Showing posts with label John Wick. Show all posts
Showing posts with label John Wick. Show all posts

Saturday, July 18, 2020

Eldritch High Session!


Just finished a one-shot awesome session of Eldritch High!


1) Praxis: Black Sun - Sunrise End

2) Protocol: Dinner Guests
3) Protocol: Chebyshev Function
4) Maze Rats
5) Dreams of the Aquarium
6) Trinity Continuum
7) Eldritch High
That makes it game seven of my target 12 new games for this year.  Our usual Pendragon was rescheduled, which gave birth to this opportunity to introduce a new game system to players who never tried it before, me included.  That system is John Wick's Eldritch High, which has just enough a good feel between Harry Potter and Magicians to be a game that tickled our fancy.

Urim, Brendan, and Rocky played the roles of new students who just got accepted to the Alexander Circe Academy, after having their own strange brushes with the supernatural.  The game had them uncover the creation of a false demon, Conjured by a young student who didn't quite understand the power he possessed.  And the students finding an enchanted valley hidden from mortal eyes.  As they escape the school Headmaster, they deal with the mysterious ward on their schoolmate's back and find the best way to destroy the fear creation.

Thank you for playing!

Saturday, August 13, 2016

Reflections has John Wick



John Wick is now part of Reflections.

I still have trouble accepting this has truly happened.  John Wick's work inspired me in many ways. I loved his Legend of the Five Rings. I adored his Houses of the Blooded.  I was amazed with Blood and Honor.  And I told myself, I must write. I must embrace all the inspiration and challenge it into creating something I can give back to the gaming community.

A Single Moment was born.

Then Jim fell in love with my tiny game, and we talked and debated, and in the end realized the world can be a far better place with the gaming community having the opportunity to play both my game and Reflections, his incarnation of the Dueling Samurai game idea I had for A Single Moment.
And now, John Wick is going to write for Reflections.
The world is insanely awesome, I tell you.

It is.

Friday, July 29, 2016

Reflections has Kenneth Hite!


With still 20 days to go, Reflections has broken the 10k mark which means Kenneth Hite, the mastermind behind the Gumshoe System, the author of the Suppressed Transmissions column, and the of lovely World of Darkness books such as the Cainite Heresy and the fantastic Mage: The Sorceror's Crusade, has been unlocked as one of the guest writers for the game.  Up next, at 12.5k is John Wick. Man, to have John Wick write for something I inspired.   That would be super multiple shades of awesome.

While Reflections is not my baby, I still feel tremendously happy to see the success the game has gotten.  While it moves towards narrative gaming more than A Single Moment, it still shares much of the structure and idea behind the game (with the starting scene framing the final fight, then working back towards it with multiple smaller scenes).  I've seen some comments about getting inspired to play the game using Avatar the last Airbender and the like and I will admit I feel a bit sad these same people never discovered ASM earlier, I do still feel happy that they will nonetheless have a free copy of my game as a reward and have the option to play either version of the rules they desire.

I feel sad though that locally, no one has really taken notice as far as local bloggers are concerned of this success.  One would think there would be some joy in seeing a local game designer being part of a game that's gaining some notice, but I guess everyone's just focused on other geek stuff - there are a lot of news coming out after all with the San Diego Comic Con and all that jazz.   I wouldn't like to think no one thought to celebrate it.  I first noticed the silence after landing a gig writing for 7th Sea, 2nd edition.  But I took it as merely a matter of the word not spreading out as much yet.  Now, I'm not quite sure anymore.  Maybe there are other elements involved.  Or maybe people just don't like me.

Anyway, I guess things will just be clearer upon reflection.   As far as I'm concerned, I'm celebrating.  My friend Meloy put it nicely when she reminded me to just celebrate and be proud of what I've achieved.  In the end, I'm celebrating facts.

Monday, March 23, 2015

Sound of Water is now available!

I am so proud to be part of this supplement. And to find myself listed among game design greats such as  John Kennedy, Ryan Macklin, jim pinto, Steve Radabaugh, Josh Roby, Brie Sheldon, John Wick, and of course, Ben Woerner is such an honor.   I also have to thank Fabien Badilla for the awesome artwork that accompanies my pages.

Sound of Water is now available on drivethrurpg.


At the ancient pond
An old frog plunges into
The sound of water
- Basho

Friday, March 13, 2015

I'm still struggling to believe this IS happening


I am still trying to completely grasp that this is happening.
But yes, it is.  If the Kickstarter hits the required amount, I'll be part of a book that John Wick is authoring.

OMG.

The three games were already awesome when they were first written.  Now, John Wick is giving the three stories a whole new spin of terror.  And is even tailoring it work with his new game, Unnamable.

So guys, spread the word and let's support the Kickstarter for Curse of the Yellow Sign.
https://www.kickstarter.com/projects/2006204732/curse-of-the-yellow-sign

Sunday, August 10, 2014

Evolve Your Game: Houses of the Blooded Provinces

One of the features we love about John Wick's Houses of the Blooded game is the creation, maintenance and growth of one's Province.  Part Civilization, Part SimCity, this feature in the game allows us to feel a great sense of gratification as we see our lands and provinces grow.

One of the ways I made it even more fun for my group was to provide "blank" sheets suggesting the layout of each Province.  No, there is no actual system effect to these maps, nor do they affect the game in any balance-shifting way, but there is an even greater sense of achievement seeing how the land looks in one glance, and being able to further declare stuff like how one's Forest is close to another's region.  We don't always be sticklers to accuracy, but we love being able to state stuff that further the game's mood and feel by simply glancing at the map and being able to say stuff like "Having visited your Ruin in the last Althua, which is at this part of the map, I have seen your Farms.  I would love to see the rest of your Province."

Anyway, here are seven of the other maps I've made for you guys to check out and enjoy.   I realize now that maybe I can create these kind of maps to represent the Clan Provinces in the Blood & Honor games too!

Feel free to print them out and use them for your own games if you want!

All made using Adobe Illustrator. 










EDIT:
Added here the beautiful rendition that one of my players, Erich, did of his Province using the map layout I gave him for the game.  He mentioned he made use of brushes and brushes/stamps by Josephe Vandel, who is a cool guy that does RPG cartography professionally.
http://www.cartographersguild.com/members/schwarzkreuz.html

Friday, June 6, 2014

The Wicked : Wicked Heroes

04/05/2014

The Wicked

Wicked Heroes

Had a chance to run John Wick's Wicked Heroes for the first time.  This game, unlike most superhero games uses cards instead of dice as its resolution system.  This was to be one of the 12 new games I were to try this year.   Even more awesome, it was also to be the first ever table-top role-playing game experience for Darius, a friend of ours.

Maria Maya Fatima Lim, played by Che
18th birthday, Filipino-Chinese exchange student.
Naïve tourist, diligent, sexually oblivious
United States, Boston (Harvard Business School)

Blessing: Personal Universe
Motivation:
DO NOT BRING SHAME TO FAMILY NAME – 5
Finish School with full honors – 3
Not let anyone bully me – 2
Make Them Like Me - 2

Haru Bhakta, played by Darius
Fresh graduate, Indian
Photographer, based in India
Bollywood paparazzi
Introverted, curious, likes to work alone
Father:  (prominent)  Pradeep
Generations of Indian Silk
Mother:  Waheeda

Blessing:  Omniscience
Motivations:
Prove Worth To Parents – 5
Gain more Knowledge – 4
Help Others -3

Maria Fatima is talking to her mother via Skype to tell her that she has aced her finals when her Blessing kicks in for the first time. The whole world seems to halt time just as she subconsciously wished there was a way to "stop time and enjoy the moment longer."  This event bothers her enough that she decides to head out and try grabbing something at a near by convenience store.  There, however, she encounters a man holding the place up and when she inadvertently startles the man, she gets shot in the chest.

Elsewhere, Haru is spying on some kind of local necrological ceremony happening by the Ganges when he realizes he can see some dark robed figure among the mourners.  This shocks him enough that he loses his balance, falls, and sadly lands with his back breaking as it smashes into his camera.  He awakens in the hospital now crippled given the damage he had suffered to his spine.  He starts seeing glimpses.  Visions.  They seem to answer questions he poses.  He struggles to grasp what they mean, but the depression of losing the ability to walk blinds him to what the Blessing can give in exchange.

