Sunday, July 09, 2023

Morgan's A Weekend With Good Friends Con July 2023 Excellent Adventures

Every game I was in was very fun. The scenarios may not have been the most complicated, but the GMs and the Players made the games great.

There are also 10 panels which look very interesting and when I have time, I'll listen to them. They're all available here: https://www.youtube.com/@AWeekendWithGoodFriends/streams

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7/6 Thurs 5:30-9:30pm.

Rich Food
System: Call of Cthulhu
GM: James - inquist_games
Players: Morgan Hua (Dr. O'Grady), LakshnessMonster (Garcia - Student), Steven W - relnec (Dominguez - Gang Member), Lauren - geolaur (Helen Bloom - Homeless Drug Addict).

For 2-4 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided.

It is a cold and rainy December in San Diego, California. The investigators are volunteers at the St. Germain’s homeless shelter. The shelter is at maximum occupancy and the doors have closed for the night when there is frantic banging at the front entrance. Three regular guests have finally arrived, only they are missing extremities and have chunks of flesh bitten off. They tell a tale of cannibalism and corruption in society’s elite. The investigators must unravel a dark conspiracy and face the price of greed. Pre-gens will be provided. VTT: Roll20

Content Warnings: Cannibalism, gore, and possible temporary loss of player agency. There are no instances where an investigator may unknowingly eat human flesh. Additionally, there are themes of homelessness, drug addiction, homophobia, assault, and police brutality with some NPCs and Pre-gen backgrounds.
Additional Safety Tools: Pregame discussion, X-Card

I enjoyed this scenario. It was quite creepy and the investigation was very interesting.




7/7 Friday 5:30-9:30pm.

The Diner
System: Horror the RPG (powered by Year Zero Engine)
GM: DontStopMeNow
Players: Morgan Hua (Bill - Head Chef), NoobishIndianGirl (Shelia - New Waitress), WishMoon (Mike - Diner Owner), Steve W - relnec (Det Hank - Retiring Detective), James - inquist_games (Brenda - Senior Waitress).

For 4-5 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced. 

Horror the Roleplay Game is a new ttrpg utilizing the Year Zero Engine. For this game we will be playing through one of the scenarios in The Dinner - a collection of scenarios for Horror. Introducing "The Diner Horror RPG Scenario Book," straight out of the twisted realms of the 1980s! Get ready for a heart-pounding, spine-tingling adventure that will keep you on the edge of your seat! "The Diner Horror RPG Scenario Book" has been meticulously designed for cinematic play, perfect for those one-shot gaming sessions. With pre-generated characters at your fingertips, you and your friends can dive right into the action, learning and playing the scenarios in one thrilling sitting. Immerse yourself in the sights and sounds of the 1980s horror scene, as VHS-style aesthetics come to life in every chilling detail. Dust off your Walkman and get ready for a nostalgic journey filled with retro charm and adrenaline pumping excitement.

Content Warnings: Diner meatloaf, horrible puns, maybe spiders, also maybe slime, and maybe a vampire, diner waitresses name Sheila and Brenda
Additional Safety Tools: Pregame discussion, X-Card

The system was basically Alien RPG, but in a present day setting.

The scenario was pretty simple, but it was the Player interactions that made this a fun game. Loads of great roleplaying.




7/8 Saturday 8am-noon

Le Dossier Mönch
System: Call of Cthulhu
GM: Joseph - SpoJino
Players: Morgan Hua (Said Kouzham - Lawyer and Moroccan Nationalist), Andy R - RandomAnswer (Sergeant Henry Evans - British Expeditionary Force), misty_lady (Yelena Volkov - Archivist and Egyptologist), princejvstin (Voira da Veiga - Aristocrat and Refugee Advocate).

For 3-4 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced.

Morocco, 1939: After France declared war on Nazi Germany, the French Protectorate in Morocco seized all German assets in the territory. This seizure included the French military police (the Gendarmes) taking control of the Mönch Textile Factory in Casablanca. While doing so, they discovered a cache of documents that left them befuddled. A contact in the French Foreign Legion has reached out to you for help with some clandestine digging into this factory and the cache of documents currently in local, civilian police possession. Nazi Content: This scenario includes fictionalized images and handouts with Nazi and Nazi-like symbols. Nazis are unambiguous antagonists in this scenario and will not be portrayed as anything other than working against the interests of the investigators. This scenario is a modified version of a chapter from the upcoming Sons of Singularity “The Blessed and the Blasphemous” campaign. Scenario written by Patrick Chandler.

Content Warnings: Body horror, medical horror, gore, brutality, Nazis (including Nazi imagery).
Additional Safety Tools: X-Card

This game felt more like Pulp Cthulhu than purist. But I had a lot of fun anyway.




