Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Wednesday, May 16, 2012

The Vomorhin Experiment

A full-time job and an impending move to a new apartment haven't really left much time for idle pursuits, including Dungeons and Dragons. But all work and no play has often left Jack a dull boy, so I've been thinking about getting back in the saddle for a few weeks now. In my current situation, tabletop gaming has been a great way to both stay in touch with distant friends and make new ones in the greater Philadelphia area. In preparation for this eventual calming, I've been working on a little experiment.

The City of Vomorhin is a project that I've been planning since I put my ideas together for the Cheap Minis Project: a city setting that utilized many of the strange, common or otherwise minor parts of the Dungeons & Dragons experience in order to craft a campaign setting. There's a place in the Vomorhin universe for kenku, grimlocks, troglodytes, krenshar, chaos creatures and constructs of all shapes and sizes. Taking all of these disparate elements and making a coherent world out of them has been a blast.

As of now, I have two potential gaming groups lined up and only a limited amount of time each week to plan for a campaign. So my plan is to run two different campaigns, two different rules systems, one central setting.

My online group consists of close friends from college spread out across both coasts of the country. For rules, we're going to be using a modified Swords & Wizardry, incorporating ideas from Akrasia and the most recent D&D Gamma World into the basic S&W framework. My in-person group potentially consists of new players and a pair of local friends. That game will be run with 4th Edition rules.

I have never GMed either of these systems, so I'm looking forward to seeing how the implicit rules of each work in a big fantasy city setting. The S&W campaign is more likely to be in the 'Heist D&D' millieu, with caper planning and specialist hirelings needed to pull off huge scores, while the 4th Edition campaign will be more like hard-boiled fantasy fiction where the players unravel conspiracies, butt heads with prominent factions and change the face of the city.

The vast majority of my campaign preparation will be system-agnostic and, through Fistful of Coppers, available to readers for free. When I do stat up monsters, NPCs, magic items and the like, I will try to do so in both S&W and 4E terms. In terms of fleshing out the city, I'm starting with the overarching story of the city detailed in my most recent post and trying to fill in details as I go.

The next dispatch from Vomorhin will take a look at each of the scions of Creeshus and their place in the city. Stay tuned!

Tuesday, January 31, 2012

The Fondue Plot, Part I

One of the most fun and simultaneously most terrifying parts of being a GM is when players throw you a curveball. This might be following a lead that you didn't really anticipate as part of the mission you had planned or taking a crazy action that has far-reaching consequences. As the person running the story, often your only option is to improvise like crazy and hope that what you come up with makes for a fun session.

Yesterday, I got together on Skype with a group of six close friends and ran a modern crime/cyberpunk game of Savage Worlds. The characters included:

- Mouse, a nebbishy disguise and security specialist
- Murray, an old-school corporate spy with a penchant for scotch and blackmail
- Ramirez, Green Beret and former private military contractor
- Ray, an internet libertarian techie who lives in a telecom van
- Slick, a spray-tanned con man and quick draw artist
- Theresa, ex-Fish and Wildlife agent turned ecoterrorist hired gun

In true cyberpunk style, the group was hired by a wealthy divorcee, Angela Horwitz, whose developer husband, Travis Blackwell, claimed she was unfaithful and that he wasn't responsible to support their son. She wanted the PCs to acquire a DNA sample from Blackwell, by whatever means they deemed fit. However, the tycoon's new residence was the Arcadia condominium development, a Burj-like monolith with in-house kitchens, self-sustaining power and its own private SWAT team. If the team can deliver the package to Angela and her lawyers, there are $10,000 in bearer bonds waiting for each of them.

After the meeting, Ray took to his van and hacked into Blackwell's personal email account (the business one was too heavily guarded), including his schedule for the rest of the week. At this point, the team divided into two groups. One assessed the security of the Arcadia complex, the other kept their efforts focused on Blackwell. Murray, using his Connections edge, was able to get Ramirez an interview with the Arcadia's security force; given his ex-military background, he was an easy choice. Theresa spent the afternoon sizing up the building's security personnel and Mouse, disguised in prosthetic nose and hunchback as a cleaning lady, took stock of the building's surveillance set-up.

