21st Century Philosopher
Musings about the world, life, and everything in it.
Tuesday, April 30, 2024
Vaesen: The Lost Mountain Saga - Review
Saturday, April 27, 2024
Prep for Running CoC (or other games)
I'm the Forever GM. I've been GMing games since starting with D&D (white box edition, heavily homebrewed) since the mid-1970s. We did dungeon crawls and were murderhobos. During that time, we tried d6 Star Wars, Paranoia, James Bond, Space 1889, Shadowrun, Stalking the Night Fantastic, etc. It was only after college that I got into more of the storytelling aspects of roleplaying (by playing Vampire and GURPS). I only started to intensively run CoC in 2011. My gaming style has evolved from combat based (random combat encounters) to more story based (coming up with clue trails, clue details, NPC motivations, plot twists, etc. on the fly).
Anyway, I'm seeing a number of people who've never GMed asking how to prep for a game.
Here are my steps (do steps 1 to 6 days earlier and those steps takes about 4+ hours):
Read it quickly (you can skim or speed read it) just to understand what's going on, to understand the story. Most CoC scenarios has a What's Going On section (Keeper Info, Overview, Background) at the beginning of the scenario spelling out exactly what has happened. Don't worry about stats, mechanics, or spells, just read it for the plot. The reason you need to know the plot is because this lets you improvise clues and clue trails that makes sense during play. If you don't know the plot, then you might create conflicting clues that'll confuse your Players.
Cut-n-paste handouts (either copier for in-person, or screen shots if running online). Read them also because they sometimes contain info not in the scenario text. I've been blindsided a few times when a Player asked about something that was in a handout I didn't know about. In most published scenarios, copies of the handouts are also at the end of the scenario or in the appendix in the back of the book.
Google pictures for additional handouts. Note what is missing in above step. You'll generally notice you're missing a NPC portrait, a location map, picture of a landmark, or period objects that you're not familiar with.
Have pre-gens (pre-generated PCs) ready. I don't recommend having Players make PCs in their first game. Just provide more pre-gens than Players, so at least the last Player isn't left with no choices. Also maybe gift or reserve 100 skill pts that they can add to any skills they want (other than Cthulhu Mythos). An extra PC can also be used as a replacement PC if a PC dies early, unexpectedly; it's no fun to be at a convention and your PC dies 1 hour into the game and the GM tells you you can't play anymore. When I run high lethality games, especially at a convention, some systems (Godlike, Mörk Borg, Alien) are more lethal than others, I make sure there are plenty of backup PCs. If they are creating their own PCs, have them use www.dholeshouse.org. Some games, I use a spreadsheet when I create characters to make sure all skills needed for the scenario are covered and the PCs are balanced.
Highlight a copy the scenario (hardcopy or digital, I hate writing in books). Read the scenario again carefully and use a highlighter on important bits. You can use different colors for GM info, stuff to read aloud, save throws, names, important aspects, etc. Create more handouts that you've missed on the first pass. This is also when you'll realize that parts of the scenario either doesn't make sense or is missing details and you'll have to modify the scenario or add additional details that fleshes it out.
Create a single page bulleted outline of important stuff that must happen. Also add your own notes.
Right before the game, I reread again to refresh my memory and add any additional highlights or handouts I missed. At a convention, I generally don't look at the scenario again (unless I have to), but use the single page bullet pointed outline.
Have pencils, dice, character portraits, character sheets, maps, handouts ready for running. I don't like using a GM screen because it's a barrier between me and the Players. I also roll dice out in the open and don't fudge rolls, but I might fudge an opponent's HPs or skills in the Players' favor. If I have to hide info, I use a clipboard and make sure I have a cover sheet hiding the information. If I need a rulebook for various charts or tables, I use a sticky note as a bookmark for that page or a cropped screen shot if I'm running online. At conventions, I arrive early to pick my spot for all my stuff and rearrange the chairs if necessary. I then layout all my stuff.
