I had the occasion to play a roleplaying game again this december. We played a one shot of Other Dust.
We all choose to roll up mutants and we ended up with a really weird group that really din't look like the characters on the cover of the book.
We lost two characters during our venture to bring back a water filter for our village. I liked how each time a replacing character was introduced, this added setting detail and fleshed out the "dungeon".
Strangely none of the replacing character were mutants.
Sunday, December 30, 2012
Sunday, September 9, 2012
Saturday, July 21, 2012
A idol of the Lady of Grains, one of the mysterious figure that haunt the abandoned farmlands of my Northern Marches campaign. She rule over grains, madness, curses and unlife. Her worshipers can create unlife by stuffing the corpse of a loved one with grains while evoking her name. Some say that she can turn grains into gold.
"She assailed folk working at noon causing heatstrokes and aches in the neck. Sometime she even caused madness."
"She assailed folk working at noon causing heatstrokes and aches in the neck. Sometime she even caused madness."
Friday, July 20, 2012
Thursday, July 19, 2012
I have been busy for some time, and my gaming was also starting to take a lot of my mind-space so I felt like I din't had the time to both game and blog about it.
But now I have some drawings to post for this blog, so I will reactivate it for a while.
I have been busy with finding work, getting involve with the protest movement here in Quebec and with personal illustration projects.
On the gaming side, I have tried some indy games, participated in a local con and I am now regularly refeering my Labyrinth Lord,(west marches style) campaign.
The indy games I have tried/played:
- Shock: Social Science Fiction:
We played one shock in two session. It was about the human race being put in tutelage by "benevolent" aliens. Shock was interesting to play, but the game text was sometime confusing and since this is a GMless game, we were sometime unsure about how or when to intervene at the table. Also this is a game where you have to do a lot of improvisation and everything can easily become too vague or confuse. In the end the result was fine, we ended up with a interesting story, but while we were actually playing the game, I dint especially enjoy myself (but it was ok). I am not writing off Shock, I think the game could be more interesting if we play a series of shocks like it suggested in the game where a shock = a chapter of a book. In average you play 3 scenes by shocks, so when you just play one shock, you have to resolve your entire character's arc and setting issues in only 3 scenes. The jumps between the scenes are huge and the stakes can easily become too big and the world feel less "real". But I think that when you play a series of shocks you feel less pressure to play with HUGE stakes, and the game fiction flow more naturally. I think Shock is a game that you have to play a lot before feeling comfortable while improvising with. I would also like to try Human Contact.
- Dogs in the Vinyard:
A game I was curious about but that I skipped many time because the setting was leaving me indifferent. I am glad that we finally tried it, because once you are playing, the setting really shine and is really fun to engage. The game system is also super fun to use and not so abstract, I really enjoyed it a lot. But what I enjoyed the most is how your character traits change and evolve while playing. It make you feel like everything you do have a impact or leave a mark on your character, this is super rewarding. We played two town in 3 sessions and if we had a third player I would really have liked to continue playing. One-shots of DitV seem fine, but l think the game is way more involving when played as a campaign. This game is now definitively on my playlist.
A GM less game about amnesiac survivors exploring a underwater station. It was fun, but I think the overall concept was more interesting then our actual gameplay. There is so much improvisation to do, it easy to get creatively tired or lazy and then the game become too vague or generic. (And due to the underwater station setup, it easy to slip and to get repetitive with the obstacles). I was hoping for more character interactions and sexy moments, but we din't get any. I still think Ocean is a interesting game, I would play it again if offered, but I don't think I will be offering it myself (since there is so many other games I want to play).
- Burning Empires:
I wanted to take the time to learn this game, so we decided to run a 2 players campaign to be able to get more familiar with the system (even if we had some good experiences with Burning Wheel). Our setup was really nice, I liked the world we had burned and all the characters beliefs, but at the last minute one of us decided to leave our small group and so we had to cancel everything. Damn!
- Apocalypse World:
I so want to enjoy this game! I like everything in it, but when we play it never deliver! Everything always end up being so unengaging. It just don't rock. (not because of the game system)
A small one-day local con here in Montreal.
In the morning I tried to run a game of Apocalypse World. I know, I am obstinate! It was ok, but again it din't rock! And it was definitively not sexy! (even with a hot and sweaty setup).
In the afternoon I played in a game of Savage World Hellfrost. It was nice, I enjoyed the game and the arctic expedition scenario, but the con room was so noisy, I had a huge headache and a hard time keeping myself in the game.
