Friday, March 30, 2012

Poll Results Round Up


Polls from the past few months included how people use Cthulhoid monsters in their games, how high do you like your D&D games to go, and how do bloggers keep up with their favorite blogs.

HOW DO YOU MAINLY USE THE MONSTERS OF THE CTHULHU MYTHOS IN YOUR GAME?
Alien terrors in a horror game (58%) Monsters in a fantasy game (41%)

Monsters from the Mythos show up in a wide range of stories, from Lovecraft's bleak fiction in the 1920's to the weird fantasy stories of Clark Ashton Smith and RE Howard; its natural that gamers would use them in a blend of horror games and fantasy games.  I like pulling in Cthulhuoid monsters into fantasy whenever I want the D&D game to take a turn towards horror as a change of pace.

WHAT ARE THE HIGHEST LEVELS YOU LIKE TO SEE IN YOUR D&D GAMES?
Level 6 (OD&D, S&W) (17%), Levels 10-14 (until killed by the Tomb of Horrors) (38%), Levels 14 (BX) (12%), Level 20 (3.X, 1E, LL) (12%), Level 30 (4E) (0%), Level 36 (BECMI) (2%), Until godly ascension (4%), D&D never ends, fool! (11%).

More often than not, we play BX or similar systems that end by level 14, so that's probably where I voted, but I have to believe the majority of folks that voted D&D continues until the high level characters are killed by the Tomb of Horrors are the right-thinkers in the bunch.  It creates a funny mental image, high level characters besotted with ennui, marching off to the Tomb of Horrors to either end their tiresome existence or win the ultimate prize.  Honorable mention goes to "D&D never ends, fool!"

HOW DO YOU KEEP UP WITH YOUR FAVORITE BLOGS?
Google Reader (34%) G+ Stream (0%) A Blogroll (34%) RSS or feedreader (5%) Bookmark (16%) Search Engine (4%) Something else (5%)

I use Google Reader quite a bit, it's a good way to keep up with Wordpress blogs, but I learned from the comments that quite a few folks use their blogger dashboard to browse blogspot blogs in the stream.

I was surprised how many folks use blogrolls to keep up on their favorite blogs - that motivated me to make sure my favorite Wordpress blogs get added to my blogrolls.

One good thing I learned was that no one uses their G+ stream as a primary way of keeping up with blogs, so there's no major reason for merging your G+ and blogger accounts.

Thursday, March 29, 2012

Psionic Alien Ghosts




One of the locations I recently put together for the Black City is haunted by a psionic ghost.

The Black City is an alien ruin because the race of Greys was slaughtered in a psychic cataclysm before the ice retreated.  Their most powerful controllers, the hive minds, were advanced telepaths, linking the entire colony telepathically.  When tragedy struck, the torment of the hive minds left behind psychic ghosts, malevolent shadows of pain and hatred that linger even now.

Thus, there's a class of psionic monsters in the Black City that can be encountered in locations where a hive mind died during the cataclysm.  While the more powerful versions will be like the Monster of the ID (drawing inspiration from that classic, Forbidden Planet) the one inhabiting the ruined "central command" is more like a vicious poltergeist.  Another one to add to the Black City Bestiary.

The calcified corpse of the hive mind still sits in the large amplifier chair that once allowed it to broadcast commands throughout the city.  A dull mauve alert has been flashing for a millennium or more, casting the large room into intermittent darkness.  The psionic ghost fettered to that crystal corpse attacks with telekinetic pushes, or seizing weapons to smack characters with their own armaments.  The push attack isn't damaging, but anyone that climbs the tall shaft from dungeon level 1 into central command from below is in for a rude surprise.

Psionic Ghost of the Hive Mind
AC as Unarmored*, MV 12, HD 5*, Atk By weapon or push, ML 12, AL C.

*The AC and HD stats are for the corpse fetter.  The actual psionic entity is immaterial.  Destroying the fetter by reducing it's hit points to zero releases the psychic residue and destroys the ghost.