7/8 Saturday 1-5pm

Viral
System: Call of Cthulhu
GM: Jeff - SeattleEgg
Players: Morgan Hua (Enoch Eakins - cameraman), Chelsea - PixelWhip266 (Corina Trench - co-host), Laura - lsnow11 (Ku Hyeon - tech/skeptic), Hilmar - hilmar_firestarter (Marco Proudfoot - host).

For 3-4 players, ages 16 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced.

You take the role of ghost hunters with a hit YouTube channel - you call yourselves the Spektral Krew! You are headed to an island off the coast of Sicily to explore its very dark past. The only public information is a pixelated satellite map and a pile of redacted documents, but a little digging on the Dark Web has revealed something far more sinister. What better way to make your final push for one million subscribers than to stream the investigation live from the island! This is scenario written by Alex Guillotte and Bud Baird, published 2022.

Content Warnings: Nosophobia, Body Horror.
Additional Safety Tools: Pre-game discussion

I heard many great things about Viral and was very excited about trying it out.

This game was very creepy and fun. I would have loved to play this game for over a longer period of time, maybe 8 hours instead of the 4 we did. Wonderful group of Players. I feel guilty in that I think my character, Corina, and Marco took up most of the screen time with amazing roleplaying. I felt Hyeon was slightly odd man out. If I played Hyeon, I would have demanded more screen time as the resident skeptic.

After playing in this, I highly recommend the scenario.


Saturday, June 17, 2023

My Rant on RPG Books and Reviewers

A fraction of my RPG books

I have hundreds, if not a thousand RPG books. I've played numerous systems and games. So, when a new game or system is published, I like to read reviews about the game or try the game out before buying it. So, reviews are a great resource. I've been burned a few times where I bought a Kickstarter and found out the game was a clunker or that the game was rushed into production and not enough thought was put into streamlining the book or a through enough editing was done.

Yes, I'm used to errata. Before the internet, game publishers were more careful about making mistakes and corrected them in newer printings. I fear, the trend these days is to push things quick to market and correct the PDF afterwards. But if you got the first print edition, you get screwed. For example Alien RPG, the first printing, Pilots don't have the Piloting skill.

My pet peeves for RPG books:

1. Not using a professional editor/proof reader. Using MSWord autocorrect and Google Translate doesn't cut it. One KS delivered a badly translated RPG. The game was supposed to be decades old and very popular in Sweden. They had an early release PDF to allow us feedback. I'm a native US English speaker and have a college degree. I sent feedback and a number of my suggestions were rejected. The response from the company? We have a friend who's a Swedish expat in the US who speaks English, we rely on that person's judgement for the final decisions. OMG. I sold my copy of Trudvang. Great art, lousy system.

And if you don't use a professional proof reader, then pre-release the PDF, so your fans can give you feedback. Arc Dream at first didn't do this for their The Conspiracy KS. I mentioned this and they happily sent out pre-release PDFs to backers. I noticed that one of the fonts that mimicked an old typewriter was too hard to read. It was atmospheric, but led to sometimes hard to read names. I sent back examples for them to look over such as J-2 vs U-2. When I got the final release PDF, I noticed that they fixed it. Can you imagine if they didn't? As an aside, Arc Dream does a great job proofreading. Minimal typos if any in their products.

2. Important Rules in the Sidebar. Sidebars are for examples and flavor text. When GMs read the core book, we read the main text and look at the sidebars later. Sidebars do not Highlight Rules, sidebars say, "Ignore me until later when you have time to read me."

3. Inconsistent phrasing. Not having a System/World Bible, so you use different names for the same thing throughout your core book. Then indexing the wrong words, so you can't even find the rule you're looking for. I'm looking at you Alien RPG. You can't find Air Supply in the index. You need to look up Consumables. And good luck on finding how Stun weapons work. It's under the detailed description of the G2 Electroshock Grenade p.125.

4. Rules in the wrong place or missing rules. See #2 & #3 above. I'm looking at you The One Ring 2e. If you buy the Starter Set, you can't play the game. Good luck on figuring out what Attribute Level is for monsters. It's not in the rules provided with the Starter Set. You need the core book p.143. The rules in the Starter Set are all Player facing rules, so all the GM rules are missing and there's no GM rule booklet in the Starter Set.

5. Renaming standard RPG terms to be cute. I prefer GM (Game Master). But there's DM (Dungeon Master), Master of Ceremonies, Keeper of Arcane Lore, Storyteller, Narrator, Director, Facilitator, etc. These are all cute and I can figure this out. But then they start renaming NPC to GMPC, etc. Hit Points to Conditions, Health, Stamina, etc. I bought Invisible Sun and I still haven't been able to read past the first book because you need to translate from Invisible Sun speak to RPG speak. It's a giant barrier to understanding the game and playing it. The excuse for renaming common terms is to be "immersive." It's so immersive, I couldn't get into it like trying to climb into a bathtub full of mercury.