But as their stories unfold, Fatima loses herself in what she misinterprets as divinity bestowed upon her.  And Haru confuses his visions as dark fates rather than as answers to questions he poses.  In the end, Fatima becomes the epicenter of a cult that forms around her as her influence transforms any within her vicinity to become willing, blind obedient slaves.  And Haru, while on board a plane, sees visions of it crashing and confuses solutions to stop it as proof that death is inescapable.

In the end, it becomes clear that Blessings can become Curses when the recipient did not want them - or is not capable of handling them - in the first place.

Monday, December 9, 2013

Happy Birthday John Wick

Yes, I will easily admit it.
I worship the guy.

I love his views on gaming. I love his games.
I so wish to someday write for him.  Or with him.
I so wish to someday game with him.
Or run a game for him.

Sighs.

John Wick inspires.
John Wick challenges.
John Wick creates.
John Wick mystifies.

I am proud to say I am a John Wick fan.
And I only pray that he appreciates how thankful I am of having him as a font of inspiration (I was about to write muse, but I felt odd thinking of him in a Greek dress).  But I think one can easily peek at this blog and see the many articles, games, and home-brewed systems I've come up with thanks to the inspiration he has shared.

I even wrote these Houses of the Blooded fan-systems:
Add the infamous Weeping Angels of Dr. Who to your Houses of the Blooded games.
Add the awesome concept of Giri from Blood & Honor to your Houses games.

A party event for your Ven.
Add the infamous Thief from Settlers of Catan to your games, whether for your Provinces, Vassals and other optional systems.
More systems for your Houses Game, including a way to come up withs more interesting gifts for Althuas.
Inspired by unlikely movies, some quick scenes to inspire your Houses games.
Five unlikely inspirations you might find just as inspiring for your game.
Adding the concept of the infamous Cathedral of Flesh of the World of Darkness into your Houses games.



John Wick, someday I hope to release my own game.  
And yes, you will be among those I shall thank for inspiring me to take that creative leap.

For now, however, all I can offer is a HAPPY BIRTHDAY GREETING that comes off as a huge fangasm moment.  And I hope that's okay.


Learn more about this awesome man and support his games here:


Wednesday, October 23, 2013

The Folding Window : Flux (Night's Black Agents, Cat, Dungeon World)

09/27/2013
The Folding Window
Flux

Held a one-shot Friday and had two players who were free.  BJ was a good friend of mine who has been an active gamer for quite some time.  Eric was a new friend who was about to play under me for the very first time.  Eric was a young gamer who had yet to experience the many gaming options that exist out there.  So I was kind of torn on what games to run for him.

Then I recalled John Wick's Flux.
And it all fell into place.

Under the guise of just getting them exposed to other games, I introduced them first to Dungeon World and had them create a character each.  Eric created a Thief.  BJ created a Bard.  After they were curious to how the game would go, I then collected the sheets and told them about a different game.  This time, I handed them character sheets for John Wick's Cat game.   Eric created Mister Cuddles, a cat who was a seducer, territorial and fatherly.  BJ created Fluffybunch, a cat who was composed, well-read and unseen.  The two were taught the basics of the game's system, were amused at its elegance, then were told to surrender the sheets.

And finally I handed them sheets for Night's Black Agents. After explaining the premise, the two were creating their concepts.

Eric opted for Jean Claude Dumas, 30 years old.
Employer: NATO (Special Division)
Drive: Atonement
Symbol: Blood-stained white flag. (Little girl he shot)
Solace: Mother (Hometown of Paris)
Safety: Bedroom. Childhood home.

While BJ decided to portray Nash Rogers, 35 years old.
Employer: CIA
Drive: Altruism (not want kids involved)
Symbol: Nintendo Controller, no cord. (Innocence)
Solace: Emily (Ex from Grad School, Decent terms)
Safety: Massachusetts. First condo unit. Building now abandoned.

The scene opens with a chase, with dusk fast approaching.  In their maneuverable military jeep, Rogers was at the wheel and brought their vehicle closer and closer to the target's truck.   They were at Cuba and bullets were flying.  Jean sees one of the targets draw out an RPG and finds himself leaping to the Jeep's side to get ready to leap onto the truck.

The Arab targets had stolen the suitcase.  The suitcase contained something called The Folding Window.  And the two were trying to get it back.

With his training fueling his leap, Jean lands on the truck, grabs the rocket propelled grenade launcher, and smacks it against the other Arab's face.    He looks up at Rogers, who is trailing behind, and yells "Ram him," trusting him to do it correctly.

The truck spins, giving Jean  the momentum needed to throw another Arab off the truck.  When the vehicle skids to a stop, Jean finds the target drawing the suitcase out, and threatening to destroy it.  Jean jumps him, and the suitcase is accidentally thrown into the air.

"Please... stop.." the leader of the Arabs pleads.  Everything seems to move in slow motion.

In the gap between seconds, Nash Rogers recalls his meeting earlier that day with M.   The two discussed the importance of the Window.  How it was believed to relate to "Nymphs"  How it was referred to by others as the Narcissus window or the Window of Sleep.  He recalls the rumors about how it supposedly was some kind of biological bomb that could imperfections away.  Or at least claimed to.  And would leave things as fragile as porcelain.    When Rogers questioned why M would assume he would be interested in this mission, she nonchalantly explained, "The drop is happening at an Elementary School in a dangerous location."  Roger realizes she was prodding him to action, knowing he would never be able to ignore the possibility of children being at risk.    He recalls the tentacled horror he once faced with at Marrakesh and decides to do something about the Window.  If he doesn't, who will.

In the same gap between seconds, Jean Claude Dumas recalls his meeting with Emannuelle Minue, his former boss.  She tells him about the Folding Window and how it may just be the first world's working teleporter.    An unnamed Arab had been detected to be making plans to steal the objective.  Minue tasked Dumas to intercept it first.  When Dumas pushed for more intel on the opposing group, Minue admitted the group was not one of the bigger players.  Most likely an independent group.  But it was being spearheaded by Viktor Arganto, Minue and Dumas' former superior whom had detected.

*

A woman sets her sniper rifle at the top of the Archo, a 5-storey building overlooking the piazza.  She peers through the scope and sets aim at the back of Dumas' head.   She offers a hint of a smile as she slides her finger to the trigger.

She is known as La Giocondo.  Her smile matches the Mona Lisa's.

*

Gunshot.  Arganto falls dead and the two others drop out of sight behind the vehicles for cover.  Rogers recalls the Archo building and realizes its the best place a sniper would be poised.  He informs Dumas of its location and tries to draw the sniper's attention by standing visibly in view.   Surprisingly, the sniper does not fire.  And soon it becomes apparent why as police cards close in on their location.  Dumas and Rogers split up, with Roger heading off to find the sniper and Dumas moving to bring the suitcase to the extraction point.

But that's when things start to go crazy.

The two begin to have flashes where they see the world differently.  In one incarnation, they are cats, in a massive house where other cats question their actions.   It takes Dumas a lot of focus to remember that the orange tabby named Guillermo was the policeman earlier who asked him to hand over the suitcase.   Rogers struggles with his own memories.  He remembers vaguely walking into an alleyway and finding some old man offering him some young girls to "use as he wanted."  Rogers recalls shooting the man, and telling the children to run.

But now, he stared at his fur-covered paws and clambers up the nearby truck.  He sees a window and through it, he sees another cat.  A familiar one, talking to a kitten.

*

Roger has a brief recollection of talking to some kitten, when another flash hits.    He stares at the dwarven child in front of him who asks him if he can take him to safety.  Roger stares at his hands and ponders on why they are women's hands.  He stares at the musical books tied to his waist, and looks up to see a familiar thief coming face to face with a elven ranger.  They, however are too far for him to get to.

