Monday, June 30, 2014

Cutting Room Floor: Tabernas system


GURPS Handbook of the Planets Inputs: Personal user number 314; System number 152

Note we will tweak the atmosphere of the 2nd world up to a more reasonable pressure.
Credit: NASA/JPL-Caltech
Credit: NASA/JPL-Caltech
The Tabernas system is very different from what humanity expected for an inhabitable solar system. Illuminated by a single red dwarf star, called Estrella, the second planet supports a vast array of native life. While normally such a planet would be frozen over, Tabernas is tidally locked to its star leaving half the planet baked by the sun's warmth. This brings the sun-ward half up to a comfortable tropical temperature. The plant life of the world has taken advantage of this causing Tabernas to have unusually high oxygen levels.

Settled 183 years ago, Tabernas is populated by 2 million sentient beings, none of whom are native. The world is still divided between the lines formed by the original 3 colonies. The three factions are the Pan Sapien Alliance, the Megadon Cosultate, and the Technocratic Union. The three nations spend a large amount of their resources struggling with each other to control the world's bountiful resources. Local technology continues to lag that of Terra particularly when it comes to FTL and gravity manipulation technology.

The Pan Sapien Alliance consists of a large number of homesteads owned and controlled by genetically modified humans as well as animals altered to have higher levels of intelligence. These parahumans and uplifts, respectively, see adapting to the environment as the most responsible way to exploit this world. They oppose widespread alteration to the planet. On the other hand they are a very rigid society where one is born into the role one is expected to play. Personal choice is not something their culture values. There are long-standing grudges against the Alliance due to its support of asymmetric conflict (i.e. terrorism).

The Megadon Cosultate is the name of the colony founded by the Megadon Corporation. A colony founded by employees of an orbital factory fleeing the war, they have focused on exploiting the rich deposits of ore in the central plains of the north. Despite their name, Megadon is only one of a host of corporations and startups that control and support their society. Emergency services, the legal system, and infrastructure are all run by one or more companies. It is said anything can be bought or sold in the capital city of Enterprise. The current concern is the growing power of the Kaven corporation which has held a monopoly on the legal system (but not enforcement) for over 25 years.

The Technocratic Union works, its inhabitants like to say, with digital precision. Managed by complex computer algorithms designed by the best minds, human or otherwise, available. They are the only place where artificial intelligences, limited as they are, are treated as people. The Technocratic Union has claimed the deserts east of the Steel Mountains where they run a large solar power system. Much of their society occurs in virtual space as the physical inhabitants interact with the digital citizens on the local Net. Which makes damage to the transmission lines by desert dwelling miscreants of the Alliance so frustrating.

As for the indigenous life, Tabernas is dominated by autotrophs. Animal life seems to have gone extinct or never managed to dominate the niches available. Two main branches of autotrophs dominate the current ecologies:

Moss Coral: these plants resemble moss growing on stony or even metallic surfaces. In actuality they possess hidden roots that dive deep into the earth, extracting rare minerals which they secrete into a rigid and durable skeletal structure. Over generations they have built massive (and inedible) growths as they build layer over layer. The Megaon Consultate is currently "mining" these plants.

Slithering Algea: an ambulatory plant that grows in the lakes and swampy lands of the Tabernas. They resemble greenish worms with large leaf like protuberances and a fibrous but tough exoskeleton. They can defend themselves with a painful whip of their tails. In the water they can grow to 40 tons while on land they maintain a smaller length of a few feet. Their life cycle is rather complex, shifting from seed to immobile flowering plant to free moving slithering creature. In their immobile stage they pollinate, produce seeds, before transforming into their mobile form. The "adults" will then continue to produce further offspring with others of their kind that they encounter. Despite adopting a pollinating reproductive strategy they are oddly protective of their young.

Game Aspects (using the Fate system):

Tabernas: The Sun Never Sets, Three Sides to Every Issue, The Plants Fight Back.
Moss Coral: can be invoked for cover.

Slithering Algea: These could be dealt with as character. Land based versions are not very dangerous except in groups. Perhaps give them a few physical Stress boxes and some Fight skill. Notice, Physique, and Stealth are also good skills to include. Common aspects include: It Has No Brain, Blends in with the Scenery, Travels in Packs, or Covered in Thorny Spikes.

Aquatic version are bigger and more dangerous. Increase Physique and number of Stress Boxes. Some Aspects include: Swallows Things Whole, Master of the Sea, or Too Big to Notice.

System Details:


  • Estella: a M2V class star, roughly 12.1 billion years old.
  • Tabernas: the second planet of the system, tidally locked to its star and with a small sea on its southern end of its sun-ward hemisphere. The gravity is a bouncy 0.5 Gs while the atmosphere is thin but high in oxygen. Temperatures on the surface range wildly. Carbon dioxide freezes on the dark side of the planet while in many places on the sun lit side can reach dangerous levels of heat.

Tabernas

Sunday, June 29, 2014

The Price Recap: Mortal Tales

The Price
Another week and another game of the Price, my Changeling: the Lost game which blends Innocents and the God-Machine Chronicle rules. A full index can be found here. This time our gang of child protagonists do some exploring in the real world.

Those of you paying attention might notice that I've been posting these recaps every other week (rather than the weekly basis of the games). The reason is not just the time it takes me to write these up. It is that I'm spacing these out for a large gap coming up. Half of my group went to GenCon. Then another key player is traveling for two weeks. So we have a month between this session and the next.

So back to the recap. Our cast consists of:
  • Marco McQueen: 12-year-old bully seeking respect and perhaps to become a better person.
  • Miroslav "Mir" Callaghan: 13-year-old Goth kid who wants to learn real magic.
  • Nicole "Nikki" Callaghan: sticky fingered 10-year-old sister who has traded away her emotions for artistry. She has gained the Artist Kith.
  • Rocco McQueen: 10-year-old wheelchair bound genius hacker on a quest to regain the use of his legs.

When last we left our protagonists, they woken up in their own beds after leaving the Fae-filled Night Market.

Mortal Tales

A new day has restored the electricity and seen the winter storm blow past. It is late morning before Marco and the Callaghans are able to venture into the basement again. They find the poorly lit rooms cold and empty. The battered wardrobe still sits in the storeroom but the mirror on it is dusty and ordinary.

Rocco's player was stuck at work for half the session so we won't see him for a bit.

Mir presses his hand to the mirror. The cold glass doesn't yield. They discuss how they might reopen the gateway into the Hedge. Mir suggests it might be a matter of reenacting the events of the previous night. Nikki tries tossing Skittles at the mirror. They bounce off and scatter through the room.

That door closed, the children discuss their next step. Mir wants to do some research on the Hedge and how one might reach it. Nikki points out that the homeless man who has been hanging around also seems to know something about this. She seems eager to track him down but secretly wants to see the crack house where the Goblin Market is supposedly held each night.

Mir goes back to his library. Marco excuses himself from the research. He asks them to let him know when they decide to seek the homeless man. Once the tween leaves, Mir and his sister get down to the business of research. Nikki helps out by bringing him books to look at while he pores over his extensive collection of occult tomes.

As Nikki brings him a second stack of books, he notices she is leaving a vibrant trail of red paint on everything she touches. He scolds her for damaging his books and she leaves in a huff. When Mir turns to his damaged books however he sees the paint fade away before his eyes.

Last session Nikki traded her emotional attachments for artistry. Because of this she now possesses the Artist kith. She also now possesses both a Mein and a Mask. The two don't differ too much yet, but her Mein takes the form of vibrant paints that appear wherever she places her fingertips. These marks don't last long though.

The research rolls are fairly simple. Nikki is aiding and rolls Intelligence + Study and gets one success. Mir rolls Intelligence + Study + 2 (for his Library Merit) + 1 (from Nikki's roll). He gets 2 successes. A half hour passes.

On the second roll he lacks Nikki's help but manages to get 4 successes. This gives him 6 success total which is one more than he needs.


As Nikki plays with Mr. Skittles, while Mirolsav focuses on his research. An hour later he puts his books aside. The legends indicate all sorts of ways into the realm of the Faerie, if that is what the Hedge is. Each requires a key like a physical object or ritual to open them. If only he could open the portal in the basement again he could probably work out what the exact ritual was.

Nikki uses her Pet Merit to gain a +1 bonus to her next Integrity roll.

He tells his sister his findings. Nikki suggest trying gingerbread. They ate gingerbread that night so maybe that is what opened the gateway. Mir seems dubious.

