Saturday, August 28, 2021

Tales from the Loop - Review and Thoughts on the End Game

 


My late teen years was in the 80s, so there's a lot of nostalgia for me. I didn't have an angst ridden high school, so Monsterhearts RPG never appealed to me. Goonies, Labyrinth, Ghost Busters, Gremlins, Stranger Things, Lost Boys, Aliens, and Stephen King was my 80s.

Tales from the Loop (TftL) RPG was published in 2017 and was based on Simon StÃ¥lenhag's art work. It's an alternate reality where The Loop exists, a high tech, top secret facility where particle physics experiments are being conducted. The result? Maglev vehicles, advanced robots, and dinosaurs. And throw all of this back into the 80s.

Kids ride bikes, have a club house whether in a tree house, a barn, or in someone's basement, but they don't have cell phones. The kids' ages range from 10 to 15. Their Luck Points is 15 - age; each Luck Point allows a reroll of failed die rolls. As the kids age, they gain more skill points, but their luck decreases. Kids follow specific templates: Bookworm, Computer Geek, Hick, Jock, Popular Kid, Rocker, Troublemaker, and Weirdo. Attribute + Skill level + bonuses such as an Iconic Item = dice pool of d6s (max 10d6). Each 6 rolled is a success, count total number of successes. Most tasks require only one success. Extra successes makes your success better by allowing you to ask the GM more questions about a situation or allows you to lend your extra success (a helping hand) to your buddies who failed. Kids don't have hit points, but Conditions such as Upset, Scared, Exhausted, Injured, and Broken (final Condition; if checked, you're unable succeed in any tests). Each Condition subtracts a die from the dice pool. If at anytime you fail, you gain a Condition. You can also voluntarily Push a roll, take a Condition and reroll non-6s. Basically for each die roll, you can spend a Luck AND Push a roll; if you still fail (no 6s), you gain a Condition and something bad happens. PCs also have a Pride which can be used once per scenario which is one auto-success.

TftL borrows from indie RPGs where the Players are asked questions to build out the PCs family life and relationships. What is your PC's family life like? Can you sneak out of school? Miss dinner? Do you have to take care of your kid sister? Do you belong to a single parent family? Latch key kid? This all comes into play as the kids try to solve a mystery. "Hey, guys. I gotta go home, it's dinner time. If I don't, my mom's gonna kill me."

Each kid has an Iconic Item (a skateboard, baseball bat, boombox, etc.) which adds 2d6 to their dice pool if they can think of a way to use it to help with a task. Normal items add 1d6, but doesn't stack.

I found the procedural system works fine. Declare what you want to do, roll dice, count number of successes, look up what bennies you have if you got extra ones. But what's odd is the end game (The Showdown, p. 87 / Extended Trouble p.70), it's sort of a mini-game in itself. The GM decides how many total successes are needed for a complete success, between 2 to 4 per PC, so for a group of 5 PCs, you might need a total of 20 successes. If you fall short, you'll either fail or have a partial success. So, each PC declares what they're doing, roll dice, total up the successes.

What I find odd is this. The PCs declare what they're doing in the planning stage. Then roll dice (allowing a Luck spend, a Push, and a Pride spend) based on their action. Then the GM narrates the outcome, again repeating what the PCs were doing and whether it was successful. You're basically telling the same story three times. WTF. I know Jackie Chan movies sometimes show the same action again and again from different camera angles (and sometimes the same angle), but this ain't a Jackie Chan movie, but Goonies. I found the shift from procedural to this mini-game jarring and a bit odd.

I've played in a few games by Daniel N of Bandit's Keep, where he just kept the end game procedural. We embraced the Swedish setting.

I've played in a short campaign set in Salinas run by Saul M and Bay C. Salinas is Saul's hometown.

I've run 3 of the scenarios from the core book, set in Palo Alto (I wanted Berkeley, but the Players wanted Stanford. Both have linear accelerators.), and planned on running Our Friends the Machines and Out of Time before segueing into Things from the Flood. But the end game just didn't work for me. Even when I kept it procedural, success seem too easy and there isn't enough risk in the end game.

