Feints & Gambits: Drinks Run

Friday was the second session of our new Feints & Gambits campaign, using The Dresden Files RPG. We had a full house, which meant a total of seven of us ((Me and six players.)) crammed into the living room of my condo. We all fit, everyone had a seat, and it was cozy. Six players is, however, a pretty large group for DFRPG – at least, for me. There’s a lot to keep track of with all the characters. That said, we pulled it off and, if the focus wasn’t quite as equally spread as I might have hoped, everyone seemed to enjoy themselves.

I was a little stuck for an idea for this session’s adventure. See, while we have this great, full setting document, with tons of ideas and options, we don’t have enough play time invested in it yet for the adventures to occur spontaneously and organically. It’s going to come, as it has in the
Fearful Symmetries game, but it takes a little time to play in the setting and let the characters simmer in the stewpot of the city.

So, I decided to essentially try a random adventure creation thing. I’ve got a big list of all the Aspects in the game ((GMs: This can be an invaluable tool. I strongly encourage you to make one for your game. I keep finding new things I can use it for.)), including all the theme, threat, location, face, and character Aspects. It’s in a simple numbered list, so I just rolled some dice to get a selection of Aspects to string into an adventure.

I wound up rolling about eight Aspects, and got the ones for our Lyric vs. Prosaic theme and its face, the blind bard O’Carolan, as well as Padraig Pearse’s ghost, the Guinness Brewery, the White Council Warden, South Dublin Suburbs, and an Aspect for each of two of the player characters ((Full Aspect list: The Songs We Sing, Blind Bard, Ghost Judge of the Battle, Guinness For Strength!, Big Warden in a Little Pond, Ciad Mille Failte, Spoiling for a Fight (Nate O’Malley), It Was Like That When I Got Here! (Firinne O’Beara).)). Reading over the setting entries for these things, I cam up with the idea that, every midwinter, a bottle of the True Guinness has to be delivered to the ghost of Padraig Pearse at the General Post Office at midnight. I figured that, this year, O’Carolan was delivering it, but something would go wrong, and the PCs would need to step in. I couldn’t really work in the South Dublin Suburbs without making the adventure a little over-elaborate for a single evening, so I discarded it from my planning.

I looked at the two Aspects I had rolled for the PCs, and decided to use them to link the characters into the scenario in a little different way. See, in a lot of good stories, the hero gets drawn into the conflict against his will, by having something bad happen to him that he needs to respond to. Now, having something bad happen out-of-the-blue to a PC just to jumpstart a game is a little bit heavy-handed, in my opinion, and I don’t really like taking that element of control away from the player, even if the player’s cool with it ((And there’s no guarantee that the player will be cool with it.)). But Aspects offer a wonderful way to set the hook in a way that the player accepts, and rewards him 0r her for letting you screw with the character: compels.

When the game started, I tossed a Fate Point to Nate’s player, and had the Warden come pay a visit and be rather cryptic and threatening. Nate was Spoiling For A Fight, so this was a good way to get him – and incidentally, his brother Mark – up and looking into things. One of the things the Warden said was that the brothers should help out around the place a little more, and I thought this might be enough to rope them into the plot. It really wasn’t, though, as the brothers focused on who this poncy bastard was and why he was coming into their shop and bugging them ((Also, using very impressive evocation control to burn a message on the wall of the back room from way on the other side of the store with no one noticing.)). It did, however, get them moving and active, and over to the Silver Arm, where I was able to put the second PC Aspect into play.

I handed Firinne’s player a Fate Point ((She actually cringed when I did that! It was great!)) and gave her a little scene where she bumped into someone in the crowded pub, who bumped someone else, who spilled a drink, which caused someone to slip, which knocked over a table, which fell on O’Carolan’s bag with a shattering sound and the smell of rich, heady Guinness. She stood there paralyzed for a second or two, long enough for Macha – the mistress of the house – and O’Carolan to haul her into the back room and tell her that she had to fix the situation.

They outlined the situation in broad terms, hinting that the breakage was no accident but was, in fact, a mystical attack launched through Firinne by those who opposed the delivery. Firinne immediately flashed back to the memory of the taunting note she left in the Snow Bird gang house when she recovered the Silver Arm, and figured that they must have used that as a sympathetic link to her ((I hadn’t actually thought of that, but it sounded good, so it has become canon.)). She was told that she had to go see Aengus at the Guinness Brewery, pick something up from him, and deliver it to the General Post Office at midnight before midwinter. That gave her three days.

Leaving the pub, she ran into the O’Malley brothers coming to see what they could find out about their visitor, and recruited their help with the promise of beer. Before they headed off, though, they went into the pub and, talking to Macha, figured out that the fellow who had come to their shop had indeed been the White Council Warden for Ireland. They proceeded to drink more, long enough for Firinne to get impatient and call Kate ((Who had been at the Long Library at Trinity College, where she sensed some necromantic magic. THAT’s not gonna be important later on, is it?)), Aleister, and Rogan to come help her, as well.

Eventually, they all got over to the Guinness Brewery, and found that they couldn’t get in, so they took the tour through the storehouse next door ((They also found that the Guinness buildings had a threshold, which disconcerted a couple of them.)). There, they managed to send a message to Aengus, who came and met them at a fish and chips stand across the street. They were watched by some members of the Snow Birds so, once they got the package – a clay bottle of beer – from Aengus and pledged to deliver it, they engineered an escape by blending in with a tourist crowd ((Summoned by the expenditure of a Fate Point.)) and using some of Firinne’s glamours.

What followed next was a chase through the streets of Dublin to the General Post Office. Our heroes stole bikes from a public rack to keep ahead of their pursuers, but Nate blew an Athletics check and wiped out. Mark fell back to help him ((Thanks to his Me Fookin’ Brother Aspect.)), and the two of them drove off the pursuing fey gang members, letting the rest of the group make it to a church near the GPO, where they went to ground.

So, we had the O’Malleys on the outside, kept away from the church by a mob of Snow Birds ((I had originally had a more complicated plot, involving some twists and misdirection and a different main bad guy, but I let it go when I saw how this plotline was working, and how everyone was involved and interested. I can reuse the other idea in a later adventure, and even tie it back to this one.)), and the rest of the group inside the church, besieged by the fey gangsters. Plotting then took place.

At 11:54, Aleister rang the churchbells to disorient the Snow Birds, the O’Malleys showed up in a “borrowed” van to scatter the mob, Rogan shifter to her feline form and carried Firinne out into the back doors of the van, and everyone else piled in afterward for a high-speed jaunt, complete with bootlegger turn, over to the GPO. As most of the folks bailed out to escort Firinne inside to make the delivery, Nate threw up a very powerful wall of flame to keep the fey back, and Kate stayed with him as back-up.