In the evening I played a game of Lady Blackbird. This game ROCKED! It was so fun and dynamic! I really enjoyed it. I played captain Cyrus Vance and I was scoring my keys non-stop while giving daring orders and trying to get close to Lady Blackbird. Sadly the 2 players playing Lady Blackbird and her bodyguard were very protective and I was not able to get close to the lady to gain her heart. The game is so fun, I would like to try it with every characters. Huge replay value! :)
-Stars Without Number:
We played 5 or 6 sessions and we were all close to getting to level 3. But the referee din't had the time to prep his sessions so we decided to switch to Labyrinth Lord since my campaign was already prepared. Stars Without Number was super fun, I enjoyed all of our sessions and the derelict spaceship was a fun dungeon to explore. But strangely the character being too easy to save when they reach zero hit point and the fact the no one died ended up making the game kind of less exciting for me. I like how character dead become a event to be remembered and I also like to see characters join the group. So I think I prefer my OSR gaming with stronger zero hit points consequences.
I am now regularly running my Northern Marches campaign with a group of 5 to 7 players. We played 6 expeditions, the characters are now mostly level 2 and 3. It really interesting to see the group discovering and exploring the sandbox. I really enjoy being the referee for this campaign, the interactions with the players are just so fun and exciting. And as a referee I am also learning a lot. Running the game for 7 players is a good challenge, but so far it work very well. (for other kind of games my comfort zone is usually 3 or 4 players, but hexe crawling with OSR games seem to play very well with many players :).
Monday, May 14, 2012
Monday, May 7, 2012
Friday, April 27, 2012
The giwoitis are lizard folk women who take care of the abandoned goats and cattle from the cursed farmlands. They enchant them and offer their milk to lawful and neutral adventurers who can find their enchanted barn.
This is how I like to use alignments in my sandbox games: I assign alignment and different alignment reaction to my special unique encounter. So the interesting parts of the sandbox react differently to lawful, neutral or chaotic characters. (oh yeah, the milk have strange effects on chaotic characters.)
Wednesday, April 25, 2012
Sunday, April 22, 2012
After my first attempt at running a sandbox campaign for LotFP, I have thought about what din't work in my setup and I have come up with a draft for creating a LotFP sandbox.
Naturally there is many different ways to create the sources of weird.
Note that I don't know if my model is fun or functional, I hope so, but I have not tested it and I don't consider myself a experimented referee.
What I am trying to address here is that in my first LotFP sandbox the weird was too isolated in locations set away from the civilized world. So doing anything in the civilized world was not very interesting.
One solution is to move entirely away from the civilized world to run a wilderness campaign like Weird New World, so you don't have to care about the civilized world. Weird New World seem fun and functional and I hope to try it someday. But still, I wanted to see if I was able to come up with something interesting for a sandbox mainly set in civilized lands.
In my sandbox model the weird come from outside civilization, but infiltrate and hide in the civilized lands. So the PC can encounter weird elements in the civilized land and follow their trails up to their source of origin. While doing so they can investigate contaminated locations or explore normal locations and settlements to gain useful resources. My goal is to create a playable sandbox. I want the sandbox to be playable in itself instead of just being a area that connect different adventuring locations together.
(Note: the weird is taken in the sense of the supernatural, magic, horror, alien, strange science, etc).
(Note: the weird is taken in the sense of the supernatural, magic, horror, alien, strange science, etc).
- The civilized lands: a normal civilized setting.
- Normal locations: normal locations and settlements that can be explored to gain resources.
- Source of Weird: outside source of weird that seed a point of weird in the civilized lands.
- Seed of Weird: point of weird that contaminate the civilized lands.
- Zone of weird contamination: each zone have it own flavor of weird encounters.
- Mix points: place where different weird element mix with each other.
Seeds of weird come from a source of weird set outside civilization, once in civilized lands they "radiate" weirdness that contaminate normal elements and generate weird's ones. Those weird elements can mix together to create new weird elements. This create a net of trails that can be investigated and followed up to their source.
Here is a schematic map of the sandbox (click to enlarge):
The grey zones are zones of weird encounters. Each zone reflect the influence of the weird seed at it center. So the weird encounters of each zone can provide clues about it weird seed, trails to follow, etc.
Some normal locations or settlements will be outside the weird zones and their weird influence. Some other will be in contact with the weird and be influenced by it. Most settlement will contain a resources that the player characters can use to investigate or explore the weird.
So when you explore a normal location or settlement you can:
1) Try to gain access to the settlement resource.
2) Try to find information about other settlement resources.
3) Encounter and investigate clues or marks left by the weird.
4) Encounter and investigate weird activity and influence.
In some places, weird elements from different seed of weird will encounter each other to mix and to create new interesting situations to explore. This will also provide trails that lead to different sources of weird.
The sources of weird are set outside the civilized lands and can be explored by daring adventures. There the weird presence and influence can be more direct if wanted since the weird don't have to be secret or hidden.
Generating the sandbox.
1) Generate 3 sources of weird.
The sources of weird can be a weird location or a location with something weird in it. It have to be something that the group can eventually explore.
Since the nature of the sandbox, it is important to have sources of weird that can generate more weird. This can be done through servitors, spawns, family, influence, corruption, contamination, fallout, cults, possession, etc.
Something most come out of the source of weird and install itself in the civilized lands to become a seed of weird.
Note that the source of weird only need to generate a seed once.
