Showing posts with label game odyssey. Show all posts
Showing posts with label game odyssey. Show all posts

Monday, 26 November 2012

TBZ: The Oni of Yamaguchi, Act 4

  • Barb plays Daigo, an Oni Mercenary Assassin.
  • Rohin plays Kobe Takeshi, a Half-Oni Playboy Swordsman Aristocrat.


Death of a Lord


The evening after the communal dinner, Takeshi and Daigo were alone in Takeshi's private apartments. They heard a hue and cry from the castle proper; an alarm was raised, along with a ruckus. Shortly, the apartment door was flung open by Takeshi's brother Seijurou, accompanied by Hyouma the Seeker and a cohort of soldiers. Seijurou informed them that Lord Kobe had been assassinated, and he was arresting them both - Daigo for performing the assassination, and Takeshi for conspiracy. The two went along quietly, and were soon secured in the cells beneath the keep.

Around morning, they were visited by a Buddhist monk to see to their last rites, as their execution was planned for noon. Winter Sutra informed them that he had been observing Seijurou and Hyouma, and it was apparent that they had been expecting Lord Kobe's death; other priests were watching them still. He bade them not to worry too much; by noon, he expected to have more evidence.

Under the bright noonday sun, the two were led from the cells to the open space in front of the castle gates. With bound hands, Daigo was pushed to his knees to await beheading by daikatana. Takeshi was presented with a small lacquer table with the accoutrements of ritual suicide; his brother Seijurou stood by as his second to behead him when the time came. But first, the charges were made public. Daigo was to be executed first, but as the executioner raised the blade, a voice from within the castle called for a halt!

Lord Kobe stepped into view, accompanied by Winter Sutra and a small group of guards! He accused Seijurou of having plotted with Hyouma to assassinate him; the faked assassination had caused the conspirators to reveal themselves. Winter Sutra tossed a bag of gold to the ground - the intercepted payment meant for the assassin, evidence of the pair's involvement.

Seijurou stood frozen, realising that this meant the end for him. Rather than surrendering meekly, he began to draw his sword. Takeshi used the seppuku shortsword to sever Daigo's bonds, and Winter Sutra tossed their weapons to them just in time for Takeshi to parry his brother's blade! Daigo fired on Hyouma, winging him as general chaos broke out. Daigo moved in to engage Seijurou in melee, allowing Takeshi to break off and pursue the hated Hyouma. The onmyoji conjured a combat shikigami in the shape of an oni warrior, but Takeshi's blade shredded it into evaporating strips of paper.

Meanwhile, Daigo unleashed his full fury, cutting down Seijurou in a flurry of blinding blows. Takeshi pursued Hyouma, pushing him against the castle wall and forcing him to drop and surrender. Takeshi dearly wanted to end the life of the evil sorcerer, but in the end his vow to not kill won over. Daigo had rallied the soldiers to open fire on White Cloud, Hyouma's permanent shikigami which was flying in, but to no avail. Once Hyouma surrendered, they forced him to call off White Cloud under threat of immediate execution.


Epilogue

The day was won; Seijurou lay dead, and Hyouma was taken into custody, with execution likely in his near future. With the true conspirators revealed, their attempt to stir up the people agains the oni died with them. If anything, tales of Daigo's cunning and loyalty will do much for the acceptance of oni in Yamaguchi.

Daigo decided to serve the Kobe household, and become an ambassador between the humans and the oni. Having regained his home and found a worthy companion,

Takeshi decided it was time to shape up and work towards becoming a good lord, for when he eventually inherits the province.



We had a bit of difficulty at the start of the final session. I tried to get a sense of how the players wanted to approach things, but they had some problems figuring out the right plan; Takeshi wanted to just charge in and start hacking, but his player wanted him to be talked out of that approach I think, and they had some difficulty figuring out how they could ensure finding actual proof of the conspiracy. I could have taken the reins on this one, but I didn't want to seem like I was railroading or pushing my own ideas on the players too much.

Once they sorted out the plan, though, it went very smoothly, just as recorded in the session log. With Winter Sutra's help, they set it up so Lord Kobe would appear to be assassinated, but he actually went into hiding. Thinking their plan had worked, the conspirators moved quickly to secure their hold on power, take the "assassin" into custody, and send off the final payment... Actually, thinking back now, arresting the assassin and sending the payment doesn't make a lot of sense, but there ya go! ^_^; Maybe they were paying off the fixer, so they didn't get a reputation in the underworld of stiffing those they did business with. Or something. Or they weren't sure that Daigo was the actual assassin, so they arrested him as a scapegoat and sent the payment to cover their bases.

Anyway, it worked, and the final conflict was pretty good too. I could probably have upped the bad guys' stats a little given the amount of Kiai they were facing, but I didn't want to overpower the PCs. Having gone through it once, I now have a better idea for next time!

Thursday, 22 November 2012

TBZ: The Oni of Yamaguchi, Act 3

  • Barb plays Daigo, an Oni Mercenary Assassin.
  • Rohin plays Kobe Takeshi, a Half-Oni Playboy Swordsman Aristocrat.

In the mountains in Summer, snow sits only on the highest peaks, and wildflowers bloom in the pass. On the narrow trail that leads to Yamashiro, the mountain castle and capital of Yamaguchi, there is a particular bend in the road that affords a spectacular view of the city. On this bend is a small traveller's rest; not much more than a small hut, although the vendor serves noodles and tea to travellers. Two such travellers approach and take a seat on the long bench; a finely dressed swordsman, and a rougher-looking oni. The vendor brings them food and drink, and then discretely withdraws. Over their bowls of noodles, Takeshi and Daigo consider their options. Takeshi plans to simply walk into the castle and confront the mysterious onmyoji, as he's certain the sorcerer is behind all of this. Daigo manages to persuade him that caution may be a better approach, possibly by making enquiries with someone Takeshi knows in the town. Takeshi recalls a monk, Winter Sutra, who often acts as an advisor to his father the lord. The two decide to split up to avoid drawing attention - Takeshi waits in the pine forest outside the city, while Daigo looks for Winter Sutra.

Asking at the local temple, Daigo discovers that Winter Sutra is at the castle. At the castle gate, Daigo's knowledge of the monk's name (and the general leniency towards oni) mean that he is able to persuade one of the gate guards to seek out the monk with a request for a meeting. The guard soon returns with Winter Sutra, and Daigo takes him aside, explaining the assassination plot and of Takeshi's return to the mountain city. Daigo also asks for Winter Sutra's opinion of the onmyoji, but Winter Sutra opts to meet with Takeshi in the forest before sharing too much information.

Daigo and Winter Sutra return to Takeshi's secluded forest hideaway, where Winter Sutra fills them in on the onmyoji, Hyouma the Seeker, who is apparently consumed with a hunger for knowledge. He is also rumoured to have a permanent shikigami named White Cloud, which Winter Sutra may once have seen flying across the sky deep in the mountains. Takeshi's brother Seijurou is acting as Hyouma's patron, having invited him to court. They decide to ask Winter Sutra to return to the castle and inform Lord Kobe of the assassination plot. He does so, returning the next morning to inform them that the Lord has increased his security, but it has done nothing to reveal the true villain. Takeshi and Daigo decide to go to the castle in an attempt to provoke a response or otherwise discern the true nature of the situation.

At the castle, the group attends a private audience with Lord Kobe. He welcomes his son home, but wishes it were under happier circumstances. Takeshi introduces Daigo as the person who informed him of the assassination plot. Daigo surprises everyone in the room by announcing that he had not only been offered the job, but accepted it - as a ploy to prevent an alternative assassin being hired. He presented the unspent 20 ryo deposit as proof of this, impressing the Lord with his cunning and loyalty. Takeshi, declaring Daigo to be even more devious than himself, immediately offered the mercenary a position as his bodyguard. All that remained was to discuss ways they could cause the perpetrator to reveal themselves. Although they had two good suspects in the oni-hating Seijurou and the power-hungry Hyouma, they could not be certain that it was actually one of these two who had hired the assassin.They decided to have everyone attend the evening meal, and see if they could gauge a reaction to Daigo's presence.

While Daigo was more interested in the pork buns, Takeshi kept a close eye on his brother and Hyouma as they entered the room. No stranger to his brother's moods, he read Seijurou like a book - undisguised contempt towards Takeshi, which started to extend to Daigo as well - but then, a brief flicker of doubt, of cogs turning… as though he'd just thought of a good reason for Daigo to be there; a brief smile almost touching his lips as he considered the cleverness of this ploy to get close to the target perhaps? Hyouma's ice-like expression barely changed, but as his discerning eye swept the room, Takeshi saw how he took special notice of Daigo and seemed to be making the subtlest of mental calculations. It was in that moment that Takeshi vowed to himself that the sorcerer must die. Dinner proceeded without major incident, presided over by a weary and sad-looking Lord Kobe.


Coming Up

Laying a trap for the conspirators?
Vengeance and blood!
The Final Confrontation!



Another enjoyable session, even if the players were both a little tired or brain-fried. I tried to be more forthcoming with Aiki this time, and we did get through quite a few scenes. By the end, Daigo had 12 Aiki (I'd given him three to shift his Emotion Matrix results), and in the Intermission he pared back to only a single Fate at 5 dots (Goal: Kill those who put out the contract on Lord Kobe). In hindsight, I probably should have suggested a Fate - Goal: Protect Takeshi, but I didn't think of it at the time. His player rolled just above average, and gained 62 Kiai for a total of 63 going into the final Act! Takeshi only got 27 Kiai by comparison, but I still think it's gearing up for an explosive finale.