At conventions, where timing is important, I use a watch I can casually glance at to see what time it is and use it to compare to where the PCs are in the scenario, so I know whether to speed it up or slow down. I also have optional scenes I can throw in to lengthen the scenario if I'm running too fast, or know which scenes to drop if I'm running slow. I also don't unnecessarily lengthen a scenario, I'd rather end early than run out of time. I've been in games where the GM ran out of time and had to summarize the ending. The best part of most movies is the ending. How would you feel if instead of the climatic ending of a movie, you get a screen crawl summarizing the ending?
Call for 10 min breaks when you're stuck, so you can think about stuff and for people to use the bathroom or get food. Do this a few hours in or at a natural stopping point. Most convention games have at least one break after 2 or 3 hours.
For convention play or a one-shot (where PCs don't come back), I always allow the Players to do an epilogue for their PCs, a short sentence or paragraph as to what happens to their PC after the scenario ends and how the events have affected them or their lives. This gives some closure for the PC.
If you have to do more than one session because you didn't finish, try to stop at either a natural stopping point (after a reveal or end of combat) or a cliff hanger. Then schedule a follow-up session.
You can ask for feedback on what the Players liked or disliked and what you can do better (this is more for games at home or with your own group, not at a convention). At a convention, there might be feedback forms that are handed into the convention runners, not to the GM. Comments might be forwarded anonymously to the GM.
Pack up your stuff and leave the convention room as clean or cleaner than when you arrived.
Wednesday, April 10, 2024
Yellow King RPG (YKRPG) - Review
I tried The Yellow King RPG (YKRPG) in 2019 and finally got through all 4 books, mainly because I've been playtesting Cassilda's Song, a campaign for YKRPG.
I did a review of the Paris book here: QuickShock and Paris.
Chambers wrote The King in Yellow in 1895. He introduced the ideas of the two act play, The King in Yellow, the Yellow Sign, masks, and connections to Carcosa, spawning the a whole mythology about The King in Yellow. Since then, The King in Yellow has been associated with the themes of mental viral memes (not called that at that time), surrealism, and dreams.
Paris is set in 1895 Paris with the PCs being American art students studying abroad. It's the Belle Époque period with Absinthe, Cezanne, Debussy, Rodin, etc. In this golden age, Impressionism flourished. Could the mind bending effects of The King in Yellow intruding into Paris at this time be the cause? I love the setting.
The Wars is set in 1947 Europe during a delayed WWI. The PCs are French soldiers fighting with HG Wells-ian and Jules Verne-ian weapons. Trench warfare, tripod tanks, poisonous gas, ornithopters, wireless typewriters, and strange creatures from Carcosa stalk the PCs. It is a war between the daughters of The King in Yellow. Europe is their chessboard.
Aftermath is set in modern day America (with stunted growth, a mid-1970s feel) after one of the two daughters of The King in Yellow has won their war, but finally overthrown. Various factions fight for control of a new free America. Remnants of the previous rule dot the land such as Suicide Booths, leftover Carcosan entities and artifacts. The PCs are members of the resistance who suddenly found themselves part of the new world order. This setting is based on Chamber's short story: The Repairer of Reputations.
This is Normal Now is set in a parallel modern day America where The Wars and Aftermath didn't happen. But The King in Yellow is slowly permeating reality using modern technology such as memes, the internet, the dark web, Instagram influencers, killer apps, and SRIs (Safety-Related Incidents). SRIs are Carcosan creature attacks which people don't talk about. Facing the SRIs causes mental instability, so there are apps for dealing with this cognitive dissonance. PCs are normal people pulled into the weirdness.
I did find it odd that in This is Normal Now there is advice for running the other time periods and how to run a interwoven campaign. The chapters: The Alien Truth, GM Masterclass, and Entanglement should have been in the Paris book. I strongly recommend reading these before running any of the books. There is also recommendations for linking various PCs from each time period, I'm not sure that's really necessary. As a Player, I would prefer to choose which Investigative Kit (occupation) to take in each book vs having it be dictated based on my choice in Paris, but Aftermath and This is Normal Now are connected as parallel universes, and it does add a dimension to the game if the two PCs have the same name and similar occupations.
In trying to link all 4 books into one campaign, there's a time travel thread that can be used, but I didn't quite like it. Having time travelers go to 1895 Paris just seems really odd to me. A very 12 Monkeys thing. They do recommend other ways to link the four settings. I personally prefer odd historical coincidences and dream connections instead.
