Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Wednesday, July 1, 2020

Towards an Anti-Canonical Not-Warhammer 40k: Blood Floats In Space

Blood Floats in Space is a great Mothership supplement that imagines a beauty-obsessed space authority and its vassals, the Empire Without Borders Or Competition. Ruled with martial law, social classes are determined by beauty, systems with aesthetic flaws are destroyed and harvested for their base parts. The zine adds in two new classes - an armor entombed warrior and a ticking time bomb of a psyker. 


art by ArielP
The armor warrior can straight-up replace the Marine class, which is cool - all off-brand Astartes and no Imperial Guard with their flashlights, I say. The Psyker class freakin can melt its own face off if it successfully uses its powers a lot, much less if it fails psychic cast rolls. That's perfect. Psychic powers are like lighting a stick of dynamite with your brain, the zine informs us, and this class' characters are going to screw that up and some point.

Horrible star gods are detailed, which are worshiped by people in the empire. There are a small number of new gear-bits, a great number of psychic powers with amazing names ('For Every Psychic That Dies To Their Own Folly, Another Dies In A Psionic Duel'), Psychic Catastrophes ranging from merely gross to rolling a new character, a character sheet, d100 amazing rumors and d100 Empire-specific trinkets for your PCs.

The Gods are great and terrible. Each has a paragraph about their history/domain, a d6 table of manifestations that could wreck the players' day (or provide adventure fodder), and a final paragraph about their terrible human worshipers.

The Empire is ruled by the Empress, who was a popular musician before fusion with an alien lifeform and becoming an immortal floating space brain which commands the decaying remains of the delightfully-named Empire Without Borders Or Competition. 

I think there are a few things I'd love to add - the zine has some real fruitful voids where I want more stuff but I'm sure what I want is different than someone else. I feel like Mothership characters should get some Beauty stat for dealing with people in the Empire, and that maybe characters with a higher starting Beauty stat have some kind of Noble 'class' that they can unlock. A Noble would be good at, I dunno, dueling and evaluating poison in food. And that's about it. They're pretty (by Empire standards) and pretty useless. 

Maybe there should be mutation - just use A Pound of Flesh! But it should reduce your beauty stat? Because the Empire hates mutants because Empires are actually dumb. 

The PCs are sent on tasks that will likely gain mutations and have to hide them, Nobles are foppish and like the opposite of Teamsters, psykers are as useful and dangerous as unstable explosives, the Gods sometimes manifest in benevolent ways but really aren't here for anyone but themselves. It's a cool zine with a great setting in it - both explicit and implicit.

Monday, May 6, 2019

Forest Hymn and Picnic: Whimsy, OSR, and Scenarios For Silly Times

Charles Darwin's kids' doodles 1
When I read the playtest docs for Forest Hymn and Picnic, I knew I needed to run it and find some material for it. The level-0 character creation is fun as anything - you could be a duck in a suit just looking to retire, a ghost possessing a scarecrow body full of angry attack chickens, or a person delivered by a drunken stork to a pack of wolves (who raised you properly). Cecil, the author, has some random character generators for the 3 class/races: Persons, Ghosts, and Animal Folk.

The system is set up to make dying relatively hard, compared to what I'd expect of Shadow of the Demon Lord and OSR-adjacent games. You go unconscious at the equivalent of 0 HP and that's it, there's no 'oh you got to -3 HP? you're dead' rules. Someone could coup de grace you but you're more likely to end up in hotter water. I imagine all the flintlock pistols are actually loaded with acorns and pecans, so that a good shot will knock someone out without killing them. 

Enemies can be fought, tricked, cajoled, or enticed to gamble, and the stats that represent them let the GM easily figure out a mechanism for this. Reminds me a lot of Knave, which was inspired at least in part by SotDL (And though SotDL predates Knave, I read Knave first and most). A monster's intellect or resolve basically gives a mental AC the players need to roll over to cajole them, anger them, or intimidate them. The PC's Int or Resolve, minus 10, is their modifier on a d20 roll. Stats are not randomly generated, but set based on your class/race and then changed by your background, which is rolled randomly. So you won't start out with a huge stat disparity between players, which in my experience is great for playing with younger folks (and plenty of not-younger folks too).

It's a less metal version of the OSR - nothing wrong with metal, but it's not what I listen to all the time. Sometimes you just want some goofy stuff to happen while playing the Cuphead soundtrack
Darwin's kids' doodles 2

So with this system in hand, I started looking for more whimsy in OSR scenarios and found things everywhere. From Ben Milton to Nate Treme to that crazy Blogs On Tape fellow Beloch Shrike, who wrote a Wiener Dog Dungeon! Milton's recent work was Witch and Wolf, a dungeon crawl with a strong Oz vibe. (He is also working on an RPG based on Labyrinth, which is open for preorder and looks quite great.)

The scenario I'm actually running is Nate Treme's Bad Frog Bargain, which is short, understandable, and yet has enough depth for the first couple of sessions with folks. It is not a dungeon crawl, but a towncrawl with very similar ideas - random encounters and events. There are suspicious superstitious guards, fairy-elf infiltrators, and a rain of curses. Two factions vie for the PCs to tip the scales their way. 

