Roleplaying Games


We finished the Supernatural pilot tonight. Overall, the game went well — the first night was a blend of humor and creepy, the second night was more of a setup/investigation night, the last a wild, almost pulp-style series of action sequences in and around Central Park.

The characters were having some trouble, as by this time, they’d been up for almost 24 hours and fatigue was making them sloppy. The apprentice priest got slapped around by one of the werewolves and knocked cold (the player was out tonight), the former FBI man got knocked about and found out the hard way his 10mm S&W 1076 wasn’t doing much to the hairy buggers. They had a chase and showdown in Central Park in the pre-dawn hours, then tracked “Werewolf 0” — the one that started it all — to a pump house along the reservoir and captured him just as the sun came up and turned him human, then exorcised him.

The players responded that they had all enjoyed the game and were interested in doing more, so that’s a successful night, I think… Going to have to work on the creepy and the darker tones of the setting — we’re a humorous lot and that occasionally overwhelms the horror aspect.

The third night of our Supernatural campaign closed well. Although I’m not wholly satisfied with it, the players seem to be enjoying it. The horror aspect got a bit lost in this one thanks to a few very amusing NPCs they had to deal with, but they also had their first run ins with “bad guys.”

Taking up where we left off, the team is interviewing the victims of the “killer” (werewolves, they think) — one of the first two is highly suspicious; they think she might remember her transformation and actions. The other (her boyfriend) is less so. Both are professors at NYU where a few attacks happened; the woman lives in Flushing, where another attack survivor described the assailant as female. They interview that last survivor in the hospital. Hilarity ensued.

They finally found one of the first victims, who thinks he killed his girlfriend in their apartment, but can’t remember…he also has had blackouts and woken up bloody.

The players have been enthusiastically researching the subject and found that there were old exorcism rites for lycanthropy…so they decide, with the full moon in the offing, to give it a try, first with the hospitalized victim. She gets violent and starts to turn, threw a few characters around, but they succeeded. They tried it on the first victim who thinks he’s a murderer with success. Their souls are saved…not the former FBI agent (working as an inspector for the Bureau on this, thanks to their being understaffed for the 9/11 threat response), has him arrested.

The female professor that might remember her transformation is in the wind, but they find blood in her drain trap. (DNA’s not back as of the end of the session, but it will be the hospitalized victim, giving Parkes [FBI guy] another murder suspect)…they ended with them attempting to locate the professor in the middle of the night with the full moon due to rise very soon.

Overall, the team is gelling, the players seem happy with the game, but I need to work on darkening the flavor a bit. i think more atmospheric description and a bit more reliance on traditional “horror movie” tricks to build suspense might be in order. Still really want a subway foot chase that ends up in the 9/11 memorial space.

A quick AAR on the Supernatural campaign “pilot”, thus far: The new priest character/exorcist apprentice is intro’d. He’s working for the local archbishop to keep their hand in the investigation. He’s an orphan who’s father sacrificed his mother at the kitchen table in front of him, then had black smoke billow out of his mouth. Distraught at what he’d done, he kills himself. This guy believes.

The second night saw a bit more focus on the investigation of who the werewolves might be, and most importantly, if there was a way to handle them other than a silver bullet. The wife’s character, the team archivist and archeologist, went digging about to find more on the werewolf legends — apparently, this game must have caught her imagination, because she’s doing a ton of real research: the different lycanthropy myths, from the biblical, to differing cultures. We’ve established there was some form of exorcism rite from the 15oos that might work, that the original “patient zero” was most likely cursed, bu the rest are infected in some way that might be biological…could there be a scientific cure? There are stories of lycanthropy being a test from God, or some were instruments of the same, wiping out demons…could the original werewolf being doing just that?

The characters have finally all met, and to get the creepy factor up, I’ve been having the ex-FBI agent experiencing more ghostly visions. He’s seeing his son from time to time, and in the first big meeting with the priests investigating, he sees them being observed by all the victims of the werewolves (at this point he thinks it’s still some kind of Charles Manson-like cult thing…) He’s trigged he’s supposed to work with them and the spring the werewolf thing on him. He sees ghosts…this ain’t a stretch.

They’ve started interviewing people and think the latest two survivors might know what’s going on; the female might even be embracing her new nature. They also noticed her injuries — which were severe enough she should still be scarred and need PT are gone. There’s a few more to interview and then they have to figure out what to do…they’ve got one more night before the first full moon of the month.

9/11 and the WTC still playing a big subtext, especially as most of the FBI guy’s aid is tasked to help with the 9/11 protection details and investigating terror threats. I might try for a chase sequence in the memorial near the reflecting pools.

