Posts Tagged ‘actual play’

Well spring is firmly in the air and as the weather gets nicer, thoughts are turning to spending more time indoors playing games. I have a hard time just picking up and running a game as written – I much prefer to get under the bonnet and tinker with either the setting or the mechanics. So, these are the top 6 games I want to play, and the hacks I want to play with them.

1. Fiasco: Dick Head

Not so much a hack as a playset to vaguely recreate the stories of Philip K Dick, with all manner of weird and wonderful results on the situation tables and a tilt table to pull the curtain back for the second act. Why Fiasco? I dunno, there’s something about the way the situation generator that I think will produce great, weird, Dickesque stories.

2. Hot War: Ultraviolet/True Blood

I think Hot War might be the game I own with the most hackability. Its setup lends itself perfectly for tight-knit, character-driven conflicts and monsters. So what better way to represent one of my favourite settings, Ultraviolet, a show all about agents with mixed agendas hunting vampires, perhaps mashed liberally in with True Blood.

3. Empires of Alexander

Anyone who knows me will know I’m a big ancient history buff, especially when it comes to Alexander the Great. I reckon there’d be a lot of fun to be had playing Alexander’s various generals leading their own armies east alongside the Macedonian King, and for me there’s no better game when it comes to military campaigns – Duty & Honour/Beat to Quarters, collectively known as the Empire system. All it’d take would be a reskinning of skills and character creation bits and bobs and you’re ready to ride to the ends of the world!

4. Remember Tomorrow: Revelation Space

I’ve never got into cyberpunk beyond Ghost in the Shell, but love me some hard scifi, especially Alastair Reynolds and his oeuvre. I think the multi-protagonist, split narrative of his books would map brilliantly to Remember Tomorrow’s varied stories told from multiple perspectives. I’ve got a few tweaks to the situation tables to embed the setting in the game more, but RT does the job admirably out of the book.

5. Smallville: the Walking Dead

I’ve got a real yearning to run Smallville but no great desire to play in the published setting. Instead I want to use it to run a game reminiscent of the Walking Dead, as the relationship-focused nature of the game will capture the complicated character situations of the show. In actual fact I’m going to make the setting Unhallowed, but it’s similar enough, just swap zombies for demons.

6. Lost Days of Memories & Madness: Game of Thrones

This hack will almost certainly be the subject of a future post, but with the fantasy epic about go return for a second series I’ve got a hankering to run a high-stakes political game of intrigue, and would use my own Memories & Madness to pull it off. Instead of memories, you’d have subjects or power bases, and coins would become influence or power. Easy. I’ll dig into that one a bit more another time.

How about you? What are you jonesing to a) play and b) hack?

I posted part 1 of my actual play in the last post. I set the scene before character creation – two nights ago your teenage coven summoned something it could not put down; last night Salford was swept by a wave of rioting and looting; tonight two of the coven haven’t shown up – so we kicked into the game straight away. The coven scrabbled around Simon’s flat, determining that yes, the grimoire was indeed gone, before breaking into his bedroom where they found it crawling with cockroaches and a strange, sentient blood-like ooze that Ann-Marie insisted on taking a sample of.

They then fled the flat, where they ran into a group of rioters including the now-infamous Billy Hunt, who tried to bully Alan into holding the big tv he’d just nicked. This scene was great, as it set up Billy as a hard case, as well as putting Alan’s own bluster and bullish manner into perspective (Billy bullies Alan, so Alan bullies Ollie). Cops arrive, coven flees, only to find Simon’s body crucified in an alley, his phone filled with frantic voice mail messages from Julianne telling Simon she’s hiding out in the derelict flats.It’s about this time they first notice the car with blacked out windows and an Italian number plate following them.

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I mentioned the game of Dead of Night I ran at Furnace the other week, Salford’s Lot, in my last post, so thought I’d post a quick actual play about what happened as it was a great  fun game. The premise of the scenario was a simple one – the victims were all teenage members of a coven, dabbling in things that they do not understand. Last night they summoned something they could not put down. Tonight two of the coven have not turned up and riots are sweeping the town. Go!

Partly because I hadn’t had time to prep characters, and partly because the last time I had the players make up a relationship map to tie their characters into the story – Grendel, Alaska, from Indiecon a few years back – it created an awesomely compelling game, I had the players create characters to fit the premise. As they created characters, I made them tie themselves to each other on a relationship map in the middle of the table, to the two members who had not turned up, as well as add additional NPCs to the map too. (more…)

One of the things I’ve wanted to try for a while is a game of Dead of Night where the victims are all monsters – or at least have access to Monstrous Specialisations (aka cool powers). I know Scott has tried this a few times, so I hope he’ll pop up in the comments to talk about his experiences, but I’ve only ever tried it a couple of times in the past, and never with the whole group.