To generate the sources of weird, you can (try to use a different approach for each source):
- Take a classic fantasy OSR threat and just twist a little something.
- Take a classic fantasy OSR threat and rewrite it into something unfamiliar.
- Take something from a other game, rewrite it and import it in your setting.
- Take something from a other media, rewrite it and import it in your setting.
- Take something from you or something from around you and use it for inspiration.
- Create anything you wish.
Maybe it is interesting to avoid creating 3 sources of weird that are threatening.
Like you could create:
- One that attract things to itself, like something miraculous, seducing or fabulous.
- One that is sleeping, death or inactive.
- One that is threatening, active and aggressive.
You can also roll a alignment to use for inspiration (naturally use your own definitions):
- Lawful: crafted, artificial, perfect, imposing the will of the gods, fate, etc.
- Neutral: something natural, primordial, instinctive, etc.
- Chaotic: magical, eldritch, faery, sorcerous, corrupted, demonic, out of this world, etc.
2) Generate the seeds of weird.
Each seed will come from a source of weird and will be placed in the civilized lands.
Like it source of weird, each seed must be able to generate weirdness. But unlike a source of weird, a seed must be able to generate weirdness more then once to create encounters, spread it influence, mix with other weird elements, etc.
A seed can be something animate (character, creature, entity, group, etc) or something inanimate (artifact, magical item, location, etc).
For inspiration you can roll a d6 to determine the seed relation to it source:
- the seed is the spawn, children or creation of the source.
- the seed is the servitor, slave, henchman or apprentice of the source.
- the seed is the worshiper, priest or cult of the source.
- the seed is someone or something unwillingly tainted by the source power.
- the seed is a rival, splinter or exiled faction of the source.
- the seed is a broken or damaged part or duplicate.
(note that any result can represent a group or a single entity)
3) Create weird encounters.
For each seed, create some weird encounters. Those encounters can be weird elements themselves or normal elements tainted or influenced by the weird. The goal of those encounters is to provide clues about the seeds of weird and trails to follow or to investigate.
Some of those weird or tainted elements can be monsters, NPC, artifact, magic items, locations, etc...
Use those weird elements and encounters to create random encounters, place rumors, react at the player characters actions, antagonises them, etc.
4) Mix some of those weird elements together.
Mix some weird elements together to create interesting situations or new hybrid elements.
The goal is to create a fork in the trail that the PC are following.
Mixing element can create: hybrid elements, situations, factions, activity, etc.
For inspiration you can roll a d6 when weird elements from two seed mix together:
- They merge as something new.
- They form a alliance and work for a same goal and become a new faction.
- They maintain a uneasy truce.
- They hinder and sabotage each other goal.
- One manipulate or use the other.
- They hunt, predate or fight each other.
5) Create normal locations and settlement.
Create normal ordinary locations and settlements, then give them a disposition, a resource and a attitude toward the weird (if they are in the zone of influence of a seed of weird). You can also use the settlements table from the referee book to add more details.
The goal here is to make it interesting to visit the settlement. Since the game is about exploring the weird, to be interesting a normal location will provide resources to explore the weird or weird trails to follow and to investigate.
Roll the location disposition toward adventurers:
- 1-2: Hinder, block or oppose through "normal" means. (using it resource is a challenge and can create enemies)
- 3-5: Neutral. (using it resource cost something)
- 6: Are open and helpful. (using it resource is free, but create ties & relations)
Roll to determine the resources of a location:
- Patronage. Provide financing, give quest, etc.
- Information, lore, knowledge, research, divination, omen or clues.
- Military or fighting strength. Mercenary, henchmen or allies.
- Expertise, training, special skills. Alchemist, master smith, guide, legendary artisan, etc.
- Protection, healing, blessing or warding. (The resource is fixed in it location and can't move or be moved).
- Exotic resources or contacts coming from demi-human, distant lands, ancient origin, etc.
If the location is in a weird zone, roll it attitude toward the weird:
- Resist, oppose, hate, foes.
- Ignore, fear, deny, avoid. Talking about the weird is bad.
- Ally for mutual gain.
- Don't like it, but hide and protect the weird in secret. Provide safe house, etc.
- Control and use the weird for personal gain or goal.
- Influenced, controlled or corrupted by the weird.
Note that not everyone in a location or settlement know about the weird influence or activities, only some factions do.
Conflicted factions: if you roll 1-2 on a d6, the location members are conflicted about the weird, roll twice on the table. Each result represent a faction of the settlement or location.
Thursday, April 19, 2012
I am playing in my friend Dominic's campaign of Stars Without Number.
I enjoy the group, the game, the system and the campaign a lot. :)
The game's OSR system is neat, I like having only 3 classes, the simple skill system and all the other tweaks.
(check out the Grognardia review)
Creating your character is fun: you choose one of the 3 classes (expert, warrior or psychic), a background and a class training that both determine your starting skills.
Simple, quick and colorful.
My character is Danielle Ros, a biotech crew space marine.
