ShotC Playtest – Bone Thugs

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I had planned to get this post done a lot sooner, but life ((And cheesemaking.)) got in the way. Our session was more than a week ago, and I had planned to do the post immediately ((Well, the next day.)). But, as I say, things got in the way. What that means is that I am not as fresh from the game as I wanted to be, and I may be light on some details. If any of my players read this, and care to elaborate on or correct any of my stories, well, I’ve got a comment section down below. Go nuts.

Because only one of our players was familiar with Fate games, I spent the first part of the evening giving the group a primer on how the rules worked. We talked about aspects, skills, the ladder, fate points, invocations and compels. I also talked about three ways to make dice rolls: actual dice ((I have a lot of Fate dice.)), the Deck of Fate, and the Deck of Fate app. We settled ((After a strong recommendation from me; I find the little prompts on the Deck of Fate cards to be very helpful, especially for players new to Fate.)) on using the Deck of Fate.

I had also printed up cheat sheets for each character. On one side, I had the cheat sheet from the Evil Hat site ((Listed as Fate Core Cheat Sheet and Veterans’ Guide on this page.)); on the other, I had the full text of each character’s stunts, and the rules for mini-montages. All in all, including the examples, the introduction to the rules took about an hour.

I had spent some time building our movie’s general plot: I came up with three acts – one for each session – with the general outline for each. Then, I spent some time preparing a number of scenes and the connections for the first session, fleshing it out into something actually playable.

I found, after the game, that I had prepared a number of scenes that just didn’t come into play, because of decisions and choices made by the players, and also because of time. Still, I much prefer to be over-prepared than under-prepared. And, at the end of the playtest, with appropriate permission, I may post the entire scenario in the playtest samples. We’ll see.

So, we jumped in with a few of the characters ((Doctor Zero, Ike Thermite, Ia Shakti.))running into Anthony van der Waal ((Cannot read. Can talk to animals. Possessed by a ghost musician.)) being accosted by a trio of Bone Thugs. Our heroes made short work of them, rescuing Anthony, and bringing him back to Hank Fitzgerald‘s lab, where Deetz was able to interrogate the ghost possessing Anthony.

Okay, I messed up, here. I had been planning for Anthony to have been possessed by Billie Holiday, though I was planning to refer to her as Lady Day. But some of my friends went to see a Janis Joplin tribute show a few days before, and somehow, that made Janis Joplin stick in my mind. So, while Anthony called the possessing ghost Lady Day, when Deetz was interviewing her directly, I said her name was Janis Joplin.

Yup, I’m a dope.

When I realized that, I stopped referring to her as Lady Day. It didn’t correct the error, but it minimized it. And no one commented on it. I probably got away with it, but maybe not ((So, why do I bring it up? Because it bugs me that I made this dumb error, and because, if any of the players did catch it, now they understand what happened)).

Anyway, from the discussion with Janis Joplin’s ghost, the heroes learned that there had been more possessions lately, and that the Bone Thugs had been tracking down and… doing something to those who were possessed. They also learned that the situation with Anthony and Janis was a little different – Anthony was a somewhat limited fellow, and didn’t take very good care of himself, but Janis was actually looking after him and helping him improve his lot, earning some money with busking and reminding him to bathe and eat and such. It was a symbiotic relationship, so they decided not to Ghost-Punch Janis out of Anthony. At least, not yet.

This led Hank and Ia to head to the police station, where Hank’s uncle Liam was a detective sergeant. There, they got the lowdown on the Bone Thugs, as far as the police were concerned:

  • The Bone Thugs are a local gang of long standing.
  • They are working on expanding there territory.
  • In the past few months, they’ve suddenly turned from a group of undisciplined ((Still dangerous.)) thugs into an effective army of biker criminals.
  • Their leader, Mandible, has rather unexpectedly turned into something of a strategic and tactical genius.
  • The Bone Thugs are causing problems by distributing a type of meth that seems to drive the people crazy when they take it. The description of the craziness made Hank and Ia deduce that the victims had been possessed by ghosts.
  • Hank took advantage of Ia and Liam chatting to copy as much as he could of the Bone Thugs’ police file.

So, with that information, the gang started investigating. Ike and Deetz interrogated a captive Bone Thug, playing good cop/bad cop ((And learning how to use the Create Advantage action to co-operate.)), and found out where the Bone Thugs hung out ((A bar called Velma’s.)), and who was cooking their ghost meth ((Some dude named Hoke Mason.)). They thus formulated a… well, let’s be kind and call it a plan. Really, it was more a loose collection of aspirational ideas.