More later…

Really, for any pulp-type RPG set during the interwar period, here are a couple of excellent books to help with setting the scene in Shanghai, the Pearl of the Orient, the Paris of the East…

The Shanghai Green Gang: Politics and Organized Crime, 1919-1937, Brian G Martin. A frequently cited work on the Qing Bang and their ties to the Kuomingtang (Nationalist government) of Chiang Kai Shek. There’s quite a bit on “Big Eared” Du Yeusheng, the gang leader.

Policing Shanghai, 1927-1937, Frederic Wakeman, Jr. Perfect for fleshing out the most dangerous city on the planet (in the 1930s.)

Beyond the Neon Lights: Everyday Shanghai in the Early Twentieth Century, Hanchao Lu. This one provides a lot of the kind of flavor that you don’t get in the usual tomes. Here you have the every day stuff — the “alleyway houses” that were standard in the city, what kind of small stores the average Chinese shopped at, the nightstool and the men who collected the waste in the morning (most of Shanghai d0esn’t have flush toilets) and that industry’s connection to the gangs. There’s stuff on the rickshaw business, which was cut throat due to licensing restrictions (think trying to get a medallion in modern NYC.) If has a few excellent maps in it, as well.

Online, Tales of Old Shanghai is a must, as is An American in China: 1936-39.

 

After reading a short, glowing review of the board game Fortune and Glory by Flying Frog, I decided to go ahead and order it through Amazon.com. I got lucky and one of the distributors had it for $25 off because the box had minimal shipping damage. Once in, I can say: it’s bloody gorgeous.

Production values are top notch — the multitude of cards are heavy gloss stock, full color, and lovely. the map is nicely period (similar in character to the map illustrations in Hollow Earth Expedition), theres a big load of dice, over 100 plastic figures, and in the box the plastic tubs for everything are so well laid out you can store everything easily and keep the various cardboard chits separated.

Play is broken into a simpler form of the game, an advanced rules set, and can either be played with the various players racing against each other, or working collaboratively in a team against Nazis, etc. (or another team of players, for that matter.) There’s even a solo option for people having trouble getting friends together to play. Set up, as usual for many board games, is the longest thing. There’s a lot of different card decks to shuffle and keep track of. You pick a character card, with your particular abilities and shticks — all of them classic pulp archetypes — then set them up on their home city. Next four artifacts and adventures are pulled giving you a series of missions, like “The City of the Dead!” or “The Hammer of the Gods!” The goal: collect and sell artifacts to get 15 fortune chips (gold doubloon-like pieces.)

The first stage is initiative. Everyone rolls, the highest goes first. If you roll a 1, you get an “event” card which can add a bit of spice to the game — my first event threw a bunch of Nazi troopers across the board. Next is movement: you roll in turn a d6 and move up to that number. The map board is broken up to allow fast travel, save across the ocean; there is a alternate rule that allows you for a certain bit of glory chips to fly from a major city to a major city. If you stop at a spot without an artifact to hunt, you can draw an event or have to fight a bad guy, depending on a die roll.

The adventure stage is where the fun really gets going. this is when you resolve the events/enemies encounters above, or if you are at a place with an artifact, you have a number of challenges to go through. You pull a danger card and try to accomplish the feat. If you don’t it turns into a cliffhanger card. Don’t succeed, you’re back to square one. Succeed at the task and you earn glory chips (blue doubloon like chips) which can be spend on gear and allies to aid you. The final stage is mostly for the advanced rules enemies to do their thing and for players, once they’ve returned to a city to auction off their find for fortune.

Set up, as mentioned, was a bit slow, but once you’re playing it goes by fast. The wife and I ran through a game, complete with interruptions from screaming baby, in just over an hour.

So is it worth it? You bet your bippy, toots! Style: 5 out of 5; Substance: 5 out of 5. Cost: $75-100 bucks was the range I saw. It’s worth it. Enough so I’m looking at Flying Frog’s other board games for a buy.

And now a role playing game aside: the way the game is structured would allow a gamemaster pressed for time or ideas to quickly slap together an adventure for a pulp-style game in minutes. Bust open the box, pull an artifact and adventure card, and a couple of location cards with an event or danger card for each. Flesh out the massive plot holes (or don’t…it’s pulp!) Run the game. This added bit of utility pushes this game right to the top of my favorites pile.

I’ll try to get around to adding some pictures of the game when I can.

I bloody hate exploding dice mechanics!