Inside, the ghost of Padraig Pearse showed up, spoke briefly with them ((He seeded in a few hints about other things and situations in Dublin, but though the gang caught one or two of them, they don’t really know what they mean.)), and drank the Guinness, which he said was part of the rules of the binding that held him here. After he had his yearly drink, he turned and walked away, and the group left to find the ranks of Snow Birds outside lined up and saluting them.

And that was the evening.

I’m pretty happy with the way things went. We got through the scenario in one evening, and everyone had fun. Firinne and the O’Malleys were definitely the spotlight characters this adventure, which is not necessarily a bad thing. I’ll just have to make sure that the spotlight shines on a couple of the others next session.

I liked the compel mechanic to hook in the characters at the start of the evening, and had some good comments from the players about it, too, so that’s something I’m probably going to keep using.

One of my players asked me to post a recap of the game sessions on the Feints & Gambits forum, but I decided against it. Why? Because I would rather leave that open for the players to post their own recaps, stories about the fallout of the adventure, and stuff like that in order to earn the Bribe(TM) that I’ve offered.

Anyway, all in all, a good game, and a promising session for the first one with all the players present. Looking forward to the next one.

What I Did On My Christmas Holiday

Been a little quiet around here, huh? Christmas does that. Lots of family stuff going on, both for me and my gaming group. But I’m trying to get back to some more regular gaming – and blogging – now. And to start off, I’m going to do a bit of a recap of what I’ve been up to over Christmas.

  • Castle Ravenloft – I demoed this boardgame at C4 this past year, but there’s a real difference between co-ordinating a demo and actually playing. It’s quite a fun game. Three of us played, and we got through two scenarios that evening, with time left over to play something else. The speed of play is a huge bonus, in my opinion, and the randomness of the game means there’s good replay value. In short, it looks like they’ve taken all the cool stuff of Descent and weeded out the things that made Descent ((To be clear, I like Descent, but it is a long game, and doesn’t quite have the cool to justify the length of play.)) take forever – prep time, convoluted combat, adversarial plan, things like that. The downside is that it’s only good for five players, currently, though the forthcoming Wrath of Ashardalon, which is supposed to be compatible with Ravenloft, should address that.
  • Chrononauts – We got in two games of this card game after playing Ravenloft. It was so good that I went to the game store the next day to buy a copy for myself ((I also got the three supplements for the game, and am looking forward to trying them out.)). The rules are very simple, but the strategic play involved in trying to change the right lynchpins in the timeline so that the ripples bring about the future you need is quite deep. Again, fast play and great replay value, as everyone gets two different goal cards each time you play.
  • Battlestar Galactica – I managed to get in two games ((In one of them, I finally got to be a cylon!))of this, finally getting a chance to try out at least part of the Pegasus expansion. In addition, I’m currently involved in a play-by-forum game with some friends. It’s still a fantastic game, but the urgency and tension that you get playing face-to-face is mitigated somewhat by the delay in playing online.
  • Arkham Horror – Lately, whenever we play this, we play without the extra boards. Otherwise, there’s no hope of actually finishing a game with my group. But I have added the figures for the investigators and some nice little accessories from Litko to enhance the experience. We faced off against Ghatanothoa last time, and we kicked his ugly ass back out of reality. And only one investigator was devoured!
  • Shadowlands – After a lengthy hiatus, my friend Clint got us back to his D&D 3.5 campaign, and it felt good to get back.
  • Gammatoba – My Storm Point crew has voted to go with my Gamma World pitch, and we’re running a short game set in the ruined wasteland of Red Valley, where the brave initiates of the Fort LoGray Legion are venturing into Great City One to prove their mettle and achieve full membership. That starts this Sunday.
  • Dread – After hearing a lot about this game, I finally bought it and am about half-way through reading it. It’s got some great ideas, but I’m a little concerned about whether it would fit my game group – specifically, the idea that players are out if the tower falls. In general, I don’t like elimination mechanics in games, and especially in RPGs, and having the chance that a character just dies and is out in the first five minutes of play is not something I’m comfortable with. That said, the recommendations for pulls make it look like one pull per five minutes of play making for things getting tense as you near the four-hour mark. I’d have to see it in action, I think, to judge it fairly, but it makes me uncertain.
  • Leverage – I’m a fan of the TV show, and The Quickstart Job looked cool enough that I bought the main book ((I’ve received the .pdf, but no sign of the printed book yet. I’m anxiously awaiting it.)), and I was completely blown away. I’m putting together a group to run The Quickstart Job, and then I’m going to have much more to say about this game. One thing I’ll mention here is that, while The Quickstart Job seems to do a good job of introducing the style of the game, it leaves out a number of the really cool parts of the game ((In addition, it looks like the fight rules have changed between The Quickstart Job and the release of the main book. I like the new changes – they make things faster and more cinematic.)).
  • Smallville – I picked this up on the strength of Leverage – they both use a tweaked set of the Cortex rules system. I had passed on Smallville earlier because everything I had read about said that it focused more on the teen soap opera dynamic than the superhero facet of the setting. And that’s right, but the way the rules have been tailored to do that is worth the read, even if, like me, you never intend to run the game. If nothing else, the character creation process, which creates the rest of the supporting cast, themes, locations, and basic plotlines as a byproduct of building the characters, is immensely lootable.
  • Fiasco – I didn’t get to play as much Fiasco as I had hoped ((As in, I did not get to play any Fiasco.))over the break. But I did have several people express real interest in giving it a try when things settled down. So, there’ll be some games in the near future ((Yes, Karla and Ryan, that means you.)).
  • Bookhounds of London – Picked up the preorder for this. I’ve only just scratched the surface of it so far, but it looks amazing. But you knew that, right? I mean, it’s written by Ken Hite, fergawdsake!
  • Writing – I set myself a goal of 1000 words per day for the novel I’m trying to write. I didn’t live up to that, but I did manage about 11,000 words in total. That’s not too bad, and gives me a strong foundation for the rest of it. I just need to make working on it a more regular part of my day.

So, that’s the way the Christmas vacation shaped up for me. It’s got me pumped about gaming in the coming year ((Like any more pumping was necessary.)), so expect to see me going on at length about various things in the near future.

The New Centurions, Issue #6: Earthblood

Last Monday night ((I love the Christmas break. We get to game on weekday nights)) was the latest session of the New Centurions campaign. We had wrapped up the previous storyline, about a missing pay-off to a mob boss, the session before, so this session, we were getting back to the ongoing problem of mysterious sinkholes appearing in the streets of Manhattan.

The first part of the session was spent thinking about how to deal with the fact that the mob boss now knew where our secret base was, and seemed to think we owed him something. This was mainly just brainstorming how to increase security, and decide if we were going to go visit the mob boss at his house to show him how intrusive that was, or just wait to see if he pushed it any farther.

We decided to wait, because of not wanting to go to war right this second.