Nikki goes into the kitchen and asks her mother for some gingerbread. The tall dark-haired woman passes her a plate from the fridge. Nikki grabs some and walks straight back to her room, leaving her mother puzzling over what happened to her usual bouncy child.

Mir and Nikki eat the gingerbread and then descend into the basement. The mirror remains a mirror. The gateway remains closed.

They go back upstairs and Mir makes sure to pocket some chalk and a flashlight before heading up to the third floor. Reluctantly he knocks on the McQueen's door. Marco answers and gets ready to join them in their search. He explains Rocco is busy with his computer.

They gather in front of the house. The boys turn to Nikki. The little girl recalls three locations where the strange man has been seen: a street corner two blocks away, the overgrown lot behind the house, and a liquor store three blocks away near the crack house.

They go around back first. Thick brambles cover the backyard. Ice and snow encase most of the thorny gray wood, but Nikki sees something odd about the snow about ten feet in. She crawls under the brambles to check it out. Marco and Mir follow her.

Nikki is using her recently bought Hedge Gate Sense Merit.

The brambles are tightly packed and Mir gets his thick coat stuck partway. Reluctantly he pull himself back out. As he gets ready for a second go, he sees tabby cat walk over the snow to him. It mews and a black cat joins it. A little worried he hurries to join the others.

Nikki reaches a circular patch of snow that somehow looks fake, like potato flakes. The snow still feels cold to the touch but she begins to dig through it anyway. As she works, she leaves splotches of blue and green paint on the snow. Marco is a bit disturbed by colors but helps her dig the hole. A couple of cats come out of the brambles to watch them work. Mr. Skittles barks at them but Nikki tells the small dog to heel.

Under the snow they find a boarded up well. Mir joins them and as they examine it they find several Norse runes marked on the wood. As more cats join them, Mir sounds out the runes. The runes glow a soft blue and a warm breeze comes from below. The wooden 'gate' creaks and opens down. Below them they can see a path lined in greenery, its base at right angles to the ground. Walking up the path, on what should be a wall, is another cat.

The opening of the gate was a matter of a couple Intelligence + Occult rolls on the part of Mir. Nikki gains a Beat from fulfilling her Aspiration of finding another way into the Hedge. Marco on the other hand we determine should make an Integrity roll. He gets a success, maintains his Integrity, and chooses Spooked as his Condition.

Weirded out, Marco tosses some snow into the tunnel. It falls sideways to the 'ground'. Meanwhile Mr. Skittles whines as the number of cats continues to grow. As the children wonder how long the doorway will remain open, the runes cease to glow and the door swings closed. Their question answered, they scramble out from under the bushes and away from the cats.

The children begin to trudge towards the liquor store. Nikki leads them through empty lots and backyards towards the crack house. Children throughout the neighborhood are enjoying the snow and the respite from being cooped up. Halfway there they spot Chris and Ryan also out in the cold weather. Then they are spotted in turn.

Nikki bolts through a nearby fence, slipping through a gap too small for anyone else to make it through. Mir simply turns and trudges away, trying to imagine that he is invisible.

Wits + Composure rolls are made all around and everyone notices the trouble coming. I give Mir and Nikki a Wits + Stealth roll to slip away. Nikki succeeds easily but Mir fails.

Marco waits and intercepts his friend Chris. The other troublemaker asks if Marco was getting some revenge on that twerp who just left, indicating the slowly vanishing Mir. Marco bluffs that he was and tries to buy his new friend time to slip away. Chris however excuses himself to get his own licks in. He chases after Mir but loses him on the street. A few moments after he passes, Mir emerges from the snow fort some local kids were building.

Marco's bluff is a Manipulation + Subterfuge + Fast Talking Specialty opposed by Chris's Composure + Subterfuge. Chris does well while Marco does poorly. The end result is a tie. I decide Marco gets Chris to believe him that he was bullying (thus earning a Beat for his Aspiration: rebuild his credibility) but fails to stall Chris's pursuit.

Mir however crushes Chris perception roll with his Stealth rolls. Mir escapes and earns a Beat by fulfilling his Aspiration: evading his bullies. For now.


The gang regroup and makes their way to the large lot where the crack house stands. The decaying structure looks abandoned and leans slightly to the west. The older children seem reluctant to cut across the yard but Nikki convinces them to follow. As they cross the lot, Nikki notices that two crows sitting on a nearby telephone line are whispering to each other.

She asks Marco for a nickel and tosses it onto the ground as she calls out to the birds. One of the crows shrugs and they flutter down. As it pecks at the coin, the other speaks to them in the voice of an old man. It says they thought Nikki was different. Nikki, a little spooked that it worked, chats with them.

One of Nikki's trigger points was an incident where the squirrels were whispering about her in the park. We decided that this counted. She easily made the Integrity roll and picked up the Spooked Condition.

They seem to know a bit about the Goblin market and confirm it opens at Midnight. She teases some more information out of them by giving them names: Fred and Barney. The crows tell them the only rule of the market is not to cause trouble. Otherwise there are no guarantees. Nikki describes the homeless man and the crows recognize him as a madman who calls himself Hedge. He will be here tonight. They also say there are ways into the actual Hedge from the Market.

Hedge was a player character from a Changeling game I ran a few years ago. I've appropriated him for this game. He was always a little crazy but he has gotten worse since then.

The birds seem intrigued by Nikki's voice and one of them, Fred, tries to convince her to let them use it when she is done with it. Fred tries to explain they are patient but Nikki refuses to deal with them.

The children hurry around the block to the liquor store. They see no signs of the homeless man, but Marco agrees to go inside and talk to the owner. The old man behind the counter grudgingly answers the boy's question. The person they are looking for was just here. He should be just down the street. The clerk remarks the guy must be a great panhandler since somehow he always has cash.

Marco very nearly gets an exceptional success here on his Manipulation + Persuasion roll.

Marco comes out the liquor store and informs the others. They hurry down the street and catch sight of Hedge walking slowly down the street. The old man looks back and begins to quickly walk away. The Callaghan kids chase after him. Realizing he can't escape, he turns and raises one hand, warning them he will call fire down on them if they don't leave him alone. He looks different now: thinner, paler, with pointed ears. The children come to stop and try calming him down. Miroslav manages to convince him to sit down and talk about it.

As they sit down on the snow, Nikki asks Hedge if he really can create fire. He lights a finger tip to show them. They pepper him with questions which he tries to fend off. He claims Hedge isn't actually his name but allows them to call him that. When they ask what he thinks about Marco, the old man seems confused. He holds his head and calls the boy the mechanic. Hedge seems confused about the current date and makes frequent references to things that haven't happened yet.

Mir convinces the old man to teach him some magic in exchange for helping with Hedge sort out where he is in history. Hedge admits to traveling in time and that he is waiting to catch up with himself to complete the loop. Nikki supplies him with a colored pencil and paper and Hedge writes down the events he recalls. In exchange he teaches Mir how to talk to Darkness. Mir learns to call on its power to intimidate others and to hide himself and others.

In game terms, Mir has learned the first two dots of the Contract of Darkness. This comes free as part of the Changeling template the characters are slowly gaining. Nikki earns a Beat for her Aspiration of 'figuring out what that crazy old man was talking about'. Mir earns two Beats. One for learning magic and another, after some discussion, for learning the old man's name. Hedge isn't real name but what Mir really wanted was to know more about him.

Hedge holds back information on how to gain the power to use this ability, or Glamour. Until he finishes his research into Hedge's 'history', Mir will need to rely on the Catches. Nikki presses Hedge on his past and why he traveled in time. Hedge reluctantly admits to needing to save someone called Lucy. He refuses to say more and when asked about how he traveled in time, he explains there are rules he must follow. Even telling them this much causes him extreme pain. A trickle of blood pours from his nose.

Back at the Reichardt house, Rocco is busy hacking into the school computers. The security is a joke. He pokes around for an hour. The interface is fairly primitive and most of the email accounts seem unused. He takes some time to fake an email from his father to the principal, asking her to separate Chris and his brother Marco.

This is an extended Intelligence + Computer + Hacking specialty roll. Rocco also get a +2 bonus from his prized possession, his computer. There is no one watching the servers so Rocco easily breaks in.

Picking over the files, he finds an odd email account belonging to someone called Troll. The inbox is full of weird spam. In addition to the chain letters and marketing of fake medicines, there are references to the Hedge and the Fae. Curious Rocco sends an email to Troll via a dummy email account. He asks to meet. He gets a reply an hour later, saying Troll will be at the next Market, past the graffiti in the alley by Elridge and Alder.

