Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Saturday, 1 March 2014

Rippers: Chapter 5

It's been a while, but we finally reconvened for a new session of Rippers! +Annette's been busy with work, but particularly wanted to have a game on the weekend of her birthday. +Michael reported in sick, but bravely soldiered on and joined us via Google Hangout to avoid spreading his illness around.
  • +Annette plays Gregory Pratchett, an alienist with a gift for physically battling the forces of darkness. His encounter with a werewolf led to the Rippers showing an interest in his talents.
  • +Michael plays William Baker, a Professor of Archaeology who uses knowledge as a weapon. On his expeditions across Europe he began uncovering signs of the occult. In Eastern Europe, one of his parties was all but wiped out by a vampire. He was kicked out of Cambridge for publicly airing his views on the supernatural, losing his tenure and his marriage. The Rippers recruited him shortly afterwards.
  • James plays Douglas, a mysterious cloaked gadgeteer with a modified crossbow whose fiancée was killed by a werewolf on their wedding day.
    Previously, all three Rippers followed Lord Maybrick to his country estate in an attempt to recover the heart of a rare Mesopotamian Mummy. The direct approach failed, so they are attempting to sneak back inside... although at the end of last session, they had just set fire to a carriage and two Mummies in the stable yard.


    Given the commotion they have just ignited at the back of the East Wing, the Rippers sneak in the front door. Soon after entering, they hear a gunshot from upstairs - however, their minds are on other matters. Reasoning that the Mummy Heart is probably in a secure location, they head for the West Wing and the library.

    They search the library quickly and thoroughly. Douglas finds a secret passage as a neatly-dressed man in a top hat runs past clutching something. Pratchett and Baker pursue him, also hearing booted feet coming from the same direction as their quarry, while Douglas investigates the passage.

    Pratchett and Baker catch up with the top-hatted gentleman and attempt to snatch the canopic jar he's carrying. The struggle spills out onto the back lawn, where they are soon joined by three thugs dressed as footmen who assist Top Hat. The gentleman utters some arcane phrases in Ancient Egyptian and summons an otherworldly servant from the ground.

    Meanwhile, Douglas' investigation of the passage is stymied by a lack of illumination. As he returns to the library to look for something to light his way, he hears the fracas outside and hurries to join the fray. He discovers that some of Maybrick's serving staff are also fighting against Top Hat's thugs. Top Hat loses the jar to Pratchett, and draws his sword in an attempt to get it back. Baker is struck a grievous blow by one of the thugs, who pays the ultimate price at Pratchett's hand.  As most of Top Hat's minions have fallen, he flees but is shot down on the way to the stables by a hail of bolts from Douglas' crossbow.

    Maybrick's staff reveal that the gentleman is Sir Conrad Leek, and also that he shot their master; the butler is currently providing medical attention. The Head Maid wants them to stay to speak with Maybrick when he recovers, and requests the return of the jar, but Pratchett implicates their master in its theft and informs them the group will leave immediately.

    The Rippers return by carriage to the London Lodge, deliver Leek to the cells, and debrief Shackleworth and Van Helsing. They are congratulated for their return of the artefact. Investigations will continue into Leek's cult, and Van Helsing will deal with the Maybrick situation.

    The Rippers have proved their worth to the organisation, and Van Helsing offers them the opportunity of their own Lodge. However, they turn down the offer, content to keep working under orders as they have been.


    Rather than tracking Experience Points too closely, I've basically been giving them half an advance every session. Since this session made a good conclusion for the current story arc, and would be a good spot to start them off with their own Lodge as they became Seasoned, I gave them a whole advance this time.

    However, they turned down the offer, both in and out of character. The players are happy to be given assignments with enough leeway to use their own initiative and preferred methods, and just concentrate on hunting down and eradicating evil, without the need to bring additional responsibilities and the worries of resource management into the mix. The "run your own Lodge" system is a unique element of the Rippers setting, but it's not one the players are keen on at this juncture. They might decide to give it a try later on, though.

    I actually went against the expectations I'd laid out at the beginning regarding pulling punches and character death. In our first game I'd used the Heroes Never Die setting rule to take PC death off the table. For Rippers however, given the visceral and brutal nature of the setting and the foes they would be facing, I'd said that I wouldn't fudge the rules to save lives.

    Then I did just that, when a damage die exploded several times in a row against poor Professor Baker and he was faced with taking four Wounds at once from a cultist Extra. Although he might not have died, I reduced the blow to three Wounds, which effectively took him out of the fight anyway.

    The main factor influencing my decision was that he'd Soaked against the immediately previous attack with a total Vigour roll of about 26, giving him more than enough Raises to Soak the one Wound he was going to take but also leaving him out of Bennies.

    The other factor was that I was concerned about the difficulty of the fight - at the start, due to Douglas' absence, it looked like it would be two Rippers against Wild-Card Leek, three Cultists, and a summoned Bodyguard! I gave Douglas an opportunity to join in, and also had Maybricks' combat servants help out. Even so, it was a close thing when Baker went down. In hindsight I probably shouldn't have been overly concerned; rather than worrying about what makes for a good and balanced fight, I think Rippers is more about what the situation demands. If the good guys end up outnumbered and out of luck, that's the way it goes. Leek was in a hurry to leave anyway, so it's unlikely he would have stopped to finish them off if all the Rippers had been incapacitated.

    Anyway, I talked to the group about it afterwards, and they didn't seem to think their sense of fun or challenge had been betrayed. In addition, two of them currently have back-up PCs in case they feel like a change or suddenly need a new PC. I'll try harder to toe the line in the future, but I am by nature a fairly soft-hearted GM.

    >>> To be continued!

    Saturday, 8 February 2014

    Ryuutama: The Swamp Witch

    This is a continuation of the journey from Millane to Frog Hollow. James didn't make it this time, but we had two new players. The start of the session involved creating and equipping characters for Geoff and Tony, and levelling up Mickey and Sasha's characters who'd made the journey last time.


    I'd mapped the area around Frog Hollow, and built in some potential quests and destinations. It made for a bit of extra work, since I wasn't sure where they would decide to go, but I prefer to give the players a choice rather than tell them "you're going here." I didn't actually get the time to fully detail all the quests, but I had enough of an idea what was going on that I could wing it.

    In many of my games, I've set up XP so everyone gains experience and levels at the same time regardless of whether their character has been present or not. For games such as Savage Worlds, it's more important for everyone to have similar capabilities so they can face the same challenges and contribute meaningfully to combat. However, in Ryuutama experience is directly tied to the number and difficulty of journeys undertaken, and I think it fits the style of the game better to have characters gain XP and level separately based on their individual experiences. The exponential XP requirements mean that hopefully regular players won't get too far ahead, and the increases in capability are mostly fairly subtle.
    • Geoff plays Walker, a Merchant/Magic character based in Frog Hollow. He knows Summer magic, and his personal item is a broken pocket-knife.
    • +Michael plays Yamahaki, a Minstrel/Attack character. His personal item is a silver flute that he can't play, a gift from his father.
    • +Sasha plays Nisonoya, a Hunter/Technical character who wants to see Frog Hollow's zoo to catalogue many different creatures. His personal item is a necklace.
    • Tony plays Adelric Heathcraw, a Noble/Attack character and disreputable scion of the small noble family that rules Frog Hollow. He wields a katana and wakizashi, and his personal item is a cracked monocle.
    Mickey acted as the party's Diary Keeper, and wrote up his own Actual Play too.


    Since James wasn't present, I said that Karin had separated from the others when they arrived in town to deal with her personal pilgrimage. Yamahaki and Nisonoya go to the tavern, where they meet Walker and Adelric, and sample the local specialty, Froghollow Ale.

    The local brewmaster offers them a job. A witch in the swamp is turning people into frogs, which is hampering their ability to harvest Froghollow Ale's secret ingredient - in fact, they are down to the last few barrels! He offers 500 gold each if they can go into the swamp and stop the witch!

    Since he is also enthusiastically discussing the menagerie, Nisonoya is approached by a man who works there. He mentions that the menagerie is always after new creatures, and they'd heard tale of a dangerous creature roaming the rocky wastes some days to the northeast. The zoo would pay 4000 gold for a live creature!

    Since the swamp is closer, the group decides to deal with the witch first. The next morning, they set off into the swamp during a sweltering hot day. Everybody suffers from the hard journey, and the confusing environment and loud calls of frogs and insects disorients them and they make poor progress.

    By evening, only halfway through the swamp, they come across a mysterious forest of giant mushrooms. Adelric has heard tales of this mysterious place, said to confuse and disorient travellers. Yamahaki takes the lead in setting up camp; at Nisonoya's suggestion they carve a hut into the stalk of a giant mushroom, and despite the environment they enjoy a superb night's sleep!

    By morning the party is fully refreshed, but their condition is mostly low apart from Adelric who always seems to be in tip-top shape.


    Geoff had to bow out early at this point, so I said Walker was feeling a bit under the weather. While still able to follow along, he wasn't able to participate in skill checks or combat. We basically had him following along with the pack-chocobo.


    The travellers head into the imposing mushroom forest as it starts to rain. They make excellent progress, but at one point find themselves in the company of four large Poison Toads! The creatures leap to the attack, surprising poor Adelric and managing to poison Nisonoya as well! Adelric revises his stance and the combat starts to turn in their favour. Although the front-line fighters make good progress against the Toads, it's Yamahaki's crossbow that finishes most of them off.

     By noon they reach the centre of this mysterious forest that, by all rights, shouldn't even fit inside the swamp. They come across a clearing with a massive toadstool mansion in the centre, and knock on the door. A young witch on a broomstick flies out of an upper window and asks if they've come to be turned into frogs as well! They negotiate, discovering that the witch has turned people into frogs because they have been taking too much rag-weed from the swamp and damaging the ecosystem. In the end they reach a compromise - the villagers can harvest one cartload of rag-weed a month, and the witch will return the townsfolk that have been transformed.

    Satisfied with the deal, the travellers return and camp at the mushroom hut they carved the night before.