So, then we turned our attention to the sinkhole problem. We had discovered a few sessions ago that there was a strange, black, oily substance flowing under the city streets in some areas. A sample sent to an occultist contact told us that it was essentially dimensional blood: a fluid that was produced by the friction between our world and one in another dimension. A similar sample sent to a geologist told us that it seemed to be a molecule containing a great deal of energy, sort of like a hydrocarbon, but that the elements that made it up didn’t exist on the periodic table.

The geologist, who specialized in eastern seaboard seismology, was also able to help us narrow down where the next sinkhole was likely to manifest. We went to investigate, and found that, deep below the streets, the ground was pulverized to loose soil and gravel, below which was this earthblood we had found elsewhere. Queen Celeste drained off some of the mystic potential of the stuff to forestall the forthcoming sinkhole, and the rest of us went topside to help evacuate everyone ((S.P.E.C.-T.E.R. had to put his position with the police department on the line to get authorization for this one.)).

We checked in with the geologist again, who was baffled as to what could have alleviated the build-up of seismic forces without disastrous release ((We figured telling her we had done it by magic would have been a little cruel.)), and she pointed us to the next build-up, which was happening sort-of NOW. This was in a more prosperous part of the city, and it was a much tougher sell to get people to evacuate. At least, it was tough right up to the moment when the giant bug the size of a bus jumped up out of the sinkhole and released a squad of monsters.

Clint used the basic idea of D&D’s mind flayers for the villains, mapping them onto the Marvel Comics idea of Skrulls – alien, inimical beings from another dimension that were bent on humanity’s destruction/enslavement. The bulk of the creatures – five of them, as I recall – were minion grunts, fighting with knives, while one wizard-type stood back blasting at everyone’s brain from behind his forcefield.

We dispatched the grunts, freed the mentally enslaved bug-bus ((Thanks to Falkata making mental contact with it while locked inside.)), and restrained the brainblaster. Except the brainblaster didn’t give up, and mind-controlled Paladin’s brain, forcing him to attack S.P.E.C.-T.E.R. ((Who, as an android, was both immune to and unaware of these mental shenanigans.)) Before Paladin could attack, though, Queen Celeste zapped the brainblaster with her magic, killing him outright, and freeing Paladin from its mental control.

This prompted a bit of a heated exchange between S.P.E.C.-T.E.R. and the others, as S.P.E.C.-T.E.R. was unaware of the mental attacks, and was quite upset about a prisoner in his custody (as he saw it) being executed.

And then the bug-bus agreed to take us to the other dimension to battle the evil monsters to stop the attacks on our reality and incidentally free its people. Which is where we left things.

All in all, a fun game. The investigation section worked significantly better than previously with the solid goal in sight, and there was a real sense of progress and achievement in stopping this squad of invaders and knowing where to go next. I’m looking forward to the next session.

Welcome to Gammatoba

So, the Storm Point crew and I are looking at taking a bit of a hiatus from D&D to play some Gamma World. Maybe. If the whole gang wants to. I’m kind of pumped to give it a try, so here’s the set-up I pitched them to drum up interest:

The settlement of Fort LoGray in Red Valley grew up in the early years after the Big Mistake. It coalesced around an old set of fortifications that grew and multiplied as the various timelines overlapped and stayed. The strange combination of walls and buildings provided safety and security, even so near the devastation that struck the Great City One to the south (called in the oldest stories Winter Pig, though no one knows why). In the Red Valley Confederacy, Fort LoGray stands as the vigilant protector, providing elite soldiers and armaments to the villages and towns of Red Valley, and the young people of Standroo, Selk, Locks, Raw’s Deal, Eepul, and Weepul all dream of joining the ranks of the LoGray Legions.

You have all come to Fort LoGray in order to attain that honour. Each of you is a hero of your home village, with unique abilities and the mixed blessing of the Flux, the twisting of timelines and parallel worlds that grant you your various mutations. You have also each been given a valuable piece of Omega Tech and the best wishes of your friends and family to aid you in your endeavour. You have passed the initial interviews and gone through basic training, getting to know your fellow aspirants. More than half of your initial class of recruits has already washed out and been sent home. Now, you have one last test to prove your skill, adaptability, and determination.

As with each new squad of Legionnaires, you are being sent south down the river, to Great City One. To gain admittance to the Legion, you must return with some great artifact of the Ancients. Many before you have turned aside on their final quest, fearing the rumors of the Energy Spirit, the Black Bombers, and the Forks Tribes. But you will not shame your clans in this way. You will succeed, and take your place among the elite warriors of Red Valley.

If they go for the pitch, I’m planning to have them each write up a sentence or two about their hometown in the area (north of Winnipeg along the Red River), and another couple of sentences describing a rumour or legend about Great City One ((If you’re wondering where that name came from, the slogan for Winnipeg is, for some lame reason, One Great City.)). I’ll probably toss them a reward for doing that homework, something like an extra piece of Omega Tech. Or maybe start them at second level.

Anyway.

I’ll let you know if they decide to go with Gamma World or D&D.

Fearful Symmetries: Homecoming

Last session of the Fearful Symmetries campaign was a little unfocused. I don’t think it was too much of a problem, overall, because they’d just completed a big storyline, ending the White Court influence in Prague. Thus, they spent this session looking around for their next short-term goal ((Interesting to note that they’ve got some solid ideas about long-term goals. They’ve both decided that their characters – for their own reasons – want to keep Prague safe.)).

They had a couple of pet projects on the go: Izabela wanted to keep trying to dismantle the curse on Gold Lane, and Emeric had decided to see if he could step into the power vacuum left by the departing Malvora clan. And I had some dangling plot threads to throw at them.

Now, one of the themes that I wanted to introduce was that the Emperor’s spies are everywhere. To layer that in, I wanted to establish some uncertainty in the players about some of the assumptions they were making about how things fit together. I started with the Malvoras.

During their raid on the Malvora manor, Emeric and Izabela had found a room full of documentation on the various noble families of Prague, including the Valdstejns ((Which is Izabela’s family, for those of you following along at home.)). They nabbed some of these files, though most of them were destroyed in the fire that was rapidly consuming the manor house.

As part of stepping into the power vacuum, Emeric and Izabela decided to return the documents to the various families in order to assure them that the blackmail they assumed the Malvoras were perpetrating was at an end. And that’s when they found out that there was no blackmail going on.

Time after time, when they brought the documents to those they concerned, they were faced by incomprehension and disbelief. Lukrezia Malvora had always been a charming, friendly, generous lady, with absolutely no political influence on others. There was no hint that blackmail had been part of her operation, and indeed, there was some regret that she was gone.

