Showing posts with label Play report. Show all posts
Showing posts with label Play report. Show all posts

Friday, May 11, 2012

How dynamite solved the problem

\The last Saturday was the final session for my Call of Cthulhu game. I say final, and I think you can guess what that means?

All in all, Tell me, have you seen the Yellow Sign? was a very good scenario. It was well structured, and had enough support for the Keeper to keep focused on what was going on in the setting. I liked the story and plot, and how it had a strong theme that came out in play. So how did it feel in play, after all was said and done?

Our intrepid investigators finally decided on a trek out in the swamp lands after finding the occult bookstore, and seeing too many signs and needing someone to tell them what the relation to the raid of 1907 was. It turned out they found the gate, the site where the coronation and the calling of Hastur would take place. They spent some time debating the best cause of action and finally decided to build bonfires and use heat and cold water to break up the standing stones at the ceremonial site. Not too bad an idea.

The next night they were woken in the night my thugs dragging them away to the main cultist, Papa Screech, and taken to Carcosa via Byakhee. The experience made them all really shaken, and the poor journalist who was formerly experienced temporary insanity turned totally bonkers. There we left them, having saved the world but having lost themselves. Very Call of Cthulhu, I'd say.

It was kind of telling that in the end what they needed most and couldn't get was dynamite. Very Call of Cthulhu I'd say.

I loved being the Keeper of CoC, and hope to do it soon again!

Now it's time for a one shot of Unknown Armies before the big summer mess arrived and everyone travels around and have no time for gaming.

Thursday, February 16, 2012

Call of Cthulhu on rails

So, we played another session on CoC last weekend. It was the second of two sessions covering the scenario Blood on the Tracks by J. Todd Kingrea from the Pagan Publishing scenario collection Out of the Vault.

The scenario is basically a train ride on a train hijacked by a monster. The intent is to have a feeling of being locked in, of having someone around hunting you for mysterious reasons. I think it is an interesting set up. I'll do a short summary of events and then talk about what went well and what didn't.

So, our investigators left Boston for New Orleans, following the letter our intrepid reported had gotten from her old friend there. Everyone settled in and talked to the other travellers and had dinner on the train. After dinner and cigars most people retired to their rooms, some for "medical tonics for better sleep". Suddenly the peace was shattered when the priest yelled at the top of his lungs that he had seen the conductor run out from Ms Browns compartment, all bloody. The brave investigators broke down the door to the washroom and found the dead conductor.

They spent the night doing autopsies (good with a MD in the group, eh?), examining the blood trail and searching staterooms. Sooner or later the professor of anthropology they had talked to was missing and they started a search, finding him stuffed in a box in the baggage car. By now they all suspected some vampiric activity, considering the blood was missing. They did find, and open, the big crate in the baggage car. Interestingly enough, this lead to the conclusion that Sir Alexander's wife must be a vampire!

Now they had noticed that the radio was smashed and that communications with the engine was down. Our war hero decided it was time for more pulp hero antics and climbed over to the engine via the coal box! He had his big gun with him and managed to blow the two living corpses away. Then there was a fight in the railroad car with the vampire and his acolyte. They ran down the whole train and the fight ended in the baggage car with a stake through the heart of the vampire. Then they had managed to slow down the train and had a lot of explaining to do when the authorities arrived.

So, how was it? Well. I more than once used the guidelines from Unknown Armies about 30-50% being professional level and had everyone with that level automatically succeed at crucial checks like in Trail of Cthulhu. I never had anyone need to be pushed by their Drive into action. Also, I actually forgot to check if anyone's Pillar of Sanity was threatened when they rolled for SAN. The latter was a failing on my part.

Mood wise I think it worked ok. Having one after another being killed off did heighten the sense of being hunted somewhat. I think the fact that things were moving along a pace determined by the villain was a good thing. It meant that even though the investigation could inform the decisions of the players, nothing had to stop because they didn't figure it all out. In fact, I don't think they ever did. The fact that guns are so deadly in close quarters made any gunfight slightly lopsided. I rolled really bad on my part and every second (no, really!) shot fired was an impale! Maybe you need to have a mix of "gun fodder" and some nasty mythos critters to drive home how useless guns are against those.

One of my house rules that will come to matter is how I handle SAN recovery. The doctor who did the autopsies and with reckless abandon ran after the vampire with his hunting rifle did suffer. He gained a temporary insanity and how have this thing for cleanliness. It will affect his work, I gather. But, more importantly he lost 8 SAN which he will never get back. They ended up with a train filled with bloody murder, corpses and guns had been fired. No chance of plausible denial there, so no SAN recovery even though they defeated the monster. That rule will colour this campaign!

Now they will arrive in New Orleans and there are cults, murders and monsters up ahead. I can't wait.

Sunday, January 8, 2012

The last hurrah of the Ronin Wars - Battletech

Today I played in the last battle of our narrative arch of the Ronin Wars. In the setting plot for the Battletech universe, that was a rebellion by old hardliners when the stellar empire of house Kurita let some worlds seced to form a new stellar state. I played the old guard, and this was the last fight as the war was lost.

I knew I wanted to try some of the combined arms aspects of Battletech, so on my side I had once light lance and one company of mechanized infantry. Add to that some buildings, and you have quite a mouthful of new rules if you've only played mech against mech before.