6. Bad rule book organization. Making it hard to find rules when running the game. The core books are written to be easily read, but then information is spread out to various sections. The publishers don't want to duplicate info, to save page count, but when info is spread out everywhere, it's impossible to use the core book as a reference book. Mödiphius 2d20 games such as Dune and Achtung! Cthulhu were painful to use at the table. GM pauses the game in what seems like an eternity, trying to look up a rule because misapplication could probably kill a PC. And this happens multiple times during a gaming session.

RPG Game Reviews

One of my friends did a podcast. They decided to talk about Vampire RPG. During the podcast they admitted they've never played the game. WTF? How can you be opinionated about something you've never even tried? Let alone talk a whole hour about it? I've played and run Vampire before and found their comments uninformed.

Book reviewers review a book after they've read it. That is the experience of the book. But RPG books are a different animal. You need to read it and either run the game or play it to experience it. So, I have problems with RPG reviewers who just read the book and don't play it. It's like a movie reviewer who just reads the movie script. Or a book reviewer who only reads the blurb.

I understand some people make a living reviewing RPG books, so they don't have the time to run/play every publication and the output volume of their reviews is their focus. And reading massive amounts of RPG books does increase your ability to make an informed decision. But that doesn't replace cracking open the book and trying to use it in a game.

I've read mediocre reviews of a game I've played in that was very, very fun. I've also read a glowing review of a RPG, but when I looked at Reddit posts about people who tried to play the game, they found it was horrible. It read well, but played terrible. So, I now read reviews with a grain of salt and also consult other online sources, especially comments from people who actually played the game.

I also don't want spoilers for scenarios, but I want to have enough information to decide if that scenario or campaign is right for my gaming group.

So, when I do review a game or scenario, I don't do it until I've been able to play or run it myself. When I've only played it*, I would still want to read the scenario, to differentiate what is in the scenario vs any GM invented material. What's worse than saying, "Hey, that's a great scenario, I'd like to run it," and then finding out your GM invented half of the material or merged multiple scenarios to make the game that you played, so the scenario you're recommending has nothing to do with what's published.


*I want to differentiate my review of a published scenario vs my convention reports about the games I've played in. My reviews are informed opinions about a published scenario I've run, or played in and have read afterwards. A convention report is more about the experience I had. I generally do not go and read the convention scenario I've played in, unless I enjoyed it so much that I plan on running it myself.


My blog post on various CoC campaigns and scenario books: https://morganhua.blogspot.com/2021/11/cthulhu-campaigns-run-times-and-thoughts.html

Thursday, June 01, 2023

Vaesen: Nordic Horror Roleplaying - Review



The first time I heard about Vaesen was from the TV Series Grimm. There's been a series of Monster of the Week TV shows such as Kolchak: The Night Stalker, Supernatural, and The X-Files. I'm a big fan of these shows and Hammer Horror films. So for me, this is a great combination like peanut butter and chocolate.

Free League has been consistenty amazing at releasing beautiful RPG books. Vaesen are supernatural creatures invisible to normal people except for people with the Second Sight. The setting is mid-1800s Sweden with industrialization changing the world, creating a clash between urban/rural, rich/poor, industrialization/nature, locals/immigrants, seen/unseen, science/magic, upper class/lower class, church/old ways.

The conceit behind this game is that the PCs are Thursday's Children, people traumatized by a supernatural event which enabled them to see Vaesen. They belong to The Society, a group that is dedicated to investigating and solving disturbances with Vaesen. PCs also have a Dark Secret that will resurface during play.

The system is a d6 dice pool, counting successes (a 6 is a success). Most tasks only require one success. There are only 4 Attributes (Physique, Precision, Logic, Empathy) and 12 Skills (3 skills under each Attribute). The dice pool rolled is the Attribute + Skill. Various items and talents add extra dice. PCs can take 4 physical and 4 mental Conditions, but the 4th condition always Breaks the PC (either crippling the PC physically or mentally). If the PC survives the Injury, they can get some penalties or in some rare cases additional Insight just as how they got their second sight.

There was a big buzz about the game and I wanted to learn more about it. The first few times I played this game, I wasn't quite sure about it. First, I thought the system was ok, but not that exciting. Second, I thought it was almost impossible to kill a PC, so a game without threat takes away the excitement of danger. Third, I wondered whether a long series of Monster of the Week would get boring.

I wanted to get more Vaesen under my belt, so I played 5 games of Vaesen at VaesenCon. I saw enough variety from different GMs and scenarios that it assuaged my fears. I actually bought a HC of the book and read almost all of it. I skipped the monster section, so I could still play games without having spoilers ruin them.

