Thursday, February 6, 2014

The Gossamer Saga ep06 : Homebrewed System

01/19/2014
The Gossamer Saga : Revolution


Episode Six
"Escalation"

Home-brewed Game

Somewhere underneath the ruins of Staniga, Kale, Ash, Quince and the Blacksmith face the cultists that rush down the hall and the invisible guards from the Gossamer Tower.  Up north, the capital is under martial law and General Cray of the army has confirmed that the Regent is gone.  In a random tent in the plains of Waltein, Magda is in a tent looking at the general who is having the Prime Minister executed.  She feels the confusion that plagues the Tower.

Back at the Gossamer Tower, Chi'tairn and Larkspur are brought to different dungeon chambers.  Larkspur is being interrogated by an officer and the answers the gives him are crazy talk about Divine Rapture and the like.  The guard remains skeptical of her answers but fails to get any real answers through her.

*

Kale decides to open a portal, using the strange device embedded into his hand.  He drags everyone to the Glades, including the guards, cultists and captives.  Only Ash successfully reacts in time to land on her feet.  The rest drop against the branches and other foliage of the forest and painfully hit the ground below.  Desiring a weapon, Ash is stunned to see a shaft of light emerging in her hand, forming into a spear.  She pins a guard down and demands to know who he is.  Quince gets up to his feet as a guard lands next to him, and without a second thought, he bashes the guy with a rock.  Kale trips a cultist and the cultist rolls away from him perhaps in a hope of finding safety.  Ash demands for answers, but when the guard doesn't give any, she discovers she can split the spear of light into two short spears, pins them against the man's neck, then draws the dagger she had taken from Kale to threaten the man more directly.

Kale figures out where his companions are while another guard assaults Quince.  The cultist Kale had tripped ends up rolling on the guard attacking Quince.  As Ash pries open the guard's helmet, she hisses that the Bright One wishes Staniga to be avenged.  She demands to know where his token is.  When he refuses to give answers, Ash simply kicks off him.

The group hurries into the woods, lead by Kale who makes sure they are not followed.  Kale leads them towards his village deep in the Glades.

*

Elsewhere.  Back in the Gossamer Tower, Chi'tairn is being guarded heavily.  A smell of the sea permeates the room, and water gushes into the dungeon.  Gorval opens the door to Larkspur's cell and tells her that she changed the time table.  Faraker appears as well.  They are here to bust her out.  Apparently, Gorval is "retiring."  Larkspur insists to be brought down to Hearthkeep, which makes Gorval impatient.  Ballouise brings Chi'tairn over. Larkspur gives Ballouise an embrace and tells her that now she is understood.  She does not seem to grasp, however, that the group is making a break for it.  Ballouise seems reluctant to go far from water, but Gorval finally concedes.  The man takes all of their totems and Faraker uses his ability to bring them all to Hearthkeep.  There, they find Dawn waiting for them.

*

The cultists and the guards battle it out as the captives run away.  The blacksmith takes his silver golems to the woods and departs.  The guards defeat the cultists.   None of them seem to track where the group had gone.

*

Kale talks to the group, mentioning the possibility of using the Trust without the use of totems.  He suggests leaving the totems in the woods.  Not having her own Totem, Ash decides to try channeling her memories of Staniga and decays a tree nearby.  The power is unleashed stronger than anticipated and she ends up creating a clearing of ashen trees.  Kale climbs a tree, gets an egg, uses the Trust to grow the egg into a bird, and leaves his totem on it.  Quince keeps his for now.  Kale leads them to one of his safe houses, a tree house in the middle of the woods, and Ash decides to not ask why a messenger boy would have such a hiding hole.  The group camps down to rest for a bit.

*

Back in Hearthkeep, Larkspur starts whipping up a warm comfy dinner for everyone.  She is blind to how disconcerted everyone else currently is.  After enjoying the meal, Larkspur uses the Trust to check on her erstwhile companions.  She is able to see that the tree are in a tree house somewhere and tells the others.  Faraker offers to fetch them.  Larkspur remarks that she thinks Faraker and Kale act like lovers.

Morning comes.  Faraker finds the other group and nearly gets assaulted by Ash and Quince.  He eventually convinces them to come with him and they appear in a barn.  Ash once again sees the woman she despises and throws Larkspur an insult.  The farm girl responds in kind.

With everyone gathered at the dinner table, they exchange the stories of what they have gone through and they have learned.  Dawn explains that her group had planned on going rogue from the start.  She explains that magic is out there and that "the Trust" and the World Pool are meant to leave others dependent on the Tower.  Chi'tairn explains that there is no need for "a battery" and that they only need to call on what is there.  Pick it out of the environment.   She shares how she was able to get deeper into the libraries before being discovered, and that there is something of the prophecies coming.  The Regent may have been a key to open a doorway of some sort.  The group shares how the cultists could use magic as well and wonders on what the cultists may be hoping to achieve.

Kale draws out the mirror that Magda had given him.  He peeks inside and sees images showing that his father was finally back in their village.  

The group discusses about how they must look for a way to identify the cultists.    The group shares their observations and considers their options.  The cultists may not be of this world or plane.  Chi'tairn admits it is next to impossible to track magic, and that the center of Staniga's explosion was where the Regent died.  He had been inserted with magic.  But the questions remain:  How to find more information on the cult?   Where to find the priest with the staff which the group saw in Staniga?  Or the cultists?  Some suggest to go where the Regent died, others suggest to investigate where he was prior to his death, and some consider finding a cultist to interrogate.

Ash asks about how one can conceal the use of the Trust.  Apparently, one merely need not tap into the World Pool.  Ash shares an idea:  what if the group were to have someone pretend to be the Regent, to bait the person who killed him to come out.  Quince gets impatient and demands Faraker take them to the Glades.  Ash, Kale, and Larkspur follow suit.  Kale clearly is annoyed at Quince's actions.

They return at the tree house, and Quince quickly climbs down, intent on heading where the clearing was.  Ash contemplates on why they were chosen.  Kale tells Quince he is headed the wrong way and eventually convinces him to head down the correct path.

Back at the clearing, the guardsmen are gone.  Quince gathers up the bodies he finds lying around while Kale opts to climb a nearby tree for a higher vantage point to look for a trail to follow. Larkspur uses the cultist's corpse as a focus to find a sympathetic link with the other cultists.  The two seem to be intent on using the Trust to achieve some goal.  Kale decides to stay at the top of the tree and keep watch.   Ash talks to Faraker, and he shares how he was once a recruit like them.  How he used to be from around the Glades.  How he was taken in by Chi'tairn.

The two talk more about the rest of the group, and Ash asks him why the others have chosen this group in particular.  Faraker admits that he has not really though about that.  She asks him of his training, sharing some hints of her darker brutal past.  Faraker says his life practically started with the Order.  He barely recalls anything of his life prior to joining.

Quince is busy transforming the pile of corpses he had collected into a strange construct of human remains.  Ash crawls nearby to him and admits to him her dislike of Larkspur and of religion in general.  She admits she has made a promise to herself to destroy them.  Quince barely responds, too preoccupied with sewing the bodies together.  He uses the necromantic structure to act as a link and tries to gain information from "the hive."

Larkspur embraces the idea of the divine miracles of the Bright One and attempts to raise the dead.  She succeeds in raising the corpse back from the dead to ask a single question.  "Where is the leader?" Sadly, the corpse admits it does not know.

Quince gets glimpses in his mind of the cultists activity for the past week.  He learns that the best is still in the temple.  There was a grand gathering where all the members were called underground, that the moment they had been for had arrived.  The man with the staff talks to them of the Regent and how he has come to be sacrificed so their true masters will come and rule the land.  The Regent's death occurs directly above the underground temple.  Quince learns the man with the staff has a name:  Yogandan.

Kale was making his way down the tree when he finds the impossible has occurred.  An individual have successfully snuck up close enough to him even while he was keeping watch.  He grabs the man only to be threatened by the man's companion to let go.  He also realizes the "men" are not human at all.  They are elves.

Larkspur and Ash realizes Kale is in danger and act quickly, with Ash summoning her spear of light and Larkspur growing massive wings to lift them both up towards Kale.  But arrows fly and Larkspur whips up the winds to form a spherical shield around them.  

