Sunday, October 17, 2021

Morgan's Miskatonic Repository Con 2021 Adventures

This is a great convention. I feel that Call of Cthulhu Players are some of the best Players as they think out of the box and don't rely on Hobo-Murdering to solve all their problems. They're also able to accept death, dismemberment, or insanity as a story outcome.

This convention is to showcase scenarios that are or will be available through the Miskatonic Repository.

I've noticed a theme in this weekend of horror and madness. Expectations set by the game description and whether it was met in the play through.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



10/15 Friday 10am-2pm

Pilgrim's Hope
First stop in Illinois with Buffalo Bill's Wild West show and Frank Butler gets bitten by a venomous snake. It is up to Annie Oakley, his wife, and other members of the show to find Frank treatment in the nearest town of Pilgrim's Hope.

This is still a playtest, so things might go sideways. :)

GM: Jazmin Ospa (Zoekitten84)
Players: Morgan Hua (Annie Oakley - Gunslinger), GrapeApe (Jose Luis Hernandez - Scout), Geoffrey P (Robert Paul Gladstone - Soldier), James C (Samuel Builds-the-Fire - Cowboy)

This was an interesting play test. We ran way short, only 2 hours. Jazmin did warn us that it typically runs 3 hours long. The structure and bones of the scenario was fine and we gave feedback afterwards on what she might change.

We had a good group of Players and we galloped through the scenario. I think Jazmin was too easy on us. I'll point out areas in the spoiler section.

The game promised Buffalo Bill's Wild West Show. We had shoot outs and snakes as promised, but I wished we had more of Buffalo Bill's Wild West Show.




10/15 Friday 3pm-7pm

If you build it… THEY will come! Pulp scenario. In rural Iowa in the 1920s, a barnstorming baseball team is all set for a game in a small town. There’s just one problem: the whole town says that field is haunted by ghosts!

Rural Iowa in the 1920s. In any other era, you would be international baseball stars. But given the racism and sexism of the time, you instead make your way barnstorming with the All Nations baseball team across America, playing in rural town after rural town, working for what is essentially a carnie advertising a sideshow. You're not making millions living in New York, but hey, it's baseball, and you get to play it for a living.

But now, your boss has seemingly screwed the pooch. The piece of land that he rented out for tonight's game would make an amazing field. If not for the fact that nobody in town wants to attend the game, because they all think that field is haunted by ghosts! You're going to have to figure out what is going on with that field, and possibly, confront this evil spirits that threaten to ruin your baseball game!

This is a Pulp scenario that has investigation as well as action, but focuses on fun and uses the full Pulp rules.

GM: Al Smith (diesel680)
Players: Morgan Hua (Ginny "Pretzel" Washington - Two-Fisted), DoctorKreiner (Jose "Cannonball" Alvarez - Beefcake), Matthew G (Leroy "Mudkat" Malarkey - Rogue), Geoffrey P (Jessie Carter - Dreamer), Richard C (Hiroshi "Boots" Akada - Outsider)

I so wanted to use the line, "There is no crying in baseball." But I never got to use it.

The pre-gen characters were a lot of fun. Richard was a great Hiroshi, amazingly entertaining. Another good group of Players.

I felt there was too much investigation for a pulp game, but it's my problem as the scenario description did say, "investigation as well as action." In our play, we did 50% investigation, 50% action. I go with the philosophy that in a purist Call of Cthulhu game, you find the clues; in Pulp Cthulhu, the clues find you.

I enjoyed the game, but some of these baseball players are really dogged investigators! Who would have expected that. The investigation did pay off and probably saved our bacon.

Field of Screams is a play on the movie title: Field of Dreams. The only thing is I wanted was more baseball! We actually, never got to play a single inning of a game. The only game sort of happened off screen.




10/16 Sat, 11am-3pm-7pm
A letter from an inmate at HMP Dartmoor Prison, Devonshire, England. A request for your forgiveness in the final days of a man’s life in exchange for a substantial reward for your time. Is this too good to be true?

If curious souls are willing to cross the threshold of the prison gates, they will find answers to the questions they didn’t even know they were asking.

Questions about who they are, who they will become, and what they are willing to do to live long enough to see it come to pass.

Can you survive the deadly game of cat and mouse within the prison walls and find out what secrets lay beneath England’s most infamous prison?

GM: Thomas Newman (Newman)
Players: Morgan Hua (Eleanor Rigby - Dilettante), David J (Det Inspector Martin St John-Wells - Detective), Martin E (Thomas "Slugger" Malone - Street Punk), Andrew A (Dr Tobias Haigler - Archeologist), Geoffrey S (Captain Richard Hillwood - Army Officer), Denice K (Jimmy Mae Finley - Gambler)

Great atmospherics. GM brought sound effects and background sound tracks that enhanced the creepiness of the game. GM's descriptions of locations were well written and added greatly to the atmosphere. We also had an excellent group of Players.