The thief twists at the last second and pins the ranger against the wall.  She throws him questions about the Fallen City of the Dunes and demands for his name.    The two exchange blows, with neither landing a clear one against the other.   The ranger threatens him, claiming to know a secret he dared not share to anyone.  "Halycon," she mutters, and the thief falters, though he fails to recall the meaning of the word.  The dwarf forces his mind through the odd memories and recalls he is Nash Rogers.  He sees the ranger is actually La Gioconda and shoots her to stop her.   Dumas stares at her dead body, now realizing what the word meant: Halycon was where his mother lived.  She was being held hostage.   The two suspect the suitcase may be causing these hallucinations and quickly get to the extraction point, board the boat, and get into international waters.  There, Rogers realizes Dumas plans to surrender the case to his superiors, so he slides a tracer instead and allows Dumas to go.

He knows they willl meet again in the future.

*

Weeks later, Dumas is at the cafe and finds himself waiting for Emmanuelle who never shows up.  The waiters draw semi-automatic weapons and open fire, and Dumas finds temporary shelter by kicking the metal table to its side and hiding behind it.

A phone call.  Dumas flicks it on and hears the voice of Rogers in the other end.  He tells him that he has been double crossed and that it would be best he follow his instructions.  Dumas, however, did not come unprepared, and has a little gift he had left behind for himself:   A submachine gun under the seat.  Shooting his way to freedom, he runs down the alley Rogers instructs him to, and finds a van waiting for him.

Rogers helps him in and the two drive of.

They aren't certain of why Dumas' people had betrayed him, but they knew they had to stick together to work things out in the end.  And the suitcase?  Dumas made sure it would not fall in anyone's hands.  As the explosion rocked the cafe behind them, Rogers realized what M meant when she told him, "Dumas will work with you.  That is assured."

Roger realized M had papers in her hand.  And on one sheet, the mission parameter was marked: Successful.  The location:  Halycon.

It was a secret he was to keep from Dumas from that point on.

Sunday, October 6, 2013

October Update and Gumshoe!

Just a quick update on how happy I am so far.

First, Rocky and I finally got our chance to enjoy Pelgrane Press' Night's Black Agents with three other friends last night.  Boy was that game an impressive experience.   I've yet to write up the episode summary of that game, but it was a hoot playing the Gumshoe system and I think we were able to approach the system far more correctly than my first attempt when I played the system with two other players.

Secondly, helped proofread another book which adds to the list of products which have my name in Drive Thru Rpg.  Check out, New Identities: Witness Protection Program from Vas Quas Editrice.

Thirdly, send in my work for Josh Jordan's Advanced Doll, the stretch goal expansion for his wonderful Doll story role-playing game.   I'm absolutely floored at how much support the project received, and even more exciting is how Josh himself might help me release my own projects under his line as Kickstarter projects in the future!

Fourth, the playtesting for A Single Moment has been happening and so far, there have been positive responses.  Of the actual written document, many good friends have thrown in their two cents, including the amazingly prolific Eloy Lasanta, of API and Part-Time Gods and Josh Jordan himself.  It still amazes me that I'm in touch and my name is actually recalled by luminaries such as John Wick and others.

Fifth, enjoying the beta teaser of A World of Dew, the upcoming expansion of John Wick's Blood & Honor game which brings the setting forward to a world where the Clan is not the biggest force to reckon with, the gaijin gain some share of the spotlight, and Cities now loom into view.   The very kind Ben Woerner has allowed me to gain access to the document, and I'm absolutely thrilled to be getting a peek at it.

 

So yeah, life is good.
:-)


Thursday, October 3, 2013

Sunday, September 8, 2013

Recommended: John Wick's Play Dirty "Power to the Players"



Amen! Amen to this!
I've seen many others who approach games which such an antagonist approach to the role of the GM, I am happy to know I'm not alone in viewing GMing as a co-creative role with the players.

Friday, July 19, 2013

Recommended: Improv and Gaming

I'm very happy to see a lot of stuff I do is actually what many recommend as how to approach gaming.  In my case, a lot of my gaming techniques were born from a mixture of what I've learned in Writing for Children's Literature, doing Theater, drawing Comics, visualizing for Film, working in Advertising and finally embracing my love for games.

This video captures a lot of great insight on how to approach gaming, and even echoes many of things John Wick shares in his book Play Dirty.

Check it out and add to your own gaming experience!

Friday, March 1, 2013

A Gift of Lilith : The Aegis Project

02/21/2013
A Gift of Lilith
The Aegis Project

I was done with work and prepping to make the drive home one night when I saw Jigs, the son of my boss, who had played in a bunch of our Indigo-Entertainment sessions.  Realizing it had been a long while since his last game, I offered to run him a one-shot game of any genre he wants.  His response was, "Sci Fi."  When I tried to narrow it down between psychic powers, giant robots, or missile swarms (basically looking at Trinity, The Aegis Project, or Robotech) he called for giant robots.     And that's when I realized it was the chance to finally run John Wick's The Aegis Project!

Jigs played Sgt. Juan de Cova, Homeworld: Earth
The Apollo Soldier was ready for action but wary of the Enemy.  He had heard much about their swarm tactics and horrible poisons and wasn't too keen on dealing with one face-to-face.
His A.I. was Ventuss, which helped manage his Scout Armor.


U played Lt. Hector Palma, Homeworld: Mars
The Apollo Pilot was cocky and determined to do his part in the fight against the Enemy invasion.  He was itching for battle and anxious to get into combat.
His A.I.  was Sasha, who assisted him in piloting his Assault Armor.

Karlo was Commander Carter Haynes, who was once just an Aegis Engineer, until he learned a week ago that he actually has always been a Hades Operative, Homeworld: Citadel
The guy was not aware of his ties to Hades before the day of the mission.  He had with him an experimental device that allowed him to shut down an Armor within a certain range.
His A.I.  was Elvis, who guided him when he used his Command Armor.

The three were at the ruined city of Archos, a city clearly ravaged by the war against the Enemy.  Cova headed to the fringes of the city, keeping an eye out for any Enemy units in the area.  Palma and Hayes wait at the drop point, supposedly for a delivery that was being sent to them for the mission.  Cova spots an incoming missile, but detects no warhead upon it.  Instead, his Intel check reveals it is a "gift" and not a weapon.  The missile is a "mobile container" with an "Armor" inside of it.

Palma and Haynes open the missile to find inside a new Aegis Armor of a type they have never seen before.  Communications spark up and the Aegis reaches out to them.  On their screens, an A.I. comes into view.  She appears as a beautiful luminous woman who address them with cold calculating focus.  "Who is the able humanoid entity in charge of this squadron."

Haynes admits he is and the A.I. addresses him directly.  She is Lilith, and experimental Artificial Intelligence and her Aegis Armor is also a new model.  Haynes' original orders are cancelled and new ones are given.  They are to escort Lilith to a specific destination point, and ensure her survival.  When Haynes requests for confirmation, Lilith shows she has the confirmation codes from Admiral Coso.

Remembering the Admiral's participation during the Battle of Waybridge, the group trusts the new orders and Haynes has Cova scout a mile or two ahead of them, while Palma keeps focused, ready to strike.  The first few Enemy encounters are easily avoided as they maintain a stealthy approach.  Eventually, the swarm patrols get too frequent and the group opts to try a different route.

The new route leads them to a massive tower that is swarming with Factory Crawlers.  Cova does not seem too happy about the Enemy presence in the area, and a quick scan deduces the safest route might be to head down beneath the ground and use the ruins of the four level subway system instead.  Interestingly, Haynes realizes a re-calibration of the coordinates show that their destination has ALSO changed.  Going underground seems to support their route.

"Then we go under."

As they proceed, they discover a massive gaping hole beneath the Tower's foundations.  Lilith tells them to stop and informs them their target is directly below.  Cova and Palma opt to head down, to prepare before hand, while Haynes queries Lilith on what is really going on.  Lilith calmly asks Haynes if he is aware of the Bomb.  She shows him a quick graphic display of the explosive implanted in his skull.  She threatens to detonate it if he does NOT do as she tells him.  Haynes steps down from his armor, as per her orders, and when Elvis tries to help, Haynes is commanded to shut the Armor Elvis is in down.  Haynes angrily complies.  He does, however activate communications with Cova and Palma, allowing them to hear what is going on.

