GenCon 2011 – Day Four

Back in Rochelle for the night. It’s our traditional stopping point. It means we should get back to Winnipeg around 9:00 tomorrow evening.

Sunday is always a short day for me at the Con, because we like to leave Indy around 2:00 in the afternoon. I took my leave of the booth around noon, to go say goodbye to everyone and then get my bags packed and loaded into the car. There was a little bit of scampering around, logistically speaking ((It involved the delivery of some catnip Cthulhus. Probably best if you don’t ask.)), but we made it onto the road in good time, and hardly even got lost leaving the city.

Normally, we stop for dinner at Bob Evans in Bloomington on the way home, but this year, we didn’t. We had a different goal.

See, some years ago, we found this amazing little restaurant with the best calzone we had ever eaten. Unfortunately, we have since forgotten where it is. Even which town it’s in. And what it’s called. But we have been hoping to find it again.

This year, when we checked in at Rochelle on the way down, we asked the woman working the hotel desk. She suggested Vince’s Pizza, which sounded right to me. Thus, we spent the time down in Indy dreaming of that perfect calzone. And so we skipped dinner at Bob Evans, to make sure we were good and hungry when we got to Vince’s Pizza.

We were good and hungry, partly because I, idiot that I am, left the flyer we had picked up on the way down to Indy, which featured the address, in my bag at the hotel, and I couldn’t remember precisely where the place was. We drove around a bit more than was really funny, and stopped at two gas stations to ask for directions, and finally found it.

It was not the place of the legendary calzone. Instead of the low stucco, porticoed building we remembered, it was a little red-and-white wooden building with a tiny, tiny parking lot.

Still, we decided to go in and give it a try, because Pizza Hut, Little Caesar, and Burger King did not really appeal. Besides, the parking lot was full of people coming in to pick up pizzas, and rushing away. We figured it must be good.

Inside, it was the kind of simple, homey, family restaurant you often find in resort towns: nothing fancy, but clean and friendly. I ordered a calzone, being fixated on the idea of calzone, and Clint ordered the manicotti. We also ordered beer nuggets ((These, it turned out, were deep-fried pieces of pizza dough with marinara sauce for dipping.)), because we figured it would take some time before the calzone and manicotti were ready, and we were hungry.

So, there we sat, staring at this veritable mountain of beer nuggets, and Clint says, under his voice, slightly awed, “She should have warned us.” The pile of golden-fried little ((Note: they were not really that little. This is poetic license. Actually, it’s an outright lie. They were big.)) bits of dough would pretty much have filled a gallon bucket.

We had come nowhere near finishing them – and had started speculating on how good they would or would not be tomorrow – when our meals were brought out, and we realized we were doomed.

Clint has been saying he feels evangelical. The food was a life-changing experience. I no longer care about the half-remembered ((And possibly mythical.)) calzone of yesteryear. This is the one true calzone. I tried a little of the manicotti, and it was also amazing.

I don’t know how, but Clint finished his plate of manicotti. And the meatball. And half his garlic bread. I had no such luck with the calzone, and was able to eat maybe half of it. The other half sits in the fridge in our hotel room, singing softly to my soul ((The beer nuggets are singing backup harmonies.)) as it waits to fulfill its purpose tomorrow.

Vince’s Pizza has become our destination for dinner, both going down and coming back from GenCon. Clint and his family are heading down to Chicago in a few weeks, and he has decided to change their route so that they come through Rochelle for dinner at Vince’s.

It’s that good. And here’s some semi-documentary evidence:

GenCon 2011 – Day Three

Saturday is always the longest day. Usually the busiest, too. I am tired.

I didn’t get a whole lot of time to wander the hall today; what time I took out of the booth, I spent going over to Games On Demand, hoping for a chance to try Technoir, but I wasn’t able to hit it at a good time to get in a game ((This is most definitely not the fault of the brave souls manning the Games On Demand room; they are doing heroic work, matching people up with games and getting them playing. I should have been trying Thursday and Friday, not leaving it until today. Oh, well. The vagaries of manning the booth.)). There’s one more chance tonight, but I don’t think I’ll make that – the last Games On Demand slot starts at 8:00, and I still haven’t had dinner.

I did manage to find some dice bags – nothing special, but functional – for the dice I bought yesterday. I also grabbed a great shirt from Sigh Co.

The only other purchase I made today was of some music CDs by Water Street Bridge. This morning, the band led a little procession into the exhibitor hall, and one of the band members came by later in the day, and we did a little chatting. Then I got to watch them for a few minutes as they performed in the convention centre and I was heading back to the hotel room. I like their sound, so I bought both their CDs. I look forward to listening to them.

I’ve been reading through The One Ring, and really enjoying it. The system seems simple and fast, but still capable of a substantial amount of variety and depth. The feel of the game really echoes the source material – this set focuses on the area between the Misty Mountains and the Lonely Mountain, the land traveled in The Hobbit – and the characters you can play are mainly from that area, with the addition of Hobbits.

