Friday, July 29, 2016

Heartland Orphans: Shadow Gather

Welcome to the first session of Heartland Orphans, "Shadows Gather", my Vampire the Requiem game. Character creation is discussed here.

I got off to rocky start with two (out of four) players failing to show up. I may have lost one player for good as well. An inauspicious beginning but I soldiered on and had what I consider a fairly successful session.

Our cast for tonight:
  • Alex Carlyle (Ventrue Invictus): a local doctor who quit his practice after gaining his condition. He has money but not much influence. He’s also haunted by a former friend, David, a vampire whose humanity melted away before his eyes.
  • Sybil Brannon (Gangrel Carthian): a former nature guide turned vampiric vigilante, she’s claimed the parks as her turf and is trying to determine who is doing blood sorcery using the entrails of the local homeless.

Shadows Gather

strix
I began each player with an introductory scene where we established a starting hook for the game as a whole. We also worked out their starting Vitae supply. Each of them rolled very close to their maximum. So much for the feeding scenes I had planned...

Sybil towels off after using the shelter’s showers. In the hall she hears Karen Capra talking with Rhonda, one of the new volunteers. The director complains about the damage done by a new drug hitting the street. This “Flashblood” is causing a rash of overdoses among the local homeless population. One of her regulars just died at the other shelter she runs.

Sybil steps out into the hall and asks Capra about the drug. She explains it’s an opiate, supposedly created from the blood of people who overdosed on heroin. The Gangrel says she’ll look into it for her and hurries off.

A half hour later she reaches the other clinic. A van from the morgue is already loading up the woman’s body. As the technicians fill out some final paperwork, Sybil slips up next to the corpse and quickly cuts the body.

She also makes a Wits + Dexterity roll to avoid notice.

Quickly walking away, she sniffs the blood on her knife using supernaturally enhanced senses. Heroine suffuses the blood as does something else foreign: Vitae from another vampire!

Sybil has Protean so has a bloodhound’s nose in addition to the usual enhanced sense of all vampires.

Meanwhile Alex rises and begins his evening routine: checking his messages, dressing, and puttering around his large empty house. As he gathers his mail, he discovers crippled tabby mewling weakly on his porch. Matted with blood, its front left leg ends in a gory stump.

Alex glances around but nothing moves in the shadows that surround his property. No trail of blood leads to his door. The doctor grabs a blanket and carefully moves the maimed animal into his house. The cat cries quietly. Grabbing his old medical bag, he cleans up the blood and stitches up the wound as best he can. The savage and brutish bites seem less canine than human as if someone tried to chew this cat to death. Not for the first time he thinks of David.

This is the fifth such 'offering' he’s found on his property, I inform him, but the first to be still alive. He successfully rolls Intelligence + Medicine to fix it up.

Alex places the cat on the ground next to a dish of water. Then he heads outside.

He scans the large dark yard. A few crickets chirp under the distant glow of the street lights. He sniffs but no blood decorates his elegant stone path. A chill creeps into the late spring night.

Wracking his brain of who to consult on this strange happening he comes up with nothing. He goes back inside. The cat has lapsed into a fragile slumber but some of the water has vanished as well. The doctor grabs his keys and drives to the local store to get it some food.

Alex tries to figure out who would know about weird stuff like this by rolling Intelligence + Streetwise (which he lacks so he takes a -1) + his Invictus status. He fails.

At the supermarket, Alex surveys the wide selection of food options before grabbing a can featuring a sleek tabby off the upper shelf. A man interrupts him, inquiring if he has a cat. The stranger seems oddly friendly and Alex senses something familiar about this pale man. Guessing he is faced with another of his kind Alex asks who he is.

After a moment’s hesitation the man says his name is Jim. He also reveals he knows David. Alex asks if he’s seen him around.. “Tell him to call me if you see him again,” Alex tells Jim.

Alex pays for the cat food and returns home. He puts the food on a dish and feeds the weakened animal. Then he cuts himself and drips some his precious blood into the cat’s eager mouth. Looking notably healthier the beast slips back to sleep.

In game terms he gave it a point of Vitae and ghouled it. It immediately used the Vitae to heal itself.

Across town, Sybil uses one of the university computers to surf the internet. On the school’s forums she discovers that Flashblood is becoming one of the hot new drugs to try. She leans back and considers who might be pushing the stuff. After tossing out an idea that the Ordo Dracul are solidifying their control of the university, she decides to interrogate a low-level pusher for one of the Invictus’s gangs.

She rolls Intelligence + Investigation for her research.
She finds Tommy at his usual spot on the street corner. The bottom rung dealer for the Street Rats finishes selling some pills to a nervous looking man as she dons her ski mask and makes her move. As Tommy counts his money, Sybil grabs him and slams him against a fence.

She sneaks up on him with a Dexterity + Stealth roll. Then she rolls Presence + Intimidate to scare him.

She demands to know about the Flashblood but he only knows that it’s the new thing they are selling. He fumbles for a piece but she disarms him and twists his arm behind his back. Pocketing the revolver, she tells him to let his gang know to stop dealing in the parks. Cowed he agrees and bites off a reflexive retort.

A series of Strength + Brawl rolls let her grapple and pin her opponent.