Kale tries to parley with the elves, talking to them about how they have not come to fight with the elves.  But as he tries to ask why the elves have come so far away from their own territory, the tree itself becomes unable to carry their weight!  Down below, Quince has transformed the tree into a honeycomb for a brief moment, hoping to make the others drop down.  Kale teleports himself to the ground safely, even as the elves mobilize to attack.  A fight is imminent until Faraker steps foward and starts talking to the elves in their own tongue!

He asks to speak with their leader.  More elves reveal themselves and some don't seem too happy that Larkspur is using magic.  Faraker convinces Larkspur and Ash to cease their magic, and to the others it seems Faraker knows the elves.  They are a scouting party who have arrived to investigate the earlier battle.  Seeing the group, the structure of corpses, and the use of magic, the elves opt to bring the group to their elder.  Kale worries silently about this, knowing how territorial elves are and how typically they ignore anything outside their lands.

*

In Staniga, the cultists are gathered, surrounded by runes formed on the ashes with blood.  Yogandan stands there, drawing power into himself.  The beginnings of a portal begin to open.


Tuesday, February 4, 2014

In development: mem:RE - 4th glimpse

Real-Time Rules:
Given that mem:RE is intended to be run as a real-time spy thriller, here are the rules that will help support and capitalize on the real-time approach to make the game a new, exciting, fun and memorable experience.

I. Missions Run For 3 Hours
When you start the game session, the players should have at most an hour to prep their agent sheets.  During this hour, allocating their Memory dots and deciding on how to use any Recognition should be tackled as quickly and efficiently as possible.

This however also means that if players take too long, then you should move to the actual Mission Proper immediately and inform them that the clock has started.  If they waste time focusing on other things, fiddling with their devices and the like, then let them.  Just remind them, the clock is ticking.

I recommend having a visible countdown somewhere nearby.  One option is to use online resources such as http://www.timeanddate.com/timer/ or perhaps ios apps such as T-Zero Countdown Timer to have a constantly counting down reference that the players can easily see.

It is imperative to also announce the time remaining whenever dramatically possible.  Simply calmly intoning, "One hour, fifty minutes left..." can jolt the players to take more exciting risks and dangerous options to keep the game fun.

II. Not All Actions Are Instant
Bear in mind that some actions the players may declare SHOULD consume some time.  For example, a player might mention "I'll stay outside the restaurant and keep watch until the target shows up."  If such actions are declared, you should a) Determine how much time before the desired result actually does happen b) Determine how long the player plans to do the action in hopes to achieve it.   c) Tell that player he's engaged in doing it, and will have to wait for that amount of time in the game.

So, for example the player opts to, "Hack the system to break in."
You might determine, "Haacking will take twenty minutes."
If the player says, "Go for it," then he is busy hacking while the player waits for 20 minutes before she can rejoin the game.

This adds a layer of desperation in the game which isn't typically found in others.  Players very quickly sense the importance of a single minute and at times might even opt to "try something that can be accomplished faster" which over-all adds to the desired sense of urgency in the game.

III. Be Sure To Match Senses With Events
When player characters are physically separated in terms of locations, players should feel as if they can perceive or experience events in a way that resonates or implies the presence of the others nearby.  For example, if one Agent tries to kick open the door, when you cut to the next player, be sure to mention the sound of something heavy banging against the door within the vicinity.  When the ambient sounds of traffic can be heard outside, try to incorporate that in the description of what the characters can hear in their area.  Immerse them into the scenes to help them grasp the "real-time-ness" of it all.  I even go as far as changing the lights to reflect different locations, and describing how something brushed past their feet when I know my dog is actually hunkering around the gaming table.

One highly suggested approach is to have a key song or music track to play just before the game starts.  Sort of a signal that the Mission is about to begin.  And once the game is done, perhaps to play a "closing credits" song that clearly defines the Mission is over.

IV. No Breaks
Part of the 3-hour limit of each game session is the fact that you should, to the best you can, avoid any breaks once the mission starts.  If the player needs to use the bathroom, for example, or wants to grab a smoke, then ask him if his character is doing the same.  And if so, then they can go for it while you describe their character doing the same.

I even once asked a player, who insisted his character was going to have a cigarette, to explain to me where he was getting the cigarettes while at the mission.  So he described his character going to the nearby convenience store to buy some.  I told him the length of time he'd smoke was the amount of time to go in, line up, pay, and head out.

But as the action picked up, he threw the cigarette and ran back to join the table.  Which sort of was like him throwing the cigarette and running to join the fight.

V.  Time Runs Out
The moment the game is down to the last fifteen minutes, be sure to play it to the hilt.  The intensity should rise.  The action should be crazy.  Or perhaps the secrets are now being spat out.   But once the timer runs out, you have two choices:

a) You keep going and give the Mission an ending to be proud of.  
This works best if the players have earned it.  If the players are so caught up in the session that none of them are breaking out of character anymore as they struggle to find solutions to accomplish the Mission, then throw away the timer for that final finale scene.

b) You Abort
The Agents suddenly seize up, drop down unconscious, and the game session ends.
If you can, pack up the game stuff and leave.
Or maybe simply collect all character sheets and put the game stuff aside.

And yes, ignore any questions they may ask about the game's story.
That's to be best explored in the next Mission.

Monday, February 3, 2014

New Game Day : Feb 2

Something to look forward to supporting starting next year. Sad I only read about it today.  But I definitely foresee hosting events on future Feb 2 to introduce to people a game they've never played.



Sunday, February 2, 2014

Evolve Your Game: Birth of a Community

Whether it be a Houses of the Blooded game set in the Wilderness, or a Shadows of Esteren game where you are establishing a new village, you will want to check out  A Dark Room.

Definitely evocative for a game with the minimal-est of imagery.
For certain, it will give you great ideas.
Maybe even tempt you to have your players play it, then have the results after 24 hours represent their village.

Try it today.

Thursday, January 30, 2014

After the Rain ep03 : Houses of the Blooded

01/12/2014
After the Rain

Episode Three
"Of Letters, Love and Longships"

Houses of the Blooded

Nia finds a guest at her Province.  Her second sister, Calaeno Steiner, a Q'val of the Holy Mother.  She is the wisest of her sisters, save for matters of the heart.  She used to be married, however no one knows how it ended.  Now, she devotes her life to Manna Renay.   Pale and covered in snow and frost, she and her entourage stand at the gates and ask for Hospitality.  Nia asks why she is so cold and learns they had gotten lost in their journey.  "Shanri is more cruel now than usual."  Calaeno admits she is confused at the volcano being part of Nia's Province.  She talks about it being proof of Nia not being ready to own land.  But this statement does not gain as much anger and righteous fury as when Calaeno questions Janine's validity as Nia's spouse.  It becomes apparent the House has yet to accept Nia's choice and the two argue over the matter.  Calaeno is deeply bothered however at how there are tremendously few temples left.  In the four years of their journeys, they had only seen two.

Calaeno then questions Nia on whether or not she owns a Blood Sword.  She becomes more reproachful when Nia says she has none, but does at least have an artifact.  When Nia shows Calaeno the artifact, she identifies it as "A Sinjin" and mentions it was an item created "Before the Rain."  The initials on the mirror spell out "Dano and Obus," two ven who are remembered for having built bridges and temple defenses with steel that had been crafted to be as sturdy as a Blood Sword's steel.  Calaeno hopes to stay for a week before setting off again to continue her pilgrimage.  There are whispers that there have been people who have prayed to Manna Renay, but she has not responded.  It may be the suaven's whimsy, however.  Nia asks about the white star and what it means to the Q'val.  She does not believe it means a suaven is dead, but it may herald bad things to come.  The Horse constellation is incomplete.  Calaeno admits she is searching for senior and more experienced Q'val to petition Manna Renay for answers.  Nia offers to build a temple herself, to save Calaeno from dying in the wild.  But without a relic, the suaven would have to be courted with incense.

Calaeno Steiner, Q'val of the Holy Mother
Calaeno Steiner, Blooded of the Bear, Q'val of Manna Renay
Three true things about Calaeno Steiner
She is Wisest among her sisters.
She fails to understand matters of the heart.
She used to be married, but it ended.  


