[[Hey all! Had some trouble with this post, but it should be all fixed up and link-working now! Sorry for any hassle. –W]]
As promised, here it is: Everything.
Every single thing I put together for my Pathfinder/Mass Effect adventure, Project Lobotomy.
The zip file below includes several things:
Project Lobotomy Adv.docx:
This is the adventure itself, which is really to say my super elaborate
notes for this adventure. More than a decade of writing game stuff
means that I can't really help but write my notes in the house styles I
use most frequently, which of course means this document looks akin to
the way we currently style adventures at Paizo. (Not exactly, but
Pathfinder Adventure Path readers should find pleanty of familiar
formats.) If you're interested in playing this adventure, which really
means taking my 6,000+ words of notes, suggested ad-libs, scripts,
plots, statblocks, suggestions, etcetera, and making them yours, this is
the place to start.
Level 1 and Level 2 Tags.png:
The tagged maps of the station. These maps are actually edited maps
from Doom 2. This turned the work of mapping the whole base into a few
prunes with with an image editor's erase tool. Handy thing that Google
image search.
ME Races.docx: Easily the document people have been asking after the most, this is my build of six Mass Effect races using the Pathfinder RPG: Advance Race Guide's
race builder. The races included are the asari, humans (a variation
from the Pathfinder RPG core), krogan, quarians, salarians, and turians.
Starting Handouts:
This folder includes the handouts the PCs start with--untagged
schematics of both station floors and a mysterious partial transmission
from 2175 Aeia.
Handouts: This folder includes
all the rest of the game's handouts (even one or two I put together but
never worked into the text). These are all .txt files, which I suggest
opening using the program WriteRoom with the Terminal theme (green text
on a black background).
So that's what's in the following file. If you want all of that, all you have to do is click the link below.
Download: Project Lobotomy.zip (173 KB)
Additionally,
everything that I created for this, which is to say, everything that
isn't a proper noun from the Mass Effect series or a Pathfinder rule,
I'm releasing via a Creative Commons license. I'm still getting
acclimated to many of the aspects of these licenses, but in short, if
you want to use anything that I created in this download for any
non-commercial venture, please do so (and tell us all about it here!).
While
we're talking about downloading things, the Mass Effect 3 Datapad
easily wins the award for coolest game handout I've ever thrown on a
table. The app takes the codex from the Mass Effect games--your
character's ever available encyclopedia to the game's rich
universe--with its polished graphic design and the calmly read entries
(yes, it reads all the primary entries for you) and ports them to your
iOS device. Which really should be to say, your naked iPad, because the
marriage of this program with the iPad's sleek glass instantly make you
forget it isn't a device from the future. The Mass Effect 3 Datapad app is a free download,
available here (NO LONGER AVAILABLE -W), and if you're going to futz with any one thing from this
page it should be this. This app was kind of the reason I put Project
Lobotomy together (well, that and I thought the Project Overlord
missions for Mass Effect 2 were amazing). The window into that world
that this complete codex offers made such an enticing handout that I
just had to have a game that used it. Check it out and I'm pretty sure
you'll see what I mean. And, if you've gotten this far without knowing
anything about Mass Effect, you can change that right now too. Hit he
link and download Mass Effect on Steam immediately.
That's
it for Project Lobotomy. Putting this together totally satisfied the
mad scientist part of my brain and it was a total blast to run--entirely
thanks to all my awesome players. I hope that anyone who downloads the
notes gets to run the game and has just as fantastic a time as we did.
As for what's up for Erratic Episodes next... I'm not sure yet.
Probably something with swords.
Project Lobotomy by F. Wesley Schneider is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
Monday, August 15, 2016
Wednesday, October 30, 2013
Episode 6: Under a Metal Sky - Character 4
The final member of the Cantileverre's crew was played by Jessica Price.
You have left someone behind that you visit every time you're in port. Who is it? Why can't they come along with you?
You were place abord the ship as the technician because you specialize in what sort of drives?
You sufferedan injury and now have a cybernetic prosthetic. What is it?
To give yourself that extra kick during those life-or-death 20 hour long repair sessions, you have become addicted to a stimulant with a somewhat nasty side-effect. What is the side-effect? Do your shipmates know?
How did your sister die?
In what ways would you be better suited for your boss's job?