Ike decided to head off to Velma’s and see what he could find out. He went as his cover identity, Pierre Chambeau ((Avant-Garde Performance Artist, Overbooked)), claiming to have been booked to perform at the bar. This seemed kind of impossible, but he, against all my expectations, made it worked. With the aid of Moog ((Robot with a heart of gold. The ladies love him.)) ((I’ll be honest – I was not all that hot on the existence of Moog on the cast list. It struck me as too silly. But then, thinking about it, I came around. After all, even one of the Rocky movies had a robot in it, right?)), who was working at the bar as a jukebox, he did an interpretive dance about the sorrow of the death of comrades. It won the gang – including Mandible – over so much that Paul wound up with the aspect Honorary Bone Thug.

The rest of the group, meanwhile, was kind of bogged down in figuring out how to set up a drug buy to get their hands on some of the ghost meth in order to… well, they weren’t quite sure about the next step. I had a scene involving some Bone Thug meth dealers written up, but the group was just talking about it.

It was getting late, so I had Liam call Ia ((She had made a more favourable impression on Liam than his own nephew, Hank, had.)) and let her know that there were some police reports about a house party getting out of hand, and rumours of Bone Thug meth being involved. In most cases, I would have suggested a montage at this point, but our heroes had been clever and lucky enough to not have incurred any consequences. Instead, I suggested each character take advantage of the mini-montage to show how they individually geared up for the expedition to the crazy party.

I unleashed a swarm of partygoers under the influence of broken and insane ghosts on the four of the heroes who arrived at the party ((All five of the characters went to the apartment building, but Doctor Zero lagged behind because of an Old Coot compel.)), things got nuts:

  • Hank had a partial ghost tried to invade his mind ((To be fair, they had tried to invade everyone’s mind, but Hank was the one who made a bad, bad Will check.)), and Deetz worked to shake him free of it.
  • Ia used her prana blast to supercharge Ike’s Ghost-Punch ability, and they managed to clear the possessing spirits out of the whole mob in record time.
  • Doctor Zero, lagging behind the others, followed a pair of retreating Bone Thugs down the stairs and into a trap set by Mandible to take care of some Tarantulas, the gang that currently controlled the area they were in. So, into the middle of a rumble.

At this point, one of the players wanted to compel one of Doctor Zero’s aspects, but wasn’t certain how or which aspect to compel. I suggested to her that, if she compelled his Spirit of the Weird aspect, I had an idea. If Doctor Zero agreed, of course. He did, and so I had Mandible recognize Doctor Zero, and reveal that the ghost possessing him was an echo of Doctor Methuselah. They squared off in social combat in the middle of the rumble, and Ia, watching from six floors up, gathered up all her fate points and all the aspects on the board, and sniped Mandible with a prana blast that laid him out in the middle of the argument.

We wrapped things up quickly, after that, with Ike using the Honorary Bone Thug aspect to get the group into the lab where the ghost meth was made. There, they found a number of clues that UGen Medical, a biotech conglomerate and all-around evil corporation, was responsible for teaching the Bone Thugs how to harvest ghosts and grind them up to empower their meth.

That brought us to the Call to Action milestone, and I got each player to talk about how they were getting ready to take on UGen. The general tone of their statements sounded very heist-like, so the big advantage I’m giving them on the next session is Inside UGen Security.

And now I have to write up that session. Should be fun!

ShotC Playtest – Between Sessions

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Just a quick update to talk about some stuff we did with Shadow of the Century over the past couple of weeks.

One of our players was not able to make it to the pitch session ((It happens. Real life trumps games.)). She still wanted to be part of the playtest, so we created her character via e-mail this past week and the week before. She’s experienced with Fate games ((She was in the DFRPG playtest as Sydney Rae and Gerhardt Rothman, and in my Feints & Gambits campaign as Rogan O’Herir.)), so coming up with the aspects went fairly quickly. The roles went easily, as well, and we created a role and stunt – both of them Gonzo – to reflect her history as a Prana Warrior.

All the other players pitched in via e-mail to do the Crossing Paths section, and we actually finished that in just a few days, which was faster than I expected.