Down below, Cova and Palma are closing in on the destination, but find even more drones in pods along the walls of the hole.  Palma accidentally awakens a few Drones, and is forced to use his Flamer to dispatch the ones that are too close.  Cova leaps down, hoping to reach the destination point quickly to resolve the mission.  The "destination point" reaches him.

Like a massive techno-organic catfish merged with a centipede's body, the thing rises to meet Cova.  Its pustules unleash a deadly green gas, but Cova is fast enough to leap away and duck inside one of the Drone tunnels to hide!  Unwilling to leave his squad member behind, Palma leaps down to charge the "Motherfish" head on, and strikes with his ACE talons.  Cova tries to use his L-672 Laser Cannon, but the panic gets to him and his shot goes wild.

A bomb.  The whole mission, Haynes learns, is to deliver an experimental weapon called The Eden Bomb.  The Bomb creates a tiny "black hole" which sucks everything into itself and destroys up to a one mile-radius completely.  Lilith admits to Haynes that the Intel uncovered was that the "Motherfish" was the Colony Brain of the Enemy in this region.  If the Eden Bomb kills it, then the war can shift and focus instead on these supposed "brains."  But if it fails, the team was still expendable since the mission's existence was NOT supposed to ever be known.  Haynes decides to take matters into his own hands, and uses the Aegis Override on Lilith's Armor.  She drops to the ground, deactivated.  Quickly moving to the bomb, Haynes realizes he can rig the system of the bomb to detonate on contact, instead of via manual controls.  As Palma feels the Poison Gas released by the Motherfish penetrating his Armor, he calls out to Cova and Haynes to get out of the danger zone.  "Now!"

Haynes throws the bomb down below.  But then, Lilith tries to stop him one last time as she projects herself out of the downed Armor.  Haynes ignores the hologram and tells Palma to do it!  Palma catches the bomb as the Motherfish opens its maw to swallow him whole.   Cova prays he is deep down the tunnels enough to survive.

The bomb erupts.

Haynes welcomes death with a "Fuck you" directed at Lilith.   Cova feels the world cave around him, but thankfully the debris protects him from the bomb.  But it is Palma who finds himself caught in the Event Horizon.  As gravity shifts in his very hands, the pull of gravity becomes so fast, light and time itself begin to seemingly stretch.  A moment becomes an infinite moment, and Palma finds himself coaxed out of his physical body by a gentle and loving woman.  Sasha tells him, "Your thoughts, your memories, you.. are data... and data is light."  As she draws him out and pulls him into her arms, the two find themselves experiencing a lifetime together, pulses of light, in a undying embrace.

Then silence.

*

Cova awakens as Ventuss informs him other Aegis units are converging in his area.  He discovers they are in a concave pit, miles across, and there is nothing left of the others, or the tower, in the area.  The other soldiers congratulate him for having survived and tell him that the Enemy has fled this sector of the world!  The media hails him as a hero, and the UNEC remind him to not mention anything about the mission or his team.  Ventuss informs him that both Haynes and Palma are simply listed as having been KIA.

A message arrives.  Cova reads it and learns that he is being invited to take a bigger part in the war against the Enemy.  The message has a single number.  "Call us if you decide to join."

He calls the number.

Hades welcomes a new recruit.


The End.

---
The game was definitely a quick romp, having played out from 8p.m. til 11:30p.m.  I tried to move things faster in the narrative, but admittedly some of the slow downs were from the players trying to come up with cool things to define with their earned bangs.   Given none of them had played the game before, I didn't see that much as a problem.  Just felt guilty that we crossed past the 11p.m. cut-off mark.

Also had to fudge on the rules a bit to keep the game moving fast.  It was pretty cool, though, how they all were very unified in the end against the threat.  There was nice insubordination-bordering banter at the start of the game, but once they realized they were in such a position to hit a blow against the Enemy, it all went smooth afterwards.

I'm proud of my players.

Sunday, January 6, 2013

Review: The Shotgun Diaries

Review:  The Shotgun Diaries by John Wick
Rating:  ★★★★

I won't deny that I am a John Wick fanboy.  While most people out there first got introduced to his work in L5R and 7th Sea, I will have to admit, I first heard about him through a gamer friend of mine who showed me some youtube videos that he created (which I think was a Play Dirty episode).  The topic back then was the idea of always saying "Yes" to your players.  And when I watched it, I stared at it with my mouth agape because he was talking about gaming in a way which I always felt was right.

I spoil my players rotten, to be frank.  I tend to let players gain god-like powers, or throw them 30 experience points to spend in a single session.  I give freebies and make them the biggest stars of the show each time.  So know that when The Shotgun Diaries hit my radar, I just found myself shocked to see how Wick was able to come up with a game that was elegantly simple yet accomplished its goal.   And at the same time, not feel guilty if you kill the player characters.  While many zombie games out there focused on giving the players options to come up with character types (scientists, policemen, military types, every day people, etc) The Shotgun Diaries distills the concepts to the very archetypes that one finds in Zombie movies.  And from these archetypes, the players immediately have the freedom to further develop their concepts in any direction.  The only real important factor after all is a) how long you can survive and b) what can you do to stay alive.

Some would call The Shotgun Diaries a lite role-playing game, given it has no system for character development, no long list of skills, advantages and the like.  No charts for weapon types and such.  Not even a clear system for dealing with infection.  But to think those are all needed to be fleshed out for an effective zombie game is the first thing you'll learn to let go of.  In this game, you have the following basic rules:
a) Rules on how to do things you are good at
b) Rules that show why sticking together matters
c) Rules on why a place is a sanctuary from zombies, and the importance of supply
d) Rules on when the sanctuary is no longer safe
and finally
e) Rules on playing the zombies if you want to swing that way too.

In many ways, the Shotgun Diaries succeeds in a similar vein in how the computer game Left4Dead succeeds.   It keeps the fear present and the zombies relentless.  It makes the players WANT to stick together.  But at the same time, given player dynamics, it gets players embracing the risks of doing things alone because they feel they can get the job done sooner and faster that way.   Six-sided dice are used in the game, and players get to narrate resolutions if they succeed in a roll.  Given the lite rules, I don't want to give away the system too much (and risk making buying the book unnecessary).  Then there's the Zombie Clock which gives the game the rising tension.  Like the zombie horde moments in Left4Dead, the clock gains tokens with every few real time minutes, and these tokens can be used to trigger frightening moments such as hordes attacking, or defenses being breached and the like.

At eighteen pages, with two being the cover and the ad in the back, one might think for its price the book is too expensive.  But I've run the game three times within the year of getting the book, and I've had more people requesting for it than I thought possible given it was an indie book.  I've run the game for long time players and even for first time ever players, I've even run it for kids who were below legal age and for a mother of two who has never played role-playing games before, and so far, they've all unanimously loved it.  The familiarity of the genre, and how the system nicely captures it and translate it into a playable thing is just incredible.   I've had players who get the basic system at the start, and are soon screaming and having a scary fun time for the next three hours with me.

And lastly, you have the Diary itself.  As the name of the game implies, the Diary is an important factor in the game as players get to write down a "truth" which has a system effect for the rest of the game.  This could range from affirming one's ability to use certain skills ("I can do headshots"), or certain factors about the zombies which they've learned with the passage of time ("They do not hunt during the day").  But the best part is everyone gets a chance to write in it.  So without really realizing it, all the players are co-writing the story.

So yes, if you're looking for a great zombie thrill of a game, I highly recommend The Shotgun Diaries.
If you're hoping for a long term game, under the vein of The Walking Dead, however, you might be better off with other games that allow you to keep tabs on individuals skills and reward players with options to improve their stats.

You can purchase The Shotgun Diaries here.
It is also available at Drivethrurpg.

Rating Breakdown:
Concept:  Definitely familiar and uses that to its advantage.
Crunch:  Very light, making it perfect for one-shot fun.  But lacking if you want a long term chronicle.
Layout:  Nicely laid out and easy to grasp.  I didn't mind not having that much artwork (or practically none).  But some people might.
My favorite part:  Helpless archetype.  You'd be surprised how many people would LOVE to play this in the game.  And the system for it works perfectly in making the game keep moving forward.
What I wish was better:  I'd love to see a The Shotgun Diaries Chronicles, which expands on the game's current set-up for longer term play.  I'd love to see more archetypes as well, so if I have a group that has less or more than the ideal number it can still work well.   Maybe even rules for dual-archetypes (so in a two-player game, you don't exactly feel the game can't function.)  And lastly, I would love more Zombie Clock options.