    Since the "mushroom hut" was the result of a Critical Camping Check, I let them have the result of a standard Success on their Camp Check this night without having to roll for it.


    The next day they manage the hard slog through the foggy swamp and make it back to Frog Hollow by lunchtime, bringing with them a few villagers they found wandering around having been returned to human form. The brewmaster reluctantly accepts the deal they've brokered, coming up with plans to cultivate the rag-weed in the town and maybe turn Froghollow Ale into a boutique microbrewed product. He also pays them an extra 200 gold each to keep the secret ingredient a secret.


    We wrapped the session up there, with the group looking at capturing the dangerous wild beast for the menagerie next time. Adelric and Walker advanced to Level 2, while the other two are most of the way to Level 3.

    I did have my Ryuujin, Gerubera, written up and following the party. She's a Green Dragon, but her goal is to see the travellers gain strength through adversity so she doesn't like providing much direct help. I chose the Bénédiction "Elite Enemy", which I would have used on a Poison Toad if they'd ended up fighting the witch. I also would have used it on the mysterious monster that the menagerie wants, if they'd decided to do that quest first. Her Réveil is "Gift of the Dragon" which provides extra food and water, something they haven't needed yet. As it was, I didn't have to intervene at all, so Gerubera remains at a distance.

    I wanted to see the travellers dealing with very difficult terrain, and also wanted to make it more than a day trip to the middle of the swamp and back. The magical mushroom forest was a "space within a space" that I used to make the journey a little longer. They only had to travel half-way through the swamp, then half-way through the forest, but because they got a little lost it ended up being a three day round trip.

    They actually fared pretty well despite the Topography difficulty on all three days being an 11. It was hard going, and most of the time people lost half their HP from Movement, but they did OK. It might have been a different matter if they'd battled the witch and lost more Health.

    Condition and Statuses featured more heavily this time, thanks to the Poison Toads' attacks causing Poison 6. Since several characters happened to roll a low Condition that day, I was actually able to see a Status effect sticking. Nisonoya was affected by the poison straight away, and remained poisoned the next day partly because his penalised Strength made it harder for him to roll a good Condition. Adelric was hit with Poison 6 while he had Condition 14 so it had no immediate effect, but only rolled Condition 4 the next day - so apparently it took a while to set in.

    I wasn't sure how the game would fare, dealing with small side-quests from town hubs, considering it's built around three-day journeys between towns. I wasn't sure how to deal with Town Threats like the witch as part of a standard journey, unless the standard Ryuutama setup means I'd make them go through the Swamp and have them run into the witch then. However, doing a short day-trip there and back makes the journey about the same distance as a regular journey, so it all worked out pretty well.

    I'm looking forward to the next session, although given the episodic nature of the game it is eminently suitable for picking up and putting down on a whim.

    >>> To be continued!

    Sunday, 2 February 2014

    Ryuutama: Millane to Frog Hollow

    Due to player availability, I ended up starting a three-player game of Ryuutama instead of continuing our Apocalypse World game.

    The party's Diary Keeper has posted an account of the journey, so I'm going to focus more on how I prepped and ran the game.

    GM Preparation

    Ryuutama normally relies on the GM to plan out the journey over about three days, including the weather and encounters. Day 1 will be Rainy Grassland, Day 2 will be Cloudy Hills and an encounter with five Mob Beasts, and so on. This allows the difficulty of the journey to be tailored to the capability of the party.

    However, I like the idea of giving players a choice over their route, so I made up a simple hex map. Unlike my solo game though, it was designed with a Level 1 party in mind rather than being entirely randomly generated. To get from their starting town of Millane to their destination of Frog Hollow, they'd mostly have to pass over Grassland. I put in an area of Hills and Woods, but the main feature was a Swamp. The group would have the choice of a three-day journey if they went through the Swamp, or a four-day journey to go around it.


    Also in the spirit of hexcrawl, I noted down the weather forecast for a few days. Regardless of where they are each day, there will be specific weather in effect for that day. I started out with Rain, then Cloudy, then Fog, then any additional days would be Clear. I set it up this way so on the second day, if they kept to the Grasslands, they'd have to ford a swollen stream. If they took to the more difficult Hills it would be drier.

    Lastly, I made up a simple random encounter table. Each day there's a 1 in 4 chance of an encounter. Since I wasn't sure how much of a challenge I could throw at the party, I picked one Level 1 or 2 monster for each type of terrain, along with a random number encountered.

    Characters

    Making character is pretty quick and easy, but equipping them takes somewhat longer! I prefer to go with the full equipment options rather than the simplified "Picnic" rules, so everyone spent a while shopping for gear and supplies.

    • James plays Karin, a Healer/Technical character on a family pilgrimage to Frog Hollow. Her personal item is a pink scarf given to her by her mother before she set off.
    • +Michael plays Yamahaki, a Minstrel/Attack character. His personal item is a silver flute that he can't play, a gift from his father.
    • +Sasha plays Nisonoya, a Hunter/Technical character who wants to see Frog Hollow's zoo to catalogue many different creatures. His personal item is a necklace.


    I made them take one bad attribute on their free starting weapon, so Karin has a gross great-axe (covered in gore), Yamahaki an uncool crossbow (with fluffy dice), and Nisonoya a gross wakiszashi (the handle is covered in sticky goo from a slime monster). Karin managed to buy a suit of gross uncool smelly light armour, although I forgot to ask what that was like. Nisonoya ended up with a pair of smelly climbing shoes. Apart from that, they managed to buy most things without having to take any negative tags to reduce the cost. They even pitched in to buy the Party Kit, including a pack animal (chocobo).

    I meant to make up a Ryuujin, but was so busy assisting with character creation that I forgot! It's definitely a Green Ryuujin, but is obviously following the characters at a safe distance this time around. I don't think the Ryuujin can do much to affect the first journey anyway, unless it spends Life Points, since they usually don't gain slots to put powers in until Level 2.

    Town Creation

    I established a few details about their destination - the village of Frog Hollow (pop. 300) was founded where a swamp meets grasslands. I then wrote down the other town questions on scraps of paper and each of the players chose one to fill in. I then fleshed out the remaining answers.

    The players decided that Frog Hollow featured a zoo, a church, and a brewery. The local specialty is Froghollow Ale, made with a secret ingredient. The town is threatened by a witch in the swamp who's been turning people into frogs.

    I concluded that it was an Aristocracy, ruled by a small local noble family. The town is permeated by the dark bluish-black of swamp mud, but highlighted by the friendly golden glow of lanterns. The funky smell of yeast and rotting vegetables lies over the village like a blanket.


    Day 1: Grassland / Rain

    The characters are all inhabitants of Millane, a town with cobbled streets, windmills, and white plastered houses with terracotta roofs, surrounded by lush farms, fields, and boundless grasslands. For various reasons, they have come together to travel to the village of Frog Hollow which is about four days away.

    Shortly after they set off, it began to rain. Yamahaki had a fairly low Condition roll for the day, but as I experienced with my solo game Condition didn't really become a factor throughout the journey. They succeeded on all their Travel rolls (some only just), and even tracked and defeated a poor solitary Mob Beast.

    Day 2: Hills / Cloudy

    Since the plains were still sodden from the rain yesterday, the group decided to head up into the hills. They found their way okay, although Karin got a bit worn out from travelling. Although they avoided the flooded river on the grasslands, I put a landslide hazard in their path. Luckily they spotted signs that the hillside was unstable, and hung back just as the earth gave way and slid across the path! Using rope and climbing gear, they managed to cross over the landslide and continue safely on their way.

    Day 3: Grassland / Fog

    From the hillside, the group could see out across the swamp. Frog Hollow lay on the other side; they could get there by evening if they went straight through the swamp, but they opted to take the longer route around through the grassland. Nisonoya had been catching small game as they travelled, so they were in no danger of running out of food.

    The grassland was swathed in fog, but even so Nisonoya found the tracks of a Mob Beast pack. They opted to track them down, and defeated them all. Karin sustained a minor injury, and also rolled the only Fumble of the journey while attacking with her great-axe. Nisonoya managed to harvest the Mob Beasts' fangs. I made him roll once for the group rather than once per beast, and as he rolled exceptionally well I granted him one High-Quality Fang as well.

    Day 4: Grassland / Clear

    As we were running low on session time, we skimmed over Day 4. Movement and Direction checks were both made, but I didn't check for an encounter. They arrived safely at Frog Hollow as the sun was setting.


    Conclusion

    We didn't have time to do any roleplaying at their destination, or do much end of session bookwork. Everybody gained 210 XP for the journey, so they'll level up before we start the next session.

    I found it to be an enjoyable game, lighthearted and with laughs and cheers around the table. It made a stark contrast to our recent tense first session of Apocalypse World the week before!

    I would like to see Condition come into play, so I may need to plan some more difficult journeys and do a bit more reading up on monsters so I can offer a bit more of a challenge. I have a feeling that the next session might involve dealing with the swamp witch, but although it's difficult terrain it's really only a day-trip. If I throw in some complicating factors, though, it might form a decent adventure.

    Before the next session, I'll also write up my Ryuujin properly. Since I've overseen one journey, it'll go to Level 2 and actually get some slots for powers.

    >>> The Swamp Witch

    Wednesday, 29 January 2014

    Ryuutama: Ashes to Ashes, Day 3

    This is the continuing chronicle of my unorthodox solo Ryuutama game. The previous posts are PreparationDay 1, and Day 2.

    • I play Clover Hartfeld, a Technical-type Hunter. She's on a journey to take her brother's ashes home from the town of Polem to Feruto.

    In the morning I awoke feeling completely refreshed. Yesterday's fog had lifted, but thick clouds shadowed the desolate plains. However, I knew that if I travelled well today I would make it home, so I set my resolve and began what would hopefully be the last leg of my solemn journey.


    Today I rolled randomly for the weather and got Cloudy. As with the previous day, the topography is Wasteland, so my general target for travel checks will be 6. Even with my +1 from yesterday's Critical Camping check, Clover's condition today only came to 6.

    Since there's only a little of the journey to go, and my MP was fully restored, I opted to Concentrate on the Movement/Travelling check and got a total of 15!