I also decided to try doing the Cast section with the player, and take part myself, because I had neglected to during the pitch session. But you need three people to do it properly, so I enlisted another gamer friend to help out ((I could have got one of the others of the playtest group, but I didn’t want to give one player more influence over the game than the others.)). I also took a little extra care explaining what we were looking for in terms of the facts for the names – there were a number of facts in the characters that aren’t all that gameable ((Silly is fine, and we’ve got some silly ones. But we’ve also got some that just don’t really come up in play without a lot of circumstances. This is my fault, not that of any of the players.)). So, we’ve got an extra nine characters in our cast pool.

And then I spent a few nights putting together stats for the villains, and writing up a notes for the scenario. I just finished, which is good; tomorrow is our first play session of the playtest.

So look for the post about that early in the next week.

ShotC Playtest – Pitch Session

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Last night, I got together my playtest group ((Well, 80% of it. One player couldn’t make it.)) for our first session of the playtest. The first session in Shadow of the Century, as in most Fate Core games, is all about establishing the framework of the game and creating characters. Because it’s modeled on 80s-style action movies and TV shows, it’s called the Pitch Session ((As in, a TV or Movie pitch.)).

First step of the Pitch Session is determining the format of the game – series or movie. This a choice between a longer, more episodic game (the series), or a shorter, more focused game (the movie). After a fairly brief ((Brief for us, anyway.)) discussion, we settled on a movie. The reasons for this were the fact that we’ve only got 3-4 sessions of play, and the fact that, as a limited game, the movie format means we can really let go and embrace the wackiness and gonzo nature of the game.

Next step is setting the Gonzometer. This is a determination of how over-the-top the game elements and characters are allowed to be. On one end of the scale, you’ve got stuff like Miami Vice and Magnum P.I., on the other end, you’ve got things like Flash Gordon and Ghostbusters. In addition to setting the crazy level of the game, it also adjusts the skill points and skill cap for the characters.

This conversation took some time. While the Gonzometer has four settings, they’re not hard-and-fast, nor clearly defined. They can’t be, after all, as the subject material doesn’t conform to the Gonzometer settings ((The Gonzometer, after all, was developed a quarter century after the 80s.)). After a lot of talk about what each level meant and what kind of stories we wanted to tell, we eventually settled on setting 3: Big Trouble. This is the default setting of the game, and allows a fair bit of craziness, but assumes it’s in the shadows, and most people don’t know about it.

Step three of the Pitch Session is coming up with the issues of the game. This is how the group decides what the game is about. With the movie format, you create two issues: one that tells you what the big problem is, and one that introduces a complication or subplot. Because most of the character concepts ((Note that, in the prescribed Pitch Session sequence, you don’t start making characters just yet. But the sequence is a suggestion, and coming up with character concepts is one way that players get excited and start thinking about the game. So, all the players had at least a rough starting idea of what kind of character they wanted to play.)) were focused on shadowy doings and secrecy, the players decided that they wanted an issue to address that. We came up with the issue Secret War Against… and then had to do some talking to come up with who the war was against. Eventually, we settled on Secret War Against the Ghostmasters. We didn’t bother defining the Ghostmasters at this point; there’s a whole step for that.

One thing we did decide about the Ghostmasters is that one tactic they use is summoning ghosts and implanting them in innocent vessels. They tend to keep the ghosts quiescent when they do this, but the personality of the ghost has some subconscious influence on the host, and indulging the urges and desires of the ghost can start to wake it up, until the ghost is in control. So, our second issue became Possessed Innocents.

Now, with the issues of the game decided, we start with the characters. Creating the characters in ShotC, unlike in other Fate Core games, takes place in two stages, separated by more steps fleshing out the setting. The first step involves creating the aspects for the characters, and the second step involves finishing off the more mechanical bits of character creation.

Only one of my players was familiar with Fate games ((The player who couldn’t make it last night is also familiar with Fate, having played in my Feints & Gambits DFRPG campaign. I’m going to see about getting her character built over e-mail, with the other players participating.)), so I gave a talk about aspects, and what to look for, cribbed mainly from here. This bit, as expected, took a fair bit of time. But we got through it, and everyone was pretty happy about the result.

Next step was building the cast – a collection of NPC character seeds that we can use to fill in various roles in the campaign. Each player gets three index cards, and writes the name on the top of each. Pass to the left, then each player adds a fact to each of the three cards they’ve received. Pass to the left again, and add a fact to the new set of cards. You wind up with three times the number of characters as there are players, each with a name and two facts. This pool of characters can be used to fill in for other characters that are needed in the game – a friend, a contact, a rival, a foe, whatever.

