session, I changed my mind and made that the place/time. After all, it was already unstuck in time and space, and that had to put it “closer” to Chaugnar Faugn. Moon suggested the Monument Creek site, Roxy suggested the lighthouse, and they were stuck – not enough information to make an informed decision. They’ve learned enough of the system, though, that they knew what to do if they didn’t have enough information: go find some more. Moon pulled out his once-per-game ability as an Antiquarian to say that he had a book that should help them ((He tried to say that he just had the information, but I held him to the rules that said he had an informational item back at the shop.)) back at the shop, so they detoured to the shop, on high alert for tcho-tchos and other bad things.

In the shop, they found Austin Kittrell, sitting at Moon’s desk, reading the book he had come for. I tried for a little bit of banter, but Roxy was having none of that, and shot Kittrell a couple of times. It didn’t have the desired effect; he just took it and smiled. Moon grabbed the book from him, but then got backhanded across the room ((Down to -8 Health. Did I mention they came into this already kind of battered and spent?)) and knocked unconscious. Danforth lifted his hands and started chanting in a strange language, and the air got colder around him, so Crosby and Roxy grabbed the book and the unconscious Moon and started dragging him from the shop. The last thing they saw of Kittrell, he was punching his fist through Danforth’s chest. Danforth continued chanting, though without sound now that his lungs were mainly missing.

Crosby made it out of the shop with Moon, but Roxy slipped on the now-icy floor, and fell far enough behind to hear a wet explosion and a whistling cry of “Tekeli-li!” ((Yup. Crazy Danforth summoned a shoggoth, which took out him, Kittrell, the bookshop, and all the buildings and people between the bookshop and the river. I figure, it’s the last session, time to pull out all the stops. I was a little disappointed that none of the characters looked back to see the thing, though.)) from the back room, then she was out and running to the car. They got in and tore away, Moon madly reading the recovered book ((After some First Aid spends to bring him back to consciousness and stop him dying.)) and Crosby reading the salvaged books from the sink.

Eventually, they got the idea that they needed to get to the lighthouse and sing the song to stall Chaugnar Faugn’s arrival. They made their way back to Kingsport, and hauled Moon up the headland ((Health checks all round to keep going in the face of exhaustion and exertion.)), past the now-silent cabin, and to the huge pile of bones overlooking the pristine sea. Down below, small, dark figures frolicked in the water, and a twenty-foot tall crystal elephant snowman stood beside the bone pile.

I ran the song as a magical ritual, with no opposition just to simplify things. I decided they needed to get a total of 30 on their rolls, each roll representing a half-hour or so of singing time. After each roll, the characters had to make Health checks to keep singing, or have their voice give out. I put in a couple of trigger points where things would start happening – at 10, Roxy noticed that there was something huge making it’s way through the sea towards the headland ((She’s been troubled for some time with dreams of a vast being waiting for her beneath the sea.)). At 20, the giant crystal idol woke up and started moving towards the investigators. At this point, Moon lost enough Stability to move him into the Blasted category, and he decided that, in his madness, he would sacrifice himself to the elder god in hopes of distracting it long enough for his companions to finish the song. I liked this idea, and gave him free rein. He said that, because he had seen outside the normal dimensions before, and because now he was insane, he could unfold his own timeline back to the first time he had killed a man – as a boy in Russia – and get Chaugnar Faugn to focus on him. I said okay, but took it a bit further, weaving it into a moment of extradimensional perception for all the characters, as they got to see Moon’s yeti-like multidimensional form consumed by a wall of probosces, eyes, mouths, and other organs.

I thought this was going to be the end of the whole thing, because I couldn’t show them that and not call for some hefty Stability checks, and I refuse to pull punches in a Cthulhu campaign endgame. But Roxy and Crosby made their checks and finished the song, forcing Chaugnar Faugn’s attention away from them. They then set fire to the bones ((Well, to be fair, they threw dynamite into it, but I had the dynamite transform into a torch and ignite the bone-fire.)) and ran away – the flash of the fire drove off whatever was coming through the water to get Roxy, and a white ship sailed in to dock at the top of the headland, but they weren’t having none of that, and just ran like bunnies.