Nia tells Janine that Calaeno has come to visit.  Janine holds the ring which Nia had been given by Dranna Ru.  Janine admits that there was no affair nor Romance.  They did have a bond stronger than anything Nia knows - but not stronger than what they have.  Dranna Ru and Janine were of a single region, the same one where Ru and her brother were from.  When Nia asks how to best kill Dranna Ru, Janine reiterates that there was no Romance between them.  "She was a witch.  My bother, a thief.  We were all once an Adventuring Company.    I was the group's Druid."  They once took adventures together, and had promised never to stop.  The ring was a symbol of that promise.  Janine admits she has to leave.  She will return when spring has come. Nia feels upset.  Not even knowing Dranna Ru was once dirt helps her feel better.

*

Althea Thorne, Countess of Kalien
Seran visits her mother.  Althea Thorne is a known explorer of Shanri and only comes back to her Province once a year.  Seran aims to introduce Lukas to her.   A blizzard rages around them as they travel.  There have been rumors that the Storm has changed its name.  That even the Falcons now fear the Storm.  In the blinding blizzard, the Pantaloon struggles to continue safely in the trip.  But then arrowheads thud against the carriage and they have ropes tied to them! The carriage takes a tumble to the side, with Seran almost falling off had it not been for Lukas who pulls her back to safety.  The ropes pull them back to safety as they realize they were traversing a bridge and the blizzard has blinded them of how close to the edge they were.

Althea Thorne, Blooded of the Falcon, Countess of Kalien
Three true things about Althea Thorne
The Foremost adventuress among the Ven.
All of the oldest Provinces now were places she found for the ven.
When she gave birth to Seran, it was Spring.  She was in the Wilderness.


A thing of fur, antlers and odd motions walks towards them as the gates to Castle Kalien open.  It takes Seran a moment to realize it turns out to be her mother in what she calls her winter garb, mask and all.  As the two greet each other, Althea excitedly informs her daughter that she had found him a husband!  They share stories of Althea's adventures and of the underground ruin and Althea asks if the Althua went well, given the spies she had sent there had only shared a partial account of the events that transpired that night.  Althea is shocked, however, when Seran announces who Lukas is.  "Now we have to find a way to kill him," Althea suddenly shifts in tone and sighs at Seran.  She explains she had signed off her lands to the fiancee as dowry.  Lukas offers to kill the man, explaining that as he is not yet Blooded, he can get away with Murder.

They enter the Castle Kalien and find the guest waiting in the Grand Hall.  The man is handsome, young, and charming.  Althea introduces Seran and he takes her hand as he introduces himself as Haroun Q'n.

Haroun Q'n, Duke of Tamal
Haroun Q'n, Blooded of the Fox, Duke of Tamal 
Three true things about Haroun Q'n
He is young, curious and outspoken.
He is courageous, save for Orks.
He remembers the lost art of creating althenta.


As Seran finds herself drawn to the man (especially his prominent dimple), Gaelo arrives.  As it so happens, Galeo was invited by Seran's mother to stand as a witness to the union.  Seran takes Haroun's hand and he invites her to see "his carriage."  To Seran's surprise, they head up the flight to stairs instead of out to the courtyard.  Galeo and Althea quietly talk about the predicament, given Lukas and Haroun, and Galeo offers suggestions as well.

The airship.  The ship was a majestic sight.  Haroun shares that his grandfather was a great builder and explains the ship was an inheritance.  One of two ships he owns.  He invites her for a ride.    She readily accepts.

*

Galeo suggests that maybe Seran should promise the Duke her first born.  Galeo asks Althea as well if she had found shrines and temples in her many explorations.  The Herald calls out and announces the arrival of Jaric Thayl.  Lukas greets Jaric as his "Brother-in-law" which surprises the others.  As it turns out, Lukas is the brother of Jalani.  Althea takes Jaric aside and the two quickly discuss Jaric's recent findings that they are actually in The Wilderness.  That the ruins of Quan Wei are the Ruins surrounding the home of the Matron Mother Elesa Yvarai.  Althea shows Jaric a journal she found in a ruin, but is not willing to let it be touched.  She explains that it is the journal of someone who lived before the Rain, speaking of the destruction of the Senate and choosing to live among the Orks.  She tells him also of having seen evidence of Orks keeping ven traditions, and even calling themselves a House.  "Fenris," Althea whispers.  According to myth, a ven from the Blooded of the Wolf adopted Orks and gave them a ring.  Jaric shares the stories of Quan Wei.  Quan Wei's teaching was that once an era, a woman will be chosen to be a Dara.  Jaric is excited at the idea of finding the old Senate house, the center of the first ven city.

Galeo says that Countess Isolde won her duel, and informs them that she has taken over Elesa's land.  Jaric shares more history of the infamous Crimson Inquisitor of the time before the Rain.

*


Seran stands on the airship.  In most ways, the ship seems nothing different from a normal typical ship.  Only it floats above the very ground.   Haroun shows her how to steer the vessel, and she discovers that the ship can actually be handled alone.  Watching her celebrating the ship, Haroun finds himself passionately overwhelmed and that moment he drops to one knee and proposes.

"Althea Thorne, will you marry me... I mean Seran Thorne..."

Seran catches that.  And hounds him immediately about his interest in Althea.  But then, a flying Ork swoops down on them.  White as snow, with a bulging furry back, the winged monstrosity lands upon the deck and prepares to strike.  With a graceful strike, Seran strikes at the furry mound only to find it unfurling to reveal a rider underneath.  The rider radiates a Terror that neither Seran nor Haroun have ever faced before.  And even worse, Haroun seems to be greatly disabled by the fear.

*

Althea turns her attentions on Lukas.  She asks him to convince Seran to let Haroun court her.  The Herald announces the arrival of Nia Jalan.  They update her quickly on the events so far.

*


The figure steps down from the Ork's back, a wicked Blood Sword dragged behind him.  With eyes as black as pitch, Seran easily realizes the man speaks the veth's Vulgar tongue.  He tells them to leave and as she tries to knock the wheel over to disable the ship, the man's face contorts into some terrifying shape that hits Seran with an even greater Terror.  Seran, however, finds enough Courage to still move, and she pulls Haroun with her into a basket on the side of the vessel which detaches and safely descends towards the ground.  The Duke first tells Seran not to worry about the ship and claims he has a second one.  He even convinces her at first that the vessel will return to his port on its own.

*

Althea and company are talking about their plans.  Althea is resigned to losing her land and moving in with Seran and Lukas.  Nia sees out the window the basket the Duke and Seran are in gently reach the ground.  Seran and Haroun find an excited Nia who rushes to them.  Jaric follows and the two start throwing them questions.  They pull Seran aside and tell her of the plan to have her let Haroun court her, but Seran protests.  Galeo and Nia have plans and conspire.

Meanwhile, Althea and Jaric try to convince Haroun to allow them an expedition with his airship.  They also slide in the suggestion to Haroun that he consider courting Seran a bit longer.  Jaric asks Haroun what his desire is and Haroun admits he wants Althea... to be proud of him.  Both Jaric and Galeo read more than the Duke is saying, however.  Jaric senses that Haroun is romantically interested in Althea.  Galeo senses that Haroun will continue courting Seran if Althea will be happy if he did so.  Althea is not exactly uninterested.  Haroun is attracted to Courage he does not have.  Haroun likes lost causes and things that are hard to get.  But ultimately, Haroun lacks the teeth of one who is Cunning.

Haroun is convinced to do it.  He admits that the first airship won't be coming back, but they have a second and Haroun offers to let the group use it to chase after the first.  There is some discussion on whether or not Althea will accompany them, however she reminds Seran that this is her opportunity to prove herself.  Haroun shares with them that his libraries and Province will be watched over and cared for by her dear friend, Isolde Valar, Blooded of the Serpent, Countess of Khattam-Shud.  If the stories are to be believed, the Senate was destroyed by an Ork cataclysm.  Haroun draws out a small silvery white shard from his pocket and uses it to reach out and contact Isolde.  Jaric demands to know where it was taken from and learns that he was given the shard by Isolde; she has been giving them to those she deems her Friends.