I really admire the GM's descriptions and use of sound effects. His descriptions were the right balance of getting the atmosphere right and not being too long. A case of being just right which is really hard to do. I myself, generally try to error on the side of being shorter, so the pacing doesn't suffer. I've tried to do sound tracks for various games and I always forget to change tracks. So, kudos to the GM.

The game promised an infamous prison and most likely an escape. I think this game delivered in spades.

This was my favorite game of the convention.




10/16 Sat, 4pm-8pm

It’s the Summer of 1969 and the whole family is coming on vacation this year. The station wagon is full. The destination: Valley Lodge off Route 10 near El Paso, Texas. However, it’s not long before the family gets lost. The station wagon is low on gas and the dirt roads just keep crisscrossing. Maybe you can get directions from that house - or perhaps a place to spend the night.

The Fingers of Fate is a Call of Cthulhu scenario sequel to one of the worst movies ever made. Can the Waldrup family survive a night in the strange and terrible house of The Master? Can they even hope to escape? Players take the parts of various members of the Waldrup family of 10 of Sweetwater, Texas, come to El Paso for an exciting vacation. Extra characters can be used as backup characters if the worst should happen to them. This is a playtest for an upcoming Miskatonic Repository scenario.

GM: Andrew Miller (Max_Writer)
Players: Morgan Hua (Melvin Waldrup - mouth breather, Hugh Utley - Melvin's Uncle [replacement character]), John F (Leroy Waldrup - used car salesman), Justin L (Dough Utley - nerdy youth), John L (Phyllis Waldrup - aspiring teacher)

I had a lot of fun playing in this. I got to play a clueless mouth breather and after getting knocked unconscious, I played Hugh Utley, his uncle. The final fight scene was pretty exciting though I suspect 2 or 3 PCs should have died, but the GM was being nice.

The game promised Manos: The Hands of Fate and some helpless family getting slaughtered. The GM did a great job of making sense of one of the worst movies ever made. I came in cold, never having seen the movie, but it all worked for me. We all escaped alive, though some of us needed to go to a hospital afterwards.

Second favorite game of the convention, but only by a little bit. I think if we had more Players with more PC interactions, it could have edged out The Prisoner's Dilemma as my favorite game this convention.




10/17 Sun, 11am-3pm

June 1926. Boston is in shock as it’s Mayor, Arlow Jeffreys is found dead in his own home, every bone in his body broken or pulverized and no sign of an intruder. Boston needs a new Mayor and there is one name that everybody is calling for; Miss Diane Draper, the charismatic repealist who miraculously calmed the savage rioters a month earlier. However, not everybody is convinced she's the right person for the job.

This is the follow up scenario to Bootleg Whiskey, Liquor, Champagne & Wine and part 2 in the American Empire Saga.

GM: Clym Arnold (thekraken75)
Players: Morgan Hua (Ashley O'Neil - mobster/bare knuckle boxer), David J (Huxley - butler), Geoffrey P (Brett Aberauch - Olympic wrestler/rich boy), Sean V (Edgar Dwight - private eye), Michael H (Zooey Aberauch - investigative reporter), Mike K (Eugene Forester - radio operator)

Definitely a weird game and not a in a good way. We had a good table of Players, but the pacing was very slow for me. I'll mark the weird stuff in the spoiler section.

The game promised an investigation inside a Radio Station, but we never even got into the building. Sort of a major fail here.




10/17 Sun, 8am-9am

Panel: Dramatic Structure in Scenario Writing
Moderator: Chairperson Heinrich Moore
Panelists: Sean Branney (HPLHS), Michael Fryda (RPG Imaginings), Lynne Hardy (Chaosium), Mike Mason (Chaosium)
Topics: Elements of a plot, building tension, developing strong characters, etc. 

This was an interesting panel. For your viewing pleasure: https://youtu.be/4pTKN_yjXIU

Thursday, October 14, 2021

7th Sea (2nd Edition) - Review

As of this blog post, I ran five sessions of 7th Sea (update: I did eleven sessions total). One of my groups wanted something historical and pirates and three musketeers seemed like the right fit. I backed the 2nd edition KS and it came with all the 1st edition books in PDF.

I found a number of online resources for 7th Sea.

I really liked the world, it's a mishmash of various historical places and periods re-envisioned and crammed together. In a time of political correctness, Théah, is mostly politically correct. Racism, sexism, religious differences, etc. have mostly been erased. People relate more to their country than their skin color. The church is more scientific than religious. As one person said, everything is like something, but NOT exactly something. So, Castille is NOT-Spain. Eisen is NOT-Germany. Montaigne is NOT-France. Ussura is NOT-Russia. Avalon is NOT-Britain. The Inquisition is NOT-the Spanish Inquisition. Charouse is NOT-Paris. Though the world is more politically correct, there is still a richness that fills the world, so it's not bland.