You are the first member of your family to go into space. Why?
What was the worst decision you ever made due to your stim habit.
What scared you the most as a child?
What is your filth threshold?
A ship like this requires a lot of funds. Where do those funds come from? How do you feel about the source of those funds?
That gets us through the entire crew. Next time: what actually happened.
You have left someone behind that you visit every time you're in port. Who is it? Why can't they come along with you?
My daughter—she has a degenerative bone condition and can't handle the rigors of acceleration and deceleration.
You were place abord the ship as the technician because you specialize in what sort of drives?
FTL.
You sufferedan injury and now have a cybernetic prosthetic. What is it?
My prosthetic allows me to see outside the normal human spectrum, but I miss normal eye contact.
To give yourself that extra kick during those life-or-death 20 hour long repair sessions, you have become addicted to a stimulant with a somewhat nasty side-effect. What is the side-effect? Do your shipmates know?
Memory loss. I am trying to hide it.
How did your sister die?
I forgot her medication.
In what ways would you be better suited for your boss's job?
I was raised to lead.
You are the first member of your family to go into space. Why?
I'm the only one who escaped the hereditary illness.
What was the worst decision you ever made due to your stim habit.
Leaving home and going into space.
What scared you the most as a child?
Insanity.
What is your filth threshold?
Low. I'm a neat freak.
A ship like this requires a lot of funds. Where do those funds come from? How do you feel about the source of those funds?
My family is wealthy. I feel I have an obligation to lead because of it.
That gets us through the entire crew. Next time: what actually happened.
Monday, October 28, 2013
Episode 6: Under a Metal Sky - Character 3
Fortunately for the crew of the Cantileverre they also had a doctor, played by Erik Keith.
Doctor Roland O'Bloome
Where did you get your medical training? Did you enjoy it?
Where are you in the chain of command on the ship?
Normally, you are a paragon of your morals, which isn't always convenient. How, in one regrettable instance, did you need to go against them? What do you regret most about that encounter?
What can you do that most other people can't?
You see a lot of odd things in space. What is the strangest thing you have witnessed?
Who is the only one aboard to have ever beaten you at chess?
You have a romantic interest in one of the other crew members. Does he/she know? How does this affect your work environment?
What soothes the tension headaches you get?
When do you feel most alone?
What is that thing and why do you have it?
It's a multipurpose medical device that can be used to inject things into people, such as adrenaline or sedatives.
You have a somewhat shady past, leading to the acquisition of some very useful skills. What did you do and what skill did you learn from it?
Doctor Roland O'Bloome
Where did you get your medical training? Did you enjoy it?
On an agrarian harvest planet. I grew up there but left for greener pastures.
Where are you in the chain of command on the ship?
I don't have a rank. I do my job and weigh in when I need to.
Normally, you are a paragon of your morals, which isn't always convenient. How, in one regrettable instance, did you need to go against them? What do you regret most about that encounter?
I want to save everyone, but one of the mercs on the ship was too aggressive. I may have had a hand in the accident that claimed his life. It's a shame I couldn't calm him down otherwise.
What can you do that most other people can't?
I know how to program a ship's life support system to cause strange health effects that I know how to treat. I've become exceptional at recognizing health related issues based on system failures on a ship and how to treat them.
I may use this to ensure my position in the crew.
You see a lot of odd things in space. What is the strangest thing you have witnessed?
We can acress a semi-derelict ship that we thought was salvage. Ends up the inhabitants had survived for over three months, but had gone completely insane.
Who is the only one aboard to have ever beaten you at chess?
The ship's AI, it's insufferable good at it.
You have a romantic interest in one of the other crew members. Does he/she know? How does this affect your work environment?
Ship's navigator, but he doesn't know.
What soothes the tension headaches you get?
A little bit of the stim packs I have hidden under my bed. The ones we're pretty sure the merc was stealing before his "accident."
When do you feel most alone?
When I don't have anyone to help.
What is that thing and why do you have it?
It's a multipurpose medical device that can be used to inject things into people, such as adrenaline or sedatives.
You have a somewhat shady past, leading to the acquisition of some very useful skills. What did you do and what skill did you learn from it?
I was stuck on an agrarian transport when the life support system went out. I was the only survivor. It was then that I started doing freelance and joined up with this group.
