Showing posts with label Old School. Show all posts
Showing posts with label Old School. Show all posts

Thursday, September 4, 2014

The Frozen Reaches

Last night we completed The Frozen Reaches, the first book of the Warpstorm Trilogy for the Rogue Trader RPG.  It took us 9 sessions, and while I don’t think we ever entirely came to terms with the system ‘crunch’, it was overall a fun time.  What follows are my reflections on this scenario and do contain some spoilers. 

The setup for this scenario is set out pretty clearly in the blurb:

“The Frozen Reaches throws the Explorers before an impending Ork invasion as they work to save the planet of Damaris... Use all your charm and influence to prepare a planet’s defences as the Ork fleets close in on Damaris. Fight the xenos in space aboard the bridge of your starship, or meet the bloody Orks in brutal hand-to-hand combat on the ground! The choices you make ensure success, or guarantee defeat. Choose wisely, and reap the rewards of your victory.”

So the explorers have a job in three acts, organise and prepare the planet, fight the siege, then take the fight to the Orks to end the threat once and for all.  It’s a nice idea - to have the characters directly involved in a massive global siege, able to spread their influence to different parts of the fight to tip the balance.  This is achieved through a series of structured missions, and a bespoke system for resolving each aspect of the siege, modified by the actions of the characters.  That seems pretty cool, and a different approach to the Star Trek style episodes of Lure of the Expanse, promising to really invest the characters in the richness and complexity of a planet.  However, in my opinion the book fails to adequately deliver on its potential.

This set-up becomes a victim of its own ambition.  The authors clearly wanted to have the explorer’s ship, and crew, have a major impact on the scenario – so a planet with a population of 3 Billion is described as having a military strength of something in the order of 150,000 including some tanks, a moon defence base, several system ships.  That means the explorers crew can make a meaningful impact if deployed to man the city walls, but it does stretch credulity a little far (at least for my group).  The moon defence base, in orbit around the planet, also seems to have some fairly obvious drawbacks in terms of being a meaningful obstacle to preventing invasion to a specific part of the planet.

In addition several other Rogue Traders are described as having responded to the planet’s distress call, and as their ships are reasonably powerful, it does seem unlikely that the explorers would actually be anything but bit players in the forthcoming events.  However, the characters are expected to discover the motives of the other Traders, and merge them into an impromptu coalition. So the scenario seeks to make the planet worth saving in terms of future profit for the explorers, but at the same time arranges events so that a Rogue Trader and their ship could significantly influence the outcome of the battle, and this comes at the expense of some in-game realism.

This could have been addressed if further details were provided – perhaps the Imperial Levy has recently been particularly heavy and stripped the planet of soldiers (picking up on the thread of simmering ambitions for independence presented elsewhere in the scenario)?  Perhaps there is an evacuation already underway, and the Imperial fleet is en-route, but the Explorers have a critical role to play in the interim.  Unfortunately there is simply not enough detail provided to facilitate this, and the GM is left to find their own meaning in the void.

In short; Frozen Reaches feels like a rushed product.  It weighs in at just 70 pages, and would have been so much stronger if it had spent more time detailing the city, the major players in it, and what happens within the city as the invasion rages (providing an additional suite of social challenges for the explorers).  A layered approach like this would have allowed a GM to run each part in as much, or as little, depth as appropriate for their group.  Nowhere is the rushed nature of this product more clearly evidenced than in the mysterious relic contained in a stasis casket, which the Bishop begs the characters to safeguard as the siege reaches its zenith.  The nature of the Relic is also apparently a secret from the GM:

“Just what really resides in the stasis casket will be revealed in future instalments of the Warpstorm trilogy…”

To conclude; The Frozen Reaches provides a fairly innovative and interesting set-up for the characters, allowing them to engage with a specific planet, and play a significant role in an epic Ork siege.  However, the GM is not furnished with enough detail to really bring any particular aspect of the scenario to life outside a narrow railroad of expected PC actions, and accordingly a large creative load is put on the GM to help this scenario deliver on its vision.  We had fun playing this scenario, but some characters (like the Navigator) were significantly disadvantaged in their potential to be useful, and the final conclusion, with outside aid coming from the Eldar, feels like an unrewarding way to repay the efforts of the characters, and their persistence with the relentlessness of the Ork attack.

