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After Action Report: Jailbreak

20th of September, 2009 | 08:03 am

The notes in the back of Unknown Armies' 2nd Ed rulebook calls Jailbreak 'a convention standard'.  It's easy to see why.  The large number of players means that someone will almost always be doing something, and the characters' different personalities, obsessions and hangups, to borrow a line, "all fit quite nicely together, like furious, bloodstained sticklebricks".  The plot evolved very organically, needing only the occasional nudge from me to keep the tension high.  Guns were fired, life changing revelations were covered up and a thing escaped from a chest that everyone, in retrospect, wished hadn't.  In fact, I realised (at the point where I had a character's mobile battery fail while she was desperately trying to dial 000) that I was taking a lot my pacing cues from Funny Games.  I'm a bad, bad man. 

My players, on the other hand, were great.  I guess it turns out that if you schedule your game for the late session, the people who turn up will be the people who really wanted to be there, rather than the folks who are just killing time before something else they want to do.  It also means that, if you finish a bit early, there's time for some very interesting post-game commentary.  This gave everyone an opportunity to go into bits of their character that had been informing their actions, but which didn't ever become obvious to anyone besides me.  Anyway, if any of you read this (hi [info]lordriffington!  Also, [info]d_fuses, several of them play Shadowfist with you), thanks again. 

Some further observations:
  • UA is a very easy system to teach.  From memory, I had one player who had some hands-on experience with the system and another who'd read the first section of the rulebook some time back.  By the end of the game, everyone was rolling the right things, flip-flopping, telling me their damage rolls and so on like they'd been doing it since the game came out. 
  • With a game like this, where most of the action comes from the players riffing on each other, having the GM not take a seat and keep roaming around the table seems to work well.  When people aren't constantly looking at you waiting for the next bit of plot, they feel a bit more free to have side conversations, make plans and so on.  It's possible that having someone constantly moving around is distracting.  Again, if you were playing, let me know what you thought of the approach. 
  • I had a few handouts, but one thing I should have had was a map of the house in which most of the story took place.  I think all nine people around the table had a different idea of how the house was laid out.  Whoops. 
After the game ended, someone (I was thinking of you by your characters' names shortly after the game got going.  Sorry.) told me that it was a shame that I wasn't running the game again later in the con.  I guess they were right.  I would have loved another go with a different group.  I guess I'll just have to run it next year.  Also, Joy and Sorrow, from the same anthology, looks excellent...

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So, I'll be at GenCon...

20th of June, 2009 | 06:12 pm

Loooooong time without an update, I know.  If you've been missing me (aaaaaaaaaaahahahahahaha!) you can catch me at GenCon. 

What:   I'm running Jailbreak, a classic Unknown Armies scenario.
When:  The evening of the 19th of September, from 7:00pm

Due to Personal Stuff, I only have time for the one session.  There's room for nine players in total, and (as of this post) eight places free.  The more the merrier, so hopefully I'll see you there!

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Killer Theory

14th of November, 2008 | 10:05 pm

Cross-posted to [info]otherspaces.  

Darkly Dreaming Dexter was released in 2004, and instantly became a hit.  Batman Began again the following year, making Warner Brothers another mountain of money.  Dexter hit cable TV in 2006, and that's when I knew for sure that something had started swimming around in our collective unconscious.  Why else would we suddenly be obsessing about dark, brooding figures that hunt and terrify the evil people who surround us? 

We've always had myths about deadly, terrifying things that lived out in the dark, away from the light of hearth and home.  But when Jack became the Ripper, the monster became urban.  It became one of us - a human gone all bad and crazy, and Jack ascended to the Invisible Clergy as the Dark Stalker. 

Of course, the Masterless Man got to the same place by keeping people safe from monsters and bad men.  It was beyond appropriate that the two Archetypes would be eternal rivals - it was inevitable.  It was right.  Avatars of the Masterless Man go up against Dark Stalkers all the time, and vice-versa.  They can't really help it - it's part of the persona they adopt.  It might not be that way much longer, though. 