Each book gives you a different game. Paris feels like Trail of Cthulhu for the Belle Époque period. The Wars is for those who want war stories. Aftermath is for those who are interested in struggling political factions. This is Normal Now feels like Trail of Cthulhu for the internet age.
There are some design philosophy clunkiness that I have issues with, mainly the Fight system (p.54 Paris). The roleplaying comes to a screeching halt every time I bring out the Fight Tracker (p.241 Paris). I do like the Relative Challenge Table (p.47 Paris, p.24 The Wars, p.19 Aftermath, p.12 This is Normal Now) and the QuickShock cards (though there are too many of them and are unwieldy to use).
The main strengths of the game are the various settings (time period, location, equipment, creatures). They easily engage my imagination on how to bring elements in an interesting fashion to my Players.
Overall, I quite enjoyed the game and do recommend it.
Thursday, March 14, 2024
Bluebeard's Bride - 2nd Impression
In 2018, I played this game at a convention when there was buzz about this game, lauded as a feminist RPG written by women. I came to the game cold and totally hated it. Here's my experience. I'm a guy, so I thought maybe I just didn't get it. Years later, at another convention, while chatting with a fellow Player who I respected, she told me she liked Bluebeard's Bride, but she had to be in the mood for it. Another friend of mine said he'd only play it with a specific group of people, but he liked it.
In my local group, one of our rotating GMs wanted to run Bluebeard's Bride. I was willing to give it another try since this GM was a woman. The GM I had at the convention was a man.
Well, I actually enjoyed it a lot more this second time. Part of it is because I knew what to expect.
Bluebeard's Bride uses a system lite version of Powered by the Apocalypse. When we played, we rarely rolled any dice.
This time, we didn't have a large group of personas, but we only got 2 Players and 1 GM. We spent very little time creating the characters, maybe at most 20 mins compared to the 2 hours I spent at the convention with 4 Players. I picked Witch (with the Viper move). Ken, the other Player, picked Mother (with the Kingmaker move). The Viper move lets me kill servants with my lies. The Kingmaker move lets the Mother gain a champion. We went with PCs who could manipulate NPCs.
We explored rooms with the expectation that every room was horrible and haunted by a previous bride, looking for evidence of her demise. We improvised pretty dark stories about how Bluebeard manipulated the brides to cause their deaths.
We decided Bluebeard's previous bride was our older sister. Originally plump, she got addicted to cocaine until she wasted away like a concentration camp victim. In her room were mirrors everywhere for the cocaine and also so she can see her reflection that wasn't thin enough for Bluebeard's liking. Depression combined with the rollercoaster ride of drugs doomed her. We encountered our sister's ghost and using the Viper move, put her spirit to rest (yeah, GM let us bend the rules for better story effect).
In a picture gallery of previous brides, we found a portrait of our sister. Her plump self stood in front of a mirror whose reflection was her inner thin. Also her thin version looked like us, since she was our sister. Portraits of other brides showed either subtly or overtly their fate. There was an animated statue that tried to paint our fate. It refused to let us move, "Stand still." Mother called the champion to rescue us, eventually I had to ridicule the statue and made it (a dark liquid inside the hollow statue) withdraw (I berated her artist abilities).
In the kitchen we found beautiful pastries and cakes, but mixed into the batter were herbs and drugs that caused diarrhea and vomiting. I got infected with bulimia before leaving the room.
We also found at the stables how our champion, Helen, was thrown by her horse and made into a hunchback. Another plot by Bluebeard to punish her for NOT ridding sidesaddle and losing her virginity to her saddle. Chastity belts and a punishing nun was in the barn. The Mother used the move Dirty Yourself with Violence. Took her scourge away from her and punished her with it.
In the finale, we decided to go into the Final Room. According to the rules, since we were Disloyal to Bluebeard, we we're only supposed to Present Evidence to the Town or Run Away and Start Anew, instead we wanted to Enter the Room. The GM let us do that. Bluebeard punished us by making an Aviary to cage us (one of our desires was freedom). Our long white hair and ribcage bones were woven into a bird nest. The birds, looking like doves, cooingly whisper about the fates of the other brides, when ignored, the doves transform into vultures and peck at recalcitrant brides.