Friday, May 9, 2014

Back Into Space - The Warpstorm Trilogy begins

Following Chaosium's announcement that the publication of the 7th edition rules for Call of Cthulhu has been further delayed, I discussed with my group whether we should wait until the finished rules are published, and run Horror on the Orient Express in the way it is intended, or continue to play using the quickstart rules, or even go back to 6th Edition.  The consensus was to wait, so in the interim we have returned to a campaign which has been on my list of things I want to run for some time: The Warpstorm Trilogy for Rogue Trader.
"In Frozen Reaches, the Explorers find themselves facing an impending Ork invasion and working to save the planet of Damaris. But first, they will need to organize squabbling factions and establish a united front. This is no easy task, as powerful forces are working against them from the shadows...  The exciting adventure continues in The Citadel of Skulls and culminates in Fallen Sun. Do you have what it takes to brave the dangers of a warpstorm?"

Re-entry to the Rogue Trader system was a little rocky.  I had forgotten just how much complexity exists in such an old school system.  While not radically different from other Old School style games, Rogue Trader requires players to reference multiple sections of the core rules, and if they want to utilise all the options the system provides, reference specific sections in multiple books across the range.

On top of that, fairly routine actions (such as travel through the Warp, acquiring new items etc.) require a 3-5 stage process, each with a discrete set of mechanics, tests and modifiers, to say nothing of combat in both space and interpersonally.  It led me to wonder - what is the point of all this complexity?  What is this game doing (intentionally or otherwise)?

My conclusion is that all these mechanics and details provide a veneer of balance, and serve to effectively camouflage the degree of GM fiat that occurs in most traditional games.  To an extent the mini-outcomes these micro-systems produce can be used as a creative crutch by the GM, fleshing out details to add to descriptions and providing some colour.  However, as these systems also require the GM to specify difficulty, other variables and then situate the outcome in a meaningful context, they do not check GM fiat in any meaningful way.

Thus far, the mechanical complexity of Rogue Trader has been tiresome, convoluted, and just a little bit wonderful.

Thursday, August 15, 2013

Mountains

Last night we finished Beyond the Mountains of Madness, which is widely considered one of the great epic Call of Cthulhu campaigns.  I have previously posted about our ascent through Mountains here and here and my thoughts about how this campaign contrasts with another of the classics; Masks of Nyarlathotep.
 
I am pleased to say that providing a strong character focus during the early sessions of this campaign let us pick up the action after a nine month break and dive straight back into it.  The finale was played out over several different scenes, as written in the campaign which offered some great action moments.  I think the most important part of running any game which involves dice, is for the GM to understand the system well enough to set the odds so they are likely to deliver the best outcome for the story, then turn it over to the characters and the dice, and accept whatever results are rolled.  This transparency leads to real tension amongst the players, and makes survival, or indeed triumph, so much sweeter.
However, in a campaign like Mountains this can be a high risk strategy.  A finite number of characters are on hand, and after spending time building some intense characterisation, there is always the possibility that a player will have atrocious luck, and be eliminated at any juncture.  In Mountains I tried to mitigate this risk somewhat with paired down house rules from my pulp outings which granted each character a single fate point (allowing survival when death would otherwise have been inventible) and this point gave each character two skill re-rolls per session. Setting the odds for each encounter also allows a GM a high degree of influence in determining a likely outcome which is often not immediately apparent to the players.
 
The enduring reward for running this campaign, investing in the characters, and having the vast majority survive the campaign, is the legacy of each of these characters after they leave Antarctica.  How they reconcile their harrowing experiences and the dreadful truths they have learnt and what this will ultimately cost them.  This attempt by broken and shattered people to reconcile horror with life in the modern world is, I think, the essence of Lovecraft and a fitting way to leave the campaign.
 