So she is a spacer, she worked for a biotech corporation in a space emergency respond squad.
I established that the biotech corporation went bankrupt after a bio-contamination disaster or scandal. (Think Umbrella corporation). Her squad was disbanded and now she is a adventurer.
I was not super lucky with my attribute rolls, I only rolled a bonus in wisdom, and I got one in dexterity by placing a 14 in one of my class main attributes. But this is fine with me, I like playing characters who only have a few small edges that define them.
We started playing on Priam, a major world. Since we had no ship and we had to write a goal on our character sheet I ended up playing Danielle as a disgruntled marine hating being stuck on the ground and being ready to do anything to go back in space.
As I played her I discovered during our first session that she cared about people, I guess this come from her emergency aid background. During the second session I discovered she missed being in space so much that she now take pills of a drug that provide a zero gravity feeling. During our third session I discovered that she have a weak spot for the mysterious assassin Eliot and Indrani, a resourceful NPC. This is what she is for now.
Here, my friend D•Miranda made a drawing of my character taking her dose of Zero-G drug:
(check out his blog: Jaguar Combat :)
The group is composed of 6 players (2 female & 4 male players playing 2 female & 4 male characters):
- Drake the born noble commando.
- Danielle the biotech crew space marine.
- Eliot the security crew assassin.
- James Flanagan, adventurer and criminal
- Griff the technician pilot
- Constance the rogue psychic priestess
In 3 sessions we had two characters reduced to zero hit point, but we had no casualty thanks to the 6 rounds we have to stabilize them. With the XP we gained at the end of the third session all the characters will able to reach level two at the start of our next session.
This is the first time I have a great time playing in such a large group. The session are very packed, we often hesitate at the start as people figure out what they want to do, but once we choose the action move quickly and a lot of stuff happen. The referee never use "no" on failed skill tests, he always use "no but..." I like it, this work well for a 6 players group as it keep things moving. We play one session missions, which is great since we feel that we accomplish something each time we play. For now we miss a little bit of time at the end of the session to wrap things up. I wish we had the time to play a few follow up scene with NPC and other PC. But this is ok.
During session 2 we were able to steal a transport ship that a faction planned to sabotage. Now we have to find a way to repair it jump drive. Earning the ship was really fun. I admit that at first I was a little bit worried that it could take us a lot of time before we could able to buy our own ship to explore the space sand-box.
Doing missions on the starting planet is fun, but what really interest us all is exploring the sandbox and having galactic adventures. I din't read the whole SWN PDF, but I wonder if there is advice or guide lines about how to get the group in space to let them explore the starmap sandbox on their own. That said, I think it was well and fairly handled in our campaign.
Next session we are probably going to explore a derelict spaceship that crashed in the rock desert in hope of salvaging tech to repair our own ship.
Wednesday, April 18, 2012
Here is the illustration I was working on for the Green Devil Face art challenge.
But I din't had the time finish my drawing. The idea was to illustrate hobbits cultists receiving the communion from weird bishop fishes coming out of a well. But maybe my style is too cartoonish for LotFP.
Sunday, April 8, 2012
Wednesday, April 4, 2012
Tonight session din't go very well.
I am closing down my LotFP campaign and taking a break from being the referee.
(but I will be a player in a Stars Without Number campaign)
I will also take a break from this blog to focus more on my personal drawings
But I will still visit your blogs. It was very interesting to read you all.
Monday, April 2, 2012
Session 05 was not easy to run. We had to connect Vital's solo session time line with the party actual time line. So this was distracting and confusing. Also there was the fact that my preparation was all about the possible adventure location destinations and not the in-between activities.
Since session 04 was all about resource management, travel and doing things in towns, the group was eager to reach a dungeon location and rushed ahead. I clumsily handled some situations and the player who play Vital was frustrated by the group desire to rush things. End result: we took the entire session to reach the town close to the dungeon location (while also doing things in town). A very frustrating and discouraging session for all of us.
Beside the stuff I clumsily handled, our problem is the way our setting is set we only care about the dungeon locations and when the group is not in a dungeon everything feel like boring obstacles dragging us down and keeping us from reaching what really interest us.
This is frustrating to the point that we are asking ourselves if we should reset the campaign to start with a new setup.
Our setup right now:
We have a large sandbox composed of civilized lands with isolated weird locations set far away from civilization.
For now this have those consequences (that I can identify):
1) The group have to move a lot between towns and have no real home base and nothing to care about out of the dungeons. Everything in the sandbox feel too scattered. It hard to build on established things.
2) The weird is separated from the civilization, so when we play in towns we are separated from what interest us in LotFP: the weird.
3) The civilization and the weird don't interact or influence each others. The adventures have no consequences or influence on the setting and on what the characters could maybe care about.
4) If something "adventurous" randomly happen away from the dungeons in civilized lands, we are not tempted to engage or to explore it because it gonna be mundane in nature. We all just want to quickly resolve it.
