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

31 January 2013

Dungeon World - Session 3

Our third session of Dungeon World is complete and it was our best yet. The party returned to Sandover Ruins and cleared out the rubble blocking their path deeper into the dungeon. I adapted Dyson's recent ziggurat dungeon to fit with the established game lore. This went over very easily as we had already determined that the ruins were part of a temple to an old, forgotten deity. I kept the traps, replaced any and all undead with lantern goblins and updated the stats for DW as needed.

Things started off with a bang, with the PCs discovering the remains of a would-be looter. They took the coins and sword off the bones, to my delight, and I got to mark two of them down for future Endure moves to fend off the poison whenever I decided it would kick in. It kicked in a few minutes later and like the good GM I am, I laughed maniacally as one of them got a 6- on their Endure. The traps didn't stop there, when the party next came upon a room full of statues they argued about entering for a while and were promptly attacked by the reanimated bones of the robber they had just looted. He was powered by the mysterious lantern goblin flames, but the group made short work of him in any case. Unluckily for them, the battle took them into the statue room and nobody said their morning prayers which meant they now had several alabaster figures coming at them from behind.

I decided to up the danger factor in the statue room and gave the statues high enough armor that the group would have a difficult time defeating them in a fair fight. It was a good thing the cleric is anything but a fair fighter, while the rest of the party kept the busts busy he puzzled out a way to deactivate them by forcing the symbol of the forgotten deity (a rising sun) to set. In other words, he covered the symbol up with some extra clothing he had in his bags. Of course, there was no easy way to keep that holy symbol covered as it was carved into a stone wall. Someone had to stand holding the fabric in front of the carvings. Normally this would not have been too much of a problem, but the halfling decided to go and trigger another one of Dyson's traps and unleash some knockout gas into the room. I was saddened that the character holding up clothing was unaffected by the gas; you can't win them all, I guess. My spirits soon recovered when that same halfling decided to loot a bunch of cursed gems and distribute them among the party.

Eventually the party made it out of the statue room and continued to explore. They made their way through a couple of rooms uneventfully before discovering the anointment chamber. It was here that the bard decided to anoint himself, everyone else was too fearful of traps at this point to touch the glowing liquid. This is important because the trap that was about to be set off could have been avoided if they had been a little braver. I know I am making it sound like the group went stomping through the dungeon setting off every single trap and, to a certain extent, that is true. I should probably mention that the Cleric did keep being made aware of danger thanks to some great Discern Realities rolls and a few hints from his deity, unfortunately he was having a very difficult time convincing the rest of the party to tread as carefully.

Anyways, next on the list was the magnum opus of the dungeon's traps: a mosaic that, when stepped upon by one that was unanointed, would summon a wall of flame, blind everyone and conjure an invisible stalker do what it does best. This created a dangerous little fight that took a sizable chunk of life off the fighter. I'll say this for Dyson, he certainly isn't lacking in ideas for cruel ways to whittle an adventuring party down to size. However, in this case the party carried on without losing any members. The characters searched the room thoroughly, but for some reason avoided opening the black stone sarcophagus in the middle of the chamber. I wonder why? In any case, they found the secret entrance Area 6 (secret tomb) and the Bard managed to sweet talk the apparition of Rhissel that appeared into giving them an amulet and a stack of gold. Things took an unusual turn here because the Bard decided that he might be interested converting to Rhissel's faith and, even more surprising, the Cleric encouraged this! Why, you ask? It turns out that the deity the Cleric worships is the last of the old gods and despite his deity's differences with Rhissel, it is in his god's interests to assist another old god return to power. I smelled campaign fodder in that explanation and you can be sure that I will be building upon it as we progress.

With the visitation of Rhissel's apparition gone, the party decided they had seen all there was to see and they returned to the surface. A visit with the Sandovers later and they had collected their reward for clearing out the remaining monsters and were well on their way to drunk at the local tavern. We ended the session and went through all of the end of game tasks, such as assigning XP and having tangential conversations.

Sadly, this session also marked the death of the planned Deck of Fate campaign. Since that campaign hinged on the PCs getting involved in a race to collect the pieces of Fate's deck while fending off various interests, it pretty much fell apart when the Wizard character ran off in the night along with the macguffin and the player in control of it. I could have salvaged the campaign, but the players happily latched onto the idea of forgotten gods awakening and I am just as happy to indulge them with a campaign built around that idea.

12 December 2012

The Deck of Fate: DW Session Report #1

Tarot card from the Rider-Waite tarot deck, al...
Tarot card from the Rider-Waite tarot deck, also known as the Rider-Waite-Smith deck. (Photo credit: Wikipedia)
After having been ravaged by lost players and conflicting schedules my regular group finally got together again last Wednesday. While we had been getting together regularly and playing all manner of board games and one shot RPGs it wasn't until last week that we were final in a position to start a persistent campaign again.

