31 October 2021

Cthulhu Hack 2E Kickstarter live with Role VTT support as stretch

One of my gaming friends, Paul Baldowski, has just launched a kickstarter to fund the second edition of his rules light games engine for playing horror tabletop roleplaying games in the Lovecraftian universe(*), the Cthulhu Hack. I've both run and played the game several times and it's great fun. It's built off the Black Hack, and light enough to fade into the background. Anyway, I recommend it and you can click through the link above to check it out. The artwork for the new edition looks awesome, and if the hardback is similar to the one produced for The Dee Sanction, it will be lovely.

Hoping that this gets enough followers.

I've been off work the last week, as it's half-term. I had a chat to Paul and have built an official character sheet for the Cthulhu Hack for the Role VTT. This is all ready, and will be released if the @cthulhuhack Twitter account gets to 1,000 followers as part of the campaign.

286 more followers to go.

Even if you don't want to back the kickstarter, you can help the social goal by following the Twitter account.

Anyway, I had a blast with the previous edition of the Cthulhu hack running Pelgrane Press' Cthulhu City (with on-the-fly conversions from Gumshoe), and had great fun playing Valkyrie Nine (the SF based scenario) when Paul ran it at a Garricon. I recommend this game and campaign.

31 October 2021

(*) although it's not limited to Lovecraft, as it should work for any horror investigation style game.


 

First Impressions - Shadows & Showdowns (City of Mist RPG)

Shadows & Showdowns - City of Mist
Evocative artwork as expected from City of Mist books

TL;DR: 'Shadows & Showdowns' delivers a great package for the MC of a City of Mist campaign. It contains a great mix of material to support, expand and sustain extended play. The artwork is excellent and the material sparks ideas and opportunities to build upon.

'Shadows & Showdowns' was one of the stretch goals for the original City of Mist Kickstarter. It's one of the items that helped them run out of funds. It's one of the reasons I was really frustrated with the Kickstarter. You see, some time after the original game funded, Son of Oak did a second Kickstarter, which had a bumpy start (as it had to be relaunched) and caused some bad feelings as it was needed to fund the art for the' campaign book' stretch goal from the original funding round. A tacit admission that they couldn't deliver without more cash. It's a funny situation - do you back further, knowing they've already messed up, or do you walk away? Reader, I doubled down. And I'm glad that I did.

Son of Oak fixed their communication and sorted their planning and finances. With this release, they have delivered an excellent product that will help MCs to run a better campaign. The Campaign Book', 'Shadows & Showdowns', is a 312-page full colour hardcover with stunning genre appropriate artwork. It is split into four main sectors:

a) 'If dreams could kill'- expanded character tools

b) 'Overlooked attractions'- locations to drop into your game

c) 'Don't believe the Truth'- details of the Avatars who are the movers and shakes in the City.

d) 'Suits unveiled'- background on the Mist and its Gatekeepers.

Lots to look at, so let's drop in. 'If dreams could kill' starts by discussing how to create unique themekit, a template or blueprint for a theme. This is a short outline of the elements that a theme contains. It's nothing that you couldn't get from studying the existing themes, but it's useful as a quick reference and guide. There are also four new Mythos themes and two Logos themes to expand the options in the core book. The Logos themebooks are 'Struggle' (a character with some kind of personal challenge) and 'Turf' (a connection to a place or organisation that you lead). The Mythos themebooks bring the power of conjuration (summoning or creating beings or objects), a fated destiny, access to an enclave, or a familiar to aid you.

Whenever I look at themebooks, I start to think about how I could recreate a specific character, often from the Marvel Netflix series (which are my go-to reference points for the game). What I like about the themebook approach is that there are different ways to build a specific character depending upon the focus that you want to give them.

It's a shame that these new themes aren't also available as theme cards or stand-alone playbooks like those created as extras for the initial release of the game. I guess the sales of the extras weren't as strong as Son of Oak hoped.

There's a good guidance piece on converting existing mythic personages into characters for use with a City of Mist campaign. This suggests focusing on three key features that define the character and make it unique, and then works up two examples (Puss in Boots, and the New Year). A selection of legendary archetypes (for example a knight/warrior) linked to fictional/mythic examples are given, with suggested themes to use. This ties nicely to an overview summary on quick character creation.

The section rounds out with an extensive selection of Mythos & Logos theme kits to draw upon, followed by examples and discussion on how to address veteran characters and how to use extra themes through season finales or moments of evolution, or as transient benefits (for example, an ally gained against a particular opponent who may need more development than just a single tag).

