The New Centurions, Issue #5: Street Festival Fracas

Last Saturday was scheduled to be our re-start of my friend Clint’s awesome Shadowlands D&D campaign, which has been on hiatus for a few months. However, because both GM and players found the last session of New Centurions to be somewhat frustrating, Clint wanted to run one more session, so that we wouldn’t end on a low note ((Which would probably mean we would never come back to the game, which would be a shame.)).

One of the things he did to address the issues of the previous session was to have us all discuss and come to a consensus as to what type of superhero game we were playing. After a little bit, we decided that it was essentially Bronze Age, with some drift into Silver and Iron ((Discussion of the ages can be found here, though wikipedia uses the term Modern Age instead of Iron Age.)) at either end of the spectrum. Basically, what we decided was that the world is somewhat dark, but the worst excesses are off-stage, and the heroes are noble examples of what people can be. Honour and justice are important, and heroes don’t kill.

That discussion alone was a huge help in getting everyone on the same page.

The rest of the session was a long, wild combat, trying to stop the heist of a truck full of (stolen) electronics during a street festival. The mob, which had originally stolen the electronics, was using the street festival as cover to move the truck, and our nemesis, Lady Crimson, was going to take it away from them.

Clint set things up in a very interesting manner. Lady Crimson used some hired help ((Mostly patterned after the villains in Big Trouble in Little China.)) to distract us while her main muscle stole the truck. It almost worked, keeping us tied up dealing with the flying Chinese sorcerer, his conjured giant foo-dogs, grenades thrown into the crowd, and the weird orangutan monster, while the Five Dragons snatched the truck.

We managed to keep the truck from being stolen ((And S.P.E.C.-T.E.R. had it impounded for suspicion of trafficking in stolen goods, completely negating any gratitude the mob might have had for us.)), and we also captured Lady Crimson. She eventually told us where the stolen briefcase we needed to find was, in return for turning her over to a military official of her acquaintance ((Who ran a Suicide Squad type of black ops team, it seems.)) with a promise that she leave the city. We got the money back to La Familia, who delivered it to the Gambinos, who in turn promised to keep the lights on in La Familia territory.

And then the Gambinos sent someone to our secret base to let us know they had appreciated our help, and hoped they could count on our co-operation in future ((S.P.E.C.-T.E.R. is not pleased.)).

Over all, the session was a great success. Clint made sure we had clear objectives and could find a path to achieve them. The objectives conflicted at times, but that’s completely fine – it’s great, in fact, because it means we had to make some interesting choices. The key was that we were able to pull together to decide what to do, and then do it. It was pretty much all combat, except for a little wrap-up at the end, but that was good, too, in light of the previous session being pretty much action-free. It made a good balance to the previous session, and left us on a high note. We all had fun, and are looking forward to playing some more New Centurions.

But we’re also looking forward to getting back to Shadowlands in a couple of weeks.

The Real Story of the Spell: Cooperative Thaumaturgical Preparation in DFRPG

So, as you know if you’ve been following my blog, I’m starting a new Dresden Files RPG campaign. In fact, the first session is this coming Saturday. The past week or so, I’ve been helping my players get their characters finished up, and thinking about how I’m going to run this game.

One of the challenges I’m facing is that I’ve got two Thaumaturgists in the game. Now, there’s nothing wrong with that, but Thaumaturgy, when it happens and you pay attention to it, can take over the focus for a significant amount of game-time, and with two Thaumaturgists, I’ve had some concerns about whether that will force the other characters into the background ((I don’t really think it will, but it’s something to be aware of, so I can make sure it doesn’t happen.)).

Why? Well, because when someone decides on using Thaumaturgy, they snag the GM’s attention while they work out complexity, make up the Lore deficit, and then do the actual casting, possibly dealing with the fallout or backlash ((Details on all this stuff can be found in these two blog posts.)). That can eat up a good chunk of time for every spell they cast.

And it occurred to me. One of the biggest time sinks in using Thaumaturgy is the preparation phase -  the time when the Wizard was trying to make up the Lore deficit with maneuvers. The player spends some time looking over his or her skill list, trying to see what skill will work to put a maneuver on the spell for that all-important two-shift bump to Lore, while everyone else looks on, maybe making suggestions, maybe having side conversations, maybe wandering away for a bit.

But nowhere in the book does it say that the Wizard is the one who has to put the Aspect on the spell ((I fully expect that many of you were there ahead of me. Sometimes, little observations like this can take a while to make it to my brain.)). In some ways, it’s strongly implied – the examples all talk about Wizards making up the Lore deficit on their own spells. But some of the things you can do to add that Aspect are not necessarily things that need a Wizard.

The main thing with spellcasting in the game is that, mechanically, it is complex enough to require attention, but all the interesting bits happen narratively. That’s why there’s a sidebar stressing the importance of telling the story of the spell – making the preparation and casting of the spell interesting and involving. So, it makes sense that, in a game where you have several characters, that a person casting a spell would rope in some of his or her buddies to help with getting things ready.

So, send your cop buddy out to check the crime scene for blood – the sympathetic link you need to the creature that killed the schoolboy. Get your rich friend to buy you the amethyst you need to powder for the ritual. Send four other folks out to specific points on the map to act as the other points of your pentagram. Get that scholar in your group to look up the proper form of address for Sumerian royalty so that the ghost of the king will talk to you. They’re probably better at these things than you, anyway.