    Halfway through the day I came across the tracks of some small monster. I decided to track it down rather than waiting for it to ambush me, and soon I spied two puppet-like Evil Souls from a vantage point on a low rock shelf. I leapt to the attack, skewering one in a single blow before it could react! I deftly dodged the second one's jerky attack and effortlessly pinned it to the dirt with my spear. The creatures' bodies dissolved into gas and blew away, leaving nothing behind. I was simultaneously relieved that it hadn't been something more dangerous, and disappointed that I was unable to collect any materials.


    I wanted to run a simple combat encounter today, but didn't want to overwhelm my poor lone character. I initially decided to randomly choose a single Level 1 monster, since I had a single Level 1 character, but it quickly became apparent that it was no match for her so I threw in a second one to give them a bit more of a chance.

    With a couple of decent rolls (plus Accuracy bonuses from using the objects in the landscape, and Damage bonuses from having used my tracking skill on them), they went down in one hit each. Initiative is used as your passive defence in combat as well as deciding action order, so it didn't hurt that I had an Initiative of 12 (2d6+1). With 2d4 Accuracy the poor little things had to roll a Critical (double 4) to hit me; actually, the rules as written don't say that a Critical is an automatic hit, either.

    If I had been hit, the Evil Souls' attacks would have inflicted [Tired: 6] on me. This normally reduces Spirit by one die type, but since my Spirit is only d4 it's not allowed to get any lower.


    I headed off again, eager to finish my journey. As the sun began to set behind the clouds, I spied the rooftops of Feruto. I was home.

    I broke the sad news to our parents, and delivered Taragon's ashes to our family shrine. My parents were saddened to hear of their son's demise, but were relieved that I had returned safely despite the difficulty and danger of travelling alone. The village gathered a feast to welcome me home, but it was a melancholy meal. There were many toasts and tales of Taragon's bravery.

    That night, I was grateful to sleep in a soft bed in the safety of my home.


    That's it! Journey's over. I made it home in one piece.

    Level Up

    Clover gained 210 XP for this journey; 200 because of the Difficulty 10 Forest on day one, and 10 for defeating a Level 1 monster. She goes up to Level 2 and gains a stat increase. I'm torn between putting up Dex (to d8) or Spirit (to d6). I'll probably go for Spirit, just so she doesn't have any obvious weaknesses.

    I get 3 points to divide between HP and MP. Since Clover's not a Magic Type (and will probably add Attack Type once she gets a secondary Type), I'll put all 3 into HP for a total of 19. Her Carry also goes up by 1, to 15.

    Impressions

    I know I've missed out on a bunch of stuff by not playing in a group. The purpose of my test was to get a feel for the basic travel and combat rules, and see how the system "feels" in play. I'm sure it will be different with more players generating the world as a group, developing friendships between their characters, and overcoming hardships together.

    The mechanics by themselves are simple and cute, and create a feeling that jibes with the feelgood, dinky atmosphere the game's attempting to create.

    Looking purely from a mechanical point of view, the Movement, Direction and Camping checks are all simple pass/fail. This means that more difficult Topography makes it more likely you'll fail, but don't increase the severity of the failure. There isn't much difference for a starting character between a sunny Forest (10) and a Mountaintop during a Blizzard (19), but as proficiency increases it becomes more likely that you might succeed at more difficult checks.

    On the other hand, the chance of a Critical (maximum or 6 on all dice) or a Fumble (1 on all dice) depend entirely on the character's stats and are not at all affected by Topography. It's equally likely for a character to Critically succeed (or Fumble) on a travel check in Grassland (6) as in a Jungle during a Storm (17).

    The rules don't actually say if a Critical always counts as a Success, or if it's possible to roll a Critical while still Failing against the target (rolling, say, a double 6 on 2d6 against a target of 14). I kind of assume that a Critical always succeeds.

    Anyway, those are only general observations about the system, neither here nor there. I think with a full party, the ups and downs will create an interesting orchestra of little successes and failures from a chorus of simple yes/no inputs.

    Having completed this short "scout ahead" I feel more confident about running a game for a group. I would still like to read some example scenarios to get an idea for what might go on besides travel and the occasional combat. I guess simple social encounters, quests, problems, local obstacles to overcome (flash floods, landslides, fallen trees, bridges out), "set-piece" landscape features and the like would help to add variety and spice things up. I should also read through the bestiary and get some more ideas about where and how to use monsters in the game.

    I hope you enjoyed my brief sojourn. When I run a full game, I'll be sure to post the Actual Plays (or transcripts from our Diary Keeper).

    Thanks for reading!

    Tuesday, 28 January 2014

    Ryuutama: Ashes to Ashes, Day 2

    This is the continuing chronicle of my unorthodox solo Ryuutama game. The two previous posts are Preparation and Day 1.

    • I play Clover Hartfeld, a Technical-type Hunter. She's on a journey to take her brother's ashes home from the town of Polem to Feruto.

    In the morning I was weary and stiff, but relieved to emerge from the forest onto the flat, open wastelands. Fog covered the ground, so soon I was alone in my own little world - a slowly shifting circle of desolate rock and scrubby bushes with me at the centre. The fog ate the sound of my boots crunching over the gravel, but I was grateful for the easy travel and the solitude.


    I got an 8 for Condition again, but same as yesterday it didn't have any meaningful impact on the journey.

    Wasteland plus Fog has a total Topography target of 7, which is a bit more achievable on two dice than the 10 for Forest. My Travel roll was an 11 including the bonus for Climbing Shoes, so no problems there!

    I rolled randomly to see if Clover would run into any monsters, but nothing showed up. I think tomorrow I'll stage a simple encounter just so I can test out the combat system.


    Since I couldn't see very far around me, I focussed extra hard on making sure I was headed in the right direction. By the end of the day, as the fog cleared, I was pleased to see I was right on track and only one day's walk from Feruto.


    I didn't want to fail the Direction roll and add an extra day to the journey, so I Concentrated on the roll and got a total of 14! A little over the top, but better safe than sorry.


    Relieved at the relative ease of today's travel, I set up camp in a comfortable bowl of sand sheltered by an overhanging rock. The manageable effort of today's travel had eased away my stresses, and I settled down for one of the best night's sleep I've had in ages.


    I rolled a Critical success on the Camping check for a total of 13 (including Shoe bonus)! After losing half her HP and most of her MP the day before, Clover's had both fully restored and gained a +1 bonus on tomorrow's Condition roll!

    Okay, so tomorrow it's one more day of travel across Wastelands to reach her goal, plus I'll put an encounter in her way too. I was a bit worried that she might fall easily in combat if attacked when her HP and MP were low, but today's Camping check has removed that concern - as long as I don't fail the Travel check tomorrow!

    >>> Day 3

    Monday, 27 January 2014

    Ryuutama: Ashes to Ashes, Day 1

    I'm running a solo game of Ryuutama for myself, just to test the rules out before I run a game for real. It's usually meant to be played with a small group, so my poor character is in for a hard time. In the previous post, I created my character and got equipped for the journey.

    • I play Clover Hartfeld, a Technical-type Hunter. She's on a journey to take her brother's ashes home from the town of Polem to Feruto.

    The morning of my departure was clear and still, and I awoke in good condition to set out. I had the daunting choice of heading straight through the formidable forest, or adding an extra day to my journey by walking around. I decided to press straight through the forest, even though it had claimed my brother Taragon's life. Perhaps I needed to prove to myself that I could overcome it, for his memory.


    The first roll of the day is for Condition, to see how hale and hearty you are feeling. I got a decent 8; it didn't really affect the rest of my day, though, since it's mainly used to resist status effects.

    I've come up with a random map, but didn't bother rolling for weather on day one as I haven't finalised the random weather table yet. I also haven't set up a random encounter system yet, plus I figured the big bad forest was probably enough obstacle to overcome for now.


    I set my resolve and trekked alone into the dark forest. Walking around the massive trees, pushing through the thick undergrowth, and climbing over moss-strewn logs made for an arduous journey. It really took it out of me, I must admit, but I had no choice but to press on.


    Forests are Level 3 Topography, so I needed a 10 on two dice (d8+d6 or d6+d6) to succeed without some drawback. Since the forest was such a challenge, I Concentrated on every travelling roll to gain a +2 bonus (normally +1, but I get an extra +1 for my Technical type. Still, I failed the Travel roll, and lost half my HP.


    By the end of the day, I was almost through the forest. Despite the disorienting environment, I managed to not get lost and was true to my course! This was a small victory, but I was too exhausted to celebrate much. I threw together my camp and settled down for an uncomfortable night.


    I just managed to scrape in a success on the Direction check. If I'd failed, I would have only made it halfway through the Forest and would have had to roll against the same difficulty to get out the next day. Luckily, Clover now has just two days' walk across relatively easy Wastelands to reach her destination.

    Unfortunately I didn't make the Camping check, so overnight Clover only recovers 2 HP and MP. She's now at 10/16 HP and 3/8 MP. Since Concentration takes half your MP, she'll only be able to Concentrate twice tomorrow.

    Tomorrow I'll roll and see if any weather influences the journey, and I'll do something about figuring out how to decide random monster encounters. The scenario guidelines suggest maybe including a fight on day 2 or 3, so it looks like basically a 33% chance of an encounter each day. If I go by the hunting rules, though, it's actually harder to find food in more difficult terrain - which includes Forests and Jungles, where I'd normally expect to find a lot of wildlife. I'm not sure if I should just have a flat per-day encounter chance, or weight it for different terrain. I suppose though, more dangerous monsters are likely to live in very difficult terrain, so things might balance out with a flat chance.


    Thursday, 23 January 2014

    The Pit - Part One

    I always find it really hard to kick off a game of Apocalypse World. I don't know if it's because I need to ask more questions and establish the world better before I start following people around, or if it's because everybody I've ever started a game for has been new to the game and isn't yet on board with what to expect and how to contribute. Whatever it is, there's always a moment where I feel my brain-gears seizing up and I don't know how to start things off.