She lets him go and slips off to a nearby pawn shop. Flush with enough money for a trip to Starbucks, she starts to leave before noticing some weird graffiti on the side of the shop. Seven black silhouettes stand there, reminding her of similar displays elsewhere in town she’s seen recently.

Back at the house, Alex decides to look around some more for signs of where this cat came from. While wandering in his large yard, he spies something move in front of the lights on the distant street. He hurries over as a light flickers and dies. As it comes back on, he spies David standing there. He call him over but his friend just stands there and motions him over.

Alex looks around the street for anyone else nearby and when he looks back David is gone. The wet ground where he stood shows no trace of print of his presence. Realizing he needs help, Alex calls his sire Rudolph.

The old man listens to his story but doesn’t offer much help except to say he will deal with David if he sees him. The tone suggests a finality to his promise.

As he hangs up, Alex’s phone rings. Sybil orders him to warn his people to stay off her turf. Confused, Alex asks for an explanation. She tells him about the drugs and the deaths. He says he’ll look into it and arranges to meet her at a coffee shop in an hour.

After considering calling the local head, Big Eddie, Alex opts to call his soldier and gang runner Mr. Black. The Nosferatu picks up quickly and quickly warms to the doctor. Black invites him over to discuss getting involved in the drug trade, explaining he sees possibilities for a man with a licence to prescribe drugs. Alex agrees to see him later.

Black is looking to work his way up in the Invictus. Getting Alex to help him is a big step in that direction.

Alex and Sybil meet up at a late night Starbucks on campus and discuss their various interesting happenings. As they do so they both become aware of a woman watching them intently. Sybil recognizes her as the corpse she cut earlier in the night.

Alex waves the woman over. She smiles and thanks him by name. She explains she saw David at the cemetery and gave him the message Alex told her. David didn’t have a phone she says sadly. He was busy helping the Witch with some blood sorcery, she explains. She apologizes to Alex for the delay in delivering the message, saying she had to change.

As Alex tries to work out how he knows this strange woman, Sybil stares at her attempting to figure out where this seeming vampire came from. She asks the woman, who calls herself Jane, about her family and past. Jane alludes to siblings and how they came to Champaign-Urbana to retrieve something of theirs. When Sybil asks how she did find them, she says she was just lucky.

Sybil presses her on her creator, trying to determine the nature of this vampire’s sire. Jane becomes a bit tearful, explaining that she is gone. “The Twins say she is dead but the Witch doesn’t believe them.”

Alex tries to get to open up about what her siblings are seeking. Jane clams up and he feels a rush of power wash over him for a moment.

Alex tries a Persuasion roll to get to tell him but fails. He accepts a Dramatic Failure (and a free use of Majesty by Jane) in exchange for a Beat.

At an impasse, they decide to meet with Black and deal with the drug problem. Along the way they drive past the cemetery. From the car they don’t see anything.

I had combat encounter planned here but it wouldn’t work unless they left the car.

They find Black at an abandoned office building in downtown Champaign. The muscle at the door shows them in. Despite his dark gray skin and sharp white teeth, Black manages to put on a comforting smile for them. He particularly tries to convince Alex to help him in his operation. The doctor seems agreeable but has questions about this new drug. Black reveals that he has been putting his own blood into the mixture but only for its addictive properties. He also tries convince them not to tell anyone else about this project.

Meanwhile Sybil keeps an eye on Jane. The dead woman seems entranced by the pair of men and disinterested in everything else.

Black takes Alex into the back and introduces him to his chemist Kevin. Alex ignores the man’s poor hygiene and noxious smell and begins to work out how to make the drug less deadly. Black meanwhile strokes his bushy beard and smiles.

Then Sybil hears high-pitched cry, well out of range of hearing for normal humans. Jane perks up, staring in the direction of the sound. She excuses herself and leaves. Sybil follows her as she follows the screeches east to a busy road. Unable to cross quickly, Jane lifts her head to the sky and a liquid black thing escapes through her mouth. It flies on, leaving a lifeless body behind.

Sybil rolls Stamina + Athletics against Jane to keep up.

Sybil checks the body, now just a corpse and already rotting.

She heads back intercepting Alex as he leaves Black’s hideout. Suddenly he sways as sensations of pain and confusion roll over him. He feels Rudolph, his sire, cry out for what seems like a final time.

Alex rolls blood sympathy: Wits + Blood Potency +3. He succeeds but he can’t be sure if Rudolph suffered torpor or final death.

Alex and Sybil head to Rudolph’s house on the east edge of town. The building is locked up but a few lights remain on inside. Alex lets them in and they search for the elder monster.

They discover Rudolph scattered across the living room floor. Three limbs lie crumbled to ash on the carpet while a hacksaw sits lodged halfway through his neck. His remaining arm still grips the handle.

Alex examines the wounds, which are clearly self-inflicted. Rudolph lies in torpor, inches from death. Sybil checks the windows and doors. All remain locked, though the chimney flue is open. With more questions than answers, they place Rudolph in the trunk of Alex’s car and drive off.

An Intelligence + Investigation reveals the wounds to be self-inflicted.

Experience time! I give one Beat for attending and two more each for the roleplaying.