Campaign Statistics
Sessions Played: 14
Chapters: 16
Number of Players: 7
Number of Characters: 7
Total Fate Points Expended: 2
Character Deaths: 1

Sunday, July 14, 2013

Pulp My Game

This week my gaming group returned to the world of 1920’s pulp with ‘TheTimeless Sands of India’ an Age of Cthulhu scenario by Goodman Games.  Pulp is an interesting strand of the Cthulhu games pantheon which promises a heady mix of action and adventure. Indeed Goodman Games draw on this idea to describe this series:

“Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown…”

The problem?  Call of Cthulhu 6th edition, as written, doesn’t really support this style of play.  The system is (deliberately) lethal to the characters, as a form of promoting helplessness and enforcing a spiral into madness or death for the character.  To compound the mixed messaging, all but one of the pre-generated characters in the scenario have no combat skills (a nurse, mathematician, missionary and student), and the character that does (a retired soldier), has a well below average sanity score (which is further eroded by the starting condition of the scenario).

I previously played ‘Death in Luxor’ the first in the Age of Cthulhu series, using the pre-generated characters, and in the opening scenes of that game my character (with below average sanity) went permanently insane during the first scripted scene of the scenario.  The experience left me questioning the realism of the character continuing to 'investigate' the situation and ultimately spoilt my fun a little.

Now I think ‘Timeless Sands of india’ as a good pulp outing.  In fact, it reads very much like an Indian chapter of Masks of Nayrlathotep, with all the same ingredients and some neat twists on the traditional Masks formula.  It has the same potential for epic action, exotic and atmospheric investigation and a neat backstory.  There are some tweaks needed here and there, a few details that don't really make sense - but the overall bones of the scenario are sound.

What it needs, in my opinion, is to reconcile the pulp aspect with the constraints of 6th Edition Call of Cthulhu. 

Basic Roleplaying’ the system which underpins Call of Cthulhu can achieve many of the needed changes.  Other minor tweaks, like allowing players limited opportunities to re-roll skill checks, would also help.  The pre-generated characters also need to be updated, and made appropriate to this style of play.  In short, this scenario is pulp-ready, but not pulp-enabled.  House rules are needed, along with new pre-generated characters, to make this scenario fit for purpose.

Eventually, I hope that the release of the long-promised ‘Pulp Cthulhu’ will codify the tweaks needed to make Call of Cthulhu suitable for a heroic adventure style of play.  Until then, I’m satisfied that my house-rules will allow my players to experience the scenario in the style which scenario author, Jon Hook, intended.

Thursday, June 13, 2013

Four Campaigns I’d Like to Run

We’ve been playing a lot of EPOCH recently, which has been terrific fun, but too much single-session madness can sometimes set you hankering for the meaty substance of a longer campaign.  There are many games on my shelf that I’ve been looking at wistfully – planning to run one day when time permits.  Here’s my shortlist:
 
1. Call of Cthulhu 7th ed.: Horror on the Orient Express
A Chaosium classic, I played through parts of this campaign and ran parts of this campaign years later, but I’ve yet to give it a thorough and solid run.  An evocative campaign with many classic horror moments, I plan to run this campaign with 7th edition next year, when both that kickstarter and the new Orient Express Kickstarter are delivered.  I’m particularly interested in seeing how the writers have addressed some of the more ‘clunky’ elements of this campaign, and what material they’ve added to the new prequel scenarios.
 
2. Rogue Trader: The Warpstorm Trilogy
After running Lure of the Expanse I had a hankering for another, longer Rogue Trader campaign.  The Warpstorm Trilogy remains high on my ‘to be run’ shelf, although I am a little concerned about how many Rogue Trader books have been published since we finished Lure of the Expanse, and what new or extended rules might now exist, and have to be ferreted out, deciphered and interpreted.  As always with Rogue Trader, the amount of preparation needed to stay ahead of the curve seems fairly high, as each sub-element of the game has different rules and tables.
 
3. WFRP 3rd Edition: The Enemy Within
This version of the game has vexed me for some time.  I really like the idea of this game, and some of the elements of the latest edition of Warhammer Fantasy Roleplay seem really neat.  My initial playtest of this edition was not a great success, but that probably had something to do with just how many choices are involved in character creation.  I’d love to give it another try and this campaign seems like a good option.  I ran the original Enemy Within Campaign, and this product seems to have little resemblance to that, but I still think it will offer an entertaining and accessible epic fantasy campaign, if only we can get through character creation.
 