So gaming out of the dungeon is just not interesting because nothing engage us there.
But at the same time just skipping everything to start at the dungeon's doors don't seem satisfying.
I have a hard time figuring out how to create and to handle a good gameable LotFP campaign setup while considering what work well for old school adventuring and what work well for the horror/gothic/weird fantasy genre.
LotFP is starting to burn me out a little (well not the game, but my campaign). I have a blast being the referee when I run the dungeons, but I have a really hard time running the campaign itself. I have up to wednesday to think about how I will handle things, but right now I just don't know. If I don't find a fun way to play the campaign, I think that I will drop the game and let someone else be the referee for a time.
Friday, March 30, 2012
I am thinking of writing my own adventure locations instead of using or tweaking published one's.
Making somebody else work your own can be fun, interesting and formative, but still I think it bring some complications.
I like reading and playing published modules, but I am discovering that I prefer to use my own creations for campaign play.
Mainly simply because it fun to create adventure locations.
Also I think I have reach a point were I have discovered what I like and don't like in modules, and now I want to try to create adventure locations that support what I enjoy in location design and gameplay.
I also want to feel more at home with my campaign settup, with a net of adventure location of my own creation, I think I will feel more confident to improvise while playing.
Thursday, March 29, 2012
At the end of session 04, the group choose to accept a NPC offer to explore some ancient ruins on a mountain in the north. (Dead Frost Doom).
There was some unfinished business in the Stargazer Tower, mainly the question of what to do with the Star Crystal. The player who had been playing Aurore and who is now playing Vital the magic-user, suggested that he could go there in a single player session to play the dominoes and to find out what to do with the Star Crystal before the group leave for the north (a important decision because if they choose to sell the gem, two characters will gain a level). I said sure, why not, if you have some time before the next session we can play a solo session. The group said this was cool and nice.
So we played session 4.1 (stargazer tower spoilers follow)
The player choose to take the time to read the books from the tower and to find a henchmen to return to the tower.
We rolled a chaotic non-combatant henchman. So we determined she was a runaway gypsy servant girl who had a family close to the supernatural.
Vital and Laura, his newfound lantern-bearer, ventured in the tower.
Vital challenged the ghost and won the dominoes games and gained access to the secret library.
Playing the dominoes was short and fun, I think it was a good choice for the ghost's game.
Vital searched the scrolls and found the spell scrolls, but I also included 5 scrolls with drawings of the magic mirrors. Each scroll was a illustrated clue about the nature of each mirrors. (I sensed that the players wont dare to try the mirrors without feeling that they had well played and found something about the mirrors, but I also choose to leave the clues simply because it was fun to drawn and to play with them).
So Vital deduced that one of the mirror was maybe a prison and found a way to avoid this one. He tried two of the mirrors: one reflecting his ideal self and one letting him to get the answer to one question (he passed both saving throw). He asked: "how can I get rid of the wizard?" I thought about it a little and I answered: "expose him to one of the mirrors".
The player was excited and after thinking about it he decided to try move the prison mirror to the wizard room to use it on the wizard. He tied a sheet of cloth on the mirror and with his servant help brought the mirror to the wizard. There the wizard intimidated and tempted the servant, we rolled for morale and loyalty and the gypsy girl remained brave and loyal.
The wizard was furious and Vital profited of the occasion to remove the mirror's sheet cloth. The wizard got a glimpse of the mirror surface and I rolled his saving throw on the table, I think he had a save of 6 or something, and I rolled a 3! The player was cheering as the wizard Uravulon was sucked into the mirror prison! Well played!
As the referee it was really fun to be surprised like this! We were both "wow this is astounding!"
The player choose not to push to his luck and returned to the city with his servant. We roleplayed some scenes with Vital and Laura and ended the session.
(By reading the books Vital also understood the purpose of the telescope and decided to the sell gem at the next session)
This was my second best session of LoTP. Very satisfying.
But yesterday we played session 05 and it was problematic session for many reasons, more on this later.
I have completed my town using both the City Kit and the LotFP referee book.
What I have put on a same sheet:
- The settlement characteristic from the back of the referee book.
- A pre-gen tavern from the Vornheim city kit.
- the neighborhoods table from the Vornheim city kit.
- the relations table diagram from the Vornheim city kit.
- some npc from the back of the referee book.
How I have use some of those items:
- The relation between npc: Instead of placing NPCs in the table, I placed the town factions in it. I really like the result, nice stuff here. (I roll a d4 to determine the position of the first faction)
- For the NPC: Instead of giving four traits from the from the back of the referee book for each NPC, I rolled four traits for each faction and generated a NPC for each. So I end up with 4 NPC having one trait each for each faction.
- I rolled the noble on the Vornheim City Kit nobility table. But for a non-weird town, I think I prefer to use the referee book table.
About the NPC traits table on the back of the referee book:
I way prefer to give my NPC a single trait instead of giving them one from each category. I roll a d4 to determine on which category column to roll (or I ask the players to choose). This create easier to roleplay NPC and more colorful ones.