Sybil made progress on two of her Aspirations (protecting humans in the park and discovering the source of the human sacrifice) so earns two more Beats. She earns an Experience.

Alex made progress on one Aspiration (find out what happened to David) which with the Dramatic Failure Beat, gets him an Experience as well.

Monday, July 25, 2016

Unusual Suspects: Alternate Alternate Worlds

In preparing my Demon the Descent game, the Unusual Suspects, there were many ideas that I considered and discarded. The most developed of these were concepts for alternate worlds or pocket dimensions that were going to be my alternative to the Reality Shards of the default setting.

Here is one of those worlds.

The High Contrast Mirror

Theme: the hidden becomes the subversive.

This is a world of more overt conflicts. Here the clandestine activities of Demons become fodder for the evening news. In this world corporations really do run America (and do so openly). Enhanced soldiers protect corporate assets and employees and crush rebellion by outsiders, while trying and often failing to stop the “Subversive Threat”.

In this alternate rendering of reality, the God-Machine continues to piggyback on humanity's Infrastructure and builds occult matrices much like ours. Angels Fall and become Demons who then work against their former master's designs. But the status quo differs significantly. Conspiracies stand exposed. The God-Machine’s enemies have been labeled terrorists.

In this fun house mirror world, the 20th century was when nation states failed. Now citizens labor to obtain favorable job contracts for their children. The winners have education, housing, security, and a job (even if they can never leave it). Those who fail must struggle to survive in the lawless shanty towns that surround the corporate cores.

Humanity knows that cells of subversives with extraordinary abilities exist, working to destroy or subvert society's infrastructure (while remaining unaware that this is also Infrastructure). They don't know that these 'anarchists' are demons or even possess supernatural abilities. Instead they accept the reports and media provided by their employers, stories that tell them that a highly trained individual can defeat a man with one swift chop to the head or can disappear without a trace. Perhaps their employers find the truth more terrifying.

Here the authorities keep that secret to themselves, arming a special task force of demon blooded operatives and stigmatics to hunt down and eliminate such threats. The Lucifuge Directive works for no corporation but receives funding from all, working to preserve the delicate balance of power and keep the masses ignorant of the alternatives both mundane and supernatural radicals suggest.

Demons for their part work more like a rebel underground, organizing supplies, training partisans, and preparing for the day of open rebellion against the corporations and the hidden hand of the Machine. They have the edge however, knowing about the universe next door. A place they can disappear to, regroup and come back prepared to continue the fight.

Storyteller Notes

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This world takes visual inspiration from Ultraviolet (one of my guilty pleasures) and the Matrix (I imagine Demons being treated in this world like Morpheus is by the authorities: a dangerous fugitive).

I imagine I would adjust the Lucifuge from Hunter: the Vigil so that they were mechanically similar to the Fractals and Offspring from Heirs of Hell. They would be an overt corporate “Conspiracy” like the Cheiron Group.

Friday, July 22, 2016

The Unusual Suspects: Theme Questionnaire

Time to start a new Chronicle for my online group and for a new round of theme questionnaire. This time I decided it was time to run Demon: the Descent, a game I’ve wanted to run since it came out in 2014 (!).
DemonBook
Before we began play we needed to determine what the game would be about and how the group would be structured.

Some things were already decided. I had four main players plus my wife who would be playing in a one on one game that would exist parallel (and occasionally crossing over) with the others. I want the game to run for a couple of years or 15 to 30 sessions. Lastly I want the player characters to trust each other. After the issues in my Apocalypse World game, I want to make sure the players were all on the same side as much as possible.

That established the structure of the Chronicle as conforming to a single Ring plus a friendly and trusted outsider (my wife).

Themes

As I always do, I first began by looking at what themes I wanted to stress in the game. My initial list of possibilities included those recommended by the Demon: the Descent corebook and the other books of the line: Dissonance, Possibility, Disaster, and Technognostic Espionage. I also reviewed material from earlier drafts my Demon: the Descent pitch: Black Science, Broken Code, To Reign in Hell, and the Soul Cipher.

Black Science would focus on the idea of forbidden or impossible science much like the weird happenings of the TV series Fringe. To Reign in Hell would be a political chronicle forcing the PCs to find their personal Hells before others imposed their own ideas upon them.

After a short talk with my players, I shelved my ideas for a politics heavy game. Maybe one day I’ll do it after I show them how easy it could be.

Then I sent this questionnaire:

Theme Questionnaire

Choices:

Please rate the themes on a -5 to 5 scale (where -5 is hating it and 5 is loving it):

Parallel Worlds, Parallel Lives: two or more versions of Seattle exist side by side. On the other side your allies might be enemies, your cover might still (or always) be human, and you might never have Fell. These What If worlds cross into our own and ours into theirs. There's danger...and opportunity.

A Digital Exorcism: The Vatican has a special force dedicated to fighting the forces of Hell. A cursed bloodline hunts monsters to atone for their progenitor's Fall. Those of the faith work together to push back the darkness and hunt Demons. Biblical imagery blends with that of the Machine.

Living the Lie: Agents of the God-Machine are always searching. Maintaining Cover and blending in with the human herd is a Demon's best defense. But how do you balance the obligations of life with those of your true nature. And what if you have multiple Covers? Do you take Joey to the soccer match or investigate that new facility behind the school? How do deal with your boss discovering that you really go to top off at that broken piece of Infrastructure on 9th on your lunch break?