Does that sound like cheating? I mean, you’ve got Mediocre Athletics, so you get your pal with Superb Athletics to climb the cliff face to get water from the spring in the sacred cave. How is that fair? You’ve just co-opted someone else’s abilities, right?

Fair doesn’t enter into it, in my opinion. What you’ve done is taken a character who would otherwise have been sitting around waiting for his or her turn, and you’ve given him or her an opportunity to show off what that character is good at. And the GM can throw in a bit of interesting business with the whole thing, like maybe having to dodge a rock slide or leap over a crevasse, to throw a little bit of the spotlight on that character ((Remember that thing I said back here about helping each other find the cool? Well, here ya go. Concrete example.)).

In fact, if the spell is important enough ((This bit is vital. You don’t want to waste this schtick on every little spell that should be cast without any roll. Save it for when it’s something big and cool and important.)), you can have entire sessions that revolve around the preparation for a spell. Maybe the group needs to sneak into a secure place to work the ritual. The entire process of sneaking in can be a session, adding either a single Aspect that’s needed to the spell, or even adding a whole sequence of Aspects as people deal with things during the stealth mission to make sure that things go off without a hitch.

Like what? Well, how about Security Monitors Spoofed, Guards Rerouted, Doors Barricaded, Approaches Under Surveillance, and The Perfect Spot all working to give the spellcaster enough time to work the ritual without interruption?

It’s all about dramatizing the preparation ((This is something I’ve been doing sort of half-consciously, but not explicitly enough, in the Fearful Symmetries game, with Izabella’s investigation of the curse on Gold Lane. So far, she’s racked up four Aspects of the spell: Bound Angel, Anchor Points, Christian Magic, and Curse of Unsleeping. She’ll be able to use these Aspects to help her craft the ritual to unravel the curse when she makes up the Lore deficit.)) and involving the entire group. It’ll bring the story of the spell front and centre, and give everyone a hand in crafting it. And that just makes the game better.

It gives everyone a taste of the magical cool that is the Dresdenverse.

From the Armitage Files: Sideshow

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

I was faced with a bit of a game quandary last week. I really wanted to keep the momentum going after the great time the group had doing the city creation for Feints & Gambits by having the character creation session follow close on its heels. The date of November 13 got bandied about, but I had an Armitage Files game scheduled for that night. And given that the last time we got together for Armitage Files, we playtested The Big Hoodoo ((Short, non-spoilery review: you will want this adventure when it’s released.)) which, though fun, meant that we had been away from the ongoing Armitage Files storyline longer than I liked.

We came up with a compromise: Feints & Gambits character creation Saturday night, Armitage Files Sunday afternoon. As a thank-you for my Armitage players being willing to move the game, I also made dinner ((Lamb stew and soda bread. Did I mention I’ve been doing a lot of reading about Ireland lately?)) for the crew.

But the whole week was pretty crazy, and I had next to no time to prep for the game. Add to that the fact that I didn’t really know what the players wanted to pursue after the last adventure until Saturday afternoon, and even then they sent me two possibilities, and I was really feeling the time crunch. So, after everyone left on Saturday night and I had the stew in the slow cooker for the next day, I threw together a quick outline for one of the possibilities. In the morning, I threw together an outline for the other.

Now, this is far less prep than I usually do for a game. Even with the improvisational nature of this campaign, I really like having a solid outline ready when the game starts, even if I change it or abandon it during play. But no time for that; I was going in half-blind.

I want to talk about a couple of spoilery things – not necessarily for other campaigns, but my players probably shouldn’t read what I’ve hidden behind the tags here ((Yeah, Michael, that means you. I know how much you love it when I do this.)).

Spoiler

Okay, I really wanted to throw in a completely mundane bit this session. The group has been dealing with nothing but supernatural threats since the game started, and I really wanted to mix it up, because that way, they will wonder about other stuff. And it’s always an interesting change of pace. So, the outlines I bashed together for the two things they were interested in following up – the strong men at the carnival and the American Preservation League – were both completely non-mystical, though no less dangerous.

I also wanted them to come away from this with a win. The last few sessions have been very downbeat, with the players feeling like they’re not making enough of a difference, and even losing ground. While that may be in keeping with a Lovecraft story, it’ll kill a roleplaying game pretty quickly. So, I had things set up to resolve pretty easily if the characters grabbed the right threads, probably in a single session.

With those ideas in mind, we hit the ground running. The group used their various investigative abilities to track down the correct carnival and where it was heading next: a little town Bliss Corner, Massachusetts ((I know, I know, it’s not really a town, it’s a part of Dartmouth. But the name sort of leaped off the map at me, and I had to use it.)). They loaded themselves into a train and went down to check things out.

They arrived in town a few days before the carnival did, and scouted out the fairground and the town itself. Roxy passed herself off as a photographer doing a feature on carnivals – photographing the fairgrounds before arrival, during setup, during the carnival, during teardown, and after it departed. That got her close while the locals hired by the advance crew were cleaning out the weeds and tall grass, but the roustabouts wouldn’t let her on the lot during setup, for fear of accidents ((So they said, anyway. The group immediately suspected ulterior motives.)).

On the first night of the carnival, they paid their quarters, and went in to see the sights. I drew a lot of the description for the carnival from the excellent HBO TV series Carnivàle ((Which I’ve always thought would be a good setting for a DFRPG campaign. Or Unknown Armies. Yeah, that’d work.)), talking about the various games, a few rides, the sideshow tent, and the hootchie show in the back. They had a good time wandering the grounds, sampling the food, and riding the Ferris wheel. They spotted one of the roustabouts who seemed to be following them, and Roxy got a good picture of him from the Ferris wheel before they went to check out the sideshow tent.