The ven are decided.  An expedition to hunt for the stolen airship.
And they are all to meet again come the green of Spring.

*


Lukas takes the ring he had given Seran, the sign of their love and marriage.  Both realize the ring shouldn't be around her finger if she is to entertain Haroun's advances.  Seran reminds Lukas that he will give it back to her in time.  He simply tells her, "Only if you ask for it back."


Wednesday, January 29, 2014

Five Inspirations : The Shadows of Esteren


Brotherhood of the Wolf
For fear borne from the unknown, dark conspiracies and shadowed woods.


His Face All Red
Slow building terror that roots you in your seat and demands you reach the end.
Absolutely excellent material.

The Secret of Kells
Visually stunning.  Symbolically appropriate and show you how horror can nicely mesh with vivid fantasy and color.


Prophet: Remission
The reimagined approach to John Prophet has broken genre barriers and created a whole new world that can inspire alien yet familiar landscapes.  Feondas ideas abound.


Habibi
Religion.  Passion.  Survival.  And Poetry.  Language and Prayer.
All these are elements that can find purchase in The Shadows of Esteren and become key plot points to explore.

Tuesday, January 28, 2014

After the Rain ep02 : Houses of the Blooded

01/12/2014
After the Rain

Episode Two
"The White Star"

Houses of the Blooded

Galeo stands in a temple.  There is a massive statue of a white horse.  Galeo is uncertain how many days have passed since appearing in the temple.  The woman in silken robes reminds Galeo of how artists would represent the Suaven Talia Yvarai.  And the temple they are in seems to stand above the cloud line.  Though the guards do not allow Galeo out of the temple, they have helped Galeo recover from the injuries gained in the Ruin.  Using the ash from the brazier, Galeo works on being presentable.  The guards treat Galeo delicately, even though they neither address Galeo using the formal title or name.

When the woman returns, she is more apologetic.  "Does the Rain still fall?"   Galeo says Shanri has survived.  The woman admits she knows of the Rain far too well, but she cannot feel further than her own domain.  She is, indeed, the Suaven known as Talia Yvarai.  She had awoken from her sleep because of the death of another among the Greater Suaven.  She shares how she no longer hears the prayers of the Devoted and how she can no longer sense the shrines in Shanri.   She prostates herself before Galeo and asks a favor.

"Find out which one had died."

Galeo is uncertain who it could be.  As far as Galeo knows, all the Blessings are still working.  Talia tells Galeo she will return Galeo to the Ruin.  Galeo asks for a relic to build her a shrine.  She hands Galeo a means to return back to the Temple, a Shard of something that was perhaps once a massive Pearl.  Galeo realizes Talia has not heard of anyone's prayers in a while and Galeo's prayer must have been the only one she has heard in so long.   She also hands Galeo a red apple.  She tells Galeo that it has stored inside her kisses (all seven of her Blessings).  Galeo asks what will happen if the information discovered leads to Revenge.  Talia reminds Galeo that she is not of Revenge.  The spear men lead him away.    Galeo's thought race, however.  If this is truly her mountain, the spearmen are clearly veth.  Someone must be feeding them.   Someone must have provided them.

At the base of the White Horse, there is a carving of a massive pearl.  Galeo asks how Talia fares and she admits she has a caretaker - A woman who thinks her name cannot be remembered for the failures of her past.  Galeo asks which prayer Talia last heard and she admits it was Galeo's cry seeking sanctuary.  The world swirls.  The Horse Statue moves.  A blinding white light.

*

At the dining hall back at Ul, Matron Mother Elesa starts asking each one about how they fared in the expedition.  Count Kether begins by saying he failed, and that Galeo was lost as he ran towards the Ork to do battle with it.    Nia asks the Count where he struck the Ork and he admits it was somewhere "sensitive." The Baron  Felix, a reclusive genius, sits beside Jaric.  He mumbles that Kether does not seem right and that he has a more accurate account on the numbers regarding the Ork.  The Baron converses with Jaric on the expedition.

Kether continues to share his account and Seran reacts with interest at Kether's mention of the cookies.  Baron Path, a tall raven-haired man with an eye patch accuses Seran of bringing the poisoned cookies, but Seran deflects the accusation.  He turns to Nia instead and then goes quiet.  Count Badden of Fanglord, Blooded of the Wolf, encourages Kether to share more and even invites him to lead the next expedition!  

Zsanos Yvarai, Count of Kether
Baron Felix shows off the trophy he had picked up - a Serpent Earring - and Jaric realizes it looks like the same earring owned by Dranna Ru.  Baron Path, however, also reveals a similar earring as a trophy.  "They seem to match my set," a Countess speaks up, and all turn to see a silver-haired beauty they recognize to be Countess Isolde.  She even has a bracelet that matches the earrings.  She reproaches Jaric for being so particular with history, when history itself may be wrong.  Jaric knows her as a former member of the Senate.  One who was outsed for being known to be a liar.  Baron Felix challenges her claim to the earrings.  Jaric wants to simply verify which one is the real one.

And that's when the pair step into the chamber.  Golden haired with silver clothing, with a proud bright mask of red, Baron Fyx Mwrr, comes into the light with his twin brother Ryx Mwrr alongside him.  The others all recognize the man.  He was once the Count they all served.  Fyx is heart-broken, and holds an ardent interest in the era of the Sorceror-Kings.  Fyx state of Padana was borne from Isolde's lie about him  which she told the Senate.  And worse yet, after leaving Fyx, she won the heart of his brother, Ryx.

They trade barbed words, insulting one another, and as Tavlim greets Fyx as his "brother", Count Badden interjects that they should all just go back to the Ruins to explore it.  However, his glance towards where Count Kether was finds instead an empty seat.  A quick glance among the servants reveals the veth he wanted was gone as well.

"You were all invited here for a reason," Matron Mother Elesa admits and tells how she was once the Spymaster for the then Count Fyx.  She gathered all the other former Vassals that served the Count and brought them here to "gift" them to the Count.  Seran approaches Fyx, reminding him that she was the one who found his Province before.  Fyx forgives her and allows her to leave, "... with all your friends."

Isolde moves to take Elesa hostage, using the Blessing known as the Circle of Protection to keep them separated from everyone else.  Seran takes Nia with her and the two find Elesa's personal guard moving forward to protect them and show them an exit.  Jaric approaches Fyx and makes a vow to protect him and keep him safe.  Jaric invokes a Blessing however that forces Fyx to promise the same.  Ryx, on the other hand, guides Tavlim to safety.  As archers unleash arrows and begin killing the other Ven, Elesa begins the use of Sorcery to battle Isolde.  However, Jaric Moves the Pawn and reminds Elesa that the use of Sorcery is frowned upon.    Isolde takes this opportunity to challenge Elesa to a duel; Elesa chooses Count Badden to serve as her champion.

*

Nia and Seran withdraw from the events and are guided by the Staff to the stables where their own servants await. They discover some of the new Holdings Elesa has started with the Ranch being the most prominent one.  As Nia addresses the Staff of one of the dead Ven, inviting them to serve under her, Seran recognizes the noble horses and veth horses in the stable and learns of the Ranch.  The two wisely decide it is time to leave.

"A white star," Lukas tells the two and they look up to see a falling star in the sky.  Lukas asks aloud what it means and Nia worriedly mutters, "A white star falling from the sky means a Suaven has died."

There is a sound.  A blur of white streaking towards the Castle of Ul.
Galeo Silja has returned.

*

The duel is set for the first light of dawn.

Elesa has the corpses of the dead ven gathered for the duel.  Galeo is escorted by the Roadmen into Ul and finds Jaric on his way out. Jaric shares his displeasure of the massacre but Galeo tells him there are bigger and more pressing things to worry about.  Jaric recognizes the Shard in Galeo's hands as an artifact once owned by Quan Wei.  Despite his protests, however, Jaric has no choice by to acknowledge that Galeo has become the keeper of the Old Ways and Touched by the Suaven.  He sees faint letters upon Galeo's forehead, but it seems only Jaric can read them.