I also played in 3 games a few weeks ago at A Weekend With Few Good Friends set in Boulder, CO. In one game, we ran short on time, so the mini-game worked fine, but if we had more time, it would have felt strange. I spoke with Nate after the games and he said after running 5 games in a week and a half that "I am feeling you on the end game mechanic needing some additional love. It really seems to halt the entire game and put the grand finale end scene into a mini-game mechanic."

I think I have a new way to run the end game.

1. Have the kids plan their Rube Goldberg plan.

2. Determine Player order, who goes first, etc.

3. GM determines the Threat Level (p.70), how many successes are needed per PC, depending on difficulty and failure stakes. e.g. if it's dangerous or not. It'll depend on the PCs skills. With the pre-gens, each PC got 10d6 to roll and got a total of 20 successes which was 4 per PC.

4. Each PC (hopefully picked their strongest skill) rolls their skill, applying it to their task. They're allowed, if available, one Luck spend, one Push (which adds a Condition), and their Pride. Not getting enough successes for the amount determined in #3 above, will result in one condition per shortfall, unless the next PC can pick up the slack. The next PC rolls their skill and can lend extra successes to the previous PC to prevent their injury. This continues until the last PC rolls. After each die roll, the Player (with GM input) describes how their leg of the plan worked or went sideways. The following Player (with GM input) describes how they rescued the previous PC and how they continued with their leg of the plan.

Page 71 does state the Kids can Push multiple times in the end game, something to think about. Maybe optionally, they can continue Pushing until they're Broken, trying to get their required number of successes. Even though they're gaining another Condition, the Push is just rerolling the non-6s and not reducing the dice pool for this task, but for future tasks.

Lead skill (p.74) can either lend extra dice to other Kids (2, 4, or 6) or be successes in the dice pool. You can't double dip. So, if a PC wants to Lead as their skill (help plan and give a rousing speech), they can mix and match, lending dice to other Kids and succeeding in their own right. e.g. Maria decides to Lead, explaining the plan in detail and making a rhyme explaining all the steps like right out of The Dirty Dozen, and rolls 4 successes. The target is 3, so she decides to spend the left over success as  extra dice for kids that won't roll 10d6. The extra success is converted into 2d6. She decides to give 2d6 to Linda, by giving her words of encouragement ("You can do this!") who's going to try to Tinker with the electronic door and shut it behind the rushing Raptors who's chasing Fred into the trap they've set.

5. If the last PC succeeds by the amount determined in #3 above, their plan worked. Otherwise, it fails.

Not is all lost because there's a few conceits in the game:

  • Kids are bored and like adventure, they risk getting into trouble just to have fun.
  • Kids can get hurt, but can't die.
  • Adults are basically useless, so the Kids must solve the mystery themselves. They can get help from adults, but most of them will ignore the kids (I've got more important things to do), think it's a prank, or get into worse trouble.
  • Most mysteries return the world to a status quo. Like most episodic TV shows, the town always returns to normal for the next episode.

Overall, I really enjoy the feel of the game. It's nostalgic and captures the sense of wonder kids have with robots, magnets, and dinosaurs.

I'll report back after trying this new way of doing the end game.

Sunday, August 22, 2021

Morgan's A Weekend with Good Friends Aug 2021 Most Excellent Adventures

 


The return of one of the best Call of Cthulhu online conventions around. And it's FREE!

This year, it's the new and improved shuffler. Initially, I got into three Tales from the Loop games, one Eclipse Phase, and one CoC game. The Eclipse Phase game got cancelled. Then as people dropped out during the week before and during the convention, I got in more games and the final tally was five CoC games and three Tales from the Loop games. Wow!

AWWGF brings the best role players and GMs. Consistent, high quality. 