We decided my force wanted to extract three caches of information from the buildings before retreating off world. I sent in my three platoons of infantry towards the buildings and my opponent decided, without knowing, to concentrate his force of heavy mechs on just that cluster of buildings where two of my three caches were. Ouch!

The first platoon ran in, and ran out. While retreating off map they suffered serious losses. Lucky me we had no morale rules! Then they managed to escape they secured a marginal victory for me. After that my commander, in my only mech with any firepower to speak of, got hit by ten long distance missiles in the head. He died, quickly.

After that we diced a lot and my mechs became punched and shot at a lot. In the end one was mobile, but with no weapons left, one was running around with reactor hits and the torso a gaping hole and the last one had no arms and a leg that would fall off if someone looked at it angrily. The last of the infantry died on the edge of the map, gunned down by autocannon fire.

I have no idea of this was how you create a scenario by the book, since I don't own the full rules. Also, I have no idea of this was a scenario where the battlevalues matches up at all. Some guesstimates indicate my force was outgunned somewhat. It was real fun, though!

I really love to play Battletech, since the scenarios become small stories in themselves. Small epics of miserable shots, clumsy pilots and daring escapes. Great drama!

Wednesday, November 2, 2011

Playing Lady Blackbird

Last Saturday, I ran Lady Blackbird with a couple of friends. It was fun and everyone laughed a lot. Still, it was not as I had hoped it would be.

For those of you who doesn't know, Lady Blackbird is both a scenario and a game system. John Harper designed it, and distributes in freely on the web (see the link above). It's a pdf with a setup, some sketchy setting information and five characters with a rules summary. This means that all the time when you play Lady Blackbird, the character will be the same, and it will start the same way and diverge from there.

So, what did I like? Well, the game system if easy enough and the character are all fun an easily triggers ideas for play. Also, all characters have relations to each other and other forces in the world. It's a good setup.

So, what did I not like? Well, the game system really demands you to invent stuff. You should go out of your way to really, really grab xp at every opportunity. You should also look for opportunities to reinvent the character and take the meagre stuff on your sheet and develop it, though play. You think this all sounds like positives? Yeah, kind of. But, it also mean you have to have proactive players. You have to be able to design and add to the setting as a player. This is not for everyone. Actually, I think the old saying that a good GM can make anything fly is wrong. Good players, can make anything fun! Mine weren't too bad, actually.

What am I complaining about then? Maybe I'm just teasing, to make a bland post more dramatic? Anyway.

It went well, like I said. But, it took quite long in the session until people actually remembered their keys, and that they gained xp for them! Also, I tried to follow the GM advice and ask questions and follow along, and not try to steer the action. Those times I tried to force the issue by pointed questions about how people felt about being treated "like that", they more often than not shrugged and let it pass. But, it shall be said that they did create more trouble for themselves after a while anyway. I just wished they had responded like I wanted them too! Yeah, I know. They did well.

Now I want to run this game again, to see if it will differ as wildly as it seem to have done, in podcasts and forum posts. Interesting game.

Friday, August 26, 2011

Battletech: Random Encounter!

It was time to play another BattleTech scenario today. Last day at work was hell, so I needed something to take my mind of it all. We decided to run a classic lance on lance patrol encounter, in wooded hills.

Once again we visit Zyclone 3, the fought over planet. The Rasalhague have been given it, but Kurita hardliners refuse to give it up.

The Kurita mechs were advancing through woodlands when suddenly there came enemy mechs up over a ridge. Intense fighting took place. First some placed themselves on hills and started to rain down long range missiles, and then others closed for melee all guns blazing. It all ended when the Steiner lance began to fall back, under cover of their leader. Sadly one pilot wanted to launch one more salvo and both him and commander Heinrich MacManus was vaporized, by a direct hit in the head by a laser and a missile ammo explosion, respectively. Fittingly, pilot Brenan Amundsen desperately yelled "Sarge!" and in tears managed to cause an ammo explosion in the Kurita commander's mech as well. Commander Takita's death caused his lance to hesitate and the Steiners could fall back.

Damn, these giant robots are fun!

I find that a simple rules system, with enough quirks and wrinkles, gives a lot of flavour. You roll your 2d6 high is always good. It just took 3 hours, including a lunch break, so it wasn't time killer either.

Naturally I think of this as a roleplayer, and for me the individual pilots and the stories that compel them to fight this fight is always in my mind. Having a pre written story and trying to reenact that in a set of scenarios where there's freedom of movement and action is an interesting challenge. I will probably try to write up our efforts as a campaign, and I will probably try to find ways to play this game on many levels. I have still not managed to get my great project off the ground where you play the domain management game on one level, then pick up your low level characters and do a crawl and have those two be played by different players and have it all interact and create a living, breathing world. Maybe Battletech is worth studying for something like that.


Saturday, August 13, 2011

Battletech: The Dragon holds the line! (and a few thoughts avbout Traveller)

A few days ago we assembled to commanders at my place and fought a Battletech scenario. BT is old school to me, whatever rules you use. My boxed set if the 2nd ed.