Character creation is a series of choices, starting with choosing which of six cultures you come from, and moving through various other decisions to customize the character – motivation for adventuring, background, special traits, skill selection, etc. At the end of it, you have a character who is very much a part of the world. It looks pretty good.

The dice mechanic is pretty innovative, using 1d12 and a variable number of d6s, each marked with a few special symbols in addition to the numbers ((You get a set of the dice with the game, and they’re quite pretty.)). You always roll the d12, and add a number of d6s equal to the skill rating of your character for whatever you’re doing, total the numbers, and compare to a target number. There are few flavourful little quirks to this mechanic, based on the special die symbols, but it’s all quite straightforward.

Another neat thing I’ve seen is the Fellowship system, which actually gives mechanics for things like keeping each other’s spirits up during dangerous missions. The premise is, unlike in many fantasy games, the group of characters is more than just a random assemblage of adventurers – they all mean something to each other. Again, this is nicely reflective of the source material, and very cleanly implemented.

There are a few other interesting mechanical bits: rules for Hope, Endurance, Fatigue, Shadow, and a few other things, that do a great deal to make the game very different in feel from other fantasy games like D&D. I haven’t finished reading through the system, yet, so I can’t tell you about combat, or what I hear is an interesting travel mechanic. But I’m working on it.

Visually, the books ((There are two of them in the set: The Adventurer’s Book and The Loremaster’s Book. Loremaster is their name for GM.)) are very colourful and attractive. There are two maps included that are also very nice. I’ll probably have a longer post on this subject sometime soon, possibly after a playtest.

That’s it for me, tonight. I’m obviously not going to make it down to Games On Demand in the next ten minutes, so I guess I won’t get a chance to try Technoir this trip. I’m going to go get some food. I’ll leave you with one picture tonight:

GenCon 2011 – Day Two

Two days down, two ((Well, one and a half, really, as we leave at noon on Sunday.)) to go. Working the booth can be tiring, and the concrete floors are not friendly to one’s feet. Still having fun, though.

Last night, I had planned to grab a bite to eat in the restaurant in the hotel and read The One Ring. That got a little sidetracked when a surprise GenCon attendee ((He’s here in sort-of secret, but I guess it’s okay to mention that it’s Fred Hicks, as he wasn’t hiding at the Con today.)) tweeted me, and I wound up inviting myself along to dinner with him and Justin Jacobson at the Weber Grill. It was a nice dinner, with good conversation and good food, and I’m really glad they let me crash their dinner. Thanks, guys!

Up early again this morning and down to the exhibitor hall. I swear the walk there gets longer and longer. The day featured a long period when I was alone in the booth, with Jarred out at a seminar, and Scott running a game. That can get kind of hectic, but though the crowds were a little heavier today, and business brisker than yesterday, it wasn’t anything too bad.

This year, Jarred has brought an iPad and software to keep the inventory, act as a cash register, and process credit cards. It’s a big hit with me, and makes running things in the booth a whole lot easier. The only downside is that there’s only one iPad with the software and the card swiper ((From Square. There are lots of booths using it; it generally seems to be a hit.)), but that’s manageable in the small booth.

The big news today is that Margaret Weis Productions has announced a new Marvel superheroes game. Well, actually, it sounds like several Marvel superhero games, centred around events like Civil War, Annihilation, and Age of Apocalypse ((I have to admit, I only know what one of those things is. Shut up! I’m more a DC comics guy!)) – a total of sixteen books in the next year ((I’m not sure if that means in 2012, or between now and next GenCon, but either way, that’s a whole lotta books!)). The idea is to use Cortex Plus, tweaked for the feel of each particular bit of the Marvel universe they’re covering. Given the way they handled The Leverage RPG and The Smallville RPG, I’m really excited about this announcement, and I want all the books right now, please.

I made it over to Fantasy Flight Games today before the line got stupid long and picked up The Miskatonic Horror Expansion for Arkham Horror and Elder Sign, about which I know practically nothing. But Cthulhu and FFG have yet to steer me wrong, so…

The rather short line I had to wait in got even shorter, because they had a few people with iPhone ((I think they were iPhones. Couldn’t swear to it, though.)) set-ups like at the Apple Store to run credit cards. Seeing that, I decided to pay by card, and got out of there in good time.

I also finally found the IPR booth – it was hard to see, honestly – and picked up a copy of Dungeon World and The Shab Al-Hiri Roach. I’ve been waiting to pick up Roach at GenCon to get the cards with it, and got an even better surprise: the version I got comes with a plastic cockroach, as well!

The other thing I picked up was a set of red, black, and white dice for playing Technoir. Now I need to find a suitable dice bag to put them in. Oh, and also try and get over to Games on Demand ((Wherever that is. I need to put some effort into finding out.)) to try and play the game.