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Slot 1: Thursday 8/19, 5:30pm - 9:30pm (4 hrs)

Penguin One for Call of Cthulhu
GM: doctorkreiner
For 4-8 players, ages 16 and older. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, CD, seanpp, staffantj, bilgepump, Bill P

1958. An aircraft on a top secret mission near the north pole. A hastily assembled rescue team. The Cold War meets the Cthulhu mythos in a race across the top of the world. What secrets was the Army trying to understand? What happens if the Russians get there first? And can you really trust your team, or could one of them be a communist spy?

Content Warnings: Body horror, cosmic horror, blood, gore
Additional Safety Tools: Pre-game discussion

DoctorKreiner is the same GM as the The Victim's Ball in Jan 2021's A Weekend with Good Friends. He changed discord handles between games. Now I know, avoid games with 8 players.

This game was better in play than The Victim's Ball, but story-wise less interesting. There were 6 Players, and we only split up into two groups for a short time, so we had more total screen time. Since we were in the Arctic wastes, there weren't many NPCs to interact with, so we had a little bit more roleplaying between the PCs.

I feel some GMs are frustrated novelists who impose their will upon a game trying to make the game the Great American novel.

GMs need to understand that there are big paint brushes and small detail brushes and when to use them effectively. From my writing courses, I learned that the usage of words should be proportional to the importance of it. Gloss over unimportant things and only go into detail on important things.

At one point, the GM was arguing with a Player about landing gears and fuel dumping from an airplane. The details didn't really matter that much and was really inconsequential. They really got into the weeds and wasted time. The Player was trying to rationalize some details as normal, but the GM kept on insisting that it was abnormal. I doubt any of the participants were that knowledgeable about airplane crash forensics and were just arguing about stuff they weren't experts in (in real life).

Overall, I felt I didn't make that many choices and it was an ok game.






Slot 4: Friday 8/20, 8am-12pm (4 hrs)

The Space Between for Call of Cthulhu
GM: Hilmar
For 3-4 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, [Leo], Saccharine Choking Hazard, Yajster (Andy)

Four members of the "Church of Sunyata" meet at a half-deserted film set in modern day Hollywood. Mind you, this Church is not a cult. It has excellent contacts in Hollywood, and is producing this feature film to present their beliefs to the public. The filming is in trouble, though: the leading lady has vanished, the director has retreated from the world, and the second lead actress hasn't even been cast.
Enter the investigators: You will play the Church's PR guru, its fearsome fixer, the director's personal assistant and a young actor getting entangled in a web of deceits. You movie for tonight: "The Space between".
This is, of course, a scenario by Scott himself, and I am aware of the chutzpah to run it at his own convention ;) But I have run this 10+ times and I bring in my own props and extensions. It's always been a blast.
This game will be run using voice and video over Zoom. Please make sure your internet connection and camera gear hold up to this. Voice-only gamers will not be accepted.

Content Warnings: Extreme violence, religion, body horror.
Additional Safety Tools: X-Card

Hilmar wears multiple hats (literally) when he plays different NPCs and his enthusiasm for running this scenario shows. When the party is split up, he does like to do a scene cut at a cliff hanger. Hilmar did several things to make the game as cinematic possible, thus the requirements for video.

Players also leaned heavily into being loyal cult members of the Church.

This was an excellent game, loads of fun, and highly recommended.






Slot 6: Friday 8/20, 5:30pm-9:30pm (4 hrs)

Our Friends the Machines for Tales From the Loop
GM: your friend nate
For 2-5 players, no minimum age. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, julian33, fieryangel, Brent (he/him), seanpp

Springtime. It's the afternoon of March 30th, the Wednesday before Easter. The weather is still a little cold but the snow is gone. Tomorrow, on Thursday, the new line of robot toys, Our Friends the Machines, arrives in the local toy shop Toy Corner, as promised. This is as expected because the launch was preceded by a massive campaign with interviews in the newspapers and flooded with advertisements in the toy catalogs everywhere. Since it's a local trial launch, the focus has also been that this is a unique honor for Boulder City and its surroundings - the little town will be the first to see the new toys!
You and your friends have agreed to meet up tomorrow and try to get your hands on the newest craze. Maybe you're getting a little too old for toys... or maybe you're just right. Should be fun!
--
Tales from the Loop is a collaborative storytelling mystery RPG set in a 1980's that never was Playing as teenagers, you'll explore a dangerous mystery, and maybe change the world - or wake up in a hospital, jail cell, or worse. It's up to us.
The six principles of the Loop are:
1. Your home town is full of fantastic things.
2. Everyday life is dull and unforgiving.
3. Adults are out of reach and out of touch.
4. Mysteries are dangerous but Kids will not die.
5. The game is played scene by scene.
6. The world is described collaboratively.