    I can probably do better on the first front, I admit. I did ask the Hardholder lots of questions about how his hold was set up; as I've come to expect, he described pretty favourable conditions. That's cool, though - people make settlements in the best spots they can, and being in a favourable position just makes other people envious of what you have, inviting trouble later. But I forgot to ask what the weather was like, and didn't manage to establish any particular weirdness in the landscape or legacies of the apocalypse.

    This time around, we had a Hardholder, a Gunlugger, and a Battlebabe. While I'm fairly conversant at presenting external threats that invite violence, such as raiders and enemy holdings, one of these days I'd like to MC a game where combat is a dangerous exercise and we can drill down into the heart of the community. To do so, I might need to take the Gunlugger, Brainer, and Battlebabe off the table. New players often seem to gravitate towards them because they offer raw mechanical power without the social connections and responsibilities of most other Playbooks.

    • Geoff plays Fluffy, a male Gunlugger wearing battered carbon-fibre armour. He has a worn face with wise eyes and a stringy body.
    • +Michael plays Maxine, a female Battlebabe with a leather trenchcoat over a suit of metal armour. She is blonde with frosty eyes, a striking face, and a muscular body.
    • +Sasha plays Barbeque, a male Hardholder wearing a suit from the before-time. He has a stern face, commanding eyes, and a wiry body.

    Geoff was a last-minute addition as one of the expected group was unable to make it, so unfortunately I hadn't had an opportunity to introduce him to any of the concepts or expectations.

    After setting up the group's History with each other, Maxine didn't trust Barbeque but had been with him for a long time and was currently working as one of his lieutenants. Fluffy had betrayed or stolen something from Barbeque long ago, and Barbeque had left him in the wilderness to die. Fluffy just thought Maxine was pretty. I know Apocalypse World says the PCs don't have to be friends but they shouldn't start off as enemies, but well... that's a hell of a history between Fluffy and Barbeque that's an awful lot to overcome.

    Barbeque managed a full success on his Wealth roll, so I didn't even have any community-generated problems to kick things off with - and believe me, there are plenty to choose from: disease, hunger, famine, and savagery.

    In previous games I've tended to fall back on "inflict harm" as the response to failed Moves, so as a personal challenge I'm going to do my best to avoid that and use other options. I'm sure there'll be plenty of Harm flying around anyway.


    So nobody really likes Barbeque, but he's running the town known as The Pit. It's a large and heavily fortified settlement in a sheltered valley, with fields to the North and wastelands to the South.

    Fluffy doesn't live in The Pit. He's just passing through, looking to trade, get laid, and re-stock his supplies before heading out into the hills to fend for himself again. He doesn't even know Barbeque's in charge until he runs into Maxine in the marketplace. Maxine heads off to report Fluffy's arrival to Barbeque, while Fluffy looks at finding himself a little comfort in exchange for a little jingle.

    Barbeque's HQ is underneath a church, in a fortified basement accessible by a little-known and circuitous route. He's angry at Maxine for letting Fluffy know it's his town, and sends a guy to keep an eye on the Gunlugger. He also puts together a posse of scouts to head South and keep an eye out for trouble. However, before they can head out, a sentry runs up to announce raiders are coming! Barbeque orders the church bell rung to sound the alarm.

    Fluffy's tumbling with a girl when the bell starts ringing. He grabs his stuff to leave, promising to return and pay later. When the girl draws a gun on him and demands payment now, Fluffy shoots her dead with his magnum. Outside, he follows the crowd towards the walls and joins up with Maxine. The raiders are avoiding the city and sweeping around towards the fields. Although Barbeque's orders are to stop them from bothering the town, Maxine leads the gang out to chase them down before they can hit the farms.

    They take out the rear half of the raiders; Fluffy falls off the back of the buggy, but manages to acquire one of the raiders' bikes. He races ahead after the rest of the raiders while Barbeque's savage gangers start hunting down the ragged survivors of the first lot. Maxine tries to get them to follow Fluffy, but one of the men challenges her authority. She puts her magnum in his face and threatens to blow his brains out; he agrees to continue the pursuit and come back for trophies later.


    I could have gone harder here, since Maxine completely failed her roll to Manipulate the gang. Most of them ignored her except the guy who challenged her authority, and he foolishly walked right into position for a Go Aggro move. Reviewing the MC Moves now, though, I don't think there was much else I could have done without having the gang attack her, which seems a bit much.


    Meanwhile, Fluffy rips into the second half of the raiders, decimating the outriders and impressing the survivors. The remaining raiders pull up and parley. Fluffy agrees to let them go if they "pay" him in weapons or barter. They throw him one of their pistols and drive off over the hills. Maxine and the rest of the gang turn up just in time to see them go. The gang wants to hunt them down, but Maxine talks them into going back and looting. The gang is really starting to sour on her leadership, but they cooperate for now.

    Barbeque's waiting at the town gate. He and Fluffy meet face to face and have a heated discussion where sparks fly as their past causes friction. Fluffy is trying to be reasonable, but sorely wants to go for his gun despite the gang arrayed against him. Barbeque doesn't want to let Fluffy into the town, but eventually relents and offers him a week's quality accommodation as thanks for his assistance against the raiders.

    Fluffy visits the evening market and offloads some goods before retiring to his new quarters. Barbeque makes sure he has someone keeping an eye on Fluffy at all times.


    As I mentioned earlier, Geoff hadn't had a chance for a proper briefing on expectations of play. We discussed the Fluffy-Barbeque situation, and I said I wouldn't be surprised if it came to violence one way or another. The game does rub the characters against each other, and those two were primed from the beginning. PVP is OK as long as everyone's aware it's on the table, and sees the game as being more about experiencing drama than "playing to win". Basically, playing to see what happens to their character (good or ill) instead of considering their character to be inviolate and always sticking with the group no matter what. Apocalypse World is a game of interpersonal drama where stuff can blow up in your face. Sometimes relationships become untenable.

    We also spent a little time talking about the shape of the world, since we hadn't touched on any weirdness apart from the collapse of civilisation. Since I'm a little tired of nuclear apocalypses, I've taken a couple of other interesting ideas - maybe the apocalypse was a natural disaster, such as a collision with an asteroid, and that for some reason all of the water is contaminated and must be filtered before it can be safely drunk.

    So, I have a few ideas to take away and turn into Fronts for next session. Hopefully with a few ideas worked up, next session will flow a little better.

    >>> To be continued

    Sunday, 19 January 2014

    Rippers: Chapter 4

    Since everyone's on holidays at the moment, we got together for an extended Rippers session. It ended up going for eight hours, with about a one hour break for dinner; the Actual Play is fairly long because it's effectively two sessions' worth of stuff, and we spent a good deal of time discussing and executing plans and conducting investigations so big combat scenes didn't really feature this time around.
    • +Annette plays Gregory Pratchett, an alienist with a gift for physically battling the forces of darkness. His encounter with a werewolf led to the Rippers showing an interest in his talents.
    • +Michael plays William Baker, a Professor of Archaeology who uses knowledge as a weapon. On his expeditions across Europe he began uncovering signs of the occult. In Eastern Europe, one of his parties was all but wiped out by a vampire. He was kicked out of Cambridge for publicly airing his views on the supernatural, losing his tenure and his marriage. The Rippers recruited him shortly afterwards.
    • James plays Douglas, a mysterious cloaked gadgeteer with a modified crossbow.
      Last time, Pratchett and Baker were unable to prevent the theft of a canopic jar from an exhibit at the British Museum. Baker was certain that it contained the heart of a rare Mesopotamian mummy.


      Baker and Pratchett debrief their superiors at Ripper HQ, and also reunite with Douglas. They return to the scene of the crime and try to track the thief, but find only a small black cat statue. Baker uses his shady contacts to learn it's the calling card of the cat burglar known as Black Cat.

      On Douglas' suggestion, they set up a "job" for Black Cat to steal an Egyptian cat statue from the Rippers Lodge. It's early morning, so they have to wait until that night to spring the trap and question him about the whereabouts of the stolen canopic jar.

      On his way home to sleep, Pratchett is set upon by two assassins with swords who scream "Die in the name of Imhotep!" Surprised, overwhelmed, and badly injured, Pratchett makes it inside his office and bolts the door; the assassins are forced to flee as people begin to emerge onto the street. Pratchett returns to Rippers HQ by hansom cab to seek medical attention, and everyone sleeps at the Lodge until evening.

      Late that night the Rippers lure Black Cat into a secure room and capture the burglar after a brief skirmish. Unmasked, they discover that Black Cat is a woman! Upon questioning her, they learn that the stolen canopic jar has been delivered to Lord Julian Maybrick, an occasional Rippers sponsor, friend of Johann Van Helsing, and collector of Egyptian artefacts (and the man whose party the PCs crashed in the Prologue). Black Cat only agreed to tell them this because they promised not to reveal their source, and Pratchett agreed to pay the rest of her fee for the fake job and let her go.

      Led by Van Helsing, the group calls upon Maybrick's town house only to discover he has departed for his country estate earlier that evening.

      Having missed the last train, Pratchett, Baker and Douglas travel to Maybrick's estate via carriage, arriving in the morning. Pratchett and Baker meet Maybrick and suggest he may be in possession of the jar, perhaps to protect it. He takes umbrage and orders them to leave. Meanwhile Douglas strolls in the back of the house, but doesn't find anything before being accosted by servants and escorted off the property.

      Douglas jumps the wall and the group meets up again. The groundskeeper releases his dogs, and the Rippers climb a tree. Pratchett reveals his ability to empathise and communicate with dogs, and persuades them to leave - although the group remains in the tree to avoid the groundskeeper.

      Some time in the afternoon, they see a carriage arrive with several lackeys and one gentleman in a top hat. The new arrivals are met at the front door by Maybrick and his butler, and are escorted inside. One of the lackeys drives the carriage around to the back of the house.

      They climb down and circle around the mansion, but run into some of the dogs and the groundsman. They try to persuade him they are supposed to be there, but he tries to escort them to the main house "for their own safety." Douglas shoots him in the back, and is badly mauled by the dogs until Pratchett manages to call them off again.