It was also a great moment when Daigo, who throughout has been telling Takeshi that he turned the assassination job down, and that they'd better hurry to the capital before the real assassin got there, revealed that he'd actually taken the job, while sitting no more than ten metres away from the "target"! XD There were so many raised eyebrows, and the guards hiding behind the paper screen suddenly went on high alert! XD

>>> Act 4

Monday, 12 November 2012

TBZ: The Oni of Yamaguchi, Act 2

  • Barb plays Daigo, an Oni Mercenary Assassin.
  • Rohin plays Kobe Takeshi, a Half-Oni Playboy Swordsman Aristocrat.

Journeying into the foothills by the back-roads, the oni assassin Daigo and the half-oni aristocrat Takeshi came across a small group of farmers with a large hand-cart stuck in the mud. Although the peasants were terrified, Takeshi offered them a drink and Daigo helped them push the cart out of the rut. The two travellers then left without further ado, leaving the farmers somewhat astonished and relieved!

The two were passing across a rugged, stony ridge just before sunset when they were attacked by an almost entirely mechanical kijin with an unreasonable hatred for oni! A fierce battle ensued, ending in a furious final exchange where Takeshi cut the massive machine-man down. With his final breath, the cyborg said he could not forgive the oni for destroying his body...

Making camp in a sheltered spot on the hilltop, the two were joined after dark by a wandering Ebon Mountain monk. He chatted for a while with Takeshi who had first watch, asking about their purpose in the capital, to which Takeshi responded evasively.

Awoken for his watch, Daigo spoke somewhat brusquely to the monk, asking what he was doing here. The monk said he was on a pilgrimage, to which Daigo retorted, "Well you're not moving very fast!" After that, the night passed in silence... In the morning, Daigo grabbed Takeshi around the mouth and dragged him away before the monk woke up.

Coming Up

Yamashiro, the Mountain Castle!
Who was it that put out a contract on Lord Kobe's life?
Will the webs of intrigue be untangled, pulled aside, or simply cut through?

>>> Act 3

Tuesday, 30 October 2012

TBZ: The Oni of Yamaguchi, Act 0 & 1

I ran our first session of Tenra Bansho Zero tonight! It went pretty well, with the players enjoying the system and exploring their characters as we slowly got to grips with the game. A brief rundown of the session follows.

  • Barb plays Daigo, an Oni Mercenary Assassin.
  • Rohin plays Kobe Takeshi, a Half-Oni Playboy Swordsman Aristocrat.

Intro


The small rural province of Yamaguchi is bordered on three sides by mountains, with the sea to the south. It is ruled by Lord Kobe Masamori, whom it is said has a soft spot for the oni people. However, many of the common folk feel uneasy at tales of an oni village hidden somewhere in the mountains.


Zero Act


It is Spring, and the cherry-blossoms fall over the castle at Yamashiro. Kobe Takeshi, the hornless half-oni, womanising swordsman, and younger bastard son of Lord Kobe, is called before his father. With regret, the lord advises his son to leave Yamashiro castle, as he fears times are about to become dangerous for Takeshi. Granted a substantial sum, Takeshi returns to his room to pack. He has a brief run-in with his half-brother Seijurou, and Seijurou's new acquaintance - a mysterious onmyoji with cold eyes, with whom Takeshi feels an odd sense of deja-vu. He leaves the castle that has been his home for the past sixteen years, his heart empty with longing for somewhere to belong.

Later, in the port town of Kawaguchi, the oni mercenary and assassin Daigo calls on his underworld contact Blind Bunshichi, having heard of a job on offer. Bunshichi (not actually blind, but with a reputation for forgetting faces and for turning a blind eye) passes on an important contract - the life of Lord Kobe Masamori, worth 40 gold ryo. Daigo accepts, and leaves with half the money up front, breathing a sigh of relief to be out of Bunshichi's dingy shop - the man has a way of making one feel uneasy...

Act One


Early Summer. Beside the main road running through Yamaguchi sits a large tea-house; almost an inn, it boasts an upper storey, and a large common room. It is run by an obasan and staffed by several young ladies, two of whom are drinking plum wine with the young well-dressed swordsman. At a nearby table, a small group of footsoldiers drink and talk loudly. A shadow darkens the door as a traveller enters - a large man in the clothing of a warrior, but with a subtly decorated oni cape. The soldiers fall quiet and mutter to themselves, while the young swordsman nods to the newcomer. The oni orders food and drink, but as he begins to eat his pickled vegetables the soldiers stand and circle behind him. The oni offers them a pickled radish, but their leader ignores him and loudly says, "I've heard Lord Kobe is soft on oni, but for one to just walk in here!" They continue to heap scorn on the traveller, incidentally badmouthing the lord for his lenience on the oni, until the young swordsman speaks up.

Claiming to be the son of Lord Kobe, he asks the soldiers to leave the oni be. Taken aback, the leader demands proof, and is reasonably convinced by the house mon stamped on the swordsman's soulgem shortsword. Nevertheless, he's gone a bit too far, and claims he doesn't fully believe the boy. As his family has been insulted at least twice by this time, Takeshi challenges the captain to a duel. Unable to back down, the soldier agrees and they take the fight outside. It only takes a couple of exchanges until the captain is defeated, falling to his knees in surrender. Takeshi goes back inside to talk with the oni, and the remaining soldiers help their captain limp away.

"Are you really the son of Lord Kobe?" asks Daigo. "What do you think of this plot to assassinate him?" Daigo claims that the story is all over the countryside, but Takeshi of course hadn't heard of it and is shocked by the news. Daigo claims he was offered the contract, but refused because Lord Kobe is kind to the oni people. Instead, he decided to travel until he could find someone who would pay him to assassinate the person responsible for the contract, thus stopping any other potential assassins from being paid for the job. Daigo's hoping Takeshi or his father might be willing to pay for this. Takeshi suspects his half-brother Seijurou, or the mysterious onmyoji. As Takeshi's money-box has been sadly depleted by a couple of months of partying on the road, the two decide to pair up and head towards the capital, Yamashiro.

Coming Up

Danger on the road?
Confrontations at the Capital?
The True Enemy Revealed?


>>> Act 2

Monday, 15 October 2012

Tenra Bansho Zero: First Thoughts

In mid-to-late 2012, I got into the Tenra Bansho Zero Kickstarter in a big way. I'd only been following it for a couple of years of its seven year English adaptation journey, so I had time to get excited without running out of steam waiting the whole seven years!

Since I put in for one of the advance copies, I got to start reading the game earlier than most, and began diligently reporting any proof-reading errors I found. +Andy Kitkowski, the game's translator, ended up recruiting me to collate all of the errors people were reporting, which turned into a massive undertaking for a couple of weeks! It was worth it, though, just in being able to see a much more polished version of the book emerge. It doesn't hurt that my name's in the credits now, too!

My advance copy arrived on 15 Oct 2012!

What originally drew me to the game? Well, it's a sci-fi version of the Japanese Warring States (Sengoku) period, with over-the-top samurai action, mecha, cyborgs, ninja, onmyou mystics, set on an alien world during a period of constant war. There's a whole lot more information over on the TBZ website and blog. So, the sheer style and visuals of the game were enough to pique my interest.

But then, there's the system. I read a lot of forum posts and blog articles, gleaning information about how the game actually runs. There are a lot of really cool-sounding features - that the game is set up to resemble a Kabuki play; that characters get more powerful as they become injured; and, especially, the Karma system.

Karma in Buddhism is bad; it represents attachment to the material world. If you become too attached, you lose yourself and become a monster who will destroy everything they care about - an Asura.

Karma is tied into many parts of TBZ's system. Firstly, you build your character out of Karma; the more powerful your character, the more Karma they start with. When you play the game, doing cool stuff or roleplaying well nets you Aiki chits. During the intermissions between Acts, you turn Aiki into Kiai, which is a currency you can use to boost your performance or do various other tricks during play. The catch is, when you spend Kiai it accumulates and turns into Karma. If you end an Intermission with more than 108 Karma, you become an Asura and are relegated to NPC status.

Luckily, there's a way to reduce Karma too. Characters have Fates, which are things they care about or ways of feeling - goals, taboos, relationships, quirks. As the game progresses, you can increase your Fate ratings. If you need to lose some Karma, you can choose to discard or rewrite a Fate; you either don't care about it any more, or you're changing your mind. Severing these connections to Fates reduces Karma, but also changes the character's outlook on the world.

How does it actually all run during play? I'm glad you asked! The next few posts will be a series of session reports from our first TBZ game - The Oni of Yamaguchi.

Monday, 1 October 2012

AW: London Calling 2012

I don't recall exactly when I started running Apocalypse World, but it was some time in late 2012. I'd read many interesting things about it, and wanted to try it out to see how it handled.

Barb, Rohin and I got together and decided on the setting - central London, at a holding in the Tower Bridge, which was allied with a holding in the Tower of London on the north bank. The river was running a bit higher than in the Time Before, and the suburb of Hackney Marsh was an actual marsh again.

  • Barb made a Brainer called Marsh, a creepy psychic concealed in androgynous medical-wear.
  • Rohin made a Gunlugger called Keeler, a wild-eyed scarred man with a collection of firearms and the skills to use them.
  • +Paul wasn't present for the first session, but joined in shortly after things kicked off. He made a Savvyhead called LaFayette, a somewhat kooky young woman with a greater affinity for machinery than people.