We picked Dungeon World as our engine to run this latest campaign and I must say that the first session went rather swimmingly, with the exception of a few minor hiccups which I will talk about a little bit later. For now let's talk about character creation.

This was our table's first time with Dungeon World and character creation went as smoothly as I have ever seen with an RPG. Each character class has its own character sheet and players go down the sheet checking off and circling the options they want. Had we not all been new to the game I think more of the players would have opted to write in unique bonds and descriptions to make their characters a little less by the playbook, but everyone seemed satisfied by what was available this time. I was initially worried that players would fight over the character classes and I only had so many sheets to go around, but that turned out to be a pointless anxiety as everyone settled into a persona without any fussing. Once the dust settled we ended up with a Fighter, Wizard, Bard and Cleric. There will also be a Ranger or Druid joining us later on in the campaign (played by my wife), but she was unable to stay through character creation due to some things that came up.

I wanted to start our very first game of DW off with a simple dungeon crawl. I find crawls are a great way to get a feel for new games and new players, which were both present for this session. I slapped together a quick adventure using one of Dyson's maps and a nasty little monster called a lantern goblin which I found on the Dungeon World blog. I did make a few minor changes to those lanter goblins, though. The first was to change them from having glowing eyes to flaming eyes and the second was to have that light/fire also light up torches and braziers found throughout the dungeon. I whipped up a new move to use with my fiery new friends called Revenge of the Lantern Goblin that was used once those torches lit up. It looked like this:

Revenge of the Lantern Goblin
1d4 damage, targets one except on 7-9.
10+ the torch launches a gout of flame at a nearby PC.
7-9 the torch launches a gout of that hits a monster and a PC.
            6- the torch launches a gout of flame and then sputters out.

All I needed to complete my dungeon was a reason for the player characters to visit there and thanks to some character bonds and cooperative players that was soon supplied. My players had decided that they their characters were mercenaries hired by the Wizard PC to help him collect a rare material component for use in a ritual. Who would have thought that rare material component was found in this dungeon I had prepared? What luck!

The party delved into the dungeon and soon discovered its unusual inhabitants. This is where one of the players threw me my first curveball: the Cleric managed a 10+ on Spout Lore on the goblins and decided to make them undead. I rolled with the punch and the party continued winding through the dungeon, fighting off goblins and extinguishing torches as fast as they were lit. This is actually where we bumped into our first hiccup. You see, one of my regular players has a somewhat... let's say offbeat sense of humour and he thought it would be funny to have his halfling fighter try and put out a torch with urine. One of the new players at the table was less than impressed by that turn of events, but we glossed past it and no harm was done. Clearly nothing that anyone can fault DW for, but a common problem when integrating new and old players.

When the party eventually reached the final section of the dungeon, an altar room with four braziers and an empty frame, I made my first mistake with the rules. The fighter ran into the room to attack the group of goblins guarding the altar and failed all of his Defy Danger attempts miserably. I hadn't realized that monster groups attack as a single unit and slew him outright. When I looked up the death rules to see what happened next I realized my mistake and had to do some retconning. That minor emergency out of the way, we played out the rest of the battle and the simple puzzle of the altar and the empty frame. The solution was, as you have probably guessed, to light all four braziers with goblin fire. This required some quick thinking from the party since Revenge of the Lantern Goblin made this a little more difficult than lighting torches would normally be.

The party's prize for solving the puzzle and slaying the goblins was a magical tarot card titled Trial by Fire, one of the cards that makes up the god of fate's personal tarot deck. Think of Fate's Deck as a deck of many things that was broken up and scattered because it was too powerful for mortal hands. I'm planning to build the campaign around the idea that these cards are resurfacing and all kinds of people want a piece of them, including the party's wizard and patron. I have had the idea to do a campaign like this bouncing around in my skull since this blog post got me thinking about the infamous deck in ways that I never had before.

Obtaining Trial by Fire marked the end of our first session and things should start moving along at a steady pace in the coming sessions now that we have our footing. I'm looking forward to wreaking chaos over the fantasy lands using the magic tarot cards and I don't think my players have a clue how seriously I'm planning on taking those impending doom sections on the Campaign Front once we get going.
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9 August 2012

Technoir Session Report (Hong Kong)

Over the last few months I have supposed to have been playing/running a Dresden Files RPG in which the player characters uncover a conspiracy involving John Murray Spear's "God Machine". We play weekly, but have only played three or four actual sessions due to player illness, thesis demands and a variety of other commitments and events that just plain got in the way. Since we have been regularly short one or more players we have been filling out game nights with board games and Fiasco. Last night we decided to mix things up and take Technoir for a spin.