A blank sheet (nothing fancy here, I din't take the time to play with fonts, layout, etc)
Generating a settlement like this seem useful and fruitful to give life to a non-weird town. For a town where the NPC want to invest, buy a property, etc. I think it wort the time to roll all those dice.
But I think that the real fun is when you create weird town like Vornheim, because now you can go wild and be very creative.
The "normal no-fantasy world" aspect of LotFP is working less and less for me. I don't like having to divide my gameplay, prep, setting, etc... between normal civilization and weird fantasy. I have a really hard time finding buy-in for the normal civilization stuff.
Setting up a LotFP game again, I would totally play in Vornheim with a mega dungeon under it or in a weird wilderness sandbox like the Weird New World to avoid mundane gameplay.
Sunday, March 25, 2012
I used the steps for generating neighborhoods (page 35) to details a town of my setting.
My town is Douvelle (douves meaning moats). Douvelle is a walled town situated near the hills where the Tower of the Stargazer is built.
First, I wrote a short concept inspired from the town name.
Then I listed some interesting landmarks.
After this I followed the GM short cut in the city guide to generate the neighborhoods map.
The technique is to write down numbers touching each other to generate the streets that link the different neighborhoods together. I also added some moats and bridges. (I choose to create 6 neighborhood to keep it simple).
(naturally the letters just represent a mix of main and secondary streets that link neighborhoods, they don't actually represent main streets shaped like letters. If you add in all the other streets, the letters would vanish).
(also you dont show this map to the players, you just describe the streets and add in decoy secondary streets, etc).
(fun fact: writing in french or in english (or in other languages) generate different set of streets).
After drawing the map, I followed the city guide's steps to details the neighborhoods:
(I replaced non-human population % with immigrant population %)
I looked at the result and I found the mix of landmarks and characteristic business confusing.
Generating the landmarks on the random building table don't feel super satisfying, I think it would be more interesting to do it with the settlement characteristics table on the back of the LotFP referee book.
But I noted that the city kit suggest to randomly distribute in the neighborhoods landmarks that you determined yourself.
So I followed the advice and randomly distributed my initial landmarks:
Then I replaced the landmarks generated on the random building table with those I wrote.
I also named my neighborhood and added notes about the population considering each neighborhood wealth and immigrant population.
Naturally in the spirit of Zak's work, I din't hesitate to edit and to write over some stuff.
(well I could have added more layers ;-)
So this is Douvelle. I like the result.
Now the city kit suggest me to roll a random encounter for each neighborhood to see what will happen the next time the player characters will visit a neighborhoods at night.
How I will use this? I admit I am not certain since Douvelle is not a weird town like Vornheim, so I don't know if I want it to become a potential adventuring location.
Saturday, March 24, 2012
I want to expand a little on my comment about traps & challenges.
It seem important to give the players information or ways to distinct between traps & challenges.
- Trap = danger with no reward at the end.
- Challenge = danger with a reward at the end.
(reward = treasure, clues, new area to explore, etc)
- Trap = something to identify and to avoid.
- Challenge = choosing to take risks to get a reward or to unlock content.
So, in a sense:
- Avoiding to interact with a trap = good move or tactic.
- Avoiding to interact with a challenge = avoiding to play the game.
(well naturally challenges are also about choice, so choosing not to face a challenge for a good reason is playing the game. This is different from avoiding interacting with something just because you are too prudent or careful and don't want to face risk & challenge.)
When players can't distinct traps from challenges, they will probably deal with challenges as if they were traps: they will avoid interacting with them. (because avoiding interacting with a trap that is just a trap is a good move).
So I guess it important to make it clear that traps are traps and challenges are challenges. Or to give means and ways to distinct each one.
It important that players know that a part of the gameplay is to distinct traps from challenges. So they will try to identify what is just a trap and what is a challenge.
Naturally the distinction between traps and challenges is not always clear. Sometime they overlap. For example tricks like drinking pools and magical mirror that randomly give boon or curses.
I agree that sometime it interesting that the distinction is not clear cut. But I think that for a introducing adventure, it good to make the distinction clear to avoid ending up with players confusing trap & challenges who mix them up together and end up fearing & avoiding them all.
Now I want to read all your blog posts about trap crafting. ;-)
Friday, March 23, 2012
We played our fourth session of LotFP.
This time there was nearly no exploration. The group tried two switch of the telescope control panel, then they were vey tempted to challenge the ghost to gain access to the last unexplored section of the tower but they hesitated and choose instead to take the remaining treasure and to leave the tower.
We played some scenes in the city where the characters tried to sell some of their loot and to learn some rumours. Finally they choose to leave the tower behind to explore a new trail. They feared to explore the mirrors, the prisoner cells, to experiment with the telescope and to challenge the ghost to play the dominoes. They were tempted and intrigued by all of those elements, so I wonder if they are getting too protective or prudent.