Get Sun

The players wanted their characters to be working for someone else, so they were both in the employ of Prim, the Tower Bridge 'holder. Chack, Prim's "fixer" and the PCs' handler, told Marsh that Prim wanted to acquire a guy called Sun from the Tower holding. Apparently Raccaro, the Tower 'holder, had refused a polite invitation to send him over. Chack suggested Keeler go along too, but cautioned against making too big a mess...

The two talked their way into the Tower, where they discovered that Sun was an engineer helping Raccaro outfit a small army. LaFayette joined them, and used her access to the Tower Keep to persuade Sun to come out to her workshop in the courtyard by seducing him. Unfortunately they had to dispose of Mimi, captain of the Tower Guard. Marsh used In-Brain Puppet Strings on one of the other Tower Guard, compelling her to run around telling everyone that Sun had shot Mimi. In the confusion, they slipped out the back way through the garage and returned to the Bridge with Sun in tow.

Siltway Raiders

Prim wanted Sun to help bolster the defences of the exposed southern fields against raiders from the Brick Fields to the south, and the Barrier Siltway holding to the east. She also put Keeler on field duty, as raids had been increasing. LaFayette helped out with the planning and installation of some of the defences. Marsh hung around with Keeler in the fields.

A dust-cloud to the east signalled a raid. The field guards holed up and waited for the attack, but Keeler and Marsh went out to meet them. Keeler sprayed the convoy with machinegun fire, breaking their charge and sending them scattering into side-roads. Marsh used the painwave generator and violator glove to wipe out a jeep-load of raiders, causing one guy's head to explode from accumulated psychic damage. Keeler captured and questioned Rover, the only survivor, learning that they were slave-raiders from the Barrier Siltway, sent to steal more workers as their labour force had been dying from a mysterious illness.

The field guards were so impressed by Keeler's display of combat prowess that they basically said they were working for him now, not Prim. Rover also became part of the gang, under Keeler's protection.
Brick Field Battle
Tired of waiting for raiders to come to them, and tooled up with a new gang, Keeler and Marsh headed south onto the eerie Brick Fields to hunt down the "Brickheads" bike gang. The Brick Field is a vast, circular area where all of the old buildings have been somehow pulverised into a flat field, paved with bricks and dust. Some judicious brain-opening led to them discovering that the Brickheads had a large camp set up some distance away... and that some of them were coming this way, attracted by the convoy's dust cloud!

Clarion, one of Keeler's gangers, took the jeep and drove it back towards the Bridge while the rest hid out behind the only available cover in the field. As the bikers rode past, the gang ambushed them and wiped them out. The sole survivor was puppet-stringed by Marsh to return to the others with the message "you're next."

Having put paid to both major threats for now, the gang returned to the Bridge and reported to Prim. They also discovered that emissaries from the Tower had visited demanding recompense for Mimi's death and Sun's abduction, and that Prim had agreed to supply them with a crate of firearms. Marsh lost all respect for Prim due to this decision.


These first few sessions of Apocalypse World were mostly pretty good, but it did take me a while to wrap my head around some things. Figuring out which Move had been triggered was sometimes problematic; deciding between Seize by Force or Go Aggro can take a bit of mulling over, but I'm slowly getting the hang of it. In the first session I called for a Manipulate roll which probably didn't follow the form exactly. The first big fight between Keeler, Marsh, and the Siltway Raiders was great, but the next battle against the Brickheads didn't "sing" quite as much.

>>> Session 2013.1

Tuesday, 3 July 2012

Savage Worlds: Zombie Outbreak

In 2012, +Paul decided to run a game of Savage Worlds set in the very near future, based on a zombie outbreak in central Melbourne. Our characters would be relatively ordinary people caught up in the crisis, although we were allowed to have concepts involving combat training, medical skills, or other things that would give us an advantage. This post will be a summary of the whole first arc of the campaign

  • Barb plays Ellen Somerset, a paramedic with an ambulance and a hazmat suit.
  • Matt plays Shawn, a hardware store clerk with a drinking problem.
  • Rohin plays Jeff, a young pizza delivery driver and aspiring criminal.
  • I play Harry Michaels, a University student studying both history and historical fencing.


During the Melbourne Grand Prix, a racing event using an elevated track around the city centre, a military van rolls over on a bridge, releasing its small cargo of zombies into the river. They soon spread, infecting the crowd and wandering further afield. Ellen and her partner, "Good Guy" Greg, tried to help out some people trackside, but Ellen insisted on staying in the ambulance. From memory, they may have also picked up Jeff.

South of the city centre, Shawn failed to notice zombies occupying the hardware store until customers started fighting over the power tools. He "tooled up" and managed to fight his way past a couple of shamblers using a shopping trolley, and fled into the wider city.

My historical fencing group had been attending a seminar at a conference centre in South Yarra, near the river. We saw the disaster starting to spread across the bridge and along the river, and began securing the building. Shawn managed to stumble in, although his craziness and aggression almost led to him being shut out! The ambulance turned up just as we were closing the garage doors.

We stayed put for a little while, trying to figure out the best plan of action. Some of the people started showing signs of infection, so on Ellen's advice they were isolated in a semi-trailer in the secured parking lot. I felt that it was wrong to put potentially OK people in a container with potential zombies, so I insisted on standing guard and looking after them. We couldn't stay put for long, though. The Air Force began firebombing runs on the bridge and surrounds, so we loaded up the rented trucks with food and people and headed South towards the ferry terminal, in the hopes of catching a boat to Tasmania.

We reached the ferry pier to discover that there was no ferry, and no other boats. Some of the people in the back of the trucks had begun vomiting, although thankfully it was mostly motion sickness! We got everybody into a restaurant built at the land-end of the pier, and closed the chainlink gates. We quarantined the worst of our infected, and restocked our supplies from the kitchens. We learned that the coastguard was preventing boats from leaving, and that the ferry had been turned back. Still,we were in a well-supplied defensive location with over a hundred people, and so we decided to stay put until it all blew over. Unfortunately, we'd be forced to move again before too long.

The next day, Army ground patrols came past and cleared out the occasional shambling zombie. They were escorting corporate tankers that were running pipes into the sewers and storm water pipes. We got the attention of one of the army guys, who explained that there were zombies in the sewer and this company was going to pump in a sort of acid or organic solvent to kill them all, and we should just stay put. Instead, the tankers pumped a green gas underground, and the cabs detached and drove away. The Army guys tried to wave them down, but then all hell broke loose. The back of the tanker opened, and several gas-soaked super-zombies climbed out, followed from the sewers by a number of their enervated kin!

We stood and fought from behind the mesh fence, stabbing and burning at the wall of undead! Eventually, one of the faster ones broke through and ran inside. We were already loading people onto trucks for a quick getaway, as a massive horde of undead was closing in on us. I pursued the fast zombie inside, yelling for peope to get out, and managed to strike it down before it killed any civilians. I had to leap from the first floor window onto the back of the semi-trailer to avoid being left behind, and we drove off crunchily through the crowd.

We decided to head East, with thoughts of perhaps reaching Mount Dandenong or finding a way around the quarantined city to the North. We didn't have much information to go on, so we discussed several possibilities. After driving for some time through mostly deserted streets, we came across the site of an overrun Army barricade on the freeway. A few of us went onto the flyover to investigate, and discovered several APCs with weapon mounts, and a troop transport truck. After clearing out the dead bodies and fighting off some enthusiastic crows, we added the vehicles to our convoy. Worried about our food supply, we decided to look for a nearby shopping market supply warehouse.

We soon found a warehouse district. Each building had a spray-painted marking on the front; it looked like the Army had been through and marked them as "clear" or "useful" or something, but we weren't sure what. We found a safe warehouse that was still fully stocked with food and household supplies, and decided to camp out. However, a few problems soon became apparent. Out the back, in a caged-off area with a generator in it, were three obviously mutated guard dogs. We put them down, decapitated the bodies, and buried them just in case they decided to rise from the dead. Ellen found a ventilation pipe coming up from underground, which was slowly leaking a green gas. She took a sample in a jar.

The next morning, some of the people were feeling ill and a few were showing signs of mutation. We couldn't stay any longer for fear of contamination, so we took as much sealed food as wecould and started up the convoy again. Some of the gas-affected people decided to stay behind, despite our promise to find help for them. Ellen also suggested we paint red crosses on the roofs of the vehicles to either attract attention or ward off military strikes.

We headed East again, through a ruined urban landscape. We passed a truck that had rolled over, and witnessed a creature scavenging meat from the dead. Pressing on, we eventually reached a massive barrier wall across the freeway, being assaulted by hordes of zombies clambering over each other in an attempt to escape the city. The barricade was manned, and they were fighting the zombies. We made radio contact from one of our APCs. Unfortunately they weren't able to open the gates for us because of the undead, but they gave us directions to another gate a little way to the North where we might be able to get out.

A tense drive later, we approached the next gate. There were fewer zombies, and we radioed ahead to let them know we were coming. They opened the gates and fought back the undead as we gunned the trucks down the highway and through the checkpoint! The back of one of the vehicles was singed a little from a flamethrower, but we made it without bringing any zombies with us. The gates were shut, and we were safe.

All the people we got out were put through quarantine. The whole city of Melbourne was walled off, and the zombie plague had been contained... so far. I was very suspicious of scientists in the quarantine camp who were wearing the logo of the company who had released the green gas into the tunnels, but they assured us that it had been a rogue element or terrorists using their vehicles as cover. It turned out our small group all had a natural resistance to the zombie virus, and there was some discussion of us being recruited to fight this new threat, should it arise again.