 Technoir is actually the very first Kickstarter that I backed, way back in June of 2011. I have since received the physical book along with all of the other rewards as well as the stretch goals that Jeremy Keller has been pumping out. More than a year after I read the beta PDF I have finally gotten around to actually playing the game. I had a blast.

I picked up the Hong Kong transmission, one of the backer rewards, and fleshed out what was happening in a cyberpunk version of Hong Kong while my two players built their characters. The actual feeling of building up the adventure felt a lot like the first phase of a game of Fiasco. I rolled up three "plot nodes" to get things started: a motorcycle grand prix, clear weather (unusual in future Hong Kong which is normally a nightmarish haze of pollution) and a location called The Peak. The Peak is an elite part of the city where a bunch of humans specially augmented to survive in the pollution live and is a pristine, gated community. I connected these plot points and decided that the race is going to draw out the elite into the dirtier parts of the city. I couldn't think of much to do with the clear day, so it was mostly ignored.

While I built up the adventure my two players were hard at work building their characters. One of them built a hacker, Jack, that was decked out with cybernetics that allowed him to jack into The Interface (future Internet) and hack like nobody's business. The other player built a courier, Pad, with cybernetic legs and a lot of shady contacts. Both of the player characters were indebted to a variety of major players in the city due to taking out loans for their augmentation.

Once we had the characters finished and new their connections I was able to add them and their associates to the plot and determine how they linked into the existing plot points. This is how we ended up with a black market cyberware dealer that had sold faulty augmentations to the elite living on The Peak (known as The Clean). Since The Clean were going out for a day on the town for the HK Grand Prix he was understandably worried about what might happen when they found out their lung-scrubbers didn't actually work. This is when the cyberware dealer decided to call in a favour that our resident hacker owed him. The Grand Prix wasn't the only event going down that day, though. A heavyweight title match was also happening and it was being broadcast as an Immatrix production (Interface users can "ride along" and feel as if they are the boxers in virtual reality).

How does that title match factor into things? Jack was using some, let's say experimental, cyberware while enjoying the match and when he was interrupted by a call to hack The Peak it glitched out the Immatrix broadcast and inflicted seizures on everyone experiencing the broadcast. Oops. Now it just so happens that the producer of that Immatrix broadcast happened to know Pad quite well and since the courier is well connected (and owed him money) he contacted the courier and asked him to find the responsible party.

That's the setup. One player needs to hack The Peak and prevent The Clean from leaving so they don't discover they faulty augmentations. The other needs to track down the first player and bring him to justice.

Things took off from there. Jack was riding high and managed to worm his way past all of the high level ICE protecting The Peak's systems. While Jack was deep in this project Pad was chasing down leads. Using his connections he is referred to one of the best "Interface Guys" in the city, a hacker that goes by "Jack" that works out of a motorcycle garage.

Pad headed to the garage and tried to meet with Jack, but due to his previous engagements was unable to meet with him. Not to be discouraged Pad tried to convince one of the mechanics to get him a meeting and ended up on the wrong side of a wrench. Meanwhile Jack finishes a flawless series of hacks on The Peak successfully locking in all of The Clean and diverting communications. He even managed to install a backdoor to allow him easy access in the future. Jack's job finished he leaves the back room to grab a drink and comes across Pad. Pad then hires Jack to find the culprit behind the Immatrix incident.

Jack was unaware that they had inadvertently caused the seizures, but soon realizes that they were the source. Thinking fast, he tampers with the evidence and frames a rival hacker (Mei Mei). He then packages everything up with a bow and delivers all the evidence that Pad and his employer need to escape the inevitable media shit-storm. Pad, unfortunately, is unable to get the hacker's fee expensed and ends up with a pair of broken legs.

Afterthoughts

The game played out really well and very quickly. All three of us had a great time, even the player of Pad who had been unlucky enough to not succeed at a single challenge throughout the entire game. The actual game play was fast and light with minimal fuss, even though none of us really knew the rules. Everything played out in a kind of Fiasco meets Shadowrun kind of way, which is fine by me. I am enamoured with how the transmissions fit things together and I hope to play Technoir again soon.

I'll probably put together a more formal review of the game in the coming week. This, by the way, is my first time writing a session report for my blog. I hope you found it entertaining.

You can get Technoir from DriveThruRPG for $10 and you can take a peak at some the player handout and a transmission for free on the official website.


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