Now, they had figured that this was the heart of the mystery, because that’s what it said in the documents, but I felt it was time to start them questioning assumptions about the accuracy of Armitage’s notes. So, they got in without any problem, and saw the contortionist, the fat woman, the sword-swallower/blockhead, the duelling strong men, and the half-human boy. This last one really creeped them out, and they figured that this was the weirdness that they would need to investigate and understand.

When the show was over, they were hustled out into the midway again, and the roustabout who had been following them knocked Roxy down and stole her camera. Moon and Solis gave chase, but Solis fell behind quickly, and the roustabout shouted, “Hey, Rube!” to get the rest of the carnies to get moon off his back ((There was some fun roleplaying here as Moon mistakenly assumed that Rube was the name of the big guy who had knocked him down, and kept calling him that. Considering that Rube is a derogatory term among carnies of the time, it kept making everyone angrier at Moon.)). The men were ejected forcibly from the fairground, and Roxy followed under her own power, sans camera.

Now more convinced than ever that there was something going on there, our heroes crept back in the middle of the night as the fair was shutting down, and hid in the trees and hedgerows lining the fairground, spying on the carnies after hours. They witnessed a meeting where the trouble they had stirred up was discussed, and the roustabout who had stolen the camera – Mitch was his name – was pretty soundly bawled out by the barker. The half-human boy, now dressed and pretty articulate after his beast-man show, suggested smashing the camera to satisfy Mitch’s worries about a picture and dumping it outside the fairground in case the police came looking for it. If things got tense, the carnival would pull up stakes early and head on to the next stop.

Everyone agreed to that, and it was done. Roxy, suspecting a trap, snuck back in the early hours of dawn to retrieve the camera from where it was dumped. She had made a Photography spend to get the picture of Mitch, so I figured that meant she would still be able to recover it, which she did. A Cop Talk spend revealed that Mitch was actually Garland Mitchell, last surviving member of the Red Clay gang of bank robbers, on the run from the feds.

That’s where we wrapped it up for the evening. Now the players have a couple of weeks to figure out what to do next, and so do I. I had expected to wrap this up in a single session, but now I have the time to expand the adventure and flesh some things out.

Feints & Gambits: This Is Who We Are

This past Saturday was the character creation session for the Feints & Gambits campaign that I’m starting up. After a little bit of schedule juggling, I managed to get all six players in the same room for the session, which is vital for the DFRPG character creation to really shine ((The game sessions themselves are going to be quorum-style, with a minimum of three players. That should make scheduling easier.)). Start time was delayed slightly by the Santa Claus Parade ((Tied up traffic in the downtown area, and several of the folks were coming across town.)), but we got underway around 8:00, so we were able to wrap things up by midnight.

I had a little surprise for the players, as well: I had burned a little of the midnight oil, and managed to get the setting bible for the game completed and printed for them. So, as they walked in, I handed them each a copy for their very own ((Those of you who might be interested in seeing the finished document, it’s up on our forum in .pdf format here.)), which they seemed to like ((And then, of course, Sandy found a typo within two minutes.)).

Everyone in the game knew the basics of character creation, either from the playtest or from Spirit of the Century, so there wasn’t a lot of set-up that I had to do. We jumped right in, following the phases in the book, and sorting the characters out. Along the way, we had some discussions about different parts of the game: Aspects, Powers, Stunts, Skills, and the like, as players had questions.

Once again, the group character creation really shone. The group brainstorming about Aspects, discussion of character motivation, clarification of background, all of it really fed the whole process. I know that at least a couple of character concepts changed and clarified for the players, and I think everyone came away with a character that was made better by the input of the group. And it was really great to see the players getting more interested in, and more excited by, their characters.

Now, if you read over the setting bible, you’ll see that the fey are a really big factor in supernatural Dublin ((Of course they are! It’s Ireland, for crying out loud!)), and they came up a lot in the character creation, as well. Pretty much every character has at least one encounter with the fey in their background. And these encounters are never good. Why am I commenting on this? Well, because it’s really showing me what the players want in the game. They don’t like faeries, so it makes sense that the fey courts are going to be frequent opposition, or at least complications, in the game.

This is such a useful tool for the GM. After all, we’ve got four different overarching threats in the setting bible, but the players all zeroed in on the fey courts. Not Baba Yaga and her crew. Not the political situation. Not the Church-sponsored strike force. The fey courts. It’s showing me what they find most interesting, what they think is the main theme of the game, and how they look at that theme. Rich, rich fodder for building scenarios.

Not that I’m going to focus everything on the fey courts. I mean, the city creation session comes up with so much stuff that I’d be an idiot to ignore everything but one aspect of it. But it does mean that the fey influence is going to be prevalent and pervasive. And most likely annoying for the characters.

I took a little extra time swapping around the novels for the guest-star phases to make sure that the net of connections spread wide enough. I wanted to make sure that everyone got two different guest stars, and guest-starred in the stories of two different characters, giving them connections to four of the six characters in play. It just makes it easier to draw everyone together if the network has more connections.

So, who are the characters?