Friday, November 16, 2012

Infection : The Shotgun Diaries

11/14/2012
Infection
The Shotgun Diaries

Ran the ever-popular John Wick game, The Shotgun Diaries, for my officemates at Indigo-Entertainment again.  Of the original group that played, only one was available for this session.  The remaining four other players were trying this game for the first time.  Given this was a rushed game, I decided to have a player write in the Zombie Diary once every fifteen minutes or so.  These entries will be in ALL CAPS.

After quickly giving them a brief rundown on the system, I handed out small sheets of paper which had the archetypes written on them.  I thought it would be fun to have them randomly known their roles in the game, especially since of the four new players, three were playing a role-playing game for the very first time in their lives.

*

The story opened with them all in a movie theater, waking up and discovering there was NO ONE ELSE ALIVE IN THE THEATER BESIDES THEM.   With the first diary entry established as a fact, the Fast guy opted to quickly check the fire exits, given the bad feeling that seemed to hang in the air.  The Dangerous girl opted to try the dark corridor on her own, hoping to see if anyone who worked in the theater was still present.  The Clever guy woke up to discover his girlfriend was no longer beside him, and pulled out his cellphone to try and make a call.  But the signals were down.  The Sneaky guy kept close to the Clever guy, asking him if the phone was working.  It was more likely, though, he moved close to stay near the light cast by the mobile phone.  The Strong guy started looking for something to use to protect himself.  Luckily he found a switch-blade left on the ground.  Quickly, he pocketed this.

The Fast guy found the fire exit clear, and the doors opened to show an empty mall.  The theater was on the fourth floor of a massive mall, and it seemed unthinkable that there was no one in the vicinity.  He decided to slide back inside the theater and go to where the others were.  None could see the Dangerous girl who had tripped over something in the darkness.  Hoping to get up, she instead felt hands clutch her ankles! Kicking wildly, she was able to force the unseen attacker to let go, and in her panic, she rushed away from the group and made for the exit door.  Hearing her scream, the Clever guy, the Sneaky guy and the Strong guy moved close to check as well.  The Fast guy ran into the darkness, hoping to cast light into the area by shoving the exit doors opened.  As he did so, both he and the Dangerous girl realized how empty the area outside the theater was.  The nearby popcorn stalls, snack bars, and other theater entrances were empty as well.  The whole thing felt surreal and odd.

There was a body in the corridor.  The Clever guy slipped past it and quickly made his way to join the Dangerous girl and the Fast guy.  But the Strong guy unwisely opted to sit down beside the body and turn him over.  The man was missing his face, and his hands were bloody and broken.  While the Sneaky guy decided to wait, the Strong guy ended up getting his face coughed at by the battered body on the ground.  The battered body's eyes opened into empty whiteness and feeling threatened, the Strong guy slammed the switch-blade into the body's chest.  "His head! His head!" the Sneaky guy gasped in fear, and the Strong guy was quick to oblige.

Outside, the three discovered where everyone had gone.  Around thirty feet from the theater entrance was the escalator leading to the third level.  Down below, hordes of what seemed to be the walking dead were bumping into each other and seemingly lost as to where to go.  Unfortunately, a number of them had successfully walked onto the escalator, and the device was now bringing them up to the fourth level!  While the Fast guy and the Dangerous guy rushed to find things to use as weapons, the Smart guy tried to open the hatch to the escalator wiring and reverse the moving stairs.  But before he could succeed, the zombies were getting far too dangerously close!  Thankfully the Fast guy found a metal trash bin to use, which he was able to hand to the Dangerous girl in time.  The Dangerous girl threw the bin and successfully knocked three of the zombies away.. as well as delay the others for a few more precious seconds.   With the second chance gained, the Clever guy finally reversed the stairs and forced the zombies back down.

Now aware of the threat surrounding them a floor below, the group hurriedly made their way to the closest fire exit.  But this one had a long bloody smear that lead to the door.   A quick vote, and they all decided it was best to find a different way out.  The Strong guy handed the switch-blade to the Dangerous girl.

There was an elevator.  And the elevator, to their knowledge was not too far from a gun store that the Clever guy remembered to be on the second floor.  The group quickly made their way to the elevator, with the Strong guy dragging a potted plant with him to use as a weapon.  As they descended in the elevator, the Clever guy worked quickly to jury-rig the controls to follow only their input.  With the glass walls of the elevator providing an unparalleled view, the group gasped in horror as they discovered the whole third floor was swarming with so many zombies, they could barely move themselves.  None have noticed that ZOMBIES ARE AFRAID OF LIGHTS FROM CELLULAR PHONES.

The second level, to their surprise was empty.  And the gun shop was visible fifty or so feet away from where they were.  The Sneaky guy quickly made his way closer, but stopped upon seeing a zombie nearby.  Dangerous girl was nearly bitten by another zombie, but thankfully stabbed the switch blade into its skull before it got to her.  Frustrated by their vulnerability, Fast guy hurried to the gun shop with Strong guy and Dangerous girl following suit.  Clever guy remained by the elevator and noticed someone in the lower levels trying to call the elevator.  He countered the controls and kept it stuck at their floor.  It was then he started to notice something scary.  The ZOMBIES CAN COMMUNICATE WITH EACH OTHER.  One zombie in the first level looked up and saw him in the glass elevator.  Slowly, others around that zombie began to look up as well.  Barely a minute passed before every single zombie down below was staring at him.  Perturbed, the Clever guy rushed to join the others.  Seeing the padlock on the door, the Strong guy used the heavy potted plant to smash it open.  Few notice THE STRONG GUY COUGHING AND FEELING SICK.

All of the survivors gathered useful supplies in the Gun shop.  Try as they might however, the could not transform the place into a Sanctuary.  So while the others gathered some rest to let the fear subside, the Fast guy ran ahead to look for the service exit.   There had to be a way for them to head out which the greater populace which had been infected were not aware of.

The group gathers at the door leading the service exit.  Ready for zombies, the group opens the door to find zombies have already gathered there!  Each one throws their weight into the fight as they hope to shoot their way into freedom, but luck doesn't smile upon them.  Many shots miss and more often than not, survivors are nearly bitten had it not been for more of the supply they had taking the blow (bites that hit the first aid kit instead.  Or swipes that tear away a weapon instead of an arm...)  Since ZOMBIES' TOUCH BURN LIKE ACID, most aren't too keen on letting the monsters too close.  With escape already visible for them, the group begins to splinter as fear finally overwhelms the Sneaky guy.  He runs off for the exit, and the Fast guy opts to follow suit.  Both see a running truck gunning for the door and fail to make it in time.  The Strong guy feels sicker and ends up puking onto the Clever guy's face.  The DANGEROUS GIRL BEGINS TO BLEED FROM HER NOSE that moment as well, making the Clever guy realize the infection has already reached them.   Both the Strong and Dangerous survivors begin to hear whispers in their heads and they realize the whispers are the Zombies noting their location.

Outside, the Fast and the Sneaky guys see a number of parked cars just a few yards away.  But the hordes appear and  Sneaky guy opts instead to run back inside and find a place to hide.  Fast guy pulls out his cellular phone, sees the zombies recoil from the light, and quickly slides into the closest car to start the engine.  But back at the mall, Clever guy finds the Strong and Dangerous Survivors grabbing hold of him, and before he could do anything further, feels their teeth tearing into his flesh.  Drawing out a knife he found from the gun shop, Clever slices his wrist to draw blood but as he realizes suicide won't come quickly enough, pulls Dangerous girl close in hopes for a final kiss before stabbing himself.  His resolve fails however and the infection takes hold as well.  The three drop to the ground, lapping at the still warm blood they have on their lips, even if they can no longer sense a living source.

Fast guy guns the engine and escapes with his life.