Friday, October 25, 2013
Episode 6: Under a Metal Sky - Character 2
The next crewman of the Cantileverre is James Jacobs's character...Navigator Kruger
Normally a navigator of your skill would not be assigned to this sort of ship. Why are you here?
Because I agreed to do the job in return for a reduced prison sentence. I'm the getaway driver/pilot for my criminal heist buddies.
Where did you get that scar?
Some bastard named Gafer took out my left eye and some cheek with a grapefruit spoon in prison.
Why don't you like being the age you are?
Becuase I spent 20 years in prison and misused most of my life.
You are normally very close to your family, but recently you have fallen out of touch. Why?
I don't know. I've been told to help on this mission or I'd never see them again. My "family" is my criminal pals.
What piece of contraband have you smuggled aboard? Who else knows about it?
A super-poison capsule tucked into my eye socket folds. The medical officer knows. He found it during an exam but kept it quiet.
When do you feel most alone?
In a crowd.
Which member of the crew don't you trust?
The medical officer, because he knows about the pill.
Why are you also in charge of inventory?
Good question. Due to a government clerical error.
What hobby do you have that occasionally comes in handy?
Meditation. Helps me focus and contain the beast.
What disease do you fear the most and why?
Anything that causes blindness, but in particular onchocerciacis.
What did you do during your last shoreleave?
Got involved in a casino heist and got caught... 20 years ago.
Wednesday, October 23, 2013
Episode 6: Under a Metal Sky - Character 1
I managed to pull together another Dread game a few weeks back, this time using one of the adventures out of the Dread rulebook, the sci-fi scenario Under a Metal Sky. I gave it a bit of a techy twist to indulge the genre, but we'll get into that a bit later.
This time around our players were:
Gabriel Rosas as Captain Albrecht Skinner
James Jacobs as Navigator Kruger
Erik Keith as Doctor Roland O'Bloome
Jessica Price as Technician Naamah
To give a bit of insight into our players, I'll post their character questionnaires and answers. First up...
Captain Skinner
As captain of your ship, what part of your manegment style upsets your superiors?
Who was your ship named after?
When your last ship was destroyed, what did you risk your life to save?
What class did you enjoy most at the academy, and why didn't you excel at it?
What food that most people like can't you stand?
You have a phobia you developed during your first mission. How has it interfered since then?
Because of a terrible injury you had to have part of your body replaced with cybernetics. WHat was replaced and what are the capabilities of its replacements?
Even though the record was wiped clean, what haunts you from your past?
You often find yourself envious of what other character? Why?
How are your quarters decorated?
You ship docked with a seemingly abandoned space hulk. Why are you there?
That's character number one. We'll get to the others in the coming days, along with a few videos I took, my take on the plot, and a rather unusual handout.
This time around our players were:
Gabriel Rosas as Captain Albrecht Skinner
James Jacobs as Navigator Kruger
Erik Keith as Doctor Roland O'Bloome
Jessica Price as Technician Naamah
To give a bit of insight into our players, I'll post their character questionnaires and answers. First up...
Captain Skinner
As captain of your ship, what part of your manegment style upsets your superiors?
I report actions after the fact. Too many hoops to jump through to go through.
Who was your ship named after?
Cantileverre, the elder pioneer of the colony first founded outside allied space.
When your last ship was destroyed, what did you risk your life to save?
The nav files.
What class did you enjoy most at the academy, and why didn't you excel at it?
Hyper-space theology. Slept with my professor.
What food that most people like can't you stand?
Algae noodles in BASIC broth.
You have a phobia you developed during your first mission. How has it interfered since then?
Asteroid hit our ship, broke atmosphere. Almost drowned. Small ticking-tacking gets on my nerves.
Because of a terrible injury you had to have part of your body replaced with cybernetics. WHat was replaced and what are the capabilities of its replacements?
Lungs and inner ear; breathe less oxygen, also get dizzy when away from my control bracelet for longer than 24 hours.
Even though the record was wiped clean, what haunts you from your past?
My family was responsible for the disease outbreak of 0-88-A.
You often find yourself envious of what other character? Why?
The rich one. Said family is well liked and they are regarded well by "The Man."
How are your quarters decorated?