Emeric was dealing with some other stuff, at the same time. He had been somewhat shaken by the events in Mstetice the previous session, and was beginning to question his approach to staving off Ragnarok ((His goal is to try and prevent the worst atrocities of humanity, and to help humans maintain hope. The actions of the soldiers and citizens in Mstetice, and the number of times he’s had to unsheathe Beortning is giving him a bit of a crisis of faith.)). Add to that the fact that he got struck with lightning out of a clear sky ((A 12-stress hit. The only reason he survived was because the spellcaster who whipped up the ritual didn’t know how tough Emeric really was. Emeric sucked up the blast, though it hurt him.)), and he was starting to feel a bit persecuted and depressed.

He went to Reverend Nicola at the Church of St. Lawrence up on Petrin’s Hill, whom he suspected of being a priest of Petrunas, looking for some spiritual guidance. He waited through evensong, then asked the Reverend for help. Nicola proved to be much as he always was: a compassionate Lutheran minister with an interest in local history and legend. When Emeric prodded him to admit that he worshipped the old gods, Nicola was honestly confused ((According to the setting document we created, Nicola does indeed worship Petrunas. However, because of the way I’ve been running things, they’re not sure whether I’ve changed that up, or if he’s just really good at hiding his secret identity.)), and when Emeric revealed himself in his true form, his main concern was to offer to save Emeric’s soul.

Still poking around to find out how the Malvora clan was manipulating things, Emeric went to see the Mayor, whom he knew was behind the attempt to arrest him with Kirchoff’s help. He disguised himself as a White Court vampire, and passed himself off as one of Lukrezia’s kin. When he met the mayor, he came on pretty strong, trying to assert the hold he believed Lukrezia had over the Mayor – which caused the Mayor to get a little testy, as he didn’t work for the Malvora. Following a bit of backpedalling, Emeric managed to find out that his arrest had been ordered because Lukrezia had convinced the Mayor that Emeric was a Papist spy.

Izabela and Emeric were starting to realize that the Malvora manipulation must have been more subtle and indirect than they had previously surmised. They also realized that, just because Malvora was gone, it didn’t mean they were safe from White Court machinations ((Oh, and somewhere in there they remembered that they still had a White Court vampire strapped to a table in Amadan’s cellar, and went to kick him out of the city.)).

We wrapped up with our heroes meeting with Captain Amiel, who told them that Emeric might be able to redeem himself if he were able to prove that he had only been pretending to be a spy in order to capture a Papist cell that Amiel’s men had located in Old Town. So, they’re suiting up to go raid the spies’ nest and clear Emeric’s name.

How GR, Inc., Stole Xi-Mas

Every year, my friend Dave runs a charity game day at Imagine Games and Hobbies. Proceeds go to Winnipeg Harvest, and the entry fee is a non-perishable food item. It’s a fun day, with Christmas-themed games and great prizes. Originally, it was just Warhammer 40k that was played, but in recent years, it’s expanded to include War Machine, Wings of War, and (for the first time this year) Gamma World.

Yes, this year, Dave asked me to run a Gamma World game ((Okay, that’s a lie. He asked me to run a D&D game, but I pitched Gamma World as being a wackier game, and a better fit to impromptu crazy one-shots, and he acquiesced.)). There were two catches – the game had to be Christmas-themed, and it had to be competitive.

I forget what initial ideas I had for the game ((Really, from what I can recall, they’re best forgotten.)), but eventually I came up with a workable idea for a scenario. Here’s the opening pitch I gave to the players:

How GR, Inc. Stole Xi-Mas

This is the story the elders tell, each year when you gather to receive the gifts of the season.

They tell of the Big Mistake, when the worlds collided, and the walls between the real and the not-real were torn down. They tell of the founders of Whatville, of how they banded together to build a place of safety in the wilderness. They tell of Fall of the Machine, when the great manufactory from the robot-ridden world of Xi crashed into the mountain nearby. They tell of the noble warriors who defended the Machine from the assaults of the evil mutants from Genome Reassignment, Inc. And they tell of the pact forged with the Machine, when it had recovered enough to flee to the northern wastes at the top of the world.

This season commemorates that pact, when the skysled arrives from the workshop in the north, laden with Omega Tech produced by the Machine รขโ‚ฌโ€œ a gift to the descendants of those who defended it as it struggled to repair itself in an unfriendly, alien world. These gifts are what have allowed Whatville to flourish in the shadow of GR, Inc.

But one year, GR, Inc., HQ stirred once again. A leader arose among the twisted creatures that dwell there, a mutant of great cunning. The Xi skysled was shot down, and the bounty of Omega Tech destined for Whatville was instead claimed by GR, Inc. With this weaponry, they would have the ability to wipe Whatville from the map.

This is the tale of the season. The story of the valiant defenders of Whatville who refused to stand and sing in the shadow of death. The brave mutants who went up the mountain to regain their stolen gifts.

And of the greatest among them, who became a legend.

The tougher part was coming up with a way to make the game competitive, but not have it degenerate into a PvP slaughterfest. I wanted to preserve the co-operative nature of an adventuring party ((Also, I felt that having the characters turn on each other would be, I dunno, sort of not-Christmasy.)), but I needed a way to secure a single winner. I also didn’t want to be the judge – too easy to display favouritism, real or perceived.

So I did what any good GM does when faced with a decision that he doesn’t want to make: I foisted it off on the players.

I awarded a poker chip to every player whose character survived an encounter ((Why only the survivors? Well, if someone dies, it doesn’t directly penalize them in the voting. In fact, it penalizes the rest of the party for letting that character die – that’s one less chip going to someone who survived. Incentive to keep everyone alive, and a cushion for those who decide to make a heroic sacrifice.)). They then had to give that chip away to the player of the character that they felt had done the coolest, most heroic, or most amusing thing during that encounter. At the end of the session, the player with the most poker chips won. This way, the players were encouraged to try bold, heroic things during the session, and they were competing to impress each other with what their characters were doing. And, of course, it took me out of the loop for the voting, so I had no say about who won ((Well, not directly. I did have a little influence, as I reminded people of cool things that happened during the encounter.)).

As for the adventure itself, I reskinned a few monsters from Gamma World and D&D. The horl chus became tinselballs and mistletoes, bloodthorn vines became holly bushes, hoops became nutcrackers, porkers became teddy bears, and I converted a hoop warchief to an elite to make the dreaded green-furred mutant, Jemkayree. I also kitbashed some reindogs and dire reindogs.

The adventure had three encounters: the tinselballs, holly bushes, and mistletoes outside GR, Inc.; the reindogs and dire reindogs in the basement of the complex; and Jemkayree, the teddy bears, and nutcrackers in the lab with the bag of Omega Tech. To get the size of encounters I wanted with the creatures I wanted to use, I decided it was best to start the characters at second level ((This also gave me the opportunity to see the critical powers in action for the first time. They are cooler than I had expected, just having read them.)) and with two pieced of Omega Tech each.