Reservation 1: The System. It's fine, but one thing that works really well is if you want to Push a roll, you take a Condition. That's a big deal. You only have 4 physical and 4 mental HPs. Also each Condition reduces your dice pool for related tasks on a 1-for-1 basis. It makes Pushing and taking Conditions a major risk factor. This raises the tension level during play.

Reservation 2: Hard to Kill PCs. Some monsters can cause 2 or 3 damage and it can go up if it rolls multiple successes. This can Break a PC in one hit. If the PCs lose the fight or abandon the Broken PC, that PC is basically dead. Seeing a Vaesen can cause 2 Fear, that's 1/2 of your mental conditions. So, Vaesen can be a very deadly.

Reservation 3: Lack of Variety. There are 21 Vaesen in the core book. There are more in published supplements and fan based supplements. Also the Vaesen are based on Folk and Fairy Tales. I bought a copy of Swedish Folk Tales for inspiration. And for people who memorize Monster Manuals, the GM can make up anything they want to switch things up. Most Vaesen are almost impossible to kill without knowing their secret weakness. I'm also using the Society's HQ, a rundown castle full of cobwebs and mysteries, which the PCs need to cleanup, upgrade, and explore. I'm also tying in various character's Dark Secrets and fallout from their actions when they solve a mystery. In my Upsala, I've highlighted the social pressures from the various social classes in the city.

Why is the basis of the game Monster of the Week?

Well, one of the ways of getting an Experience Point (XP) is meeting a new Vaesen, so that's designed into the game. Another is confronting a Vaesen. Each PC gains XP at the end of each session. Every 5 XP allows the PC to bump up a Skill or add a Talent.

Another basis of the game is developing your HQ. The Society (as a whole) gains Development Points (DP) by learning about Vaesen. DPs are spent upgrading the HQ which gives benefits to all the PCs. DPs are gained at the end of each scenario. But fixing things and opening up sealed rooms and areas of the HQ comes with its own danger and more opportunity for adventure. The problem is when you play random one-shots, you never see this aspect of the game.

I've decided that I wanted to make developing the HQ and exploring Upsala as roleplaying opportunities. To make the game environment richer vs just Monster of the Week. Dark Secrets also allows the GM to personalize the various horrors that show up, making it very personal. I've run multiple sessions so far and I'm really enjoying bringing in reoccurring NPCs and city locations.

I also have a deep love of folklore from various cultures, so I plan in using this knowledge in my games.

Overall, Vaesen is turning out to be a really good game. No wonder it's doing so well in the market place.




Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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The scenario in the core book:

The Dance of Dreams
Location: A roadside inn, 3.5 hrs south of Upsala, Sweden
Pages: 16
Run Time: 1 session
Hook: Olaus Klint, a stranger, requests the PCs meet him at the Witch Cat Inn where a Shadow Theater play will be held.




Reviews and Notes:
Seasons of Mystery (4 scenarios)
Mythic Britain & Ireland (setting & 3 scenarios)



Q: Equipment rules seem confusing. p.88 Equipment in the Headquarters. It states that you keep the equipment you started with plus one newly acquired item or weapon. Does this mean you keep only 1 extra item or 1 from each completed adventure?

A: One extra item apart from your starting equipment. Period.

This is to prevent the PCs from becoming pack rats. This is for equipment that gives any type of bonus. Normal items that give no bonuses can be carried. You don't want the PCs to have a giant inventory with multiple bonuses for everything.

At the start of each adventure, the PC would have their starting equipment + 1 item they got from a previous adventure. In the Preparatory stage (p.73 Preparatory Equipment), they can then spend resources to buy other equipment that gives pluses. During the adventure (p.73 Shopping During the Mystery), they can also buy equipment. At the end of the adventure, the PCs would keep their starting equipment + 1 item (from any equipment that wasn't used up). If the PCs had upgraded their castle, they can keep more equipment based on the upgrade specifics (p.89 Armory, p.90 Weapons Corridor, p.91 Cellar Vault). As a GM, I'd let them permanently replace starting equipment with something they would rather carry instead. The replaced items are lost.

I'm tempted to explain the missing items as either being borrowed by other Society members, ghostly thievery, or just being used up between adventures. You can turn the quest for the missing items into an adventure.



Q (C): How do you play The Sight in your games? While I love the idea and its potential for generating exciting play, I'm confused about how to make it work in game.

If I understand it right, The Sight allows the PCs to 'see' Vaesen others can't see - as the book says, 'you have the ability to see vaesen – even when they are trying to remain invisible.' But reading the excellent descriptions of each vaesen in the book, there are very few that seem invisible by default. So what difference does The Sight actually make?

A (MH): I assume they're all invisible or have a glamour that makes them look like normal people or normal things (trees, rocks, a bird, a cat, a deer, etc.). Only people with The Sight can see their real form (even when invisible) or when the creature wants to be seen. Some people might catch a glimpse of their real form from the corner of their eye or during trauma or in dreams. Those are my thoughts on this.