Last week I finally introduced the Supernatural RPG that I have been preparing for. Mostly, it was a teaser to introduce the monster of the week and the characters, and to try to get an initial read on the flavor the campaign is to take. Overall, it was a qualified success.

1) Teaser: The game opened with Jerry Neimann — the fat, geeky ghost hunter that was played with gut-busting elan by my player Joe…you know this guy, gamers (or in this case, he’s a amalgamation of a couple of guys). Tall, fat, myopic, redhaired with the nerd beard (neird, Joe called it.) He’s an IT guy and ghost hunter, a comic book fanatic, a toy collector, who still lives with his parents because he’s stunningly cheap. He’s arrogant, not that well educated but thinks he is, and is a leader in his own mind. the kind of guy that with a straight face can tell you his 300 lb bulk studied ninjutsu and he can cloud men’s minds.

He and his friends Scott, the comic store owner and “amateur physicist” (he got kicked out of Cornell), and his friend Greg, the gay black LARPer who goes by his favorite character’s name since high-school, go into New York City to ghost hunt in the old IRT tunnels near City Hall. (Google them — they’re absolutely beautiful!) There they stumble onto a murder –a man being eaten by a massive, hairy, and pissed off man-thing. Scott is killed when he is swatted off the platforn and hits the third rail. Maloc (Greg) is tossed the breadth of the station. Jerry pees himself a bit, shows some courage, and then nearly gets capped by Transit cops who are wondering why the lights are on in a closed station under City Hall. Jerry and Maloc survive what is coming to be known as “The Werewolf of Manhattan…”

Next, we intro Leo Parkes, former FBI agent, with a dream sequence of him playing catch with his son at their place along the Cheasapeake. The kid goes missing looking for the ball. He goes to find him and sees the reflection of the serial killer Graves that he had captured with all-black, shark-like eyes. He runs for the house where suddenly there are cops cars and cops trying to stop him from going in. His partner Bob Morton is telling him not to go up, he doesn’t want to see this…and then there’s his son, hanging on the wall from pierced hands and feet with strange marking carved into him and painted around him on the wall…then his son looks up at him and tells him to wake up…

…to his assistant Wanda, who doesn’t know why she puts up with his drunk Irish ass. He’s been off the grid for two days on a bender, trying to keep the ghosts quiet. Bob Morton has been trying to call him for two days: they’ve got a wierd one in NYC and he wants to put him on the payroll as a contract investigator. If he’s sober. He flies to New York.

Next, we’re at the Vatican where we intro Father MacEveney and Dr. DellaMarina, and the Instituto del’Esterno Affari, a branch of the Congregation for the Doctrine of Faith. Led by a crusty old archbishop nicknamed “the Mastiff” (most of this cribbed from Arturo Perez-Reverte’s excellent The Seville Communion), they do mostly exorcisms, etc. around the world. But this time they have something more dangerous…three months of attacks in New York have led dellaMarina to conclude there’s a werewofl, or possibly more than one, on the loose in Manhattan. This is their next assignment: find and eliminate them.

Mac was a navy chaplain, but even there he never carried a gun. The people he helps, he hasn’t had to kill before. This is going to be a tough one. These people didn’t ask to be monsters; they might not even know what they’re doing. But unless he can find a way to contain them, they’ll have to be put down. He flies to NYC. (Canovas was not introduced; the player was out of town.)

In New York, Parkes gets briefed on the situation and why he was pulled in. There’s a terror alert for the 9/11 memorials and the FBI has most of the office working Joint Terrorism Task Force. It’s dark, rainy (there’s another hurricane off the coast being held at bay by a tropical storm…) and very moody as a setting. I think it hit it out of the park with the descriptions during play. He isn’t wanted there by the SAC, who nows of his drinking problems.

The evidence suggests a number of attacks. The first month there were a few attacks in Central Park over a two day period with one survivor that is considered unreliable as a witness as he was high at the time. The next month, the attacks trebled in number, in the Park — but at the same time there were a number in Tribeca (Where the first survivor lives) in the subway stations! There were two survivors of one attack. Last month, the number quadrupled — with attacks at NYU, Tribeca and the IRT (the teaser), and Flushing. Multiple suspect descriptions, including one woman (one of the survivors was a woman who lives in Flushing.) Parkes thinks it’s a conspiracy, and they start the investigation the next morning before he can have a chance to get drunk.

Father Mac and Dr. dellaMarina arrive, brief the archbishop and get put up at the old rectory where he was apprenticing when 9/11 happened (St. Peter’s on Church.) Lots of character stuff with the old priest he served under and going to view the construction and spotlights at the 9/11 site.