The idea I had was to run a game inspired by the Craft or the Covenant – you know the schtick, a group of teenagers mess around at playing witches, end up summoning something bad and getting into trouble. I wanted to run that game, with the players all as witches with supernatural powers, running from something worse.

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It’s probably appropriate that I’ve taken so long to post a link to his blog post, but the always-enjoyable Rob Barker finally posted up his threepart commentary on Furnace 2010, including an actual play report of the game of Dead of Night: Bad Signal that I ran that is far more elegant and descriptive than anything I can muster up so long after the event.

And once you’re done reading that, make sure you check out his other roleplaying game-related writings, including his dabbling with the choose-your-own-adventure adaptation of the classic arcade side-scroller, R-Type, not to mention his astute write-up of the Primetime Adventures series I started over in Sheffield a month or two back.

A guest post by James Mullen. Part 2 can be found here.

One thing can be said about the Endangered Species campaign (inspired, you’ll recall, by the Walking Dead and World War Z): it went in some surprising directions. One of the characters started as a notorious criminal, but by the end he was hailed as a spiritual leader for Europe and had tens of thousands of followers… then he lost it all and sacrificed himself to save the world. All of that emerged through the game play, as PCs responded to the initial situation and their responses created new situations, in a recursive cycle. The story boot-strapped itself from one episode to the next and we never had to insert a new plot line or force a change in the characters’ lives. Even when the story drifted from pure survival horror to political intrigue and conspiracy for an entire episode, we never broke the system and Dead of Night supported us all the way.

Risk Checks, or life & death situations, can be about more than just injury or capture; anything a character values can be placed at Risk, whether that is their reputation, their ambition, their authority or their sanity. For example, if your PC climbed to power on a ladder of lies and murders, then any threat to expose their past can be a Risk for them: they might have to use ‘Obscure’ to hide the truth or ‘Dissuade’ to put the investigators off the trail. Also, just because there is no ‘sanity check’ mechanic in Dead of Night doesn’t mean you can’t make the equivalent in your game, if it seems appropriate: push Risk Checks on players when they encounter the unworldly so that they have to use ‘Identify’ to find a rational explantaion for their experience. In a long game, it’s important to make sure that phyicial rolls (Pursue, Escape, Assault & Protect) aren’t the only source of Risk or else players will become wise to that and only create characters that focus on those attributes at the expense of everything else.

Breaking up the horror with episodes of mundane life is a good tool for keeping things fresh and avoiding ‘terror fatigue’, where the PCs just accept the situation and adopt it as the new norm; don’t be afraid to let the horror fade in & out of the story over the course of a campaign, or even a long one-off scenario. The system supports all kinds of tension and by exploring other types of threat or loss, you can give the scenes of horror more impact and significance.

The next plan, for 2011, is to run a campaign styled as a series rather than a serial: the same PCs from episode to episode but facing a new threat every week against the backdrop of a consistent world, such as Kolchak, The X-Files or Buffy the Vampire Slayer.

A guest post by James Mullen. Part 1 can be found here.

Playing the first ever Dead of Night campaign taught us a lot more about Bad Habits and how to get the most out of them:

First, if PCs have more than one Bad Habit each at the start of a campaign (or even a one-off), then players must be supported in making them as diverse as possible; encourage them to choose Bad Habits that showcase different, even contradictory aspects of the character. If two or more of a character’s Bad Habits occupy the same thematic ground, then opportunities for earning Survival points are reduced, but it is a very easy trap to fall into; for example, ‘Quick Tempered’ and ‘Hates Women’ are both demonstrations of how the character doesn’t get on well with others, so that PC is likely to face situations where both conditions could apply. If they had used one of those Bad Habits to show a different side of their character, they would have almost doubled the number of situations where it was possible for them to earn a Survival Point.

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One of the games I ran last weekend at Concrete Cow was one of the scenarios I’m writing for a Dead of Night scenario supplement, Bad Signal.

The set-up was simple: it’s 1975 and Arizona is experiencing a record heatwave along with accompanying weird shit like electronics malfunctioning, tempers fraying and a weird signal in the static. Malc described it as Convoy meets the Crazies, although I like to think it had a fair bit in common with Duel too.

All of the players played truckers, all with complex personal lives of some sort or another:

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