Along the border of the Steiner and Kurita empires, worlds have started to rebel, not respecting the deal by Theodore Kurita and ComStar. (this is before the clans. I did say old school, didn't I?). One such planet is Zyclone 3, where the samurai mechwarriors get their orders from the local warlord, that coming down from the mountains are two lances of Steiner mechs. They are spearheading a push toward the industrial centres in the lowlands. "We are redeploying to meet this thread, but you have to Hold the Line until reinforcement arrive and we can defend these vital resources!" Let the battle commence.

I played the Kurita guys, and had one lance of veterans in medium mechs. The Steiners had one light lance and one heavy lance. They were regulars, and the light lance mostly so. Naturally, the first thing that happens in that the heavy mechs stumble and fall while crossing a river! Some giggles in the light lance when that happened. Then I got my LRM and autocannons up on two hills with good visibility on a majority of the battlefield. Missiles started to rain as soon as the Steiners came into view. Two batteries of LRM 15, firing each round for four rounds. Just picture it!

In the end I managed to blow up two enemies, and shoot off the leg one another. It looked like a victory and the other player yielded. This was so fun that I at once started to think about doing a campaign. Naturally that makes you start to think about stories, free form developments and sandboxes. Again.

There are different rules for Battletech campaigns, and some of them have tried to handle the fact that you might want to play in a story line, but also to be the master of your own fate. I have read some of those and been thinking that maybe they can be used got a RPG campaign?

In a BT campaign you use something called tracks, which specify not which troops show up, but their relative size and strength. Also, the terrain is stated in a general case and the outcome can lead you to another track depending on what happened.

If you want to try to game a more controlled story, I don't see why you couldn't use something similar. In Traveller adventures, at least those from DGP, utilized something called nuggets. A nugget was a few resources for an encounter, and it had a dependency tree, i.e. it was connected to nuggets that had to happen before that one, and nuggets you could go into depending on the outcome. I think I'm going to go back and reread some of those old Traveller adventures and see how it worked.

Saturday, June 25, 2011

The Shadow of Pavis

So have I finally joined the ranks of Gloranthaphiles who have fought their way out of the Big Rubble. Last Wednesday, a day that had sucked from when I got out of bed, ended well with our brave adventurers escaping with their lives, and nothing much more.

Way back when RuneQuest was the game of choice for gloranthan gaming, everyone were gaming in the plains of Prax and in the city of Pavis. Far later everyone shifted their focus to Dragon Pass, but latecomers like me never got to experience Prax. Now I have at least addressed that.

There was a time when whatever somebody posted about on Big Purple, the recommendation was to use Savage Worlds instead. The darling before that had been The Shadow of Yesterday. I have the former, but have never played it. The latter I had become very curious about, due to the above mentioned recommendations. Now we had a setting and a system, we all just waited for the lovechild of that union.

After character generation, we started off in media res, but not in the midst of the adventure. After the adventure, having a drink and retelling our adventure!

We had a very peculiar setup. Our GM knew little of Glorantha, the other player nothing, and I know far too many odd little details thanks to my extensive collection. How do that work, do you ask? Well, you just set up a dramatic and appropriate scene based on general knowledge, and when an NPC asks "Tell me more of how that happened!", you as a player with more setting knowledge can step in and add to the background. It was an interesting way to involve the players. There's often talk about player skill, and I found that having the GM set up a tight spot and then as a player have free reins to develop that situation, both by solving the immediate problem and by fleshing out the setting, was an interesting usage of just player skill.

Our brave adventurers was on an expedition into the Big Rubble, which is a dungeon which can contain anything. We ran into some weird plantmen, i.e. elves, which scared us witless. Exchange of gifts according to some ancient agreement with the Pavis cult took place, as we invented that ritual on the spot. After being amazed by a levitating rock, chewed some narcotic leaves and stolen our gift from the elves, our thief managed to loose it in a cesspit. The local occupation force did not detain us, since we had after all our troubles no treasures to tax.

I think the lessons of this session was how a backward narrative with a swapping of tall tales in an inn worked quite fine to set up short and challenging set pieces for us both to solve and embellish. It was a good way to develop both the setting, story and characters without heavy prep, massive reading assignment on the setting and a nice way to keep the session contained and restrained both in time and space. Really good for a one shot.

We didn't exercise the game system that much, but The Shadow of Yesterday didn't get in the way, and the possibility to tailor the abilities you get XP for was interesting. I might write more on the game system at a later time.

Sunday, October 3, 2010

To save a king, swashbuckling style

This last Tuesday we had our latest 7th Sea session, after having had a hiatus of a week. You could say a lot about that session, but it was not event less!

After having met the rector of the university, and heard that Francis old friend now was a spy, they decided to go shopping for some fancy clothing suitable for a night at the theatre. Now they had agreed to try to help find that list of contacts for the Invisible University. Cloak and daggers!

Suddenly Juan saw his hated half-brother in the crowd! Without thinking he drew his rapier and started to run. At once someone yelled "Assasin!" and all hell broke loose.

A shot was heard, and suddenly a gilded carriage crashed down the street, mowing down pedestrians like harvesting wheat. From nowhere rushed black clad people with blue sashes, attacking and pushing people aside. Francis got pushed into an alley and beaten, until he managed to shake them off him.

Anna Maria grabbed the reins of the stampeding horses and surfed on the back of one horse, trying to make them stop. At the same time a masked figure jumped on top the carriage and gallantly greeted her as the whole vehicle at last slowed down. She got down, but as another shot ran out an arm from the carriage grabbed her inside.