That’s where we left off after a three hour session…

The high points: the atmosphere was just about right — there’s some humor (mostly Neimann), but it’s dark, foreboding, but the real “horror” came from the Ground Zero descriptions and flashbacks of Parkes to his kid’s murder and Mac’s aiding people when the towers collapsed in front of him.

Neimann…this character was excellent and the player hit it out of the park.

They’re hunting werewolves, but in some ways, people are more scary.

The low points: pacing was, as always for a first night, spotty. The teaser clipped along but a lot of time was sucked up by great character stuff by Neimann; the rest was a bit slower, and most exposition and character bits.

More as it plays…

The further we get into the 21st Century, the less need there is for fancy Q gadgets…because you can buy something better and cooler right off the shelf — which brings us to a new gadget for your James Bond: 007 campaign: the iPhone (or any smartphone, for that matter) and the SCOUT (Satellite Communications Operational User Toolkit).

Firstly, the smartphone. It is obvious how useful these things are in the field just from the number of movies and TV shows that are using them as plot elements. Having avoided the smartphone for years, I finally broke down and bought an iPad when they first came out. (Okay, not a phone…unless you drop Skype on it.) The basic features alone make them indispensable for the fictional spy: they’re a phone. They’re a map. They’re email, web access, a file storage device, a recorder, a camera…and everyone has one, so they’re not immediately suspicious.

For both iOS and Android there are easy and fast programming toolkits. Q Branch (or S&T) tweaks can give you crypto tools, R/C controls over vehicles (here’s a nice article on some of the other nasty tricks you can use a smartphone for …), etc. etc… Some hardware hacks and your phone could have IR on the camera or some other funky feature. I’ve found our characters in our Bond campaign depend on their phones more than a gun, car, or any other tool.

Add to that the SCOUT — a new device that uses your smartphone as a communications base for satellite communications, GPS, wifi hot spot, comms analysis, spectrum analyser…here’s the sales sheet for more.

From a plot standpoint, the usefulness of the smartphone was obvious in Casino Royale — bad guys, as much as good guys, live off their phones if you’re a mobile, busy henchman. They’re packed with data, even when the user is careful. There’s phone numbers, at the very least. Even if they are password locked, most people don’t realize that smartphones’ OS usually have a root password for service providers to break in and fix stuff…hacking a phone is fairly easy (especially the Androids.)

This is a response to one of Don Mappin’s posts over on Gnome Stew — a guy I quasi know from the old Star Trek gaming BBS. In the post he had a series of tips, hints, etc. for gamers from a GM (himself) that has been at it thirty years. One of those rules that caught my eye was:

Gaming Group Romances
Don’t. Just don’t. :)

My initial response was something, “Oh, come on…I’ve met plenty a girlfriend through gaming…” and was ready to pass this off. then I thought about my own experiences in gaming groups, or near others, with players that got involved with each other.

Most of the time player romances lead to you losing one or both of the players; usually the woman. This happens because the happy couple move on to other things — they go out on game night, they get married, have kids, go on a crime spree and drive their car into the Grand Canyon. Maybe not the last one. Most of the time, however, they date for a while, something happens to make one or both jealous, upset, or they just break up and to avoid the other person, one or both stop coming. Sometimes it’s another player that is jealous of the relationship — they were interested in Steve or Serena, or whomever…they drop out from frustration to masturbate, sulk over some of their badly written poetry, or go on a crime spree and drive their car into the Grand Canyon. (More likely, but still improbable.)

So I thought about all the examples of gaming group romances — which go right, which don’t…

In college (the first go ’round), the gaming group was pretty big — 6 or 8 people, depending, and all couples. There wasn’t a whole lot of jealousy, or shenanigans. But personal issues between one of the female players and a male player meant there was a lot of tension between the girl and her boyfriend, and the other player. This colored play pretty much all the time. That doesn’t mean you shouldn’t bring your significant other to game; just realize that people sometimes don’t get on so well. (This is why I like to meet prospective players first…so we can avoid to strong a personality clash.)

Another group in Philadelphia pretty much revolved around everyone’s interest in the female player (and if you saw her you’d say, “Well, duh!”) She flirted with them all, started getting to be more than that with one of us. Then started playing one off against the other, causing a row. She left the group, others were less happy, but it held together until I moved out of the city.