My final question is a bit more open-ended and deals with the question of how many NPC demons you want in the game. More means more potential allies, more politics, and more rivals. It also means more Agencies. Agencies are organizations of Demons devoted to a common cause. A few options exist:
  • We are on our own. There are a few other demons but they operate alone and we rarely interact.
  • There's the one Agency (maybe you want in, maybe you steer clear) and a number of other demons who work alone or in small groups.
  • A few Agencies exist and they don't always get along (maybe you want to form your own).
  • Many demons frequent the city and the Agencies have organized against any upstart organizations. They run the shadow world where you hide from the Machine.
Let me know which appeal to you (or suggest other options).

The Response

In retrospect perhaps I gave my players too many options. The results were hard to disentangle. No one player caused a problem but together the results were almost mutually exclusive.

Parallel Worlds, Parallel Lives received three 3s, a 1, and a negative vote. That vote came from a player who wanted to focus more on their character’s mundane life.

A Digital Exorcism got a 4, 3, 1, and was sunk by a -2. The dissenter was fine with the theme as the subject of an occasional story however.

Living the Lie scored well with three high votes, one zero, and a -3. This conflict is less of an issue however since I can apply this theme to individual players. I just need to work with those who were not interested in it to determine what sort of trouble will take its place for them.

The population vote was hardest to manage. My wife obviously wanted more demons involved since she would otherwise be even more isolated. Many players favored either One or a Few Agencies but one player voted for anything but that. I brought that person around with an assurance that their character would not be pressured into joining.

Aftermath

This process has left me with a few items to discuss with the players as a group:
  • What are the Agencies fighting over?
  • Are you (as a group) part of an Agency? Forming one yourselves?
  • How did you meet? How did you learn how to trust each other?
The answers will need to wait until the character creation session.

Monday, July 18, 2016

Undeath of History: Character Creation Rules

Now for some crunch. Today I present how the character creation rules for TimeWatch need to be tweaked to account for the setting for Undeath of History. These means new Investigative Abilities and a new General Ability: Vitality.

Character Creation Rules

For the most part the rules for TimeWatch work well for this setting. The existing list of Abilities is short enough to allow for broadly competent agents who can operate in any time or place. A few Abilities however need to be added to highlight the premise of the setting.

New Abilities

Occult Studies [Investigative Academic]: borrowed from Night’s Black Agents, this investigative skill establishes the agent an expert on the supernatural, “magic”, and superstitions throughout human history. This includes the typical abilities of the Undead. You can:
  • supply historical facts and anecdotes concerning occult phenomena, cults groups, undead and legends.
  • identify undead as such and guess at their specific capabilities.
army-of-darkness-apocalypse
The Patchworks [Investigative Academic]: You know the alleys, tunnels, and twisting corridors of the Patchworks like the back of your hand. You can:
  • recall details historical details about any landmark, market, occupied structure or other point of interest.
  • quickly find an entrance or exit to the Patchworks.
  • expertly navigate the dangers of the Patchworks: the gangs, the undead, the Watch.
Every character begins with a free point of Patchworks.

Vitality [General]

Some people might argue Sanity would be a good addition for a horror game like this. But I tend to find it hard to make players connect with the horror of slowly losing one’s mind. At least without it coming off as silly or punishment.

However, I’ve had much better success when the effects of the horror directly impact the player’s experience. The horrors in the Undeath of History are very physical. For this game I want to hit the players where it hurts: the very nature of their character.


Time travel in the Undeath of History erodes one’s connection to the living present. Travel too far or too often and you become disconnected. You stop aging, perhaps stop blinking or breathing as well. Mortal weaknesses fade away. But you also lose such useful abilities as cosmetic healing or a body temperature. Your wounds never close even if your actual Health recovers just fine. Go far enough and you become little more than a withered and maddened ghost.

Vitality measures how alive your character still is. Like Sanity in Trail of Cthulhu, it only goes down. All characters begin with 4 points and can raise it at character creation as high as 10. Should it fall to 0 your character becomes overcome with a hunger or hatred for the still living and becomes unplayable.

Each point lost from Vitality gives a player 1 point to allocate to Temporal Dislocation (see below).

This next bit has never been tested. I’m trying to err on the side of caution but some of these powers may be very abusable. Game masters beware.
ancientundead
Temporal Dislocation (General; special): Each dot in Temporal Dislocation grants one of the flaws below. These “powers” are suppose to cover the normal abilities of the Undead within the setting, at least those that the players characters are likely to become. Each flaw give a minor boon but also a noticeable drawback.

In general I would avoid letting a player start off with these abilities (especially since I haven’t playtested them) but if they did their Vitality (starting and maximum) should be dropped accordingly.