One other thing that put a fun twist on the game was a house-rule that’s traditional at these charity games: one table always has something on it that can throw random stuff onto other tables to mess up what’s happening there. It hit my table three times, though only twice during an actual encounter – once to crash Santa’s sleigh onto the field ((I tossed a card box blind onto the map. It wiped out one of the tinselballs and created an obstacle during the encounter. Afterwards, the characters looted it for two more pieces of Omega Tech each.)), and once to airdrop a squadron of gummi bears onto the table ((Same encounter, actually – seven gummi bear minions. I set their attacks at +5, 5 damage on a hit, and defenses at 15. The player who killed one got to eat it.)).

I had four players, and we got through character creation and the entire scenario in about three and a half hours. Some highlights:

  • The dream grenade that, on the first action of the first round of the first combat wound up expanding its blast to put pretty much everyone on both sides to sleep.
  • The use of the Explode alpha mutation that missed two out of three reindogs, but hit (and killed outright) the Rat Swarm Speedster character. It incidentally also left only the Felinoid Rat Swarm as the only character facing two dire and one normal reindog.
  • The double whammy of eau de roach and portacomp that dumped Jemkayree through the dimensional portal and then closed it down ((He hadn’t even been bloodied, yet. That was when his heart was going to grow three sizes, and he was going to become seriously badass. Well, more seriously badass.)).

The prize was a wonderful edible scuplture of a Santa sack full of stuff (including Squiddy the Christmas Squid) being grabbed by a cluster of tentacles ((It was also terrain, with the tentacles attacking any character that started its turn within two squares of it.)).

All in all, a great success, I think. Thanks to everyone who came out to play and support Winnipeg Harvest, to Dave for organizing the day, and to Pedro and Wendy for hosting it at the store.

And just wait for next year: The Revenge of Jemkayree!

**Edit**

Pedro kindly sent me a photograph of the prize, as it was serving as terrain and threat during the game. Thanks, Pedro!

Stolen Omega Tech

From the Armitage Files: What Are You Willing To Do?

**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 GMรขโ‚ฌโ„ขs 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 latest session of my Armitage Files campaign. I had to poke the players a little bit in the downtime to get them to let me know what avenue of investigation they intended to pursue this session; specifically, if they were planning on continuing to look into the carnival, or if they wanted to move on to something else. The upshot of the conversation was that they decided not to bother with the carnival any longer ((Solis was very interested in finding out what was up with the half-human boy from the freak show, but Moon didn’t want to risk his neck with carnies and bank robbers if there was no supernatural element involved. Roxy was the deciding vote in favour of moving on, because she had… well, let’s call them ethical issues with ratting out a bank robber.)), but to move on to the American Preservation League.

That came in Thursday, so I spent Friday night putting together the situation for the session ((Using Omnigraffle on my iPad. It’s bastard expensive for an app, but is the only one I’ve found that handles this kind of mindmapping the way I like. And seeing as I use that functionality for all my games, I can kind of justify the expense. It’s very, very nice.)), and Saturday reading over the bits of the documents and campaign book that I needed.

The game started with the usual scrambling about to try and get external confirmation of the stuff in the documents they were working from. As usual, there was none to be had, beyond confirming the existence of the APL and its leader, Fred Jahraus. This part of the investigation brought Moon, who has dropped to 6 Sanity through the adventures and has started drinking heavily, into the office of Dr. Peasley, one of the Armitage group and a psychiatrist. He recognized Moon’s deteriorating mental state ((Michael’s doing a good job of making Moon a dangerously paranoid character.)), and advised him to back off for a bit, or at least uses some sleeping pills, which he provided.

The team then joined the APL’s mailing list, under an assumed name, paying their dollar for associate membership, and donating another four dollars for as many back issues of the group’s newsletter as they could. Some analysis of the documents allowed them to map the development of the group, starting with Jahraus and expanding as it got more powerful and wealthy. The doctrines were pretty basic ones for far-right political groups in 1935 – avoiding entanglements in Europe, restricting immigration to northern European ethnic groups, reassigning electoral votes to favour areas with pure populations, things like that. Also interspersed through the documents were strange mandala patterns that seemed to be part of some sort of information system that none of the characters could interpret.

The real weirdness really started when the began following up on the group. The printer who printed the newsletters talked about how Jahraus was odd, but very friendly, even to the black worker in the print shop. The neighbourhood gossip told how Jahraus shared his house with his mother and a number of her former foster-children, many of whom were Asian or Latino, and that they were all members of the APL, as well. When Solis and Moon went to speak with Jahraus in person, they found him to be a very odd man ((I tried to play him as a combination of Rain Man and Bob Newhart, which was an interesting kind of challenge.)), and the photos in the house did not back up the stories about the all-male foster siblings of mixed ethnicity. Oh, and while they were staking out the APL house, they spotted Wally Endore, a union organizer they had run into while investigating Moon’s predicted death at the warehouse.

My goal here was to provide them with an overwhelming number of things that didn’t add up, but didn’t quite fit together, either – a barrage of inconsistencies that didn’t paint a new picture. That sounds kind of like cheating, but the thing that I decided was going on behind the scenes did not lend itself well to exposure through secondary sources, which meant that I needed to pique their curiosity enough that they would engage directly with Jahraus and company to get access with clues that would lead them to the actual secrets behind the APL.

And then, just to muddy the waters a little more, I had Austin Kittrell show up at their stake-out pad, disguised as a working-class member of the neighbourhood ((I enjoy tossing Kittrell into the mix every so often. The group distrusts him intensely, for no really good reason, and he makes a good ambiguous foil for them. I’m using him as a sort-of male counterpart to Roxy.)). He was quite willing to let himself be searched and questioned, though he kept trying to make the point that he had come to the group in good faith, wanting to share information. And then Roxy drugged him.

She gave him a glass of gin with some of Moon’s sleeping pills dissolved in it. Their plan was basically to take him to a secluded area to intimidate more satisfying answers out of him. This is a great plan in a Leverage game, but in a mainly-Purist Trail of Cthulhu game, I thought it shouldn’t quite have the desired outcome. So, they hauled the drugged Austin out to an abandoned basement that some of Roxy’s more colourful friends knew about, and waited for him to come around.

And waited.

And waited.

I reminded them that Peasley had told Moon not to take the pills with alcohol, and they started panicking. Solis checked him out, and found him to have depressed heartrate and respiration – he was essentially slipping into a coma, and probably going to die. Some Medicine spends got him stabilized, and when he finally came around, he was in terrible shape, convinced that the group were going to kill him. Instead of an interrogation, it turned into the group trying to explain why they had done this to him ((It was very interesting to me to see this group try to justify the drugging, kidnapping, intended interrogation, and almost death of this man as a reasonable thing to have done to him, and the confusion when he didn’t seem to agree. The game has bred a charming trio of sociopaths.)).