At this point, the players started acting like it was all over, so I used a reminder that there was still work to be done – I had another packet of papers show up on the car seat. This was a less-than-perfectly successful clue; things ground to a halt as the players read through the papers, looking for the clue that would show them where to go next, when the arrival of the papers was intended to be the clue. I reminded them that, according to their information, all the song had done was buy them some time to fix the real problem. Roxy started to get fixated on the mention of the Nophru-ka tablet in the papers, and started planning to go to New York ((Which had nothing to do with what was going on. Curse my decision to give out more papers! They were nothing but a distraction!)), but decided that she needed to find Armitage and stop him from killing Petrovich, also mentioned in the papers.

They also found Danforth’s pillow case in the car, and found inside a floor tile with an elder sign scratched on it. Crosby used his Cthulhu Mythos to figure out what it meant and how useful it could be, and he, too, wound up Blasted. That left Roxy essentially on her own.

She headed back to the university, and found one of the last members of the Armitage Group, Ashley, and got him to tell her about a bolt hole Armitage had set up in the last place anyone would look for him – the ruins of the Whateley farm in Dunwich. She persuaded Ashley to take her up there and distract Armitage while she crept around back with a shotgun. Ashely got Armitage talking, and he expressed genuine puzzlement and horror at what was happening, and no hint that he was deliberately causing it. At this point, Roxy popped up, asked him if he knew a Petrovich, Armitage started to say no, and she cut him in half with a shotgun blast.

This was the key event to end the threat. See, if Armitage died before he sent the documents back in time, then there would be no disruption of linear time to attract the attention of Chaugnar Faugn. The readjustment of time caused most of the big bad things that happened to undo, but being close enough to ground zero of the temporal reconfiguration, Roxy’s brain was shattered.

She found her consciousness floating in extradimensional space, with the voice of Fred Jahraus speaking to her. He offered to take her to live with them, because she had been kind to them. She would be, he explained, a pet. Roxy rejected that, even though Fred told her that her brain was too damaged to hold all of her now. She still decided to go back.

I finished with a quick epilogue. In the new timeline, bookseller Aaron Moon vanished one day, never to be seen again. Roxy Crane was found be her (restored) butler and housekeeper catatonic in bed – they think she suffered a stroke. Malcolm Crosby was hospitalized after a complete mental collapse, and never recovered. And August Solis, MD, still died in an explosion out in Montana.

I am very satisfied with the ending, especially the way each of the characters went out:

  • Moon, paranoid hoarder of information, gave himself to something that was the very epitome of entropy, destroying all he had learned, to buy the time to complete the ritual.
  • Crosby, who had been seeking real mystic knowledge for years, was destroyed and shattered once he found it.
  • Roxy, manipulator extraordinaire, faced the final challenge alone, with no one to help her, and no points to spend on ANYTHING. And then turned down an offer of (kinda) salvation.

It’s been a fun run, gang. As usual, the end of a campaign is a bittersweet thing if it works well. I’m sorry to see it end, but I recognize that ending on a high note is far better than devolving into boredom.

I want to thank a few people for this gaming experience:

  • Robin Laws for designing GUMSHOE andThe Armitage Files campaign.
  • Ken Hite for turning GUMSHOE into Trail of Cthulhu.
  • Simon Rogers at Pelgrane Press for publishing all this great stuff.
  • All you folks who have been following along with the campaign through the two-and-a-half years its been running.

But most of all, I want to thank my players for trusting me to run this kind of improvisational campaign, and going along with some of the weird and crazy ideas I’ve had through the run. Thanks to:

  • Michael as Aaron “Read ‘Em And Burn ‘Em” Moon.
  • Sandy as Roxy “Who Will I Be Today?” Crane.
  • Tom as Dr. August “Bleed On Everything” Solis and Malcolm “I’m Psychic!” Crosby.

It’s been a blast, folks.

 

 

Pick a Side

So, I’ve finished reading over the Civil War event book for Marvel Heroic Roleplaying, and was really impressed. It is, of course, a beautiful book, full of Marvel comic book art, and Jeremy Keller’s wonderful layout. But that’s only part of it. It really succeeds on three levels: as an adventure book, as a resource book, and as an instructional book for designing your own events.