Meanwhile, Murray, Ray and Slick made their way to a Brutalist gentlemen's fitness club, where Blackwell's calendar had scheduled a jai alai match that afternoon. With a little defensive driving on Ray's part, the team got a look at Blackwell's personal security: one ex-Marine bodyguard , Mr. Hart, with him at all times in an armored SUV and another pair of them either trailing or leading in a black sedan. Once they reached the club, the bodyguards entered with him.

It was then that the Blackwell group began to formulate a plan. Ethan, who was playing the role of Slick, had chosen a small high-tech holographic projector as one of his pieces of essential equipment during character creation. His idea was to use the hologram to simulate a jai-alai ball in sight and sound, with Ray's electronic assistence, to pass himself off as an athletics instructor and worm his way into Blackwell's confidence.

Now, this plan has two distinct ways that it could blow up in the group's faces. The first was that Slick barely knew what jai alai was, let alone how a champion jai alai player performed. Second, and much more crucial, was that the minute Blackwell attempted to scoop the jai alai ball, it would instantly be revealed as a ruse. I was completely prepared for this plan to be a complete disaster and to potentially blow their cover completely.

But somehow, it worked. Slick's mannerisms and confidence as Hans, the European jai alai champion (with a fantastically awful Austrian accent by Ethan) didn't convince Blackwell fully, but it was more than enough for his dimmer athletic partner Jackson and his poor Smarts rolls. Jackson may have been gullible enough to challenge 'Hans' to a match, but surely he would have noticed that the ball wasn't real, right?

Except Slick killed it on his Agility rolls. In Savage Worlds, direct athletic competition like this is governed by opposed rolls. While Jackson's roll of 4 against his Agility was nothing to sneeze at, Slick's d8 in Agility exploded, giving him an eventual roll of 10, enough for a Raise (a special situational reaction in Savage Worlds terms).

Jackson never even got his hands on the ball. Slick, through the holographic gadget and Ray's assistance, faked his way through the whole process, like something out of an episode of Leverage. True, I didn't really have a great grasp of the rules of jai alai and played it more like the schoolyard game of fireball/wall ball, but the truth was that I felt that this crazy plan, coupled with some solid rolls on Slick and Ray's part, deserved to succeed.

However, all of my gaming prep had to do with the Arcadia. Literally all of it. Security systems, level layouts, the elevator spindle down the middle of the building. In the heat of the moment, I had Jackson invite Slick to an early dinner at a fancy tapas restaurant in downtown Los Angeles with him and Blackwell to dine on little plates and maybe get lucky with some ladies.

Slick accepted. Why wouldn't he?

Next time: The Fondue Plot, Part II! In which the name actually makes sense!

Saturday, April 2, 2011

B is for Buddies

But before I do that...

Buddies are great, aren't they? You hang out with them, make music, watch movies, eat food. Sometimes you even play roleplaying games with them, like I did this week. For all of my blogging bluster, it has been a really long time since I actually, you know, gamed with anyone. So after I finished an intensive week of projects for library school, I decided to call a couple of my friends up and let the good times roll.

We gathered over at Marcos and CJ's house with a carefully purchased assortment of Cheetos and Mountain Dew (to complete the experience) and my copy of the D&D Gamma World boxset. While Marcos, CJ and my friend Mike from college rolled up character origins, I was frantically winging the skeleton of the potential adventure and the basics of Radon, the town that it took place in. I wanted to do the classic 'post-apocalyptic gang wants to take over a small town for its natural resources' bit, but give it a bit of a twist. So the resource that the porker motorgang was chasing after was not gas or weapons, but food. Specifically, a mineshaft filled with tasty, genetically modified beetles that reproduced at an alarming rate and ate anything they were given. We never got that far, but it's nice to think about your prep work.

