Monday, 31 December 2012

Actual Play: Somewhere North (session 3)

Yesterday I met up with noisms and Patrick to continue their adventures Somewhere North... Actual play report, and then some notes/thoughts at the end.

Previously (at the end of session 2, which I forgot to mention last time), Kolk the Artifex (Patrick) and Esa-Pekka (noisms) had really ticked off a greedy toll-levying village by cursing the village and surrounding area to silence. Forever. Hastening to the town of Rovaniemi, they set about installing themselves in some digs (above that wonderful drinking establishment The Knife & Cousin - thanks Vornheim!) and going for a lookaround. Esa-Pekka took a seemingly blank book to the grotesque and diseased Ungrall the Unctuous (a bookseller), who made a big noise about wanting to keep it. The contents could be revealed and read only under the light of a full moon. Ungrall sent his hulking servant Jonas after Esa-Pekka, but despite accusing him in public of being a thief, Esa-Pekka was shrewd enough to worm his way out of it. Meanwhile Kolk had acquired the services of Helvi Ritva, a cleric (NPC) of the spirit Ritva; the PCs planned to take her with them when they went to explore the tomb of the long-dead Dwarven King Oddli. Oddli's burial place is rumoured to be filled with treasure and undead monsters. The PCs know that some reindeer thieves are camped out there as well.

So, session 3!

Saturday, 29 December 2012

Actual Play: LotFP, Somewhere North

December has gone by in a flash, and I've not written on here at all! I disagree with noisms describing me as having an irregular blog - I just haven't written in the last month. I was pretty regular before then. But no matter. I'm writing here and now.

And it seems appropriate to write about the campaign that I seem to be running for Dave and Patrick. It started in the week before Christmas, when I offered to run a festive weird horror setting for them; I had just recently received LotFP (taking advantage of the 50% print discount), and created "the Lodge of Zinternik" - an evil red-dressed toymaker, who delighted in putting life of all kinds into things. The local villagers had heard that he had recently died, so his house on the mountain, and more importantly the conternts, were ripe for the taking...

Patrick rolled up a Specialist (or as he prefers, Artifex), a young adventurer named Kolk, and Dave created a Magic-User, the older gentlemen-rogue Esa-Pekka. Both had to be careful, as they had low STR, and Esa-Pekka also suffers from having a Charisma of 3. But they have their wits and creativity to keep them going.

Zinternik's Lodge was a mix of monsters and traps, and NPC "baddies", some of whom the players turned really quickly. They convinced a pair of halflings hired by "Zinter" to labour in his workshop, and turned some elves against each other; they avoided Dolf, the animated evil stag with a blazing red ruby for a nose and and tractamorphic tentacle antlers, firing at him from the roof of the lodge. And finally they left the Lodge with some mysterious (probably magical) items, and with a promise to Mumble and Crumble (the halflings) that they would help them return to their home in the far frozen north.

And that was that... Or so I thought...

When we mentioned playing again in the setting I updated the map, a few more villages (generated with help from noisms' own random village generator) and a handful of details about the nearest large town. I googled One Page Dungeons and had a quick look for something that could be modded easily. I statted up a few more creatures and things. And I thought about what had happened before, and noted a few interesting things that could be good. And that was it.

In the second session the players decided that their characters needed answers, and set off for a nearby village where someone was said to be very wise, perhaps someone who could tell them what they had found at Zinternik's Lodge. The old man, Hannes, gave them some ideas of the artefacts that they had found, and they set off across country for Rovaniemi, the nearest large town. They were looking for provisions and gear to head on the long road north, back to the home of the halflings.

After a run in with a banshee wolf, and a night of talking with some nomadic reindeer herders, they found the road and kept on for the town. However a small village stood in the way; the village was built in a narrow pass between rocky cliff faces. To go around might take a day or more. To go through they would have to pay a steep toll. This did not sit well with the PCs.

In Zinternik's Lodge they had found a magical scroll of incredible power. A one use Scroll of Indefinite Silence. If the nine syllables on it are read aloud then a permanent silence would fall in a sphere with a mile radius. Everlasting silence. As far as they know this can never be removed.

So, what do you do when some toll-charging villagers have hacked you off? You curse their village to silence. Forever. And off you ride to the town you're headed for...

In town they set about trying to recruit retainers for an expedition to a Dwarven King's Tomb, filled with the undead, Kolk sleeps with a young woman (noisms asks "Does she become pregnant?" The DM rolls and makes a note...) and Esa-Pekka of the Low Charisma ticks off a shady bookshop owner, calling the attention of the town guards. As they make their way back to the tavern they are staying at, one of the halflings runs up and says "I was down by the gate, and a posse of a dozen men from that village have just rode up shouting and asking if anyone had seen you!"

Oh dear...