Sneaky guy survives a full week more in the mall, preying on other survivors he finds for food, and weapons, until finally he succumbs to the horde as well.

The Infection continues...







Friday, November 9, 2012

The Riddle of Blood e03 : Houses of the Blooded

11/04/2012
The Riddle of Blood
Episode Three
"Fine Lines"
Houses of the Blooded

This third session of the game was bound to be a tougher one.  With what has been established in the earlier games, and with more players getting used to the system of declaring Intent and additional facts, I foresaw the game taking leaps and bounds in the twists and turns that were waiting for the players.

And looks like I assumed right.

The game opens with Kithranus Yvarai and his wife, Scarlet, having a long discussion about the previous events that transpired and the need to find better vassals. Kithranus had in fact been stealthily visiting the Ruins ever since he dreamed himself being there and talking to his reflection.  The reflection was offering him a Blood Sword in exchange for a sacrifice of blood.  "The blood of one who loves you," was the price the reflection demanded.  Circe Yvarai, the Scarlet Baroness and his wife, reminded him that his Valets were dead and it was best he took care of Yvonne for the time being.  Leaving him to handle certain duties, the Scarlet Baroness had no idea what chain of events she had allowed to unfold with her decision.

Elsewhere, Quan Wei Yvarai and her husband, Yao Lin, discussed the importance of eventually finding the opportunity to be Blooded as well.  The two were attending an opera and Talia found herself fascinated by the role of The Actress.  During the intermission, Yao Lin stepped out to find an old friend of his, the Baron Munn, asking for his help.  Quan Wei, on the other hand, ended up having an interesting conversation with the Duchess Gesserit Krev, the Mother of Pain.  The Duchess admitted to enjoying Quan Wei's company and invited herself to her home.  Upon Yao Lin's return, Quan Wei learned of Baron Munn's story, of how the poor Baron's wife, Baroness Sola was viciously Murdered by the Marquis Vittorio and the Count Dillard.  She admitted, however, that she did not desire to be part of further Murder.

In Castle Archos, Gaius Mwrr wakes up to discover his husband missing from his bedside.  He walks around his estate and finds the Veth standing at the Garden, facing a massive Oak tree.   He talks of the dreams he has been having, of white steeds and ivory stallions.  Of blood flowing down white marble floors and of black cloaks bearing shattered spears.  Vance asks Gaius if he has ever heard of the name Moryvander and Gaius admits to having heard of the name in the past.  Of a Senator who was deemed pariah.  Of a family stripped of all power.  Vance asks if Gaius knows of what resides in the door beneath the Oak tree.  Gaius admits he was not aware there was such a door before.

Armand Steele ponders on how to gain a better standing on Ven society.  He is visited by Alexi Burghe, the remaining family member of Ti'Ann Burghe and Mara Burghe, who openly swears to someday take Revenge for what he had done to his family.  Armand sends out messages to both his parents, and to Cavilo Adrente to ask for assistance.    He finds an unexpected visitor to the Dusk Citadel when The Unrelenting Passion, Cavilo Adrente comes knocking at his Castle door. Once again, the delicate dance of Romance is played, with Cavilo playing Prey to Armand's Predator.  But Armand too often plays instead the desperate slave than the determined hunter, and this infuriates Cavilo.  The two are interrupted by the untimely arrival of Armand's mother, Valentina Steele who pulls her son aside to talk to him about the events that have shifted in his absence.  Armand's father and Valentina's husband, Lucian Steele had died, killed by a twist of fate - or perhaps the murderous intent of a jealous wife.  Lucian had been having an affair with a Duke, Valentina claimed.  And Armand realized she was speaking of no one else but Cavilo himself.  The Duke then stepped into the room, hoping to bid farewell, only to have Valentina then recognize him for who he is.

And finally, in the darkness of Tower Azure, the exuberant Talia Mwrr discussed with the unpredictable Jaime Adrente the power that Artifacts offered its owners.  He spoke of hidden wealth waiting in the depths of Ruins and the legacy awaiting them, given by the Sorcerer-Kings.  Talia found herself seduced by the lure of adventure and power, and agreed to assist him, unwittingly becoming an accomplice to one of the greatest escape acts in the shared history of Ven society.  An escape that would entangle the lives of the Red Throne, and threaten the future of Shanri itself.

Kithranus visits the Ruins located in his Province with his daughter in tow.  Yvonne begins to act strangely, as if guided by forces the Fox could not perceive.  When the child draws the Blood Sword from the mirrored walls of the Ruin, Kithranus realizes the child has somehow tapped into the power of the place, and had made a deal with some force within.  Made to choose between Yvonne, whom he had learned is not truly his daughter, and his wife, Kithranus kills the child and takes the Blood Sword.  The blood transforms the Ruin into a Puzzle House with velvet red carpets that adorn everything that is not a mirror surface. He steps out of the Puzzle House to find his wife poisoned, sitting in the shade, and hurries of to the nearby Baronies to seek a Health Salve.

His search leads him to visit Gaius Mwrr, once he successfully dispatches a band of Orks that attempt to intercept his trip.  Kithranus and Gaius then get lost in a circular debate discussing business deals and promises.  Realizing the Serpent is too crafty, the Fox heads off to the next barony to seek a salve.  Gaius finds his husband, Vance, once again muttering in his sleep about white horses and strange promises, and discovers the door in his garden has opened.  Beneath the garden, what stands is an ancient Shrine.  What is uncertain, however, is to whom it is dedicated to.

Quan Wei Yan is forced to entertain the Mother of Pain in her own home.  Their discussion explores possible deals and ends with the Mother of Pain hoping the two can be good friends.  Happy that the Duchess had finally left, Quan Wei Yan and her husband then speak with the Baron Munn and once again clarify their unwillingness to soil their hands with Murder.  Pained, the Baron leaves and swears to find some way to gain vengeance.   Quan Wei Yan later finds all in her Castle staring at her with a mixture of horror and wonder, and she soon learns she happens to be illuminating everyone within the vicinity with some strange glowing tattoo that had manifested upon her brow.

Kithranus arrives at the Castle of Armand  Steele, only to overhear the sounds of a conflict happening within.  Using the Blood Sword, Kithranus slices away the locks of the gate and charges inside to see what he can do to help.  Inside, Armand Steele dismisses his mother whose jealousy ignites his impatience.   He then dismisses Cavilo as well, after he claims to have lost interest in the young Baron whom he states, "Is remembered all over as the Supporter of Sorcery."  After abusively treating his Vassals like toys, Armand is found neck deep in a mutiny of sorts when Kithranus comes to offer assistance.  But with his Stilleto in hand, Armand stabs one of the Vassals in the face and silences the rebellion.  Reminding them all of their place, Armand commands the Vassals to return to their work and meets with Kithranus in his Solarium.  There, the two debate long on a trade of healing salves and trouble-control, only to come at an impasse.  The deal is eventually struck and Kithranus leaves with the healing salve in hand for his wife.  Armand feels alone for the first time ever in his entire life.

The Scarlet Baroness, however, finds her troubles just beginning.  It was not enough that she was poisoned by her own daughter.  Talia Mwrr and her companion, Jaime Adrente, emerge from the forest and bid her greetings.  Asking for permission to explore the Puzzle House, the Baroness is forced to give at least one of them permission to step inside.  As Jaime enters the Puzzle House, Talia chats with the Scarlet Baroness and quickly deduces her vulnerable state.  The Scarlet Baroness, however, reminds Talia that she is Much More Dangerous When Alone, and demands to know why the two had truly come to visit.  Talia holds out a knife almost threateningly as she shares with the Scarlet Baroness the truth that she and Jaime are working for a man who is infamous even among Ven standards.  Silently, the Baroness calls a massive Ork beast into the area, revealing her secret ties to a darker force, in a bid to protect herself.  But rather than attack her, Talia  slices her own wrists open to bleed upon the ground as she tells the Baroness of a grand plan that is now coming to fruition.  As Talia Mwrr dies before the very Scarlet Baroness, Jaime successfully offers himself onto the mirror in the Puzzle House and a man emerges from the glass with Jaime's Blood Sword in his hands.  After what seemed to be a long time imprisoned, Victor Miklos Krev, long missing father of Dillard Krev, smiles and realizes he is finally free.