So, with expectations set (there is no escape), creative Players and GM, Bluebeard's Bride becomes a very dark and psychosexual adult game.
As an aside, we wondered if we had more Players, we might have gotten a less sinister view of what a room really meant.
I came up with an alternative interpretation of the bedroom. Our sister was locked into her room by Bluebeard due to her drug addiction, in order to detox her, but with easy access to expensive furnishings, she was able to bribe servants to obtain drugs for her. Her death was self-inflicted.
Helen wasn't deflowered by her saddle, but by the stable hand. The stable hand put an irritant under her horse's saddle in order to cause her accident and death, so he wouldn't be found out and punished by Bluebeard.
Sunday, March 03, 2024
Morgan's A Weekend With Good Friends March 2024 Con Excellent Adventures
Three of the four games that I played in were really, really good. Thus the Excellent in the blog post title. The most fun game was The Great Hog Purge of Marrow County. Goodcliffe brought out improv skills in all the Players and no duds, everyone was excellent. Ultima ratio was very interesting and Hilmar always delivers a great game. The pacing for Murder Most Foul! was just too slow for me; round robin through 6 Players just kills it for me.
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Slot 4, Friday 3/1, 7-11am (4 hrs)
Graham Walmsley designed and wrote Cthulhu Dark. Sometimes good GMs aren't good Players and vice versa. So, I wondered if a system designer is a good GM. Cthulhu Dark is a rules lite system, so the GM has to be good at improv. I was not disappointed. Graham was very good at tying together our individual backstories, created at the table, into a cohesive game. The first 1/2 hour of game was a Q&A session about our characters.
Goodcliffe is a god fearing, upright, tin mining town designed by Trevallyn. He's also bringing the railroad to the town. Sarah Trevellyn, daughter of William Trevallyn, is a common thread we all have.
We start off with creating our occupation and why we decided to be at this model village. After various questions about our characters by the GM, we were ready to start.
We start off in art class one of the few diversions in the town. Both Bill and I had disturbing visions after finishing our work. Bill painted a manger, but got carried away with adding various animals, including chickens. I did the crucifixion of Christ, but it was more of a hill with crucifixes on the hilltop. In my fugue, I saw my wife Patience crucified on the hill and tried to knock her cross down and she screamed at me. Then I snapped out of it. Bill saw Joseph's badly done drawing of a horse come to life and stare at him.
Mary, the Lady's maid for Sarah, told us she was suddenly fired. Sarah has also not been seen for a few days. The PCs investigate.
My wife faints when I show her the painting and I decide to bleed her for her health. Her bleeding gets out of hand and I finally stop her bleeding, getting blood everywhere, including my drawing.
Joseph found a short tunnel branching off from the train tunnel being built. Inside were strange glimmering stones. Sort of a mix of the Color out of Space and the Dreamlands.
PCs have bad dreams during the night. I dreamed of being on the crucifix hill again. Everyone being crucified were screaming. I took out paints and an easel and started painting them. In the morning I asked Joseph to look at my drawing and see if he could see a small man drawing on an easel. Joseph doesn't see anything.
Through hook and crook, we get into the Trevellyn mansion. We find Sarah locked in a small room, she's clutching a small bundle to her bosom. Andrew's backstory was that he abandoned his pregnant wife, Elizabeth, who Sarah reminds him of. He keeps conflating the two. Andrew climbed a tree and was looking through a grimy window at Sarah. Joseph and Bill free Sarah and find that she's cradling a baby-sized glimmering stone.
The PCs try to leave town with Sarah, but get stopped by the townsfolk and the miners. The miners insist that Sarah's stone must be returned to the mine. Sarah resists. I try to take the stone away from Sarah, but I get affected by it, so I take it and smash the local reverend's head in with it; yeah, I had issues with the reverend.
In the end, the stone is put back in the tunnel and sealed off. The visions dissipate.
My PC is lynched for the reverend's murder. Somewhere, my drawing, blowing in the wind, has a small drawing of a hangman game, a stick figure of someone hanging at the gallows, at the top of the crucifixion hill.