Nobody knows what the future will bring.


It's been a while since we played; if any of the other players or GM read this and remember something differently, let me know and I'll edit it appropriately!

In general, I liked the way Paul ran the game; he adapted to our plans and allowed us flexibility of action, always coming up with new imperfect conditions to stop us from staying in one place while advancing the story of the outbreak.

Over the course of the campaign, I don't think we had as many direct conflicts with zombies and other monsters as I was expecting. I thought there would be more occasion where, despite our generally cautious approach, the undead would find a way through our defences and force a fight. Given that we were facing infectious zombies but didn't know how Paul's game mechanics covering infection worked, we were understandably reluctant to engage them if we didn't have to.

I think that Paul would have liked more combat too, but maybe didn't feel like he could justifiably attack our armed vehicle convoy. Still, even something as simple as running out of fuel would have forced us to make some tough choices or expose ourselves to danger. I wouldn't have been surprised to have super-zombies leap onto the vehcles, or have an acute outbreak amid the civilians we were trying to protect.

Because of the shortage of engagements, we also didn't use the full combat system all that often. I did find that anything lower than a d10 Fighting tended to miss rather a lot. I was having fun picking out new combat Edges to make the sort of doomed, heroic melee-based zombie fighter of my concept.

The campaign ended after we escaped the initial outbreak, although Paul's said he has more plans for if we decide to play again.

Monday, 28 May 2012

SamuraiVille Episode 5.2

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

Well, SamuraiVille has come to a close. Yushin's player has been off sick for the last three weeks, and Taro's player had an unfortunate personal emergency to deal with, but I wanted to push on and get it done rather than leave the end trailing for yet another week. Unfortunately, that made things a little lacklustre.


Yuriko got a coded message to meet her clan master at the waterfall at sunset. He warned her to stay away from the untrustworthy fox-spirit, but more importantly, told her that a rival Lord, Kageshima, was poised to invade the province. Although the clan worked for Lord Morinaga, they realised that the battle would be lost, even with the gain of a new musket design, so are planning to change sides. He instructed her to acquire the new muskets, but to pass them on to the ninja clan rather than letting them fall into the hands of the local Lord Morinaga.

Okitsu was at the tea-house, and started impersonating Yuriko. Akira turned up for a drink, and mentioned that he had been sent to seek out his brother, the pirate Kenji (whom Yuriko was to get the muskets off). Okitsu tried to drug him, but he refused alcohol and managed to brush off her attempts to feed him random herbal teas. He left just as Yuriko returned; Okitsu filled her in, and Yuriko followed him invisibly in her young male form.

Being followed made Akira a bit twitchy, but he didn't manage to find out who it was. He began patrolling the coast, towards the smuggler's bay. Yuriko intercepted him, claiming to be a messenger from the castle come to tell him that the daimyo was in danger. Although he resisted the explanation at first, he eventually gave in and returned to the town.

Yuriko arrived at the smuggler's cove, where she met up with the pirate Kenji. She traded the bottled tengu for several sample muskets. Kenji gave the trapped spirit to a black daoist, who seemed satisfied with it. Yuriko headed back to town to hand over the muskets to her ninja contacts.



And... yeah. I ran out of conflicts, and that's how the game ended. I should have done some more exposition at the end (the back-story between Kenji and Akira, the reason the daoist wanted the spirit), but I'd forgotten some of my notes, and I was trying to figure out how to wrap the story. Also, Kenji was showing some Japanese reserve in front of his crew.

All up, my first attempt at Smallville was a mixed success. I made plenty of bad calls, and I still have to stop and think over whether I should contest something or give in. Even so, I'm quite bad at predicting what will happen to the dramatic flow, and I'm still somewhat resistant to tweaking events just for the story. For example, at the end I thought it would make a good climax to have Akira confront his brother while Yuriko was making the deal - we could have had acrimonious exposition, and she could have picked sides. I was hoping Okitsu would be there as well (although my original plan was to have Akira drag Taro along). However, since I got Akira talking to Okitsu, she knew what he was up to and Yuriko turned him away from the path which would have led to that final confrontation. It kind of dramatically deflated the situation, so I probably should have just had him take stress and keep looking for Kenji. Problem is, I'm pretty sure Yuriko's next move would have been to take him out - which meant I shouldn't have tipped them off that he was looking for the pirates in the first place. I was just trying to keep Okitsu involved, but it made things go flat.

It's a little depressing, but I did learn things too. I'm priming to run a political game set in a fantasy renaissance Venice with a slightly different group, so hopefully I can apply what I've learned.

Note: I did a bit of work setting up a new Smallville game called PiccoLaguna, but when I tried to organise a new group not enough people showed up. I still haven't had an opportunity to run it.

Sunday, 27 May 2012

Interface Zero: Vegas

Since Rohin fell in love with the Interface Zero setting for Savage Worlds even more than I did, he decided to run a game based in the Free City of Las Vegas, located in the Northeast of Baja Mexico. The city was controlled in equal parts by corporate and organised crime interests. The party would all be working as security and troubleshooters at a strip mall owned by corporate magnate Bob Ho.

We played several sessions in 2012, but didn't manage to resolve the main storyline.

+Andrew played Gerald Rigg, an android security guard.
John played Mr. X, a blind mouse-hybrid hacker.
+Melysa played Kuma, a genetically modified security dog with near-human intelligence.
I played Devlin Monterey, a dog-hybrid rentacop of French-Canadian extraction.


The game started with a couple of us pulling security duty in the mall. A few kids started a food fight, so I intimidated them (and drew my stun-stick) and they ran away. During the ruckus, a virtual graffiti artist dropped a hyper-reality tag on the wall. I think he got chased off by Mr. X.

We were soon called into our boss' office, and given a mission. The daughter of a friend of the company had gone missing, and we were asked to find her. The situation was big and complex. The reference photos for the daughter had been doctored, but we managed to hack her school and find security footage of her. She'd disappeared from an alley in a Triad part of town during some turmoil with rival Hispanic gangs, but we learned she had friends in the Mafia and had probably gone with them. We tracked down the car she'd been taken away in, but it was booby-trapped and exploded. It began to seem as though she might have run away rather than being kidnapped.

We were sent video footage from the kidnapper showing her being sexually assaulted. The man in the video had a class ring. Her father was a member of the same class; we tracked down three other members who were currently in Baja Mexico - a scientist working for a bio-research facility, someone with connections to the European mafia, and an ex-General now working as a fight promoter and manager for a cyber-gladiator.

We ended up at a bit of an impasse, trying to untangle the various webs of stories and connections, and trying to figure out the best way to gain leverage and information hile exposing ourselves to minimal harm. Luckily, we had some other things to keep us occupied...

We received a tip-off that some gangers were going to raid one of our stock warehouses. We waited nearby in our AV, swooping in once they entered corporate property and our jurisdiction. We engaged them with deadly force, killing most of them and destroying their van as they fled using our vehicle-mounted cannon.

We'd been hearing rumours of a Bio-Horror prowling around the city ever since the start of the game, but we finally got a call that it was rampaging through one of our company malls.  We arrived to find it - a mutated giant tiger-like creature - prowling around an upper-storey food court, eating things and people. Some of us engaged it head-on to draw its attention, while the others guided the civilians to safety. It was a tough fight, but we eventually managed to subdue it.

As we transported it to the roof for extraction, a second Bio-Horror, like the first one but twice the size, climbed up onto the roof and, using  voice synthesiser, demanded the return of his "brother." It charged, and I faced it down as the others hurried for the AV. Miraculously, I put one shot into its head and it went down. My elation was short-lived, as it began to regenerate and showed signs of moving. We cleared out as fast as we could.


That was as much as we got through in 2012. My first impressions of playing Savage Worlds are that the dice did tend to feel "swingy" quite a lot of the time. In particular, I had a hard time trying to get decent damage rolls, and it was frustrating to not have the option of spending a Benny to reroll. I spent four or five rounds shooting the little Bio-Horror to no effect, only to completely drop the larger Bio-Horror with a single shot from the same gun. From what I've read about the system since, we probably could have used a few combat manoeuvres other than just repeatedly making attack rolls.

Deciding what to increase with an advance does tend to take a little while, unless you have it planned out. To start with, I guess there were a few Edges on my wish-list that I hadn't managed to pick up at character creation. I found that Skills only start to feel really competent at d10 or higher; starting with d8's, I flubbed more rolls than I would have liked.

Overall it's a serviceable game. I think we spent a lot of time trying to plan our approaches and minimise exposure to danger rather than just diving in, which given the way NPCs tend to fold like card-houses, was probably largely unnecessary. I think we were still in a Cyberpunk 2020 mindset to some degree, where a single bullet can lay you low. While that's still true in Interface Zero, characters are by and large somewhat more resilient.

The VR/HR elements of Interface Zero were also a bit hand-wavey at times; the setting book gives a glimpse at an awesome vision of hyper-reality, but doesn't have solid enough grounding principles to allow for us to extrapolate logical outcomes without relying on GM fiat. Also, the rules for hacking and controlling other people were a bit vague.

I'm actually writing this blog post in April 2013, and I've recently put in for the Interface Zero 2.0 Kickstarter at the PDF level, so it will be interesting to see if the new version addresses any of my concerns with the setting-specific rules.