Most if not all Vaesen have Enchantment which includes invisibility (Distort Vision, p.118 core book).



Q (CD): I really don’t like “Monster of the Week” type games where the monsters are invariably the characters’ enemies, and the adventures are resolved by combat with the monsters. So, in Vaesen, is it necessarily the case that the Vaesen are the characters’ opponents? Or rather, do the characters sometimes help the Vaesen? And where there is conflict, is this ever resolved by negotiation rather than fighting?

A (MH): In the core book, it tells you it's almost impossible to kill a Vaesen. In some cases, you must some how figure out the secret, secret method. That said, if you go toe to toe against one, a lot of your PCs will get broken. And there's a chance of a TPK.

I do think a number of the published scenarios do veer away from the above philosophy or at least forget to reiterate this and lack guidance for the GM. So, the default of kill the Vaesen is what happens. Even the scenario in the core book is a vanquish the Vaesen scenario. I wonder if it would have been better if the core book scenario was different and required some sort of deal making solution instead. Then that would illustrate the philosophy of the game better.

I've played in a variety of Vaesen games at online conventions run by various GMs and a fair number of them are kill the Vaesen (monster of the week). Very few are let's make a deal.

Q (CD): Thank you, that provides a different perspective to a lot of the answers here, and I’m really grateful for it. How difficult do you think it would be to alter the adventures so that a different (non-violent) resolution was possible?

A (MH): I'd start off with a scenario that doesn't require vanquishing the Vaesen to set the tone for the whole series you're running. The issue with the core book scenario, The Dance of Dreams, is that it's a vanquishing scenario and there's no way around it.

I would mix in Vaesen banishing/killing scenarios with others, but I'd start with a few non-vanquishing scenarios first, to help set the mindset of the Players in your gaming group.

For how to alter the adventures, the problem is when the PCs figure out which Vaesen it is, they're given the "cheap" ritual to banish it. So, they think that's the only solution. Maybe make it harder for them to identify the Vaesen, so they'll need to get eyes on it or talk to it to differentiate it from the whole hosts of what it can be, so they must talk to it. Don't let them do a Learning roll until they know "enough," which is up to the discretion of the GM. When roleplaying a Vaesen, think about what it wants and why it's unhappy and what would be satisfactory to it. Some Vaesen are not reasonable, some are vengeful for the wrong that was done to them. A number may require punitive damages in addition to compensatory redress before they back off.

Some Vaesen are powerful and they know it and are unreasonable. In one scenario, my PCs asked a powerful Vaesen to remove a curse (from a different Vaesen) from one of the PCs. The PCs were willing to do a one-for-one trade to remove the curse. My Vaesen required a three-for-one and didn't budge. Eventually, the PCs gave the Vaesen three NPCs (to be entranced as its slaves) to remove the curse from one PC.



Q (MH): I find that having the PCs do a Learning test to uncover which Vaesen it is and to figure out the required Ritual seems anti-climatic and too easy. Is there a better way to do this?

A (MH): My experienced investigators try to narrow down what possible Vaesen fit the mystery even before they leave Upsala by looking through The Society's library. After a successful Learning test, I hand out a list of known Vaesen that fit the known parameters. So, instead of giving the exact Vaesen, I give a list of possibilities.

Some GMs hand out the Vaesen Custom Card Deck and let the Players flip through the cards, or hand out a subset of the cards. The only issue is that this isn't an exhaustive list of Vaesen and if the Vaesen is new or unique, you won't have a card for it. Some people hand out the Johan Egerkrans art book. But you run into the same problem if it's not in the book. Though, I would say that the cards and the book are the Vaesen that The Society has documented, so if it's totally new, then they might have to do research locally to uncover what exactly the Vaesen is and the required Ritual.

Once the PCs narrow down the Vaesen to the most likely suspect, I tell them the Ritual associated with it. I just tell them, "When you had looked up the possible Vaesen earlier in the library, you remember (or had written down) the specific Ritual for this Vaesen. It was ..."

Sunday, May 07, 2023

Morgan's VaesenCon 2023 Adventures


 VaesenCon is exclusively Vaesen RPG games.

I've played a few Vaesen games and I'm sort of on the fence about the game. So, I decided to immerse myself in the game to see if I really liked the game. The verdict is thumbs up!

There are also several panels on Vaesen and you can check them out here: https://www.youtube.com/@vaesencentral/streams

After the lottery, I got into 4 games, and soon, I got into 2 more games via waitlist. I turned one game down, so someone else would get a chance to play. I played in 5 games over 3 days. All the games were fairly good and I had a good time.