It was a pretty fun scene for me to roleplay, and I think it actually unnerved a couple of the players to look at what they had done, and why. I tried to make the point that the reason they didn’t trust Kittrell was that the first document said not to – they never really questioned that admonition, though they question a great deal of other things about the contents. I also made the point that they don’t really know who wrote the documents, and that the documents themselves state that parts of what’s written is unreliable.

They got Kittrell bundled home to his staff to look after him, and regrouped to decide what to do about the APL.

Paying a political rally to invite the APL to speak got the majority of the residents out of the rooming house Jahrous’s mother runs, so Solis and Roxy decided to break in, with Moon keeping a watch in their stake-out pad ((Keepers, don’t you love it when the party splits itself? Especially when they leave the character with the lowest Sanity alone somewhere with some responsibility?)). Inside the house, they ran into Mrs. Jahrous, who they frightened somewhat by knocking on the door of her room when the house was locked and otherwise empty. They wedged a chair under her door, then continued searching. They found Fred’s room, which had only one thing of interest: a bookshelf full of diaries, each of them filled with the mandala-like symbols from the newsletters. Roxy grabbed a couple, then they started back down and out of the house. Except the stairs seemed to keep climbing down to the second floor, even when you started on the second floor – they wound up caught in a loop of some sort.

Meanwhile, it was time to mess with Moon a bit. He caught the stench of the thing that had come after him in the alley outside Hutchinson’s offices way back when, and spotted the tall figure of it standing under a streetlight. There was a weird, flickering discontinuity, and it was suddenly standing on the porch of the rooming house he was in, without having changed posture in the slightest. Another flicker, and it disappeared, but the stench was coming from inside the house, now.

So, like any real hero, he jumped out the window.

Inside the Jahraus house, Fred appeared pretty much out of nowhere, confronting the pair of burglars. He told them that his mother had already called the police, and Solis bolted. Fred hit him with some weird energy that caused a bit of his chest muscle to twist up and necrotize, causing him intense pain, but he kept running down and down the same stairs over and over. Roxy, meantime, made a pretty big Assess Honesty spend to see if there was something possessing Fred, and I explained that there wasn’t. Not really. Instead, it seemed that the intelligence that was Fred was having trouble communicating within a frame of reference that others could accept, which led to his weird speech patterns. The fact that he had trouble picking up the social cues from others in this frame of reference led him to seem strangely trusting and feckless, but it was mainly because of a lack of common experience, not because he was in any way simple.

With the sirens getting closer, she kissed Fred, distracting him for a moment, which let Solis make it down to the ground floor. Fred, hearing the police approach, tried to bash his head against the wall to injure himself for when the cops burst in, but Roxy grabbed him to prevent that, and bashed her own face against the wall, tearing her dress, as well.

Moon was face-to-face with the yeti thing, now, retching and coughing from its stench. It held out a hand to him, and gave Moon a bullet covered in blood, then vanished. This freaked him out a great deal ((I just checked back through the posts, and can’t believe I didn’t mention this. The previous session, Moon came down to breakfast one day to find himself already seated at the table, eating oatmeal. He drew his pistol and shot at the apparition, which did the same to him and then vanished. After the fact, he found a bullet stuck in the doorframe by where he had been standing, but no sign of the other him, or the bullet he had fired. So, yeah, that’s why that was freaky for him.)), and he scarpered, still overcome by the smell, before the cops could snag him.

Despite Roxy’s tearful and roughed- up demeanor, the police took her and Solis into custody on the basis of the testimony of the residents of the house. With conflicting stories going around about who had done what to whom, and the fact that Roxy no longer had the diaries she’d tried to steal, our heroes spent the night in a cell and then were charged with criminal trespass, fined, and released.

We called it an evening around then, with the plan being that they’re going to keep pushing after Jahraus, whom they really dislike now.

All in all, it was a very fun evening. There was a lot of neat roleplaying for me to do, and some fun twists to the way things went. Everyone is excited about the next session. Now we’ve just got to schedule it.

Dateline – Storm Point

Been a while since we visited the fellows in Storm Point. The last session, the focus just wasn’t there. I spent an hour trying to get the group to make a single Stealth check before giving up and teaching them to play Fiasco instead ((Used the Lucky Strike playset, and everyone had a great time.)). The time before that, the game was the fifth one I was running in four days, and I wimped out to run the Gamma World game day adventure for them, instead ((A mistake. I was tired and stressed and short-tempered. I should have just canceled the game.)).

This meant that it had been about two months since the previous session, and the Silverfalls adventure had gone on far longer than I had planned. I wanted to wrap it up, which meant unleashing the beholder on them.

See, I’d been carrying around the beholder ultimate tyrant miniature for the previous several sessions, and taunting my players with it. They all know by now ((Or think they do, anyway.)) that I’d never throw something like that at them at their level. Well, I was planning to do just that, but using the stats of a bloodkiss beholder. This was just the only beholder miniature I had.

The release of the Beholders Collector Set fixed that problem, and the release of Monster Vault provided a stat block for a level 9 solo beholder, so that all just worked perfectly. I bumped the level of the beholder up to 10, to take into account the fact that I’ve got six players, and went to town.

I’d never used a beholder in a game before. Honestly, I think they’re kind of silly monsters. But they are iconic, and the ones in 4E are much simpler to run than in previous editions, so I was looking forward to how it played out. For the first round, I became very afraid that I had built a TPK – most of the characters had their encounter and daily powers stripped by the central eye, and the petrify eye had locked down the main tank. Things looked grim.

But they rallied ((Most of them, anyway. The guy playing the cleric spent pretty much the entire combat either petrified or immobilized after only a single petrify ray attack. Sorry, Mark.)), and came on strong. The whole fight was about as good as it could have been, with the party pretty much terrified that they were going to die, and horrific eye rays firing off like a disco laser show. The mechanism for having an eye-ray fire at the start of each character’s turn is a great way to make the beholder feel like a whirling ball of death.

They managed to put it down without losing anyone, though there were several close calls. And then they found the bones of the dwarven ancestor they had come to retrieve, and decided to call it a day.

I didn’t like that ending, though. It lacked the sense of achievement and heroism that I thought the lengthy adventure deserved. So, I had the ghosts of the dwarven warriors appear and ask to be bound to defend the home they had died for. The group used a skill challenge to throw together an impromptu binding ritual, and I described how the ghosts of all those who had died in Silverfalls came back to drive out the drow, troglodytes, minotaurs, and their mind flayer masters ((I had a mind flayer encounter prepped and ready to go if I needed it, but it would have been really nasty to throw it at them right after the beholder fight.)).

So, now Silverfalls is cleansed of the evil invaders and open to resettlement. And the gang are even more heroic than they thought they’d be.

I call it a win.