=== SPOILER SECTION END ===
Slot 5, Friday 3/1, 12-4pm (4 hrs, took less than 2 hrs as per game description)
The 3 PCs start with amnesia. We wake up with no knowledge as to why we're in a strange room. There are strange walkways and a large black box. As we investigate various things, our memories return in flashes. I learn I had drawn the sigils on the black box. Werner learns that he had originally planted the bomb that he had just defused.
After some more clues and running around, I realize we're in an airship.
The black box is about to fail and release something horrible. After some fights and fleeing. An insane Werner dives out of the airship, falls only hundreds of feet to his death, the airship is moored. Luisa after a miraculous evasion of some Nazis gets to the dining car. The creature gets out and there's a huge explosion.
Camera pans out and it's the Hindenburg going up in flames.
=== SPOILER SECTION END ===
Slot 6, Friday 3/1, 4:30-8:30pm (4 hrs)
The PCs are basically strangers sent to investigate why Pietro have solved so many murders. Something doesn't smell right.
We arrive at a giant ballroom with lots of NPCs. Each PC gets to interact with NPCs. Then there's a murder at the party. Pietro starts investigating. The PCs split up into two groups. One watching Pietro and investigating the murder. Another group snoops around investigating Pietro's home.
The PCs solve the murder at the same time Pietro does. The other group finds an old demon trap and proof that Pietro has been possessed.
At the dénouement, the PCs with the demon trap gem show up, make Pietro's demon manifest, beat the crap out of it (easily with 6 PCs), then trap it the gem. Pietro gets arrested. The end.
=== SPOILER SECTION END ===
Slot 14, Sun 1/3, 7-11am (4 hrs)
Rev Ollie sets us on a task to murder the MacReady family. The sheriff was sent and either he didn't do his job or the MacReadys did him in. Once the family is taken care of, we're to go to another town and collect our pay from a lawyer. Plausible deniability for the Reverend. The MacReadys consisted of 10 family members, no babies or small children are at the farm. After our deed is done, another group will go to the farm and destroy all their pigs, about 200 of em.
We decide to go around the left side of their farmstead, sneaking in through the backwoods. We start seeing hogs that aren't right. At one point, a tapeworm as big as your forearm was dragging a real sickly looking pig into the brush. As we got a vantage point to have a looksee at the farm, these babies carrying knives and guns crawled out of the high weeds near the pond and headed towards us. Well, we opened up with our guns and blew them to high heaven. The farm stayed silent, but two of the MacReadys were just standing in the front yard, staring at the sun. We thought we spotted some movement in one of the cabins.
So, Snake Toes and I ride towards the back corner of the farm. Gadabout on watch. Two MacReadys jump us, there's a gun fight. The resulting dead MacReadys were not right. Strange worm-like things sprouting from them. I did find in the cabin a whole sack of money and bearer bonds. Yee Haw! But we made a promise to do a job. So we'll take that, but split it up later.
It had gotten dangerous, so we decided to set the main house on fire. Then the grain silo, which got the barn on fire too. Things came at us. In the end we got only 7 of the MacReadys and the Sheriff who was right strange also. That Sheriff darn near strangled me. Good thing Snake Toes got a good shot at his back.
In the pigsty was an abomination of a pig, birthing those baby things that we killed. We shot it to hell and set it on fire too. One of the MacReadys was there, not quite right in the head, but at least he wasn't full of worms. Apparently he was some sort of artist as he had painted the night landscape Gadabout found in the other cabin. Though we had all preferred that it was instead a portrait of a reclining naked lady that you generally see hanging in a saloon behind the bar. We shot him too.
Did I tell you that I had a fascination with flames? It lets me ponder what the fires of hell would be like. We watched the fires burn and waited until it cooled down to embers so we could dig through the ashes to look for the 3 bodies of the MacReadys we're missing.