There are some great examples of Relics, themes that could serve a character, or as a Macguffin, or assist an enemy. Similarly, examples are given for familiars All-in-all, a useful chapter for both the MC and players.

Chapter 2- 'Overlooked attractions' is probably the most useful section of the book as it provides a wide selection of locations and NPCs to drop into a game. As an MC, these are gaming gold-dust. They both spark ideas and give ways to answer player questions. The examples are broken into categories;
  • Accommodation
  • Contacts
  • Information
  • Meeting places
  • Recovery
  • Rivals & troublemakers
  • Security
  • Shopping
  • Street encounters
  • Transportation
  • Workshops
There are suggestions how to use the encounter, danger information and themes where appropriate. For me, this is the section that makes the book essential. It makes life easier for an MC and is well executed.

The third chapter is called 'Don't Believe The Truth' and details the Avatars who are the movers and shakers in the City. They can be used as antagonists or patrons, or both. Their history is outlined along with the resources and objectives of the group. The Key Avatars are described in depth. with bios, motivations and the resources that they can bring to play. These assets include their allies and minions, key locations and the related dangers and themes. These are presented as a set of interlinked pyramids in a similar way to those used for cases.

It's fair to say that the various council members do not see eye-to-eye and will manoeuvre against each other while also working to prevent the emergence of new Avatars that may upset the status quo. Except when new blood presents an opportunity to undermine their rivals.

The final chapter provides plenty of information on the Gatekeepers and Agents who work for them. These are the allies of the Mist, who exist in a state of tension with the Avatars of  'The Truth' and could be an existential threat to any Mythos who goes too far. I'm not going to discuss this in any depth as it is potentially a major spoiler for canon campaigns. That said, there is enough here to turn a traditional City of Mist game on its head and run a crew dedicated to suppressing the actions of emergent mythic beings and concepts.

The chapter rounds out with a discussion of what the Mist is. A variety of options are given, but its left for the MC to decide what their reality is. The published material combines two of these theories.

The book ends with appendices providing indexes of the Mythoi, Dangers and themekits that it contains, followed by a list of Kickstarter backers.

To conclude; 'Shadows & Showdowns' delivers. It contains a great mix of material to support, expand and sustain a City of Mist campaign. The artwork is excellent and the material sparks ideas and opportunities. 

Recommended.

My original City of Mist review can be found here.

31 October 2021

29 October 2021

Roleplaying in a World that Never Was (T2K)

A cold, hard future

Twilight 2000 fourth edition arrived today, in a gorgeously illustrated and sturdy box set thanks to the excellent work of Fria Ligan. The box was full of maps, counters, cards and dice as well as the two softcover rulebooks, and it just about fits everything in, even the extra dice and cards from the Kickstarter. The screen doesn't fit, but that's fine. It's a sturdy and beautiful reference aid in itself.

Other things to do today, but I've skimmed through the contents. Love that new book smell. There's a map included. One side covers a large part of Poland, the original campaign area. The second covers Sweden, the alternative campaign setting. I love mappage. It makes the game feel so much more real to me, especially in this case. When you examine the map, you realise that all the large population centres are ruins, either from nuclear strikes or bombing. The world as we know it has gone. It gave me a cold shiver down the spine and connected harder than it did when I first met the game as a teenager. Having children does that to you.

All gone. Ruins. Ashes.

Set after a nuclear war and the collapse of central authority, players take the parts of soldiers and civilians trying to survive after the apocalypse has come and gone. The alternative timeline has the Soviet Union survive, and eventually end up in a war with NATO. I haven't read the new timeline, but in a lot of ways, it's irrelevant.

Several of my school friends loved this game as a military RPG; I loved it because it told stories about the way people survive. Stories about hope, about holding back the collapse. Stories of humanity's persistence in the face of overwhelming odds. The military splatbooks and pages of weapon specs never really interested me. What the characters did was the thing. It's the same kind of situation that you see in the British apocalypses created by Ballard and Wyndham. What happens to the human spirit in the face of adversity.

The first edition of the game had an crunchy and complicated game engine that I found added little. The second edition evolved into the GDW house system, which did little for me. I took one look at the third edition and walked away because it had too much crunch. This edition uses an evolution of Fria Ligan's Year Zero Engine, a much more narrative engine. It's at the higher level of crunch for one of their games, but not overly complicated. It seems a perfect fit for me for a game to tell stories of survival.

