Thursday, February 27, 2014

True Detective - "The King In Yellow" in games

Like millions of other viewers, I'm completely hooked by HBO's new show "True Detective". The storyline, acting and atmosphere is superb, full of foreboding and weirdness. Throughout the series there are references made to the "King in Yellow" and "Carcosa". This blew me away, to see this in a major production, and it's been really interesting to read interpretations of this by an audience who are largely unfamiliar with the source material.

I'm enjoying the various theories theories and threads even more because back in 2012 I spent most of the year running "Call of Cthulhu" RPG sessions dealing specifically with the King in Yellow, in relation to the Hastur mythos.

I started by running a published campaign called "Tatters of the King", which tells the tale of cultists in the UK.Some of them follow Hastur, others follow Shub-Niggurath, and the story explores how these devotions have taken a toll on their lives, relationships and sanity. The first section starts with a performance in London in the 1920's of "The King In Yellow" on stage. The players in the game attend the play, and the show itself leads to a riot in the audience. The King is an avatar of the god "Hastur", and it has a sanity-busting impact, especially on characters with an artistic leaning. From this point on the players are drawn into the story of the cultists.

I remember narrating the play to the group, describing Carcosa and characters such as Cassilda and the "The Stranger"...the man with a white bone mask which is revealed not to be a mask. It was very odd in content and I know it left the group utterly baffled. Further on in the game the characters end up in Carcosa itself, with elements of the play becoming very real. I remember most of this,and I can't help but try and look for symbols and story hooks from it in "True Detective" (still trying!!).

"Tatters" is a very complex, challenging and layered game, broken into three sections. By the end of the second section my playing group had become inconsistent and the momentum of the story was pretty much lost. I decided to replace the final section with an adaptation of another published scenario, "Tell Me Have You Seen The Yellow Sign?". This is a short adventure set in New Orleans in the buildup to Mardis Gras, with Hastur cultists, voodoo, swamps, Cthulhu cultists and of course, the King in Yellow himself. This ran for two sessions with a small group of three players, and is still one of my favorite "Call of Cthulhu" experiences. I found that the location lent itself really well to the uneasy feeling and sense of chaos that Hastur stories bring, and I see it working well in "True Detective".

We still have yet to see how the "King" story plays out on TV, and how it really relates...the might not even be a supernatural aspect to it at all in the show. I do know that this show is making me want to bring a "Call of Cthulhu" campaign back to Louisiana and the "King in Yellow", and I'd love to see the success of the show inspire more people to try the "Call of Cthulhu" RPG.


Tuesday, February 4, 2014

Running "tremulus" - Mixed Feelings

My latest one-shot game, "tremulus", was a blend of two of my most familiar gaming worlds. The system is based on "Apocalypse World" and the setting is Lovecraftian horror. I decided to try it out, this time with a small group of three players.

I brought a lot of energy to this one, fresh off "Monster of the Week" which had ran like a dream. "tremulus" has many of the same conventions. The players have playbooks, containing instructions for character creation, moves, attributes and levelling. It has a sanity system as well, a nod to other "Cthulhu" games. The GM (in this game the "keeper") doesn't roll any dice and has an agenda, a list of moves, and moves for the various hazards in the game, such as town elders, townfolk and locations.

The game also comes with a questionnaire about the town, the people and weird rumors. The players pick a few responses and this corresponds to a framework in the back of the book. This gives the keeper two story threads to combine into a unique framework. The threads have two descriptions, one for the players and one for the keeper. The various combinations are fascinating and give lots of story ideas, definitely a highlight of the game.

In actual gameplay, there were some issues that emerged very quickly that I hadn't seen in "Apocalypse World", "Dungeon World" or "Monster of the Week". For example, the "Lore" skill rating was very easy to exploit and accumulate by the character playing "The Chosen" playbook, and could have led to heavy imbalance in a campaign. The Lore moves didn't seem particular inspired either.

The were several times where the characters would do actions that are commonplace in this type of game, but didn't seem to logically map back to a move. The trickiest piece was that "schock", which is really the sanity mechanism, requires two rolls. First to see if you pass the test, and then another to determine damage, even if the first check was passed. It felt awkward at the table.

I will also say that I think games based on AW are at their best when the group is very engaged and active, one of the reasons my "Monster" session flowed so well. In that case I was really like another player in terms of the number of moves I made. In this session I felt like I was having to call on a lot more moves and do more to move the story. I would definitely try "tremulus" again, there's a lot to like in there and potential for great atmosphere, though I would do a preprepared setting and houserule some of the mechanics.

Tuesday, January 21, 2014

Starting "Monster of the Week" RPG

I started a short campaign of "Monster of the Week" (an RPG by +Michael Sands) over the weekend, to get my 2014 gaming underway. It's been in my hopper of games to run for quite some time now and should run through to July.

Before I had anyone sign up or choose characters I already had a concept for the first session. I wanted something that could tick several boxes, serving as a demo, a throwaway encounter but also potentially a major part of the overall mystery arc. I would decide,with the group, which of those it would be once we'd played the initial session. It turned out that they liked the concept and we'll ride with it.