Monday, 14 May 2012

SamuraiVille Episode 5.1

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

Turns out "Yushin" was just coming down with the flu that's been going around, leading to tired crankiness, so it looks like we'll probably go another session or two.

I'm not sure which enemies in particular "Okitsu" wants to permanently knock off; possibly the tengu, although as GM I'd probably be inclined to Give In to having it die if they seriously trap or beat it into submission. I don't think anyone has a permanent relationship to it, and there are plenty more mischievous tengu out there if I ever needed another.

If I run Smallville again with this group, they'll have a better idea of what to expect, and have realised how important it is to tie the Leads together strongly from the start. One piece of advice for new players joining existing groups - if someone has to join later, I'd get them to make their character with everyone else present so the group can help work the character into the game world more comfortably, making suggestions and agreeing to any potentially controversial tie-ins. We made one Lead separately later on, and a few of the connections we came up with sort of chafed with how the established players saw the world and their characters working. Openness and collaboration is key in all aspects of Smallville.


Taro and Akira fight the Giant Gaki with the aid of Okitsu in fox form. The gaki pulls in all of the smaller ghosts to heal itself, but it is defeated anyway. Okitsu steals away the spirit-flame that drops from its remains. She realises it could be used to restore the valley's damaged fertility, or she could give it to Yuriko to trade for the new muskets.

Taro, Akira and Tetsu drop by the tea-house to wind down, while Okitsu and Yuriko go back to patrolling the mountain looking for the tengu. Akira excuses himself so he can return to the castle and report the gaki's defeat to the daimyo.

Taro and Tetsu are returning to the forge when Tetsu has to stop to relieve himself in an alleyway. Mariko appears in the street and talks to Taro - she tells him that Yuriko's spirit-tea WAS responsible for Tetsu's possession. She also tells him that she captured the tengu with the help of the townsfolk, but decided to show mercy and release it. Okitsu interrupts the conversation by running through town as an invisible fox, projecting an illusion of the tengu. Taro runs to the castle to find Akira.

The Okitsu-tengu stands on the roof of the tea-house squawking, but Yuriko shoos her onto the next building so she doesn't drive even more customers away. The townsfolk flee the streets. Mariko hops up onto the roof and confronts Okitsu, telling her not to try anything or she'll harm "the girl." Convinced that Mariko is possessed by the tengu, Okitsu leaps straight at her and attempts to re-possess the shrine maiden. The tengu resists, but gains stress. Before it can throw Mariko's body from the roof, Yuriko leaps from the tea-house next door and pins Mariko down. The tengu is stressed out and flees Mariko's body, and Yuriko captures it in a spirit-bottle.



Things went pretty well, although the confrontation with the tengu was a bit disappointing as it didn't manage to roll very well on either Contest. I could have presented it a bit better dramatically speaking, but mechanically the outcome would have been the same. I could have had tengu-possessed Mariko confronting the illusion tengu on the roof in view of townsfolk witnesses, or even better in front of Taro and Akira returning from the castle, but I only thought of that after the event. Maybe the opening scene of next episode will have Taro and Akira turning up just in time to witness the confrontation on the roof; that should sow a bit of confusion.

For the fifth session in a row, Yuriko has steadfastly failed to gain any Stress - she has come out on top of every Contest she's been directly involved in!

Since we are only getting two hour sessions at the moment, I decided to split Episode 5 in half. Episode 5.2 will be next week. The Trouble Pool and Plot Points are not re-setting, and I've allowed Growth Pools to carry over if people want. I'd been getting the feeling that things were just starting to ramp up and then the session would end, so I'm seeing if this will help the mechanical pacing. Of course, I was hoping the tengu would still be around, but I can move on to focus on other concerns.

>>> Episode 5.2

Tuesday, 1 May 2012

SamuraiVille Episode 4

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

Tonight's session was a bit of a bust. I had a cold or flu over the weekend which I'm still trying to throw off, although my energy levels were fairly reasonable. However, Yushin's player might be trying to fight off the same illness - he flaked out and had to call it a night only an hour in. It sort of petered out after that; there were no Contests, and only one Test. No Challenging, no Stress, no Recovery, no Growth.


Yushin let the tengu go, and persuaded the actual shrine maiden Mariko to accompany him back to the castle to talk to the abbott.

Okitsu stayed at the tea-house overnight. Yuriko received a midnight visit from her contact the pirate captain. He offered to trade her a new model of foreign musket in exchange for the soul of a yokai, but he needed an answer within 24 hours.

Yushin wanted to point out to the abbott that Mariko was being controlled by an outside force such as an evil spirit, since she couldn't remember what happened for most of the previous day while she was possessed. She claimed to be under the influence of Inari. Yushin's player was flaking a bit by this stage, and I found it hard to discern what the aim of the scene was.

In the morning, Tetsu and Taro were visited at the forge by a young samurai, Akira, who'd been sent by the daimyo to investigate the tales of spoiled rice and ghosts. Taro took him to the tea-house to drink the special spirit tea, allowing him to see the spirits.

Yuriko and Okitsu headed up to the shrine to get the tengu and trade it for the muskets, only for Mariko to tell them that it had been released by Yushin. Okitsu assumed the form of a tengu and, followed by an invisible Yuriko, they began searching the mountain for it.

Akira managed to slice a little ghost in half when he and Taro were on their way back through the town, to Taro's surprise. Taro then led Akira and Tetsu to the waterfall, where they discovered that the bags of rice he'd left out there had been completely consumed, and a trail of green ooze pointed towards the valley's rice fields. Okitsu and Yuriko also reached the waterfall, and secretly followed the three men to the edge of the rice fields - where an enormous gaki has started eating the rice harvest.



I think illness and lack of energy took their toll. There were some pacing problems, and Yushin's player was lacking focus before deciding to leave early. He'd displayed some general grumpiness towards Okitsu's player, as their characters have become antagonists; I'm not certain if weariness led to grumpiness or if grumpiness led to leaving early. I'm hoping that people aren't taking things personally, but those two do have a tendency to bump heads a little IRL.

I think the game might possibly go another session or two, or we might call it a wrap there depending on how Yushin's player's feeling. The rest of us discussed how the game was going, and it had a mixed response. "Okitsu" doesn't like that it's all but impossible to permanently defeat something, and that decisive results aren't always forthcoming. "Taro" has some issues with pacing, which was admittedly a bit too lumpy this episode, but otherwise enjoys the system He also lacks much knowledge of feudal Japan, so there can be a bit of a cultural divide in this current game. I don't remember any strong opinions from "Yuriko" (who was starting to pass out on the couch), and I'll talk to "Yushin" later. There was also a general feeling that Growth is too slow, although I think that's a combination of short sessions and not enough familiarity yet to "game" the system for Growth dice.

>>> Episode 5.1

Sunday, 29 April 2012

IZ: Scavengers of the Sunken City

I ran a short introductory Savage Worlds game in the Interface Zero setting, just so the group could become familiar with character creation and the basic mechanics before Rohin launched his Interface Zero Vegas campaign. I don't have a full cast list of characters, but the players were +Andrew, John, +Melysa, and Rohin.

We set the game in the semi-sunken ruins of Los Angeles, after the land to the West of the San Andreas Fault slid into the ocean. I cast L.A. as being 10 to 100 metres underwater, with ruined skyscrapers and fractured freeways poking above the surface. Several communities of scavengers, gangers, and the remnants of the LAPD had been built on the elevated land around the city basin.

There was some resistance to the system, especially from Andrew. In particular, needing to read and absorb the entire list of Edges in order to make informed choices at character creation was a big mark against the system. However, the whole point of this short game was to give people a chance to experiment and find the pitfalls so they could make more informed choices when making characters for Rohin's long-term game.

John went through a couple of iterations before deciding on an aquatic hybrid. There was also some uncertainty and confusion about the Interface Zero occupation and income system and how it related to Edges and Hindrances such as Rich or Poverty. He wanted to be a Crime Boss ($25K income) along with the Poverty Hindrance (halve income, can't hold onto cash), but this would still have meant he would be starting with more money than anyone else (mostly $5K to $10K incomes)! In the end, I decided that the Corporate and Crime Boss occupations were only available if you took the Rich Edge, and the Ganger occupation ($2K) was a representation of the Poverty Hindrance.

Speaking of money, IZ lacks a standard exchange rate with the dollars used in the Savage Worlds core rulebook, and also lacks a mundane equipment list! Due to hyperinflation, dollar values in IZ are between 2 and 10 times higher than their modern day equivalents, but it's somewhat frustrating to have to guesstimate prices for everything, especially when gear is a big part of the setting.

We opened with a fight, and I discovered how fragile Extras in Savage Worlds can be.


The group came down to their boats one day to find rival gangers looting them. The fight was brief, and none of my gangers got to fire a shot; I think one managed to crawl behind cover, but it didn't do him much good. 

The characters discovered a hyper-reality data file on one of the gangers - a map, describing the location of what appeared to be a concealed lab in one of the submerged skyscrapers in the abandoned central city. They dialled up a virtual connection, discovering that the lab seemed to contain several prototype wheeled remotes which may be collector's items. However, the HR version of the lab couldn't tell them much about the physical condition of the lab, except that the power was off. They decided to take a couple of boats and go check it out.

Using the map they quickly located the building and began trying to find a way into the sealed lab level. It turned out that it was definitely underwater now, but one of the group was an aquatic hybrid. Before they could find a way in though, they were attacked by several speedboats loaded with gangers.  A big firefight ensued, spanning the building with the lab and the one next door. They managed to snipe, outmanoeuvre, and gun down most of the gangers, but the last survivor took a boat and fled.