      They drag the unconscious groundsman towards the carriage. Pratchett recognises the lackey guarding it as one of the assassins from yesterday morning. He steps out and stabs the man before the thug can draw his weapon. They try to stuff the body into the carriage's trunk, but discover it's already occupied by two active Mummies. They slay one, and set fire to the carriage which burns the second one. As the fire takes off, they retreat into the cover of the garden.


      To prepare for this session, I spent maybe an hour or two writing notes and mulling over the existing situation. With several elements already in play, I drew a relationship map showing who was doing what with whom. I then came up with a couple of timelines - lists of sequential events that would happen if the NPCs' plans went ahead unopposed. Once the PCs start to interfere, I just need to adjust the plans and maybe rework the timelines to reflect the changed circumstances.

      All of my prep for this seven hour session (and probably for the next session as well) fit on one piece of paper, although I also used another sheet with some NPC and monster stats. Here's a scan, although I've obscured the details since I don't want to reveal some of the connections to my players yet!


      Relationship diagrams help me get a better feel for how things look from various points of view. A lot of this planning style is influenced by Apocalypse World which uses Fronts (sources of trouble) and Countdown Clocks (essentially, a list of what will happen if nobody interferes). Speaking of which, I have a three-player Apocalypse World game lined up later in the week with two of my three Rippers and one of the Pathfinder guys.

      >>> To be continued...

      Friday, 17 January 2014

      Pathfinder: Session 2

      Since it's holiday time, we've been getting in a few more sessions than usual. After an eight hour Rippers marathon the day before, we got together for four or five hours of Pathfinder.
      • +Annette plays Aliella Glorygem, a Dwarven Wizard (Evoker).
      • James plays Elerith, an Elven Cleric of Desna and the only Good-aligned member of the group (everyone else is some form of Neutral).
      • Maddi plays Constance, an Elven Rogue.
      • Sasha plays Asmira Mothwing, a Human Fighter with scale armour, a shield, a rapier, and a massive Dex bonus.
      • I play Durga the Thunderbolt, a Human Barbarian with a two-handed sword and studded leather armour for swift movement.

      Previously, we entered a network of caves and fought many goblins, while searching for the mysterious creature known only as Black Fang.


      We awoke refreshed and advanced on Black Fang's lair. After climbing up a ledge, we fought and defeated four foul animated skeletons. Pressing on, we entered a large cavern with a hole in the roof. Asmira and I pushed forward. Rounding a wall of rock, I spied a pile of treasure - and at that moment, a small Black Dragon descended through the hole to land upon it!

      Before I could react, it had shot its acid breath at me and charged to attack! I drew the Dragonbane longsword and fought back as the others joined the fray. While it took its toll with tooth and claw, our blades and magic were more than its equal. After a mighty blow from my Dragonbane and a grievous thrust from Constance's rapier, the beast took to the skies and fled.

      We returned to town to resupply, planning to head back and stake out the lair in case Black Fang returned. However, the mayor was satisfied that the beast was driven off and we received our reward.


      After completing our first "dungeon" the GM informed us that, since our group had worked together so well, we decided to form an adventuring company and offer our services for hire. However, it was a few weeks before we were approached with a task.

      I did raise an eyebrow when we were told what our characters were doing, but I am cutting the GM some slack as he's running a module-based introduction that will lead into a full campaign. At the moment the focus of the game is on the dungeons, so the GM exercising editorial control to make sure we get to the right place is understandable. At least telling us how things need to be is preferable to giving us the illusion of choice and then blocking our moves until we end up where he wants us anyway. I'm hopeful that we'll be able to make more meaningful decisions about campaign direction once the game proper begins.


      A few weeks after dealing with Black Fang, the mayor approached us with a job. A pair of Dwarves had asked for the rights to an abandoned mine near Sandpoint. The town agreed, but the Dwarves had not been heard from since. We were to find out if they had run into trouble or if they were mining gold without paying their dues to the town.


      The mine tunnel led to a crossroad. There were signs of a fight with giant spiders. Tracks had gone West and North and returned, but had then gone East and not returned. Aliella cast an Alarm spell upon the crossroad, and we headed off to explore each tunnel in turn.

      To the West was a 15-foot deep sink-hole with a chest on the far side. Constance leapt across and recovered some treasure, but hurt herself trying to leap back.

      To the North was a cave-in and signs of webs. We were attacked by two man-sized spiders, but eventually slew them and found a small amount of treasure.

      To the East we found an injured Dwarf. He said that he and his brother had been attacked by a rock monster, and implored us to find his missing kin. We found him a short way along the tunnel, but as Asmira advanced to fetch him an Earth Elemental burst out of the rubble and attacked us! Elerith evacuated the Dwarf as battle was met, and we destroyed the fiend after a gruelling battle. Fortunately, none of our number fell in combat.

      We escorted the Dwarves back to town and collected our well-earned reward.



      The game was enjoyable; once more, the focus was on exploring and overcoming the challenges presented in the dungeon environment, and barely any play has taken place back in town or even in the wilderness. The modular dungeons have offered a variety of problems to deal with, so there's generally something for everyone to get involved with.

      After two dungeons, we're two-thirds of the way to second level. It's starting to seem like a bit of a hike, since I'm straining to get my Attack Bonus higher and hit more often. Like many games, Pathfinder tends to have many rolls where effectively nothing happens - missed attacks, failed checks that don't progress the situation. I gave the group an overview of Apocalypse World where every roll has a consequence apart from lost time, and I'm hoping to run a game of that for them some time soonish.

      Speaking of XP, there was one situation that irked me a little, although it's nothing major and certainly didn't spoil the game. The GM was showing off his nifty experience point spreadsheet, and happened to mention that we'd missed out on some bonus experience in Black Fang's lair because we hadn't accepted the quest from the goblin chief to retrieve his toy dragon. He said he wanted to reward us for negotiating rather than fighting the goblins. He wanted to encourage us to make the "right" choice, but since we were unaware of the incentive it was pretty ineffective.

      The overwhelming majority of the party is Neutral or Chaotic Neutral, we have a Dwarf who has a racial hatred of goblinoids, and my character was leery about leaving the goblin threat behind us. Negotiating and honouring an agreement with the goblins is a Lawful and possibly Good act, so we went unrewarded for playing to our alignments. The only Lawful Good member of the party did try to get us to negotiate, but she was outvoted.

      Personally I think it would be better if expectations and rewards were discussed ahead of time so everyone knows where they stand. These days I prefer to discuss the way a particular game will run before I actually start running it. At the moment with Pathfinder it's just the one minor thing, but I thought it was worth discussing because I'd rather not see it become a trend.

      In any case, I'm enjoying the game and looking forward to next session.

      >>> To be continued...

      Monday, 13 January 2014

      Rippers: Chapters 1 to 3

      We held a second Rippers session in November or December, and managed to fit in another couple of sessions around the New Year period. James turned up for session two (Chapter 1), but unfortunately couldn't make it to either of the subsequent games. Undaunted, Pratchett and Baker pressed on against the forces of darkness.
      • +Annette plays Gregory Pratchett, an alienist with a gift for physically battling the forces of darkness. His encounter with a werewolf led to the Rippers showing an interest in his talents.
      • +Michael plays William Baker, a Professor of Archaeology who uses knowledge as a weapon. On his expeditions across Europe he began uncovering signs of the occult. In Eastern Europe, one of his parties was all but wiped out by a vampire. He was kicked out of Cambridge for publicly airing his views on the supernatural, losing his tenure and his marriage. The Rippers recruited him shortly afterwards.
      • James plays Douglas, a mysterious cloaked gadgeteer with a modified crossbow.


      Chapter 1

      Pratchett and Baker were placed under the administration of the bureaucratic Tristifer Shackleworth, and teamed up with the mysterious Douglas. Given the option of searching for the missing mummy-filled crates from Canary Wharf or checking out reports of grave-robbing at a small church in Southwark, they chose the church. They determined that something had been burrowing into the graves, which had subsequently collapsed. Entering the catacombs below the church, they discovered a nest of Ghouls! While fighting them off, Baker was severely injured. The group was forced to retreat before completing a thorough search, and the elderly Father Robertson agreed to keep the catacombs firmly shut just in case.

      Chapter 2

      Two weeks later, Baker was fully recovered. He and Pratchett were assigned to help guard the British Museum the following evening. The Rippers were providing additional security to an exhibit of Mesopotamian grave artefacts, posing as Scotland Yard detectives. Until then, the pair had free reign to undertake their own investigations. Douglas was in the middle of another assignment and would not be joining them.

      Father Robertson visited Pratchett and reported that he had heard noises from the crypts. The pair go back to Southwark and slay a final Ghoul that had sated its hunger on the bodies of its fallen comrades. Unfortunately, one of the Ripper irregulars they brought as backup falls in combat.

      After returning to the city, the pair investigate the missing Mummy-laden crates from Canary Wharf. The crates came in on the Azimuth, a cargo ship registered to Leek Imports, owned by industrialist Conrad Leek. They deduce the likely location of the Mummy crates and raid a warehouse the following morning. It's empty save for the remnants of some crates, and four unopened ones that contain activated Mummies. They slew two in their boxes before the other pair burst out. The Mummies are defeated, but one of the Ripper irregulars falls in combat.

      Chapter 3

      After finishing off the Mummies, the group were forced to flee as the police approached.

      That night, the pair help guard the unusual Mesopotamian burial exhibition at the British Museum, under the direction of senior Ripper John Stebbins. The exhibit was an unusual form of mummification, with obvious Egyptian influences. A gang of Mummies attacked one of the rear entrances, and it took the combined force of seven Rippers and a game security guard to stop their advance.

      Alas, the assault had drawn their attention away from the exhibition room. As they returned, they witnessed a cat burglar climbing a rope to the skylight, with one of the canopic jars! Their attempts to foil the burglar's escape were in vain.