Fria Ligan has past form with sandbox games that you can explore with their Mutant Year Zero line and the Forbidden Lands games. This draws on that experience, and build upon it.

The situation the game presents leaves me cold from the horror of the consequences. The roleplaying opportunities excite me. And the quality of the game materials presented is stellar. I hope that a closer reading confirms my thoughts that this needs to be played. 

29th October 2021

28 October 2021

Games up to October 2021

The count so far

I'm posting the October update today as I've nothing planned for the rest of the week. September ended up quieter than planned and then October started to accelerate with Furnace and Curse of Strahd restarting. Although the latter is now weekly, the delay in returning to The Yellow King has put a gap in my schedule. I'm hoping to fill this with the odd one shot like Mausritter or Troika! just to try them out.

With a total number of games in the low forties, I'm not in the iron RPGer territory like some others, but I think I should end up close to a game-a-week. Had the conventions been face-to-face, I may have hit the sixties. So far a good year, with Gumshoe and D&D5e continuing to dominate. I do need to get some SF in there too!

28 October 2021 


 

27 October 2021

Curse of Strahd - S4E2 - In the presence of the divine

  

Having dealt with the Gulthias Tree and discovered a shrine to the old religion in a lake below, the party returned to the Wizard of Wines overnight to rest and recuperate...

Our dramatis personae:

Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.

Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.

Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good

Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon. 

also featuring: 

Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.

with : 

Alexei the Vistana (a young human expert, sent to pay off his debt to the party by his Vistani elders after they rescued Arabelle from certain death when Alexei lost her in town. A late teenager who is so taken by Ireena and the excitement of the adventure that he's forgotten he planned to be sulky and surly for his 13 moon exile) - upgraded as a sidekick.

All characters are presently 6th level, including the sidekicks.

1st December

The next morning, the party discussed their findings over breakfast with Davian Martikov. They came to the conclusion that the monolith altar was part of the old faith, the worship of the Fanes. It was similar to the henge that they'd seen at the Old Bonegrinder. Gaddock pulled out the charcoal rubbings he'd made of the symbols on those stones, but the message was still indecipherable.

They agreed to head to Krezk to see if the rumoured library at the old Abbey of St Markovia held any clues. Davian asked them to take the delivery of wine due to the town with them while the family continued to get the Vineyard back into production. They set off in a cart, laden with wine barrels, first heading north-east on the rough path to the Old Svalich Road, then turning west. There was an unnatural stillness to surroundings as they travelled, not unlike the previous day. 

The sharper eyed amongst the party spotted something moving alongside, giving a feeling of being observed rather than being hunted. When Kelwarin used a message cantrip to try and make it show itself, it fled, with a noise breaking through the forest like a swarm of bats swirling up into the overcast skies.

The approach to Krezk cut up a switchback; the town was impressively walled, with substantially buttressed and guarded walls. A rocky escarpment rose up above them, with the monastery looming out of the snows on the side of the peak. In the distance, a bell tolled, haunting, yet perhaps welcoming. Trees could be seen over the top of the walls ahead.

They were hailed as they approached; Gaddock's owl spotted four guards, fur-capped with spears, along the wall, and the two knights noted the presence of archers covering them. Kelwarin announced that they were the wine delivery from the Wizard of Wines; the guards demanded that they prove that they were who they said they were by cutting their palms to see if they bled true. Initially, there was some resistance from the party, but they all complied and were soon let into the walled enclave.

Ser Alys was annoyed by Ser Adon's introduction of her; she felt she was being treated as an attachment, and there was some tension in the air, only broken by the arrival of the Burgomaster, Baron Dmitri Krezkov. Kreskov's title belied his approach to life; although his ancestors had established this enclave, unlike the nobility in the village of Barovia and the town of Vallaki he was content to act as a leader amongst friends. The tales our heroes brought about Vallaki didn't cause him disquiet at all; he lead Krezh more like a commune than a feudal town.

Krezh was very different to every other Barovian settlement that they had visited. Inside the walls, there was everything needed for survival except for wine! Trees for wood and fruit, livestock (although no horses) and many small gardens. There were no shops or communal facilities beyond a shrine near a small pool to the north of the settlement. The town was completely self-sufficient and well protected, a community trying to stay outside the conflict of good and evil, walking the line between opposing Strahd and supporting him, trying to be safe and neutral in a dangerous world.