Each country has its own brand of magic. Hexenwerk for Eisen. Knights of Avalon. Dar Matushki for Ussura. Porté for Montaigne. Sanderis in Sarmatia. Sorte (Tarot or Fate Magic) for Vodacce.

There are various secret societies which Players can join: Brotherhood of the Coast (pirates), Die Kreuzritter (monster hunters), Explorer's Society (treasure hunters), Invisible College (forbidden science), Knights of the Rose & Cross (just knights and moose lodge), Los Vagabundos (everybody is Zorro), Močiutės Skara (widows and orphans, red cross), Rilasciare (anarchists), Sophia's Daughters (freeing Fate Witches), Novus Ordo Mundi (James Bond's Spectre).

The Duelist's Guild is interesting making any PC a combat monster giving them combat Maneuvers which does more damage than normal. They also have their own school with special styles. During combat, non-Duelists do one Wound per Raise on their attack, but Duelists can inflict multiple Wounds with each Raise. e.g. a non-Duelist with 2 Raises can only do 2 Wounds, so you just attack and do 2 Wounds. But a Duelist with 3 Ranks in Weaponry can Slash for 3 Wounds (1 Raise) and Lunge for 4 Wounds (2nd Raise). Thus dealing 7 Wounds.

Character creation is very evocative due to the richness of the world and you can really create some interesting characters.

The artwork in the books are great too. They look like action scenes painted by Vermeer.

I first played this in 2017 at a convention: The Queens Cup
But I had reservations about the system. One was Players abusing the system; it was easy to always take your highest Trait and Skill and apply it to every situation by shoehorning it. The other was the Dueling system was a mini-game in itself; if two Duelists were fighting each other, everyone else basically watched as it was taboo to interfere in a duel.

I learned that some non-emphasized lines in the core rule book was very important.

p.173, Improvising: "Whether a Hero’s Action falls within the scope of his Skill is the GM’s discretion." e.g. GM gets to veto any action that wasn't declared for the Approach. This sort of solves the problem of a Hero solving everybody's problem with a massive number of Raises.

p.177, Gaining Hero Points: "The GM buys any unused dice that aren’t part of a Raise. For each die the GM chooses to buy in this fashion, you gain 1 Hero Point and he gains 1 Danger Point." I was buying every unused die which was a mistake. There were too many Hero and Danger points hanging around and I should mostly decline buying them until I run low on my starting Danger points (1 per PC).

Action sequences go in the following order: Approach (action declarations), Consequences and Opportunities, Rolling dice, and Action resolution. Action order goes to whoever had the most Raises.

This is very much like ORE (Godlike). In ORE, everyone declares, rolls their dice, and the PCs with the widest matches go first and actions happen based on the declarations. In Godlike, most actions are shoot at X, dive for cover, throw a grenade, so most are quick short actions. ORE models the chaos of combat very well.

In 7th Sea, you roll a handful of d10s and group them into sets that total 10 (or sometimes 15) or more. e.g. you roll 4d10 and get 3, 5, 8, 10 = 2 Raises (10, 8 + 3) with a leftover die.

The problem is some PCs want to do longer actions than just I want to shoot or throw something. They may want to lure someone away or steal something which involves a longer time frame. So, as a GM, you need to juggle the shorter time frame actions and the longer time frame actions. And if there's a duel going on, that slows the pace of everything down as the dueling combat goes on for what seems like forever. For example: Abigail wants to knockdown a brute squad. George faces Jorge in a duel. Felicity wants to swing on a chandelier to steal the crown jewels. Jeff is throwing pies at guests and making them chase him through the house. After die rolls: George 7 Raises, Jorge 6 Raises, Jeff 6 Raises, Abigail gets 3 Raises, Felicity 2 Raises. George Slashes at Jorge (at 7). Jorge Slashes at George (at 6). George Ripostes (at 6). Jeff (at 6) throws pies and spends his Raises on avoiding guests and stealing some love letters. George and Jorge (at 5 to 3) exchange more dueling maneuvers until they're down to 3 Raises. Abigail (at 3) finally goes and takes down the brute squad. George and Jorge duel some more (at 3 to 2). Felicity (at 2) finally gets on the chandelier, but doesn't have enough Raises to steal the crown jewels. George and Jorge (at 2 to 0) duel some more until they're out of Raises. George and Jorge get all the action and the other Players wind up just waiting for their turn.

As a mini-game, dueling is interesting, but it breaks the pacing of the game. In my own game, there were two duelist PCs, in an action scene with two duels (in serial, a PC lost a duel, then another PC challenged the Villain), this compounded the problem even more.