With fluid screen murals of star coronas broken by planets.
You ship docked with a seemingly abandoned space hulk. Why are you there?
It was there. It's my job to explore... even if I'm mostly transport.
That's character number one. We'll get to the others in the coming days, along with a few videos I took, my take on the plot, and a rather unusual handout.
Thursday, October 10, 2013
Episode 5: Editors Only!
And what a perfect month to move on into!
It's the second week of October and the second week of my totally spur of the moment decision to run a different creepy RPG every week this month. Last week I kicked it off by running Paizo's editors through the first pages of Dungeon #146's "Meenlock Prison," reinterpreted for the Pathfinder RPG and set on the western shore of Druma in the Inner Sea Region. The group is insane, so I don't actually expect horror to overcome high jinx, but we'll see—and we're already having a blast playing! The Paizo Editors Only! Game is:
Judy Bauer as Caw the raised by crows gnome barbarian Chris Carey as Saling the bagpipe playing halfling bard
Ryan Macklin as Blacktear the goth dwarven cleric of Pharasma
James Sutter as Oy McKrakin the weasel wrangling dwarven witch
So far, our first levelers have made it from the coastal village of Tarrob to the prison island of Prophet's Vineyard with writs for the release of two prisoners, Lyle Benedict and the "Blessed of Shelyn." After almost capsizing in their quarter mile crossing to the island, the party reached the prison and nimble deduced that the crew claiming to be the warden and his guards probably aren't who they say they are. They turned an ambush around on one of the good ol' guards and nearly subduded him, when something from the ajar door leading into the underground cells nabbed the defeated tough and yanked him inside.The adventure is fun, but I'm doing a lot of on the fly revision to make things work with the Pathfinder RPG and to make it feel a bit less rail-roady. Fortunately, when good sense would typically fold an adventurer's curiosity doubles down.
"Meenlock Prison" is on track to wrap up on Tuesday the 5th, so watch for more from Paizo's warriors of words early next month!
Saturday, May 11, 2013
Episode 4: Hero Quest Part 2 Incoming!
We've been so busy making games at Paizo over the past several months that there hasn't been a lot of time for actually playing them. Although a few of us did get in a fantastic session of Ryan Macklin's hate-letter to world folklore, Mythender (a total blast, click the link and download your free copy), the word "hiatus" has come up more than a few times in reference to some of our regularly occurring games. But one game surely be returning soon is session two of Hero Quest! Even though I think the party might only have something to the tune of 75 gold pieces to their collective names, there's going to be a quick shopping trip and then we're foraying back into the dungeon. Things get way deadlier in the second level as well, with traps making their debut.
So keep an eye on this space, not just for more Hero Quest, but for what comes next. Having taken the easy route with this game, I'm ready for something a bit more... unforgiving.
So keep an eye on this space, not just for more Hero Quest, but for what comes next. Having taken the easy route with this game, I'm ready for something a bit more... unforgiving.
Sunday, February 10, 2013
Episode 4: HeroQuest, Part 1 Picture Show
I'm going to mostly let the pictures do the talking for this last session. We tackled the first dungeon in the HeroQuest quest book and dang was that more difficult than I had expected. The party took precisely the deadliest route through the dungeon, face challenges of increasing difficulty as their resources decreased. They also pulled like one treasure and 80 wandering monsters. In the end though, they pulled it off--Jessica's wizard one-shotting the gargoyle boss with a genie spell, though it won her more than a brush with death. That was about it for the night, but coming up next our heroes will be venturing into deeper, far deadlier dungeons. A huge thanks to Erik, Jessica, Sarah, and Sonjia and stay tuned for more HeroQuest soon!
Thanks to Jessica for all the fancy captioned photos!
Already I'm looking forward to something a bit more elaborate. This has been a good break, but there's much scheming to do something a bit more grandiose. More on that later...
Monday, February 4, 2013
Episode 4: Impromtu Episode!
This week on Erratic Episodes it's time for an Impromptu Episode! All weekend I was debating what to run next: Something planar? My favorite adventure from Dungeon? Another Dread game? Option paralysis ended in indecision and I ran out of weekend trying to decide.
But Project Lobotomy was super complicated, so I deserve a bit of a break right? Right. So I was thinking maybe something more on the board game side of the roleplaying spectrum, which would allow me to get some players into the game who don't usually go for all the word math and funny voices.