*

To close the game, I had all players gather to make Beauty, Wisdom and Prowess risks.  They were to shape the True Things that were to stand come the start of the next game, which was to open with the coming to Summer.

TRUE THINGS ABOUT THE START OF SUMMER
Massive Ork attacks struck all the kingdoms save for the Dusk Citadel of Armand Steele.
Given the attacks, the Senate permits the use of Sorcery against Orks. Requiring a License for such Ven.
Armand Steele is named leader of the war council against the Orks by the Senate.
Baroness Quan Wei Yan notices Baron Kithranus' obsession with obtaining more Healing Salves.
Most Trade with the Dusk Citadel ends due to his known affiliations to Sorcery.
The Baroness Quan Wei Yan is given the duty of awarding the Sorcery License by the Senate.
Kithranus is named Crimson Inquisitor and is charged with any investigations of Ven who abuse their License.
Both Baron Kithranus and Baronss Quan Wei Yan are given seats in the Senate.
Baroness Circe Yvarai's (The Scarlet Baroness) hold on Orks is not through the use of an Artifact.
Alexi Burghe, the remaining survivor of Ti'Ann Burghe's legacy, begins moving Resources to Castle Dune, the Castle once owned by Baron Dillard Krev.
Baroness Circe Yvarai's condition seems to grow worse every passing day, as if the Healing Salves were not working.
The Storm hits Shanri, and Kingdoms all over are affected by its coming.
Valentina Steele named herself the Bronze Inquisitor, and positions herself to bring her own son to Justice.
Word then slowly spreads through out Shanri as Ven find their Unblooded husbands and wives suddenly becoming Blooded one night.  To their horror, these new Blooded are not of any of the familiar Houses.
Senate Majority is House Mwrr for this Season.

In closing, the players were informed of the latest Senate proclamation:

In lieu of the Storm and the rising Ork activity, the Senate shall convene within the week to discuss whether or not it is time for Project Reclamation to once again occur.  Given the great effort to protect the Provinces from the dangers around it, the Senate must come to a vote if it is time for the Ven to migrate once more and find a new domain within the widespread arms of Sharni itself.

And if deemed so, the production of the Senate Airships shall begin at once.





Tuesday, October 30, 2012

The Riddle of Blood e02 : Houses of the Blooded

10/28/2012
The Riddle of Blood
Episode Two
"Falling"
Houses of the Blooded

The second session began after an hour from the first game.  The players spent the hour mapping out their Season Actions (we decided to have the first Season start since they were all eager to try it out) and deciding how to manage their resources to at least have some kind of gift to bring in the party.  The final gift set was as follows:

Armand Steele, Blooded of the Elk (Fici) struggled with his domain with so much Trouble brewing up that it ate his Season Actions.  In the end, he ends up just bringing a Season worth of Stone as a gift.   His father, a fellow Baron, suggests to him that he use this moment as an opportunity to remind the Duchess there is a reason everyone hosts their parties in Winter.

Talia Mwrr, Blooded of the Serpent (Arj), opted to have his Craftsman create a wonderful perfume using the Spices that had been gathered from the previous Season.  Talia had also had some cosmetics produced which she chose to wear to the party (+1 Style).

Kithranus Yvarai, Blooded of the Fox (Matt), had his village produce a wonderful sash to adorn his clothes.  The sash caught the light and gave a nice contrast to his red ensemble.  (+1 Style)

Quan Wei Yvarai, Blooded of the Fox (Princess) could not prepare any gift.  Her Season Actions too were consumed by Trouble, while others were spent developing her Vassals into something better.  She had a beautiful shawl made however to wear to the party.  (+1 Style)

Gaius Mwrr, Blooded of the Serpent, (Rocky) focused his production on a majestic cloak to weak (+2 Style) and had his Metal used to create an intricate metal Chest as a present.

The game opens with the characters already present at Castle Grindle for the party.  The scene opens with Armand Steele being heckled by Issa Adrente and a few other young Ven ladies.  Quickly turning the tables around, Armand questions their being in-the-know on events and then reminds them how he is Always Right on things.  This captures Issa's admiration, which he then clumsily uses to attempt the start of a Romance.  Just when he is about to seemingly turn her into the Predator, however, a new face enters the scene.  Handsome Beyond Expectations with Perfected Timing in his words, a dashing Wolf throws Armand an apple from across the garden and asks, "Why force yourself to entertain and taste such a typical dish?  There are some things far better to try tasting."  The Wolf then walks away, and Armand realizes very quickly he has become the Predator to this newcomer.

Cavilo Adrente, Blooded of the Wolf
Duke of Kairos
Three Things You Know About Him
1) He is Handsome Beyond Expectations
2) He has Perfect Timing
3) He is of a position high enough to serve as a member of the Jury
Other facts that have been uncovered:
1) He is married
2) His wife is aware he spends time with "men"


Elsewhere in the party, Kithranus Yvarai is still bothered by events that occurred prior to the party.  He had awoken one night to find his daughter Yvonne in his bed chamber.  The young child had been kissing his nape and back in a manner that seemed... too intimate.  He tried to shake off the events.  At the party, he  finds himself once more debating with Gauis Mwrr on their concerns of sealing a business dealing.  Kithranus gains the upper hand in the conversation however, being more skillful in matters dealing with Beauty, and successfully suggests to Gaius that the dealing best be settled later on.  His careful selection of words even bring Gaius to reconsider the direction and attitude his dealing should take ("A short term loss is acceptable to gain a long term Contact.")    Opting to have a contingency ready, Kithranus receives Gaius' handshake, allowing him to set in motion the Befuddling Kiss. Thankfully, Kithranus approached the dealings tactfully, for Gaius had Wisdom's Clarity in effect and would have sensed any lies on the other's lips.

Talia Mwrr finds herself engaged with a young Wolf.  The two share a simple dance as they discuss matters of marriage and thoughts on the Bronze Inquisitor.  Talia notices the young Wolf's Bloodsword and inquires if it is a heirloom.  Drawn to her penchant of gaining friends easily, the wolf admits to having a goal in mind:  He plans to deliver vengeance it seems, but fails to clearly state towards whom.  Talia convinces him to join her at the upper levels to watch the party better, anticipating the swordsman might prove useful if trouble begins.  Her Strange Intuition could sense it already brewing.

Jaime Adrente, Blooded of the Wolf
Baron of Castle Fiole
Three Things You Know About Him
1) He owns a Blood Sword
2) He may have a vendetta against someone in the party
3) He handed Talia Mwrr an Artifact Ring.


Quan Wei Yvaria and her husband opt to give the shawl instead as their gift, not wanting to seemingly have no presents in the party.  They have some laughs as they watch the party unfold, with Yao Lin admitting he feels some envy that another Veth is clearly gaining the chance to be Blooded today.  The two notice a scene unfolding in the dance floor however.  While Scarlet was speaking with the Duchess, Kithranus Yvarai could not help himself and began dancing with people all over the dance floor.  Among the many women he had pulled up to dance with, one particular woman kept trying to return to his side and be the focus of his dance. But Kithranus kept dodging her and moving away.  What perhaps seemed to be fun flirtations melted into a serious tone when the woman suddenly flung away her scabbard, and held her drawn sword towards Kithranus' direction.  "I call for Jury!" the woman declared, "I am Insulted and wish to have permission."

Ti'Ann Burghe, Blooded of the Elk
Duchess of Grindle
Three Things You Know About Her
1) She sniffs out Sorcery
2) Her Words are Weapons
3) Control.  Always in Control.