  • Aleister Usher, Venatori Guardian
  • Kate Owens, Wiccan Seeker
  • Rogan O’Herir, Were-Cat Stalker
  • Firrin O’Beara, Changeling Social Engineer
  • Nathaniel O’Malley, Angry Irish Spellslinger
  • Mark O’Malley, Irish Mystic Hacker ((Not hacker in the computer sense, you understand. Hacker in that he tinkers with the ideas and rules of magic, mainly looking to circumvent them.))

Once the character creation phases were done, we talked a little about what the next steps were. The consensus was that everyone wanted to stop for the evening, and to assess the more mechanical bits of character creation – Powers, Skills, Stunts, etc. – on their own, with me answering questions and providing advice via e-mail. So that’s what we did.

So far, I’ve seen at least preliminary builds from three of the six players, and they all look good. I’m getting excited to run the game. In fact, I’ve scheduled the first one for two weeks from the character building. That should, I hope, get them moving on finishing up the characters. I think I’m going to be doing some playing with the Glass Bead Game, as suggested by Rob Donoghue on his blog, to put together the first session.

It’ll be fun.

New Centurions, Issue #4: Now What?

Last Friday was the latest session of our BASH superheroes game, run by Clint. I have to say that I think everyone – players and GM alike – found it a little frustrating.

For a change, though, it wasn’t the system. In fact, I think that the system ran pretty smoothly, and generally got out of the way of the adventure, when it wasn’t making the adventure possible. It also wasn’t the adventure itself that caused the problems, nor anything that Clint did.

No, what I think we’ve run into now is the fact that, after four sessions, we’re finally able to start sorting out what our characters are and can do – something that generally happens in the first couple of sessions of a game. What with the system change and the tweaks and the growing cast of players, we’ve been resetting our experience with the game pretty much every session. Now that we’re somewhere fairly stable, we’ve gotta start figuring out who we are and how to make our characters work.

What was so frustrating about this game? Well, we couldn’t seem to advance the plot, is what it comes down to. As players, we couldn’t find a clear path forward, because we kept flailing around in different directions. We uncovered some clues to things, but many of them pointed us to the problem of the sinkholes that started the game. While useful, and the two things may be linked in some manner, we couldn’t find any connection between those events and our main mission – to retrieve the suitcase of cash before the time limit expired ((Speaking as someone who GMs a lot, I know how frustrating it is as a GM to see the players floundering. Judging the clues is a tough call, because the GM sees them in context, but the players don’t. What may seem like a complete giveaway to the GM can still be completely opaque to the players. Kudos to Clint for keeping things moving at all.)).

So, the session was spent interrogating criminals, exploring old theatres, trekking through sewers following trails of black blood, negotiating with mob bosses, and hitting up contacts. All these things were interesting and valid aspects of the adventure, but they felt like what they were – five characters pulling in different directions, flailing around to find a loose thread to pull on in order to unravel the mystery. In fact, near the end of the session, we realized that we had no hope of solving things within the time limit, so we wound up going to a mob boss and negotiating an extension, and that, to me, felt like a failure.

Again, I want to stress that this is not anything anyone has done in the game; it’s not anyone’s fault, and it was still a nice evening out with friends. But I really think we need to get a handle on what our characters are, and what the game is, to make sure we get the enjoyment out of playing that we expect. And that’s something we’re all going to have to work at.

I also want to point out that there was a lot of neat roleplaying in the session, and some great character development. Despite our frustrations, I think we all had fun. The only thing really missing was a sense of accomplishment. I think if we can get a grip on the characters, and get focused on what we want to accomplish in the story, the game will take off in a big way. It’s the fact that we’re four sessions in, and every session feels like we – the players and GM – are fighting an uphill battle to find the fun, that leads to the frustration.

And, at the end of the session, we still didn’t have a solid line on where the stolen briefcase was. Just a lead to someone who might be able to get us to someone who might be willing to tell us where the person who snatched it is. But first, we have to talk to the gang who has us looking for the briefcase to let them know we got them an extension on their payoff, at the low, low price of an extra 50k. I’m sure they’ll understand.

This session didn’t go all that well. Next session will be better, because we’ll figure things out.

Fearful Symmetries: Fireworks

Last Friday was Guy Fawkes Day in the UK. One of my players pointed it out to me ((As if I needed to be told. I’ve read V for Vendetta!)), and I told her that I knew about it, and had planned some explosions for the Fearful Symmetries game we had planned that night.

Because I had.

We picked up the game with our heroes having moved to a bolt-hole provided to them by Zuckerbastl to keep them out of Malvora sight. Emeric had recently learned how to change the appearance of his human guise ((By way of a stunt we cooked up and the expenditure of a point of Refresh. I knew he wouldn’t hang on to a Refresh Rate of 2 for long!)), and Izabela used her biomancy to change her appearance to that of a young man. Thus disguised, they decided to carefully try and pursue their path forward.

Emeric made the rounds of his network of contacts in disguise, bringing them word that he was going to be unavailable and out of sight for a time, and that it might be safer for everyone to distance themselves from him and thus avoid the worst of the Malvora attention. He also went to see Reverend Nicola at the chapel on Petrin’s Hill, to thank him for the blessing he had received ((Which had proved very helpful against the Arkady.)). The good Reverend offered to bless him again, which Emeric accepted.