I decided that Frog Town is a potion-making powerhouse, so I had an excuse to use Wampus County's d100 potions table. Wampus County is a treature-trove of adjacent ideas to what is in Forest Hymn and Picnic - it's more modern and more frontiers, American Western feeling, but otherwise has a very similar vibe thanks to things like life Getting Worse via fairy-tale intervention. One doesn't die, one wakes up in a Giant Lightening Eagle nest where the hungry birds are hatching, in a torrential storm. 

Anyway, so far it's been great to see whimsical OSR scenarios, settings, and rules. After being immersed in weird horror for a long time, it's like a breath of fresh air to head towards an explicitly silly side of things. Where consequences are serious but not typically final, and monstrous NPCs can probably be talked into a game of competitive marbles to let you pass over their toll-bridge.

Wednesday, March 9, 2016

Running The Nightlight Circus

So if you have not gotten Odditional Materials, and you like Into the Odd, I heartily recommend it. It's got rules hacks like Maze Rats and Odd Dungeons, arcanum and new monstrous beings, and adventures like The Nightlight Circus, which I ran recently.

And if you don't want it spoiled, stop reading! It's a fun adventure with well-thought-out room descriptions, which describe both the rooms and the liminal connections between them (dusky smells versus fresh smells versus a staircase with light leaking through), which is great for making informed decisions. And it's got gambling and creepy folk!

The adventure is a location, the aforementioned Circus, a gambling den fronting for joy-missionaries waiting to brainwash more poor souls clapped in irons. There's a rumors table, but I figured I'd give the players more of a job or mission to have a reason to be there. The husband of a missing City Council troubleshooter hired the PCs to rescue him. Errol Brightlow, John's husband, knew the passphrase to let the PCs in, and gave them 20 pence up front to gamble with and blend in. Errol was a great reason to have them start in the Circus, rather than trying to shake the password out of random gamblers in various other parts of Bastion.

(Gambling in Into the Odd is fun! I imagine this maps to most OSR games. I decided games of chance would pay out on a 5-6 on d6, since the house clearly has an advantage. Games of skill required a WIL save to win. In games with a Wisdom score, I'd have them roll under that, possibly with a +1 per opponent.)

One of our players was rousing up a distraction, winning at cards, whilst the other used his starter package to try to read a grinning cultist's mind. Failing, he cast about for a familiar face and found... Santos Barbato, a confidant and bomb enthusiast. They spoke of the place at length and I rolled for a random encounter, discovering that a grinner had brought in vicious dogs who got loose. Toby, the professional duelist PC, ascended the bar and shot one dog down, while Lazarus abandoned his card table and rushed the south doorway, leading past the gaming front and into the quarters of the cultists.

The players killed a waiter rushing out of the gambling room, as the remaining dog caused an enormous mess of things. The waiter managed to down a companion, but they dragged him south and entered a room with a fire pit and couches, where a hugely muscled man hunkered down, captured and iron-clapped sailors imprisoned behind him. The PCs bested said man in combat, incapacitating him and stealing his thoughts, thanks to Toby's starting gear/traits - low stats and alright HP had given him telepathy. They freed prisoners and had them go through a doorway which smelt of fresh air.

Each room describes the passages out quite succinctly - well enough for the players to make decisions, without giving away more than their characters could get from standing at the threshhold. This is incredibly helpful when they're deciding where to go next.

The seriously injured strongman gave some clues as to Brightlow's location, due to our thought-stealing PC, and then was summarily thrown partway through an illusory wall, which electrified him to death. The PCs jumped through into... the Loot Room. My only regret is not pondering the loot room's description a bit more.

The loot room paragraph states that anyone disturbing the treasure would be known to the Joy Machine. That's well and good... but it is an immobile column of light, which has no obvious means of communicating with its people. If I had thought things through in advance, I would've decided that it could communicate with Copper, a beastly and mobile fellow, and send it after interlopers. As is, I figured it'll know who did things, and the cultists will be after the thieves... So a reaction perhaps more suitable to a second session, and less towards a one-shot. Hopefully I'll manage some time to run this again, and when the same players can return.

(The other question I would've answered with a bit more forethought: what happens if the players cut or destroy the electrical cables between 3 and 11? I'm sure that they could cause serious damage (d10), but what happens? Terrible, wonderful things, I'm sure. Copper running around on fire, dogs running around on fire, etc.)

Suffice to say, the players wisely snuck around / away from the Joy Machine (one had a Smart Arm oddity which was gnashing its mental teeth near it). They killed another enslaver, freed more prisoners (so now 10 random Bastiards owe the PCs their lives) and escaped, leaving an enraged/joyful Copper and company to hunt for them. Errol and John, reunited, headed home. The PCs got away with 125 silver each, and a 10g piece of Golden Lands jewelry with a melt value of 4g - they intend to find a very discreet fence and get a fuller price for it.

Twas a great adventure! The Circus-folk are wonderful, creepy characters, and it was nice that their lair has a public-facing front where the PCs can pretend to be about for legitimate reasons. I regret not thinking through the Loot Room implications, but I think it worked out fiiiine. And certainly the adventure does a good job of making dangerous things obvious - like the Joy Machine, which seemed to creep folks out.