  • You are unaffected by the passage of time for the purposes of aging. You never grow a day older naturally, though further exposure to temporal paradox can cause you to age in strange (and generally horrific) ways.
    • Electromagnetic radiation no longer interacts normally with you. You are invisible to electronic devices and do not appear in mirrors. Direct sunlight overwhelms your eyes increasing the difficulty of all actions by 1.
  • You no longer have basic metabolic needs like blinking, eating, or breathing. You cannot starve or suffocate. Rolls to hide your inhuman nature or appear unsuspicious are at +1 difficulty.
    • You have an unnatural hunger that can only be satisfied by draining the life force of others. Killing a human being or sapping their Chronal Stability allows you to ignore the negative effects of Temporal Dislocation for a night. Each death and every 5 Chronal Stability suppresses one point of Temporal Dislocation.
  • Your body ages unnaturally. You appear as if you were well over a century old. This does not affect your skills though it does affect NPC reactions.
    • You age until you are a wasted, clearly Undead thing. Gain armor -2 from your leathery hide.
  • Your wounds no longer visibly heal. While your Health pool recovers the damage remains visible.
    • You can drain the life-force of others to heal cosmetic damage. This attack uses Hand-to-Hand and inflicts +0 damage to Chronal Stability.
  • You become partially out of phase from reality. All general abilities suffer +1 difficulty but your Hit Threshold also increased by 2.
    • You become fully incorporeal. Energy weapons can still harm you but you are immune to all other attacks. You cannot affect the normal world except through some psychic or supernatural power.

Ability Changes

Chronal Stability: If your Chronal Stability reaches -6 or lower lose 1 Vitality and allocate 1 point to Temporal Dislocation. If you reach -12 your character is pulled fully out of time and experiences millions of years of subjective time in seconds. The experience renders them either a drooling zombie or a screeching spectre.

Friday, July 15, 2016

Heartland Orphans: Session 0

So as I mentioned two weeks ago, I recently recruited players for local game of Vampire the Requiem 2nd Edition. The basic concept follows this pitch that I advertised in several places on the internet:

The first nights are the hardest. Your flesh has yet to cool. The thirst pounds inside your skull strong and new. You don’t belong among the living but the dead haven’t accepted you yet.

Day is forbidden to you. Night contains horrors worse than vampires. The light of the plains towns ends where the cornfields begin. Beyond lies darkness and hours of highway leading into the unknown.

In a town where they roll up the streets at 9 PM, the All Night Society barely exists. Covenant politics give way to the struggle of bloodlines. You struggle with the Beast and the thirst alone.

You’ve been orphaned.

Maybe you never knew your sire. Maybe he ran off. Maybe she vanished leaving only a scared voice message and scratches in the concrete.

Something is coming for you.

Can you navigate the strange politics of your kind? Can you find allies, Kindred or mortal, to ward off what’s coming? Can you keep the monster at bay? Can you find the strength to weather the coming storm?

Who can you trust? The monster that turned you? The freak practicing blood magics on the street corner? The quiet folk who gather in the old church each Sabbath? The man with the bright yellow eyes who claims you can walk in the sun again?

Find out.

We’d be using Vampire: the Requiem 2nd edition, building your characters and their connections mortal and otherwise as a group.

Heartland Orphans #0: Character Creation

Just one vision of vampires

This session went well with many interesting NPCs and connections getting established. It helped that I was well versed in the system and setting. My experience with Apocalypse World based games also came up handy with creating PC-NPC-PC triangles.

I prepared a short outline to guide the session. As we completed each step I would interrupt players with a question that helped flesh out the setting and their character.

Here is my outline (minus a few items I hastily dropped in play):

Step 1:
  • Overview of the setting
  • Review of System Basics:
    • Clans and Disciplines
    • Banes: Sunlight, Torpor, Fire, and Clan banes
    • Humanity & Touchstones
  • Decide on Character Concept, Clan, Covenant (optional)
    • Make sure character concepts gel (no lone wolves, no immediate antagonism)
  • Question: What mortal connection did you cut off or lose when you became one of the undead?
  • Mask and Dirge
  • Question: Who would you go to for help but only as a last resort?
Step 2:
  • System Basics: Dice Pool, Specialities, Combat (Defense, Dodge, Base Damage)
  • Assign Attributes/Skills/Specialities
  • Choose Disciplines
Step 3:
  • Pick Touchstones
  • Merits
  • Question: Who have you hurt to survive?
  • Question: What vampire (besides possibly your Sire) do you fear?

