Roleplaying Games


During our game on Thursday, an interesting problem surfaced: The characters were attempting to raid an alleyway housing complex in 1936 Shanghai that was full of Indochinese gangsters of Hanoi Shan’s Silk Mountain Triad. There were roughly twenty “houses” with 3-4 floors, in a complex that had two entrances from the main thoroughfares on either side of the block. The road was tight, allowing only three men abreast, with no room for vehicles. they estimated the population at about 300-400 people, max.

The characters, led by one who is an Inspector in the Reserves (the SWAT of its day), has 100 officers and 20 Reserves. It was at this point I realized that Hollow Earth Expedition had no rules for mass combat that I could find quickly. (Now, I could be wrong, and if so would appreciate a comment to direct me to the pages in question…) So I had to wing it. But that led me to slap together some mass combat rules based on a few other systems out there.

First — how I did it. I assumed that no more than 20 or so could be engaging at a time as a means to keep the die rolling to a manageable level. Each side rolled 20 die, and each success was a man down/killed. It worked fine and allowed for a general idea of how the respective sides were doing, but completely ignored the influence of the commanding police officer (a PC), or the fact that the cops were all armed with Enfield #2 .303 rifles and a few had Thompsons. the bad guys were mostly rocking melee weapons, with a few having “box cannons” — the C96 Broomhandle in 7.63mm — and a couple of Mauser 98Ks. they should have been able to outmatch the numbers, save fo the tight spaces and defensive positioning of the bad guys, so I ignored any kind of mods for simplicity sake.

But I thought it removed the PC in the command position from really having an impact (the others were involved in a side operation that allowed me to simply run combat normally — 2 guys against a few dozen gangsters.

So…here’s my battle rules for HEX:

Figure out how many troops each side has and divide by 10. Use 10 of whatever you use for style point/chips/whatever to keep track; each is 10% of the respective force. Now compare the numbers. In the above scenario, only about a third of the people in the place were active triad members — it was about 200 guys vs. 125 cops. Round down that 2 to 1 odds, so the bad guys had a +1 advantage.

The two sides start with the Diplomacy/Leadership or Warfare skill of the commander. The side with the superior force adds that number to that dice pool (so the bad guys would have a +1 added to the “leader” of the gang (a senior mook, in this case) of 3. The lead cop had a Diplomacy of 4 and  Warfare of 3 — I figure the Warfare can give him a synergy die to his DIplomacy…so a total of 5 to the bad guys’ 4.)

Now we add in some basic modifiers for the situation: superior weaponry +1, artillery or light cav support +2, air cover or tanks +4. Terrain: slight advantage (high ground) +1, entrenched or in defensible location +2, fortifications +4.

So the initial combat engagement would have given the cops a 6 (for the guns over melee weapons), but the triad 6 for the tight, easily defendible environment. Roll the dice. For each success, the force is reduced that number of markers (or that number x 10% of the force [in this case 10 cops or 20 gang members].) Works mostly the same, but gives the PCs, if they are in charge of troops, a chance to shine. You could break the forces up, as well — say each PC had had a section of 40 or so guys (4 guys/marker) and would get to roll for their men.

This makes it quickly scalable, and you can add in mods for senior commanders. Say they’re working for a general or other senior officer in a war time event. Each player is a company commander. The general or whoever rolls their Warfare or Leadership first (with mods if the GM wants to) and his successes add to the initial die pool — this represents the strategic position of the commanders and how it effects the tactical picture on the ground.

As the forces are diminished, you add the difference in survivors to the superior force. So if the initial police raid hammers the Triad with 3 successes (30% or 60 guys) and the cops only suffered 10 men or 10% losses, the next test, the police commander would have another +2 to his roll.

You could add in a morale test at the end of each move to see how the respective forces are holding up — a Leadership test vs. a target number equal to the number of markers lost. Example: the Triad got hammered on the initial assualt and the mook in charge needs to roll a Leadership test and get three successes to prevent a rout (and the police inspector one success.) The mook leader would roll three dice, the cop 6 (his Leadership of 4 plus the two markers more he has than the Triad boss.)