Content Warnings: Body horror, child endangerment (as you are playing as teenagers), but principle 4 is key: Mysteries are dangerous, but Kids will not die.
No Additional Safety Tools.

I'm a fan of Tales of the Loop except for the end game mechanics. The game is procedural until the very end and then suddenly, everybody rolls dice, you add up the number of successes and compare it to some number and if you get enough successes the kids succeed; if not, then they get a partial success or failure.

Well, in this game, we were running short on time, so it does summarize the ending very well, but it still left a bad taste in my mouth because what happens is the PCs do some crazy plan, outline it as to who does what. Then we roll. We made it! Then the GM again summarizes what had happened. Um, it's like déjà vu all over again. I'm still trying to figure out how to house rule this so the end game works in a better way.

This game was fun with some great roleplaying by fieryangel and Sean P.





Slot 9: Sat 8/21, 8am-12pm (4 hrs)

The Great Trap for Call of Cthulhu
GM: GMDante
For 3-4 players, ages 18 and older. This game is not beginner
friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, Leland T, julian33, JeremyE

The year is 1927, and a letter arrives from a Professor Adhemar Osterman. The letter beseeches you to travel to an observatory on the banks of Lake Geneva, and there recover an experimental device stolen from Osterman's possession.
The letter is dated almost thirty years earlier. Though it bears your signature, you do not remember signing the letter; nor could you have - you were not yet born. For that matter, neither could Osterman have sent it, for he is dead.
In the days following the letter's receipt, you experience strange dreams. Dreams of signing the letter in the company of a man once a friend, now a stranger; of running from the shrill whistling of an invisible assailant; and of walking towards the trumpet sounds of a dying alien race.
Visions of what was, what is, and what may yet come to pass.
"The Great Trap" is a stand-alone scenario for Call of Cthulhu 7th Edition written by Heinrich Moore and published via the Miskatonic Repository. The scenario examines human concepts and experiences through the unknowable Cthulhu Mythos. The investigators will explore themes of regret, obsession, and revenge, and be challenged to question who they are, what they might do, and how the answers to those questions could change if only history played out a little differently.
This scenario is also an homage to Dungeons & Dragons scenarios of yesteryear. 

Content Warnings: Scenes of graphic violence and alien horror.
Additional Safety Tools: X-Card

Another really fun game. And an excellent interpretation of the Chase Rules. The GM was an expert in managing the chaos inherent in the scenario.

I really enjoyed the surprises and will run this scenario for my own RPG groups (yes, plural).





Slot 10: Sat 8/21, 1pm-5pm (4 hrs)

The Kolakalee Thunderbird for Call of Cthulhu
GM: GM Bill
For 3-6 players, ages 16 and older. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, sodmikail, hlynurjokull, fieryangel, Recalibrated, TR

When a strange, giant bird is seen hovering ominously over the Kolakalee Springs Family Fun Park, the cast of "Haunt Hunters: Coast 2 Coast," the fourth-most popular paranormal investigation show in their timeslot, are called in to film an episode about it.
Having faked all the "evidence" they've found over the course of three seasons, the cast is confident they can spin a compelling episode out of a few grainy YouTube clips, some interviews and atmospheric footage of the nearby Everglades. But there's just one little problem...something did kill one of the Family Fun Park's prize petting zoo attractions last night.

No Content Warnings
Additional Safety Tools: X-Card

We're modern characters who've worked together for 3 seasons on a shoestring cable TV show. We've internal issues and don't necessarily like each other. Nor are our scripted TV personalities are the same as our real personalities or beliefs. The Players brought to life all these different layers through our actions and arguments. Another really fun game due to the roleplaying.