I made a mistake running this phase. I just had the players do it, rather than grabbing three cards myself and participating. This has two downsides: I’ve got three fewer characters in the pool than I might have had, and I didn’t get a chance to shape the game with my input ((I want to be clear here that, by “shape the game,” I’m not saying to steer it in the direction I want at the expense of the players’ ideas. But the GM is a participant in the game, and discounting input by a participant – even the GM – is not the way to do collaborative setting creation. In other words, I get to have my say along with the players, but my opinion does not override theirs. Nor do theirs override mine. Same team.)) by adding facts to six other characters. I’m trying to decide if I should do something to correct this, when I work with the player who missed the session to create her character. She didn’t get to do this part, either. The problem is that there are two of us, and you really need three to do this properly. Maybe I’ll rope in one of the other players to do this part again ((Though that means one player will have had twice the input.)), or maybe I’ll impose on one of my gamer friends who’s not in this playtest. Still thinking about it.

Anyway, we came up with twelve characters, each with two facts. Some of them are pretty wacky, and one deserves his own TV show, but I think we can make use of them.

Phase six is the villains. This is were we flesh out the opposition a little more. We already knew that the main antagonists are the Ghostmasters, and we knew about one of their tactics. So, I wrote the name Ghostmasters on the top of an index card, and passed it around the group for each player to add an idea about who they are and what they do. We wound up with this ((I’ve edited it a bit from the raw ideas the players gave me in order to link things together a little bit.)):

Ghostmasters

  • Each member of the Ghostmasters comes from a different culture or tradition (Taoist, Voodoo, etc.)
  • There’s lots infighting and conflicting priorities among the members
  • They love to gamble and place bets, which is how they compete for primacy in the group
  • They are all terrified of non-existence, the worst fate they can imagine for anyone

In further discussions, we decided that the Ghostmasters have gangs of ghostly ninjas ((They’re not actual Japanese ninjas. They are multi-cultural spectral spies and assassins. But ninja is good shorthand.)) that they use for enforcement. They also have the previously mentioned tendency to store ghosts in innocent vessels ((We talked mainly about this being people, but I’ve been having ideas about other types of vessels since last night.)), and this led us to another idea for a lesser threat – the Bone Thugs ((I know.)), a street gang whose leader has suffered a severe personality change once the ghost stored in him woke up and took control. That strikes me as a nice, introductory problem to start the game with, leading to more confrontations with Ghostmaster minions leading to the final confrontation with actual Ghostmasters.

The final step was finishing off the characters. First, we worked out how all the characters had crossed each others’ paths. Then, they all picked their three roles. This is when we started incorporating some of the gonzo/spirit character elements, as one character was a Centurion, one had the ability to see and speak to ghosts, and one had learned ancient Kung Fu techniques for fighting ghosts ((His sifu, the Voiceless Dragon, was another Centurion, killed by the Ghostmasters because he was teaching people how to fight ghosts. That old chestnut.)). Three out of the four players also created their own roles for their characters, and came up with gonzo – or spirit – stunts.

Yes, after the roles, and the skill calculations, they picked stunts. There’s a list of six stunts with each role, and you can pick from those, or you can build a stunt using the Fate Core rules. If you’re playing a Centurion or a gonzo character, you also start with an extra-good stunt (that you have to make up), and one less Refresh.

Then it was just some calculations for determining Stress and Consequences. Then done.

I asked the players to leave their character sheets with me so I could post their characters and the other stuff we came up with here on my blog. One player said his was too messy for me to read, and that he’d send me a typed version by e-mail, so I’ve got only three of them posted so far.

I also have to flesh out the villains a little before I can post more about them. But I’ll do that in the next couple of days.

Last thing we did was come up with the name of the movie we’re playing. Using that, I’ve done a quick pitch for the game below:

Ghostpuncher I: Legacy of the Voicless Dragon

The last disciple of the Voiceless Dragon hunts the Ghostmasters, a group of necromancers who slaughtered his sifu for teaching ancient Kung Fu exorcism techniques. Now, he is drawn to a city in turmoil, for the Ghostmasters are here, playing their strange and wicked games. His only help is a small group of outcasts and freaks: an old friend of his sifu, with many secrets hidden in his past; a young woman who can see and speak to ghosts; and a half-crazy inventor trying to repair a broken world. Together, they must stand against the chaos and madness the Ghostmasters are unleashing on an unsuspecting populace.