Count Kether meets them on his way out.  He carries something in his coat and his boots are drenched with drippingblood.  Jaric notices Kether's Blood Sword is missing.   As Kether bids them farewell, Jaric and Galeo continue to talk about what had transpired.  Jaric invites Galeo to his Province for the Opera, more eager now for reasons Galeo interprets as due to being more respected.

*

On their journeys home...

Nia finds a servant holding a parcel for her.  A gift from Elesa.  It is a small mirror and inside, Nia sees the image of the missing Baron Velya.  The note reads it is a gift for those who were not against Fyx.

Jaric finds an amulet that does not look valuable or expensive.  He is uncertain what it is meant to do.

Seran finds a perfume bottle as a gift.  She realizes the craftsmanship is odd and unfamiliar.  Crudely built and sealed tightly, she decides to put it away for now.

Galeo finds the white steed still waiting for him.  The guardsman at the gate  asks Galeo if the man who left prior was Count Kether.  When Galeo realizes the guard seeks Kether, and deduces he probably is related to the veth woman, Galeo offers the man to become a Master Swordsman under Galeo's care.  The man has a lock of the veth's hair tied into his own.  He accepts.

And finally, Nia pens a letter.
He tells Jaric of the falling star.

He tells him that a Suaven may be dead.



Monday, January 27, 2014

Evolve Your Game: Music for the First Timer

Evolve Your Game: Ambient-Mixer
Game: Any

When I was running games way back in the 80s, I used to struggle with movie soundtracks played on a cassette player (A what?) to enhance my games.  I remember wearing down my Enya tapes as I ran them over and over to add a deeper emotional charge to my Dungeons and Dragons games.  I recall recording selected tracks from The Lion King, The Prince of Egypt and even Mulan in a single tape so rather than have to manually rewind the tape each time a song ran out, I could keep it playing over and over again.  Eventually, I could afford my own CD player and following that, mp3 player, that I started to burn CDs with various mp3s and would even create "Official Soundtracks" for the games I would run.

And I remember how other groups would be astonished, or impressed, or inspired by how I'd use music in those games, and in many instances, they would ask how to start doing something like that in their own games.    Thankfully, nowadays, using music isn't that hard to accomplish in one's own games.  The internet offers a wealth of opportunities to dip into and take a stab in adding music to their games.   Purchasing movie soundtracks, thematic scores and even mood music now is very easy.  Creating your own playlists to have tunes arranged according to a specific emotion or atmosphere are as easy as clicking and dragging songs to a window, depending on what software you use.

Finally, for those who aren't willing to take the time to burn discs or purchase songs, there are websites that make it even easier to do.  This post is focused on one such site:  Ambient Mixer.

Ambient Mixer is a free online resource with a thriving community that has been creating wonderful soundscapes for others to use.  The site requires no installation to use and all the music are created with royalty free audio files.  Need an evocative theme to add color to your fantasy games?  Hoping to embellish your board game nights by having appropriate dramatic music while your group plays Last Night On Earth?  Searching for a fun touch of ambient environmental sounds to suggest the group has arrived at that tavern? This site has got you covered.  

 And even better, each arrangement has the appropriate controls so the user can make adjustments where they feel are necessary.  Not too keen on the crickets in the forest music?  Then slide that audio sample down to mute.  Want that cityscape to sound more like a city with busy streets than one with just the occasional car horn?  And slide those portions up and tweak the frequency of the loop.

Ambient Mixer is the kind of website I wish I had back when I started my gaming days.  And I'm extremely happy that others have the opportunity to use such a site now to give their game that added dose of cool.

Saturday, January 25, 2014

Soundtrack Suggestion: Silent Hill 4


Silent Hill 4
by Akira Yamaoka
Vocals by Mary Elizabeth McGlynn and Joe Romersa

Silent Hill 4 had two discs, but only the first disc is covered in this review.  The second disc was an audio drama called "Inescapable Rain in Yoshiwara" and is not applicable for this review.  Fans of the Silent Hill series would definitely be aware of how different this soundtrack seems to be compared to the first three.  The presence of vocals in many songs is quite evident, and while this does not lessen the mood or atmosphere of the soundtrack per se, it does limit the usability of those tracks for one's games.

The soundtrack is composed of 22 tracks, with many of the tracks oddly actually not being present in the game itself.  The dark foreboding and oppressive atmosphere of the songs remains present and strong, retaining the distinct identity introduced in the first  few soundtracks of the Silent Hill brand.

The album opens with Tender Sugar (Track 01) which would have been a great piece for a game had it not had the excellent vocals by Mary Elizabeth McGlynn.  This same sad judgement call would have to apply as well to Cradel (sic) of Forest (Track 11), Your Rain (Track 15), Room of Angel (Track 21), and more so with Waiting for You (Track 22) which is a live performance (complete with audience applause and cheering).  As this is a review on the viability of the Soundtrack on being used in table top games, let's mark these tracks as non-usable this early save for those who are willing to risk having vocals disrupt the game.

Waverer (Track 02) opens with an engaging beat formed by the snare drum and cymbals, but then quickly shifts to a dissonant set of disturbing piano chords.  The total combination, however, nicely works to a spooky effect. Fortunate Sleep - No One Disturb Her Dead (Track 03) carries the same feel but utilizes syncopated beats and piano keys with an echoing effect giving the piece a nice haunting quality.  

Melancholy Requiem (Track 04) is a strong favorite of mine from this soundtrack, that combines haunting with an almost positive "You Can Do It" feel which is perfect for opening sequences in a game.  Admittedly, the Silent Hill 4 game uses this as the game's beginning song as well.  The song does have a sudden shift to an almost introspective feel near the end, but all in all it still works out nicely in a loop.   This track isn't as awesome as Drops of Shame (Track 06) however, which very delicately uses piano keys to contrast the base beat created by an almost industrial percussion.  Perfectly loopable and immersive. Silent Circus (Track 08) nicely bookends Melancholy Requiem, and can almost be used as good scene change track.  Not to dark,but not to happy either.

Confinement (Track 05) is a harsh guitar riff that makes me thing gang members.  It would do good for scenes of conflict though.  Resting Comfortably (Track 15) would have been pretty awesome to contrast Confinement had it been longer than 51 seconds.  It is, however, a wonderful piece to use for any moment of hope and light in an otherwise dark game. The Last Mariachi (Track 16) is deliciously disturbing, with a guitar focused motif that tries to create a harmony, yet gives the impression of something just not quite right.  A great atmospheric piece especially for unexpected moments.  Underground Dawn - Never Come (Track 18) seems undecided if its a background piece or if it is supposed to be a live performance.  It seems to be both, and thus wins a slot in the WTF area.  Fever Chill (Track 19) would be the elevator music version of that WTF moment. 

The Suicidal Clock Chime (Track 07) feels weaker than most tracks.  It was created to sound like the chimes of a distant bell, with the distortions almost making one thing it was tolling underwater.    Traversing the Portals of Reality (Track 09) feels very jarring given the rest of the soundtrack.  It isn't a bad piece, but it does feel a bit closer to a weird pulp movie.  Doesn't loop as well either.  Into the Depths of Self Discovery (Track 10) feel like the slow approach of a relentless threat.  The music builds in a careful pace that unsettles without distracting.   Not my favorite, though.

Nightmarish Waltz (Track 13) reminds me of how horror was approached back in the 80s, with a distinct harmony created with the synthesizer and a repeating motif in its approach.    In contrast, Pulsating Ambience (Track 14) is an excellent piece, with the synth nicely punctuated by a steady heart-beat of a percussion.  The occasional wah just adds to the piece nicely.  A nice nod towards a brighter moment in a sea of darkness.  Wounded Warsong (Track 17) ups the danger with a spiraling leitmotif that, if faster, would sound like an alarm siren.  The song is versatile enough to be a combat track if the gm wanted a battle that had a tactical feel.

Remodeling (Track 20) is a throwback to the industrial beats introduced in the very first Silent Hill soundtrack, but has hissing sounds that make me think of mechanical crickets.  The final result reminds me of those 1940s information videos.

Overall, the soundtrack has potential for many games, but what bothers me is how there aren't any tracks that work for sad, depressed, dramatic moments.  The music seems so caught up in sounding different and disturbing that I feel they lost a lot of opportunity for more emotive pieces.  But yes, it remains a worthy addition to one's soundtrack collection for game masters who want to push their games another step forward.