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May 5 (Fri), 11am - 3pm (4 hrs)

Those Who Walk in Smoke
GM: Ahimsa (peaceful.viking#8120)
5 Players: Morgan Hua (Muhhamad Akbar - Caravan Guard), Saccharine Choking Hazard (Anora - Merchant), Penny (Rustam - Vagabond & Dog), KatsuDemon (Dicky Hodges - Hunter), Alistairsmith61 (Timur - Academic/Civil Servant)
Tags: Ages 18+, violence, cosmic horror
Pre-generated characters will be provided.

The silk road city of Samarkand. A man that disappeared from a locked room. A mystery that will risk the lives of the investigators and delve into the mysteries of the Djinn.

I enjoyed this game because there was lots of information to put together through investigation. Lots of history and Arabian Nights lore. The GM did have to speed up the game in some parts to get us to finish on time, so the ending was rushed. I'd say this game has a high level of complexity.




May 5 (Fri) 5 - 9pm (4 hrs)

Hope is a Sad Thing
GM: Diesel (Diesel#9263)
4 Players: Morgan Hua (Aleksander of Ingrid Backlund - Occultist), WishMoon (Rek Jaeger - Hunter), Puddy_R (Captain Magnusson - ex-sailor), Calijah (Erik Forsmark - Priest)
Tags: Ages 21+, Suicide, PvP, grief, Possession, Blood and gore.
Pre-generated characters will be provided.

The Society is called upon to investigate a mysterious cabin, one where older members of the Society traveled to and never returned. 

Overall, I liked this scenario. It's designed to be deadly, so the GM warned us and told us not to use long running PCs as it could lead to PC death. That said, Captain Magnusson came out of retirement to join the adventure. What a brave soul.

A fairly simple scenario. But very scary.




May 6 (Sat), 11am - 3:30pm (4.5 hrs, went over by 0.5 hrs)

Thursday's Children; Friday Morning
GM: Chance Boon (Chance#1736)
4 Players: Morgan Hua (Moses Westmark - Entertainer), Michael C (Baxter Faire - Hunter), ComteDeGuido (Sterling Masters - Servant), myrtheus (Elias Dulmoore - Occultist).
Tags: Ages 21+, strong content, Death, Course Language
Pre-generated characters will be provided.

It sounded easy enough...something had been luring the children of Immel into the woods at night...in the morning, they would be found in the same clearing. Scrapes, bruises, no memory of the night, but mostly unharmed. This happened every 10th day, for the last 11 weeks. It was decided that a group would be sent out to investigate, but 10 days later the people of Immel found the group in the very same clearing...in far worse shape than the children...

I enjoyed this scenario. The complexity of the mystery is moderate.




May 6 (Sat), 5 - 9pm (3.5 hrs, we finished 0.5 hrs early)

God of the Gaps
GM: Diesel (Diesel#9263)
4 Players: Morgan Hua (Johann Ludwig - Doctor), Puddy_R (Dr Mysterio - Entertainer), Śraddhāpa (Geir Hansen - Doctor), Rain of Terra (Ingen - Entertainer)
Tags: Ages 21+, strong content, Harm to children, grief.
Pre-generated characters will be provided.

The Society is called upon by Upsala officials to investigate something that should never be lost: Upsala's new train system has lost a train on its maiden voyage.

A fairly simple premise, but we floundered trying to figure out a solution.




May 7 (Sun), 11am - 3pm (4.25 hrs, went over by 0.25 hrs)

Trill Delusion
GM:  Nell (Nellufy#2464)
4 Players: Morgan Hua (Johann Ludwig - Doctor), BurningHeron (Alfred Koningsberg - Doctor), Jens (Lars - Vagabond), Athanor (Christian Larsen - PI)
Tags: Ages 18+, Body Horror, Domestic Abuse
Players should have a character ready to play.

Viktor Wikström, a promising young violinist, has been found dead under mysterious circumstances in his affluent flat in Copenhagen. His name is known throughout the upper class and the music world of the city. A dear friend of Viktor has enlisted the Society’s help in hope that they will get to the bottom of this.

I enjoyed this scenario. The complexity of the mystery is moderate.




Thursday, April 27, 2023

Blade Runner RPG and Electric Dreams - Review

 


I got both the Blade Runner Core Rules (2022, 240 pages) and the Starter Set box. Free League always have great looking books, but their rules organization and index is always a mess. As a GM, you'd say, "Oh yeah, I read that rule somewhere, now where is it?" You can never find it easily. The good news is Blade Runner is the first Free League core book where you can actually find things. Thank goodness.

The hardcover book has dark and glossy pages to showcase the moody art.

The setting is Los Angeles 2037. The first Blade Runner movie is set in 2019. The second movie was Blade Runner 2049, so the game is set between the two movies. PCs are all Blade Runners, but they can be either Human (1st movie) or Nexus-9 Replicants (2nd movie).