I dropped the questions of "Who knows more about what you are than they should?" and "What have you seen that you still can't explain?" The latter did not work with the direction the Chronicle was heading in, something I realized at the last moment. The other one I dropped for time.
Vampires
The characters that resulted were quite flavorful and gelled nicely. We ended up with:
  • Alex Carlyle: a local doctor in his 40s who was recently pulled into Kindred society. A member of the Invictus (which is almost synonymous with the Ventrue clan out here), his century old sire sees him as a way into modern-day society.
  • Ethan Redhawke: was once a promising student at the University. His patron Professor Martock inducted him into his cult of researchers. Ethan bought into it and advanced within the cult until he became its leader (something that required him to commit human sacrifice). Martock later Embraced him into clan Mekhet and the Ordo Dracul. His parents think he dropped out but he keeps an eye on his younger sister.
  • John Porter: a scrappy archaeologist and adventurer who encountered something beneath a Mississippian mound while working for Professor Martock. His companion suffered a fate worse than death down there but he impressed the shadows within with his composure. They let him live. Martock Embraced him on his return. Somewhat impoverished, he's looking for a way to get ahead.
  • Sybyl Brannon: a wilderness expert in her 30s who vanished while leading a trip in Michigan. She thinks a werewolf ate the others. She escaped and ended up Embraced by a wandering Gangrel. He or she inducted her into the Carthians though Sybyl has yet to meet another member. Her sire moved on while she lingered in Central Illinois.
What mortal connection did you cut off or lose when you became one of the undead?
  • Alex sold his practice to another doctor, Bailey, cutting connections to his old employees and clients.
  • Ethan stopped communicating with his family who live in a small town in Illinois.
  • John left behind his bride, Sarah Porter. They had married just before his expedition.
  • Syb ended her interactions with her mother and brother, Alan, letting them believe she is dead. Her father died several years ago.
Who would you go to for help but only as a last resort?
  • Alex would turn a trusted employee Alan Brannon, Syb's brother. This was my contribution.
  • Ethan would go to his old college roommate Travis Stout.
  • John would reluctantly ask his former mentor: his grandfather. Their relationship has soured over the years.
  • Syb knows a police officer that she trusts a bit: Detective Thompson.
Who have you hurt to survive?
  • Alex destroyed Detective Thompson's investigation notes. In fact he had them burned.
  • Ethan of course sacrificed a nameless vagrant to cement his position in the cult.
  • John's choice was also clear: the colleague he abandoned in the mound.
  • Syb fled when the werewolf appeared on her final trip, allowing her expedition to die in her place.
What vampire (besides possibly your Sire) do you fear?
  • Alex had a companion, a fellow vampire called David. The immortal teenager spiraled into monsterdom before his eyes.
  • Ethan was recently attacked by a vampire known as the Wolf. The nearly feral vampire haunts the edges of the city.
  • John fears Sybyl, her powers of Protean freak him out.
  • Syb fears the Blood Sorcerers, they have been sacrificing vagrants in the region. We all look at Ethan at this point.
With my warning on Humanity loss (which I personally experienced in my online Vampire game), most of the group invested in the Touchstone merit. Alex took Alan and one of his old patients as his connections to humanity. Meanwhile Ethan has his sister and the University library. John grabbed a mundane anthropology professor while Syb has a grad student she befriended and the director of a homeless shelter she lurks near.

Other interesting things that came out of the session included:
  • The Heart of Akamon: Ethan's cult of graduate students and amateur archeologists seeking to uncover the secrets of ancient vampires.
  • Alex's goal to uncover what happened to David after he degenerated.
  • Everyone's interest in social advancement within their Covenants.
  • Syb's hunt for the people or creatures behind the human sacrifice.
  • Ethan's curiosity about the true identity of the Wolf.
With these ideas, I almost don't need the plot I was working up.
Penny-Dreadful-Vampire

Monday, July 11, 2016

String Theory: a Night's Black Agents campaign

Taking a break this week from the Undeath of History to collect all of the material from my Night's Black Agents campaign in one place.NBA-Cover

Setup

  • The Pitch: the original ideas for the game that I relayed to my players.

Sessions

  1. (S)Entries: the team is hired to retrieve a laptop. Then everything goes sideways.
  2. The Call: on the run, the agents get an offer from the Lisky Bratva.
  3. Post-Mortem: the agents split up and escape their pursuers but not before encountering a dangerous foe on a boat.
  4. The Red Eagle: the team interrogate a mob boss and defeat a werewolf agent.
  5. Operation Rollup: the agents end a human trafficking ring and blow up a mob boss. This ends the (S)Entries section of the game.
  6. Tracking Control: the team gathers intel on the source of the werewolves sent after them.
  7. The Heist: the agents rob a bank and get more than they bargained for.
  8. The Escape: the team evade the authorities and decide to find out Philby's secret from his old handler.
  9. Out of the House of Ashes: the agents escape an embassy, avoid an ambush and make a vital ally.
  10. The Blood Opera: The team extracts a former Soviet spymaster and face a vampire in single combat for the first time.
  11. Storming the Castle: the agents end Project Werewolf for good.
  12. Treason in Blood: the PCs obtain vital clues to the conspiracy's plan and the Third Party reveals itself.
  13. Old Ghosts: the climax of the Zalozhniy Quartet section of the campaign. Explosions, close encounters with vampires and being thrown off skyscrapers.
  14. Way Too Much Heat: now international hunted terrorists, the agents flee the Middle East and attempt to avoid retaliation by a desperate Conspiracy.
  15. The Big Bang: The team uncovers the source of the Conspiracy and using a new superweapon attempts to destroy it.

Material

Project Werewolf

Final Thoughts

Friday, July 8, 2016

Retrospective: Night's Black Agents

So my game is complete, the villains vanquished (and mostly blown up), and the agents have vanished in the smoke of a 10 kiloton explosion. Time for a retrospective. What did I learn from running Night's Black Agents? What worked and what didn’t? And how might I do better next time?
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What Worked

In general, the system worked well. Investigative Abilities did their job of delivering information and tactical advantages while the General Abilities handled spotlight time and narrative pressure. My players got the concept of the game in the end and warmed to the idea very well, even asking if we would do another Gumshoe game in the future.