The GM has three scenarios using these same characters.

Exceptional roleplaying by fieryangel and TR. Everyone else was really good too.





Slot 11: Sat 8/21, 5:30pm-9:30pm (4 hrs)

The Recycled Boy for Tales from the Loop
GM: your friend nate
For 3-5 players, ages 16 and older. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, frieze55, bilgepump, diesel680, Nicky

What if your friend suddenly isn't himself anymore? What if he disappears, and strange things start to happen all around you?
What would you do?
Tales from the Loop is a collaborative sci-fi storytelling RPG where your characters, teenagers living in the desert town of Boulder City, Colorado, encounter mysteries set in a 1980s that never was. Six principles guide the play:
1. Your home town is full of fantastic things.
2. Everyday life is dull and unforgiving.
3. Adults are out of reach and out of touch.
4. Mysteries are dangerous but Kids will not die.
5. The game is played scene by scene.
6. The world is described collaboratively.

Content Warnings: Child endangerment (as you are playing as teenagers), but principle 4 is key: Mysteries are dangerous, but Kids will not die.
Additional Safety Tools: Pre-game discussion

Back for my second Tales from the Loop game with GM nate. When we were picking characters, I wanted to use the same character in both games, so I'm back with Isabella, unfortunately, none of the other Players were the same as the last game and some picked different names. Tales from the Loop offer American and alternative Swedish names for the pregens.

Another good game. This time, I had looked at the rules again because I felt the earlier game was too easy, too many allowed pushes and luck spends. This time I told the GM about what I found, so we used the more restrictive rules. And we succeeded, but barely (we got the exact number of successes needed, 20) without gaining new conditions.

Extended Trouble Rules:
  • Luck can only be used once per die roll.
  • If you gain a new condition via pushing (for additional rerolls), the extended challenge will still be considered a partial success, even if you hit the required number of successes.
  • Lead rolls can only be used to add dice to PC die rolls, but does not add to the success pool.
We also didn't do the planning, die rolls, and recap cycle. We talked about what we wanted to do, the planning. Figured out who was doing what and in what order. Then we rolled in order and totaled the number of successes. Ta-da! Done, without having to narrate our actions 3 times.

Overall, I think Our Friends the Machines was a better game story-wise and roleplaying-wise. But I now have a better feel as to how to run the end game properly.





Slot 14: Sun 8/22, 8am-12pm (4 hrs)

Snow Day for Tales from the Loop
GM: Mouse
For 3-5 players, no minimum age. This game is beginner friendly.
Pre-generated characters will be provided.
Players: Morgan Hua, jwmuk, panickedsheep (James), The Liar from Beyond, Michael Drueen

School has been cancelled due to snow, but stranger things are afoot in Boulder City, Nevada. Pets and people are going missing, and there are rumors of a wolf pack roaming the outskirts of town. Can a rag-tag group of kids figure out what's going on before it's too late?

Some good roleplaying by The Liar from Beyond and Michael who hammed it up.

Overall, a fun game due to the character interactions. Part way though the game, I realized I had run this game before. The scenario was in the core book. The GM had changed the title because the title was a spoiler.





Slot 15: Sun 8/22, 1pm-5pm

Project P.A.W. for Call of Cthulhu
GM: Bridgett/Symphony
For 3-5 players, ages 18 and older. This game is beginner friendly.
You are genetically enhanced, technologically advanced, and highly modified canines. You were bred and created to save lives. However, things go awry when you discover your geneticist’s true reason for building you.
Pre-generated characters will be provided.
Content Warnings: None
Additional Safety Tools: Pre-game Discussion

This was a lot of fun and all the Players brought their inner dog. We did butt sniffing, territory marking, barking, howling, licking, self-licking, and all manner of awesome super-dog stuff.

The GM has a super energetic voice, I'm super impressed as this is the last slot of the convention. In most conventions, everybody by this time is normally tired and collapsing from lack of sleep.