Blade Runners have the job of finding and "retiring" Nexus-8 Replicants and any rogue Replicant. There are 7 character templates: Analyst, Cityspeaker, Doxie, Enforcer, Fixer, Inspector, Skimmer.

The game is designed for 1 GM, 1-4 Players. For people used to having more players, this might be a problem. The PCs are also encouraged to split up, so their investigation goes faster. Their KIA (iPad communication and computing device) allows the PCs to update and communicate with each other when needed. I can see how 6 players might be too many as each pair of investigators would leave out 2/3 of the other players from the action. Too much downtime (not to be confused with Downtime Events) for the players not in the scene.

The system uses polyhedral dice. One die for the Attribute, one die for the Skill. Base die is 1d6 and can go up to 1d12. On die rolls of 6+ = 1 success, 10+ = 2 successes. Roll both dice and count successes. Most of the time only 1 success is needed. 2 successes is a Crit in combat.

Fans of Free League games are complaining because they wanted to be able to make a mashup of Blade Runner and Alien RPG. Alien RPG uses a d6 dice pool, so the systems aren't compatible.

There are two types of Hit Points: Health (physical) and Resolve (mental). When you push a die roll, you can hurt yourself mentally or physically. Humans can push once, possible damage based on what type of skill they push. Replicants can push twice, but possible damage is always mental even when they push a physical skill. When either Health or Resolve goes to 0, the PC is Broken.

Physically Broken, a PC is down and out. Mentally Broken, there's a random chart. For Humans, ennui sets in and there's lack of motivation for further investigation. For Replicants, there's some sort of emotional breakdown and if noticed, they may be subject to a Baseline test. Failure of the Baseline test leads to recalibration and on a third strike "retirement."

Combat is deadly. Two successes = a roll on the Critical Injury chart.

Chases rules are also codified. Pursuer and Prey pick their Chase Maneuver from a list of available options and reveal their choices simulataneously (made easier with the cards from the Starter Set). Then a random obstacle is picked and that segment of the chase is resolved. Rinse and repeat until the chase is over. There are obstacles for foot, ground vehicle, and aerial vehicle chases.

Free League always seem to have a good grasp of what an IP (intellectual property) is about. For Blade Runner, it's about what makes you human. So, for longer term play, Players have to decide between Promotion points and Humanity points. You gain Promotion points by retiring Replicants and doing your job (solving cases). You gain Humanity points by doing nice things such as not turning in a harmless Nexus-8 Replicant.

The core book doesn't include a sample scenario. It does have advice and 8 random tables to help you generate your own scenario.

Starter Set
 
The Starter Set has a condensed rulebook (80 pages), large map of LA, 4 pre-gens, a scenario book (56 pages) - Electric Dreams (Case File #1), 26 scenario handouts, dice, and cards with NPC portraits, inititive, and chase options.

I've played the scenario Electric Dreams and I've run it twice. It took 2 sessions to play for a total of 6 hrs to complete the scenario. The amount and quality of the handouts is outstanding. The scenario is really well written. I did find a few things that needed clarification. I'll put that in the spoiler section.

One nit is that I looked for the Downtime Events chart in the condensed rulebook, but it is instead in the Electric Dreams case file, p.11-12.

I ran into organization issues in the scenario book. Information is spread out in different sections and is hard to find. You wind up flipping through the 56 pages over and over again, looking for stuff you swore you've read or knew must be in the scenario book such as stats for NPCs.

This is an amazing product and I highly recommend it. It does set a high bar for a scenario.

This is supposed to be the first case file in a set of 3. I'm eagerly awaiting Case File #2. 

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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Wednesday, February 15, 2023

Missed Dues & Blackwater Creek - Scenarios - Call of Cthulhu 7th Ed - Review

Missed Dues and Blackwater Creek (CoC 7e, 2016, 80 pages) are two scenarios that are included with the Call of Cthulhu Keeper Screen Pack which includes GM screen, scenarios booklet, character sheets, and 3 maps: Arkham, Lovecraft Country, Earth.

I have the 2015 KS edition of this, so there may have been some changes. My copy of the scenarios has 93+ pages and also a Keeper Reference booklet (22 pages), and color maps of locations from the scenarios in the Keeper Rulebook. 

You have an option of either using the pre-generated mobsters or using existing PCs. There are no pre-gens of regular investigators of university professors and librarians. You can use the pre-gens from the QuickStart or some of the other published products such as the CoC Starter Set or Doorways to Darkness.

I played Blackwater Creek and ran Missed Dues, in both instances the PCs were mobsters. I do want to say that as mobsters, there are viable solutions to scenarios that law abiding citizens would never attempt. It's sort of fun to have no qualms about murder, intimidation, or blackmail. So, some scenarios with mobsters as PCs have an easier solution than with law abiding citizens.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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Missed Dues
Time Period: Oct 1922
Location: Miskatonic University, MA
Pages: 37
Run Time: 1 session
Pre-Gens: 6 mobsters
Hook: "Sticky Jack" Fulton did a job on the sly and didn't pay the mob their percentage. It's been a week and now he's missing. Find him and get the missed dues.