Remember Dexter and Christian Bale in a black cape?  Something must have changed.  I think that in 2004 we got a new Godwalker of the Dark Stalker, and I think he's moving into new territory.  This guy (or girl - there have been a couple of successful female serial killers, so it's not an exclusive Archetype) is reinventing the Stalker as The Killer of the Evil That Lurks Among Us And We Don't Want To Face, or something like that.  He's probably got a very snappy name for what he thinks he is.  He's a dark, deadly figure, who nevertheless protects us from worse things. 

Neither the current Dark Stalker nor the Masterless Man can be happy about this attempt to unify the two Archetypes.  If I'm right (and I'm sure I am), then we're about to see a three-way ascension war kick off, and my Lord, is it going to be a bloody one. 

Watch for gruesome murders of killers and rapists.  Watch for martial artists and ghetto gunfighters getting kacked in the worst ways you can imagine.  Look for the Eye-Biting Man, who used to be Godwalker of the Stalker, and left a trail of bodies around the US-Canada border.  And someone needs to make Jeff Lindsay cough up what he knows. 

If anyone can say whether I'm right, it'll be him. 

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Great Big Gaming Preferences Post

16th of October, 2008 | 01:28 pm


So Shamus Young has asked his readers which gaming systems they like to use. I can't sign in to his site at work (for some reason), so I'm answering here.

What gaming system did you start with when you were learning the game?

My gaming career kicked off with the D&D Red Box, but I was never really satisfied with it. I'd seen one of the Gold Box computer games (Curse of the Azure Bonds, if you're interested) in action at a friend's place, and knew that the rules I had weren't the complete ones. I had a scaled-back, and therefore suboptimal, set of rules, and this could not be tolerated. I moved on to 2nd edition AD&D thanks to generous financial support from Mum and Dad, and fetched up on its complex reef of divergent rules and crusted-on subsystems for several years. Honestly, for ages I assumed that AD&D was it.

It wasn't until years later, after completely failing to run a horror-themed adventure, that I decided I wanted to tell different kinds of stories, and needed different tools to do so. I picked up Call of Cthulhu in 1993 and, wonder of wonders, saw that it did completely different things well. This was kind of a watershed moment for me, and it's led more or less directly to the current proliferation of games on my shelves1

What's your preferred gaming system when you're running a game?

It depends on what sort of game I'm trying to run.  Obviously I'm more fond of some than others, but generally there'll be a system that feels like the right one for the job. 

From my standpoint as a GM with a limited amount of time on his hands, though, Unknown Armies and REIGN (with its ability to generate characters, organisations, cities etc. with one roll) are things of beauty. 

What system to you prefer as a player? 

I'll level with you - I can count on one hand the number of times I've sat down to a gaming table as a player.  I'm trying to get my current Ars Magica group to embrace the troupe play concept that the game has been espousing for yonks, but with little success so far.  ArM is a fun system for players (I think) because it's got a lot of fiddly bits to play around with, all of which work well together.  On the other hand, UA and REIGN would be favourites too, because they're simple, adapable and put the emphasis on character, rather than statistics. 

And because we live in an imperfect world: What system do you actually end up using? 

Ah, now - one of the joys of being a GM with a group that's been stable over several years is that I can whinge and cajole them into playing just about anything I like.  Over the last four years or so, we've played a Cthulhu campaign, Unknown Armies, a short bout of (original) Deadlands, Unknown Armies again, some Savage Worlds and currently Ars Magica, fifth edition. 

I'm not sure what'll be next.  I suspect it'll be whatever I'm geeking out over when this campaign comes to an end. 



1Twenty, at last count, plus four that I've decided I didn't like and sold on, plus a handful of others that I'm not counting because they've only been released as free downloads (StarORE, In Spaaaaaace! etc.)

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After Action Report: The Appalling Strangeness

3rd of October, 2008 | 10:07 am

You know what running that one-shot was like?  Running that one-shot was like putting on your favourite pair of jeans again.  It doesn't matter how nice whatever you were wearing was, it's just so good to find yourself in something so completely comfortable.  It was like coming back home. 