I also feel that the players don't want to roleplay too much their character because they don't want to get attached to them. So we ended up with a session where they din't dare to explore the weird part of the tower and where they din't really let themselves have fun roleplaying their character. Many parts of the session kind of felt administrative.
EDIT: But there was also some interesting stuff: we randomly generated and discovered some details about the setting, rumours, contacts, etc.
If I look back at our sessions:
Session 01: getting to the tower for the first time, two character death before entering then returning back to town: the atmosphere is hard to build.
Session 02: exploration of the tower: the session was really fun and immersive, the atmosphere was great, we all had a blast. A great session. :)
Session 03: the group pass some time in town to organize their equipment, re-visit the tower, a character die, move back to town. The atmosphere from session 02 is nearly gone, the tower feel less mysterious.
Session 04: nearly no exploration, the character are very prudent, they loot what is safe to loot then they move back to town. No feeling of mystery, the group talk often out of character about practical stuff like equipment, things to sell, etc. Some interesting setting details are established.
So I note that coming in and out of the dungeon kind of kill the atmosphere as the location loose it mystery and the game become more about administrating the loot and I wonder how to deal with this. It hard to rebuild the aura of dread and mystery and to get the players immersed back into their characters and in the location atmosphere.
Two of the players enjoy the game very much, but our third player (who missed the second session) told me that the game is a little frustrating because the hight danger level generate a lot of hesitation and some gameplay paralysis and also make him hesitate to get immersed in his character. I understand him since he missed the most interesting and immersive session and only explored the "left over" of the dungeon. (I use "immersive" in a very general sense here)
After the session I thought about all of this and I posted some reflexions to the group:
"I wonder if we are playing too much for the XP while forgetting that we are around the table to explore weird locations and situations. (maybe we should simply see the XP & Levels as something that run in the background that keep track of the characters advancement while we play).
I understand that the game encourage you somehow to protect your character and to be careful. But at the same time while you are doing this you are avoiding the most interesting parts of the game since those parts will also often be the most frightful/risky/dangerous/weird elements.
On one hand I think it ok not to explore everything, but on the other hand I think that if something seem interesting to explore you should not avoid exploring it to protect your character. If something look like it is the kind of weird shit that attracted you to LotFP: go take the risk, you are playing for this, explore it.
Don't hesitate to roleplay your character. This is fine: giving life to your character will pay later when he or she get in contact with the horrible and the weird. It like for Call of Cthulhu: it more fun to see your character go crazy when you have fun roleplaying him or her. So it nice to get attached to you character if you see it as a way to enhance the fun of meeting horrible & weird fates. Also when you roleplay your character it help me to build the atmosphere, and in a horror game we want good atmosphere.
That said, leaving behind a dungeon is also fine. Don't worry, you will find clues, propositions, situations, etc pointing toward new weird locations to explore anywhere you choose to go in the sandbox. A NPC talk about a paysant revolution: if you choose to help the revolution, this is fine, I will send you some place weird to find something to help the revolution, etc... and later you can choose to use the investment rules to try to finance the revolution or to smuggle weapons, etc. Getting interested in the setting is fine. Getting out of the dungeon to read books to get more clues is also a fine move."
Friday, March 16, 2012
During character creation I tied the Tower of the Stargazer to the ancestor of the player characters, they discovered that the tower was a inheritance from their great grand father who was rumored to have been a sorcerer. The magic-user, knew her great grand father was really a sorcerer since she learned the dark arts from his old books. The group were going to explore the tower in hope of finding some treasures to pay the family debts (and for the magic-user, in hope of finding more arcane lore and spells). I added in two dark secrets to be discovered.
At first I thought it was a interesting idea to link the character background to the tower background, then during the first session after loosing two characters I thought it was a VERY bad idea, but it ended up paying well during the second session. During the second session, It was nice when the characters discovered that their ancestor was in fact the apprentice of the Wizard. But at the end of the third session Aurore (the magic user and the character who had the bigger background link with the tower) died while opening a trapped chest and I ended up not knowing anymore what to think of the initial idea.
My original thinking was that linking the characters to the location's story would make them feel more involved and would make them care more about their character and the nature of the tower. Since LotFP is a horror game, I thought that the characters needed to be more then random adventurers, I thought they needed to be part of the location's story, so we would care more about them and we would fear their death, etc.
I think now it was a error, because once your characters are part of the story, you start having expectations, hoping for good scenes where the characters interact with elements linked to them, etc. It become easy to start playing the game in your head. And even when there is no plot, when a character die before interacting with the location elements you tied with her background, you naturally can feel some kind of a let down. This is what happened during our third session when Aurore died while opening a trapped chest. It was really tempting to try to save her (but I din't do it).
That said I really have no issue with PC death in my Labyrinth Lord hexcrawl campaign where the PC are all random adventurers with no backstory. It just that with LotFP I thought that giving the characters more background, etc.. would have been a helpful technique to give the horror more impact. But now I think that horror can work fine with random adventurers. This also came from the fact that when I played Call of Cthulhu, we always tried to flesh out our characters and to give them a interesting background in hope of caring about them from the start (also in CoC we often tried to link the characters to the background of the scenario, also don't know if it was a good thing to do).