They finally managed to cut their way into the lab and recover the first edition remotes, but then decided to explore the upper levels of the shattered building in case there was anything else worth looting. Of course, most of the decent stuff had been stripped decades ago. They ended up disturbing a bio-horror that was nesting in the building; even as a Wild Card, it didn't last long against assault shotguns. They heard more scrabbling sounds from the next floor up, and took that as their cue to leave.


Even boatloads of Extras were little threat to the group, and the powerful weapons in Interface Zero seem to be able to chew through Wild Cards pretty well too. Playing cards worked pretty well for initiative, although as we were seated around a loungeroom rather than a table, it sometimes took more than a glance to see who was up next.

Some of the Hyper-Reality and hacking rules seemed a little vague, and I wasn't really confident in my approach. Oddly, having searched a few forums, apparently the guys at Gunmetal Games haven't fully thought through their vision of virtual reality either, as they mostly seem to say "we hadn't thought about that" and "just do whatever you like" in response to questions about The Deep. I can see a grand vision in the basic IZ hacking system, but it's a little too obscured for me to be able to see it clearly. I prefer to understand things from base principles, but it's tricky to come up with a consistent, understandable interpretation of The Deep that actually matches the rules. I also invested in the Hacking 2.0 PDF, which purports to simplify VR, but I think it takes away some of the charm.

After mostly playing the same game for a decade or so, some of the players were a bit slow on the uptake of a new system. I ended up making little summary sheets on how to make skill and damage rolls.

Up next, we made characters for Rohin's game, set in Vegas - a Free City in the country of Baja Mexico.

Tuesday, 24 April 2012

SamuraiVille Episode 3

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

Last night's session was pretty interesting. We only played for two or three hours, so I didn't have to do any additional Wedging - it was just a matter of letting the PCs bounce around and interact with each other.


Taro and Okitsu (Mariko) left the tea-house as Yushin performed a cleansing ritual on it, exorcising the gaki from the premises. However, Taro discovered that the ghosts were all over the town as well. As he tried to avoid them in the marketplace, Okitsu persuaded many of the townsfolk that the rice-eating ghosts were haunting the town because people weren't worshipping Inari enough. She also turned them away from Buddhism, motivated by the rough treatment she had been dealt by Yushin. Taro tried to convince them that they should secure all their good rice and make a trail of spoiled rice leading out of town to lure the ghosts away, but the townsfolk decided to head up to the Inari shrine on the mountain instead. Taro started lugging rice bags out to the waterfall by himself.

Yushin returned to the temple, where he persuaded the abbott to have the monks abandon the temple and take up residence in the castle with the daimyo. His plan was that, when Inari alone failed to get rid of the ghosts, the townsfolk would cry out for Buddha's help once more. The abbott grudgingly agreed, on the proviso that Yushin not only remain in town to apprise them of the situation, but that he apologise to Inari and the shrine maiden for the rough treatment he handed out in his anger.

Yuriko shapechanged into her young male form, turned invisible, and followed Okitsu up to the shrine. Okitsu rallied the townsfolk, even going as far as to show an illusion of the scene where Yushin grabbed her roughly (and even slapped her!) when trying to find out her identity. Watching from the shrine gate, the invisible Yuriko spotted the tengu hiding in the trees. She tackled him, and they both crashed to the ground, stressing the tengu out. The crowd turned to see what was going on, allowing Yushin to join the mob and become visible. "He" even came forward when Okitsu called on people to seize the wicked creature that Inari had struck down! Okitsu told the townsfolk to go back to town, shutting herself inside the shrine with the bound tengu. However, after barring the door from the inside, she teleported to the tea-house.

Having stacked some rice, Taro sought out his master. Apparently the forge was free of ghosts. Taro was starting to feel remorseful about blaming Yuriko for the possession episode, so they both went to the tea-house to await Yuriko's return. Alas, Yuriko returned in her male form, and they didn't recognise her. Master and student drank the night away on tea and plum wine, while Yuriko and Okitsu talked and relaxed. However, the male Yuriko let slip something about it being "my tea-house" and Okitsu became suspicious.

Meanwhile, Yushin had climbed the mountain to the Inari shrine, only to find it deserted... mostly. He heard the tengu thumping inside, and managed to un-bar the door. The tengu bowed to him, throwing itself on the mercy of the Buddha.


Tag Scenes!



Okitsu-Mariko and Male Yuriko retired to a private entertainment room, where Okisu revealed her fox-girl form Akiko, and Yuriko revealed her true form. It seems that the fox-spirit and the ninja may be forming an alliance.

At the Inari shrine, Yushin bows to ask Inari's forgiveness while contemplating what to do with the tengu.

Having waited in vain for Yuriko to get back, Taro and Tetsu help each-other drunkenly back to the forge. Meanwhile, a forgotten pile of rice-sacks out near the waterfall have been torn open by hungry ghosts, who devour their contents and grow larger...



Not too many rules problems this week. Most of the players seem to be getting used to the way the system works, and we started to get some cool shifting allegiances. Yushin was originally spellbound by Okitsu's magical nature, but now thinks she is a pain in the neck! Okitsu was initially annoyed by Yuriko's tea-house making life difficult, but now sees her as a potential ally. Yuriko once saw Okitsu as annoying but necessary, but now thinks she is a good lady. Taro intends to show his newfound trust for Yuriko the next time he sees her.

One roll-off I wasn't sure on. Okitsu barred the shrine door from the inside and left. Yushin turned up and tried to get inside. I was tossing up whether to make it a Test or to just take it as read (having him not be able to find the tengu inside wouldn't have been as interesting), when Okitsu's player asked if it could be a Contest since Okitsu had barred the door with the intent of preventing entry. I allowed it, thinking back to the tea-drugging in Episode 1. Yushin managed to get in, but I think we forgot to deal any Stress to Okitsu... and thinking back:
  • it probably didn't make a lot of sense to stress Okitsu since she wasn't even there, and
  • I can't see how a back-and-forth would have been possible to actually keep a Contest going.
So maybe I erred in the other direction, but it worked out anyway. However, I do need to remember that losing a Contest doesn't mean the other person gets what they want.

>>> Episode 4

Tuesday, 17 April 2012

SamuraiVille Episode 2

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

Following on from Episode 1, some conflicts are already in progress: The Taro/Yuriko situation was set off by my Wedge the Tengu in Ep 1, but he didn't have a chance to confront her before the session ended. The foci for conflict in Episode 2 are as follows:
  • TARO wants to confront YURIKO about her role in Tetsu's possession last Episode (caused by excessive drinking at her tea-house). 
  • TARO doesn't trust OKITSU, so I'm planning to bring the two of them together. 
  • YUSHIN has a bad opinion of YURIKO and may confront her about leading the Daimyo astray. 
  • YUSHIN wants to find out OKITSU's true identity; he suspects that the dream may have been caused by his childhood friend, Akiko, who is actually one of Okitsu's forms. 
  • OKITSU has an axe to grind with YURIKO as well, as her mystical drinks have caused trouble for the town. 

All of the other PCs have Yuriko in their sights, which is good as she didn't get much of a look-in last episode. Mostly it's her dream-wine causing issues. I also want to get Yushin and Okitsu together so they can continue their game of identity hide-and-seek, and see if I can get Taro to react to Okitsu. The Wedges are as follows:

KUROICHI: The tengu has fled to the forest, where he broods angrily. He has cursed the town with a type of Gaki (hungry ghosts) that are invisible but which eat and spoil rice. Drinking Yuriko's dream-wine is one way to let the characters see them, allowing the ghosts to be fought physically. This allows everyone to see the useful side of the dream-wine, and gives Yuriko a chance to help save the rice supply (something of great importance to Okitsu).

TETSU: Upon learning of his possession, he will ask Taro to go find the Shrine Maiden Mariko (one of Okitsu's forms) to perform a cleansing ritual on the forge. He will go to the Buddhist temple where he will meditate and be cleansed, and then ask Yushin to come back to the forge to also perform a cleansing ritual. This will put Taro and Okitsu in conflict when Taro sees his master mooning over the shrine maiden. It also puts Okitsu and Yushin in the same room together, where their suspicions can grow and develop.

I haven't made a list of Revelations before, so here goes:
  • The tengu Kuroichi broods in the forest and calls down evil spirits upon the town. 
  • If told of his possession, Tetsu sends Taro to find Mariko to cleanse the forge. 
  • If told of his possession, Tetsu cleanses himself at the Buddhist temple and asks Yushin to also cleanse the forge. 
  • If told the details of his possession, Tetsu will bring news of the tengu to Yushin. 
  • Invisible rice-eating Gaki are chewing on rice wherever it can be found. A half-eaten rice cake tainted with a greenish tinge may be found at the tea-house. 
  • At the market a rice bag splits open of its own accord, spilling green-tinted rice across the ground. 
  • A few terrified patrons at the tea-house will report seeing a ghostly image eating their snacks, leading to rumours that it is haunted. 
  • Drinking the dream-wine allows the Gaki to be fought, but there are a lot of them - perhaps too many for one person to deal with successfully. 
  • When seriously threatened, the remaining Gaki will form together into a giant spirit-entity, allowing the haunting to be confronted and exorcised once and for all. 