I wanted to take an old world monster that was known to them, but that I hadn't seen in a modern setting. I went for the Minotaur. He was a shifter, in human form appearing as a strong teenage boy named Chris. He lived on a farm with an older man, thought to be his father, who in reality was his son. Every seven years the Minotaur needed to devour seven people to stay alive.

I added a layer on top of the story to give a hook and also to send the group on the wrong path (old "Cthulhu" habits die hard). In this case, the monster and minion made a crop circle on their farmland. The crop circle functioned as a labyrinth for the Minotaur, the place in which he is invulnerable and feeds. It also lured in a group of teenagers who were UFO spotting, the first set of victims. The UFO angle was also the hook for the players, one of them in particular who played a conspiracy theorist, "the Flake".

We had a good sized group for this, six players,and the mix of characters selected lines up some amazing threads. We had powers ranging from the demonic to the divine, along with murky family relationships and paranoia. All of the players really loved this game and for me it was a true pleasure to run. I felt that some of the options and instructions I was given as a GM in the system made for a more complete and rounded story.

I also had a personal revelation about my own gaming preferences. I've always liked horror games, but genre aside, the thing that made "Monster of the Week" (and another favorite,"My Life With Master") special to me is the cinematic quality. I stated up front to the group to remember that this plays like a TV show. I liked being able to play the game as scenes, without worrying about realism. I liked the way time flows and the structure works. I really liked introducing a "move" that I've never used before, the "cutaway scene", in which I described a scene to the players that's happening somewhere else, to give them insight into the story. That opened things up immensely, as I could reveal some of story to the players without the characters having to be present or directly engaged. I'm excited about the next session and am already thinking about other TV style games....perhaps "Monsterhearts" will be next.

Tuesday, December 31, 2013

2013 - What Games Did I Run?

Yet another great year of games is about to end, this one went by quicker than the last! My last post talked about the games that I was a player in, this time I'm looking back at the games I ran.

Call of Cthulhu - This was classic 1920's Cthulhu set in New York City. It featured elements of the scenario "Lurker in the Crypt", and I finished the story of the Bishop family,a legacy started way back in the scenario called "The Condemned". I also put in some weird travels through time and space to Mars, which finished off the sanity of one character in particular. A wild way to wrap up the story.

Delta Green - A five part campaign which had some of my very best sessions. The group was fantastic and really embraced the paranoia, chaos and overall downward spiral of the setting. I used one published scenario, "Convergence", to kick things off. The rest was my own material. Most of it was single room mysteries, the focus was firmly on plot twists. At the end of it most of the group casualties were inflicted by the players on each other.

My Life With Master - Still one of my favorite games, I ran this twice. The first was a one-shot, the second time I did a two-parter. I actually prefer the one-shot format for this game. Although it does rush things, the game flows and the threads all come together. This game has themes that everyone understands at a very deep level. The buzz for me is seeing what the players come up with in the darkest of situations. They never fail to surprise me.

Paranoia - Yes, the old classic. I ran this recently and it was great fun.The group composition is really important in this game and we had a good one. Some of them also played "Master", and these games certainly have things in common. It also stirred up nostalgia on the day, with people coming over to see what we were playing. I'm surprised this doesn't get run more often, it's definitely a much loved game.

Trail of Cthulhu - This was a short campaign in the "Bookhounds of London" setting. I enjoyed the system in many ways, though felt it was too easy for the players, especially compared to "Delta Green". It was also fun to have some new players at the table. Overall this one had some good moments though we burned through all of the story threads very quickly indeed. I don't think I had as good a storyline in this one compared to "Delta".

The ones that got away:
Unknown Armies - I do love this system and I had a big group. Too big. We just about finished character creation and I just wasn't "feeling it". We had no concept for the campaign and I could tell that none of us really understood it. I just knew at that point that this one was going to die quickly, so I pulled the plug.

Fiasco - I missed this because of stuff at home on the day...the game went ahead though and was a real blast.

Monday, December 9, 2013

2013 - What Did I Play?

With the end of another year rapidly approaching, I thought I'd take time to look back on the games that I played, as I line up new games for next year. Next time I'll be posting a summary of the games that I ran.

Games that I took part in as a player :

Dungeon World - This was run by +Michael Bay and through the course of various games I played several characters. It was interesting to visit the "Apocalypse World" engine from a different angle, which will help when I run "Monster of the Week" next year.

Apocalypse World - This time out +Tony Reyes was at the helm in a weird, violent (to be expected) mini-campaign. I played a cult leader who steered the group down entirely the wrong path. This game is always interesting but challenging to play, and I never envy the person who has to run it. They seem to be caught between improvised responses and not being allowed to have much influence in the setting.

Shadowrun 5th Edition - A one-shot demo of a game I'd never got round to trying before. Great setting, but far too crunchy for my tastes. I was definitely the only one at the table who wasn't having a blast, so it can't be denied that Shadowrun has a certain "something".