One thing about character dead and horror: I don't observe that character dead always contribute to the horror. I agree that it is important that horrible elements have horrible consequences. But I don't know if dying is always the most horrible or interesting consequence when you are trying to build a strange atmosphere.
I am saying this because, up to date, each time a character died in our LotFP sessions, there was simply no reaction from the other players and their characters. They are baffled, then joke about how the game is so deadly and how characters die all the time. Then they don't know how to react in the game and they just quickly switch back to trap detection and puzzle solving mode. Again I really don't mind this in LL, but with LotFP, it kind of feel strange, I don't know why, I guess that because I expect more immersion because of the ties with the horror genre.
Also I note that once you die, the horror stop for you. The game come to a stop, we talk about rolling a other character, etc. But with other dreadful consequences, you are still there, stuck with those horrible consequences, the horror is still present. But naturally it important that you know that death could be one of those horrible consequences. But again I am just wondering.
But maybe this is a question dosing? Death trap are fun and I want them, but maybe when you place a death trap you better think: "yes this would be super interesting or great if a character would die here!" If not, maybe think about other horrible or weird consequences. Also when you put random chance of dying, expect that it quite possible that a characters roll 1 on 100. Maybe that dying too often in mundane pit traps lessen the impact of dying at the hands of horrible and weird things.
Note that I am asking myself questions but I don't want to answer them too quickly, I want to play more to better experience the game. For now, I can only say that for our group, dealing with character death feel different in our LL hex-crawl campaign and in our LotFP campaign.
Maybe I wish to put too much emphasis on the horror, weird and erotic vibes of LotFP. (those are the 3 main things that attract me to the game.) (yes I see erotic themes in the game, I guess it go with the title, the cover illustration and the weird fantasy genre (or the covers of it magazines)).
As for the use of fear or sanity rules: On the first session since we had a hard time building the atmosphere, when the two characters died struck by lighting I admit I kind of wished for some fear or madness rules to underline what had happened. But during the second session, once the group started exploring the tower, the atmosphere just build itself and we really felt no need for such rules. What I like with location exploration, is thath once you are there, really interacting with the environment, the rooms, their content, etc the immersion is really strong. The system kind of vanish, but loom in the background like a deadly menace.
I hope I am not boring you too much with my lack of OSR games experience. I admit that lately I think that maybe I should only post illustrations here.
Here is a short game report of our venture into the Tower of the Stargazer. I don't want to go too much into details because we are still exploring the tower.
On our first session we had a group of four characters. Two died struck by lighting before reaching the front door. This was a brutal start, the two surviving characters also tried to open the door with the poisonous handles and we nearly got a TPK. The survivors explored two rooms then choose to go back to the nearest two to find some help and we ended the session.
For the second session we had three player characters (fighter, cleric, magic-user). The group managed to explore most of the tower without anyone dying. But they din't experiment with everything. And there is still some place left to explore.
I rolled for encounters. They only heard noises from adjacent rooms, when they investigated it seemed like someone have been in the room but no one is to be found. For now, the group concluded that maybe some ghostly servants lurk around.
I also kept track of time, food ration and light sources. Keeping track of light and encounters is nice, it help to create the atmosphere.
They found the trap under the crates.
They managed to get the key from the dipping blood door.
They din't free the Wizard. The Wizard encounter was a good scene.
They found all the books very interesting and the magic-user plan to read most of them. After reading the book titles about surviving the interorbular ether they feared to open the sealed doors because they suspected them to open directly into some strange ether-space (especially the sealed cold room). But they ended up opening them. I was nearly tempted to accommodate their fear. ;)
The magic-use used read magic to read some pages of a old book about dwarven architecture and engeenring, she understood that the elevator mechanism was probably of dwarven origin or based on ancient dwarven technology. They found a map in the book.
I used one of the dead character as the ghost guardian of the gameplay room. That really spooked them, they din't dare to accept his challenge.
They din't experiment with the telescope because they feared to open the observatory ceiling and to expose themselves to the lightning bolts.
After experimenting with the black powder, the cleric suggested that they could use the barrel to get rid of the wizard...
They feared the mirrors in the workshop.
We played the treasure pluzzle. I think it went well, it was not boring and not too hard.
After finding the treasure, the group choose to take what they can transport and to travel back to the town. We rolled for encounters in the hills but din't get any, the tension was good.
Now they want to return to the tower. They want to find a way to stop the lightning field and the magic-user want to get rid of the wizard to claim the tower as their laboratory.
The cleric is reading the apprentice personal journal and is discovering disturbing things. He also want to find a way to free the poor souls trapped in cells.
The group is exploring quite carefully since we are playing a campaign, but it work well and the atmosphere is great.
We played our third session and Aurore, the magic-user, died. More on this later.