You could scale the combat for the number of troops, as well: for a “small” engagement like the one above, each combat round might be 1-5 minutes, but for a battalion level action, it could be 15 minutes, for a whole army an hour each round. Player characters could be doing their part or having specific combat scenes during these rounds.

It’s pretty easy and should allow the game not to get bogged down while allowing the players to influence the outcome of big battles, without having to resort to pre-determines outcomes.

It happens — one of your players who is integral to the plot that night doesn’t show up. Or you have a handful that are unreliable, or there’s a period of time that players get flaky on showing up (for us, it’s usually late summer when one that works in the movie industry is usually on set and another is doing the convention rounds; or it’s the holiday season.) So what do you do?

There’s the usual stuff — don’t play ’til you have the necessary folks for the adventure, have someone run/roll for the missing characters (this is my usual MO), play a board game or pick up game instead. One of the threads over at Gnome Stew had the idea of running a game or series of gmaes con-style — one shots that don’t require a lot of planning or character work.

Think of it as a sort of James Bond style game: You know the hero is going to be a certain way — we don’t have to delve into his weaknesses beyond the most basic — he’s a sucker for dames, his lovers don’t get past the end of the film, he’s relentless to bad guys. The Bond girls — there’s a femme fatale, one or two love interests that make themselves useful in some manner. There’s usually a local sidekick (Felix Leiter, Matthis, Tiger Tanaka, whoever…) The bad guys are fairy simple and have a nefarious plan. Come up with a few action sequences to string the exposition into. Go.

For the GM, think of it as writing a movie, rather than a series or series of books. There doesn’t have to be a lot of backstory, just enough to do the job. (Think Raiders of the Lost Ark — Indy’s really not a well-defined guy: he’s a cruise missile that goes after his prize without hesitation. He’s scared of snakes. He’s got a nemesis that usually bests him [Belloq]. He’s an eminent archeologist with friends all over the world to help him. He likes to use a whip and loves Marion. Done. Go.)

In this style, the GM writes up characters to fit the plot and has a basic notion of what’s going on. The James Bond system had a nice random mission generator in the For Your Eyes Only splatbook, and I’m sure other game genres have something similar. Keep it simple and keep it fast. One idea could be randomly giving characters to the players. I thought that using a system like Leverage or FATE where you could craft up archetypal characters for the genre and just let the players fill in the necessary bits of development on the fly might be conducive to this style of play.

Say, a fantasy game: You’ve got the main hero(ine) and their sidekick (a thief, usually, in the fantasy movies), and maybe the old wizard/sorceress to aid with esoteric knowledge exposition and handling magically stuff. Fill in the blanks — is the lead a bruiser like Red Sonja or Conan, a bit more trickster with animal friends like the Beastmaster, a wet-behind the ears but game for anything type like Perseus or Hercules? (Or Luke Skywalker, for that matter…)

Mix and match tropes, kill some stuff, a chase scene, big showdown with the bad guy that honked your team off for whatever reason…that’s a quick night or two’s play.

Most of us know the name Hanoi Shan from quips in Buckaroo Banzai, but he was a character in the novels (allegedly based on real criminal cases) of H Ashton-Wolfe, a writer in the late 1920s/early 1930s. Hanoi Shan was based on the classic Yellow Peril villain Fu Manchu of Sax Rohmer, and only turned up in a handful of stories.

Coming up in our Shanghai-based Hollow Earth Expedition campaign is an encounter with the nefarious Hanoi Shan, who is based heavily on Ashton-Wolfe’s character, but with a liberal helping of Fu Manchu on top.

HANOI SHAN (aka An Loi Shan)

Thought to be, if not the head, then one of the leaders of the Silk Mountain Triad in French Indochina and southern China, Hanoi Shan was once a highly respected man of science. Indeed, this doctor and philosopher had trained at the Sorbonne and was a native colonial superintendent for the French in his native Annam, based in Hanoi. He is rumored to have always had shady connections with the triads, but after a hunting accident that had left him in a coma for months, Shan’s personality changed. He became bitter, angry, and a fervent anti-colonialist. (There are those that think he was always so, and that his support for insurgents in northern Indochina led the French to attempt to kill him…hence the “accident.”)