As the 10-year-old puzzles over this, the others return. Mir tells Rocco excitedly about how he learned to talk to darkness. The others seem more interested in visiting the Goblin Market that night. While Rocco wonders if Mir is losing it, he agrees to sneak out with them that night. He still needs a ring forged by an oathbreaker.

After the others leave, Mr. McQueen comes home. Their father has been out later and later recently but today for once, he is home for dinner. After they eat, he asks if either of them has seen the watch he left on the table. They both think back and recall a nice silver watch there earlier in the day. Now it is nowhere to be seen. Mr. McQueen searches around but fails to find it.

Miroslav researches the notes Hedge gave him. From the ramblings, it seems the old man is mostly obsessed with a small town called Rosebriar in upstate New York. The earliest events he has noted down are from the 1970s. Mir is able to pin down about half of the events to the past. The things he can't pin down are disturbing: a tidal wave in the Indian ocean, another in Japan, and third that will destroy parts of New York City. There is also notes on two wars in the Middle East.

Hedge seems to be from sometime close to modern day. The tidal wave in New York City is a reference to a game a friend of mine (the player of Rocco) ran. It may or may not happen this time around.

That night the children prepare to slip out of the house. Nikki stows the nice silver watch she 'borrowed' among her things and helps her brother clamber out the window. She passes Mr. Skittles out to him and then pulls herself out.

Upstairs, the McQueen boys try to slip out as their father sleeps. Rocco slides out on in his wheelchair in utter silence. Marco trips on the carpet. He hears his father stir and he hurries out of the room, closing the door behind him.

To stir tension, I had Rocco and Marco roll Dexterity + Stealth. Marco failed but Rocco got an exceptional success. We decided he greased up the wheels of his chair. He now has the custom Condition: Rigged for Silent Running which will give him a +2 bonus to his next Stealth roll.

The children gather outside before heading out. It is after 11 o'clock and icy cold. Even bundled in their heaviest coats they shiver. They hurry down the street towards the crack house and the Goblin Market. By the time they arrive their hands and feet are freezing.

A dozen crows are sitting on the telephone lines as they arrive. A couple flutter down as they approach. Fred and Barney still seem interested in getting Nikki's voice but recalling something Hedge said, she asks them to make a promise before she will deal with them. The crows seem reluctant to commit.

Then a church bell tolls 12 o'clock and the lights turn on in the house. In addition to the normal yellow glow, some windows shine blue and green. The children walk up to the front door, leaving the crows behind.

They knock but nothing happens. Mir opens the door and sees a huge dark figure to one side. They slip inside past him. The guardian just watches them, never reacting to their looks or questions.

Inside the house has been strung with Christmas lights. From each room they see and hear another freakish thing hawking its goods. In one room a six-foot cockroach selling emotions in the form of pills, in another a human drug dealer possibly selling actually drugs. Some doors are locked. One oozes gray sludge, another has an eerie green light spilling from under the door, a third seems normal until the screams start.

A room filled with boxes and shelves of books, floppy disks, records, and VHS tapes catches their eyes. The old man behind the stacks has skin like newsprint. He crinkles as he walks intrigued by his new customers. Rocco digs through the files and finds a copy of Duke Nuke'em 4D. The game (at least the 3D version) won't be out till next month. Mir spots books on magic as well a large leather bond tome called the Book of Revelations. He pulls it down from its shelf and tries to open it but it refuses to budge. The old man tells him the future resists being seen. Miroslav and Rocco consider it for a moment before putting off any purchases. They have a ring to find first.

Nikki and Marco meanwhile continue down the hallway past more oddities and merchants. In one room, an old hag dressed in a black garbage bag is selling nightmares and Contracts. Nikki walks on but Marco stops, entranced by her single eye and promises to teach him to see the desires of others. They haggle for a few moments and he trades some of his future potential for the knowledge.

Marco picks up the first two dots of Contract of Fleeting Spring. Nikki also earns a Beat for 'Investigate the Goblin Market Crack Den at Midnight.'

The others catch up to them and they find Hedge in a room plastered with newsprint and mad scrawls, all joined by string. Rocco asks Hedge if he is an oathbreaker. He doesn't deny it. Nikki asks if he can show them how to get into the actual Hedge. The old man guides them back into the hall. He closes the door briefly behind him and then opens it again. They see thorny brush lining a dirt path where the room used to be. He closes the door and opens it again. Just the room remains.

Rocco then asks him to make a ring for him. Hedge asks for a measure of sanity in return. Rocco haggles the strange man down to Rocco's peace of mind for a month. He also convinces the Changeling to teach him how to see people's dreams and to open doors into the Hedge. Hedge also teaches the children the way to collect Glamour. While he forges the ring, Mir reads him his findings.

Rocco tries to cut a deal with Hedge in an opposed Manipulation + Persuasion roll. Hedge loses badly. So his original cost (1 Dot of Integrity) is worked down to the bonus given by Rocco's Integrity (+1) for a month.

Also Rocco learns the first two levels of Contract of Dream. He earns a Beat for getting closer to his goal of walking again.

Everyone learns how to gain and use Glamour. One step closer to being Changelings. Mechanically they have Wyrd 0, can spend 1 Glamour per turn and hold 5 glamour maximum.


The deal complete they begin to plan their trip to the Mo-Hedge to seek the next item Rocco needs: the tooth of a street shark.

Experience time! Mir earned 3 Beats, Nikki 3 as well, Marco gained 1 Beat, while Rocco managed 1. Averaging that we get 2 Beats. We add one for roleplaying and another for the session for 4 Beats total.

In retrospect, I do wish I had remembered use Rocco's Madness Condition and to be more consistent about Integrity rolls.

Saturday, June 28, 2014

50 Shades of Vampires, Part V

Biohazard_symbol_svg
For this installment of alternate vampires, I was inspired by reading the Ventrue clanbook, Lords of the Damned: Ventrue, where they treat the Malkavian Bloodline more as a disease than as a Bloodline. Any vampire (or temporarily even a human) can catch the disease, this contagious madness. It made me think what other Bloodlines or conditions could be turned into diseases afflicting the vampire population.

Morbus

The clearest choice is the Morbus Bloodline from the main Vampire: the Requiem book. Morbus vampires are restricted to feeding on inflected blood, they are plague carriers. If we made their condition spreadable via their blood then they become a serious threat not only to the mortal population but vampires as well. Their ghouls and surviving victims might become Typhoid Mary's of the city, causing those vampires that feed on them to become Morbus.

Soon those vampires not infected might have to choose between starvation and feeding off diseased mortals, potentially becoming infected with Morbus themselves. Then they would become plague carriers and pariahs. Those fleeing infect cities might have to deal with neighbors unwilling to take chances that new comers are already infected. There is a lot of room for dramatic tension.

For non-vampires, they could see disease slowly overcoming their home. Soon doctors, bus drivers, police, and all the key people who keep a city going begin to call in sick. City infrastructure could begin breaking or shutting down as the people who are supposed to maintain it are waylaid by disease.

The plague could bring greater government scrutiny as CDC teams descend on the area. The veil that keeps supernatural creatures hidden could be broken. The situation could escalate into a race against time to eliminate the source of the plague before everyone is exposed or dies for those with mortal biologies (or mortal allies).
outbreak
The other supernatural creatures would be vulnerable in their own ways. Mage, without Life magic, are as vulnerable to disease as any mortal. As allies and enemies succumb to disease new problems and opportunities arise. Hunters of course will suffer with the city which gives them a strong motivation to take down these plague carriers. Prometheans might find themselves labeled as such if they stray into an infected region. They most likely won't get sick but that just makes them more of a target.

Werewolves would likely be immune but have their kinfolk to look out for. They would also have to deal with growing horde of disease and potentially death spirits. As body counts rise, Sineaters might have their hands full with ghosts, even as they must survive the plague themselves. Changelings have no special resistance to disease but might benefit from people willing to trade anything for immunity to the disease, something that is possible via a Pledge.

Mechanics

The spread of the disease (both the mundane disease and the supernatural one conferring the Morbus bloodline) occurs through blood contact either by ingestion of infected blood or by being bitten and fed on by an infected vampire or mortal.

The exposed party must make an extended Resolve + Stamina roll against the infected party's Blood Potency (for infection from a mortal carrier, treat his or her effective Blood Potency as 2 less than the vampire who infected them). Bonuses against disease apply. Each roll represents a 24-hour period since exposure.

For mortals (or non-vampires), any failure on the roll leaves them infected with a mundane disease and able to infect vampires with Morbus for a number of hours equal to the Blood Potency of the vampire that exposed them.