Complications and Opportunities are added on the fly to help syphon off some of the Raises, so that the PCs don't get an auto-success without any type of Risk. Most complications are damage that would result in Wounds of some sort or potential for damage such as slipping and falling or dropping something. Complications and Opportunities seem like a way to balance a scene dynamically when you add additional PCs to a scene. You do have to have your improv hat on and firing on all cylinders for this to work properly.

Death is also almost impossible. Each PC has 20 wounds, every 5th wound is a Dramatic Wound where they either gain a benefit or a disadvantage. You have to get the PC down to their last Dramatic Wound. Then spend a Danger Point and declare that you are killing a PC. Then any PC can act out of turn order by spending all their Raises and save the PC, though the Villain can attack the new PC that came to the rescue. So, you can get a death spiral TPK, though unlikely. (Also all non-Dramatic Wounds vanish at the end of a scene.)

After running this with 5 Players, I feel like it would run smoother with 1-3 Players. And if I was running a single player game, a Duelist would work great. Or maybe all Duelists, like The Three Musketeers.




p.s. To make encounters challenging, I found that Pressure (p.176) should be used when possible. The PCs faced Black Beard the Pirate and due to his fierce reputation, if PCs didn't flee as their action, it cost them a Raise to do other actions. It was cheap (1 Danger point + 1 Raise). I also gave Black Beard multiple loaded pistols which gave the PCs a scare.

Also when encountering a mid-level or higher Villain, I'd purchase the +5 Raise (requiring 15 for a Raise for Heroes, p.177, 1 Danger point). This makes the encounter tougher.

I also send multiple groups of 10 Mooks to accompany Villains. A group of 10 or 2x5 generally get taken out very fast. 2x10 survive long enough to do some damage.

I've also added vanishing Treasure. Opportunities for grabbing Treasure start decreasing over time. So there would be 5 Treasure at the start and each round that lapses with no one taking the Treasure decreases the amount available. I did this for booty from a ship they were attacking.

Monstrous Qualities really work and add nice narrative flavor to combat. Rock Trolls with Chitinous and Powerful made me wish PCs had more leftover dice for me to buy Danger Points. Suddenly, they stopped having leftovers. Funny, that.

According to various blog posts, most Heroes get about 3 Raises on any Risk, more if they get rerolls or exploding 10s.

Why all these things? Otherwise, the encounter becomes a cake walk and the Heroes generally will escape with no Wounds and at most only 1 Dramatic Wound.



p.s.s. I did something interesting. The PCs had captured a duelist assassin and was questioning him. Of course, he doesn't want to talk and is a tough nut to crack, but I let them roll Wits + Intimidate and they got 4 Raises. So, I decided the outcome was two "Yes/No" questions the interrogator could ask, and I as the GM, would answer truthfully Yes or No. This would be the result of the interrogation after lots of back and forth between the PC and the NPC. The PCs really wanted to know who the target was and who ordered the contract, but I wasn't going to automatically give them answers to open ended questions. They luckily guessed who the target was. "Was X your target?" And who put out the contract. "Did Y order the contract?" I really liked how this put the pressure on the Players to figure this out vs just roll dice and get enough Raises and the answer is automatically dropped into your lap. This way, they got to confirm their hunches. It was very rewarding.

After they let the assassin go, after he pledged to not fulfill the contract, on his duelist-to-duelist honor, he left a coded message for the duelist PCs, telling them there was still another assassin, but a non-duelist.



p.s.s.s. John Wick and Chaosium parted ways in Nov 2023. I had supported the 7th Sea 2e 2016 KS. The KS collected $1.3M which should have paid for the development and printing of the books, but in April 2019, John Wick had to cut a deal with Chaosium to complete delivery of the promised books. I got my last 7th Sea book in Sept 2023. The original ship date for the last book was Oct 2017. So, basically 6 years late. I actually thought the aggressive ship dates, mostly 1 month between books, were because 2e was supposed to be just a rewrite of 1e material. Most of the 2e books were flavor text describing different parts of the world without much in game statistics or additional mechanics. I actually realized 7th Sea 2e was in trouble when John Wick asked people to send in writing samples for undelivered books which told me those books weren't written yet and he was trying to farm out the work. I assume that as part of the bailout deal with Chaosium, John Wick had to complete the writing for the promised books (by himself) and Chaosium would do the publishing. I have no insider knowledge, but that seems logical. Something similar happened with the Call of Cthulhu 7e 2013 KS.

It remains to be seen if Chaosium will do much more with this game line as I see various books and accessories sold at deep discount. I assume Chaosium will continue to sell the PDFs to recoup costs, but not spend further money on this game line.