Silent Hill 4 OST track suggestions:WTF moment: The Last Mariachi (Track 16), Underground Dawn - Never Come (Track 18), Fever Chill (Track 19), Remodeling (Track 20)
Introspective/calm moment: Weaver (Track 02), Fortunate Sleep - No One Disturb Her Dead (Track 03), Melancholy Requiem (Track 04), Silent Circus (Track 08),  Traversing the Portals of Reality (Track 09)
Tense/mystery moment: Drops of Shame (Track 06), The Suicidal Clock Chime (Track 07),  Into the Depths of Self Discovery (Track 10)
Combat music: Confinement (Track 05), Wounded Warsong (Track 17)
Hopeful moment: Resting Comfortably (Track 15), Nightmarish Waltz (Track 13), Pulsating Ambience (Track 14)
Drama/sad moment:  None

Best Used In:  Dark games. Modern setting feels more necessary here, although I can imagine this being effective for post apocalyptic settings as well.  Not as flexible as Silent Hill 2 or Silent Hill 3, but definitely more flexibility than Silent Hill 1's soundtrack.

Thursday, January 23, 2014

Now Out: TRUST ME - A Doll Anthology



It is finally out!
I hope you guys like it.
Do please buy it today.

http://www.drivethrufiction.com/product/125506/Trust-Me?manufacturers_id=5523%EF%BB%BF

In development: mem:RE - 3rd glimpse

mem:RE - 3rd glimpse
As I mentioned last year, one of the games I'm working on is mem:RE a real-time super spy game where what you can do is as flexible as what you can recall. Here's another glimpse on the coming system for that game.



The mem:RE function
Every Agent, when they need to, can activate a special function called mem:RE which works by pressing their left thumb against the wrist of the right arm. When mem:RE is activated, the Agent can reallocate the dots he had earlier set, allowing every Agent to modify and adjust themselves to better fit a situation.

However, mem:RE is not a foolproof system.
Each time mem:RE is engaged, the player rolls dice equal to the number of dots that have become newly gained stats. Every die that comes out a one is at the risk of being lost. An Agent can lose only as many Ones as he had used mem:RE times in a mission (so the more often the function is used, the bigger the amount of possible lost Memory Dots). Abuse the function too much and you might just fail to recall what you're supposed to do.
Example:
Adam is in a Mission and realizes he does not have the Physique to parkour down the side of the building safely.  He uses MEM:RE and reallocates his dots, giving himself a three on Physique.  He nets two Ones, however, but since this is the first time he MEM:REd in the Mission, only one dot is lost.

Secondly, while dots in Stats can be reallocated each time the Agent MEM:REs, dots alloted to Short Term Memories cannot be replenished when removed.  Short Term Memories can only have dots allocated to them during the initial Formatting phase.

Example:
Adam has Loyalty, Bill at 1 and one dot in every Mission Parameter, when he is forced to MEM:RE.  This being his fourth time to do so, he sadly rolls four Ones, bringing his dots down big time.  Knowing he needs them in Stats to succeed, he decided to risk removing the dots in Mission Parameter, Kill Clause and Loyalty, Bill.  These dots cannot be replenished in later MEM:REs during the Mission.   And now Adam cannot recall the Kill Clause, nor remember who Bill is in relation to him!  But he still remembers enough of the mission to continue.

This can lead to issues of trust and danger which the Agent will have to manage one way or another.

Each time an Agent succeeds in a mission, he is given a point of Recognition.  Additional Recognition points are earned for rolling doubles during a Mission. (Yes, rolling multiple 1s does give Recognition!)  Recognition can be cashed in to purchase "permanent" stats to reflect Long Term Memory.

Lost dots during a Mission are replenished once the Agent is Reformatted with the new correct number of dots for a new Mission.


The game's dice system:
When performing actions, the player need only roll a 4 or higher on a six-sided die.  Each dot in the appropriate Stat allows him to roll a six-sided die.

When a player fails the roll, the GM narrates the outcome, which may or may not have the player still succeed in the action.  Typically, failing to reach 4 or higher means things get worse for the Agent.  Any six-sided die that match allows the GM to add an additional detail to the outcome.

When the player makes the roll, the player can narrate the outcome.  Any six-sided die that match allows the player to add an additional detail to the outcome.

Example:
Adam is sneaking past the enemy guards to gain access to the control room. He has Ghost at 2 but no Access, so while he can get close enough, he will have to figure out a way to get past the locked door.

He rolls two six-sided dice for his Ghost and gets a 1 and a 3.  The GM narrates, "You get to the door, slipping past the sleepy guard, but as you do, you realize there is a second guard inside the control room."

Adam realizes he will have to wing it and tries to lure the guard out.  He taps on the door gently, hoping to lure the second guard out.  The GM deems this Charm and he has Charm at 2.  He rolls 5 and 5.  Adam describes how he taps on the door,  and this catches the guard's attention.  The guard not only moves to check, but actually opens the door enough to stick his head out (this being the detail added by the matching 5).  The GM tells Adam to now roll Physique to knock the guard out before he can call out in alarm.

Equipment:
Certain equipment and tools can give the player a +1 to one of his dice.  Better equipment can grant +1 to more than one die, but clearly this bonus only helps those who are skilled enough to benefit from it.  The best equipment in the world actually grant an extra bonus die.

Injury:
When the player gets injured, he has two options:  the first is to assume the injury is Painful.
A Painful injury raise the target number by 1.  You can have a number of Painful Injuries equal to your Physique.  If the number ever exceeds the Physique, excess Injuries become Damaging instantly.

The second option is to assume the injury is Damaging.
Damaging injuries do not affect the target number, but remove one dot of the player's choice.

Unless otherwise stated, a player can always choose which type of injury he receives.  At times, it may be advantageous to have multiple Painful injuries.  In other instances, it may be better to simply take a Damaging injury instead.  Thankfully, your training allows you to choose between the two.  Once the choice is made and the damage is applied, however, they can no longer be readjusted.

Flat-lined:
If you ever lose your final dot in Physique, you are Flat-lined.
Flat-lined agents are on the verge of dying.  For some, being Flat-lined might mean having far too many physical wounds that the agent can no longer act.  For others, the agent being Flat-lined might be due to brain hemorrhaging or mental degeneration from abusing the mem:RE.

Agents who are Flat-lined and suffer another Damaging injury, or are forced to lose their last Memory dot, are Killed In Action.   Such agents can no longer engage in future Missions.

Tuesday, January 21, 2014

Story Twists Made Easy

Story Twists Made Easy
by Tobie Abad

When I'm going through gaming groups in Google Plus, a common question I see raised by other gamers is how does one come up with an unexpected or quick story for a game session.   Some people feel that they are only able to run pre-written adventures because they're not too confident about their ability to write stories.

Here are some of my suggestions in coming up with story twist or ideas for your own games.

1. Take the Expected Assumptions, then Attack them.

Take your typical fantasy game and think of what are expected assumptions in the game, be it in the setting or the system.  Then focus on those elements and see how you can switch them around.

For example:
In most fantasy games like Dungeons and Dragons, Dungeon World, The 13th Age and the like, an expected assumption would be that Undead Monsters are Evil.  The main reason they are undead is because their souls are trapped in the bodies, or they're so consumed by anger and hatred that they live on in a state of undeath.  So what if the players meet a Ghoul that claims to be good?  More interestingly even, registers as good when magic is used to detect its alignment.   You can even push the envelop completely and have a Lawful Good Lich that seeks to make the world better.

A few more examples:
Humans are the dominant race.
So what if in the setting, humans are dying out?  The PCs are some of the few remaining ones?

The Sun rises in the morning.
What if it didn't?  Or what if TWO sun rose in the morning?

After attacking the assumption, write down your ideas as you explore it in the different angles you think would be interesting for the game.

2. Embrace the Tropes save for one detail.

Tropes are not a bad thing.  They are familiar and can be relied upon for an audience to very quickly grasp something in a narrative.  So don't feel that using tropes is a bad thing.  Use that expectation of the trope to your advantage, and twist one single detail in it to find something new.  The first twist tends to still be tropey, so don't be afraid to twist it even further after the first attempt.