Unlimited by the physical constraints of a body, the psionic ghost can make 2-4 attacks per round.

Invisible:  the psionic ghost is invisible, but any seized weapons will dance around in front of the character it's attacking.  Detect Invisible reveals the psionic ghost, which appears like a malevolent leering alien with oversized head, and the tendril fetters tying it to the crystalline corpse like a silver cord are plainly seen.  Detect Evil also reveals the ghost's presence and the fetter.

Telekinetic Push:  A character saves vs paralysis or is knocked down by the telekinetic push.  This can be used to knock characters back down the shaft, or keep them from charging the crystal corpse.

Weapon Grab:  treat each weapon as AC Chain for purpose of the grab attack; a character can make an open doors check to retain a weapon already in hand, but a sheathed weapon is yanked away for use by the ghost.

Weapon Attack:  Any seized weapons can be used on future rounds to make a 5HD attack.

Wednesday, March 28, 2012

The Return of the Fey


It's not uncommon in urban fantasy or speculative fiction to portray the realms of myth and magic as something just out of touch with the mundane world, occasionally intersecting.  There are even some games that have a similar theme - the premise behind Shadowrun was all the myth creatures return in a near future, at the dawn of the Mayan 6th Age, blending fantasy with cyberpunk.  I don't remember seeing that approach used with a D&D setting.

Over at From the Sorceror's Skull, Trey has been posting some weekly blurbs he's calling "Apocalypse Under Ground" - readers here should them check out.  (And, uh, Trey should label them or something so I can link to the series instead of the first post…)  The central conceit is this… what if D&D's "adventurer culture" was a recent thing?  What if some fundamental thing changed in the near past, and suddenly dragons and monsters and dungeons and nightmares of every shape and form start coming back to the surface from deep underground?

Take your favorite myth cycle or bits of legendry and develop a suitable apocalypse - perhaps it's the beginning of Ragnarok, and the barriers separating the Nine Worlds have faded.  The island of Avalon has returned, the Greater Seal of Solomon was shattered, or it's the time of the astral conjunction or harmonic convergence.  Maybe something has shifted in the cosmic battle between Law and Chaos, and the intersection of the mortal world with the magic realm is the result of Chaos triumphant.  Like the picture above, showing Oberon and Titania* re-entering the world, I would use the return of the various Fey as the initiator of "The Change".

Here's what I like about this type of campaign setting for D&D… you can take your favorite real world historical period, dump all this magic and chaos on right top of it, advance the timeline a few years, and then roll in with the adventurers.  It's the Thirty Years war, and the world groans beneath the weight of religious strife and constant warfare, until the horror is complete and the doorways to chaotic Faerie gape open again, allowing goblins to swarm across the battlefields of Europe.  Trade and travel suffers from a countryside suddenly overrun with monsters from beyond.  Where there was a barren moor, a strange tower has appeared overnight; the dead rise from unhallowed earth, and in the heart of every kingdom, at least one yawning cavern grants access to the dark places underground where the monsters have waited, and watched. The only place where people can find the kinds of weapons that can be used against the monsters is by entering the dungeons.

The problem with using the real world as a D&D setting is rewriting history to account for the presence of humanoids, demi humans, and magic, and by the time you shoehorn them into this faux history, you've pretty much rewritten The Grand History of the Realms or The Silmarillion.  I'm pretty lazy.  I'd want to use the real world as is, keep a few thousand years of world history the same, up until about 5 years ago when everything changed during the Chaos Apocalypse.  All this magic shit happened and dungeons and the Underdark appeared whole-cloth overnight.  All those things whispered about in dark fairy tales and hinted at in ghost stories are suddenly true, and they want to eat you.

Maybe you'll have other mental images, but for me, I kept thinking of one of my favorite X-Men comics from back-in-the-day, it was a two-part story called "An Age Undreamed Of" where a sorcerer from the Hyborian Age, Kulan Gath, casts a master spell that turns Manhattan into a fantastic realm of magic and swordplay.  In that particular story, heroes and villains are changed into their fantasy analogs - Captain America is a blonde barbarian with a shield and sword, for example.  Long suppressed enchantment would remake the world overnight, and humans would be forced to seek alliances with the exotic and foreign demihuman invaders as they struggle to adapt to a world where the rule of science has been replaced by magic.