Similarly, two gamers in a later group were interested in a woman not part of the group, but married to another player. Ugliness, as they say, ensued. That’s probably the worst example. Infidelity, sorry to say, does not seem to be in short supply in the various gaming groups I’ve seen — it was particularly bad in the LARP that was running here in Albuquerque. I’m not a LARPer, but friends were, so I went to observe a few times to see what the fuss was about. It was a Vampire game (of course) and the purpose appeared to be for everyone to flirt/hook up with everyone else…or kill their character. I came away with a very dark opinion of the community and returned to the table. During my military years there was a thinly disguised threesome going on in the group between one couple and the wife of another player. Didn’t end well, when the woman in question finally caved under guilt and the group shattered.

I met my first wife in a game group, and despite the interest of others, won her. She was the object of affection for one of my gamers for 18 years…and everyone, me included, knew. It never caused trouble until our divorce — he bailed on the group with her. No happy ending there, I’m led to believe.

Overall, looking back on it, gaming gave me a wife, three girlfriends, and a plethora of opportunities to fool around. I can’t quite bring myself to endorse the “Don’t…Just don’t…” advice of Don, despite seeing his point. Gaming’s a hobby for me, and one I love…but if it’s between gaming or the chance for romance? I’d say go for it.

 

I’ve met a couple of gamers through my tenure in the hobby who avoid stepping behind the screen. For some, they just don’t have the time, and one admitted didn’t have the creativity, for the position. Others see running the game a daunting proposition: there’s a lot to remember, some aren’t as practiced as others with the improvisation that is key to good gamemastering, some don’t have the rules entirely mastered…

And none of that matters. If you’ve got a good story to tell — or just an entertaining one — it doesn’t matter if you’ve only got one in you, or it’s just the start fot eh storytelling dam breaking, if you have entertained the thought, give it a shot.

Here’s some idea for a new GM to maximize their effectiveness, and most importantly enjoyability — not just for the players, but for the GM as well. Because if you’re not having fun, you’re doing it wrong.

1) KISS: Keep It Simple Stupid! Don’t craft some multitextured, year-long adventure with dozens of NPCs, loads of backstory, or worldbuilding. Do what you need to tell the story. We’ll use a movie example — Pitch Black.

The basic story: A bunch of characters crash land on a moon of a gas giant when the ship malfunctions. Something is lurking underground and get one of the characters, leading to the discovery of the light-sensitive creatures that are soon to make their lives more interesting than they’d like. The moon drifts into the shadow of it’s primary every decade or so and the place is immersed in darkness. Which is when the nasty critters come out. Your mission: get to an outpost nearby and get the shuttle up and running before the sun sets and the nasties come to get you. No slop, just a survive-or-die adventure.

What do we know about the universe? (Ignoring the craptastic Chronicles of Riddick) Not much. There are colonies and interstellar travel, nasty penal systems and bounty hunters, Muslims in space. That’s pretty much it. The setting, this moon, looks an awful lot like Western Australia.

What do we know about the characters other than a thumbnail? There’s the pilot, guilty about crashing. There’s the bounty hunter we barely know other than he’s a drug addict, and his quarry Riddick — an infamous killer with eyes that allow him to see in the dark…but who shows more compassion than we might expect. The bounty hunter doesn’t trust Riddick; it’s mutual. There’s a miner who gets killed early. The imam and his sons praising Allah and not much else. The merchant. A young boy 9actually a girl) that idolizes the killer. All very basic characters.

Simple.

2) Don’t Panic. You don’t even need a towel for this one. If you have trouble with the rules, have a player look up the specifics while you press on. Or better yet, simply adjudicate the issue with common sense and based on what you do know of the rule. (Crap! How do explosives work in this game? Whatever — they’re area effect and the damage listed is 6d6 with an area effect fo 5’…let’s assume it’s a die drop off/range. Roll 6d6, line ’em up, and knock of one per increment. What, there’s a wall between you and it? Let’s assume the wall soaks a die.)

If you start to feel in over your head, call a bathroom or drink break. Take a moment, regroup, figure out what to do next. What not to do — dig around the rule book for more than a minute or so. You might consider tabbing them with the colored doo-hickies students use in their textbooks, labeled with the appropriate rules you might need.

3) Don’t be afraid to let the characters wander off course a bit, so long as they are enjoying themselves. They might drift off of the story for a bit. Drop a new hint or clue to get them back on course.

4) HAVE FUN! If you’re not, you’re doing it wrong.

5) Afterward, when the session is done, get feedback from the players to see what you did right or wrong. If they don’t even mention your GM’ing but enthuse about what happened, who did what, the cool NPC, congratulations! You succeeded! And if you didn’t, don’t take it personally.

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