Of course, it helps that the scenario was building on two reasonably successful campaigns, so I didn't have to re-imagine a lot of the world, and I already had locations that three quarters of my group knew fairly well and a cast of characters I could walk across the stage if I needed to. 

So, for the benefit of those who weren't there - a quick rundown.  You can get the basic setup here.  Rachel ([info]suyongli ) and Peter (Mr P) Reed, after some out-of-scenario legwork, tracked Jackie to a bunch called Satan's Chosen Temple, and the Temple itself to its temporary digs in Carindale (while a members parents were out of town).  Said member (Lylyth - not her real name - played by [info]sugaryfun) had tied up her boyfriend, T-Joe, while he sucked down a bottle of 'possession juice' in an effort to get a demon to ride him.  Demons, of course, love that shit, and one showed up (played by Mr D) just as the Reeds rang the doorbell. 

What followed in my head was a five-minute introductory scene wherein everyone made their introductions, established what they were after from the night and went off, arm more or less in arm.  Instead, the players turned it into a half-hour dance of shifting alliances (Mr D's efforts to convice someone - anyone - to untie him were enormously entertaining). 

Now, one of the fun things I'd built into this scenario was the familiarity of one of the characters.  In fact, he was so familiar that I was rewarded with groans of recognition from[info]sugaryfun and Mr P when he started ranting about how he could find Jackie.  GMs out there: if you're looking for a way to revitalise an adversary who's gone a bit stale, have one of the players take them over, but don't tell anyone else.  You'll be glad you did. 

Anyway, the four of them went off to the burned-out tennis courts on Milton Road - Peter and Lylyth more convinced than ever that everything had gone horribly, horribly wrong and Rachel trying to work out what on earth was going on around her.  At this point, I more or less sat back and let the pre-established character conflicts do my job for me.  (Actually, that's a lie.  I did throw an old friend of T-Joe and Lylyth into the mix to test Raymond Chandler's advice about having someone come into the scene with a gun.  It works.)  There was a standoff, gunshots, woundings, a forced injection of heroin and a reenactment of THAT scene from The Exorcist. 

In the end, Rachel and Peter wisely decided to flee the scene (though leaving her car behind to be found by the Police).  The Demon pretty much browbeat poor Lylyth into going through the entrance of Jackie's new otherspatial home, before using her as a trojan horse to get itself over the threshold - kicking her out of her body in the process.  We left things there - in true I-run-Unknown-Armies-like-a-big-literary-tosser fashion, nothing was completely resolved. 

I have to praise the fantastic efforts of my players, all of whom got right into characters they hadn't created and played them to the hilt, often against type ([info]sugaryfun's cries of 'this character is CRAP!' whenever she failed a roll to notice something gladdened my black, dessicated GM heart).  I don't think the scenario I had loosely planned in my head would have worked if the players hadn't been willing to play up the areas of friction between them.  Special credit goes to[info]suyongli, who had never looked at the game before, but picked up the mechanics with admirable alacrity and ran well with the grungy, bogan nature of the scenario.  I like to think she had fun finding 'Fearsome bitching-out: 40%' and similar things on her character sheet. 

I mentioned the possibility of running this again - perhaps at next year's Gen Con.  Before I do, I'll need to test it on some people who haven't played in one of my campaigns, and won't get all the references to past events.  If the whole thing isn't a complete exercise in self-gratification on my part, it should work well with them, too. 

Failing that, there's always Jailbreak...
 


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A Brief Announcement

29th of September, 2008 | 05:53 pm

This Thursday, in honour of my birthday falling on gaming night, we're going to take a short break from Ars Magica and play some Unknown Armies

That is all. 

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Streets of Albedo

5th of August, 2008 | 12:30 pm

Albedo ain't much to look at, I guess.  Just a rock, really - one among millions in this here belt, but it had enough fancy-pants radioactive ore to draw Blue Sun way out into the black.  They rode out, built the dome and had a good go at mining the stuff, but there must not've been enough for 'em, I guess.  Few years later they up and left. 

