Note for Note
The next stop is Milan, the first of two scenarios set in fascist Italy. The political context of the setting is picked up more thoroughly in the next scenario (Venice) while the focus of the Milan chapter is the disappearance of renown opera singer, Caterina Cavollaro ahead of the opening of Aida at the famous La Scala opera house, which will be the centre of the action. This seems a solid enough beginning, the Investigators should have met Cavollaro while aboard the Orient Express and been the recipient of her generosity and charming company, giving them a strong motivation to investigate her disappearance.
Rather than step through this chapter chronologically, let’s do what much of the text of this chapter fails to do, and cut to the chase; this entire chapter revolves around a dramatic final encounter backstage in La Scala. The plot makes no real allowance for the investigators to locate the piece of the simulacrum prior to its appearance on stage (indeed its exact location is kept a mystery even to the Keeper).
The scenario suggests, in passing, that diligent investigators might track down Cavollaro prior to opening night and even provides a tenuous investigative path to allow this, it fails to deliver on this lead; there is no support for the Keeper, meaning they must invent the details of Faccia’s manor house, although according to the scenario “it is more likely that Faccia is hiding out at his northern warehouse prior to the big night. There may not be sufficient time to track down Faccia before the fateful aria is sung”. Clearly there isn’t as no further mention is made of either location.
Worse still the scripted climax of the scenario occurs irrespective of prior investigator actions, meaning there is no reward for those who diligently investigate as opposed to those who simply sightsee – all the major revelations for this chapter happen at La Scala on opening night. It is entirely possible that the Investigators will have no real idea of the proximity of a piece of the simulacrum until it appears on stage. Disappointingly even the climactic conclusion is not well supported beyond a suggestion that “now it is a game of cat-and-mouse in the mazes that backstage at the opera and the streets of Milan can provide”.
The Keeper must either run a slightly comedic conclusion
scripted, where the NPCs are the centre of the action, or draw on their own resources
to furnish the setting and scene sufficient to allow for a complex combat
involving half a dozen NPCs and the Investigators based on the rambling prior
description of La Scala.
Collectively these limitations give the Milan chapter the
feeling of a draft which has not been robustly playtested.
However, despite these drawbacks, much of the supporting material is
sound. There are atmospheric twists,
with the moonlight serenade and the mysterious chameleon, the bizarre and
unnerving nature of the backstage labyrinth at La Scala and, of course, the
terrible fate of Cavollaro.
The motivations of the cult also seem well resolved; targeting
a leader of the currently politically unpopular union movement for organ
harvesting, allowing the cult to extend its influence and power within the
city. A diligent Keeper may weave all
this material together, pacing events on the tightly scheduled timeframe, to
conceal the stark plot railroad that lies behind this chapter.
Beyond this clever obfuscation it is hard to provide
suggestions for improvement for this chapter without challenging the central
assumption that the climax of the chapter will occur as scripted. Obviously there are places where more details
could be furnished (for example, describing the lair of Faccia and creating more
details of encounters at La Scala to allow the Keeper to make it seem different
and unique each time the Investigators enter) and Keepers would do well to
think about these areas in advance.
Beyond this I offer two main suggestions to enhance the
scenario for the players; first the galleria where the investigators are
staying is an ideal place to stage one or more of the scripted events foreshadowing
Fenalik. Increasing Investigator unease
in a city already experiencing the baleful influence of the torso should make
the Milan session more memorable, increasing the pressure and paranoia of the
characters.
Second, a chase sequence through the backstage areas of La
Scala and the back-streets of Milan has the potential to provide a suitably
epic ending, either as the investigators spirit the torso away, or attempt to
prevent the cultists from doing the same.
Although there is no guarantee that a chase will occur, the potential
for the two groups (cultists and investigators) converging on the torso as it
is wheeled off stage seems high, and a Keeper would do well to have prepared for
the chase by reviewing the 7e rules chapter on chases, preparing some locations and associated hazards ahead of this
climactic moment.
In summary:
PROS
- There are many nice touches that support the GM to evoke a strong atmosphere of strangeness and horror throughout the chapter.
- The central plot of this chapter is both intriguing and ghastly, and the climax has the potential to be exciting and extremely memorable.
CONS
- The major plot of the scenario is highly scripted, built around a predetermined climax, and there is little flexibility for the keeper to deviate from this path.
- The actions of the investigators have no real bearing on the plot until the climax, which may lead to players feeling frustrated or disengaged with the story.
- There is little support to help the Keeper to resolve the final action against the cultists in La Scala in suitably epic fashion.
- The villain of this story Faccia, has not had his combat skills/spells updated for 7e.
In summary the Milan chapter is the most difficult chapter
of the campaign thus far, in that it railroads both Investigators and Keeper
toward a predetermined endpoint. This
has the potential to make the game difficult, frustrating and unsatisfying for
everyone. However, if run as scripted
there is enough material presented to allow the Keeper to camouflage this
shortcoming, and create a rich and memorable game with an epic climax; a pretty
railroad, but railroad nonetheless.