4. Mutants and Masterminds 3rd Edition
Epic Villains and Vigilantes campaigns were an important part of my formative gaming years.  Ever since I’ve thought it would be great to have an ongoing supers campaign with a decent amount of crunch.  My recent supers campaigns have had a much more narrative style – and while these have been great, I’d really like to run a game which used a more detailed system, and have players that were engaged with their characters on that level.  I think it would add a deeper level to the important narrative aspects.  M&M 3rd Edition seems like it might offer an interesting entry to this style of campaign.

Monday, February 4, 2013

What's Cooking?

I've been fairly busy of late, doing layouts, formatting cards, writing and editing text and a variety of other small jobs in the service of my horror roleplaying game, EPOCH.  Other people have been busy too - folks have been contributing scenarios, editing, producing art and layout at an almost alarming rate!  My sincere thanks to everyone who's taking this journey along with me.

Below is a list of what's currently in the works for EPOCH (cross-posted from the EPOCH blog).  All dates are still fairly tentative:

  • Revised EPOCH PDF including all new card art (Q1, 2013)
  • Print on Demand EPOCH softcover book (Q1, 2013)
  • Print on Demand EPOCH card deck (Q1, 2013)
  • Frontier of Fear, a collection of 4 EPOCH sci-fi scenarios (Q1, 2013)
  • EPOCH treatment of The Cold Shore a scenario of 19th century shipwreck (Q1, 2013)
  • As yet unnamed World War 2 EPOCH scenario collection (Q2, 2013)
  • As yet unnamed collection of Boston Crime scenarios for EPOCH (Q2 or Q3, 2013)
  • As yet unnamed collection of Haunted House scenarios for EPOCH (Q2 or Q3, 2013)
  • EPOCH: The Experiment Continues, an EPOCH companion containing optional rules, scenario writing advice, mini-series rules, new cards and more scenarios (Q2 or Q3, 2013) 
Questions or comments welcome as always.

Monday, January 21, 2013

Kapcon 22 - Part One

Last weekend I attended Kapcon 22, which features a wide array of tabletop, on demand and LARP games.  This year I had agreed to run EPOCH for 3 rounds, including the informal late-night round, as well as running my light hearted professional wrestling game in the final round, and participating in a panel discussion on game publishing.  That left me with 2 rounds to play games, if I wasn’t needed for surge protection.

Several other GM’s had brought EPOCH scenarios to run at Kapcon (all of which I hope to publish in due course).  To try and help generate some player interest Grant and I had made sure there were a large number of posters spread around the ‘con.  I also added the infamous EPOCH bodycount score, to track character eliminations round-by-round and I brought a few other materials like dark tablecloths and system overview sheets. 

Round 1 - Precinct ‘77 
This was the second installment in Marcus’ 70’s cop TV show game.  The premise is simple – you are police detectives in Empire City with the characters representing era stereotypes and being partnered up.  The game is a sandbox, with the PC’s supplied a large list of informants and then determining how they will investigate several linked crimes.  I had fun playing this game, and thought the freedom of the setup was great. 

There was, probably, too much information for me to easily absorb up-front, which meant the start was a little slow.  I think that this game would benefit from a pre-credits action start (a car-chase or similar) where the characters learn the system and start defining their characters a little, before commencing the investigation phase and consulting their files. 

With only 4 players, and a sandbox setup, I also think that there is a risk that energy levels across the game might be a little uneven.  More players means less screen time for each, but also should also help even out the energy across the game.   I think Precinct ’77 is a solid game, and I hope to see another instalment at future ‘cons. 

Round 2 - Fever Pitch 
Fever Pitch is a very simple and flexible EPOCH scenario, but the strength of the scenario really depends on working to build the characters and their relationships in the first tension phase.  I had a full allotment of 6 players for this game, only one of whom had played EPOCH before.  I used the Colleagues relationship group as I think it’s a good fit for Fever Pitch, and the characters invariably ended up resembling a more extreme cast of the Office – which was awesome. 