Tomorrow I'll collect some thoughts about what I'm using and how I'm doing this, and what the setting is like. Anyone interested in seeing stats and descriptions of weird creatures that lurk the frozen north?

Friday, 30 November 2012

Fighting Fantasy Maths

In a recent post I started to muse about the likelihood of surviving a Fighting Fantasy gamebook. Of course it is easy to say "the higher the SKILL and STAMINA, the more likely you are to survive." But therein lies a question for maths geeks like me. How much more likely?

Wednesday, 28 November 2012

Week Off

Had to cancel this week's games night. A combination of Nanowrimo, Merseytunnel tours and lack of ideas lead to no games. And I've got to miss next week too because of work.

With the holidays coming up, it seems like a regular game might be out of the picture for a while. I know that noisms is trying to marshall us for some kind of game while he is back in the north west for a few weeks, so keeping my fingers crossed.

Instead, last night I spent some time looking over and updating my notes for a short campaign based on a Kickstarter scenario that I supported. Potential players might be reading this, so I'll be a bit cagey on a few details. Here's what I was thinking:
  • It's the 1930s and the Dust Bowl is hitting hard. The players all find themselves in a small town that's hit harder than most.
  • Bad stuff is happening... (can't say any more due to spoilers)
  • Game runs on a mix of stripped down Cyberpunk with Apocalypse World health and harm rules: so stats and skills from Cyberpunk, but only a small number of hit points.
  • Weapons are classified with the Apocalypse World tagging rules. So a hatchet is say, 2-harm close sharp messy, whereas a hunting rifle might be 3-harm long-range loud big.
  • The BODY stat would act a little like Apocalypse World's armor rules to potentially reduce harm, as it wouldn't be "of the time" for characters to wear armor.
  • Clearly, removing a lot of the anachronistic skills, tech and gear from Cyberpunk! Also thinking that I might do away with special character classes and skills completely. Possibly include possibility for players to nominate one skill in particular that they can re-roll on a critical failure (they have to articulate why that skill would be special for that character).
The game would be a bit of investigation, some conflict... Have you ever run a game that takes place during a particular historical period rather than a completely fictional setting? What have you done to try and convey the time? What are the important details to put across?

Wednesday, 21 November 2012

Games Night: GHOST/ECHO

Yesterday's games night was great. We played GHOST/ECHO with me GMing, and Patrick taking the role of GRIP, and Steve playing COIL. One minute these characters were just names on the page, and soon they were thieves on a job-gone-bad, armed with origami guns and brain hack knives, stealing information from the Ghost World and running from men and wraiths in a future-China of seemingly endless night...

Monday, 19 November 2012

Aside: The Maths of Fighting Fantasy

This blog, at least in name, talks about the maths of RPGs. Most of the time I actually just want to talk about RPGs, ideas and what happened the other night at the table, but I thought the following video was worth sharing, as it follows on a little from my post about Murderous Ghosts from last week, and also from the post that noisms made about us playing it at the weekend.


I'd recently been thinking about doing something similar to what this video does with Island of the Lizard King, which I found in a charity shop, but there is no way I could do it as much justice as this video does.

One follow-up question does occur: I wonder how much difference there is in the graph structure of the various Fighting Fantasy books?

And another interesting problem that might be do-able: what is the probability that a person actually makes it to section 400, given the skill/stamina that they start with?

There's some work in figuring that out, but it's essentially coming up with a general formula for calculating the odds of surviving an encounter, and figuring out the various general paths through the book (taking into account when you come across things like traps that you have to roll under skill or suffer penalties). To solve it you would build up a couple of general results, then plug in numbers. Not simple per se, but not hard... The actuarial tables of the Island of the Lizard King...

Wednesday, 14 November 2012

Game Night: Murderous Ghosts

Last night Patrick and I played Murderous Ghosts. The short version: it's amazing, really quite a remarkable, fun, scary and plain good game. We had time to play two games, so both got to play as MC and urban explorer.

Some thoughts:
  • It works really well as a role-playing game for two people. The playbooks are helpful and not intrusive - it provides you with steering but leaves things up to the imagination of the people playing - and prompts the MC to be as scary as possible.
  • Playbooks are really good: each person has their own "choose-your-own-adventure" book.
  • The general set up is just great: the MC is the abandoned place and the ghosts, and the other player is an urban explorer who has lost their way. Each moves according to what their place in the playbook says.
  • Randomness is in the form of each player drawing cards from a regular deck. The mechanism is somewhere between blackjack and the Apocalypse World under-7/7-9/10+ dice-rolling. It really works. It's a little tactical: if you ace one situation, you will not succeed as well on the next one (statistically).
  • It didn't matter that we died (on both occasions). The horror and scares were really satisfying. Dying felt inevitable, surviving was great while it lasted.
Also: Patrick is good at weird scary stuff. My character found himself in an abandoned and haunted animal testing lab. The next forty minutes were terrifying.