Course, they couldn't well take the dome with 'em, and it probably weren't cost-eefective to haul the life support back from the frontier either.  So for a godforsaken asteroid millions of miles from anywhere, it's got a surprising number of home's comforts.  That is, as long as you don't mind the ceiling always bein' on a shade brighter'n' is truly necessary, or the air recyclers covering everything and everyone in old rock dust.  Least we're pretty sure it ain't glowin' hot or nothin'. 

An' like I said, it's home.  To me, and to a bunch of others - prospecters, mostly.  Yeah, that's right.  Blue Sun left a buncha shiny ore here that was just a bit too much trouble for 'em to dig out, but a man who's willing to live in a half-buried survival capsule while he digs for his big strike can get a lot of rock dug real cheap.  Sometimes he'll even find that strike o' his. 

Course, when that happens it ain't very useful unless there's someone to sell it to.  We've always had a few ships willing to call in and pick up what we've got to sell, and they sometimes drop some folk off who'll set up a store or some such, rather than just grabbin' a rock drill and settin' to.  There's even folk walkin' around all fancy-like, talkin' 'bout puttin' together a railgun to fling them fancy rocks all the way back to Londinium. 

'Course, the bit news at the moment is the upcomin' election.  Sherrif Kwan's been what passes for the law in these parts for as long as folk can remember, but it seems he's comin' up a bit yeller of late.  Some of them railgun men, they say he used to be a prison camp guard, back in the Unification War, and that ain't endearin' Kwan to anyone.  Might be that this time he finds himself with a real challenger this time, and Lord only knows what that'll mean. 

In the meantime, we got surly miners, claim jumpers, vacsuit thieves, spacers lookin' to blow off steam after too long out in the Black and a snake-poison mean witch of a brothel madam.  An' that's not countin' the rumours that Blue Sun's gonna make a claim on our profits for livin' in their cast off junk. 

It ain't quiet, friend, but it's home. 


[info]sugaryfun has been requesting a Firefly/Serenity story for a while now - the Eclecticon (tardily) provides.  The Serenity game is the obvious choice to run it, but I think REIGN would also work well.  In any case, the themes are those of the franchise you love (or don't, if you're a backwoods-dwelling, foul-scented bog monster who deserves the derision and isolation you receive): independence, persistence and finding family in the weirdest of places. 

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Attention Weak, Spineless Dogs!

1st of August, 2008 | 08:23 am

The War on Weakness begins anew on the 14th.  

Be watching. 

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Black Gold

8th of July, 2008 | 08:45 am

A learned commentator once said that the Lightless Jungle* is "not quite a hell you can walk to, but is certainly the next best thing".  Beneath trees so large that the only way to see a whole one is to climb a mountain some distance away, it's full to bursting with venomous animals, carnivorous plants, blind albino gorillas, flesh eating dragonflies the size of eagles and mad, dangerous tribes of shamanistic sorcerors. 

Nobody in their right mind wants to go there, but there are plenty of people, many of them very wealthy, who will pay the unsound of mind to venture into the stygian mulch in search of rare animal parts, horrible poisons, fabulous gems, lost cities, the carcasses of three-hundred foot ticks and new and fascinating magics.  It's dangerous work, of course, but you don't have to do it for long to retire a very wealthy individual. 

You may be crazy enough to venture in beneath the trees, where maps are useless and the normal rules of the world seem to fall away from you.  Alternatively, you could just sit back in Hearthlight, the tiny city-state that huddles behind its walls and listens to the screeches of mad, blind birds as it sends cargoes of the jungle's bounty to buyers across the world.  After all, there's challenge enough in staying afloat in a cut-throat world of commerce, even without the oppression and interference of the Hearthlight Guild. 

Or, if that doesn't appeal, bring religion to Hearthlight's godless heathens, and then, if you dare, spread it to the tribes of the Jungle.  Or bring the entire area under the sway of one of the neighbouring kingdoms.  Alternatively, stop someone unworthy from doing either, or both. 
Just remember that, no matter how far you think you can see, the Jungle always has something waiting for you, just out of sight...