Our characters were:
  • Chimp Eastwood (CJ), a Giant Simian, who's 20 Strength and naturally rolled 17 Constitution made him the de-facto piledriver of the group. Skilled in Mechanics, he carried a big ol' hammer and an electric nailgun, which he could use to pretty deadly effect with his Ape Rage (no joke, actual power from Famine in Far-Go)
  • Bogo Free (Mike), a Magnetic Arachnoid, described as a kind of regular looking guy with a giant web-spinning thorax. Accompanied by a HAL-esque talking laser helmet, Bogo also used what we referred to as a 'cargo-cult railgun' that used his natural magnetism to fire projectiles.
  • Problem Glueth (Marcos), a Gelatinous Nightmare apparently from a parallel universe where life never evolved above single celled organisms (albeit very big ones). A private detective by trade, Problem used his gelatinous body to form blades, shields and his patented Goomerangs.
As you can see, a finer group of adventures doesn't exist. The trio started out on the Road heading towards Radon to deliver goods and mail to the local post station, rolling in a pick-up truck towing Problem's wagon and canoe (Gamma World's random crap tables are fantastic.) But on that hallowed highway, they come across a smashed up trailer with a large cloud of glowing red birds hovering over it. The trio attempted to move past the blood birds, but ended up attracting their vicious ire and combat began.

It was vicious. Chimp and Bogo initially tried to close into melee with the avian bastards, but the blood birds radiated a damaging aura and each of their attacks inflicted ongoing damage against our heroes. After splitting up and retreating to a safe distance, Chimp was unexpectedly tagged by a bullet from a distant rifle, wielded by a sneaky dabber who hid in wait to scavenge the gear from the victims of the blood birds! With Chimp distracted, the blood bird flock focused their attention on Bogo, whose attempts to use his laser helmet were met with robotic disdain and the sound of batteries draining. Chimp used his powerful Alpha mutation to throw up an invisible wall of force between the dabber and his allies so that he and Problem could focus fire on the dreaded bird swarm. Down to a minuscule amount of hit points, Bogo freed himself from the blood birds and spat an entangling web of venom that managed to keep the swarm tied down and immobilized for the next five or six turns thanks to my crappy saving throws.

As the force field faded, the dabber was greeted by the sight of Problem vibrating his gloopy body like the Hypnotoad, channeling terrifying psychic flashbacks into the poor creature's head. He remembered how his father left him in the wilderness to fend for himself and never truly cared. As the dabber continued firing at ghostly images of his awful past (and missing), Chimp took a rage-fueled run at his assailant, who instinctively flung open his vest and triggered a claymore mine attached to his belt buckle that sent the ape-man flying. Problem continued to lock down the poor, misunderstood bastard while his allies went to finish off the rest of the swarm. Trapped inside the radiation aura once again, Bogo managed to deliver the killing blow to the dreaded birds.

With their enemies defeated, the trio united to finally deliver the mail to the town of Radon. The post office was a ragged tent-city affair and the mutant on duty told them that they could get a free meal at the local greasy spoon Bud's before turning in. The food was delicious, if disconcertingly all called... clams. As night fell, Bogo and Chimp found their lodgings at the Huck, an arcade-game filled tavern with a creepy animatronic animal band and Problem found his at El Rancho, the stable where he unsuccessfully tried to barter for the owner's riding mantis.

At night, the party was awoken by the sounds of revving engines and rumbling dirt. Making their way outside, they were confronted with a late night biker gang invasion of dear old Radon! The fight wasn't as punishing as the confrontation on the way to town, but the motorcycle-riding porkers were vicious in their attacks. The day was finally won when Chimp rolled a 1, which caused him to switch out his Alpha Mutation for the Teleportation power. He made his Overcharge roll, then sent every remaining biker 50 ft. into the air. As folks who have played a 4E game know, falling damage is a bitch. Each porker took about 5d10 damage and pretty much disintegrated on contact with the ground.

That's where the night ended and it was a pretty wild ride. The pared-down 4th Edition system behind Gamma World is damned solid and my friends had a great time pulling, throwing and zapping people with mutant powers. The only caveat is that Gamma World is super deadly with less than 5 people in the party. It's really hard to make appropriate challenges for three people without making them overly deadly. The first encounter of the evening was designed for 4th level characters and our heroes barely escaped with their lives.

All in all, we had a great time and played until I had literally run out of prep material. Unfortunately, Mike has since gone back to school and I am left solely with Marcos and CJ as adventuring companions. Though I really do love the new Gamma World, I'm afraid that it would be way too lethal for their early leveled characters, so the eventual Assholes in Space game will definitely involve the two of them and hopefully some more folks.