For vampires, any failure on the roll infects them with Morbus. If the source was an infected mortal, this will last for a number of months equal to the original difficulty. If it was from Vitae (like an infected ghoul), then it is permanent.

Those infected can gain no Vitae from healthy mortals and can learn to use the Discipline Cachexy to find and infect more people.

Friday, June 27, 2014

Cutting Room Floor: Thandha system


GURPS Handbook of the Planets Inputs: Personal user number 314; System number 123
Frost
According to the aging digital records from old Earth, Thadha means Frost in Hindu. It seems appropriate for a planetary system consisting of mostly frozen chunks of ice drifting about a bright G class star. Despite this Thandha had a certain appeal to the colonists fleeing the war. Hailing mostly from southern Asia, these desperate colonists were looking for isolation and peace, something Thandha had in abundance.

The main colony was established over two centuries ago on a moon of the seventh planet of the system, named Frost. Here a meager fifty thousand souls live in low gravity deep under the ice. The government is managed by a ruling class of engineers and carefully balanced computations. The rest of the populous is broken into strict castes which work to supply different aspects of the society's needs.

Despite their grim location, the residents of Frost enjoy a substantial bounty due to a huge energy production facility located on Thandha II, known as the Farm. Here under boiling heat, a vast array of solar panels have been established on the surface of a tidally locked rocky world. The eternal sunshine is converted into electricity which in turn is beamed to orbital atom colliders where it is used to create antimatter. This abundance of antimatter allows the citizens a large surplus of manufactured goods. The only things lacking are living space and social mobility.
Farm


Those living and working on the Farm have it less well. Dealing with heat and radiation is much harder than living under the ice. The work attracts a special sort of person, ones looking for opportunities for social advancement.

The major castes of the system originated with the original colonists but have mutated in the centuries of isolation:
  • Brahmin (Data): this caste controls the computers, managing its programming and many of things that mean life or death for the colony. They are the de facto leaders of the system.
  • Dalit (Untouchables): those who work outside the system. Many Dalit work in and around the Farm. They are becoming a potent force there, agitating for more rights and access to the system's bounty.
  • Kshatriyas (Traders): officially the governors of the system, their main duty is managing trade and manufacturing. They have an uneasy relationship with the Brahmin.
  • Vaishyas (Farmers): controlling food production, life support and maintenance, this is the most common caste.
  • Shudras (Miners): these consist of the two sub-castes, Ice and Fire. Ice Miners are more numerous and poorer, working the mines of Frost. Fire miners are more common on the Farm and their increasing numbers are causing that outpost to become a new colony.

Game Aspects (using the Fate system):

  • Frost: Plenty of Power but Little Space, Rigid Caste System, Run by Computers
  • The Farm: Boiling Hot Surface, Boom Town, Social Powderkeg

System Details:

  • Thandha: a G1V class star, roughly 7.6 billion years old.
  • Thandha II: second planet of the system, tidally locked to its star.
  • Thandha I, III, and IV: small barren rocks lacking atmosphere and notable resources.
  • Thandha V, VI, and VII: gas giants surrounded by icy moons.
  • Frost: fourth moon of the outermost (7th) planet, containing valuable resources.
Thandha

Thursday, June 26, 2014

Campaign Journal 2013: Guild System

The Price
For my campaign, The Price, I knew I wanted to do something different for the political system. The standard Changeling: the Lost game has things run by 4 Seasonal Courts which alternate leadership over the course of a year.

This didn't sit right with me or my players for several reasons. One was the issue of what those characters did during the other 9 months of the year. Also 3 months is very short time to pick up a new task, get up to speed on the issues, and begin effectively governing. Add to the mix the kind of political backstabbing one might expect from tricksy fae and it seems like it shouldn't work.

A more important reason for reevaluating their use was that my game doesn't use the True Fae. With no such threat to hide from, the whole reason for a shifting government system, which is to confuse the True Fae, vanishes.

So I applied myself to looking at what sort of system of governance would arise naturally from the basic setup of the game. I decided that since the Goblin Market would be the center of society, mercantile interests would dominate Changeling society. Moreover since I was setting the game in Detroit, a union might make sense.

This wouldn't be a union working to balance the power of some employer but more of a guild, centralizing training and resources to lower internal costs while allowing the members to dominate the market.

To balance the power of the union, I ran with one of my player's ideas of a guild that combined aspects of the old Summer and Autumn courts. Specifically those parts involving protecting mortals (i.e. scaring them away from Fae related activities) and gathering occult lore. This guild would control the law enforcement aspect of the market, marshaling defense and seeking to control magic as a whole. Thus the Guild of Shadows was born.

Finally since the main actors in my game are children on the fringes of local society, I thought a group of popular (and pretty) Changelings might make sense to be a counterpoint to their own status. This Court of Jewels would also arrange the social activities of the community, functioning as a mini-Spring Court.

Finally I worked out the mechanics of the Courts, giving them their own merits and in some cases their own Contracts. These contracts were from other books of the Changeling: the Lost series, but with the activation rolls adjusted to use that Guild's mantle.
GoblinMarket

Patriotic Union of Alchemists, Artisans, Bakers, Chirurgeons, Clothiers, Cobblers, Machinists, Mechanics, Smiths, Spinsters, Weavers, Welders, and Other Sundry Employments

This rough collection of professional craftsmen runs most of the Hedge-spinning trade in the Market. They use their clout to keep other craftsmen from selling their goods in the market, driving them to other less reputable markets.

New Merit: Mantle (Union) (1 to 5 dots)

This merit makes one a full member of the Union. This merit adds to dice pools for social interactions with members of the Union. Each dot adds +1 die bonus to relevant rolls with members of the Union. Mantle (Craft) allows one to treat the contracts of the Forge and Animation as Favored contracts as well as allow the use of the favored dice rolls.

Membership also give several bonuses. At one dot they gain a free Craft specialty. At 3 dots they can draw on the Union coffers (increase Resources by 2). Finally at 5 dots, they gain a second Kith from either the Wizened or Elemental Seemings.

Membership also comes with costs. Members are expected to contribute new creations to the market on a monthly basis.

Dots in Mantle are also reflected in the changeling’s Mein as they gain a steam-punk look. This can take the form of a partly mechanical limb or an imaginatively Victorian sense of dress. Perhaps they are followed by clouds of steam or smog. Alternatively they may grow to resemble the work the city is famous for with shiny teeth of steel, blazing eyes, and a voice like an engine.

New Merit: Guild Goodwill (Union) (1 to 5 dots)

This merit makes one an associated member of the Union. This merit adds to dice pools for social interactions with members of the Union. Every two dots (round up) adds +1 die bonus to relevant rolls with members of the Union. Guild Goodwill (Craft) allows one to use of the favored dice rolls with the contracts of the Forge and Animation.

One is also allowed to sell crafted items at the Market though one is expected to craft or sell an item each month.

Leadership

The current Union Boss is a mysterious figure known as the Machinist. Rarely seen outside the Guild headquarters, he is rumored to be as much machine as mortal.

Guild Contracts

Contracts of Animation (from Winter Masques):

  • Knowing Touch 1: Manipulation + Crafts + Mantle (Union), must be Union Member
  • Instant Expertise 2: Wits + Socialize + Mantle (Union), must have Mantle (Union) 1 or Guild Goodwill (Union) 3
  • Inanimate Communion 3: Wits + Empathy + Mantle (Union), must have Mantle (Union) 2 or Guild Goodwill (Union) 4
  • Animate Device 4: Manipulation + Persuasion + Mantle (Union), must have Mantle (Union) 3 or Guild Goodwill (Union) 5
  • Command the Inanimate 5: Presence + Crafts + Mantle (Union), must have Mantle (Union) 4

Contracts of the Forge (from Rites of Spring):

  • Rewriting the Image 1: Manipulation + Expression + Mantle (Union), must be Union Member
  • Trivial Reworking 2: Intelligence + Crafts + Mantle (Union), must have Mantle (Union) 1 or Guild Goodwill (Union) 3
  • Discreet Conjuration 3: Manipulation + Crafts + Mantle (Union), must have Mantle (Union) 2 or Guild Goodwill (Union) 4
  • Hidden Reality 4: Wits + Investigation + Mantle (Union), must have Mantle (Union) 3 or Guild Goodwill (Union) 5
  • Paths of Desire 5: Intelligence + Academics + Mantle (Union), must have Mantle (Union) 4

The Guild of Shadows

This guild of nightmare spinners verges on a cult. Nominally the control the security of the Market, but they also verge on being to de facto rulers of the realm. Using fear to scare people and Hobs straight, they claim they are protecting people. Those who transgress them however often vanish. It is said they keep a prison in the depths of the Hedge.