We spent nearly 1.5 hours on the first tension phase, and I was very pleased with the office dynamic, which was suitably dysfunctional.  All of the characters were memorable, from Jan-Yves panicked office manager to Andy Mac’s closet survivalist, to Jonathan’s mellow hippie to Steph’s peppy girl who was sleeping with the CEO.

The highlight for me came when it was revealed that Anna’s up-and-coming saleswoman was actually an undercover government agent who had abandoned her assignment out of love for the dweeby office support worker, played by Ants.  Unfortunately Ants’ character suffered terrible deep fryer burns to the face, and was run over and killed soon thereafter, making it a tragic love story.  Jonathan’s final twist that his unbelievably laid-back character was actual a member of a doomsday cult added a nice final touch to the game.  Great fun! 

Round 3 - Getting Your Game Published Panel Discussion 
This was a useful and enjoyable discussion on the subject.  Attendance was light with panellists outnumbering  audience, and so it moved into more of a round table discussion covering issues from motivations, writing, editing, illustrating and promoting your game, scenario  or LARP.  I did my best to highlight my experiences to date, although at one point I was accused of being a shill for DriveThruRPG, so perhaps using a single channel for sales has coloured my perceptions somewhat. 

There was a general feeling that NZ games and game writers should be more active in supporting one another, but it was not clear what vehicle might be suitable, or what value this would add.  While I did feel that it was a good use of time, I doubt I’d give up an entire round of gaming to participate in such a discussion again.  To that end I’ve suggested that there be some shorter panel discussions between the gaming rounds in future to increase attendance. 

Round 3.5 - EPOCH After Dark 
There were initially some concerns about scheduling for this round, as it seems that many people didn’t bother filling in a selection form on the basis that the previous 3.5 rounds have been fairly informal.  It is a hard balance to strike as it’s important not to draw people out of the Flagship LARP, but it would be nice to be  a bit more organised so the GM’s can be prepared.

As it turned out there were 5 folks who were keen to play EPOCH, some old hands at the game, like Mash, Liam and Marcus, plus recent EPOCH converts including James and Theo.  At the last minute Freya was also convinced to join the game, and so we embarked on the first playtest of my EPOCH Sci-Fi scenario Hard Time.

The scenario casts the characters as prisoners sharing living arrangements on the new, high-tech prison facility the Albert Reiss which currently orbits Phobos, a moon of Mars.  The paint was still wet on the scenario as I’d only completed the first draft on Friday and so some of the scenes revealed the need for a little more thought to establish detail and logic.

As I’d hoped the players created a wide range of criminals, from Liam’s very scary cannibal (so scary he was zeroed twice in the first challenge round) to art thieves, con-men and the victims of far worse crimes.  The scenario seemed to have the right level of tension, distrust and drama.  Things came to a head in a final player-initiated conflict which led to the abrupt and shocking murder of Marcus’ character who was only a few feet from freedom.  A great ending, and a very fun game.

 To be continued... 

Previous Kapcon Reports:


Saturday, January 5, 2013

Leaving Nothing To Chance

As I prepare for Kapcon this year, I’ve noticed something different.  No dice.  That is to say, for the first time I can remember, none of the games I’m running use dice of any kind.  Thinking about the absence of this gaming staple, led me to reflect a little on the role of chance in a ‘con scenario.

Chance features in two main ways in old-school convention games.  The first is through investigation, with the GM offering information to characters via a successful skill roll – everything from “can I track the orcs through the forest?” to “can I tell if he’s lying?”

The problem with employing chance to investigation in a convention game is that the GM almost always wants the players to get the information they are seeking.  In 3-4 hours there is precious little time for false leads, or stonewalling.  It kills time, frustrates the players, and, at worst alienates them from the scenario.  

Of course, there are ways around this.  One is to skew character skills so they are very likely to succeed in critical areas – although this begs the inevitable question of, what happens if they should fail against the odds?  Another is to frame it differently, by changing the question from a binary information/no-information response, entirely dependent on luck, to providing degrees of success or levelling a time cost or similar for failure depending on the roll.  This tends to work best when the stakes are explained before the dice are rolled, and often involves a degree of impovisation by the GM.