There were no bodies, but we found a trap door. That gave us a start as we figured on an ambush, but under the burned out house was a tunnel. At the end of the tunnel, there's some leftover dynamite, used to make the tunnel, and an entrance to a cave. We find another MacReady and he tells us the last two are inside some metal sphere. I thanked him and shot him in the back of the head. We decided we didn't want to go in there, so we started setting a slow fuse for the dynamite, but before we were done, this three faced Cherubim came out of the sphere. As we ran, it tried to smote us with a divine ray of light. Luckily the dynamite blew up, blocking the tunnel, but it still tried to come at us. Well, stuck the way it was, it was like shooting a fish in a barrel. We dragged the Cherubim's body out. I took his ray gun. In the tunnel was Snake Toes, knocked out by the explosion, but still alive.
Then we went into the sphere, looking for the last two MacReadys. We found them inside, bound to some infernal machine with their guts all hanging out. We put them out of their misery and set the insides of the place on fire.
We rode out and collected our pay from the lawyer. We got an honest dollar for an honest days work and as a bonus, the MacReadys' life savings, which they have no need for no more.
We did hear later that some giant worm-thing came out of the pond and ate some of the boys sent to slaughter the hogs. Well, ain't that something?
=== SPOILER SECTION END ===
Monday, February 19, 2024
Morgan's DundraCon 47 Adventures
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After the initial interview with patients, a few Players said they felt sorry for Laurie Strode. Laurie hid the pills she was supposed to take, passed a 2nd evaluation, and one of the Doctors just let her out the back door. Hey, you're supposed to fill out the release form first. That's against Hospital policy!
In the end, 2 of 6 patients got lobotomized. 4 escaped. 2 died.
Pennywise and Pinhead slaughtered the hospital staff, shook hands and departed with mutual respect.
=== SPOILER SECTION END ===
We wake up with no memories, but we're given 5 objects to choose from (1 for each PC) and to create a memory based on it. I picked a yes/no coin and told the following story: Death is Random. I met a guy in a bar and he told me, "Death is Random." To show me, he pointed at a person and asked, "Is that person going to live?" He flipped a coin and it landed on, "No." That person just keeled over and died. So, I decided to influence chance and murdered him and took the coin. Yes, death is random, but you can influence the outcome.
From this I also got to label this memory. I called it: "I know how to kill people."
Sean picked a small cup and decided it had something to do with his winery.
The next thing we got to see was something familiar in our bedroom. I decided it was a large hourglass filled with children's teeth. Most have fallen to the bottom half, but 3 were caught on the upper half, poised like grains of sand.
Then we went to a living room and there were various posters, letters, journals, etc. We got to pick one that we liked. One was a flier for a lost cat that liked hats.
Then we got to build a memory with another PC that had to have cause us regret. Sean and I got together and decided that Sean's winery required renewal of the wine terroir with a human sacrifice, but strangers won't do, it has to be people who had a connection with the land, so we chose a cousin. That cousin had a dog and it would sleep where the cousin's remains were spread and it would howl all the time, to shut it up, we had to feed it, but it would return to its vigil, so now it's a fat, sad dog. That was our regret. In the future, the human sacrifice couldn't have a pet.
We found we couldn't influence anything in the house except for things we had a strong connection to. One PC wanted to turn on the TV, so he sacrificed one of his memories (tearing it out of his character sheet -- thus the system name TORN), to turn it on.
We escaped the house and one PC put his hand in running water and lost a piece of his soul. At some point, we concluded that we were ghosts of some sort.
The clues pointed us to the multiCULTural Day event. We explored the event and got more clues. Sean got attacked by the cat wearing a sailor's hat; it toyed with Sean's PC and then tore away a part of his soul and ate it. We went to the University President's Office and got more clues. In the end, we had to trick a djinn back into its lamp (Sean's cup was its stopper) and undo a wish that held back the sea.
Steven asked what our last words were as the wall of water came to wash us away. I asked, "Will I live?" I flipped the coin in the air, all the Players leaned in to see how it landed. The answer was "Yes."
Everybody did their epilogues. I woke up to the cat kneading my chest, and I coughed up brackish water. A new sea shore was here and a Point Reyes Lighthouse which I would reside in for the rest of my life as I combed the beach for a lost coin and an old lamp.
=== SPOILER SECTION END ===
We were given a map and told to take an airship and find the ancient and forgotten land of Kobal. We were a diplomatic trade mission. Our direct route took us over an ancient crater. Once over the crater, our airship gets shot down.