New Merit: Mantle (Shadows) (1 to 5 dots)

This merit makes one a full member of the Guild of Shadows. This merit adds to dice pools for social interactions with members of the Guild. Each dot adds +1 die bonus to relevant rolls with members of the Guild. Mantle (Shadows) allows one to treat the contracts of the Moon and Spellbound Autumn as Favored contracts as well as allow the use of the favored dice rolls.

Membership also gives several bonuses. At one dot they gain a free Intimidation specialty. At 3 dots they gain +1 bonus to Stealth and Empathy rolls. Finally at 5 dots, they gain the ability to reroll a failed Occult roll once per scene. They must take the result of the second roll.

Membership also comes with costs. The initiation rituals are particularly horrible. Once one is a member they can be called upon to hunt down those who have violated Market law, or just the Guild. They might also serve as sentries near particularly dangerous locations, warning off mortals.

Dots in Mantle are also reflected in the changeling’s mein as they gain a disturbing appearance. Shadows grow darker around them and their eyes shine like a cats. The air grows cold around them.

New Merit: Guild Goodwill (Shadows) (1 to 5 dots)

This merit makes one an ally of the Guild of Shadows. This merit adds to dice pools for social interactions with members of the Guild. Every two dots (round up) adds +1 die bonus to relevant rolls with members of the Union. Guild Goodwill (Shadows) allows one to use of the favored dice rolls with the contracts of the Moon and Spellbound Autumn.

Leadership

The current head of the Guild is the Queen of Shadows.

Guild Contracts

Contracts of the Moon (from Rites of Spring):

  • Lunatic’s Knowing Glance 1: Wits + Empathy + Mantle (Shadows), must be Guild Member
  • Maddening Eye 2: Manipulation + Persuasion + Mantle (Shadows), must have Mantle (Shadows) 1 or Guild Goodwill (Shadows) 3
  • Touch of Bedlam 3: Presence + Intimidation + Mantle (Shadows), must have Mantle (Shadows) 2 or Guild Goodwill (Shadows) 4
  • Madness of Crowds 4: Presence + Expression + Mantle (Shadows), must have Mantle (Shadows) 3 or Guild Goodwill (Shadows) 5
  • Lurking Insanity 5: Manipulation + Subterfuge + Mantle (Shadows), must have Mantle (Shadows) 4

Contracts of Spellbound Autumn (from Lords of Summer):

  • Warlock’s Gaze 1: Wits + Occult + Mantle (Shadows), must be Guild Member
  • Barrow Whisper 2: Intelligence + Expression + Mantle (Shadows), must have Mantle (Shadows) 1 or Guild Goodwill (Shadows) 3
  • Smith’s Wisdom 3: Intelligence + Occult + Mantle (Shadows), must have Mantle (Shadows) 2 or Guild Goodwill (Shadows) 4
  • Arcadian Commandment 4: Presence + Intimidation + Mantle (Shadows), must have Mantle (Shadows) 3 or Guild Goodwill (Shadows) 5
  • Oathbreaker’s Honesty 5: Resolve + Subterfuge + Mantle (Shadows), must have Mantle (Shadows) 4

The Court of Jewels

Structured like a gentleman’s club (though not limited to men) with an unhealthy touch of high school cliquishness, this group could loosely be called a Guild. Its members dominate social functions of all sorts and count most luminaries of the Market among their number.

New Merit: Court Status (1 to 5 dots)

Members of the Court gain certain benefits as well as acquiring the look if not the power of aristocracy. Each member styles themselves as nobility taking titles like Duke or Countess.

Each level of the merit gives a bonus.
  • 1 dot: the character gains a +1 bonus to Socialize rolls.
  • 2 dots: due to their connections they gain or improve the Harvest Merit at 1 dot.
  • 3 dots: they gain 2 dots to spend between Allies and Contacts.
  • 4 dots: they gain the Thief of Fate merit as even Wyrd becomes their ally.
  • 5 dots: they reduce the number of Doors for Social manipulation by 1.

Leadership

Ruling a group of would-be kings and queens is an uncertain affair, changing with the weather.

Wednesday, June 25, 2014

Cutting Room Floor: To Boldly Go, Part III

warpspeed
Last time we looked at the future history for my space exploration game. Now I want to talk about my last piece of work from my preparations for that potential campaign: solar system creation.

My intent for my space exploration game was to run a hard science fiction game that would look at the effects of realistic technology on society in a realistic universe. Rather than use the techno-babble and miraculous science of Star Trek (one of the clear inspirations for the game) we would use real science and take a close hard look at what it might mean for society.

So to start I needed to have worlds that are just as real. In most science fiction the universe seems littered with oxygen rich worlds with the right gravity, often ignoring any source for this life friendly environment. The Ice planet of Hoth comes to mind. Where are the plants to support the atmosphere of this world? And in a universe of force fields and artificial gravity where are the mining colonies on airless rocks?

With that in mind I turned to finding a good tool for creating realistic solar systems, at least to the limits of our current knowledge. Since the original conception of this game used the GURPS system, it is no surprise that I decided to use its comprehensive system for randomly creating a solar system. Making my work easier was a spreadsheet put together by a fan of the game to randomly create solar systems. Based on GURPS Space rules, it creates relatively realistic star systems swiftly.

Using it is pretty simple. The user enters two numbers: a seed for system generation and a second seed for the specific star system. It then does the hard work of generating planetary masses, orbital radii, and planetary types. It calculates orbital radius, temperatures, and more. You can zoom in on each world or moon that is created to learn more about it.

Other tools I decided to use in my Fate implementation of this game was the GURPS alien creation system, also from GURPS Space. I am less happy with this choice as I think the creatures derived from that system are more random than I would expect alien life to be. So I intend to use it as a jumping off point, using ideas from actual evolutionary theory to inform my creations. An interesting resources for that is the book After Man looks at what life might be like 50 million years in the future by using past evolution as a guide. Other inspirations are the TV-miniseries The Future is Wild and the docufiction Alien Planet. The first looks at possible future evolution while the other speculates what an alien world might be like.
alienplanet
In the next few weeks I plan to show you what I've done with these resources and how I've used it to create interesting settings and societies. I'll be including game material for using these in Fate as well.

Tuesday, June 24, 2014

The Price Recap: Down the Rabbit Hole

The Price
I usually have two weeks between game sessions so it was a surprise turn that my second session of The Price was only a week after the first. The Price is a Changeling: the Lost game using rules from World of Darkness: Innocents and the new God Machine Chronicle (GMC) rules update. I struggled mightily to get the material together only to find that none of the new material was needed yet.

A full index can be found here. As I did last time I'll give you a recap and rules breakdown of the session, highlighting the mechanics of both Changeling: the Lost and the GMC rules.

Our cast:
  • Marco McQueen: 13-year-old bully seeking respect.
  • Miroslav "Mir" Callaghan: 13-year-old goth kid who wants to learn real magic.
  • Nicole "Nikki" Callaghan: sticky fingered 10-year-old sister and would be artist.
  • Rocco McQueen: 10-year-old wheelchair bound genius hacker.
When last we left our protagonists, they had stepped through a magic mirror in pursuit of a small dog.

Down the Rabbit Hole

Nikki shouts heel to Mr. Skittles and the small dog pulls up to a halt 15 yards down the tunnel. As the other children grind to a stop, they can see that they are in a long dark tunnel.

The walls and floor are composed of damp earth. Thick roots cover the ceiling, dripping cold water down on them. Twin lines of grayish mushrooms parallel their muddy footprints to either side while ahead the path is poorly illuminated by lanterns filled with swirling blue light. Behind them they can see a rotten cabinet door partially sunk into the mud. The tall dirty mirror on the door seems to reflect them and their lights. Miroslav presses his hand to the glass. It doesn't pass through. They are trapped here.

Our first roll for Integrity (or Clarity we have chosen to call it). I'm giving a +1 bonus for the dream-like nature of the Hedge (which is where they are right now). The total bonus is -1 (nonviolent supernatural occurrence) +1 (since their initial Clarity is 7) +1 (for their Playing last session) +1 (for the unreality of the Hedge) = +2. The Player Characters (PCs) all make Resolve + Composure + 2 rolls. Most of them succeed, except for Rocco. Those that succeed maintain their Clarity but must choose a Condition. Miroslav and Nikki choose to be Spooked by the Hedge, which means they are captivated and seek to learn more, even at their own risk. Marco is Shaken which means the fear is getting to him and he might freeze up in a stressful situation.