The GM can also make the dice roll a fiction, and simple provide the information either way, which, if the players catch on, may lead to the perception that the system is little more than a camouflage for GM fiat.   

The second manifestation is in combat or action scenes.  These raise the stakes, as the result of a failed roll is more likely to be transparent to the players.  Theoretically a character may be killed, or suffer a catastrophic injury through a series of rolls.  As few GM’s are willing to allow characters to be eliminated early during a scenario, this often leads to similar responses to those I outlined previously.

In addition, the GM screen provides a way for the GM to disguise, or change results ‘in the interests of the story’.  In addition to potentially eroding player trust, this also has the disadvantage of camouflaging the role of luck in the game, which can really add to the flow of a game, and is often a leading source of stories told by players about the game afterwards.

Some games, like the Gumshoe system, have tried to separate these areas, guaranteeing players the clues in the investigative phase of the game while keeping an element of chance in action or combat.  Other, more modern games encourage more negotiation or narration from the players, to get at the essence of what lies behind a roll, and bring the outcome back to a broader context of characters and story.

I’ve used pretty much every technique I’ve described at one point or other over the years, including trying Gumshoe to split out the uncertainty of investigation.  This Kapcon I’m running almost exclusively EPOCH scenarios, where the players collectively make all the key choices.  Investigation is optional and as GM I have considerably less say on which characters are eliminated, and when, then any of the players due to the role of the Hero/Zero cards.  My only special power comes in breaking any potential ties in an audience ballot.  And I don’t think I’d have it any other way.  Chance can add a lot of spice to a convention game, but like any seasoning too much or too little has the potential to spoil the overall effect.

Friday, November 2, 2012

Long Shadows



Last night I ran Call of Cthulhu 7th Edition.  My group is one of the 80 odd playtest groups around the world who are playing through the latest iteration of this great game.  I can’t, and won’t, post any specific details of the new rules here, but the guys working on the rules have made it fairly clear, they wouldn’t exactly be upset if I posted my general impressions.  Fair enough.  I’m in a fairly unique position to appreciate what it’s like to be really enthused by a game you’ve created, and to want to see others discussing their impressions in public.

Let me say, first off, Call of Cthulhu is a classic game.  One of the greats.  So, no matter what you do with it, even minor changes are going to displease some people.  More than that, in my experience, there are sub-sets of folks who exclusively like Call of Cthulhu to the virtual exclusion of other games.  So changing the core system under the hood is a contentious and difficult thing, unlikely to be universally praised.  That’s not to say Call of Cthulhu is without fault.  Indeed, long before 7th Edition was a twinkle in Chaosium’s eye, I posted my thoughts on the shortcomings of this great game here.

So, what are my general impressions of the changes?  They’ve definitely moved the game in the right direction.  The changes being proposed will enhance the game experience for many, encourage much greater interaction between players and keeper, and work to combat many of the elements which might characterise a ‘bad’ game.  Like a proud New England villa, the system is being thoughtfully and carefully renovated so that it preserves many of the great traditions, and much of the original character, but adding many modern conveniences.  The technology of gaming interactions has changed over the last 30 years, and I believe the 7th edition rules, assuming the final product resemble those we’ve been testing, moves Call of Cthulhu into the modern era as gracefully and gently as possible.

I also appreciate how the writers have been very responsive to the feedback of the playtest groups.

The strange part of this experience was shifting gear last night back to running Call of Cthulhu again.  I’ve been running EPOCH scenarios almost exclusively over the last month, and it felt almost uncomfortable to move back to dice, character sheets and investigative scenarios.  I immediately wanted to savour the development of the characters using EPOCH elements, or see what kind of story was revealed through flashback scenes.  Perhaps this is just a factor of having EPOCH on the brain a lot recently, so it will be interesting to see if the feeling continues next playest session.  I hope not, Call of Cthulhu has been my go-to game for a long time.

By the way, if you haven't already, you should check out Mash's post on GM shared imaginary space, Dread and EPOCH on Gametime.  Very interesting reading.

What has been your experience, if any, of Call of Cthulhu?  What would you like to see in a new edition?