The high action scenes in particular worked well: combats, chases, and improvised plans. I really warmed to the Hot Lead system on the second try. The extended chase mechanic worked well for situations where the PCs struggle to remain one step ahead of their opponents while attempting to conduct other time sensitive missions. The first time I ran it I did not have that time pressure element (they just wanted to escape) which was a crucial flaw in running the mechanic.

Having players move in and out of the game was also a success. For the most part it was quite easy to explain why a given agent was absent for a mission: they were scouting another lead, babysitting assets, or prepping another mission. It also helped that I kept each session relatively self-contained with a minimum of PC-tied subplots. That helped us maintain a regular schedule even as life complicated things. I’ll be trying to adapt this game structure to my other games as much as possible.

What Didn’t

The number one failure of the campaign was attempting to play with my one year old son in the room. At this point in his development, he demands a lot of attention and can be quite disruptive whether or not he gets it. In the end this meant I lost my wife as a regular player in the game. Hopefully Sebastian will be able to be more independent in the future but for now that will have to be something we work around.

Learning and teaching the system for Night’s Black Agents was rough. It took some time for my players to see how to take advantage of the rules. For my part, I often had difficulty finding the relevant rules for a situation. Some things could have been called out better in the book (such a leaping onto a moving vehicle or how to deal with sedatives), others could have more support in the system (like ways to restrict the movement of a target or subduing them via a grapple), and some items were entirely my fault (short changing tasers and completely missing the garrote rules).

I also did not press hard enough on Stability tests, often allowing the agents to kill with impunity (as well as neglecting tests versus the supernatural about half the time). This wasn’t so bad in play but did push the tone of the action more into thriller than a horror.

The final problematic issue in the game was a number of incorrect references scattered throughout the Zalozhniy Quartet. I used the adventure series for much of the middle section of my game. The material was terrific overall but several times there were places where it contradicted itself (particularly in Out of the House of Ashes).

What I want to improve

One key thing I need to do, especially as I move to running several Chronicles of Darkness games, is communicate the stakes better. Most of the times I really fouled up was when I assumed that I had given the players enough information to decide how to handle a situation but had in fact not made it clear whether they were going up against a significant threat and what the consequences of failure might be.

Mechanically I would like to run better short-term chase scenes. Night’s Black Agents was an improvement of over games I've tried but still relied too heavily on the gamemaster to do all the heavy lifting. I think I might have found a new option in the Chronicles of Darkness corebook but only time and practice will tell if it finally answers my need.

Finally I really need to work on my endings. I reach the finale of this campaign so fast that I didn’t really get to devote as much time as I would have liked to planning it. I think it worked but compared to other sections of the game (like Project Werewolf) it felt underdeveloped. Of course I'm the one that gets to see what's behind the curtain so it might just be me.

Monday, July 4, 2016

Undeath of History: The Patchworks

This week it is time for a fluff piece on the Undeath of History with a description of the Patchworks, the intertemporal ruins that traverse time.

The Patchworks

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The realm known as the Patchworks consists of architectural wreckage from all times and places: charred ruins of Nero’s Rome (as well as 17th century London, 19th century Chicago, and the New Paris that never was), toppled columns of the Acropolis (and tomorrow’s Washington D.C.), deserted wigwams from a plague ravaged America (and the skyscrapers still littered with feral undead from another America), the high-tech machine cities tainted with radiation and killer robots, and other detritus.

The architectural styles contained within span all of human history as well as the many alternate worlds that diverge from it. The structures sit, lean and molder in a pattern roughly following their historical progression. An occasional oddity jars the scheme, the result of an odd survival or alternate world. Here an ancient Greek temple nestles next to rusted beams from melted skyscrapers. Perhaps the anomaly perished in the same atomic fireball or crashed here from an alternate world where the culture of the ancient Greeks persisted far longer. Elsewhere a strange niobium structure lies melted into a Victorian neighborhood. A crashed time machine? A collision of worlds? None knows.

But a trend emerges. Older more archaic styles reveal a path back in time. Steel construction and post modern construction lead to one of many futures.

Boundaries of History

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Many believe the Patchworks are infinite. Others feel that it is constrained by human history. The truth is more complicated than either.

Journey forward in time and slowly the ruins peter out, ending in radioactive hellscapes, ice clad structures or metallic piles of what were once scavenged housing. Beyond plains of gray dust extend endlessly. None has discovered what lies beyond.

Follows the path backward, past marble and unbaked clay, past decaying huts of straw and earth and again one finds the same cold gray deserts past the a few prehuman caves. Nothing lies that way, nothing for a long long way. Scatter travelers pass rumors of strange obelisks and cities of forged black glass. They whisper of something that came before humanity. A race that rose and fell before humanity left the trees. Their dead linger in those ancient ruins as little more than dust. A dust that can kill in seconds and hungers for even flickers of life present even in the Undead.

One can journey through the Patchworks to worlds where the world and humanity developed differently. Travelling horizontally in time, the structures grow strange and unfamiliar. Architectural styles foreign to our Earth emerge. Doorways built for midgets. Signs directing caste races to their respective destinations. Technology powered by thought alone. Eventually however even these relics become sparse and the desert emerges again. Worlds that differ too much are often without anything that resembles humanity. At least one that builds anything.