For example:
The Absent-Minded Professor is a common trope.   We always have characters who are super smart or frighteningly intelligent and this is balanced out by either a memory problem or a tendency to get diverted or distracted.    So this is a trope you can easily place in your games.

Now twist:
What if the absent-mindedness or the memory block isn't just due to injury or age.  What if it was because of something intentional.

Now twist to the limits:
The intentional cause is this:  the professor's rival has miniaturized himself into a tiny being and the original plan was to spy on the Professor.  But the professor had inhaled the rival and the rival is now trapped somewhere near the Professor's brain, and has been attacking it through the years hoping to get his vengeance.  These injuries are the cause of his memory loss.

The beauty here is you have websites such as TVTROPES.ORG that nicely give you a pool of ideas to start on.

3. Mix Two Things You Feel Are Completely Different

Coming up with ideas isn't as different as cooking a meal.  Everything is a possible ingredient (though not necessarily a GOOD one).  The trick is to explore combinations until you find something that works.  The beauty here is, unlike cooking, the combinations you make are not necessarily lethal when tried.

So for a quick example, let's say you were running a super hero game inspired by Marvel Comic's Avengers.  So you have players who will be super heroes from different backgrounds.

Consider what will happen if you mixed the following to the game
.... giant kaiju monsters
.... intergalactic sentai policemen
.... Terminator
.... Adventure Time
.... World War I
.... Battlestar Galactica

At first, your brain might see the combination in the campiest possible way (Iron Man fighting against the Power Rangers, not cool), but then try adjusting the second element to be more thematically connected.  (Iron Man is now fighting an alien force whose troops are composed of children from various planets all trained to fight in teams of five).  Suddenly the ideas can be more viable.  Anything too funny or wacky at the onset can actually be developed into something viable if you just get past the initial hilarity of the combination.

Great ideas have started by mixing unthinkable elements.  Romeo and Juliet + Zombies, for example, gave us the wonderful movie Warm Bodies.  X-Files + Alternate Universes gave us Fringe. Heck, Ally McBeal was such a hit when it came out because it mixed two things deemed unmixable before:  Drama and Comedy.

So there you have it.  Three ways to quickly boost your brain to come up with new plot twists and story ideas.  Hope they help!

Sunday, January 19, 2014

Gifts and Second Chances : Demon the Descent

01/11/2014

Gifts and Second Chances
Demon: The Descent

A few friends messaged me on Facebook, asking if I would be free to run them a session of The Onyx Path's latest offering to the World of Darkness setting, Demon: The Descent.  While the book isn't available on Drivethrurpg yet, they made practically all the book's text available on the Demon: The Descent Kickstarter.  Using that, as well as the free Quick Start available here, I decided to map out a game for the group.  This would also be the first new game for 2014.

The characters in the game are:
Mister Nickolai Dusk : Dusk
Using The Architect pre-generated character, played by Phil 
Mister Dusk was tasked to form a cult (Humanity Plus Institute) but ended up failing to do it well.  His failure caused Mister Dusk to fall.   He now still works at the same building, hoping to find a new life among his fellow fallen and other humans.
Shared yourself with: Musician
Suspects not human: Kat (An Intern at work)
Can give you up right now: Nice Guy
Trust: Street Kid
Thinks they have something on you: Karen (Boss at work)

Alex Green : Mister Blink
Using The Street Kid pre-generated character, played by Paolo
Mister Blink was tasked to watch over Amelia Wagner and James Boyle but failed to save them from a car accident.  This failure caused Mister Blink to fall.  He now continues to go to school half a block from the building where the other fallen work, hoping to simply live a more human life.
Shared yourself with: Musician
Suspects not human: Joseph Black (Best friend at school)
Can give you up right now: Architect
Trust: Nice Guy
Thinks they have something on you: Smith (Teachers)

Diane Zeiss : Mrs. Blank
Using The Nice Guy pre-generated character, played by Baki
Mrs. Blank was tasked to be an office worker and was supposed to terminate Rikka Tsuruta, but she found herself  falling in love with her target.  Rikka and her fiance, Daniel Coleman, remain together.  Rikka now works in the same building as the Messenger.
Shared yourself with: Architect
Suspects not human: Daniel Coleman
Can give you up right now: Street Kid
Trust: Architect
Thinks they have something on you: Daniel Coleman

Christopher Humphries : Mister Glass
Using The Musician pre-generated character, played by BJ
He was tasked to deliver a message to the public, he failed to find the courage to make the declaration.  He has found a new life after falling by remaining in touch with the other demons.
Shared yourself with: Street Kid
Suspects not human: Jose (Guard at School)
Can give you up right now: Architect
Trust: Nice guy
Thinks they have something on you: Rikka Tsuruta

The sessions opens at an office building with Dianne Zeiss being harassed by Karen, the boss of the floor she is on, as she is delivering parcels and mail.  She has been lingering longer on the floor than usual because she overheard Rikka on the phone having an argument with someone.   Perhaps an argument with Coleman.

Karen, clearly abusive in her role as a boss, reminds Dianne to know her place, then heads off to attend a meeting.

Christopher is amused at Jose, the security guard of Alex' school, who stares at him from across the street and non-verbally warns him to keep his distance from the place.   He sees Alex with his best friend Joseph heading to school and waves a hello.  Alex tells Joseph to go ahead and passes by Christopher to hand him some money.  Jose calls out at the boy to stay away, but their demon pays him any heed.  "Here," Alex smiles, "You'll need it."  Alex heads back to school and Christopher decides to check on that woman who always listens to his music (Rikka).

Christopher walks to the Richter building, but finds Karen on her way out.  She seems angry that her car has not appeared and fires the assistant who is supposed to be handling those plans.  "You," she calls out to Christopher and asks, "Do you know how to use this thing?" as she waves her smart phone.  When he says yes, she throws it to him and tells him, "You work for me now."

She steps into her car, followed by her assistants who tell Christopher to step inside as well.  Inside, Karen's power-abuse is even more evident as she insults one of her assistants who happens to have been an honor student, and has them all drink vodka in the car.

"Absolute power corrupts only if you didn't plan to be corrupt in the first place."

* BOOM *

Nickolai Dusk was at his office, talking to Dianne about how Coleman believes Dianne is actually a "Succubus" when he hears the sudden release of Aether.  The amount unleashed is frighteningly immense.  Dianne Zeiss tells him she felt it too.  She reaches inward to sense the source of the explosion and gets a general sense of where it came from.

"We can head there to investigate right now.  It might be a new fallen demon.  Or something the God-Machine is up to.  Ultimately, the others will be drawn there as well."

Mister Dusk and Mrs. Blank hit the streets, anxious to find the source of this disturbance.

*

Back in the school, Alex hears the explosion as well.  Sadly it happens just as the teacher, Mister Smith, was asking him a question.  "Your answer, Mister Smith?"  Realizing being sent to detention was the easiest way to get out of the school grounds the fastest.  He evades Jose, the security guard, and finds his way to the street before anyone else can notice.

Following the aetheric trail, Mister Blink knew the others were most likely on the trail as well.  It was only a matter of time before he caught up with them on his skateboard.  What he did not expect, however, was to see his dear friend Joseph walking on the opposite side of the road.  The poor boy looked exhausted.  And worse, his hands were stained with blood.

*

Christopher heard the boom as well.  While Karen had her driver bring the car to a nearby McDonalds, for her to taunt the drive-through operator, Christopher realized it was time for the amused musician to take a back seat and for Mister Glass' concerns to take precedence.

Shoving the door open, Mister Glass bid Karen goodbye and walked off, leaving the open-mouthed boss in shock.  Mister Glass did not see how the staff of McDonalds, incensed by Karen's unkind words, gathered around the car.

*

Another Boom.

Mister Dusk and Miss Blank feel the second release of Aether swoop over them.  Knowing its somewhere near, the two quickly survey the area and try to figure out the most likely location.  Though the unleashes were immense, somehow the exact location seemed shielded from their senses.  They stood at a commercial block, with cafes on opposite ends, a flower boutique, a diner and a day care center.  "One of these was the location where the Aether was unleashed.   I'll take the cafe on the far end," Miss Blank suggested.   Mister Dusk, however, focused instead on the details and noticed the trail of smoke from the Diner's chimney occasionally glitching, moving backwards back into the exhaust than out.  He decided to head there.