Juan had, at the same time, fenced his way out of a bunch of the guys with blue sashes, using elbows, knees and sword. Now he thought he saw his brother again, this time running after the newly started carriage. Quickly he drew his gun an shot the "sash" blocking his sight. Naturally, his brother was then nowhere to be seen, but since the vehicle ahead was speeding up he must have jumped inside.

A Olympic quality sprint later, Juan caught up with and threw himself onto the rear of that horse powered mode of transport, and feet first he then entered the vehicle after having clinged onto its back for a few seconds. Suprised he gazed up into the eyes of his king.

Francis now came out of the alley, having at gunpoint gotten the information that all this was arranged by "the cardinal".

Much later they had gotten the promise of a favour of the Castillian king, and with new fancy clothes where ready to go to the theatre.

Sometimes it's fun with some political intrigue and assassination attempts. I guess this is why some people prefer games where intrigue and conspiracies about. When was this first tried? My first thought is Flashing Blades (and Flashing Blades modules are what we are playing next...), but might be wrong.

Tuesday, February 2, 2010

Goblin Waters delve - part 2

Once again our brave delvers fought cunning and dangerous foes in the water logged caves in the mountains above Kobb, the hobb hamlet. We left off with the characters still in the caves, and I must confess I had forgotten how much punishment they had taken, for in the first fight one of them went down after first contact with the enemy. I was way to kind and actually let them fight giant spiders without venom! But, they handled themselves well and fought very smartly with a polearm in a fairly narrow corridor. Nothing beats a polearm set against charge when there's no room to evade that pointed stick if you want to close for melee. Spiders being spiders they wasn't that good at grasping that fine point of tactics.

Apart from some fights, this was a session for sneaking. Everyone who have ever used pitons to keep doors shut or open can probably imagine what happened if I tell you that my players successfully "contained" some danger. I still haven't decided how hard it will be for that poor monster to break down the door.

The most useful lesson learnt so far for me from running this adventure is to always look at rooms close by and try to imagine how the inhabitants of those rooms would be able to roam about. Having the dungeon be a place where people move around makes for a more dynamic setting, and it was quite suspenseful when the characters kept hearing splashing of oars in the distance and suchlike.

If you have never had players plunder an alchemical lab, or some other place with strange bottles, I suggest you do so! How entertaining it is to see how they try to discover what those mysterious liquids do. My only disappointment this session was that they never did try to drink that massage oil they found. It would have been fun.

There are still more dangers to be found in tha caves, and we will meet again in a few weeks time. I really love to be playing T&T again!

Tuesday, January 19, 2010

Gobling Waters delve!

This last Sunday we played T&T, and great fun was had. Three brave adventurers managed to be in the hobb hamlet of Kobb, and answered the pleas for help from the vertically challenged.

Grötz - a very stout dwarf
Farhandian - a very charming fairy
Jack - roguish human

Later on, Farhandian was lovingly carried back to town in an envelope to be buried and the very sturty hobb Sam took his place. Nothing stops adventure!

So, what happened? We were playing Garen Ewing's small GM adventure Goblin Waters, since it was of fitting size and I had it printed out. I really wish Garen had published the map in some other format than jpg, though. With a lossy compression format like that it was very hard to read the keys from the printout. Use png, people!

Our brave adventurers, broke as usual, came to a small hamlet where everyone was sad because their mayor and their dragon mascot had been stolen. Our brave delvers accepted their hospitality and enjoyed themselves among good food and fair hobb maidens. Then they grabbed their weapons and followed a young hobb named Sam to where he had seen the vile goblins disappear into the mountainside.

All the while they was in the caves and tunnels, goblin patrols managed to run into them. For some reason it always meant a fight instead of evasion. I guess they took that kind of serious about "punish those vile goblins". I tried to be good with hints when they encountered bigger and more well trained goblins. All those hints fell on deaf ears, but when the dwarf decided to behave like a bowling ball, and the fairy focusing on diversion it went very smooth indeed. Then the delver with gossamer wings and 4 in CON decided to go up against a goblin. Fairy past against his shield and the cavern wall. At least his comrades in arms decided to buy him a nice card to be sent home in. Suddenly Sam realized he had qualities hereto unknown, and joined the group as a spell caster. They brought poor Farhandian back to the village and Grötz had to scream very loud and recruit and train a local militia to get them to think positively again after that. Then they got back.

My favourite scene was when they had dared to enter one of the tunnels off the under ground lake and found the goblin accountant! He was totally non plussed by the appearance of intruders and even got them to help him work! Don't let anyone say that there are no NPC interactions and no character role play and immersion in a dungeon crawl! Questioning him was great fun.

What can be said about that session? Well, everyone seemed to think T&T was very fun, and that the freedom allowed by the Saving Rolls system was making the system come alive for them all. I tried to be quite generous with AP for good ideas and making us laugh. A sense of accomplishment is not to be underestimated, and the constant trickle of AP from SRs helped that. I ignored Kremm Resistance, since I haven't decided what to make of it. We also used my House rule with 4d and pick 3, for humans to measure up to other kin. Paragons I only allow after a triples, since the 4d makes all 12+ more likely.

My players will have to chime in with details I have forgotten.