Journeying into the desert is dangerous. The chill winds of time blow strongly here. Make Temporal Stability tests (Difficulty 5) every scene or lose 2 Temporal Stability and a point of Vitality.

Notable Sites

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The Bone Market: a vast ossuary composed of a world’s worth of dead. Here the wreckage of the multiverse can be bought and sold. Every traveller, alive or Undead, comes through at some point. All are welcome as long as they obey the rules: no violence, no lies, and all deals are final. Despite the traffic, the Bone Market remains quiet and empty. The sheer volume of dead bones dwarf the quick. Still the shared exuberance shields visitors from the winds of Time.

The Last Citadel: headquarters of the Watchers, this high-tech base was once humanity’s last stand against some unknown threat. The fortified moon base from the 91st century now perches at the far end of the Patchworks. The refurbished machines within provide every creature comfort and even reduce the chill of the Patchworks to an ever-present but harmless chill. The current inhabitants however remain cold, unable to shake the image of the Citadel’s many dead, now interred deep beneath the domed structure.

The Necropolis: A blazing orb heats and protects this maze of sandstone structures where the living and the Undead labor together under the unblinking eyes of their mummified pharaohs. Here the chill of time is banished, replaced with eternal servitude and service to overturning history. An eternal Egypt is their goal and all who oppose them will be ground under a withered and sandal clad foot.

Friday, July 1, 2016

Gamer Recruitment Tools

Getting new players or finding a new game master is rarely easy. Recruiting a gaming group when you’ve moved can be even harder. In the past I’ve been lucky enough to encounter someone else who does my recruiting for me. But with my last move I had to do it myself. Today I’ll share some of the gamer recruitment tools out there that can help you accomplish the same.

Being an introvert, it's always been a bit hard for me to make new friends. And with a two-year old to take care of and wife who seems to work a job and a half, I don’t have a lot of free time to search around or frequent gaming shops (even if there was one that I could easily reach). So I turned to online tools.

Now I didn’t want to find an online group. I have one of those already. I need local people and I need them to be interested in the types of games I like to play (which can roughly be described as “not D&D”). With that in mind I crafted a pitch for a game I thought might have wide appeal (Vampire: the Requiem for newbies). Then I scoured the net for roleplaying networking sites.

Online Gamer Recruitment Tools

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If you look around you will find many online recruting tools advertised but most are either defunct or poorly populated. Here are the ones that I found that still seem active as of 2016:
  • www.rpggamefind.com: this networking site seemed eerily dead when I visited. Partly this is due to a very positive feature of the site: games which were posted over 90 days ago are automatically removed from the site. Thus every game advertised is one that is active or was active very recently. I sort of hope something like this catches on, it makes the process of sifting through which games and gamers are active in a region much easier. In the end I got one player from this site which beats most of the alternatives.
  • nearbygamers.com: I have used this site in the past and even been recruited through it once. The interface is primitive but it does show you what gamers and groups exist locally. I established an ongoing group there for future games but at the moment I’ve had no takers. I could contact local gamers through this site individually but it seems laborious and I have no idea if they are even local anymore.
  • www.penandpapergames.com: Another site I’ve used in the past, this one is a little less user-friendly. I posted my game but had no responses.
  • www.meetup.com: I had a good deal of luck finding and attracting new players with this site when I lived in the Bay Area but its effectiveness depends on the local community. The gaming meetup in Sacramento seems based north of the city. It also has many lurkers and few active members. If I was more mobile I suspect I would get more out of it.
  • forum.rpg.net: I was very dubious that I would find many people through rpg.net. I find forums in general high on talk and low on commitment. But I attracted most of my players from my post there and could have easily gained more if I was running my game online. I certainly recommend posting here if you are looking for new players.
  • www.enworld.org: I’m curious if this site would mirror the response from rpg.net. Their structure is similar and both are busy forums. Ultimately I didn’t post my game here as I had a weird profile issue where my username became my email address. Needless to say I didn’t want to post anything until I sorted that out. By that time I already had the players I needed.
  • www.boardgamegeek.com/users.php: Another site recommended to me, this seems more focused on boardgames. I didn’t use it but it does seem alive and well.
  • forums.rptools.net: this site is geared more to online games so it didn’t fit my search criteria. But it's active so if online is your thing try here.
  • Obsidian Portal: I don’t know that anyone uses this as a search tool but you can. I set up a campaign site both as recruiting station and as the eventual resource for my game. My search for local games through Obsidian Portal was disheartening as it was overwhelmingly populated by D&D and D&D related games.
  • www.findgamers.us: another gamer search site where you can find players and advertise games. I didn't use this site in my search so I can't say how effective it would be.

Other Tools

Forums and Communities can also be a potential source of players. Raising the idea of your preferred game on the system’s official or unofficial website or at a dedicated G+ or Facebook community page can also work in theory. The major limitation for in person games is the population. Outside D&D, most communities seem to struggle to hold more than a few thousand members. Spread that across the world (or at least Europe and the US) and it becomes unlikely anyone lives nearby.

Local conventions are another resource to use. You can easily meet new people and even judge their playstyles. At the very least you can play in some games and get a sense of what systems are popular near you.

So I hope the tools I used and listed help you in your own search. Let me know if there are any vital options that I missed!