Tonight's session involved an awful lot of people running around and throwing themselves into Contests to build up Stress so they could maybe get some Growth. While it was good to see people challenging each other, and we did see a couple of rewritten Relationships, I feel a bit like we're only just seeing the first half of the episode development. Trouble was brimming with d6, but I didn't get an opportunity to roll it at all - time got away from us, and we had to end the session just as a giant Hungry Ghost came rolling down the tea-house stairs!

Things went pretty much as I noted in the Revelations; Tetsu went off to get cleansed, but Mariko/Okitsu turned up uninvited to investigate the forge anyway. She managed to freak Taro out by asking him to trust her (he doesn't trust women easily), and he ran off through the market to the tea-house. Okitsu pulled the plug on her possession of Mariko just as Yushin arrived from the temple, making Yushin think Mariko was just some ditzy shrine maiden because she was acting disoriented. Taro confronted Yuriko about his drunken master, but she denied any wrongdoing and Taro just about had a nervous breakdown! At his request, Yuriko let him try some of the dream-tea, which led to him seeing a small Gaki eating a rice-cake. Just as that was happening, Yushin and Mariko/Okitsu showed up at the tea-house as well. Taro freaked out because he started being able to see Okitsu/Mariko's fox ears and tail. There was a major confrontation as the monk Yushin confronted Mariko/Okitsu about her true nature, giving her more Stress. Before the situation could be resolved one way or another, some upstairs patrons ran screaming and a large Gaki oozed down the stairs. We had to end the session there.



Taro has seen a couple of instances of tainted rice, and witnessed the Gaki thanks to the dream-tea. Next episode, the gaki will be a clear and present threat to the rice supply; I can also move large ones towards the rice fields outside of town to help motivate Okitsu. Hopefully they will cooperate enough to use the tea to be able to see and fight the ghosts, which should help develop relationships as they demonstrate their useful skills. Or not. I will need to draw up a new Episode Map and explore the current relationships and tensions to see if there's anything else I can throw into the mix.

It was a bit sad to see my Trouble Pool vaporise at the end of the episode, but in a way I can see that emulating a TV show two-parter anyway. At the end of one episode, a massive threat looms... only to be summarily dealt with in the first five minutes of the second episode.

Okitsu's player seems to want to keep her identity rather firmly hidden. I'll have to discuss this with her, as I don't know how long she can keep this up in Smallville... I mean, I guess Clark managed it for a pretty long time, and she seems happy to take the Stress. It just seems like Smallville is a system that's energised towards resolving this sort of thing. Yushin is pressing pretty hard to discover her true nature and identity, but I guess all Okitsu needs to do is fight back and take the Stress, and it can remain unresolved as long as she likes.

Tuesday, 10 April 2012

Savage Worlds: First Thoughts

I was initially attracted to Savage Worlds not becuse of its uniquely different approach, but because of its similar approach. From what I'd read, it seemed to share many of the same approaches and goals as I'd attempted to address when writing PowerFrame - a generic, simplified and streamlined distillation of 90's gaming, with an emphasis on low prep time. As I read the rules, my first impression was that it was more successful in its goals of low prep, simplicity and streamlining than I had managed. Everything in Savage Worlds was pared down to the minimum; by comparison, PowerFrame had begun to suffer from rules bloat.

Savage Worlds' resolution system appears to be much quicker - a single roll (two dice, pick the highest) against a static Target Number (usually 4, unless you're fighting in close combat or inflicting wounds) - this compared to PowerFrame, where in a contest both sides roll one exploding dice and add their Ability Level, with the defending roll setting the difficulty for the active character (or using static Target Numbers when there's nobody in direct opposition). Both systems apply modifiers, often count successes based on the margin, have exploding dice (although PowerFrame dice only explode once), and include a way to reroll the dice.

Another of Savage Worlds' "draw-cards" is its initiative system, where cards are dealt from a standard playing card deck to each player or group of NPCs. With a method for splitting ties between suits, there's no chance two people will end up on the same initiative - which admittedly, can take a little while to deal with in PowerFrame. However, while Savage Worlds deals initiative each turn, everyone in PowerFrame rolls once and then cycles around the list, so comparing the two systems is swings and roundabouts. Savage Worlds does have a slight advantage in that it can be a waste of time to set up an initiative list in PowerFrame only to have combat last just a couple of turns.

One thing both games have in common is a number of detailed and defined combat options. Savage Worlds even manages to keep non-combat-specced characters involved with Taunts and Tricks, which is something PowerFrame does not mechanically define - it's up to the GM to adjudicate any such attempts.

I haven't had a good look through the Powers chapter, although Rohin said it seemed to have some fairly large gaps. I guess the corebook just has a stripped down list, and you'd find more comprehensive Power sets in setting books or supplements like the Fantasy Companion; I haven't investigated those options, though.

I did find it a little difficult to gauge the power of NPCs; there's no real guidelines apart from "don't use the character system, just make them up!" which is all well and good if you're experienced enough to eyeball things. With just the corebook, though, there were precious few example NPCs. I guess the cross-genre nature makes it hard to come up with definitive examples, but even a rough idea of what a cannon fodder enemy, challenging enemy, and boss enemy looked like might have helped. It's also tricky to judge how the creatures will fare; I ran a small test with +Paul, whose monster-hunting priest nearly got taken out by two zombies because he couldn't pump out enough damage to keep them down! A second test against mostly d4-rated Nazis went much better.

One thing Savage Worlds has that PowerFrame doesn't is its lists of Edges and Hindrances - a system of advantages and disadvantages that is fairly integral to the characters. In fact, it's assumed that all characters will take their full complement of Hindrances, thus allowing them to buy advantages including unique Edges. Much like the Stunts in Spirit of the Century, these represent a large amount of up-front information that needs to be digested by each player before they can make fully informed choices about their character. The only comparable thing in PowerFrame is the Ability list, which is admittedly quite long, and which does contain Abilities with specific game effects... Maybe it's just familiarity that makes my groups comfortable with PowerFrame, but resistant to learning large amounts of stuff for a new system? Once the effort's been made to learn one system in detail, it can seem like unnecessary work to repeat that process with another system.

I was curious to see how Savage Worlds performed in actual play compared to PowerFrame, since the systems shared so much in common yet used different approaches. During Easter 2012, I picked up a hardcopy of the Interface Zero setting, and Rohin fell in love with it. He began to plan a campaign (Interface Zero: Las Vegas), and I suggested I run a brief test game (Scavengers of the Sunken City) so the group could test out character creation and get used to the basics first.

Monday, 2 April 2012

SamuraiVille Episode 1

  • Barb plays Okitsu, a fox-spirit who often possesses a shrine maiden.
  • Matt plays Taro, an apprentice blacksmith under Master Tetsu.
  • +Paul plays Yushin, a Buddhist monk recently returned to the town.
  • Rohin plays Yuriko, the owner of a tea-house who is also a ninja.

First session went OK I think, although I kept forgetting things like adding opponent's Stress to your pool. The first Contest was a bit murky - Okitsu as a fox pursuing a possessed Tetsu through the streets. She ended up giving him d12 Angry Stress just by relentless pursuit; on reflection, I probably should have just Given In and let her follow him back to the forge where Taro was waiting. My head wasn't thinking about it the right way around at the time. I think I was reacting to what the possessing Tengu wanted, rather than what the story wanted.

There were a couple of good Contests in the second half, though - an epic swordfight between Taro and his possessed master, who insisted they fight to prove he could wield swords and not just make them. Taro fought his master down in an epic exchange, d10 Injuring him and Stressing him Out. The Tengu spirit fled in a flurry of shadowy black wings.

Okitsu witnessed the fight as a fox, but didn't reveal herself. She waited until the monk, Yushin, went to sleep, and tried to implant an image of the fight and the Tengu into his dreams using a Special Effect. However, Yushin used his Iron Will Special Effect to reflect the dream power back onto Okitsu. Since they'd both Plot Pointed each other, I figured a Contest was in order. Okitsu attempted to show him the dream-vision without revealing herself, but Yushin attempted to ignore the vision and reach out to whoever was manipulating the dream. Even without a firm Relationship to call on, Yushin called upon the Monastery and the power of the Buddha, forcing Okitsu to bring the power of Inari to bear, finally overwhelming Yushin's efforts to uncover her. The monk woke in a cold sweat, strangely Angered (d12) by the encounter. He decided to go sit under a waterfall until he calmed down.



By the end of the session Taro had Challenged his Duty d4 and Yushin had gained d12 Stress. All the other Stress was gained by my Features, so there wasn't much Growth. However, now everyone's seen what happens when you get in Contests and knows how Growth works, so hopefully they will happily succumb to Contests, Stress and Challenging Drives next time.

My first attempt at creating a Wedge (an NPC who exacerbates tensions between the PCs) was pretty slapdash. I came up with something that affected an existing Feature in a way that could provoke a lot of responses, and then sort of used the Episode Map to make note of what effect it might have - sort of a checklist and reminder note.

As it turned out, only two Leads were in the same place when the Tengu was dealt with, and one of them was hiding. I was also surprised at how easily my Wedge got beaten up, although it was a good fight. Unfortunately, since the focus was on dealing with a Feature, the Leads didn't really have to deal with each other directly and there was only one Lead vs Lead Contest. This has led to a deeper understanding of why it's important for Wedges to push the Leads into each other, rather than just provoking a reaction that causes the Lead to oppose the Wedge directly.