Thursday, January 7, 2010

A Swords & Wizardry experience richer

So, finally we managed to arrange for a session of S&W, and I even got to play. This last autumn I got the impression that everyone is ill all the time in this country. Even tonight one of our players couldn't show up, and one was ok but had a slight cold. Gaming prevailed.

It was interesting to have a group with so mixed experiences of D&D. Where one player was solidly a 3rd ed player, another have been playing since the seventies and are a regular 1st ed gamer who have also played 3rd and 4th. Then there was me who loves the old school, but have a solid knowledge and experience of 3rd & 4th and just disagree with it. It would be an experiment with old school to see how well it went over. Luckily we complemented each other and we had a good time.

While I had expecting roll 3d6 in order we actually had the generous option of 4d6 drop the worst. Those characters were good! I wanted to play a M-U and got the stats for it. Naturally, I started with Sleep prepared.

We got a background briefing, and it was clear that our DM had been working on the setting and the history. If I hadn't actually been talking to him about dungeons I might have become a bit worried there. Some haggling and in character interaction we positioned ourselves in our party roles and established some character traits. Since my fellow players rolled far worse than me for starting gold, I graciously offered to lend them some of my money. Naturally, I charged interest. Stiff interest. Miser? Me?

Then we set off for the ruined city. While the setting info had given me some sense of wonder about the olden days when the Empire was around I had already forgotten most of it. I always do that unless I take notes. I knew there was a ruined city, and we wanted to go there.

We scouted somewhat and got a good view of the city. Most of it was rubble, but some greater structures stood. Dice rolled on the table and we noticed some flying monsters taking off from some still standing tower. Lucky us. Taking cover we kept out of sight and nothing bad happened. Something bad did happen to a goblin skulking about in the city, he managed to get a throwing axe lodged in his back. Clumsy goblin.

Since it was late we had to find shelter, and did find just that in another tower. We had to fight a monster who poped out of a glass globe someone unfriendly tossed at us as soon we entered the tower. A seriously grumpy owlbear was dispatched and my poor mage missed with his darts five rounds in a row! The melee fighters was good to have around. After some negotiations we could enter the tower and managed to calm the crazy hermit living there. While everyone were busy talking to the hired hands I decided to kill the crazy hermit and take his library of glass globes as my own. For some strange reason it turned out my party was squeamish and after the deed expressed horror. At least he wouldn't slit their throats at night. We took possession of his camp and grabbed what valuables there were. That was the reason we wanted to seek adventure, right? Having counted the gold we decided this was enough for one session.

S&W was easy enough, with a very quick combat system. Much could be accomplished without being bogged down in rules, and I felt we got that thrill of exploration even though we hadn't even found the entrance to the catacombs under the city. Clearing out a building room by room is a special feeling. The only real discussion we had about the rules was about xp bonuses. One player felt they were unfair and undermined the idea of the party. I have been thinking that myself sometimes, since it's a reward given over and over again for someone being lucky with random generation of stats. A very good player might be punished even if he does everything right, while a player who lucked out and rolled 13 both for CHA and WIS suddenly advance quicker. I really hate the idea of a "balanced" system, but that rule is not one of my favourite. Letting go of it, without building a sense of player entitlement probably is on my wishlist. I've thought it before, but real play made it stand out.

Now I hope we can make this more than a one shot, and that there will be some regular S&W gaming. Our DM and his betrothed are expecting their first child pretty soon so we will see how that affect things. After some time at home with a newborn you probably want to meet some other adults, I hope. At least I now have had some S&W experience, and it was positive!

Friday, December 18, 2009

Actual Play - Battletech

Ever since Chgowiz started to write about Battletech and Mechwarrior, I have once again felt the stirring to play a game of tank fighting. When I first bought the game, back in the day, we sat down on the living room floor at my friend's place. It tooks us 8 hours to read the rules, set up a game, puzzle over the rules and fight two minutes of real action.

Today I sat down again, and once again it took ages to get moving. I think the game is fairly easy, but still I managed to forget firing modifiers for the moving target at our first fire combat phase! We redid it, and it happened exactly the same way as when I needed 3+ to hit, instead of 8+. Kind if fitting.

We fought with one lance each, the first scenario in the new slick introductory rule book. Go and grab it online, it's free! The scenario was really good, with a excellent use of the basic maps and a interesting mix of mechs. We both engine hits, and heat was then a constant problem. I also managed to destroy one leg on one of the weaker opponents. Rolling 9 on hit location table for left leg is something I did all the time. I wonder if I have to re-calibrate my weapons. They all seem to fire way to low and left.

It was my second fight since my Battletech interest was re-ignited. Now I will try one more time before getting serious about it. I think I learned how fun, and frustrating, it can be with criticals, how important resource management is to have fun, and how fun it is to make things go "boom!" once in a while. Hopefully those lessons can be brought to bear in my roleplaying as well.

Wednesday, December 16, 2009

When a game goes wrong, and everything explode

After the session last night I remembered the worst case of blowing things up I've ever experienced. It happened many years ago, but I still remember it, with some fondness. I had bought the Commando supplement plus the Brushfire Wars scenario book to Top Secret/S.I., and we decided to try it out.

We rolled up characters, getting a good mix of experiences and skills. Finally we decided to take them out in the field. I did a short briefing of the case, aeroplane hijacking situation in Libya, and the players started planning and listing equipment they might need.