      I really started to feel the swinginess of Savage Worlds combat in these games - a lot of misses followed by one explosive, decisive hit. The extra-resilient Mummies (even Servitors have a high Parry and exceptional Toughness) probably don't help, so I will be sure to introduce more enemy variety in the ensuing sessions. I do feel for Professor Baker, as he's not really much chop in a fight.

      We have another session scheduled in the next couple of days. I still need to sit down and work out some more factional details and potential looming threats, but I've been going over things in my head so it should just be a matter of making some notes and pulling the threads to see what happens.

      >>> Chapter 4

      Sunday, 12 January 2014

      Pathfinder: Session 1

      +Michael's started a game of Pathfinder using the Beginner's Box, so I'm a player in this one!

      Not having played Pathfinder before, I'd gathered that it was an offshoot of D&D 3.5, and a lot of people on the forums I frequent find it to be overly fiddly, mechanically speaking. I played a few sessions of 3.5 a while back, and after much exposure to AD&D 2nd Edition in the 90's I actually really liked a lot of the changes they made - especially reversing AC/THAC0. However, I can totally see where it could become "too much" with all the manoeuvres, feats, and modifiers to keep track of.

      I'm starting to feel a bit "over" dungeon fantasy as a gaming genre, but was willing to give it a go. In my AD&D days, the simplicity of the Fighter had always appealed to me, so I started thinking about a two-handed sword warrior.

      I must say, the Beginner's Box really does an excellent job of guiding you through character creation and presenting your options clearly without being overwhelming. The layout and icons used throughout the book really help in this regard. 

      So I was going through the Hero's Handbook, looking at options for my planned greatsword-wielding Amazon - and then I opened the Player's Pack expansion and fell in love with the Barbarian class. I've always disliked D&D's tendency to make everyone move at the same speed, so the extra Movement really appealed. I also liked the idea of a warrior tapping into their primal rage to cause carnage and destruction. It really fit with the image I was developing for my character. Thus was born Durga the Thunderbolt.


      We're using the free version of Hero Lab to keep track of characters for this game. It certainly helps make the modifiers and fiddly parts of the rules more manageable.

      With a bit of a recruitment push, we ended up with five players plus GM.


      • +Annette plays Aliella Glorygem, a Dwarven Wizard (Evoker).
      • James plays Elerith, an Elven Cleric of Desna and the only Good-aligned member of the group (everyone else is some form of Neutral).
      • Maddi plays Constance, an Elven Rogue.
      • Sasha (absent) plays Asmira Mothwing, a Human Fighter with scale armour, a shield, a rapier, and a massive Dex bonus.
      • I play Durga the Thunderbolt, a Human Barbarian with a two-handed sword and studded leather armour for swift movement.


      The party began at the mouth of some caves, rumoured to be the lair of a beast known only as Black Fang. It had been attacking livestock near the coastal town of Sandpoint, so the group had accepted a request to seek out and destroy the menace. All of the characters save myself were locals; I had wandered in from the wilderness and taken this opportunity to prove my bravery and seek treasures.

      We were attacked by goblins at the cave mouth, who proved no match for us. We entered and came upon a group of goblins arguing with their leader. We negotiated with them and managed to gain information about Black Fang's weaknesses, but refused to accept the leader's quest to return a toy dragon to him. Negotiations broke down and we slew them all in battle.

      We avoided Black Fang's lair for the moment, choosing to explore the other chambers first. I swam across a deep pool to an island  where treasure lay, and was attacked by a Reefclaw. The treasure included a Dragonbane Longsword, which I claimed for the battle ahead, as it seemed Black Fang may be some form of draconic creature.

      We discovered a goblin and a giant spider dead near each other; the goblin held the toy black dragon that the goblin leader had wanted us to retrieve.

      The final room housed a glowing red ruby flanked by statues. After much caution, we approached and the statues announced "Approach with humility and live; approach with pride and die!" After much cautious debate, I crawled towards the altar. A fan of flame shot from each statue over my head, but there was enough room to claim the gem - which stopped the flames.

      We withdrew to the entrance chamber to camp and prepare for battle against Black Fang.


      Michael did a good job of GMing his first session ever, adapting well to our decisions and presenting the dungeon in a neutral manner - he wasn't out to get us, nor was he there to help us. 

      My only disappointment was that our characters all started the game without knowing each other, save a brief introduction on the road to the caves. I would have liked to establish connections to some of the other characters, giving me some extra motivation besides the mercenary promise of treasure. I thought it a little odd, anyway, given the characters were all supposed to be from a town of 1200 residents, that nobody knew anybody else at all.

      However, the lack of connections didn't impact the actual play of dungeon delving, and we began to develop the beginnings of relationships naturally as the game progressed. I was able to express my primal nature and take on my role in the party as highly mobile heavy hitter, a front-line fighter with my eye ever on the next doorway while the others searched and looted.

      All up I enjoyed the game, and I'm looking forward to Session 2! I am, however, also eager for this group - many of whom are novices - to experience some of the other flavours of RPGs. In particular, I'd love to run a game that wasn't focussed on maps and minis like our Savage Worlds, D&D Next, and Pathfinder games have been. I'm keen to try something like Apocalypse World, Ryuutama, or Tenra Bansho Zero with them, and Annette's also expressed a desire to run a Firefly game using the shiny new Cortex Plus edition - which would also meet my mini-less criteria and let me play as well!

      >>> To be continued!

      Saturday, 12 October 2013

      Rippers: Prologue

      Since our D&D Next DM's on an extended holiday, a few of us from that group decided to get together for a game in Savage Worlds' "Rippers" setting. I'm GMing; there were going to be three players, but James wasn't able to make it for this first session.

      Michael had made his character ahead of time, but Annette had been otherwise occupied. We started work shortly before Michael arrived, and managed to get her character organised after a couple of hours. Although she enjoys roleplaying, she's expressed a dislike for character creation, so we discussed the issues around that a bit. Character creation in some games can be a bit of a slog, and while Savage Worlds is not quite as convoluted as the current D&D Next, it is up there a bit. The need to have a good grasp of the available Edges is probably the biggest hurdle to overcome. I've also found that, instead of buying Edges and Hindrances near the end, character creation in Savage Worlds is usually best done by starting with the Edges you want and then buying Attributes and Skills afterwards to ensure you meet the Edge requirements.

      Annette explained that she dislikes the process of trying to find the right way to express her character concept in game terms. It's one thing to describe them in prose, but another thing entirely to translate that into numbers and game options. "If you want your character to do X, you have to take points in Y" was just not engaging or exciting for her. The pitfalls of the concept-to-mechanics process were also made abundantly clear when Michael's professor of archaeology turned out to not actually have the Knowledge (Archaeology) skill - an omission that was rectified in play by swapping out one of his other skills. The need to manipulate multiple interacting segments takes a certain amount of concentration; not only do you have to know which Edges to take, but Attributes are affected by Edges, and Skills are affected by both Edges and Attributes.

      Character creation is often seen as a chore - a necessary evil that needs to be suffered in order to get to the fun bit. Mind you, some people do actually enjoy the character creation process itself, although that probably depends on the game. I talked a bit about some of the other games I'd run lately that approach character creation somewhat differently. Apocalypse World (and the *World games in general) give you a guided package deal where all of the thematic choices have been compiled for you, so you just need to go through a checklist and pick some stuff that sounds cool. Some games such as Fiasco and Annalise build character creation into the session itself. Annalise also starts with very vague character outlines which become fleshed out during play, while Fiasco defines characters only by their relationships and requires you to hash out a consensus of who these people are in freeform discussion before the game proper gets underway. In Fate, a high concept aspect such as "Disgraced Professor of Archaeology from Cambridge" would tend to avoid the problem of forgetting to buy all the mechanical widgets to suit your concept, although Fate still has Skills and Stunts to select or build.

      During the session Annette also mentioned that she didn't mind spending Experience Points to buy more things for her character; it's just the huge lump of character creation that's a bit much to deal with all at once. I suggested a system (like Leverage or one suggestion in Fate) where you start out with little more than a broad character concept and then fill in the details as they come up in play. "Oh, we have to get away? Well, it turns out I'm a stunt driver! And I can hotwire this car!" It's something I might look into using heavily in a future game.

      Anyway, on to the Actual Play!

      • Annette plays Gregory Pratchett, an alienist with a gift for physically battling the forces of darkness. His encounter with a werewolf led to the Rippers showing an interest in his talents.
      • Michael plays William Baker, a Professor of Archaeology who uses knowledge as a weapon. On his expeditions across Europe he began uncovering signs of the occult. In Eastern Europe, one of his parties was all but wiped out by a vampire. He was kicked out of Cambridge for publicly airing his views on the supernatural, losing his tenure and his marriage. The Rippers recruited him shortly afterwards.



      The two recent recruits to the Rippers' London Lodge meet briefly with Johann Van Helsing himself. He welcomes them to the organisation, and immediately provides them with a mission. The Rippers' information network had picked up news of a disturbance at Canary Wharf. It sounds as though it might be Cabal-related, but the Rippers don't have any definite information yet. The pair are sent off into the foggy London night to see what they can discover.

      Thick fog rolls across the dockside warehouses. On the other side of the street, the wan light from a tavern is the only cheer to be seen in the gloom, but the place does not boast the raucous sounds normally heard from such common establishments. The pair make their entrance to find the bar nearly empty, with only the innkeeper and a few sullen workers nursing their drinks. A group of three are gathered near the back, two men comforting their obviously shaken comrade - Alf, the man who had been attacked.

      The overdressed Rippers interview Alf, gaining his confidence with drink, coin, and encouraging words. He tells them that he was working in one of the warehouses when a long, narrow crate burst open, smashing him in the head with a flying plank and knocking him to the ground. He was dazed, but recalled the scent of roses and had the vague impression of a form shambling away. By the time he came to his senses, his mates had come to assist and drag him away. The men refused to return to work, much to the chagrin of their boss, so the wharves have lain idle since late afternoon. The men aren't sure where the ship that carried the crates had sailed from, but believe it had come through the Mediterranean. Pratchett and Baker ask if Alf will show them to the site of the incident, but no force will motivate him. His friend George, however, is eager to help.