Rocco after some discussion, decided to convert his Failure to a Dramatic Failure. He gains a Beat for the change plus an additional one for a Dramatic Failure on an Integrity roll. He also loses a Dot of Integrity. He chooses Madness as his Condition.


Rocco cries a little and begins to shut down. Mir shines his flashlight down at the mushrooms lining their path. The grayish fungi have yellow gills. He can't identify them but they could be poisonous. He decides against eating one. He does pocket some though.

An Intelligence + Study roll at a -2 penalty. Miroslav fails. He also fails at an Intelligence + Occult roll to tell what is going on.

Nikki meanwhile focuses on the lanterns. She manages to jump up and knock a lantern loose. She catches it as it falls and looks inside. It is filled with strange blue glowing insects. She puts her flashlight in her pocket and heads back to the others.

A Strength + Athletics roll followed quickly by a Dexterity + Athletics roll. Nikki handily succeeds.

Marco decides to take charge and with little choice they push on down the tunnel. The tunnel twists and turns, slowly expanding to twice its original width. A gentle stream emerges from the far wall and fills the right side of the tunnel. The remaining ground gives way to tiled stone.

Nikki takes a taste of the water. It is cold with a sweet taste that leaves no aftertaste at all. Mir and Rocco worry that the water might be poisonous but Nikki tells them it tastes fine.

A little further the earthen walls are replaced by worn blocks of stone. Narrow roots crisscross the walls. Rocco looks closely at the wall as his wheelchair bumps along the rough ground. He can make out words and numbers: "1937", "Dearly Departed", and so forth. The walls are made of gravestones.

Rocco starts to worry. He points out that, “the cripple kid always gets killed first.”

“Not always,” Mir tells him.

"Do you see any black kids?” the younger child asks sarcastically.

Don't blame me, blame Hollywood.

As they descend into a discussion of movie tropes, they continue to push on. The path slowly descends before branching in two. The mushrooms that have lined the path thus far continue to the right but they as they shine their flashlights, they can see a silvery stone about 15 yards down the other branch.

Mir and Nikki decide to investigate, leaving Rocco and Marco on the path with one of the flashlights. Cautiously walking over to the rock, they find what looks like a solid lump of silver the size of a child's fist. Then Nikki and Marco realize something is wrong.

So the Callaghan kids resolve their Spooked Condition by splitting the party and leaving the path. A sure recipe for trouble. They each earn a Beat.

While Mir is distracted, Nikki and Marco's Danger Sense is triggered (and they make their respective Wits + Composure rolls). Rocco fails to beat the ambushers pitiful Stealth roll.


Suddenly a dozen tiny humanoid dressed in furs and bits of chitin skitter out of the darkness. They point three-foot long spears at Mir and his sister. Nikki manages to back away from the main group of them but they surround Mir. They claim the children have left the path and now must come with them to see the Under-King. Mir pulls out the mushroom he took and claims they brought the path with them. Though momentarily confused, the tiny men don't buy his argument and one of them pokes him in the back.

It was an inspired tactic and I let him try. The Fae creatures were not terribly bright and it seemed in genre. Alas Mir got two successes on his Wits + Subterfuge roll to their three.

Nikki sets her dog, Mr. Skittles, to defend her brother. The dog and two of the two foot tall figures square off for a moment until settling into a wary stand-off.

Since one of the tiny figures is poking Mir, the dog bites at him. The creature's Defense of 5 exactly equals Mr. Skittles Strength + Brawl. The dog rolls a Chance die and misses. The Fae thing and one of its companions retaliate rolling a Chance die and a single real die after accounting for defense. They also miss.

Watching from the path, Marco decides to try scaring the creatures off. But the weirdness of this place gets to him and he freezes up part way through his taunts. The creatures disregard him.

Marco resolves his Spooked Condition by automatically failing an Intimidate roll. He earns a Beat. 

Nikki and Mir argue with the leader, a tiny man wearing the exoskeleton of a giant ant. They point out that their friends remaining on the path are safe. The tiny man agrees and reluctantly swears that if all of them follow him to the king none of them will be harmed. As long as they deal fairly with the king they will be released. Mir sees that he is sincere and they agree to follow him.

The tiny men lead them deeper down the tunnel, over small bridges, past many intersections and forks. The dark tunnel narrows and gives way to damp earth. Eventually it opens up into a vast chamber filled with roots reaching from a shadowy ceiling down into the ground. They follow their captors through this labyrinth down into a shallow bowl in the center.

There upon a wooden throne on top of an earthen pyramid sits a 3 foot high hunchbacked figure garbed in blackened steel. A small golden crown sits upon his misshapen head as he looks down at them with a single yellowish eye.

Nikki quickly curtseys while Mir bows to the deformed king. Rocco hastily apologizes from his chair about his inability to bow. Marco looks about him in a daze, missing the irritated glare of the king.

The king remarks that is has been a long time since children have come to the Under-Hedge, which is what this realm is called. He tells them he needs someone to find his lost queen, a dark-skinned woman betrothed to him but now lost. He admits to not even knowing her name but explains the soothsayers of the Market can help find her. He asks the children to help him by asking at the Market for where she might be.

I decided to break my Hedge into different zones, each with their own feel. This zone, the Under-Hedge is entirely subterranean. The Under-King, a Hob, rules this realm but has no power over the local Goblin Market, which is called the Night Market. So he needs proxies.
Mir identifies these beings as brownies. Their leader is something else, perhaps a Formian. With some confidence he helps his sister make a deal with the leader. They will help get him this information but in exchange he will show them how to leave this place. In addition Nikki convinces the king to give them something to pay the mystics. The children are given a hide pouch holding some coins, an oddly shaped root, and some papers.

Mir manages to roll an exceptional success on his Intelligence + Occult roll and gains the Informed Condition. Some good roll playing and Persuasion rolls gets the group a nice bonus of some currency for the Market.

They are led from the subterranean grotto and through new tunnels. Along the way they try to keep track of the bewildering array of passageways, canals, and intersections. They ask the brownies about the waters and are told they come from the realm below, the Underworld. They identify the waters Nikki drank as coming from the river Lethe. They also tease out from the brownies that the Under-Hedge is only part of a larger realm. There are other areas: the Streets, the Wilds, and the junkyard, also known as Mo-Hedge.

It sounds a little cheesy in my head but no more than the fact that Detroit is called Mo-Town. My vision of Mo-Hedge is like a labyrinth of stacked cars, all jagged rusty metal and broken glass.

As they travel across the uneven pavement of yet another tunnel, the lead brownie calls them to a halt. Ahead of them, illuminated by a wall sconce, is a small cart. It seems abandoned with a small pony tethered to the far side.

The children decide to investigate. As they approach they can see the cart is filled with junk like old shoes, tubers, and jars of teeth. The pony on closer examination is a crudely made thing of paper mache and glued-on fur. Then a freakish creature jumps out of the debris. The size and shape of squirrel, it sports the webbed feet of a duck and chickens feet as its front paws. It small head is fanged and antlered while a set of feathered wings spout from its back. Most strange of all, it greets them in perfect English.

The creature introduces itself as Leo the Rook and extends a paw which Mir reluctantly shakes. It explains it is a merchant hoping to get to the Night Market. But its pony has broken down. Marco remarks the pony is fake, but Leo replies that it was animate, it just broke down. Leo says that a friend of his, Joe, can hook them up with one if they want a copy of themselves to take a test for them. Leo then launches into a stream of improbable sales pitches.

Another of my Hobs, Leo the Rook was a joy to play. I probably should have had the PCs roll Integrity here but I forgot.

Marco and Rocco are intrigued when Leo mentions they can buy time, specifically the ability to complete work in a fraction of the normal work period. This is assuming no one can see them. Rocco haggles over the specifics of the trade, working Leo down on how much of their future potential it will cost. In the end, Leo gives them a strange acorn to eat and seal the deal. It is chalky but tastes like chocolate.

So two of my players chose to hold onto a Merit dot to buy Brownies Boon when they could. This scene establishes that transaction.

Unlike in a standard Changeling: the Lost the characters don't have to be taken to Arcadia to become Changelings. Instead simple exposure to the Hedge and purchases at the Market will slowly transform them into something more and less than human.


Leo and the children talk about the Market. Leo mentions that all sorts of things can be bought there including prophecies, skills, destinies, and magic. It claims to know people who can sell them just about anything. In particular Leo mentions the Guild of Shadows, who are the greatest magic users in the market, and the Union, which controls the crafting of items.

The Guild and the Union are my versions of the Court system. Instead of rotating system of governance, the changelings and Hobs of the market have arranged themselves into medieval style guilds, banding together to increase their bargaining power.