Met a couple of nice people today. @DenaghDesign came by and we chatted for a bit about our respective Dresdenified Dublins, which was fun. It was good to meet him face-to-face, instead of just following each other on Twitter. I also got to meet Jenn ((You know, as I think about it, I never did find out if the woman I met was, in fact, Jenn; she was wearing the Jennisodes regalia, and accepted my compliment about the podcast, so I just assume it was her. But then I think back to the whole bit where I mistook Steve Segedy for Jason Morningstar last year by making assumptions, and I wonder. If you’re the woman I met at the Pagan Publishing booth, and you’re not Jenn, please accept my apologies.)) of the Jennisodes podcast. When I told her that I enjoyed her podcasts very much, she gave me a card, and a badge and a panda die, which I thought was very nice of her. So, thank you!

As I’ve been writing this, I’ve been following the live tweets from the ENnie awards, and The Dresden Files RPG has, so far, won three ENnies: Silver for Best Production Value, Gold for Best Writing, and Gold for Best Rules. Congratulations, folks! They are well-deserved awards ((Though I admit to some bias.)).

That’s about all I’ve got to say. I’m going to leave you with one picture tonight:

GenCon 2011 – Day One

I’m feeling a lot less tired than last night, so this post may be less terse than the last one ((My friend Sandy sent me e-mail to tell me I seemed tired from my last post. She worries about me.)).

According to what I hear, the attendance here is about 35,000, which is about 20% higher than last year. The dealer hall has been moved ((It has, in fact, been moved to the farthest part of the complex from our hotel, which was chosen because of its proximity to the previous dealer hall.)), and seems bigger, so the crowds seem a little thinner. At least, that’s my impression.

Anyway. Here’s a picture of our booth (711) before the hordes descended on us this year.

Things moved pretty quickly once the doors opened at 9:00 for the Very Important Gamers. I heard that Cubicle 7, who are sharing our island, were going to have a limited number of copies of The One Ring, so I ducked around the wall right at 9:00 and bought myself a copy. As you can see, it’s very pretty. I’m going to be reading it tonight.

I missed out on hitting the Fantasy Flight Games booth before the line got stupid long, so I’m going to have to try that tomorrow. I did manage to make it down to Pelgrane Press and speak with Robin Laws and Simon Rogers, both of whom said some nice things. I said some nice things to them, as well; I didn’t buy anything, because I’ve got all their current stuff already or preordered. I also finally got to meet Clark Valentine face-to-face, and that was nice. He came by as I was talking with Cam Banks at Margaret Weiss Productions, gushing about Cortex Plus, and we had a nice, geeky talk. Cam gave me a copy of an intro adventure for the Dragon Brigade game, which looks pretty cool, but was understandably tight-lipped about the big license announcement they’re making tomorrow ((“It’s not Star Wars,” he told me, grinning. Of course it’s not; FFG just announced that they have the license.)). Both Clark and Cam had some nice things to say about this blog, so thanks for that, guys.

I also tracked down Outrider, which company Rob Donoghue had mentioned on his blog, and grabbed their books. They are very nice people, and they’ve got a nice deal on at the con: both their games at $40, instead of $50, along with a nice d6 (the only die you need to play), and .pdf versions of the games. Stop by and check them out.

I didn’t make it down to IPR, mainly because I couldn’t find it. I’ve tracked down where it is, now, so I’m going to make it a point to get there tomorrow. I’d also like to get over to Games on Demand to try out Technoir.

Oh, and if you haven’t heard, Fiasco won the Diana Jones Award this year. It’s a well-deserved victory, though all the contenders were strong games. Congrats to Jason Morningstar and Steve Segedy at Bully Pulpit Games.

That’s about all I’ve got to say for today; I need to go find some food and then do some reading. I’ll leave you with a couple of pictures of neat people who came by the booth.

GenCon 2011 – Arrival

We made it. Long day.

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

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

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

Tomorrow, the carnage begins.

GenCon 2011 – Almost There

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

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

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

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

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

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

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

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

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

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

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

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

Hope you find it useful.

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

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

What’s a Secret

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

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

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

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

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

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

Some Secrets

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

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

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

The Secrets Deck and Scenarios

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

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

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

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

Other Uses of the Secrets Deck

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

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

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

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

The Big Reveal

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

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

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

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

 

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

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

Do: The Beginning of the Pilgrimage

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The End

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

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

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

Let’s See What Happens: Emergent Campaign Storylines

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

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

But I need to.

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

That’s why I need to have an end.

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

The Secrets Deck

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

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

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

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

Sandboxes

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

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

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

Watch Their Eyes

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

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

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

Make Connections

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

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

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

Give Your Head a Shake

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

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

Discard Liberally

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

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

So, What Have We Got?

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

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

Last Words

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

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

Feints & Gambits: Beer Bash

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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