For those of you who don't know about it, Commando is a sourcebook about playing anti-terrorist units, SWAT teams, spec ops and any kind of military situation of the special forces kind. There's a lot of information on military hardware, specialized skills and descriptions of special forces of the world. When you want a seriously gun focused game, it is just what you need. Don't ask me how "realistic" it is. It is based on the Top Secret/S.I. system which is a bit more cinematic than the 1st ed Top Secret, but still fairly deadly.

So, our SAS heroes were airdropped from high altitude and managed to land without breaking any legs. After a short trek over land, they approached the airport, from the desert side, where a civilian plane had been forced to land by the hijackers. Being fairly sneaky they managed to get into the terminal building, and noted that it was all empty. Mysterious?

Up until now our characters had all been sneaky and quiet. They managed to position themselves overlooking the runways, and now things started to happen for real.

The plane was positioned a fair bit away from the terminal, and closer by was a big bus. It was clearly one of those long distance coach fares, and there was some advertising text on the side. For some reason someone got the bright idea to walk up to the bus and talk to the driver.

Said and done, one guy walks out and realizes that the bus is filled with young children, and the driver looks very suspicious and is armed. Not only that, he notices the player character and draws his weapon. A special forces soldier is probably quite a good shot, and also quite quick? Yes he is. So, the driver is shot dead with two silenced shots to the head, and slumps over the steering wheel. Did I say that the engine was running? Well, it was and the dead guy manage to get stuck on the throttle and the bus starts rolling.

At the same time another character decide to duck down and run out to the plane, since he see that the entrance in the back of the plane is open. He gets there, gets in and is noticed by the hijackers and tosses a stun grenade just before the bus crashes into the plane with a roar. Fuel all over the place, sparks flies and we have a fireball.

They not only managed to get the plane back and the hostage back, they also managed to kill the busload of innocent school children who was there as "security" hostage for the bad guys. Total carnage.

I couldn't decide if I should laugh at the players ineptitude or cry for all the innocents. I guess it's only natural that this session everyone involved remembers as very memorable and fun.

Actual Play: Trail of Cthulhu - The Dying of St Margaret's

Back in September I played the first session of this adventure, and after 10 000 sorrows we finally got together again to finish this scenario. It has hard to remember who we were and what we were investigating. I'll tell you what we did below and everything that follows will be spoilers!

But, we went down to the village to talk to some Sara. None of us knew why, but we had taken notes about going to ask her about... something. It turned out that being friendly with the locals was not always easy, but being of a working class background my character managed to get them to loosen up a bit. Sara turned out to have some personal belongings to one of our friends, who had disappeared. Key was that her husband mentioned an old theatre which had been worked upon at the school. Back at the school we decided to take a look at that one.

Now things happened at a brisk pace. We broke into the theatre, found some papers and a strange machine. Being of sound mind and not very found of dusty old papers we avoided learning about strange horrors and instead started the strange machine. Since it turned out to be quite scary we took a lot of notes and decided to get back.

Decide to get back we all did, individually. In the middle of the nigh. So, Driven by Adventure my character decided to flick the switch again, lock the door and see what the machine really did. Driven by Moral Indignation another character sneaked out and decided to burn the whole building to the ground. Driven by Patriotism yet another character wanted to secure the find for the greater good of England.

So, we managed to die by infighting, burning kerosene and having all the oxygen being sucked out of our lungs by a miniature black hole! One character managed to be insane before that and survived, totally nuts. A fitting end.

Apparently this scenario would have been a Purist one where finding the Horror we should have realized the futility of fighting the Mythos and then resignated ourself to the fate which becomes us. Not us, we died fighting!

On the bus home I listened to My Dying Bride, and got a totally awesome overwhelming feeling of doom and futility. I loved it.

A fitting end.

Friday, December 4, 2009

Gaming family

Tonight we manged to play a session in a campaign started by a friend of mine when I was still living in Canada. He had told me I was welcome to join when I moved here, and now I did. Gaming is my hobby, and even though this campaign seemed to be quite different from what I like most, it is still gaming.

There were six of us, and each of us had some kind of family among the NPCs. Many of the other players had been developing relations with the villagers and I think that some are even engaged to be married. I guess you can tell that this is not a game about exploring the world, but playing a social game.

While it's kind of a waste not to go out and explore the world (our game master is a very good world builder, and I'd like to go out and see what he has invented!), it do work as a backdrop and fuels some of the intrigue and social interplay. But, what really struck me as interesting was the logistics of having a shipload of NPCs.

Imagine a village with 5 or so main families, and 5 or so members of each. Now imagine that those are the people you grew up with and have strong feelings about. It's quite a feat to just keep them all in the head, and even more to remember whom you should play a dislike for. Add to that the craftsmen, leaders and factions of leadership. How on earth do you run such a game! I wonder if I could. Frankly, I wonder if I really like people enough to care about them all. Quite different for me, this game.

Thursday, November 26, 2009

On a mission from God - playing Dogs in the Vineyard

Yesterday was a good day. Well, it was one of those days when I was running back and forth and felt like I didn't accomplish much, but I managed to experience a real live game session! I have had a drought since leaving Canada, but hopefully there will be some more precipitation from now on.