>>> Episode 2

Monday, 26 March 2012

SamuraiVille Episode 0: Pathways

In March 2012 we ran through pathways for our first Smallville game - set in the Japanese Warring States period. This series of articles was originally posted in a thread on RPG.net. For this first (rather long) post, indented text is lifted straight from the original post, and regular text is me adding notes and context.

The Smallville RPG is built to emulate the sort of melodrama you see on teenage drama shows. Despite the name, though, most people seem to adapt it to their own settings; I don't think I've heard of anyone actually using it to run a game set in Smallville, although I'm sure they're out there!

The mechanics focus on interpersonal drama and conflict between the "Leads", or PCs. The advice on designing scenarios is all geared towards creating tension and conflict between the leads so they can fight, regret their actions, make up, and come back fighting against a common foe. Or tear their friendship apart with acrimonious accusations.

The important thing to keep in mind is that Smallville pits characters against characters, not players against players. For great play, everyone needs to understand that setbacks and losing arguments to others isn't the same as losing the game or doing poorly - rather, it's fuel for you to be able to roleplay the angst, tragedy and drama that your character's experiencing.

26 March 2012
It was a bit of a mind-melt making sure everyone did the bits they were meant to, and one player was constantly reorganising her Abilities... In the end I think we sorted it out, although there seems to have been a little more focus on Assets than Relationships. We stopped after the Life-Changing Event, and will fill in the remaining steps as the first few sessions progress.
Smallville's character creation is based around two things - a "Pathways" chart that gives you a range of options for diferent stages of your life, and a relationship map where you develop connections to PCs, NPCs, and Locations. As you go through your Pathway choices, you get to "step up" various values. Anything you have a connection to starts with a rating of d4. Each extra step-up allows you to increase the die by one type (d6, d8, d10, d12).

Pathways has about a dozen steps, divided into two sections. Stopping after The Life-Changing Event  gives you the equivalent of "Season 1" characters on a TV show. If you complete the rest of the steps, they become about as developed as characters from Season 3 or 4. We basically played catch-up by doing one extra stage at the end of each session.
The characters are:
  • Okitsu, a fox spirit who currently has the rice-god Inari as a D6 Extra. She doesn't appear to be heavily connected to worldly affairs, although she sees herself as a divine agent sent to punish or reward mortals. Her ability to possess people may lead to complications, especially as she is by default riding around in a Shrine Maiden who isn't even listed as an Extra - in other words, at the moment she's a total nobody unless the fox spirit is possessing her.
  • Yuriko, a somewhat elderly female ninja who has just been promoted to a senior position within her clan. As a cover, she runs a tea-house in town. Apparently some of the drinks they serve weaken the barrier with the spirit world, allowing patrons to glimpse the supernatural. She has very Japanese Values, and a number of ninja tricks which are mainly based on gear. Thanks to an amulet she has the ability to shape-shift, and can pass herself off as someone much younger.
  • Taro, a blacksmith who takes great pride in his work. Although he followed a similar life-path to Yuriko, they ended up being quite different. Also, apparently Taro's master is: Yuriko's brother; is in love with Okitsu's shrine-maiden form; and is of the same weapon school as Yuriko's clan leader. In a way, Taro's master is more connected than he is. This should be OK, since he's also Taro's most important relationship; other than that, Taro applies himself to his work.
I have a week to mull things over and develop some wedges. I think it's going to be interesting, especially as two of the characters have alternate forms which people may end up having completely separate relationships with! I'll have to confirm some particulars about the fox spirit's form; I think she can manifest as a fox, or a human form with a tail, but prefers to possess the wholly human body of her god's shrine maiden. I'm not sure if the poor girl will actually become a character in her own right. It's a bit of a complex situation for a first game! 
None of the Leads have particularly strong relationships or committed statements to each other. I think the first couple of sessions will need to concentrate on challenging the assumptions (or non-assumptions) they have about each other to push for growth and redefinition.

27 March 2012
... it's been tricky so far trying to find story leads to gnaw on, since the Leads are mostly noncommittal towards each other. I'm trying to find ways for the Features to cause situations between the Leads that will cause them to Challenge and re-form their relationships. Taro's master (who really needs a name) is an obvious start, because he's linked to all of the Leads. 
I wasn't really sure what to do about the Shrine Maiden thing. The concept turned up late in the piece, and there wasn't an opportunity to cast her as an Extra or anything. I sort of figured that if people encountered her alone, they could start a pick-up Relationship with her and go from there; she could evolve into a Feature as people interact with her. I think otherwise she is a fairly willing servant of Inari who doesn't mind being host for a Fox Spirit, and I have a feeling that Okitsu will be "riding" her around most of the time. I'm also not sure to what extent the other Leads know of her actual form and identity, and will need to address that before we start play.

I wanted to base something around the Master Blacksmith - now tentatively named Sensei Tetsu - since he's connected to each of the Leads. For a while I couldn't figure out how to get him to provoke the Leads into action. I have a second situation in the works involving plans for improved firearms and his sister's ninja clan, but for now I just want to get the Leads together and trying to deal with personal issues and the relationships between them. 
Tetsu's sister, Yuriko (a Lead) runs a local tea-house. One of the drinks they purvey is a type of "dream-wine" that has the side-effect of blurring the barriers to the spirit world for the imbiber. Tetsu has been established as "frequently visiting" the tea-house. After one such evening of pleasantly watching the gossamery things float by, he drinks a little too much and falls asleep with his spirit open, leading to possession by a mischievous spirit. 
I've yet to determine its exact nature, but he'll probably start behaving erratically back at the forge. This should cause concern for his student Taro and his sister Yuriko. If they deduce possession, they may seek the help of the local shrine maiden, thus allowing me to bring Okitsu into the situation. Perhaps the spirit might cause Tetsu to seek out Okitsu by himself, giving him a Reckless Distinction and causing him to lose his inhibitions regarding his secret desire for the shrine maiden! 
Anyway, that's what I have so far. I'd love to work in some tensions between PCs more directly, but as I mentioned earlier there isn't much to work with at the moment. 
Hopefully this situation will stir things up as everybody tries to do what they think is best for Tetsu. I'm making a list of potential sub-plots and things to throw in if the situations arise. I'm trying hard not to start sandboxing by giving the NPCs their own independent motivations and just letting things unfold; I'm learning to focus the story more definitely on the Leads, using the Features as tools to that end. My brain hurts a bit, but I've discovered that situational goodness will leak out of it given enough time!
31 March 2012

Just after we'd gone through Pathways together, +Paul realised that he would be able to make it to game nights after all, so I had to deal with adding his character to the relationship map once everyone else was already done...
The fourth player and I made his character on Saturday - a Zen Buddhist monk called Yushin. He introduced a Buddhist temple and shared a Waterfall Location, and introduced the Buddha and the local Daimyo as his Extras. Since his character's been away from the town for over a decade, he has some delightfully outdated and prejudiced Statements towards the other Leads! 
The distant temple at which he trained was raided and burned, so he has returned to his hometown. The local abbot has appointed him to guide the young Daimyo in spiritual matters. 
So as the book suggested, I drew up an Episode Map so I could take a look at the current frictions and see what I could mess with. Happily, my current possession plan seems like it will do nicely; the actual scenario should be fairly brief to resolve and is pretty much a simple A-plot situation, but that means we'll have more time to finalise some of the bookwork from last week, and for explaining and figuring out the system as we go. I want to also spend some time prompting the Leads to develop more concrete opinions of each other. 
Drawn up as relationship pairs, it currently goes something like this:
  • Yuriko: Taro is just this guy / Taro: I don't trust Yuriko.
  • Okitsu: I don't appreciate Yuriko's drinks making life difficult / Yuriko: Okitsu is annoying but necessary for rice.
  • Taro: I don't trust young women like Okitsu / Okitsu: Taro is promoting trade, so that's worthwhile.
  • Yushin: Yuriko is a disreputable woman / Yuriko: ???
  • Yushin: Taro is an uncontrollable wild-child / Taro: ??? 
Statements relating back to Yushin will be done tonight before we start play. Yushin doesn't have an opinion of Okitsu either, because we're not sure which version of her he knows. Technically everyone else's relationship is to Possessed Mariko the shrine maiden, but Mariko would probably have been too young when Yushin left home to have been possessed yet. His relationship might be to Possessed Mariko but only recently formed on his return to town, or he may have known Akiko (the fox-girl form) when he was just a boy. We need to see what Okitsu's player thinks. 
My possession scenario can prod various relationships in the following ways: 
  • Yuriko/Okitsu: Yuriko's drinks are causing trouble for everyone, and Okitsu may be their best hope to break the possession.
  • Yuriko/Taro: Taro gets a chance to help his master and prove he's more than "just some guy". Yuriko could demonstrate her love for family, and perhaps earn some trust from Taro.
  • Taro/Okitsu: If Okitsu helps his master, Taro may be more willing to trust her. Then again, as his master is in love with her current form, something may happen to reinforce his distrust.
  • Yushin/Yuriko: Apparently the daimyo is visiting the tea-house to partake of some illicit substance, and tonight Yushin has tailed him. He has a bad opinion of Yuriko to begin with, and it could go either way depending on how the episode pans out.
  • Yushin/Taro: Taro will have the opportunity to reinforce or challenge Yushin's childhood opinion of him, depending on if he acts rashly or sensibly. 
Next episode, once I have the rest of the blanks filled in, I'll probably try to concentrate some more on people's relationships with Yushin. However, we'll see how it goes tonight - for all I know, he may get plenty of spotlight time even without me doing much to Wedge him.
>>> Episode 1