Izabela, meantime, went back to Gold Lane to continue her investigation of the curse surrounding it, which seems to have become a bit of an obsession for her. She found that there were mystic anchor points to the spell around its perimeter, sunk deep in the ground, so she used her Sight to get a better idea of what sort of thing she was dealing with. I described a web of chains of various metals, inscribed with arcane symbols, rising from the anchor points into the air above the centre of Gold Lane, with smaller, finer chains leading to barbed hooks sunk into the flesh of the inhabitants. In the midst of the chains, hovering over middle of Gold Lane, was a giant humanoid, wrapped in the chains so as to be almost obscured. It had vast, shining wings stretching out from its shoulders, and a huge sword of fire ((I was going for a kinda Final Fantasy look to the whole thing, but not too obviously so.)) – apparently, another angel tied into service.

Now, this hit her pretty hard with the mental stress, and she got to keep her Third Eye open an extra round to look at it some more. When she finally got her Third Eye closed, that’s when I had Kirchoff ((Who I had elevated to Named NPC after he got away from her last session, albeit minus an arm.)) pop out of the shadows and hit her with his Incite Emotion power. This caught her pretty much blindsided, and she took another hefty hit in the brain, sufficient to inflict a consequence, before she even spotted him. At that point, though, she pulled the gloves off and blasted him with force. He took the hit, but it didn’t put him down, and he scarpered again.

She headed over to the Goblin’s Brewery for a bit of a rest and refreshment, which is where Emeric currently was, talking with Amadan, who seemed to be in good spirits, even buying food and drink for his guests, and hinting that he had the line on a wager that he was expecting to pay off. Emeric asked him to put the word out that he and Izabela had left town, but Amadan proposed that, instead, he would put the word out that the pair were hiding in the cellar of the house where Amadan had rooms, so that they could set up a trap.

This worked, sort of. Izabela wrapped the room in a ward that would prevent the fear abilities of the White Court from being effective, and they settled in to wait. Some time after midnight, the attack came, but it was indirect – the vampires set fire to the building. Emeric extinguished the fire with his pyromancy, and the pair of them went cautiously upstairs to see what they could see. When they got to the second floor, a grenado came flying in through the window.

Izabela swatted it back out and high over the city, where it exploded ((See? Fireworks!)), and they both went to the window to try and see where it had come from, and thus both were fired upon by the snipers set up across the street. These snipers, not wanting to face these folks head on, took off across the rooftops, escaping pretty quickly.

They’d had enough, now. They headed back across the river to the Malvora manor, where the guards were arrayed in the yard in front of the house. Not bothering with subtlety, Emeric set the house on fire, and Izabela threw a whirlwind into the guards to clear their way to the house.

I didn’t want to turn the hunt through the burning house for Lukrezia Malvora into a dungeon crawl, so I switched to a very narrative approach for this stage. They made their way through the place, shooing out the mortals, killing the vampires (about a dozen of them), and eventually finding Lukrezia’s bedroom. Lukrezia wasn’t there, but they found her hidden closet full of blackmail information, including a file on the Valdstejn family.

They were pretty much at loose ends at that point, so they went back to the basement to retrieve Kirchoff’s arm – which was, of course, missing. But Amadan had a surprise for them: he had caught them a White Court vampire, and had it strapped to a table.

And that’s where we left it.

C4 Report

Last weekend, I spent Saturday and Sunday at the Central Canada Comic Convention, demoing games for Imagine Games and Hobbies. It was a fun time, with lots of folks coming by to look at, talk about, and try out the games we had on display.

I brought a bunch of games ((At this point, I want to mention that I managed to pack everything into a Paladin Mission Pack and a Paladin Mission Go Bag, that I got from Darkthreads. These packs are amazing – they hold a ton of stuff, and are very easy to carry, as you’d expect in bags designed for special forces. If you’ve got a bunch of stuff to carry, I heartily recommend them.)) to show off: Castle Ravenloft, Talisman, Beowulf The Legend, Fury of Dracula, Arkham Horror, Zombie Dice, Cthulhu Dice, Fiasco, and Monty Python Fluxx. So, of course, the first game I wound up demoing was one that I hadn’t heard anything about, or knew anything about.

This was the Resident Evil Deckbuilding Game. A group of folks came over specifically to try it out, Imagine Games having got a preview demo copy, and Pedro said, “Sure. Rick, figure it out and teach it to them ((Thanks again for that, Pedro.)).” Fortunately, the game was very similar to Dominion, with a few wrinkles – less interaction with other players, and a mechanic for fighting zombies, of course. It took about half an hour to get things set up and running – and about twenty minutes of that was to sort out the various piles of cards.

But we got through that, and the people who played said that it was a pretty good game. I got called away once things were running to do some more demos.

I ran a huge number of Zombie Dice and Cthulhu Dice games – they’re just about perfect games for demoing at cons, being fast, easy, fun, and flashy with the colourful dice. A surprising runner-up for demos was Monty Python Fluxx, which again runs pretty fast – about half an hour – and is a great deal of fun.
A bigger time investment was Castle Ravenloft. It took about fifteen minutes to set up, and we ran through the introductory scenario with five players in about an hour and a half. I ran it on the easiest setting, and am glad I did, because it will chew up the characters and spit them out. Still, the group managed to recover the Icon of Ravenloft and survive, though it looked touch-and-go there for a bit.

I also managed to talk a couple of people into a demo of Fiasco that turned into a whole game. We used the Southern Town playset, and wound up with two cousins competing to sell their grandfather’s civil war memorabilia to a German businessman, with my restaurant owner inserting himself as greedy middleman. Things went to hell pretty quickly ((Of course they did. It’s Fiasco.)), and it all ended in a fiery explosion and jail time. We managed, by staying focused and moving quickly, to get through the game in a little more than an hour.