We’re talking about running a more extended Gamma World adventure next, so it may be a while before we come back to Storm Point. But I’ve got some plans for when we do.

Feints & Gambits: Armless

This past Saturday was the inaugural game session of my new Feints & Gambits DFRPG campaign. We’re running this game quorum-style, so that we play as long as three of the six players show up. For the first game, we had four players ((The holiday season always makes scheduling somewhat more challenging, what with everyone’s family commitments.)).

I spent the first half-hour or so making sure everyone was up to speed on the game system, and answering any lingering questions about characters and mechanics. I’ve gotten pretty good at giving a condensed overview of the FATE system in about fifteen minutes; I expanded things here, because we’re looking at a long-term campaign, and I wanted to make sure that everyone had a decent grounding, so they understood their options.

First games of new campaigns are tricky things, I find. You need to take things easy as people get up to speed on the system and what their characters can do, but you also want some interesting stuff to happen so that the players get hooked and want to keep coming back. So, that means finding exciting action that is still fairly simple, mechanically speaking.

The collaborative city-building can really help get things rolling, because the players are already anxious and interested in playing in the setting they’ve built, and finding all the cool stuff they put there. And in finding all the neat little connections and secrets that have grown from the basic groundwork. There are already things they care about, and they already have some enemies and allies, thanks to the story phases of character creation, so really it’s just a matter of picking and choosing.

My objectives for this session was to give each of the four players a chance to do something interesting and special with their characters, and to wrap up the adventure in a single session ((Though the repercussions are probably going to stretch out longer than that.)). When I build adventures like this, all I generally do is come up with the situation – who, what, where, and why – and then I expose one bit of the resulting situation to the characters ((Of course, the bit I expose to them has to be something that impels them to take action.)). After that, if I have a fairly solid idea of the situation, it’s pretty easy to properly adjudicate character actions and let them choose their own path to resolving the situation ((This approach works far better in games where it’s simple to come up with stats and challenges on the fly – like DFRPG or Trail of Cthulhu – than ones where it’s more difficult or time-consuming, like D&D.)).

The result, I find, is a fairly organic structure that responds properly to character actions, and leads to character-directed action, rather than set-piece encounters ((Though, to be fair, I usually put together a page or two of stats and notes that I can turn into interesting set-piece encounters on the fly, because those are fun and exciting sometimes.)).

That’s what I did this time.

Things started out with the characters showing up at The Silver Arm, the local supernatural pub, to find no music, and everyone being very quiet. Turns out that the pub’s sign ((A silver armoured arm and hand that hung outside above the door.)) had been stolen, and the owner, Macha MacRuad, was furious. She wouldn’t let anyone even talk about it in the pub.

That got everyone motivated to go find the sign. They managed to trace it to a house in a pretty run-down neighbourhood that was being used as a clubhouse by the Snowbirds, the Winter Court gang that hung around the Millennium Spire. Stealing the sign was apparently a new move in the ongoing games of one-upmanship between the fey courts. The Summer Court gang, the Sunshine Boys, were rumoured to be getting ready to snatch the arm themselves.

A little bit of scouting found them a way in, and Kate had a couple of good veiling potions for her and Rogan. Firinne was able to use her glamours to veil herself. That left Aleister, who wasn’t all that sneaky. He set himself up in a sniper’s nest across the street with a paintball gun, and acted as a distraction.

Things went pretty well at first, with Aleister drawing out most of the gang members and the other three sneaking in through an upstairs window, thanks to a convenient shed ((Placed by using a Burglary declaration while casing the building.)). Things turned a little south when the gang used some pixies to find Aleister and he had to leg it out of there, and the folks inside the house found that there was still an ogre left on guard.

We got to some action here, though, interestingly, not a one of the characters tried to attack anyone. Aleister’s goal was not to beat anyone up, but to lure them away from the clubhouse to give the other three time to find the arm. The three inside knew they were completely outclassed by the ogre, so they just wanted to grab the arm ((Which had been nailed to a block of wood and turned into a lamp.)) and run like bunnies.

They all managed it, though Aleister was completely overwhelmed by the gang members ((Ganging up on someone and spending an exchange or two to use maneuvers to layer on the Aspects is a devastating tactic.)), and wound up conceding the fight – he had the gang members kick the crap out of him and dump him in the Liffey. Inside the house, the veiling the characters used kept the ogre from effectively targeting them, and then Kate threw a handful of iron filings into his face to keep him distracted. Rogan tripped him up with a chair, and Firinne swapped the lamp for a manikin’s arm that she had glamoured up to last for a few minutes ((She also left a taunting note, being a trickster-style changeling herself. THAT’s not gonna come back to bite her, at all. Good use of a compel, I thought.)).

So, they got the sign back, got Aleister to the hospital, and called it a night.

Over all, I think the game went quite well, and everyone seemed to have a good time. It was fairly light, and everyone took to heart the dangers of violence ((Especially at their power level.)), but they’ve also made some interesting choices about the sides their on, and there’s going to be an ogre Snowbird looking for a certain witch with payback in mind.

Yeah, I call it a win.

Fearful Symmetries: Kirchoff’s Fall

We picked up the Fearful Symmetries story this session with Emeric and Izabela interrogating the captive White Court vampire that Amadan had acquired for them. The prisoner knew that he’d been left to twist in the wind by Lukrezia Malvora and the rest of the family, and that his only hope of escaping with his life was to give his captors what they wanted. He bargained as well as he could, though his position was hardly one of strength, and secured the promise that, if the information he gave to Emeric and Izabela helped them catch up with Lukrezia, they would set him free, as long as he promised to leave the city and not come back.

He didn’t know where Lukrezia was, but he offered his best guesses, saying that the best bet was that she had gone to Mstetice, the little village where Marta ((Marta was the maid who had raised Izabela, and really the only member of her family in Prague that she cared about.)) lived.

Now, I had decided going in that, given the White Court predilection for complex plotting and working through intermediaries, that the end-game for the Malvora storyline was going to be all about hard choices and mitigating damage, rather than out-right success or failure. And to simulate that Lukrezia is more intelligent than I am, with a vast experience in messing with people, I cheated a little, planning-wise ((This is a basic technique that is advocated in Amber Diceless Roleplaying, to help you play the elder Amberites, who are smarter, sneakier, craftier, and better prepared than you will ever be. I call it cheating, because it’s a tactic designed to outflank the characters, no matter what they decide to do, removing their ability to cleverly counter or prevent the plot. As such, I use it very, very sparingly, because it’s not fair to rob the players of cool. I only really use it when I have a different sort of cool in mind for this particular game session. And I try not to be heavy-handed, even when I do use it.)). Basically, I worked out a few different plots that she could have in place, with the understanding that I would use whichever one seemed best when the characters caught up with things – and by best, I mean whichever one put the characters in the toughest position.