Adventurous!

The Civil War event in the comic books was a big, complex, involved affair, and I was initially skeptical about how it would translate to an RPG adventure. The main issue ((Heh.)) in my mind was the question of taking sides in the war. What do you do if part of the group wants to side with the pro-registration folks, and another part wants to side with the anti-registration folks?

Well, the folks who wrote this book saw that one coming, and offer extensive and helpful advice for how to handle things. They encourage talking about the possibility of player-vs.-player combat, and making sure everyone feels comfortable with it. Beyond that, they suggest using troupe play, with players trading off characters to make sure the players are always on the same side, whichever side that needs to be in the current scene. There’s also a lot of advice about how to run the various scenes in the game for different sides in the way – pro, anti, and undecided. Very solid, useful stuff.

The overall adventure is broken into 37 scenes, split into 3 acts. Not every scene is mandatory, and it’s assumed that Watchers will improvise any other scenes that are needed based on the actions of the players. Scenes are identified as Action (26) and Transition (11), but several of the scenes have notes about running them as the other type. In essence, the structure and scene choices offer not just a sequence of events in the larger story of the Civil War, but a toolkit to let the Watcher and the players develop and explore their own experience against the bigger backdrop.

The structure provided is not rigid, but is a useful default and starting point. There are a few defining scenes that I think are pretty important to make the game about the Civil War, rather than just normal superhero hijinks, but you don’t need to follow the default roadmap to get to them. The structure is loose enough to expand for Watcher-created, player-driven scenes, and to collapse to omit scenes from the book that don’t quite fit. And there’s plenty of fodder in the book to make it easy for the Watcher to improvise both action and transition scenes on the fly.

That said, you don’t have to play that loose with the structure. Following it step-by-step from the first scene to the last in order will give you a solid, exciting event, one that your players will talk about.

The only thing that I think is missing is from the Sourcebook section at the front of the book. This is where the events behind the Civil War, the factions involved, and so on, are described to give you context. It’s very complete, but there are a few story threads that run through the three acts, in various scenes, that I think could have been noted here. Things like the Atlantean vengeance squad, or the MGH trail – threads that wind through the other scenes and that the Watcher probably wants to keep track of. You don’t need anything big; just a quick list of the various story threads and the scenes that directly apply to them.

But that’s a pretty small quibble.

Resourceful!

Y’know, this book is worth the price of admission just for the datafiles it contains. You get 32 full hero datafiles. You get 33 villain-style datafiles in the Friends and Foes section, any one of which can be converted to a whole hero datafile with about thirty seconds of work. And scattered through the rest of the book are 59 other datafiles, ranging from villains to average citizens, and 3 add-on power sets. A few of these are duplicates, but the vast majority are at least tweaked from other appearances, either in this book or in the basic game book.

And then there are the milestones. 22 milestones specific to this event – that is, not attached to hero datafiles – and lots of interesting unlockables. While this stuff is tailored to the Civil War event, it is easily adaptable to other events/adventures/characters.

One of the things I look for in a product is material that I, as a GM, can lift out and use with minimal work. This book has that in spades, and has an index just of the datafiles for good measure. Kudos!

Educational!

Above and beyond anything else, this book is a master-class in designing for your ownMarvel Heroic Roleplayinggame. Want to see a stunning example of how to build an event? Look at this book. It’ll teach you the structure and flexibility you need. Want to find out how to handle a certain type of scene? Odds are there’s an example in here ((There’s an action scene that is all about debating a Congressional committee, for God’s sake!)). Want to see how to put together a certain type of character or power set or milestones or unlockables or…

It’s all here. And the way it’s set out is accessible and instructive. Just reading this book, even if you never use any of the scenes or story, will make you a better Watcher. It is a stunning example of what to do with the game, and it is filled with smart ideas and interesting twists that show how the rules work in neat ways. In creative ways. Infunways.

Summing Up

If you plan to run MHR, I’m going to go so far as to say you owe it to yourself to read this book. It’ll make it all much easier and much better, both for you and your players. The adventure is good – very good – but the value of the book goes way beyond that.

Excelsior!