So, that sounds pretty fun to me.

Into the Shadows

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Kinda coming full circle here.

The good folks at Evil Hat Productions have started beta playtesting of Shadow of the Century, a new Fate Core game. As they usually do, the Hat folks had me sign a Disclosure agreement when they accepted my playtest application – I’m supposed to talk about my experience playtesting the game in public.

Long-time readers of this blog may recall that’s how this blog got started, when I was playtesting The Dresden Files RPG.

So, I’m going to be talking about Shadow of the Century playtest here. And I’m starting today with an overview of the game based on my reading of the playtest document.

A Fate Core Game

First things first: Shadows of the Century is not a stand-alone game. It requires Fate Core rules to play the game – that’s where you’ll find all the mechanics for rolling dice, the four actions you can take, how fate points work, how conflict works, etc.

Fate Core rules are available on a pay-what-you-want deal ((Yeah, that means that you can download it free and pay nothing. But a lot of work goes into game books – show them a little monetary love. The game’s totally worth it.)), so you’ve got no excuse for not having them ((Are they good rules? I certainly think so. I wrote about it here.)).

What’s Shadow of the Century About?

The first Evil Hat game I ever saw, read, and played was Spirit of the Century. It’s a pulp game, featuring the remarkable members of the Century Club having adventures and fighting foes like Gorilla Khan, Der Blitzermann, and Dr. Methuselah.

Shadow of the Century takes place in the same world, a half-century later. The members of the Century  club are dead, disgraced, imprisoned, in hiding, on the run. The hope has been drained from the world, and the Man ((Not a specific man. Just the Man, as in, “The Man is keeping me down!”)) is keeping everyone down. It’s a dark time for the world. Heroes are needed.

Thankfully, a new generation of heroes is rising up. They aren’t the innocent idealists of the Century Club ((Now disbanded and outlawed.)) – they are streetwise, rough-and-tumble folks who sometimes blur the lines in their attempt to help people.

Well, not all of them. Some are kids who belong to the Hu-Dunnit mystery club. Or engineering students at the Cross School. Or selfless paramedics and drivers with Phoenix Rescue. Or…

This game is set up to emulate the action movies, TV shows, and cartoons of the 80s, the same way that Spirit emulated the pulp and noire of the 20s and 30s. So, when you think of things like The A-Team, Miami Vice, The Greatest American Hero, Big Trouble in Little China, this is the game to do it.

Gonzo and Spirit

Now, there’s a real difference in the craziness that is acceptable in Miami Vice versus, say, Big Trouble in Little China. You set that craziness level withe Gonzometer, which helps determine what kinds of characters and story elements are acceptable. At the low end, you get bad-ass-but-mundane folks like Thomas Magnum and his friends standing up to corrupt organizations and crime cartels. At the high end, you get Flash Gordon and his ilk fending off interdimensional invasions and time-traveling robots.

Heroes can, depending on the Gonzometer setting, have varying degrees of special abilities. These usually cost a little more, and don’t so much increase the power of the characters as give them a few more options and add narrative colour to the descriptions of the character’s actions.

That’s for the New Wave Heroes – the heroes of the 80s. There is an option to play a Spirit; one of the original members of the Century Club, born in 1900 and embodying a universal idea about the world. For example, Jet Black is the Spirit of Today, and Mack Silver was the Spirit of Trade. Where as New Wave Heroes’ abilities are “powered” ((Not really powered – there’s different nomenclature for the origin of the abilities to show that New Wave Heroes and Spirits are qualitatively different.)) by Gonzo, Spirits’ abilities are powered by Spirit.

This means that one of the first choices players make is whether they are playing New Wave Heroes ((Though this is the default assumption.)) or a Spirit. If playing a New Wave Hero, the player then needs to decide is whether the character has any Gonzo abilities.

Roles

Building characters uses Roles. I first saw this idea in The Atomic Robo RPG, another Fate Core game ((They call them Modes there. You can read my review of ARRPG here, if you’re interested.)). The Shadow implementation of the idea is a little simpler and cleaner, and leads to what I expect to be pretty quick character creation.