Then Leo admits it has a problem. Two problems in fact. First its transport is broken. But the Market is only 100 yards away. Second it owes money to the Minister of Doors, the official who questions all who visit the Market. Leo asks if they might help it. It offers to make introductions for them to the merchants there. Mir seems intrigued by the potential of learning real magic while the others can see how this might make their task easier.

Rocco however haggles with the Fae merchant for something more. Marco express his doubts about needing Leo's connections while Nikki seems impatient. Worried that it might be stranded, Leo capitulates. Leo offers them a choice of some Goblin Fruits or a jar of broken promises in addition to its offer of introductions. Rocco considers it and chooses the jar.

We have our first deal cutting action. Rocco is rolling Manipulation + Persuasion opposed by Leo's own roll. The two are equally matched but Rocco gets some help from Marco and Nikki who cause the Hob to think it might not even make it to the Market. Marco and Nikki get 1 and 2 successes respectively which are added to Rocco's pool of 6 dice. He gets 3 successes to Leo's 2. Leo adds something to sweeten the deal.

They pull the cart to the market. As they approach the doorway into the market, the brownies hang back. Their kind is not welcome there. They promise to wait for the children to emerge and then lead them home. Leo hides in its cart.

The gateway is guarded by a tall thin man wearing a mask of melting wax. His fine suit jingles with numerous metallic keys. He asks what their business is at the Market.

As they explain that they are here to buy things, he asks that they swear to the Market Pledge, which is to uphold the rules of the Market. He then points to a wooden board on which four laws are written:

  • No violence on Market Grounds
  • No lying about merchandise or payment
  • Honor your deals
  • No cats allowed into the market
They agree and enter the market.

Inside they find lines of stalls around the walls of a huge undercroft. Even more stalls surround the massive columns that hold the stonework ceiling twenty or more feet above them. Wondrous items of all sorts are being sold by beings equally strange and exciting.

Two old men with wings instead of arms squabble over a pile of junk. A giant enveloped in a teal cloak sells potions and strange vapors. A pack of dog men cook something over a trashcan fire. A crusty satyr sells tubers and odd magics.

Leo directs them to haul the cart to a nearby wall and then asks what they want to find. The merchants' hawking of goods distracts them for a moment before they decide to follow through with the Under-King's request. They ask for a soothsayer.

Leo takes them to an old withered man with skin as black as night. The mystic, called Copper Jeb, uses the casting of pennies upon an ornate but worn rug to read fortunes. Mir looks in the pouch and sees what they have to trade. The root is a mandrake root while the papers seem to have some rare misprinted stamps on them. But the coins are doubled headed pennies. They trade the pennies for a reading.

Jeb casts the pennies. Looking over the coppery coins, he says the Under-King's bride lives between the Callaghans and the McQueens. She is but a child but trapped in a dark situation. A shadow is her only friend.

They puzzle out that since the McQueens live on the 3rd floor of Reichardt apartments and the Callaghans on the 1st, the bride must be on the 2nd floor. The only female child living on the 2nd floor is Yvett Gambol, the 7-year-old sister of Marco's bullying target Everett. They recalls Yvett owns a small cat named Mr. Soot.

Their mission accomplished they begin to wander the market, listening to the merchants hawk their products and services. One catches Nikki's attention. An old woman is selling the gift of artistry. The little girl walks closer intrigued. Meanwhile the other children are distracted by the merchants and their own thoughts. The strange tiny crone gestures to the young girl with unnaturally long arms. She promises that she can make Nikki one of the great artists of this era but she will need adequate payment. She suggest something on the scale of Nikki's thoughts or emotions. Nikki foolishly sells her emotional attachments for art.

So this was one of those Player-Storyteller conspiracies. Nikki's player had told me she wanted her character to become a great artist who lacked proper emotions, something like a sociopath. As any good Storyteller would, I was happy to oblige her.

The trade essentially gave her the Artist kith but a bit more twisted to creating art. She gains 8-agains on Expression rolls for making art. She can also spend Glamour to reroll failed dice once.

The loss of emotional attachment means she no longer gains 10-agains on Manipulation rolls or rolls of Empathy, Persuasion, and Socialize. She sort of being pulled between the Elemental and Wizened Seemings. She also earns a Beat for getting closer to getting her art behind the teacher's desk.


A quieter more reserved Nikki rejoins the group. As they discuss their next step a flash of movement catches Rocco and Nikki's eyes. It looks like Mrs. McQueen, Marco and Rocco's estranged mother, making her way through the market. As she turns the corner, Nikki remarks on it to the others just as Rocco was beginning to doubt his senses.

The children chase after her and bump in an unexpected woman in black. With two horns twisting upwards from her forehead and yellow-green eyes, she is not their mother. But she seems pleased to see them none the less. She invites them to join her at a secluded market stall and introduces herself as the Queen of Shadows.

Leo chasing behind them seems scared of her. Nikki inquires why and learns she is the leader of the Guild of Shadows. The queen seems happy to help direct them to whatever they seek. Rocco seeing chance to remove his greatest impediment asks if there is way for him to walk again. The Queen tells him that Dr. Salvador can surely do so. With a set of directions, he and Marco head off.

Mir meanwhile talks longer with the Queen, hoping to worm his way into the Guild. He impresses her with his occult knowledge and hints he might know people with mystic secrets to add to the Guild's knowledge. She seems intrigued and suggests he journey to the Witch House where he is certain to come across some secret. Mir agrees.

I'm making the joining of the Guild a little harder than simply spending an Experience for Status (Guild). I'm treating it like a Social Maneuvering challenge. Joining the Guild requires opening 2 Doors with each door opened by a Social roll. Normally a character can make a roll each week, representing them petitioning to join the Guild.

Mir decides to speed up the process by impressing the Queen. He makes a Persuasion + Occult roll and then resolves his Informed Condition to turn his normal success into an Exceptional Success. He also gains a Beat. I decide this allows him to bump the his impression with the Guild up two categories from Average to Excellent. This allows him to make a roll every hour.

He then succeeds on his first roll (a Manipulation + Subterfuge to lie about who he knows). He has one door to open. Bringing in a new secret would fulfill an aspiration of the Guild and open a door for free.


Elsewhere in the Market, Marco and Rocco approach the tent of Dr. Salvador. Electricity arcs over bubbling liquids on the display stand in front of the stall. In the back Dr. Salvador stitch marked face smiles at them. She hurries over to Rocco and begins to suggest possible solutions to his problem.

Pulling a shelf out in the back, she directs his attention to a wide array of prosthetic of clockwork and glass. She also suggests using electrification to rewire his body. Rocco is drawn into her spiel and seems eager to begin the process. Dr. Salvador however requires substantial payment.

She requires three items: a tooth from the now extinct street sharks, their carcasses can be found in Mo-Hedge; a ring forged by an oathbreaker, she explains she can't sully herself by going to the Goblin Market; and the sight of the subbasement of the Witch House.

Rocco earns a Beat here for making progress to overcoming his disability.

Rocco turns to his brother and Mir who has just joined them and asks for their help. They agree as does Nikki who is busy selling some art a short distance away. While they plan their next step, a strange man approaches Nikki.

He introduces himself as a representative of the Union and informs her she is not allowed to sell crafted goods here without being a member. Nikki argues with him, pointing out that nowhere was that rule posted. He refuses to budge and so does she. She does however learn about the Goblin Market where outcasts and oathbreakers sell their products. It seems it is based in an abandoned house near where she lives and opens every night after midnight.

Curious she asks if the Union rep knows about the strange homeless man who lives nearby. When she shows him a drawing of him, he says that the man is an oathbreaker and mad. He is also one of them: Fae.

I missed an opportunity to give the Union rep a description. Which is too bad because he might make a good antagonist.

As for the homeless man he is a character from my previous Change game, a mad changeling known as Hedge. He has had some interesting adventures since breaking his motley pledge.


Marco talks with one of the merchants, a woman who belongs to the Union. She tries to teach him the Contract of Artifice and bring him into the Union itself. She warns that the Guild is seeking to control the Night Market and stifle the power of the Union. That is why they need to work together. He seems interested but the late hour leaves him yawning. He agrees to talk to her more before stumbling out of the Market with the others.

I run my game online using Google+ and Marco's player was having a lot of technical difficulties. I tried to get the character involved but it was hard with all the dropping out.

The Union used the same system as the Guild for joining. Marco made a good impression and opened a Door.


The journey home is dream-like. They pass their information to the brownies and stumble home.

