27 September, 2011
27 September, 2011
27 September, 2011
27 September, 2011
26 September, 2011
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…
26 September, 2011
Hollow Earth Expedition: Some Resources for Shanghai
Posted by blackcampbell under History, Roleplaying GamesLeave a Comment
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.
16 September, 2011
Quick Review: Fortune and Glory Board Game
Posted by blackcampbell under Board Games, Roleplaying Games | Tags: fortune and glory board game |[4] Comments
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.
14 September, 2011
Just an Aside…
Posted by blackcampbell under Roleplaying Games | Tags: game mechanics |[2] Comments
I bloody hate exploding dice mechanics!
14 September, 2011
Supernatural RPG “Pilot” After Action Report
Posted by blackcampbell under Roleplaying Games | Tags: supernatural rpg |[2] Comments
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…