Dmitri introduced our heroes to his wife Anna, and his only surviving child, Ilya, a fourteen-year-old boy. The Krezhkovs had lost three other children over the years to disease. The meal was a broth of squashes and vegetables with some wine. During the meal, Ilya piled into his food in a way that only teenagers can. He was ravenous. His mother explained that he had always had a healthy appetite, but it was even more pronounced since the Abbot had healed Ilya and brought him back from death's door. Dmitri commented that the lad was across the threshold, but the Abbot had brought him back, and that they were so grateful. Apparently, there wasn't a huge amount of interaction with the Abbey day-to-day, although the Abbot did come to pray at the Shrine of the White Sun pretty regularly, besides the pool.

The party were offered lodgings overnight with the Krezhkovs and told that they could stay longer but they'd have to help get the last foodstuffs and preparations in for winter if they did. They accepted the offer, and started to explore Krezk, all except Gaddock who was smoking a pipe and wanting faster progress to the Abbey to find the library.

The Shrine to the White Sun was a Morninglord shrine set in a fragile gazebo beside the water with an old statue reaching out to the rising sun in the east. It felt tranquil, but Kel soon headed back to the party. Along the way, a number of the party met Luca, the local shepherd. Luca wasn't the brightest lad and told them that his father was probably dead and in the dirt or eaten by wolves, but asked if they'd seen him. Apparently, his father had headed to the Wizard of Wines to see what had happened to the resupply but never made it. The party told him that they hadn't seen him, but would be sure to look.

They headed up the slope, soon meeting Gaddock and, with the sun low on the horizon, they reached the low wall outside the Monastery. They could hear faint cries, something that gelled with comments some of the townsfolk had made about cries carried on the wind at night down to town. At the gatehouse, they opened s squeaky cast-iron gate (which Kel later mended) and met two creatures, Otto and Zygfrek. The sharper eyed amongst the party realised that they weren't human or demi-human, but probing questions didn't get what they were except that they had been born after the Abbot arrived. The party asked to see the library, so Otto agreed to take them to see the Abbot. They followed the two short folks to a double-door in the curtain wall and stepped into the courtyard. As they did they hear howls and whimpers which Zygfrek explained were members of their family who were ill or suffered mentally. They cared and fed for them there.

Soon they were taken into a large room in the north wing, with a large table set for a meal. A young-looking man in a monk's habit was there; he had a wooden holy symbol of the Morninglord around his neck. Beside him was a pale, part veiled young woman who was very demure and quiet. Ser Adon immediately realised he was in the presence of something holy, something powerful and good. The Abbot introduced himself with a presence that was almost overpowering; he welcomed them all individually, charismatically, and it was hard to not feel an overwhelming sense of trust and warmth and love and purity which radiated off him. 

Adon explained why they were there, and the Abbot listened. When asked, he could describe to the nearest second how long he had been there and they aim that he had to heal the division in Barovia. He wanted to heal Strahd so the dark lord could go to his rest. There was an overwhelming sense of good radiating as the Abbot talked; Ser Alys noted that there was a dark hard edge to Abbots believes, something she was fine with because you can't make an omelette without breaking eggs, and hard decisions are needed to deal with intractable problems. 

There was a brief strange moment where the Abbot once referred to Ireena as Tatyana, but it passed. He readily agreed that they could check his library for useful materials...

GM Notes:

Once again, I mashed together the Dragnacarta and Mandy Mod builds to the campaign to fill things out. It was an interesting session for me as a lot of it was starting to open up plot elements and foreshadowing danger. Dr_Mitch is convinced they've met a corrupted angel, so it will be interesting to see how this develops. The nature of the party is such that they brushed aside concerns about the mongrelfolk they met; they don't judge quite the same way as a fully human group may have. They're on the cusp of solving another of Madame Eva's clues. It will be interesting how this develops.

We finished early as Tom was tired and Graham needed to be up for work. All in all, a good part to break. I'm going to further go outside the core adventure in the next session to see where it takes us. I think that it is time to explore the library stacks for knowledge about Strahd and the Fanes.

27 October 2021

26 October 2021

Mausritter Character Sheet now available for Role VTT

 

With the kind help of Isaac Williams, the creator of Mausritter, I've created a character sheet for the game for the Role VTT.  As ever, if you find any glitches or amends, please let me know. Enjoy some sword-and-whiskers roleplaying!

https://app.playrole.com/sheet-templates/d451e104-mausritter-character-sheet/save

26 October 2021

25 October 2021

Role VTT sheets for Dune 2d20 updated

 

I've updated the sheets I created for the Dune 2d20 game on Role VTT today, cleaning them up and taking advantage of the updated template builder.