They wake up in their own beds uncertain how they got there. Nikki calls out to her brother to ask if that was real. Mir feigns ignorance until he is sure she experienced the same things he did. Then he gets a call on his walkie-talkie from Rocco who asks the same thing. While Mir tests him as well, Nikki looks in the leather pouch the brownies gave them. The items are still there. Mir also looks at his nightstand where the seemingly empty bottle of empty promises sits. He tilts it and hears the invisible clinks like broken glass.

And that is where we called it. Now for tallying Beats. Nikki got 3 Beats ("escaping the Hedge" as an Aspiration, making progress toward her Aspiration of "getting her art behind the teacher's desk", plus resolving Spooked Condition), Marco got 1 Beat (for resolving his Shaken Condition), Miroslav got 3 Beats (he resolved both his Spooked and Informed Conditions and made progress to his Aspiration of "learning real magic"), and Rocco also got 3 Beats (for turning a Failure into a Dramatic Failure, suffering a Dramatic Failure on an Integrity roll, and making progress on the Aspiration "get stronger and more able to get around on his own").

The average is 3 Beats. I add 1 Beat for good roleplaying plus another for the session for 5 Beats. Which means theyearn 1 Experience.

Monday, June 23, 2014

Campaign Journal 2013: Music

The Price
I've noted before that I enjoy using music in my games. I also use music as a source of inspiration. I typically build a sound track for every game I run. I find it helpful to have the music playing in the background as I plan the next session, helping to focus my thoughts and keep a consistent tone.

In my earlier blog on music, I recommended against lyrics for game sessions and warned about strong associations. Since the soundtracks are for my consumption these are not issues. Lyrics, especially when they mesh with the themes I'm trying to put together, are absolutely fine while strong associations are the whole point.

So when designing my Changeling: the Lost game, The Price, one of the first things I did was construct a soundtrack for it. Additionally since I've gotten in the habit of sharing my inspiration with my players, I created a YouTube playlist for it.

I know I'm not the only one who does this. I know of at least one freelance roleplaying game writer who has a sound track he listens to when planning his games and Onyx Path has their own set of YouTube lists.

In creating my list, I was looking for music that reinforced the themes of the game as well as having a range of tempos (since I saw a need for action and slow building suspense). One thing that immediately jumped out at me was something to highlight the character of Miroslav, the young teen goth. For this I needed some good goth music. After some searching I decided against anything from the period and went with Marilyn Manson. Browsing Onyz Path's lists, turned up another gem. Being that the game is about bad things happening to children, "Hell is for Children" was a logical fit.

After the first few crucial choice it was mostly a matter of trimming away those sections of my music library that didn't fit. A more condense selection can be found here.

As a bonus for this post, here are some of the soundtracks for my 4 year long Mage: the Awakening game, The Darkness Men Make. This game was built in 5 arcs, four of which had their own play lists:
shadow_wall_exam_room
The second plot arc focused on the subtle control of the Seers of the Throne:
  • Welcome to the Machine by Pink Floyd
  • Sweet Dreams (Are Made of These) by Marilyn Manson (because I like that cover better)
  • Mongrel Meets His Maker by DJ Shadow
  • The Game by Disturbed
  • Sleeping Awake by P.O.D.
  • Pompeii by E.S. Posthumus
  • Nothing by Stabbing Westward
  • Deceiver by Disturbed
  • Wake Up by Rage Against the Machine
  • Clubbed to Death by Rob Dougan
  • Life is a Lemon and I Want My Money Back by Meat Loaf
  • Divide by Disturbed
  • The Awakening by Nox Arcana (for things to come...)
The third plot arc was more focused on mortal affairs, ghosts, and death:
  • Ruled by Secrecy by Muse
  • Act of Demon or the Work of God by Yasushi Ishii
  • Invisible Wounds by Fear Factory
  • Cathedral Ruins by Midnight Syndicate
  • Walking with the Ghost by Tegan and Sara
  • Meeting of the Acolytes by Midnight Syndicate
  • Hurt by Nine Inch Nails
  • Stairway to Heaven by Led Zepplin
  • The Drawing Room by Midnight Syndicate
  • Haunted by Disturbed
  • Don't Pay the Ferryman by Chris de Burgh
  • Not Your Savior by Gavin Goszka
  • The Awakening by Nox Arcana
The fourth plot arc of the Mage game was focused on demons and the growing doom hanging over the city:
  • All I Really Want by Alanis Morisset
  • Los Angeles by Tomandandy
  • Furious Angels by Rob Dougan
  • City of Delusion by Muse
  • Fireman by Ramin Djawadi
  • The Outsider by A Prefect Circle
  • The Wrath of Callisto by Xena Soundtrack
  • Soul Stealer by Nox Arcana
  • Non Compos Mentis by Midnight Syndicate
  • Perfect Insanity by Disturbed
  • Master of Shadows by Two Steps From Hell
  • The Stranger by Billy Joel
  • Sanctuary by Midnight Syndicate
The Final playlist, bring everything to its conclusion can be found here.

I hope this brings you some inspiration as it did for me.

Sunday, June 22, 2014

Never Unprepared

never-unprepared-cover-250w
Never Unprepared: The Complete Game Master's Guide to Session Prep by Phil Vecchione is game master's (GM) answer to better time management. I ran across Never Unprepared at my friendly local gaming shop (FLGS) a few months ago and it is chock full of useful advice for anyone who is GMing, from first timers to people with decades of experience like myself.

Never Unprepared picks apart the process of planning a game and then gives you advice on how you can improve each step in your process. Through Chapters 1 through 7, it first details how a game is put together and then details each step. The five basic process are Brainstorming, or coming up with the initial ideas for the game; Selection, where you pick out the best ideas for your game; Conceptualization, where the work of planning each aspect of the game happens; Documentation of those ideas; and finally Review where we check the result for plot holes, typos, and play test the story.

Note that this isn't a single formula to game creation but rather an assembly of advice so you can determine where you most need help and ideas for how to accomplish that. In each chapter you have a bit where you rate yourself on the aspects of that step and then the book offers advice of how to improve on those areas where you feel you are lacking.

Some of the more interesting ideas for me came from the later chapters which deal with tools for helping make your work more efficient.

Chapter 8 deals with the physical or electronic tools you use to record your ideas in each step. While Documentation uses these tools the most you will need something to write down your ideas while Brainstorming or store your Conceptualization ideas. Never Unprepared does a good job of running down all the current tools you might use as well as their pluses and minuses. For my own purposes I tend to use a simple notebook and pencil for Brainstorming and even some Conceptualization. But the rest of Conceptualization and Documentation is all done on a Wiki using the GM Only section of Obsidian Portal.
Obsidian Portal
Chapter 9 deals with mastering your creative cycle, identifying when you have the most energy and time to tackle the various aspects of game preparation. It starts by having you map out your responsibilities and then identify how high your creative energy is during the remaining free periods. It is an interesting exercise. If you are like me you've probably already realized when ideas come most easily to you. For myself, I'm a morning person so I work best in the mornings with my energy tailing off around or just after noon. I get a resurgence after 4 or 5 PM . Frustratingly for me work eats up the first part for most of the week while family life chips into the later part. So weekend mornings are when most of my work gets done.
Schedule
White for high energy and darker gray for less creative energy
Another chapter I found very interesting was Chapter 10: Your Personal Prep Templates. The idea is have a standard template for your work that specifically addresses what you feel are your weaknesses. For example if you think your description is lacking , you might make a template for non-player characters (NPCs) and locations with a description section right at the beginning. That way as you plan your game you can fill that out clearly and be more confident in that area during play. I personally have a template for scenes which is how I break up the action for my games. An example scene template is:

Scene Name

Setup: A rough description of the initial setup of the scene.
Cast: what PCs should be there.
NPCs: what NPCs are present with links to their wiki pages.
Location: the location and perhaps some description with a link to its wiki page.
Action: The mechanics of what happens in the scene as well as any prompts for role-playing action.


Sometimes if I am running a tightly plotted scenario there will be a Clue section that points out where the story could go next based on the core clue(s) of the scene.

Of course this is a fairly prep-heavy template. For a prep lite approach you want to look at Chapter 11 which gives advice for reducing your workload and minimizing the preparation you need for a game.

The final chapter of advice deals with preparing for the unexpected: when you find a glaring hole in your story before a game or you have a family outing that uses up your weekend. The sort of problems that come up often and can derail a campaign.

The fundamental thing to understand about this book is that it is not just about time management but about finding the tools (which include the notes you are preparing) that will give you the confidence to run a great a game. For that purpose I have not seen a better resource than Never Unprepared.