I also set up Arkham Horror for a big game on Sunday, but only one of the players who signed up ((This year, I decided to do sign-up sheets for a few sessions, to allow people to schedule a time to play, if they wanted. It was not a huge success. No one signed up for Castle Ravenloft or Fiasco, but I wound up running a session of each at different times. Four people signed up for Arkham Horror, but only one showed. As I said, not a huge success, but we still got a lot of gaming done.)) for the session showed, and that’s just not enough to make a good game. So, I apologized, and the player went back to the Gamma World table, which was running great guns.

So, all in all, a busy, fun weekend. Glad I’ve got this weekend off, though. Two busy game weekends in a row is too much for an old guy like me.

Feints & Gambits: Our Dublin

After much fussing about with schedules, we managed to get everyone in the same room for several hours last Friday night and do the city-building for our new DFRPG game.

I’ve talked before about how much help doing the collaborative city-building is, and how it gives the players and characters a real emotional connection with the setting, but I don’t know if I’ve stressed enough what a great job it does just getting people excited to play. The way the possibilities start stacking up, the ideas flowing, the hints at stories, the outright conflicts – by the end of the evening, everyone is absolutely pumped to play in the city you’ve built.

At least, that’s been my experience whenever I’ve run the city-building.

So, on Friday, we trekked ((Through the first snowfall of the season, no less.)) out to the wilds of semi-rural ((I come from a much less populous section of the province, so the ruralness doesn’t quite reach the standards I am used to.)) Manitoba. We got into the actual process of city-building around 8:00, and finished up shortly after midnight, so we had a solid four hours of brainstorming and idea bashing.

In that time, we came up with ((There are a larger number of the various things we came up with than are probably necessary – or recommended. But it is a larger group, with six players, and everyone was very excited to be doing this, so I ran with it. We’ll see what things hold interest and generate story once play begins, and what things fall by the wayside, or become background colour.)):

  • Four Themes
  • Four Threats
  • Sixteen main power blocs
  • Eighteen Locations
  • Twenty-eight Faces
  • Fifty-five Aspects

We also wound up with a very cool version of Dublin, one where the Summer and Winter Courts are using the city ((And all of Ireland, really.)) as a gameboard in their eternal struggle for dominance, where the initial financial boom is starting to fade, where greedy human land developers have control of the politicians, while organized crime has infiltrated the police. Normal folks are still normal folks, trying to get by, but the echoes of the Trouble still rear their heads from time to time, and a new wave of invaders – Eastern Bloc gangs and supernatural creatures, led by Baba Yaga ((They came up with this one. They can’t blame me for how much I hurt them with it.)) – is pushing its way in.

I made sure that everyone had a chance for input, and that everyone got something they wanted in the city. I also made sure that everything that went in had approval from the whole group. As a GM running the city-building, I find that I slip more and more into the role of facilitator, guiding the process and helping to keep the group focused. Also, making sure we have consensus on the big decisions. It’s kind of a weird situation, where I feel myself almost outside of the main process, so much so that I’m apologetic when I make a suggestion or float one of my own ideas ((Which is silly; I’m as much a part of the group as anyone, and my ideas are as valid, even if I am the GM.)).

Now, I’m working on compiling the notes from the session into a setting bible, much as I did with the Fearful Symmetries campaign. One nice thing about setting the game in a modern city is that there are loads of pictures of the various locations up on the Internet that I can use to illustrate the bible ((And a nice thing about the group having picked Dublin is that I was doing research on the city anyway, preparatory to a trip there next fall. Gave me an excuse to buy a couple more travel books.)). So far, we’re looking at 23 pages with just the headings and the location pictures; figure 40-50 pages once the actual text copy goes in. That’s my project for this weekend, hoping to have it out to my group early next week.

I will also probably post it up on the campaign forum when finished.

Oh. The last thing we did that night as far as setting creation goes is pick a name for the campaign. The group decided on Feints & Gambits.

Now, we are working to schedule the character creation session. That’s the last session that I require full attendance for; after that, we move to a quorum style of play: I schedule the games, and we run as long as at least three players show for it.

Things are starting to come together for the game, and I am very pleased.

Mutants! Mutants Everywhere!

I’m finally starting to dig myself out from under the backlog produced by two very full weeks of gaming. I’ve got a few things that I’m going to be writing about over the next several days, but I’m starting with my thoughts on Gamma World after finally getting to run it. Twice, as it turned out.

You may recall that I ran the Gamma World Game Day for Imagine Games. That was on Saturday. On Sunday, I decided I had too little energy to do the prep work necessary for the next Storm Point installment that evening, so I ran the Gamma World Game Day adventure again, for my Storm Point group. I think it was very useful to run the same adventure twice, with completely different people, and totally different mutants. It illuminated some interesting things about the game.

First off, everyone at the Game Day had a lot of fun, and enjoyed the game. At the Sunday game, it wasn’t as successful, primarily because I was pretty burnt out after running games on Thursday, Friday, and Saturday, and it left me distracted and testy ((As my players will attest. Sorry again, guys.)). Still, it wasn’t a complete wash – I think the game went fine, it just didn’t show itself off to best effect because of my mental state.