I'm filing this one in The Junkyard** to refer back to on a rainy day.

Edit:  Trey is kindly labeling the series, you can find all the entries here: Apocalypse Under Ground

*Images:  The top one is Charles Vess from, Sandman: A Midsummer Night's Dream, the bottom is the cover to Uncanny X-Men #190.


**The Junkyard is the place I put campaign ideas that I'm just not ready to act on; it helps me manage my gamer attention deficit disorder by putting future campaign notes somewhere for reference and gets them out of my head for a bit.  Next time there's a TPK or we're ready for a change, I know I can visit the Junkyard and see what kind of ideas are stored away gathering dust.

Monday, March 26, 2012

Inspirations for Cthulhu Gaming

We'll be starting a periodic Cthulhu game in April, and most or all of the guys in the regular D&D game will be in that one, too.  Not the kiddos, they'll have the night off, but maybe I'll get a kid's campaign running in parallel - I've previously threatened to run Barrowmaze in Karameikos for them.  For the Cthulhu game, here's an interesting opportunity - the guys are intrigued by the game, but most of them haven't read any HP Lovecraft!

Aesthetically, I like the bleakness of Lovecraft's vision and would normally choose a "purist" track, but since these are D&D guys and not hardcore horror fans, I've already decided this campaign will swing on the pulp side of things and involve more action.  I'm going with a badges and guns theme:  Welcome to the SCD.

Here's my short list of suggestions for quickly getting the players acclimated with the tropes and conventions of the pulp approach to the Cthulhu Mythos:

Lovecraft's Fiction
I'm recommending these four stories:  "The Dunwich Horror", "The Call of Cthulhu", "The Strange Case of Charles Dexter Ward", and "The Shadow Over Innsmouth".

The Dunwich Horror
This story is closest in theme to actual game play in the roleplaying game - Henry Armitage is the archetypical professorial protagonist, there's a dramatic mystic confrontation on Sentinel Hill, and there's plenty of bloodshed and mayhem.  Wilbur Whately and the Son of Yog Sothoth are nice and freaky.

The Case of Charles Dexter Ward
This is another fine pulp investigation that leads to the kind of boss fight you might see in pulp Cthulhu gaming.  On the other hand, it's a bit long and there's a decent movie adaptation that could be watched instead (see The Resurrected, below).

The Call of Cthulhu
This is an important story for a couple of reasons - thematically, it emphasizes the ancient and disparate nature of the interactions between humans and the horrors of the Mythos.  It's a grand investigation that perfectly embodies gaming constructs like the info-dump via handouts, and target rich investigations; the entire story is nestled within the discovery of a deceased investigator's papers, the protagonist's uncle.  Um, the game is named after it, too.

The Shadow Over Innsmouth
This story has many great themes for use in gaming - the isolated and depraved sub-community, unholy bargains and their terrible prices, more development around Lovecraft's weird ideas on sexuality and humanity, and it introduces governmental cover-ups in conjunction with the Mythos, which will play nicely in the campaign.

Films
The Call of Cthulhu, The Resurrected
These are my two favorite movie adaptations of a Mythos tale, and they're both available on Netflix streaming.  The Resurrected is a retelling of "The Case of Charles Dexter Ward".  I don't have a copy of The Whisperer in Darkness yet on DVD, but maybe I'll get that one too, and we can circulate it around our group.

Alien, John Carpenter's The Thing, The Thing From Another World (1951)
Any one of these movies does a good job of portraying Lovecraft's themes:  ordinary folks and the insignificance of man; science as a mechanism for revealing horror; the uncaring nature of the cosmos.  Plus, they're all excellent horror movies in their own right!