Mage:The Awakening - I finally got to try a "New World of Darkness" game! I thought it was great, much easier than I'd anticipated. The LARP adaptation of the rules and the tendency to stay immersed in character threw me a little, and sadly my schedule got in the way of staying with the game. I'd feel confident running this myself, but there doesn't seem to be an audience.

Savage Worlds - This was a zombie survival game, absolutely not my ideal setting, but I really enjoyed the system. It had enough crunch to make the combat satisfying, something which I feel is missing in the games that I run. Fun, and great for one-shots.

Fate Accelerated Edition - +Scott Acker ran a demo of this and aside from being a fun session, I came away feeling that I actually understood how the game works...always a good sign in a demo! I'm interested in seeing where Fate goes in future settings.

Old School D&D - +john yorio has ran two sessions of this recently and I played in both. It took me back to my childhood and was good old-fashioned fun. Simple rules, deadly opponents and a really great sense of camaraderie at the table.

So there you have it, a decent selection for the year and I didn't realize how much I'd played until I planned this post! I salute all the people who ran these games. All were excellent gamesmasters and I learned something from each of them to take forward into the games that I run.

Sunday, November 17, 2013

Old School Gaming

Last weekend I took part in an old school meetup ran by +john yorio . I know John through some of my own games.He'd played in an "Unknown Armies" one-shot and one of my more unusual "Call of Cthulhu" sessions.

This game was Basic D&D with some Labyrinth Lord modifications. It was a one-shot, also one of the original modules. I couldn't resist the nostalgia and I love one-shot games in general.They're such a great way to get a taste for a game without investing too much in terms of characters and campaigns. Basic D&D was the first game I ever played back in the early 1980's. My next experience was with Advanced D&D 2nd Edition when I ran a Ravenloft campaign in the 1990's, and the only fantasy games I've played since returning to the hobby in recent years have been Dungeon World and Pathfinder.

There was a good turnout for the game. It took a few minutes to put some characters together (though pre-gens were readily available) and it was fun to see how basic and direct the game really was. You could be a Fighter,Magic User, Thief, Cleric, Dwarf, Elf or Halfling. I opted for the Dwarf, as I do enjoy head first characters.

It was a classic dungeon arrangement, with skeletons, goblins,an evil Cleric, hidden doors and traps. The action was fast and quickly resolved...but what was truly special was the headcount. My Dwarf was the first to die, my Halfling somehow made it. Some other players actually went through three...yes,three characters in what was probably a three hour session. The pre-gens came in handy!

All in all it was just simple fun. Everyone was into the game and the spirit of it. Thinking back to how I started running "Call of Cthulhu", I was really tapping into the same thing...giving players the chance to reconnect with an old classic that they hadn't played in years or missed out on first time around.This inspires me to dig out some of the others, like "Paranoia" and "Judge Dredd" (Games Workshop version). It also reminded me how much I love the one-shot/demo format, and I'm seriously thinking about making 2014 a year where I run a one-shot of a different game each month, alongside just one campaign. That would also be good preparation for my stint in "Games on Demand" at Dragoncon 2014...but that's another post :-)

+john yorio has another session lined up for next month and I'm looking forward to that one too. It's good to see the level of excitement around this and he runs the sessions well.

Tuesday, November 5, 2013

Reflecting On Running Horror RPGs

With very few exceptions,such as FASA's Star Trek RPG, every game I have run has been of the horror genre. Even Star Trek took a horrific turn when I ran it. I have always loved horror stories and movies.

My biggest runs have been "Call of Cthulhu" and "Ravenloft". I've ran "My Life With Master", "Unknown Armies","Kult" and "Wraith". Next year sees "Monster of the Week" added to the list. I was thinking over all of these games in a discussion with a friend a few days back, and it was the first time I'd really reflected on how I'd ran them.

On the surface I enjoy weirdness rather than lots of gore, probably why I favor Lovecraftian scenarios over zombie ones. I especially like games that focus on odd, disturbed NPCs. I also tend to play with time and dimensions in my sessions too, one of the reasons why I love Tindalosian Hounds so much.

Thinking back to "Ravenloft" and how well some of those sessions went, I realized that they weren't focused on those areas at all. Granted,it was a different setting and I was a lot less experienced then. It struck me however, that there was something that worked in those games that still works now.

One of the "Ravenloft" sessions was set in a small village in Kartakass, home to wolfweres. They are "inverse" werewolves, wolves that assume the form of humans. The locals are friendly, musical and jovial. The players were at their most paranoid in this session, and it was because they were out of their comfort zone...this was AD&D, a game in which they'd got used to fighting their way through things. Now,they were in a social situation, forced to mix with friendly locals, not knowing who or what the threat was. The paladin, representative of all things lawful and good, simply couldn't start swinging the sword.

That's really the thread I've seen as a GM.Make the players uncertain about reality, their characters capabilities and the world around them. Put the characters in situations where their usual modus operandi simply doesn't work or isn't an option any more. In "Ravenloft", it was fighting characters in a friendly,social situation. In "Call of Cthulhu", it's when the academia are forced to blow up buildings, or cops when realize their bullets don't work.