The Game Day crowd was a table of four, and I almost killed them all in the first encounter. And again in the last encounter ((For the record, the other group playing did wipe in the final encounter.)). The middle encounter turned out to be a cakewalk, even with the addition of some sentrybots from the other table ((This is how that happened. In the middle of the fight with the Klickies in the underground parking garage, the GM from the other table comes over with a handful of sentrybot standees and big grin. A couple of the players from that table are behind him. He says, “One of the players just teleported these sentrybots five miles in a random direction. I’ve decided they end up on your table.” My players kind of chuckled, and then I said, “Sounds good,” and started setting up the standees. I did it mainly to see the look on their faces. And it was worth it. And yes, I did make them fight the sentrybots and the Klickies at the same time.)). On the other hand, the Sunday game was a table of six, and they pretty much walked through the entire adventure, except for a few close calls in the final encounter.

Now, I’ve said before that the mortality rate in Gamma World is pretty daunting, and may be a barrier to longterm campaign play. What these two run-throughs of the same adventure taught me is that the mortality rate skews a fair bit based on a number of factors. I was surprised that it wasn’t the size of the group that seemed to have the greatest impact; it was the types of mutants.

The first encounter in the Game Day adventure includes a pretty powerful monster – a blood bird swarm. This is a level 4 soldier, with a damaging radioactive aura, in addition to some pretty nasty attacks ((To be fair, most of the monsters in Gamma World have some pretty nasty attacks. Genghis Tangh and his hoop barbarian are truly frightening when they get rolling.)), and it was responsible for doing the most damage to the Game Day group. On the other hand, they were no problem for the Sunday group. Why? Because two of the Sunday group had a Radioactive origin ((We wound up with a few doubles in the groups. At first, this surprised me, but then I realized it’s another example of the Birthday Problem with a smaller set of possible options.)), and were therefor immune to the damaging aura.

Given the random character generation method, and the random Alpha Mutations, this means that it can be trickier to judge an appropriate encounter absent the knowledge of the player characters. Not necessarily a bad thing, but something you need to be aware of if you’re designing your own adventures.

Another interesting thing I noticed in the game is that the players, even those who were skeptical about the card-based system and the rapidly changing powers and tech, really got into the whole random draw thing. It was like a mini-lottery every encounter, with all the anticipation, exaltation, and disappointment you could ask for. And the fact that rolling a 1 meant Alpha Flux, players who drew crappy mutations for the situation kept trying stuff on their turns, hoping for that 1. It made for a very dynamic, interesting game.

I still don’t think that the game is designed to make things easy for longterm campaign play, but I have a better feel for it now, and some basic ideas of how to go about tweaking it to make it work a little better for that. If I were going to run a full campaign – which I would never do ((This is an in-joke. My players get it.)) – here’s what I would change:

  1. Allow the player to pick at least one of his or her origins.
  2. Use an ability array instead of random rolls to complete the other abilities.
  3. Allow the player to pick his or her third trained skill.
  4. Give each character 10 extra hit points at 1st level.
  5. Change the Alpha Mutation mechanic in one of two ways:
    • Reduce the frequency of Alpha Mutation change, either to every extended rest or to only when there is Alpha Flux, OR
    • Build a themed deck of powers for each character.

The only other factor that might need to be addressed is the silliness factor, and that can be handled through play style and the choices players and GMs make for character types, monster types, and adventures.

So, in short, yay Gamma World. We’re probably going to revisit it in the Storm Point group as a bit of a vacation between Heroic and Paragon tiers. I’m looking forward to it.

Dresden Files RPG Demo: Return to Magical Winnipeg

Last Thursday night, I ran a demo session of DFRPG for a group of players who are planning to start up a new campaign. Karla and Trachalio, whose names you will have seen in the comments of this blog from time to time, are two of the DMs running D&D Encounters with me on Wednesday nights, and Karla is planning to GM DFRPG, with Trachalio and some others from the Encounters group. After a bit of a misfire running Spirit of the Century, Karla wanted to get a little more of a handle on the FATE mechanics before starting the game, so I said I’d run a one-shot for them to give them a taste.

Now, I knew from reading some of the reports from the game launch at Origins that, when the Evil Hat folks run demos, they built in a bit of the character creation, so I sent an email to Fred Hicks asking how they did that ((And thanks to Fred for the answer!)). He said that they usually build the pregens up to the point of the guest star phases, and have the people at the table finish them up. It gives them a taste of the cool character creation, and really cements the characters into a group. So, I whipped up ((When I say “whipped up,” I mean “spent several days trying different things and fiddling with them to get a decent mix with a wide range of possibilities but limited complexity.” Character creation in the game is very fun, but not all that quick. I also found that building the characters on my own, without the group brainstorming and kibitzing, was kinda boring.))a stack of pregens to the required level of done-ness.

To help keep things simple, I decided that I would build the characters at Feet in the Water level, but it soon became clear that, if I wanted to give the group some experience with the whole range of mechanics and possibilities in the game, I needed someone with access to both Thaumaturgy and Evocation ((Or, as I finally settled on, Channeling and Ritual.)), so I upped the power level to Up to the Waist. Here’s the list of the six characters I used:

  • Apprentice Wizard
  • Coyote Shifter
  • Herald of Night
  • New Age Wiccan
  • Rookie Cop
  • Wendigo’s Child

I sweated some time on coming up with a solid scenario that would involve them all and show off the various types of mechanical things that go on in a game. In the end, I went with a very loose framework to allow me room to improvise as required, and just put together a fairly simple situation for them to get involved in. In play, this turned out to be a good choice, because it let me very easily weave in the relationships that had been built at the table between the characters doing the guest-star phases ((It also made it very easy to expand or collapse the chain of investigation, allowing me to pace the game to fit the time available to us. It being a weeknight, we pretty much wanted to make sure we were done by 11 or so.)).