Final Thoughts: I wonder how the blackjack/AW mechanic would work in other settings... And I wonder how simple it would be to fashion a "haunted house" game from the basic structure, i.e., a game for more than two players...

Tuesday, 13 November 2012

Dead Dogs: Rumours

More speculative ideas for a zombie game mostly based on Dogs in the Vineyard.

At the start of a campaign, the players have some typical set-up; stats and so on. The GM has had some set-up as well. The basic setting that I am proposing is that the players play characters that exist in the most well-known city to most of them. This is the starting point, somewhere familiar.

Then you take that familiar place and take it to zombie hell.

If the game was to be based on Dogs then it would be good to still include a version of the initiation stage that each character goes through (more on that some other time). I have an idea for a quick card game that could help steer the tone or the setting. The GM will have done some scenario generation just like any sandbox game, and things will change as the players interact with that world and define their own goals. But right as things get going five minutes are spent to see what the characters have heard.

Monday, 12 November 2012

Dead Dogs: 1

For a long time I've been thinking about running a sandbox-y zombies game. And for a long time I've just been making notes in various places, scraps of paper, little journals - even the odd page of a Moleskine.

And then I thought, why not share some of that thinking here? See if other people can spot good ideas or spot obvious drawbacks. There are two main game systems that have influenced my thinking so far, Apocalypse World and Dogs in the Vineyard. If you've read this blog before then you'll know that AW is the game that got me into RPGs and Dogs is the first game that I've GMed for a campaign. So maybe it's natural that they're the ones which are leading me in terms of system.

I started making notes earlier this year convinced that AW was the way forward for a zombie game. Archetypes abound in zombie fiction, and so the playbook style characters for a zombie game would work quite well. Couple that with what I still think of as the best dice mechanic in a game, and a system of experience that creates cinematic, larger-than-life characters (without feeling like they are overpowered superheroes), and there starts to feel like the bare bones of a zombie game.

More recently, having GMed Dogs, I'm more inclined to go with that as the basis for a zombie apocalypse game. The main reason being a game mood one: in Dogs it is not the place for the GM to pass judgement on whatever the PCs do, only to respond in-game. The Dogs are the Law, in a world filled with sinners and demons, what they say goes. It struck me that in a post-apocalypse filled with the undead hungry for the living, there are going to be difficult decisions everywhere. And there is going to be no-one to judge those decisions, save for how others respond. So the mood of Dogs might be relevant - in which case the game mechanics might also be relevant... (if mechanics and mood have any connection at all; I don't know if they do, I don't know if they don't)

Anyway. I'll spew out thoughts about this over the next few weeks and see if any of it starts to make sense. I know that there are other people who have hacked AW and Dogs for zombies games, and I'll link to those or interesting bits in future posts too. And I know of All Flesh Must Be Eaten! but haven't been able to find a copy in the past; plus I think I'm more interested in something with a The Walking Dead vibe rather than out-and-out archetypes or cliches, which is what leads me more to Dogs than Apocalypse World I suppose.

Anyway (take two). Thoughts? Suggestions?

Monday, 5 November 2012

Games Day: Risus

noisms has already blogged about our game on Saturday, but I thought I would chip in a few thoughts. The three of us (including Patrick) met up having already decided to give Risus a go. We had also decided that TNG-era Star Trek was the way to go. As noisms has described we ran things pretty fast and loose, although the ability to take on or force GM-ship worked very well for a comedy game. I'm sure that we didn't follow the Risus mechanics exactly, but it lead to a fun bit of storytelling.

We decided on rank by rolling a d6 and working from there. I rolled high so we decided on Lieutenant Commander; Patrick got a 1 and noisms got 2, so they were a cadet and ensign respectively. I have no idea how someone who was born on the Neutral Planet got to high rank; we had a bit of a discussion about whether or not a Neutralien was more or less able to follow the Prime Directive. I think we came down on the side of more able...

The game ended with my character poisoning and killing a crystal alien with a heart of pure dilithium, then escaping back to the Enterprise while being pursued by intelligent radioactive feldspar. Patrick's character had a bizarre stress-related life-cycle, and so stormed on to the bridge - swatting Worf out of the way. My Neutralien needed a life-saving hypospray, and was cured from deadly radiation poisoning in two seconds flat. noisms related every role to his character being born on a prison planet. Typical TNG really.

We followed Risus with Settlers of Catan; it was my first time playing the game, and I really enjoyed it. There were a couple of rules that we missed right at the start (only building settlements at the end of roads etc) but we had a good time, and I'm hoping that Santa got my Amazon wishlist in time to pick it up for me...

A fun Saturday afternoon.