The Ninth Gate
I much preferred the original The Club Dumas, but The Ninth Gate isn't bad for introducing the world of occult book collecting and decrypting hidden clues in old grimoires.  I'm hoping to use some elements from Bookhounds of London in the New York City campaign and this is good inspiration for a bookhound.

Any other ideas on how you'd get your group of neophytes pumped up for some Cthulhu gaming?  They could be Lovecraft themes, investigative horror, or even a good movie for 1930's New York City.

Sunday, March 25, 2012

Orcus Casts His Shadow Over the American League


Non frivolous posts return tomorrow

Fielder crushes baseballs the way Orcus crushes skulls

Gaming has been absent from our table the past two weekends due to fantasy baseball drafts; a buddy asked me to co-manage his team in one league, that was last weekend, and yesterday was my regular draft.  I usually try to keep the blog mostly on topic - but it's time for another (annual) frivolous post about my other fantasy obsession…

Prince Fielder is the Orcus of MLB.  He's big, mean to pitchers, and smashes baseballs the way Orcus crushes skulls.  Now he's taking his show to the Motor City and the AL Central.  We keep 10 players from the previous season's roster, ensuring some team continuity and plenty of chatter and trades throughout the offseason; it's good to take a few prospects each year and see if anyone pans out.  (Last year I struck gold drafting Eric Hosmer).  Other league notes for the baseball savvy:  10 teams, roto scoring, 6x6, and the extra two stats categories are walks (for hitters) and holds (for relievers).

I've won the league two years in a row now, taking home the coveted Captain America Bobble Head Trophy.  One of my players, Mike, is in this league, and a fellow blogger, fantasy writer Gary (over at Eye on Ashenclaw) could be this year's favorite to win it - he's got an all-world offense lined up.

Here is this year's version of Team Beedo, the 2012 Rockwood Raiders.  Bolded guys were keepers from last year:

The coveted Captain America bobble head trophy
C:  Mike Napoli
1B:  Prince Fielder ORCUS
2B:  Ben Zobrist
SS:  Elvis Andrus
3B:  Evan Longoria
OF:  Jacoby Ellsbury
OF:  Adam Jones
OF:  Drew Stubbs
DH:  Eric Hosmer

SP:  Cliff Lee
SP:  CC Sabbathia
SP:  Mat Latos
SP:  Brandon Beachy
SP:  Corey Luebke
RP:  Joel Hanrahan
RP:  Rafael Betancourt
RP:  Kyle Farnsworth
RP:  Sergio Romo
RP:  Mark Melancon

Bench Players and Prospects:
Yadier Molina, Jose Tabata, JD Martinez, Jhonny Peralta, Mark Trumbo, Anthony Rendon, Nolan Arenado

Here was last year's team:  2011 Team Beedo.  Yep, it's true - I used to have Clayton Kershaw.  I ended up trading him for Ben Zobrist, Nelson Cruz, and Mat Latos in July, giving up baseball's best pitcher (my opinion) to put me over the top and win.  Flags fly forever.  Or the cooler version:  Pain heals. Chicks dig scars. Glory... lasts forever.

Friday, March 23, 2012

How Much Improvisation?



Yesterday I reviewed The Armitage Files, a Trail of Cthulhu campaign setting that supports improvised horror investigations.  The idea behind the book is revolutionary to me, because the investigation and horror genre, with its intricate mysteries and clues, is usually so scripted and plotted.  But it did get me thinking about improvisation and gaming and the curious fault lines I see in the gaming community.

All dungeon masters and referees have to do an amount of improvisation every game session - even a fully scripted adventure requires the game master to take on the personae of the NPC's and antagonists in the scenario and pull dialogue, mannerisms, and narration out of the creative void.

But choosing to portray a scripted character a certain way is quite a bit different than randomly generating game content on the fly and embellishing a wide range of details.  Let's say the party moves to an unmapped section of the setting and the DM consults his or her big book of random tables and starts rolling for inspiration, then quickly cobbles together what it is the group is encountering.  Contrast the approach of the referee that makes stuff up using dice for inspiration, to the DM that just makes stuff up as they go along, completely winging it without the tables.  We're not as far apart in spirit as we are in practice.