      Baker manages to jimmy the lock on the gate, and they enter the docks. George leads them between rows of warehouses. The eerie silence is broken only by the noise of movement some distance to their right, but they ignore it and press on to the warehouse where the incident took place. The storage area stands unchanged since the afternoon, with a devastated crate on the floor and stacks of them against the wall. Baker discovers a scrap of dried cloth in the ruined box, which smells vaguely of perfume and dried herbs. Pratchett breaks open one of the other crates, and discovers a mummified corpse nestled beneath the packing straw! The sound of rattling chains from the front gate cannot deter them from their investigation, and they are loath to go see what it is in case they disturb some night-watchman. Pratchett runs the corpse through with his sword-cane to test it for signs of animation, but it appears to simply be a dry husk. They search for clues as to the crates' origins, but find only a cargo lot number stamped on them.

      They hear a strangled scream from the street, and finally call off their investigation to rush to the front gate. They see a drunk man sitting against a lamp-post with his neck at a fatal angle, and catch sight of a stiff form shambling away into the fog. They pursue it, and the figure turns to confront them - a mummy, risen from the tomb, with blazing green eyes. It prepares to attack, but Pratchett speaks to it in Ancient Egyptian and persuades it that they have been sent to help it in its task. In a dry husky voice it hisses "the Eye of Osiris" and motions for them to follow.

      Their undead friend leads them through a series of back alleys, thankfully sparing them from any more run-ins with the public. However, it becomes apparent that the mummy's destination is a soiree at an inner-city town house. They try to persuade it to wait until the party is over, but its master compels it inexorably towards its goal. Since they can't deter it, they are reluctantly forced to fight it. Pratchett whips out his sword-cane, and Baker attempts to put a couple of ruonds in it from his pistol. The mummy tries to shrug off the attacks and make for the garden wall, but Pratchett pursues it and stries it down. As it falls, it crumbles into a pile of dust and bones. Pratchett is unimpressed, as he was hoping to keep it as a pet. Baker Rips some powdered bone from the crumbled corpse to turn into extracts.

      The pair gatecrash the party to attempt to gain control of the Eye of Osiris, but just as Baker is about to make an announcement to clear the crowd he spots Johannes Van Helsing among the guests. Van Helsing heads for a side-entrance, and the two wayward Rippers take this as a cue to withdraw, encouraged by the doorman. Before they can be escorted off the property, Van Helsing catches up with them and sends the doorman away. They move to a secluded garden courtyard, where they debrief Van Helsing on the mummy and the Eye of Osiris. Van Helsing explains that the party is being held by his associate, a minor aristocrat who is an avid collector of Egyptian artefacts. He will investigate the Eye of Osiris personally, and instructs the two Rippers to return to the Lodge, get some manpower, and return to the wharves. He also expects a full report in the morning.

      Unfortunately, by the time they return the site has been cleared. There's no sign of the dead man or the crates of mummies. Even the broken crate has been cleared away. Their investigation frustrated, they return to the Lodge, where Baker creates two extracts from the mummy's remains.

      >>> Chapters 1 to 3

      Monday, 9 September 2013

      Fiasco: The Ice

      Barb, Rohin and I got together for our first game of Fiasco. We were going to have a fourth player, but he unfortunately had to cancel. The other two hadn't read the book, so I acted as facilitator.

      The Setup

      After a bit of discussion, we chose The Ice Playset, situated around McMurdo Station in Antarctica. After rolling dice and choosing details, we ended up with the following relationships:
      • Barb and Rohin were "the ones who found the body," and shared the seal research camp on sea ice, out on the Weddell Sea.
      • Barb and I were ecological extremists, and shared the need to get laid in exchange for something we need.
      • Roh and I were Search & Rescue volunteers, and shared five kilos of explosives and a detonator.

      It took a little while to figure out the specifics and solidify our characters. Trying to tie things together and have stuff make sense was a bit of a challenge for first-timers with no real idea how things would play out, and to be honest I got pretty frustrated at one point because I felt a responsibility to keep things going but my brain was grinding to a halt. Luckily we started getting a few good ideas into the mix, and sorted it out eventually. All up, I think the Setup took us a bit over half an hour.

      The other two picked their names first, so I had to pick a name that started with "Ja-" as well, just to make this Actual Play more confusing. :P
      • Barb plays James Edwards, a young student researcher and animal activist.
      • Rohin plays Jack McReedy, a Search & Rescue volunteer.
      • I play Jane West, a PETA extremist who's undercover as a scientist.

      Act One

      I outlined how we took it in turns to be in the spotlight and either Establish or Resolve scenes, although the rules didn't say who got to be spotlit first. After looking at the details on the table, Barb eventually came up with the idea to frame a scene focussing on Jack and James discovering "the body." Off-screen, we decided that Jane had probably killed a Marine with an ice-pick for abusing one of the seals.


      Seal researcher James discovered the body of a US Marine lying face-down on the ice. He'd got as far as going over to the body and noticing blood, plus a canister of explosives, when Jack came upon the scene. Although James wanted the explosives for his eco-extremist activities, Jack used his position as S&R team member to take command of the body and equipment. Jane showed up soon after, and helped Jack move the body and gear back to base.

      Jack and Jane take the body back to an empty shed on the edge of Mactown. Jane takes the explosives, ostensibly to return them to the military, but Jack keeps the detonator.

      Later that night, Jane shows up at Jack's room and seduces him. While they're in the sack, she reaches down and finds the detonator in his jacket pocket. Jack notices her taking it and they argue about it; she convinces him she just wants to "blow some stuff up" and he thinks she just wants to blow off some steam by making things go boom. So now Jane is in control of five kilos of explosives and a detonator.

      In the mess hall, James has a quiet word to Jane. She tells him about the explosives, and wants to use them to cripple the base. She wants to stop humans from coming to Antarctica and spoiling its purity, and if that means dooming them all to an icy death for the sake of the animals, that's a price she's willing to pay. James convinces her that the authorities will rebuild damage to communications or the airstrip, and that they need to send a clear message that it's because of the animals, by blowing up the seal research camp. Jane agrees, so long as they can conduct an ecological assessment and make sure the explosion won't negatively impact the seals.

      Meanwhile, Jack visits the doctor who's performing the autopsy on the dead Marine. The doctor determines the cause of death to be a blow to the back of the head from an ice-pick.

      Jane heads out on the ice with the explosives via skidoo, to conduct her ecological impact study. However, the camp and the ice is swarming with Marines searching for clues about their murdered colleague. They question her and refuse to let her anywhere near the camp, so she speeds back to Mactown. Panic starts to rise, as she realises the investigation will likely close in on her. She needs to act fast before she's busted and loses her opportunity!


      The Tilt

      Barb and Rohin got to inject a couple more elements into the story. We got "A stupid plan, executed to perfection" and "A sudden reversal (of status, fortune, sympathy).


      Act Two

      The military investigation gets underway. James is taken to a small, clinical room and interviewed. He points the finger at Jack for taking the explosives, which are still missing. The Military Police advise James not to leave town.

      The MPs turn up at Jack's quarters. One questions him while the other searches through his stuff. Jack points the finger at Jane, who was supposed to have returned the explosives. However, it looks like Jane's already pulled a fast one on him - the soldiers find the bloody ice-pick among his things, and he's placed under arrest.

      On her return from the ice, Jane's desperate. She gives four kilos of explosive and the detonator to James, telling him to go out to the camp and wait until her distraction pulls the soldiers away so he can blow it up. She makes an IED out of the remaining kilo, dangerously rigged with a car battery, and throws it over the military compound's fence into a pile of diesel barrels. Miraculously she pulls it off, and the explosion creates a massive cloud of black, greasy smoke. 


      I interpreted "A stupid plan, executed to perfection" to mean "I can't believe that actually worked." Barb thought it sounded more like a stupid plan should be executed perfectly stupidly, but hey.


      The soldiers withdraw from the seal research camp, so James moves in and plants the bomb. Unfortunately, he runs into a couple of Marines who were left behind, and has to flee! The soldiers are caught in the explosion, and the ice shelf breaks off and starts to drift away. James is stuck on the new iceberg.

      Unbeknownst to James, Jack was actually in the camp at the time, too. The two Marines had escorted him there so he could show them the murder site. He was on the other side of some crates and got caught in the explosion, but just got banged up and was also stuck on the ice with James.

      Jane flees on foot across the icy wilderness, hoping to make it to a nearby French base. She miraculously evades the Marine search parties and manages to successfully flee Mactown!


      The Aftermath

      James (White 9): As a minor (17 years old), he came out of the situation relatively unscathed. He returned to the States, where a few years later he was imprisoned for suitcase-bombing a cancer research clinic.

      Jack (Black 6): Arrested for the murder, and probably the bombing too. He returns to the States where he gets to stay in prison for a very long time. Ironically, the guy who wasn't guilty of anything paid the price for everything.

      Jane (White 1): Although she made it away from McMurdo, she didn't quite make it to the French station. Somewhere in the blinding white, she falls face-down and never gets up. She's discovered a couple of years later, one arm protruding from a snowdrift.


      The End!

      Once we got over the initial creative hurdles and into the swing of things, it was a pretty fun game. Barb did note that it seemed like the sort of "party game" that might do better once people have had a couple of drinks to loosen things up a bit.

      The game rules don't seem to come into contact with the story much, mainly just when you choose white or black dice to suggest a positive or negative outcome for a scene. Apart from that, the rules are mostly a set of procedures for creating story elements and deciding who's in charge of framing and resolving scenes.

      The story elements have no mechanical weight, though; they're more like evocative springboards for the players to gain inspiration from. The system as a whole requires strong player buy-in to the type of story it wants you to create, because if people don't play towards an unmitigated disaster then the Aftermath results will likely not make much sense.

      However, with people who agree what sort of story they're producing, human ingenuity and imagination seems more than capable of connecting the dots and coming up with explanations for the end results. I suppose it works as well as it does largely because everything in a playset is geared towards helping you create this sort of outcome.