The idea behind roles is that you pick three, which give you a boost to certain skills and a list of potential stunts. There’s a list of 16 roles in the book, and easy instructions for creating more. Each role gives you a +1 to four skills, so if you’ve got a skill in two roles, it starts at Fair (+2). If it’s listed in all three roles, you start at Good (+3).

After the roles are picked and the skill boosts noted, you get to pick a total of three stunts from the lists in each of your roles. And you get a few more skill points to spread around your skills ((There is no Skill Pyramid, or Skill Columns. The roles make sure you have a good rating in the skills important to your character concept, and there’s a skill cap so you can’t dump 8 skill points on Shoot to only know how to use guns.)).

Aspects

This is a Fate Core game, so of course aspects are central. Your character has five aspects, only two of which – High Concept and Trouble – you need to define before play begins. There are the standard ((Or almost standard, any way.)) phases of character creation coming up with ideas for your aspects and brainstorming with the whole group.

Other Cool Stuff

There are a number of other things in the game that deserve a brief mention.

  • Montages. As the song from Team America: World Police says, “Even Rocky had a montage.” 80s action shows loved them, and there are rules for putting four different kinds of montages into play to add advantageous ((And alliterative!)) aspects to a scene.
  • Mobs. Groups of mooks treated like a single combatant. This was a feature in Spirit, and I loved it so much I ported the idea to every Fate game I’ve run. The rules for mobs in Shadow are the first form I’ve seen updated for Fate Core, and they take care of some of the problems I’ve seen porting the old rule to the new system, so that’s good.
  • Milestones. Milestones are the points at which characters can be advanced. The Shadow rules for milestones are carefully tuned to represent the source material – the more an adventure runs like an 80s action show, and the closer the characters cleave to the tropes, the better they’ll hit their milestones.
  • Organizations. Some of the big bads in the game are the criminal and corrupt organizations of the world. Shadow shows very clearly how to use the Fate Fractal ((The Fate Fractal is the idea that ANYTHING in the game can be statted up just like a character, using a couple of aspects and a couple of skill ratings. It’s a powerful idea that really opens up the idea of quantifying things like storms, cities, police departments, diseases, etc. Anything. You can read more about it here.)) to stat up these organizations quickly and easily, each one taking about an index card of space to completely detail what they can do and what they want.
  • Campaign Frames. The game also has three campaign frames, for groups that want to start playing right away and don’t mind using pregenerated characters. They all look fun, though my favourite has to be Team Black, an A-Team kind of campaign with Jet Black ((Jet Black is a Centurion who flies with a jet pack. He, Sally Slick, Mack Silver, Benjamin Hu, Professor Khan, and Amelia Stone feature in the fiction line from Evil Hat.)) cast as Hannibal Smith.
  • VHS. It’s a clever abbreviation for variable hyperdimensional simultanaeity. See, the mathemagician, Dr. Methuselah ((At least a thousand years old, and able to twist reality to his whim using strange and mystical mathematical equations.)), has rewritten and overwritten the timeline often enough that it’s kind of worn and tattered. There are holes – into other times, other dimensions, other realities – that can cause problems. Now, how prevalent VHS is is tied to your Gonzometer setting, but it gives you some cool ways to add in strangeness and otherworldly danger.
  • The Backstory. The game gives a fair bit of detail on how the world has changed since Spirit, and what’s happened to a lot of the big players. I’m not going to give too much away, but I think they’ve done a great job on showing how the shining, hopeful early part of the century turned into the dark, despairing 80s. It’s a good read.

What’s the Plan?

Well, we’ve got until May 20 to run our playtests and get our reports in. I’ve got a group of five players signed up for this little romp, and we’re planning our Pitch Session for next week. I want to get three or four more play sessions in before the deadline.

I plan to post a report on this blog after each session. I may also post some other stuff on things I think about the new system during play.

I’m not going to be posting a lot of specifics, though. I’ll talk about how the sessions went, and the cool stuff we did, and the cool things the game allows, but I’m not going to drill down into the actual mechanics and such. Evil Hat will be getting those reports from me, but not the public. This is a beta playtest document, and subject to change – there’s no point in talking about details that aren’t final. Take a look at the DFRPG playtest stuff for examples of the kind of stuff I’ll be posting.

 

I hope you follow along on our little adventure. Feel free to ask questions but, again, I’m not gonna get too specific. I will answer what I can, though.

It’ll be rad!