The basics of the thing were going to be the same: the White Court was going to do its level best to destroy Mstetice and everyone in it.

The simplest version of the plot was that the characters were going to be too late getting to Mstetice, and find that it had torn itself apart with rioting and murder. The players bypassed that by deciding to travel through the Mittelmarch ((Which is what the inhabitants of Bohemia in 1620 call the Nevernever.)) in order to get to Mstetice in an hour or so, rather than in two days.

It was a little sloppy of me, but I hadn’t actually thought of them doing that ((Yeah, in retrospect, it’s a pretty obvious tactic, but sometimes you just miss stuff.)). I asked the players to give me five minutes, and came up with a simple sketch chart for the trip through the Mittelmarch – just a few nodes with single-word descriptions like Fork, Valley, River, Ridge, and the like, with some connecting lines and decision points.

As I said, it only took about five minutes to rough it out, and then I asked the characters how they were doing things. They found a place in Prague with similar enough resonance to Mstetice ((In New Town, which is actually fairly peaceful and prosperous under the mayor’s leadership, despite the shadow of war cast over Prague. Quite similar to the feeling in Mstetice. Though Amadan warned them to avoid the New Town Square, with the haunted clock.)), and Izabela opened a way to the Mittelmarch.

I improvised the actual encounters along the trail to Mstetice, which wound up being an interesting challenge for me. See, I based things on ideas from myths, legends, and fairy tales, but I needed to avoid using the actual fey, because the borders of Faerie have been closed by the Queens. So, I put some strange things in, and figured I’d worry about what they meant if the characters actually investigated and paid attention. In keeping with the mythic theme, I decided they needed to pass through three challenges ((They actually faced four challenges, but didn’t pass through the ferryman challenge, so that doesn’t count.)) to reach their destination. The path they chose took them to:

  • A stone table heaped with dried fruit and clay bottles. They didn’t eat anything there, but instead left offerings of their own. I told them to put the Aspect Sacrificed at the Stone Table on their sheets ((This is an idea that I’m playing with, based on reading a bunch of other games, including Leverage, Apocalypse World, and similar things. I didn’t know what the Aspect meant, but I wanted to leave a hook for myself to use later, once I figured out what it meant.)).
  • An old ferryman who offered to take them across a river in return for their names. Emeric gave his name, but Izabela refused, and asked if she could give him something else. He asked for the secret that Odin had told her, and she refused that, as well, so they backtracked to a trail they had seen that led to a bridge over the entire canyon they were traveling in.
  • Spirits fighting a battle for possession of the bridge for their respective kings. The battle always ends with them all dead, then starts again if a living soul tries to cross the bridge, and the spirits try to persuade the newcomers to join their side and tip the balance. Emeric and Izabela tried reasoning with them, but had no luck ((They were very simple spirits.)), so Izabela used her magic to distract and confuse them while the pair escaped.
  • A giant shrike and another horrific monster ((That I made up on the spot as the big, honking THREAT after the shrike proved unequal to the task.)) that attacked while Izabela was trying to open a way back to Mstetice. Emeric took care of the shrike in very short order – one strike – and so I had a big, undefined monster start moving through the trees toward them. They managed to get through to the mortal world in time, and then Emeric held the beast off while Izabela sealed the rift.

They returned on the hill overlooking the village, and saw a large military force camped a few miles beyond it. Fearing the worst, they rode down to the bridge, and spoke with the folk there, to find that it was a Catholic force, and that the town had agreed to surrender at dawn. Izabela and Emeric agreed that was probably the best course, and took some time to cast a locating spell to try and find Lukrezia again. The spell pointed them to the Erlking’s Throne, so they set out.

At the menhir, they had a moderately unsatisfying meeting with Lukrezia, where she promised to leave Prague, to harm none on her way back to Italy, and to never return. Izabela and Emeric then promised not to pursue her ((Emeric threw in a promise of vengeance if she broke her vow, free of charge. He’s generous that way.)). The power of the place was such that the oaths were bound very tightly around everyone involved.

And that’s when Lukrezia told them that Kirchoff had left her service when he was told that they were leaving Prague, preferring to stay and exact his own vengeance on Izabela for the loss of his arm. He was back in Mstetice.

By the time they got back to town, things had gone to hell. In an incident inspired in my mind by the Boston Massacre, the fear in the villagers and the soldiers had spilled over into violence, two dozen soldiers were dead, and the rest were slaughtering the villagers and razing the village.

We ran into some difficulty at that point, because I hadn’t described the scene clearly enough, and we had to go back and change some things as the characters tried to do things that they though should be possible, but that I thought were suicidal. It was frustrating for both sides, because they couldn’t tell what their options were and I couldn’t understand why they didn’t see the available options ((Miscommunication is the underlying problem of most difficulties I’ve ever encountered in gaming. After all, rpgs are entirely exercises in structured communication.)). We solved part of the problem with a quick sketch map, showing why charging the bridge was a bad idea, but that there were other avenues of approach.

They got inside the village, and found the captain of the occupying force unwilling to listen to these two civilians who’d shown up out of nowhere after the villagers had – so he thought – engineered a trap for his men ((Weird, huh? There’s no trust anymore.)). Things escalated, and again got a little frustrating, and again it was my fault.

See, Izabela and Emeric are very powerful. But an army unit of three- to four-hundred men was too much for even them. The only question was how many the pair would take with them. I kept trying to impress this on them, to show them that, even though they were tough and powerful, fighting the whole army here was suicide. And Clint finally said, “So, what, we’re just supposed to run away and let the rest of the village get slaughtered?”

Wow. Of course not. No, these are heroes. Heroes with a personal stake here. I stood there with my mouth open for a second, then handed them each a couple of Fate Points, and said, “No. You’re right. Sorry. But fighting the entire army is suicide. What are you going to do?” And then I stopped trying to tell them how they were going to fail, and helped them find a way to succeed ((This is, I think, a very important lesson that I learned. If you want to run a heroic game, never penalize the characters for being heroic. Instead, look for ways to reward it.)).

Kirchoff was, of course, hiding in the church steeple, and with a couple of muskets and a few grenadoes. They ran him down and killed him, cleansed the captain and the inquisitors of his influence, and negotiated a withdrawal from Mstetice for the Catholic forces ((I decided that, this early in the Thirty Years War, this kind of atrocity hadn’t become commonplace yet, and the captain was wracked with guilt for what he had allowed to happen. It both allowed me to get the army out of there and showed that there were reasonable, honourable men on both sides of the war.)).

The heroes had saved about half the population of Mstetice, including Marta and her family, but the miller who was the de-facto mayor was dead, and so were a lot of other people. Very much a mixed victory for the pair. Still, it wrapped up the White Court storyline ((For now, at least.)), and took Kirchoff out of the picture, so I figured it was worth a Major Milestone.

Now I’m interested in what they plan to do next.