I ran this with mobsters, but not the pre-generated ones. I was running a series of mobster scenarios, changing the hook for various published scenarios, giving them a mobster slant. So, they used their pre-existing PCs.




Blackwater Creek

Time Period: Sept 1926
Location: rural Massachusetts (can be tied to Miskatonic University scenarios)
Pages: 49
Run Time: 1 session
Pre-Gens: 6 mobsters
Mobster Hook: Bootleg whiskey is being made out in the boonies. Find the makers and cut a deal with them.
MU Hook: Prof Roades and his wife are missing. The rest of the archaeological expedition has returned from the dig site. The new school year is about to start, see if Prof Roades is ok.




Sunday, February 05, 2023

Alien RPG - Cinematic Scenarios - Review

I'm going to take a look at the four published cinematic scenarios:

Chariot of the Gods, Destroyer of Worlds, and Heart of Darkness make up the Draconis Strain Saga series. Designed to be played in release order.

I highly recommend the book Alien: The Blueprints as a GM resource.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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



Hope's Last Day
(Alien RPG core book, 2019, p.368)
Pages: 16
Run Time: 1 session
Pre-Gens: 5 terraforming colonists, Space Truckers
Hook: PCs return on a maintenance run and find things amiss at Hadley's Hope.

This is a great introductory scenario. It runs exactly like an Alien movie.

The time frame is two weeks before Ripley with the Colonial Marines arrive at Hadley's Hope.
The PCs return from a routine maintenance run and find everything has gone to hell.

This scenario takes about 4 hours to run, perfect for a convention time slot. I've run this about 12 times already. It's really the 3rd act in a full scenario.

I was introduced to this game with this scenario, I love this scenario.




Chariot of the Gods
(Starter Set, 2019)
Pages: 52
Run Time: 3 sessions
Pre-Gens: 5 Space Truckers (for 3-5 players)
Hook: Crew of the USCSS Montero, a starfreighter, wake up to find they're not where they're supposed to be.

I've played in this twice and ran it twice. The first time I played it, it was finished in a 4 hr session, but it was an earlier version from the first printing of the core book. The second time I played it, we killed all our backup characters before they were activated, so we finished in 2 sessions. Both times when I ran it, it took 3 sessions.

This game is a nice slow burn. PCs wake up on their ship and start to figure out things aren't quite right.

It's a nice scenario. I like how Free League constructs their scenarios. They give you mandatory events that the GM must run and various optional events to add flavor or to tweak the pacing of the game. If the scenario has locations, they have detailed text for each location. The events are also separated into three Acts. Once an Act is over, unused events are discarded. Usually, the last Mandatory event in an Act closes that Act.

The marker tokens included in this set are large and are only useful for marking which zone a PC is in, multiple tokens in the same zone are generally stacked. It's not for any tactical use. The same tokens are used for Destroyer of Worlds and Heart of Darkness.




Destroyer of Worlds
(box set, 2020)
Pages: 90
Run Time: 2-3 sessions
Pre-Gens: 7 Colonial Marines (for 3-5 players)
Hook: Colonial Marines sent to capture 4 AWOL marines.

I've played this once and ran it twice. When I played it, it took 3 sessions. When I ran it, it took 3 sessions and 2 sessions.

PCs are on a frosty moon, almost ready to deploy to fight the UPP on 61 Cygni, then they get pulled to do MP (Military Police) work.

I just find it odd that with fusion reactors that can terraform a planet, FTL drives, etc., they're still using petrochemicals. Maybe they need it for plastics.

The pre-gens are marines and the chain of command is: Gen (General), Col (Colonel), Maj (Major), Capt (Captain), Lt (Lieutenant), WO1 (Warrant Officer), GySgt (Gunnery Sergeant), Sgt (Sergeant), Cpl (Corporal), PFC (Private First Class), Pvt (Private).

A nice sandbox scenario, packed with action.




Heart of Darkness
(box set, 2022)
Pages: 80
Run Time: 3 sessions
Pre-Gens: 7 Science Team Members and Space Truckers (for 3-5 players)
Hook: W-Y science team is sent to a space station orbiting a black hole to investigate a new life form. The space station uses prison labor.

I played and ran it, both times took 3 sessions.

PCs are a mix of contract scientists for W-Y and crew members from the ship that takes them to a space station. When they arrive all hell breaks loose.

This scenario is also very sandboxy. Lots of options for the GM to use when running it. And various options for Players when playing.




Here's my original review of the system and Q&As: Alien RPG Q&A