Our water stores are destroyed and we decide to descend into the crater because it's green with jungle growth and thus a source of water. Inside, we run in to various creatures and conclude that the crater is really some sort of zoo or breeding pen.
We rescue a Kobalian, a lone survivor, whose scientific party was wiped out. She was holed up in a cave that the scientists had previously cleared and made safe.
We find a "temple" where great white apes are mind controlled and harvested for their blood. Tentacled Martians with advanced technology are the big bad things here. We kill a number of them and escape.
We capture Kobalian mounts that were roaming free and get to Kobal to complete our trade mission.
Overall, it wasn't a bad adventure.
=== SPOILER SECTION END ===
The players used the Word Association and Ink Blots several times to good effect.
In the end, one patient got lobotomized. Sarah Conner escaped. Mother killed Laurie Strode and McMurphy. And the Joker blew up the Hospital.
=== SPOILER SECTION END ===
Saturday, February 03, 2024
Morgan's Raspy Raven Gumshoe Season 2 Adventure
The convention games ran from Jan 31 to Feb 12, 2024. I assume there was a cut-and-paste error on Warhorn, the convention title was Raspy Raven Gumshoe Season 2023, not 2024.
This is an interesting free online convention. 12 different GUMSHOE systems, each run by a different GM. None of the games overlap in time. Since there are limited seats, Players are strongly encouraged to only sign up for only one game, so other people can have a chance at playing. As of Feb 1, two games still had an open seat, so those open seats can have a Player who wanted to double dip.
The systems offered were: 13th Age, Da'Zoon, Fear Itself, GUMSHOE System, Night's Black Agents, SH/AM/US, Swords of the Serpentine, The Esoterrorists, The Fall of Delta Green, The Yellow King RPG, TimeWatch, Trail of Cthulhu
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Feb 3 (Sat), 11am-3pm (4 hrs)
Find FOREVER
System: Night's Black Agents
GM: PTroilus
4 Players: Jim McCarthy (Rufus - Hacker), Ian Stronach (Ashanti - Analyst), FermeLaBoucher [Simon] (Ren - Black Bagger), Morgan Hua (Jordan - Journalist/Cuckoo)
You all have your own reasons for looking into FOREVER. Maybe it was linked to your colleague, your handler, or your family disappearing. Maybe it was linked to the operation that got a half dozen of your teammates killed. Whatever it is, it also got you out or burned.
Your leads have all made a habit of disappearing, but this most recent one - a frantic, last-minute call for an extraction - looks like the most promising by far, if you can get him out in time.
In Night's Black Agents, you play modern-day highly competent burned or retired spies, working in the shadows to take down supernatural forces of darkness.
Pregenerated Characters will be provided. Newbie Friendly (to Night's Black Agents, Foundry, or both!). Age minimum 18.
Tone: Highly competent former spies in a paranoid mystery-thriller.
As an introduction, we do a short quick extraction of a NPC. The issue was I asked if we were going to plan this or go by the seat of our pants, and another player didn't want to spend to much time planning, so we each did sort of a montage of actions, so it wasn't very satisfactory.
We basically spirit away an informant from a crowded outdoor shopping area. He's being tailed by two goons. He tells us where FOREVER is.
We then did a back-at-our-hideout scene and how did we customize our hideout and what extra things we have in our bugout bags.
Then we wake up in a motel in FOREVER. After finding out that we've lost time, we're still under surveillance, and that we're in an artificial town underground somewhere, we find a way to escape. I likened this to The Village from The Prisoner. The other prisoners seemed listless and lacked memories.
We find an underground tunnel complex and cut a deal with Orlok, a vampire, to cut off the UV lights that protects a hatch that leads to a military base and freedom.
The vampire was being harvested of serum that extended the life of powerful people. It in turn fed off of people living in the village. Guards and UV lights watched for people who acted out of place and locked in the vampire. We came to our senses because the vampire deliberately left our memories intact in his bid for freedom.
My PC, a NPR podcast reporter (deep cover), then blew the whistle on the stem cell experiments various rich and powerful people were doing to extend their lifespans. Illegal activities were done. Public money was mis-spent. And various rich and powerful people suddenly aged and died when their source of serum dried up.
=== SPOILER SECTION END ===