Then there's improvisation that happens on the other side of the screen.  Do you allow your players any co-creation in the setting?  A simple way is incorporating elements of a character's background into the campaign - like letting the player create details for their home village, and then making those details important to the ongoing narrative.  Many newer games systematize ways for the players to seize control and enhance the setting with their own additions.  For example, many games might have an "underworld contacts" skill or point spend option, so when the group arrives in a new place, the shady character in the group might already have a fence or a connection to the local black market, and be able to define that contact on the fly.

Using the common D&D sandbox, consider the differences between these three examples - first, the group enters a new hex, the Dungeon Master consults the hex key, and begins describing the village of Thought-Up-Yesterday.  In someone else's campaign, the referee rolls a bunch of dice, consults their random hex content generators, sees that it results in a village, and begins quickly jotting down details for the village of Just-Made-Up, perhaps using his or her village content tables for elaboration.

Consider  a more extreme example:  "As you guys walk through the woods, you start to smell chimney fires and see a small village down in the glen…"  The referee turns to the elf player, whose character is from the area.  "Can you go ahead and let us know the details of this village?"  In this case, the ref completely turns the control over to the player to define a setting element;  "Ah yes", the player says, "this is the village of Just-Made-Up, inhabited by smelly, shoeless, pig-riding halflings.  The reason the elves put up with them this close to the beloved Homewood, is because they look like small, sad children.  Smelly children."

There's another technique of improvisation, too, when the referee is listening to the players and (secretly) incorporates their ideas into the game whenever he or she thinks the player's ideas are more interesting than the original plan.  The bad guy in the adventure is the rich mayor, but the players are convinced it's really the timid butler, and they go through elaborate measures to spy on the butler, to explain how the butler committed the crime, to identify him as the secret power behind everything.  The referee decides that recasting the butler as an international criminal in disguise, is a lot more interesting, and the players pat themselves on the back for ferreting out the ref's "real" story.

The question of how much improvisation you use at the table seems dependent on group expectations - it's a  what-do-we-expect-out-of-gaming kind of question.  Are the players expecting an immersive world to explore?  Knowing that content is generated on the fly or improvised can impair immersion or belief in the setting.  Are the players creative types that see the campaign as a joint venture, and want the opportunity to put their stamp on the story?  The village of Just-Made-Up, with its pig-riding smelly halflings, might become a lasting fixture in the campaign and the butt of ongoing jokes, enjoyed by the group for years later.

There are cross cutting concerns with improvisation, like its effect on player agency or whether it leads to illusionism, or a rail road.  These concerns are orthogonal ; improvisation is a tool, and like any other tool, it can be misused or misapplied.  For instance, I won't fudge dice in dramatic situations, but I have no problem improvising non-player characters and then incorporating them into the ongoing campaign.

Seems like a good time for a new gamer poll - how do you use improvisation in your games?  There's a new gadget in the upper right with the poll questions.


Wednesday, March 21, 2012

A Review of The Armitage Files


As I embark on a series of Pelgrane Press reviews over the next few months, The Armitage Files is a good place to start.  It illustrates Pelgrane's reputation as a risk-taking publisher willing to break new ground.  I had never encountered a game book like this one.

Consider this premise:
A pair of bizarre, disturbing letters arrive, in Professor Armitage's handwriting, describing an apocalyptic future in which he failed to avert a monstrous tragedy.  The unbalanced writer behind the letters claims they're being sent back through time, in the hopes that investigators receiving them in the past will be able to stop the coming horror the writer himself couldn't prevent.

BAM!  There it is - the type of elevator pitch that could launch a whole TV series - or at least keep a role playing campaign going for a long time.  Handwriting analysis and other tests seemingly prove the authenticity of the letters, and the player characters are approached as trustworthy outsiders that can investigate the disparate facts and clues revealed in the letters and solve the mystery.  The clock is ticking, and more documents materialize from the future as the situation worsens.