At the cafe, filled with people in suits, Miss Blank was surprised to find Karen seated at the center, berating the people around for being in the cafe.  "We all know the real reason you folks are here is because none of you have the skills to brew your own coffee!  This junk is like mostly just milk, cream and sugar with a dash of some caffiene."  Surprised to find here here, but amused nonetheless, Miss Blank opts to use Devil's Advocate to instigate some people to talk back.  As the shouting match begins, Miss Blank pulls away and let's the fireworks fly.  Karen, however, sees her and calls out, "I know what you are Dianne Weiss!  I know what you are!"  She does not follow her, however.

Mister Dusk, on the other hand, is surprised to see Karen in the diner.  Standing in front of a white door, Karen seems disheveled and tired.  "Anything I can do for you," the bearded man behind the counter asks, but Mister Dusk ignores him for now.  As Mister Dusk steps inside, Karen opens the door and light floods out, enveloping her in a bright white glow.  The door is closed, and she is gone.

Another BOOM.

At this vicinity, however, the sound is more than just sound and Mister Dusk, Karen and Mrs. Blank are all forced to the ground from the immense eruption of Aetheric energies that is unleashed.

*

Joseph seems to be in a state of shock.  He mutters strange disjointed statements about having shot his classmates, about seeing Alex still alive, about making the mistake, about the room undoing it, about all the jokes and taunts and having enough..  Mister Blink guides Joseph to the side and leads him to what looks like a nearby laboratory clinic.  He calls for the attendant inside and asks for her help to make sure Joseph is safe.  The attendant yells at them to get out, but Mister Blink convinces her to watch over Joseph to keep him safe.  He slips the gun Joseph has with him into his pocket and hurries out the door.  He ponders on what "Room" Joseph was blabbing about and then hears the third Aetheric explosion.

He realizes he cannot waste anymore time and hurries as fast as he can travel with his skateboard.  He does not see Mister Glass in the bus that drives past him.

Mister Glass, however, is bothered.  Since he got on the bus, he's noticed that the walls all over town seem to have more and more graffiti of stick figures in various acts of fornication.  He began to notice that the graffiti vanishes after one takes their eyes off them.   At the last stop light, the wall beside the bus had over four figures of stick men on them.  When the light turned green, Mister Glass glanced back at the wall to find it empty of the marks.

Calling upon some of his powers, Mister Glass uses Mirror Skin to conceal himself, then Phasing to drop to the street from the bus safely.  As the bus turns the corner, Mister Glass sees the bus has four stick figure drawings graffiti-ed onto its side.

"Angels," Mister Glass realized.    Mister Glass and Mister Blink quickly discuss things, and seeing the news report on the television of Joseph being accused of shooting at school, Mister Blink opts to head to the explosion while Mister Glass tries to check on Joseph.

*

Mrs. Blank rushes back once she recovers from the explosion and helps Karen to her feet.  Unlike everyone else, only she and Karen were affected by the explosive sound.  As they hurry away from the cafe, ignoring the curious stares of onlookers (or the applause as they people realize the annoying woman is leaving), Karen mumbles something about trying a "room" multiple times to correct all the problems in her life.  They get to the diner to see Mister Dusk getting up from the floor, and confused at their arrival.

"But she just stepped through the door.."

"We have to go.  That sound is sure to draw more angels here."

Both hear the sound of screeching wheels.  Then turn and see a car heading straight for the diner!

*

"They're angels," Mister Blink realizes, similar to the Polis Men he had encountered before, and he decides to stealthily make his way to the rear of the diner.  The car had crashed through the window, and while he knows his friends are inside, he decides to try and get closer as quietly as possible.  He notices the multiple graffiti markings all around him and pretends not to notice as they soundlessly move last him and gather around the walls and doors of the house.

The angels are the graffiti.  They have surrounded the diner and seem to be waiting for something.  They have not decided to dive straight in.  Mister Blink sneaks in the back and sees the two angels flanking the door as it swings open.  Mister Dusk and Mrs. Blank are rushing through with Karen when the angels move!  Mister Blink draws a shooting star from In My Pocket and hurls it at the angel, grazing it, but drawing its attention long enough for Mister Dusk to strike at the other angel.  In the end, the group realizes that they will have to get away before the angels make things worse.

*

The school is in lock down.   Strangely, the campus however seems to have lost the boy and the clinic claims he was picked up by his uncle.  When Mister Glass gains the description of the man, it doesn't ring a bell.  The others, had they been with him though, would have told him it matched the bartender in the diner.  Mister Glass rushes to the diner where the others were, sees the graffiti all around, and nervously walks into the diner to join the others.

The others are there, all staring at the bartender who seems to not be too bothered that a car just crashed into his diner.  And the white door that is rimmed with light.

*

Karen calls.  Sobbing and scared.  She apologies for being cruel.  She wants a second chance.

*

Rikka is heading home.

She is seconds from walking into Kat, the intern, having sex with her fiance Daniel.

*

The bartender tells the demons to sit down.  Mister Dusk determines the door is the source of the explosions.  Whatever it can do is related to their own Aetheric powers.  What he isn't certain of, is who the bearded man is.

"What time do you close?" Mister Dusk asks.

"Dusk," the bearded man replies.  Then offers them both, "Glass?"  He turns to Miss Blank and asks, "Are you drawing a blank?  Or have you figured out who you're all facing."

"You're an angel?" Mister Blink asks.

"Nope.  Blink and you might miss the answer," the man replies, "The door is a gift to you all.  But only for those who deserve it.  Naughty ones don't get invited."

"You sound like Santa-" Mister Glass starts, then stops.  The demons had heard of exiles.  Of other supernatural entities that were neither angels nor demons that were in the world.  Rejected or forgotten by the God-Machine, some still kept at their own duties.  "No way.."

The bartender explains the door is a gift.  "Second chances.  Every one deserves them.  But only when they finally do deserve them.  Karen there, she had four tries so far.  Your friend Joseph just went through.  Happy to have had second thoughts about the gun."

"This is wrong," Mister Dusk mutters.

But the demons realize the exile is offering them the door.  And they realize the angels outside?  They were waiting to see what happens as well.  Santa offers them a key.  "This opens the door.  It is yours now.  Do what you think you should."

Mister Blink takes the key.  He considers throwing it out to the angels.  Bargaining with them.  But some of them start thinking of how far the second chance can go.  He warns them that some of those they loved are about to commit huge mistakes.

Others have already gotten their second chances.

Miss Blank tells Mister Blink to Teleport to Rikka's condo unit.  Blink arrives in time to see Rikka walking into the bedroom.  He activates Halo and forces them all to fall asleep.  He slips them all together, to lie in bed as if they had all slept together, then jumps back to the diner.

The demons watch as the bartender leaves.  He tells the angels, "It is all up to them now."  They do not stop his departure.

The demons give up the room.  They throw the key at the angels and tell them they're leaving.  The angels seemingly accept their exchange.

*

In the end, Mister Blink is back at school, and learns that Joseph changed his mind.  Joseph was considering bringing the gun to school but decided it was best he didn't.  The mother talks Alex for being a friend to Joseph.  Alex wonders if Joseph will ever realize how much he helped the demon find himself.

Dianne slipped back to the condo and found Kat and Daniel still fast asleep.  She fears Rikka leapt of the balcony and heads there to find her hugging her own legs and silently weeping.  Dianne asks Rikka if she wants to get away from here.  Rikka agrees and the two leave.  Dianne feels her heart leap, knowing at least this time she will be truly close to the woman who caused her to fall.  And maybe, in time, admit her feelings to her.

Nickolai finds a strangely kind and generous Karen at work.  The woman seems genuinely nicer and throws compliments at everyone at work.   She definitely seems to be a changed woman.

And finally, Christopher finds himself landing a desk job.  Karen was so happy of how he handled her that he has been hired to replace the spot of Diane Weiss.  As far as Christopher is concerned, at least now he does not have to worry about needing money.

Second chances.

One would think everyone got gifted one in the end.



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