We made characters for Dogs in the Vineyard, and all three are interesting. Maybe the young female convert from the East is most flamboyant, but the others have interesting aspects. I like the intellectual sharpshooter, and the doubting theologian as well.

For those of you who have managed to miss it, DitV is a game about "Mormon gunslingers in a West that never was". It's not really about Mormons, and not really about the Old West as it was in our world, but something like it. What it is, is a game where actions have consequences and your morals force you to act and think about it. Everything that's causing brain damage about alignment just works out like it should in real life in this game, it feels real and meaningful. Also, it will blow your mind that you can have that much freedom of action as a player, and learn to feel serious feelings of regret about the consequences of that freedom.

The session was a bit short, but to my surprise we managed to get all three characters done, and initiate two of them. The latter is kind of like the Prelude in Vampire. You play out a scene or passage of scenes which happened before starting play and it will help you learn the game system, and kick start your brain into your newly designed persona.

My favourite scene was probably when one of the characters, who had a illicit sexual relation in his backstory, suddenly chanced upon a couple doing the nasty thing. He started berating them, and when the girl saw his hesitation she yelled "You would do it if you had the chance!" The look on the player's face was glorious to behold. It just became better when she then with a intuitive strike accused him of not being so innocent himself. Never have self doubt been so fun to act out at the game table. You know you have succeeded when a player is squirming on his chair and trying to get out of the mess, while at the same having a smile plastered on his face.

I just love Dogs. Thanks Vincent!

Saturday, October 17, 2009

Battletech, still fun ten years later

I'm sorry I haven't been posting as frequently as I would have wished. With no gaming happening regularly in real life I get lot less food for though. Hopefully it will pick up somewhat soonish, though.

Now for a fun game night yesterday! I bought Battletech 2nd ed some day back in the late eighties, and played one game with a friend. It was very slow and we found it very cumbersome. Today I wonder how we managed to get that impression! Thanks to some talk about the Battletech universe lately (check out microMechWarrior!), I dug out my old box and started reading.

God knows I find all kinds of anime or manga with mecha boring. I really can't understand what's so cool about those robots. But, for some reason the setting of Battletech seem less silly to me. I sure am strange. Fire up about those big robots, I decided to bring the game to games night at the club.

I decided to build two teams of exactly the same mechs, since I could find an opponent who wanted to play but didn't want the fiddly bits like choosing a mech and filling out the form. In the end we had one 20 ton Stinger, a 55 ton Shadow Hawk and a 65 ton Crusader each. Putting down the two maps from the Battletech box, we started from one side each and without a scenario we just tried to beat the living daylights out of each other. It was quite enjoyable!

The only problem we had with the rules were that we missed that LRMs should be rolled for in packs of five, and how many missiles were really fired in a salvo. The former problem just meant we had to roll less dice when we noticed it, but the latter was only resolved by looking at examples, as it wasn't explained well in the rules. We checked the newest quick start rules and strangely enough they were not very informative on this subject.

It was cool to see a critical success on my Crusader. Soon I had to adapt to the fact that I had an reactor which was leaking and helped heat my mech 5 pts every turn! Ouch. Then my Shadow Hawk got pummeled by LRM fire from the opponent Crusader and looked kind of beat up. Revenge was sweet though, when I managed to shoot off one leg and totally maim the other on my opponet's Stinger. If someone can tell me how to use, and survive in, light mechs please do!

After we had been fighting a while one guy came over and admitted that he and his old friends had been playing MechWarrior quite a lot when they where younger. This game have been everywhere.

Now I feel tempted to start a Battletech campaign!

Sunday, August 23, 2009

Beyond the Mountains of Madness - a few thoughts about a CoC campaign

So, after playing very intensively we managed to play through all of the campaign before the whole crazy mess of Worldcon and moving started. The way it played, and the way it is written got me thinking.

The very first thing we noticed when making characters, is that there are recommendations for suitable skills for the investigators. Also notable is the fact that the most important people in the Antarctic expedition are all NPCs. The latter is important, since it means it will almost certainly mean that the important decisions during the expedition will all be taken by the Keeper, as a NPC, not the players. Our Keeper decided that since this meant he would have to be talking to himself, it would be both silly and boring. Naturally that meant that some key personnel had to be Player Characters instead. Having taken care of that the reason for the first problem becomes obvious. This campaign have a story, a way it is supposed to unfold. Now, I'm not saying that has to be a bad thing. Most CoC scenarios are written so that it begins with a relative/friend/acquaintance of some sort call on the investigators to come and help out with something. That of course means that there is something going on, already defined, and the players are supposed to follow the trail to the end and confront the problem. I can hardly imagine investigative roleplaying being handled any other way. Still, we managed to both ride the rails and do some serious detours.