So, another REIGN setup.  I like to think that Hearthlight is a lot like Sanctuary in the early Thieves' World books - shabby, ignored for the most part, but with the potential for a lot of fast, dirty money. 

*Further information on most of the proper nouns in this entry can be found at Greg Stolze's Reign Wiki

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Dirty

4th of June, 2008 | 03:33 pm

I wouldn't say that anyone really knows Dave West.  A lot of people know of him, though.  He's not really what people think of when you say 'crime lord'.  Hasn't been for years, now.  He's like a real crime lord's banker.  You want to pull a heist, buy some wholesale ice, whatever, but don't have the cash?  You talk to Dirty Dave West, he gives you some money and you pay him back when you get your payoff.  The way I hear it, he doesn't even charge more than a token amount of interest - way below what you pay on your mortgage, at any rate. 

What he really takes his payment in is favours, and I mean big ones.  After all, he's just made a score possible that you never could've pulled by yourself, so that success is partially his.  He's been doing it a long time, too, so he's got a network of hard, crimey bastards all up and down the eastern seaboard who'll do whatever he needs doing. 

And you know what?  A lot of what he needs doing involves kacking dukes and breaking cabals.  Sometimes this is pretty direct 'make this idiot disappear' stuff.  More often, some big fish who wasn't so very big a little while ago gets a call to ensure that something becomes property of Dave West, and that the health of the current owner isn't a high priority.  To the sort of people Dirty Dave West helps, that's as good as an open inviation to bring down the hurt and save themselves some time and energy. 

There's all sorts of rumours about why this is.  The bullshit-free truth is that there is no great vendetta.  Dave West doesn't give a stone cold shit about the Occult Underground.  He doesn't care about anything.  Dirty Dave West is a myth and his entire network is a front for the Sleepers.  Yeah, you heard me.  They're proactive, here in Australia - not really a bunch who wait for some freak to go completely balls-out and poke the sleeping tiger.  They see you starting to go a bit off the rails outside the comfort and safety of an otherspace and all of a sudden Dave West decides that he wants something of yours and you - yeah, your health isn't a concern at all. 

It's clever, you've got to give them that.  Of course, like everything else in this world, it's breaking down.  It's been going on too long, you see.  Everyone who's anyone in the criminal underworld knows that he's around, though, and that he's got an agenda they can't figure out.  A lot of them have gotten pretty paranoid, especially the ones who still owe 'him' favours.  They're spending a lot of time trying to put a face - or a plan, or anything at all - to the name. 

Well, they've succeeded, in a fucked-up, more-trouble-than-it-was-ever-worth kind of way.  Not only has something calling itself Dirty Dave West taken direct control of a couple of amphetamine labs in Sydney, another one has called down two hits in Newcastle.  There's another doing large-scale standovers in Melbourne and a fourth importing ecstacy into Brisbane, and that's just the four that I know of.  He looks different in every city and he can't be found - he just walks into some kingpin's private office, says he's running things now, walks out and disappears.  The gangsters are driving themselves batshit trying to figure out where he goes, because they won't believe the real explanation.  They can't find anything because there's nothing to find.  Dirty Dave West doesn't exist when he's not trying to take over the underworld. 

So, problems for them, huh?  Opportunity for you and me, though.  You see, there's a set of documents the Sleepers created to allow them to use him as a front - birth certificate, passport, drivers license, a hundred points of ID and more.  It looks like it's been scattered around the place, but if someone could get their hands on enough documents, I'm betting they could take control of the guy, just like he's doing to the crooks, and that's got to be a prize worth the risk.  If nothing else, his bank account's got to be good for a million bucks or so. 

You in? 

 

Dirty Dave West is, to borrow a phrase, the greatest character I never created.  Rumours about him and his activities floated around all through the first two River Trilogy campaigns, but I could never find a good way to bring him towards centre stage.  This is my effort to retcon an explanation for why he never showed. 

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