So, we gathered together that evening, and I gave a quick rundown of the FATE mechanics. Then we handed out the player folders ((Each one contained not only the character sheet, but a cheat sheet for that character, with all the math done for combat and spellcasting, along with a write-up of all the powers and stunts the character had. This ranged from a single page for the Rookie Cop – a Pure Mortal – to five pages for the Apprentice Wizard, who needed rote spells and some examples of rituals.)) and ran through the last bit of the character creation. This intro section took about an hour, and had the added benefit of letting me talk more about Aspects. It got everyone pretty fired to create their own characters for their campaign, too, so I figure that’s a big win.

We got underway with the Rookie Cop finding the body of a dead person, eviscerated and savaged, hidden behind a dumpster in the Exchange District, outside the studio apartment ((Well, the large empty space where the Shifter keeps a bed and some clothes, and the wizard comes to practice magic his mentor would not approve of.)) where the Coyote Shifter and the Apprentice Wizard were hanging out. That got people focused pretty quick, and the characters very quickly either called in other characters with whom they had an existing relationship or came up with a reason for their characters to show up without an invite.

Poking around yielded a few clues, with the group coming to the conclusion that this was a ghoul kill. The Apprentice Wizard used the Sight to examine the body, and the New Age Wiccan invoked one of her Aspects to be able to see what he saw, so I went to town on the image ((The alleyway got darker and filthier, with the shadows moving in weird ways, and in the midst of it all, on a pristine white table cloth, illuminated as if by a spotlight, was the naked body of a young woman. Her torso had been slit open and peeled back, revealing her to be full of all manner of food, cornucopia-fashion. Then her head tipped to the side and they saw that her eyes were bottomless, empty pools of darkness.)), and got to hit them both in the brain for some good Mental Stress.

A little investigation revealed that the victim in question was probably a runaway, and with a little New Age Psychometry, they got the image of a chalice of wine, a loaf of bread, and a smiling face at the bus depot ((Which, I’ve been told, has already moved out to the airport, so I retroactively set the adventure a couple of years ago. What can I say? I knew the depot was moving, but I didn’t think it had yet. And I haven’t seen the new one (obviously), so I didn’t have any sort of mental picture to use for the game.)), so they hid the body again, using a warding ritual to make sure no one else would find it, and trundled off downtown to see what they could find out.

At the bus depot, they found someone putting up posters for the Church of the Holy Communion ((Acutally, it was supposed to be the Church of the True Communion, but I misspoke when I first said the name, so I had to stick with it)), a religious community that worked with runaways and homeless young people. Using a little coyote deception, they found out where it was located, and got the name of the fellow who was hanging the posters as a recommendation (and invitation).

They headed out to Osborne Village and the house on Gertrude that the Church used as a hostel. Three of them talked their way inside, while the other three scouted around back. Through a basement window, they saw a room full of canned goods and preserves, as well as some odd-shaped hams hanging from the ceiling. A little sniffing, and the shifter could tell them that the hams were not from pigs. The outside contingent slipped in through the basement window.

Meanwhile, inside, the Wendigo’s Child had managed to arouse some suspicion among the residents, and was herded into the dining area, where the Apprentice Wizard and the New Age Wiccan were already enjoying the soup ((Insert obligatory jokes about the hand in the soup in the Conan movie.)). The church members then pulled out knives and axe handles, and started closing in on next week’s groceries. The Wendigo’s Child used her Incite Emotion power to fill their attackers with despair, while the Apprentice Wizard used the Sight to see that they were in fact tied in some way to actual ghouls – and might be transforming into ghouls themselves. The New Age Wiccan took this knowledge and tried to unravel the bad vibes, weakening the connection between the cultists and their masters.

It worked to a degree, but then our heroes were mobbed by the crazy cultists and had to actually fight back to keep from getting shredded and eaten. The half-wendigo was a pretty rocking melee combatant, and the wizard used air magic to knock the bad guys down. Once there were a fair number down, the wiccan dumped scalding soup on them ((Insert obligatory joke about the head in the soup rolling down the stairs in the Conan movie.)).

When the ruckus upstairs started, the folks in the basement burst out of the store room to find a couple of actual ghouls – as opposed to the human cultists upstairs – heading up the stairs to get in on the fun. A quick tasing by the Rookie Cop, along with a face full of coyote fur, set the first ghoul up for getting clobbered by the Herald of Night, who then invoked his power and Night’s emissary and representative to the Covenant of Two Waters to cow the ghouls and take them into custody.

By that time, we were coming up on quarter to twelve, and I wrapped things up quickly.

All in all, I had a lot of fun with it, and it seemed that the players did, too. I tried to keep the Fate Points flowing freely, and was gratified to see the envious eyes all turning to the Pure Mortal Rookie Cop’s pile of chips and his free-wheeled spending. It reinforces my opinion that Pure Mortals have a coolness all their own in the game.

So, thanks to Karla for inviting me to run the game, and to Ally, Josh, Mike Ryan, and Shawn for playing.

I’m looking forward to hearing about your campaign when it starts running.