We had to go to Antarctica, and we had to investigate the mountains. Had we not done that it would not have been an adventure. While it might be fun to have a wide open space to explore once in a while, I've found that those campaigns tend to be quite meandering and without focus without the right kind of players. Having a clear set goal isn't always bad. What did make the campaign interesting was how we were all playing characters that knew nothing about the mythos. We came to the icy waste to make scientific discoveries, and while some terrible things happened, and having been slowly lulled into the feel of a scientific expedition with all the mundane tasks of such a journey, we still decided to look at it as a scientific mystery to be solved. Finally our characters could no longer deny that things were a foot of vast importance. But our first way to handle things was still to collect data and try to talk to the mysterious creatures we encountered! Having the expedition leaders out of the equation we all had our own plan for what we wanted to accomplish, and that became a new drive for our investigation. I think my conclusion is that if you make the personal goals of your character the main focus you can still play what is a very railroady campaign, and still feel like you do your own thing. Probably it will derail things and open it up into something potentially even more interesting. It was quite an experience, and my character went silently totally insane and had she survived she would have created the most elaborate mental cover up possibly denying the journey ever happened. Instead she blew herself and two traitors up with dynamite. What a way to go.

Friday, July 31, 2009

Playing the Dungeon of Voorand - the end?

Last night we had the final session for the campaign. At least it will be the last session with these players, and in Kingston ON. I ran it like I have done it since the start, with a Megadungeon and a sandbox attitude where the players decide what they want to do and the world develops according to their interests. When I have felt unsure I have tried to follow Vincent Baker's advice and "say yes or roll the dice" seem to work just fine. I think the experiment have been a success, and I feel it closed on a chord with power and harmony.

The construction kept going on, and a college, housing and entertainment of various kinds are now available outside the dungeon. I didn't feel I could do as much with that potential with such a limited time, but I still liked the possibilities of adventure that could provide. Maybe they will stay and will become a part of the setting for when I find a new group.

The delving was a bit short, since we all were a bit unfocused. But, we had some glorious fights with gigantic spiders and they managed to poison a delver. I was kind and didn't kill anyone with the venomous bite. The best use of a magic item was definitely the Redecorating Wand, which so far had not found much use. Now, with cobwebs all over the place it found its use and it transformed the corridors into nicely decorated tunnels with drapes of spider silk. Pretty. In the dying moments of the session I short circuited some laborious tunnel crawling and described the vista of the Lost Underground City which they found according to the map they had purchased. Since they had quested for the goblin city and the crystal forest for so long I gave them a glimpse. End with a hint of more and they might keep dreaming. At least that was my hope. In the end everyone got a diploma as a superior delver and thanks for showing up and making it fun. It felt like a cool way to send off the campaign. Someone did this with their Mage chronicle (was it ChattyDM? I can't find anything on his blog archive!) and it seemed nice.

So, as I said the format for the game seems to have worked pretty well. I'm not that fond of the Kremm Resistance rules, and I'm beginning to think that ablative armor like in 4th ed might add a nice dimension of resource management. I'll probably also do some testing with the experience for gold rule next time. Tunnels & Trolls is a fun system, and I think the progress of the characters in the campaign made it feel like an accomplishment, but not so slow as to make it feel like you was at a stand still. What will be my next big RPG project? Time will tell, but I have had suggestions for a WH40k rpg. We'll see.

Friday, July 24, 2009

Playing the Dungeon of Voorand - zombie overkill and the founding of Las Vegas

Last night's game in the Dungeon of Voorand Campaign is sadly enough going to be the penultimate session. One more Thursday, and then I will pack up my stuff and leave Kingston. I feels a bit numbing to having to end this very enjoyable run, but at least we ends while having fun and still pumped up about everything cool we all want to do in the game.

More than once my dear players have realized that there are more to find even at places they thought had "cleared out", or just left for more challenging levels. I once got to hear that the dungeon felt big and like there was a lot still to explore. I loved that I had managed to capture that part of the Megadungeon concept.

Last night they decided to poke around some dark corners of level one. Naturally, not everything was like when they last were there, and they found a secret little "sublevel" that I had hidden. Not even this time did they explore everything, but they did find a ogre guarding a statue decorated with magical items like a helmet, belt, sword and other trinkets. Since they broke down the door and made a lot of noise, they woke the guardian up. They later found that others had taken his offer of using a bribe, and had plundered the statue somewhat. They did away with the guardian by a very dirty manoeuvrer, and grabbed themselves some magic. Now they have realized that all permanent items come with drawbacks, so it will be fun to see if that makes them vary.

As I have been telling before, we have had an explosion of building lately. We have had a tavern built by a PC outside the dungeon, and today a school for special education (firstly outdoorsmanship) and a casino was built. As you might have surmised from the subject, they are on their way to build Las Vegas out in the wilderness by the foot of the mountain. I think inventive players are the best gift a GM can get. Just imagine the possibilities for conflict, or ways to use this to have them pour out their hard earned money!

In a information gathering pause, shopping around for workers for their projects, they also bought a treasure map! I love these items. They are a good way to give small nudges to players, or to pace the game, or to siphon off some funds, or lead the into traps, or... you get the picture. They decided they wanted to see the Lost City, and the Crystal Forest and managed to find a delver who had been there and draw them a map. The best part of that was that when they entered level three on their way to the edge of their new map, they went in another direction and got themselves into trouble! If I say barracks full of zombies, what do you say? One dead PC later, and they retreated. I thought I said they saw a room full of tripple bunks from which stiff legged creatures shambled. Sometimes having the best armour in the game will make you to brave. Learn when to run.

It was a fun night, and even though we had a death we still play with stables so nobody is running out of clones yet. Next week will be the last, and from experience I think that my players will make it a good finale without me making it any special. We just play games and have fun. Fight on!

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