If you have used them already, you'll see a notification for any characters that you may have created with it in the 'my sheets' section. Updating any sheet will create a warning as some of the structural changes are substantial. In theory, anything that it no longer in the sheet will export to a second sheet so you can recover it. Most of the changes were to clean up the sheets and make them expandable (for example you can add assets in an expanding list, and the drives/skills are better aligned with the text that goes with them, so don't feel you need to change anything.

Here are links to them if you want to use them.

PC character sheet:

As ever, if you use them and find an issue or would like to suggest an improvement, please let me know.

25 October 2021

A Beginning...

 


I have long loved Frank Herbert's Dune, and was very excited when I heard that Denis Villeneuve was announced as the director for the latest attempt to make a visual presentation of the story. David Lynch produced a flawed masterpiece (with a superb soundtrack from Toto). The SciFi channel produced two mini-series which are definitely worth watching (especially as the second one deals with the aftermath of seizing power from the books Dune: Messiah and The Children of Dune). They're on Prime at the moment in the UK.

Anyway, back to Villeneuve; as a director, his visual style is probably second only to Ridley Scott's (which was probably why he ended up as the director for Bladerunner 2049) and he's produced a number of engaging and visually superb films (Sicario, Arrival, Bladerunner 2049) that I've loved. It soon became clear that the story needed two films to make it work, and Warner Brothers weren't willing to commit to the second until they saw how the first landed.

So, this weekend I went to see the first part of Dune.

It was awesome; I enjoyed the preamble on Caladan and other planets, but it grabbed me and dragged me in when the Atreides landed at Arrakis. Yes, I knew what was coming, but that just added to the fun. It was as visually stunning as I expected, and the music was intriguing. There was huge ambient sound (reminiscent of Bladerunner 2049) except when they got into elements around Dune itself or Paul's future and visions, when the music went much more melodic.

At two hours and thirty four minutes, it was a challenge to last through, but I made it! It's definitely a film I'd love to see again at the cinema, ideally at an IMAX to be even more immersive. Fantastic, and I hope that it does well enough for the second part to be made.

25 October 2021

Spoilers after the jump...

First Impressions - The Burning of Carbex - Mothership (ZineQuest 3)

The Burning of Carbex
The POD version of 'The Burning of Carbex'

The Burning of Carbex was released as part of ZineQuest 3. As a product, it grew and now clocks in at 106 pages. I have the international version, which was printed through DriveThruRPG using print-on-demand. Written for Mothership, this is full of entertaining ways to kill off your player's characters, and is really a mini-campaign.

The characters are contracted to investigate a distress signal from the Angelus Fabrica station orbiting the planet Carbex. Carbex used to be a habitable garden world covered with forests, but a major fire occurred in the past, burning them all down and changing the atmosphere to a carbon-dioxide dominated one, unbreathable by humans. However, the resulting layers of charcoal provide a cheap and easy way of producing lots of useful chemicals such as activated carbon (used in filtration systems). There is a mining operation on the planet, and the Angelus Fabrica station processes and dispatches the products out. 

The initial investigation has the characters discovering what has happened to the station and hopefully rescuing the survivors. Naturally, something awful has happened (it wouldn't be Mothership otherwise) and it is pretty dangerous. There's plenty of opportunity for profit as well as opportunity to die horribly. Assuming the party are successful, they can follow the plot down to the surface to see if there are issues there, or travel after the last freighter to depart to check that out. They could even do both. 

There's an amusing appendix; one of the items you can find is an issue of a comic, The Adventures of Space Lieutenant, and the authors have run with it and given a full hundred issue outline. It doesn't really add to the adventure, but it made me smile. 

There are decent deckplans for the station and a starship, good NPC descriptions and the writing is clear and quick to parse. There's a mixture of black-and-white and colour illustrations, which are excellent.

Two minor niggles - there's a description of a sodium hydroxide tank exploding when punctured (although I expect that is just a short hand for the contents spraying out) and I suspect that they would be more likely to use opencast mining rather than a deep mine with the level of damage caused by the burn off of a world-forest. Both minor and easily handwaved or ignored. Hopefully, the players will be more focused on trying to survive when these come up.

I could easily imagine running this (and it would port into Traveller without much effort). I'm pleased with this product; I think that the authors have produced far more than I ever expected. Recommended.

The PDF is ~£7 and the book ~£16 on DriveThruRPG.

25 October 2021