      Oh, and I'm sure there would be different group dynamics with four or five players. I was impressed with Relationships and Details not belonging to one character, but creating a connection between two characters. While in theory you could play out a nice, civil story of people behaving reasonably and negotiating for what they want, the nature of the relationships and details on offer do tend to create situations in motion where some of the wheels are almost guaranteed to come off in play.

      Tuesday, 13 August 2013

      Eternal Contenders: Oblim, Round 2

      John and I finished off our Eternal Contenders game in this second session. Here's a link to the first session Actual Play. If people want to discuss the game in general, the author +Joe Prince  is on G+, along with an +Eternal Contenders page.
      • I play Talisa, a Dark-Friend street urchin who's caring for a young orphan boy. She hopes to gain fame and glory so she can provide him with a better life, and fears that he might end up as a good-for-nothing like herself. As a fighter she is quick and lithe, focusing on Mobility and Guard. Her dark power comes from a mysterious shadowy entity that inhabits her body, although the details remain hazy.
      • John plays Stefan, a Rapscallion with aspirations to run the local assassin's guild. He hopes to climb through their ranks, and fears being run out of town by them - or worse. As a fighter he focuses on the long haul, with high Guard and Stamina.
      Since there's no GM, players take turns framing scenes for their own characters, which fall into various categories - I'll mark the scene types with bold in the narrative. As I want to talk about the session structure and both of our choices, I won't be writing the entry from my character's point of view.


      After her ignominious defeat by Stefan in the Rusty Chain, Talisa's spirit is close to breaking. She moves to the outskirts of the city for a bit, working hard as part of a construction crew, and actually manages to earn some honest coin. Among the camaraderie of her workmates, she actually starts to feel like there might be some hope after all.

      Stefan connects with his contact at the Assassin's Guild again and pays them a significant amount from his winnings. However, he feels like he's not making any real progress towards his goal. It feels a bit like the Guild is stringing him along.

      Talisa trains her manoeuvrability by running and leaping from rooftop to rooftop.

      Stefan works as a standover man for the Assassin's Guild. His threatening presence and growing reputation motivate the business-owner to pay up, and Stefan receives his fair share of the profits.

      Talisa visits a black-market trader, and trades the poison she stole from Stefan for a set of long black leather boots with grippy soles, enhancing her manoeuvrability even further.

      Stefan goes down to the beach, and in a gruelling training session he pushes through the pain barrier to improve his manoeuvrability and strength by running through chest-deep water.


      We weren't sure if you were allowed to "Push Through the Pain Barrier" to train Traits, or only Techniques. I gave him the benefit of the doubt. It turns out "Pushing Through" is only supposed to work when learning a second Technique in the same training session.


      Talisa confronts Stefan at the beach, and challenges him to a duel, but he refuses!


      John mostly did this to gain the point of Pain that comes with refusing, although he lost a point of Renown as well.


      When Talisa walks back towards town through the dunes, Stefan follows and robs her! She is totally blindsided by the mugging; although she doesn't have any money, Stefan steals her knife and her shiny new boots.

      Bitter from the robbery, Talisa tracks Stefan back to the Rusty Chain. She grabs a tankard off the bar and throws it at him, then leaps to the attack! Despite her anger and desperation, Stefan takes the upper hand in the brawl and beats her badly. After her dirty tactics in the previous duel, the crowd at the Chain is against her too, and she's soon thrown out into the street.

      In the Rusty Chain's doorway, with Talisa crawling away bloodied and beaten, Stefan challenges all comers, but none can rise to answer his call.


      After the Brawl, Talisa's Pain had finally crossed the limit (it normally can't be more than four points higher than Hope), which meant that her next Scene had to be "The Pain Revealed." Since answering Stefan's Challenge would have placed the Duel in Talisa's already-committed next scene, we decided that she was unable to accept the challenge. I've since learned that if there is a scene-scheduling conflict like that, the Duel can take place during the Challenger's next scene instead.


      Talisa struggles back to the hovel she shares with the young orphan-boy, Rogan. The boy tries to care for her but she brushes him off and retreats to the far corner, the pain revealed in her heart. The dark forces that dwell within her have risen to the surface. She thinks to herself, "wouldn't it be easier to just kill the boy now and spare him from this life of misery and pain?" She refrains, however, and instead dedicates herself to destroying Stefan at any cost. The shadows around her shift and crawl with malevolence as she embraces the pain.

      Shortly after, Stefan tracks Talisa down in the slums and makes a point to brawl in front of Rogan, once more beating her down. As he leaves, he points threateningly at the boy. On the ground, Talisa fixes him with a death-stare as her shadow seethes.

      In a bid to regain what Stefan has taken from her, Talisa goes to work - this time ambushing a rich merchant in his sedan chair. She scuffles messily with his guards, and manages to make off with some money and jewellery.

      Stefan hears about Talisa's heist. Determined to prove himself the better thief, he works out a plan to rob a city official. Unfortunately the job does not go smoothly, and he ends up wounding the tax collector (perhaps fatally) and is witnessed leaving with only some of the loot.

      Talisa connects with her darker side, training her shadow to reach out and inflict wounds with its Infernal Touch.

      After his previous job went badly, Stefan must face his own pain revealed. He embraces it, walking the streets shouting like a madman to everyone that he's an assassin, he's going to destroy the city, and they'll all burn!

      In a back-alley deal, Talisa trades the remainder of her coin for a crude shiv that she soon hopes to introduce to Stefan.

      Stefan's once more walking around town challenging anyone and everyone to a fight. Talisa steps forward and accepts, and they agree to six rounds in the middle of the Pentangle, Oblim's town centre!

      As soon as the duel begins, both fighters bring the full power of their considerable pain to bear! Stefan charges forward, while Talisa plays dirty; her shadow blurs and slides, obscuring her true location. The two fighters come together - Stefan lands a mighty head-butt, which drops Talisa to the ground. On her way down, however, she thrusts upward and lands a vicious blow with her shiv. Stefan stops in his tracks and crumples to the ground. Talisa slowly picks herself up, dazed but elated by her sudden victory!

      The conflict beteen the two warriors has become such a major event and a disruption to the city that the underworld decides it's time to put an end to the feud once and for all. The Assassin's Guild will host one final match.

      Stefan burns his bridges, "connecting" with the Assassin's Guild by getting up in the Rusty Chain and admitting his status as a member. He even goes as far as to point out other Guild members in the crowd, thus making himself really unpopular!


      Since he deliberately spent little money and thus performed really badly, this move allowed John to generate a lot of extra Pain to bring to the final match.


      Talisa goes on one final trading expedition, spending all of her duel winnings on a bag of caltrops and a nasty "scissor-blade" qatar.


      The Caltrops give +3 to Manoeuvre, and the Qatar gives +3 Power.


      The duel takes place in a smoky stone arena, a circular bricked pit deep beneath the city. The crowd seethed with expectance and malevolence, eager for blood.

      At the first bell, both warriors erupt from their corners, going all-out. Both bring the full weight of their pain to bear, pulling out all the stops to try and end the fight quickly. However, the collision of fury almost cancels itself out; after the exchange, Stefan manages to inflict a small wound.


      With Traits, Tactics, Items and Pain, we ended up drawing about 21 cards each for the attack!


      Stefan brings the pain again, so Talisa goes on the defensive. This time Stefan manages to overpower Talisa and knock her down, and it looks as though he will dominate the match.

      Talisa uses her dark powers, blurring in and seriously wounding Stefan with her shadow. She leeches off some of his health, restoring her own wounds in the process.

      Stefan attempts an aggressive advance, but Talisa dances to the side and uses her shiv to stab him in the leg, slowing him down a little.

      Both warriors are starting to wear down, and both go on the defensive. They briefly connect with each other, but neither manages to have much effect.

      In the final round, Stefan charges forward aggressively. Talisa manages to trip him, and he smashes face-first into the floor!

      At the final count, Stefan has 3 VP to Talisa's 5 VP. Talisa is declared the champion, much to her surprise and relief!

      Now that Stefan has proven himself unworthy and a liability, the Assassin's Guild members leap upon him and tear him to pieces, throwing his body into the river.

      Despite the riches and glory that come with victory, Talisa catches sight of Rogan in the crowd. The orphan, whom she had tried to protect from the horror and violence of her world, is watching her with enthusiasm and pride, the gleam of admiration in his eye. She sees Rogan's shadow blur and shift as hers does, and a feeling of anguish grips her as she realises her victory has only maintained the cycle of darkness and despair.


      In the end, our characters sacrificed all they held dear in order to achieve ultimate victory. Both of our characters' Hope was many times lower than Pain.

      Having gone through and figured out which scenes result in what changes, it's very easy to accumulate Pain and very difficult to gain Hope. The game's Hope/Pain economy is pretty much set up so that, unless things go perfectly for you, having Hope higher than Pain probably means you'll be lacking the resources required to actually win fights. Embracing Pain is a quick and easy way to gain power, but using this tactic all but guarantees that you'll get a "bad ending" and realise all your worst Fears for your Connections.

      Eternal Contenders is a fun and interesting game. I need to work more at creating and embellishing descriptions of what's happening. There are many areas of the rules that say "this should be narrated appropriately" but there is almost nothing specifically tying the narration to the mechanics (apart from justifying Item use). It would be possible to play through a game by referring entirely to the mechanics, with no descriptions other than "I train my Power" or "I hit you, dealing two Wounds."

      I suppose that this sort of descriptiveness depends entirely on the group. Having run Apocalypse World, though, I can see how descriptions in that are required in order to feed into the mechanics, and that the mechanics also feed back into the fiction. While it's awesome the way it does that, I'm not entirely sure how I can apply a similar structure to Neon Burn. The racing part of the game is pretty much all mechanical, feeding into the fiction insofar as it provides a result for the event (shot down, drop out, place, win). However, as it stands, it doesn't really matter how you describe your driving style, the dice aren't going to be affected. During the "roleplaying scenes" there's currently not much procedural incentive for adding descriptions apart from personal preference. I haven't quite finalised the procedure for playing out scenes though, so I'll look out for places where the fiction might be able to direct the mechanics.