Mara Burghe, Blooded of the Elk
Baroness of Grindledown
Three Things You Know About Her
1) Her husband was taken from her by the Scarlet Baronness
2) She owns an Artifact Sword
3) She is estranged from her mother




While most Ven would have raised such concerns to their liege, others could quickly see why this woman would have such gall to make a proclamation as that. The players (with wisdom wagers) quickly defined the scene.  Many recognized her to be the daughter of the Duchess Ti'Ann herself,  Mara Burghe.  Mara had once been married to a man, but another woman had stolen that man for her.  The woman whom had earned Mara's hatred was none other than the Scarlet Baronness herself.  It was clear that Mara Burghe's claims to having been insulted by Kithranus' supposed Romantic Interludes was merely a feint.  It was instead, in truth, an attempt to hurt the one the Scarlet  Baroness loved - just like her own love was taken from her before.  The Duchess called for a Jury to form, and thankfully, Tavlim Steele, Blooded of the Elk, Baron of Shavri'for was present, and after consulting another book in his possession, reminded the Duchess that she was not allowed to be a Juror in this event.  Quan Wei Yvarai stood up and nominated herself to stand as proxy in her parent's absence (once was a Marquis), another spoke up from the crowd and agreed to be a Juror.  Needing one last one, Armand Steele was surprised to hear the Wolf he was following speak up and offer himself as a Juror.  

The Devil

With much anger in her voice, Mara began to speak of the Insult she felt from Kithranus' actions.  Kithranus interrupted her, speaking quickly in his defense of how she was wrong to be insulted, and how this hearing was unnecessary given the stupidity of the accusations.  The Duchess interrupted Kithranus then, asking him to clarify if he believes the Jury to be incompetent and unable to make such decisions on their own?   Kithranus attempts to clarify, stating there was no real wrong done here.  But the Wolf beside Armand Steele concurs with the Duchess, reminding the young Baron to allow the Jury to determine such things as its their right, unless the Baron believes the Jury, who represents the Senate, is unable to have such Wisdom in things.

From above, Talia however begins to notice something awry.  The Duchess, who has been infamously known to be a stickler when it comes to discipline and order, was ignoring the other ven who were coughing or whispering among themselves during the hearing.  Her eyes then catch the slightest motions from Mara Burghe's fingers, that correspond with the Duchess' movements.  She realizes what is happening:  Mara Burghe was using Sorcery to control her own mother's actions.  And the Duchess was now moving fully under Mara Burghe's control.  The swordsman turned to Talia and asked her for a promise.  He handed her an interesting ring (the ring was of three interlaced pieces that could freely move around) and told her, "If you ever hope to see me again, please wear this."  When asked what he was planning to do, he drew his Blood sword and told her, "Make a difference."

The debate below exploded into a fight.  Mara Burghe swung her sword at Kithranus, with the Duchess Ti'Ann mimicking the very strike!  With lines drawn, the ven were very quickly forced to decide where they stood in this moment of Mass Murder.  Some, like Gauis Mwrr's group, withdrew and pulled out of the battle field, not wanting to be party to the event.  Others, like Armand Steele, embraced the opportunity to settle old scores, and joined the fray.

The Tower and The Magician

Quan Wei Yvarai found herself being attacked by ven who were favoring Mara Burghe's side.  Her Personal Guard, the Jin, fought bravely and kept her well protected.  But many of their spears were splintered with a mere swipe from Mara Burghe's sword.  While it was no Bloodsword, it was clearly an Artifact blade!

Kithranus quickly had both his Personal Guard, the Blood Guard, his Spy Network, The Crimson Fog, and his Valet of cross-dressed women, the Order of the Rose join the battle.  While each strike and thrust was met in kind, deaths were avoided until a killing blow was about to be delivered to the Scarlet Baroness.  The Order of the Rose sacrificed itself to prevent the act of murder.

Armand Steele and his entourage challenged the Bronze Inquistor head on, and while the two factions seemed well matched, Armand successfully plunges the Ruby Edge, his artifact stilleto known for being impossibly Sharp, into her face.  The Inquisitor nearly fatally wounds Armand's new Wolf however just before she finally falls down dead.

And when the chaos clears, Kithranus delivers a killing blow onto Mara Burghe, and the woman drops to the ground on the throes of death.  Her lips move to give one final death speech, but something interrupts her and forces the words to hold in her mouth.  She dies in silence.

With the chaos ended, the young Barons and Baronesses soon find the arrival of the Vashna and share their knowledge of the events.  Many are perturbed by the fact the Bronze Inquisitor's legacy has been soiled in this manner.  Others ponder on what this may mean in the future.  Some whisper that the Burghe's might seek  vrentae for the death of such an iconic Noble, especially if  her death was while she was being manipulated against her will.

Gauis Mwrr and his husband Vance return home with their very many presents.  As it turns out, all presents given that day were intended for the two of them.  With the Blooding delayed, Vance is told he has a few Seasons to consider what House he will accept the invitation to.  To Gauis' shock, however, Vance admits he would rather remain Veth.  

Kithranus spends many nights leaving his Castle at night, still bothered by the other revelation that Scarlet admits to him.  Her affair with the late Mara Burghe's husband was not without a final sting:  their daughter Yvonne, is actually not his.  Kithranus eventually loses himself in some Ruin and finds a mirrored hallway that shows a reflection of an older version of himself.  The reflection draws out a Blood Sword and offers it to him, telling him, "Blood opens all doors."  He wounds himself and but finds it does not work.  The reflection whispers, "The blood of someone who loves you."  He wakes with a cold sweat back in his chambers.  Scarlet sleeping.  Yvonne watching from the door.

Quan Wei Yvarai and her husband quietly settle in for the night.   Quan remembers that Armand Steele failed to deliver the Healing Salve he had promised.  Among the ven, after all, promises are never broken without repercussions.

Armand Steele finds the Wolf inviting him to join him in bed, and is lead to a carriage that contains nothing but a chamber to make love inside of.  Agreeing, he is surprised the Wolf does not join him in the carriage for the first thirty minutes of the ride.  Opting to wait, Armand soon hears the Wolf's voice as he explains, "I'll be back shortly" and a woman responds, "Very well, my love.  Enjoy your young man.  I shall be here when you are done."  Armand realizes he is but a pleasure thing to this married couple.  "He is a good find," the Wolf replies, "I think you too will enjoy him."  One that the Wolf intends to share with his wife.

And lastly, Talia Mwrr toys with the ring while in her Castle.  The swordsman had just vanished after leaping into the fray.  There was no sign of him during the battle.  No sigh of him among the corpses.  At one point, the ring seemingly interlocks when twisted at a certain way, and like a Chinese-finger trap metal parts swivel to wrap around her finger into a tube.  A click-click-click sound then strikes before utter pain!  Talia stares at her four-fingered hand and watches as the ring clatters to the floor, continues to click into place as it seemingly expands into the size of a metal drum, then opens to eject out the naked, bloody, swordsman in her chamber.  Guards bang at the door, asking if she is well.  Talia merely tells them to bring her a warm basin, clean cloth, and some healing salves.  She returns to the man who mutters, "You sacrificed your finger for me... I think I am in love."  Talia raises an eyebrow, uncertain what she had just gotten into.

*

The second episode had more twist and turns than expected.  But this was because the players were getting a better grasp on how to use their wagers.  Just like the first session, this game still had Tarot Cards added to the mix which affected the game when unleashed.  Here, with the coming of the Devil and the Tower, the twist of the Duchess being enslaved and the eventual destruction of her house hold was imminent.  What the players failed to consider, however, is the repercussions of letting the Duchess die/killing the Duchess when her actions during the party were evidently the result of being used as a Puppet.    The other card, the Magician, introduced the mystery Swordsman whom Talia had met.  As to what his motivations are, and exactly what he did in that Mass Murder are details to be revealed in time.

I feel sad that the Duchess Ti'Ann Burghe had to die.  I kinda liked how she was approached in the game.   But this is Houses of the Blooded, and a Narrator can't have any favorites in a game like this.    

Armand Steele's Romance with the Wolf is an interesting one since the player clearly knows he's not in the upper hand, but does not want to just give up on the Rank 6 Romance he has with him.    I wonder if he'll try to eliminate the Wife from the situation, or just break free.  I sense someone becoming Padana soon!

Add to that how John Wick has shared the link to this blog on his Facebook wall, I now have players who feel "pressured" to play better.  HHehehe!  I just told them to have fun and know people will have fun seeing we're having fun. :-)

So yeah, up next... Puzzle Houses.  Specters.
Doom.  Sorcery.  Orks.
And more Doom.

I frigging love this game!




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