He is a master of chemistry and medical science, fusing the modern Western science with ancient Chinese philosophy and alchemy — the result is terrifying. While his gang members use guns, bombs, and the usual assortment of hand weapons to do their job, the Silk Mountain is most dangerous when Shan employs his scientific knowledge and deadly female assassins to poison his victims, be it to addle their minds or kill them altogether. Recently, he has gotten more and more ambitious, linking with other anti-colonial forces from the Kuomintang to the communists in preparation to open a new and vicious war on those that hold the East captive!

Shan is a tall, elegant gentleman who looks to be in his 50s — although his followers subscribe to the legend that he is muh, much older thanks to his alchemical knowledge. He is well-educated, stunningly intelligent, and terribly polite. He is rumored to have studied in Tibet hypnotism and has the power to cloud men’s minds. He dresses in fine Chinese attire, and usually has metal “claws” on his fingers (possibly poison delivering.)

Body: 2   Dexterity: 2   Strength: 2   Charisma: 3   Intelligence: 5   Willpower: 4

Size: 0   Move: 4   Perception: 9   Initiative: 7     Defense: 4     Stun: 4     Health: 6     Style: 4

Resources & Traits: Calculated Attack, Kung Fu (uses his knowledge of accupressure to use INT as base), Contacts 2: French colonial government, anti-colonial movements; Diehard, Intelligent, Iron Will, Psychic Ability (Cloaking); Rank 4 (Silk Mountain Triad); Skill Mastery, Academics & Science; Weird Science, Chemistry

Flaws: Criminal, Callous, Obsession

Languages: Vietnamese & French (native), Cantonese, English, German, Mandarin, Spanish, Tagalog, Tibetan

Skills: Academics 2/7, Athletics 2/4, Bureaucracy 2/7, Con 2/5, Craft, Chemistry 3/8, Diplomacy 2/5, Drive 2/4, Firearms 1/3, Gambling 1/6, Intimidation (Torture) 3/6, Investigation 1/6, Kung Fu 2/7, Linguistics 3/8, Medicine 3/8, Melee 2/4, Ride 1/3, Science 3/8, Stealth 2/4, Streetwise 2/5, Survival 1/6, Warfare 1/6

For our Hollow Earth Expedition campaign, I decided to do some serious fan servicing in the creation of the “Sky Rats”, or the Foreign Volunteer Force aiding China against the Japanese. This is pre-Flying Tigers, mind you. It’s a hodge-podge of characters that work under the self-styled Colonel Trapp Sommers, a Clark Gable-esque American adventurer who is a bit rougharound the edges, but whose heart is in the right place; and Squadron Commander Joseph “Sky Captain” Sullivan — if you’ve seen the movie, you know who I mean.

Rounding out the FVF are a few characters from various movies and TV shows, as well as some homebrew ones (stats to follow…)

There’s LT Jake Cutter, former AA ball player recruited from his work flying for Pan Am and his drunken friend and mechanic Corky. And of course, his one-eyed dog, Jack. Rounding out the Sky Captain angle is Dexter Dearborn, the chief mechanic and tinkerer for the group, and the recently arrived in China Francesca “Frankie” Cooke, an adventuress fresh from India.

Other characters that haven’t been fleshed out yet include “Injun Joe” Malloy, a supposedly half Comanche, half Irish (really, all America mutt) warrior from Oklahoma (that much is true); Alan “Tommy” Gunn, a former RAF pilot who isn’t half the stick he brags of being; “Blackie” Washington, a black pilot from Mississippi who has been roaming the world flying and fighting for the underdog; Ling Wu, the first Chinese woman to fly combat missions (there was an actual female Chinese Air Force pilot about this time…) and — of course — karate ass-kicker.

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!

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