In case you didn't know:  Professor Henry Armitage is the protagonist of Lovecraft's tale "The Dunwich Horror".  In the years after dispelling the Son of Yog Sothoth, Armitage has formed a discrete group of professors to investigate the Mythos.

Here's a sample of what one of the letters looks like - this one is later in the timeline, when the author's coherence is diminishing:


And the readable version:

The new sanatorium on the outskirts of town. When I was there, I sensed that something had gone awry. Yet I was distracted by my fruitless attempt to find men who had been at the circus that October night. That is a dead end, I am sure, or at the very least a counter-productive one. The circus may figure into it, but October is a blind alley. Or rather a trap. It is your minds you must preserve above all.


IF YOU SEE THE RED BOX, DO NOT OPEN IT. The contents will permit you a brief advantage, but you will pay in the end. IT IS THE RED BOX THAT ALLOWS THE HORNETS IN.


I am sorry. They are at me, making me think of them, preventing me from writing what I must write. EVERYTHING I WRITE HERE MAY BE A DECEPTION. RELY ON THE NOTES TO COME

The handouts are spectacular.  Each full letter is a sheaf of pages, revealing a handful of plot hooks and clues.  I've used the term "target rich horror gaming" to describe my goal of building a sandbox that gives the players many options, and every letter of this campaign supplement provides numerous clues, plot hooks, people, and locations to investigate.  It's the ultimate horror gaming sandbox.

But there's a massive caveat; The Armitage Files is presented as a giant toolkit for running an improvised horror campaign.  It includes write ups for many people, organizations, places, tomes, and magic items, and each one comes with an option for being used as an ally, enemy, or innocuous bystander - but the actual structuring of the campaign is very much left up to the referee and the vicissitudes of player choice and inspiration.

There is a lot of advice on running an improvised game, guidelines on how to structure an improvised narrative, and tips for encouraging the players to take the reigns in the sandbox.  There's a section on the pacing of a traditional horror investigation, how to improvise scenes that lend themselves to the structure.  There are also plenty of 'actual play' transcripts in the book.  If you ever wondered about running an investigative scenario sans script, this is the book for you.  But my own anecdotal observations lead me to believe that many referees adopt a hybrid approach to the campaign, letting the players guide the sandbox action and improvising along the way, using the time between sessions to embellish some the potential upcoming challenges in the traditional "prepared beforehand" style.

The physical book itself is excellent.  It's a 152 page soft cover, with glossy heavy weight magazine pages, and that beautiful dark sepia art by Jérôme Huguenin that's come to characterize the vintage look of the Trail of Cthulhu line.  There are 10 letters from the future in The Armitage Files, and you can download nice looking color versions of the pages from the Pelgrane site (you need a copy of the book to unlock the file).  Long time Call of Cthulhu players are familiar with the ubiquitous hand outs and clippings that accompany most scenarios, and this product takes the handout concept and turns the dial up to 11 with these spectacular props.

The book is written by Robin D Laws, Gumshoe designer and a long time Pelgrane author.  Robin has a list of credits around game mastering advice that encourages players to co-create the game world, so an improvisation heavy campaign is a logical extension. The Wise Google tells me this The Armitage Files book won an Ennie award.

So, how would I rate or recommend this book?  Let's step back and think of the many famous campaigns or illustrious adventures that are published for my favorite games; we've played Ravenloft, but haven't made it to the Vault of the Drow; I've run Shadows of Yog Sothoth and Beyond the Mountains of Madness, but just haven't gotten around to running Masks of Nyarlathotep.  That kind of stuff.  I put The Armitage Files in similar standing, a paradigm-changing campaign that redefines what's possible on the table.  It's gone on my "Must Try" list, too.  The gamer bucket list.  I'll see where our upcoming Trail campaign goes; even though I've done some improv theater, the thought of an improvised campaign is still daunting.  It's not an approach for the faint of heart, or slow of wit, or something to do on a night when the tank is half empty.  But I'm looking forward to the challenge.