You know what would be perfect?! Dragonstrike! Let me see if that video is online...
You know what would be perfect!? NOT Dragonstrike! Ooof is that rough.
If that's not the way, then what? How about something that I actually loved as a kid. Something that I played until the color wore off the dice. Something that started me down the road of painting miniatures. Something that I spent a whole summer coming up with new adventures for and, though I didn't realize it then, was the start of my game design career.
How about HeroQuest!
Tomorrow is the first adventure in a two-part Erratic Episode, delving into the deadly dungeons of the HeroQuest world. It might not exactly be an RPG, but there's a screen, monsters, magic, and character sheets, so it's close enough! This time around we've got an entirely new crew of Paizo players:
Erik Keith
Sonja Morris
Jessica Price
Sarah Robinson
Check back later this week to see how far Barbarian, Dwarf, Elf, and Wizard make it in session one; who survives against orcs, gargoyles, femurs, and worse; and, most importantly, if the nostalgia holds up! Tomorrow
But Project Lobotomy was super complicated, so I deserve a bit of a break right? Right. So I was thinking maybe something more on the board game side of the roleplaying spectrum, which would allow me to get some players into the game who don't usually go for all the word math and funny voices.
You know what would be perfect?! Dragonstrike! Let me see if that video is online...
You know what would be perfect!? NOT Dragonstrike! Ooof is that rough.
If that's not the way, then what? How about something that I actually loved as a kid. Something that I played until the color wore off the dice. Something that started me down the road of painting miniatures. Something that I spent a whole summer coming up with new adventures for and, though I didn't realize it then, was the start of my game design career.
How about HeroQuest!
Tomorrow is the first adventure in a two-part Erratic Episode, delving into the deadly dungeons of the HeroQuest world. It might not exactly be an RPG, but there's a screen, monsters, magic, and character sheets, so it's close enough! This time around we've got an entirely new crew of Paizo players:
Erik Keith
Sonja Morris
Jessica Price
Sarah Robinson
Check back later this week to see how far Barbarian, Dwarf, Elf, and Wizard make it in session one; who survives against orcs, gargoyles, femurs, and worse; and, most importantly, if the nostalgia holds up! Tomorrow
Tuesday, January 22, 2013
Episode 2: Project Lobotomy Download (Updated!)
Every single thing I put together for my Pathfinder/Mass Effect adventure, Project Lobotomy.
The zip file below includes several things:
Project Lobotomy Adv.docx: This is the adventure itself, which is really to say my super elaborate notes for this adventure. More than a decade of writing game stuff means that I can't really help but write my notes in the house styles I use most frequently, which of course means this document looks akin to the way we currently style adventures at Paizo. (Not exactly, but Pathfinder Adventure Path readers should find pleanty of familiar formats.) If you're interested in playing this adventure, which really means taking my 6,000+ words of notes, suggested ad-libs, scripts, plots, statblocks, suggestions, etcetera, and making them yours, this is the place to start.
Level 1 and Level 2 Tags.png: The tagged maps of the station. These maps are actually edited maps from Doom 2. This turned the work of mapping the whole base into a few prunes with with an image editor's erase tool. Handy thing that Google image search.
ME Races.docx: Easily the document people have been asking after the most, this is my build of six Mass Effect races using the Pathfinder RPG: Advance Race Guide's race builder. The races included are the asari, humans (a variation from the Pathfinder RPG core), krogan, quarians, salarians, and turians.
Starting Handouts: This folder includes the handouts the PCs start with--untagged schematics of both station floors and a mysterious partial transmission from 2175 Aeia.
Handouts: This folder includes all the rest of the game's handouts (even one or two I put together but never worked into the text). These are all .txt files, which I suggest opening using the program WriteRoom with the Terminal theme (green text on a black background).
So that's what's in the following file. If you want all of that, all you have to do is click the link below.
XXX LINK XXX (See Updated Page)
Additionally, everything that I created for this, which is to say, everything that isn't a proper noun from the Mass Effect series or a Pathfinder rule, I'm releasing via a Creative Commons license. I'm still getting acclimated to many of the aspects of these licenses, but in short, if you want to use anything that I created in this download for any non-commercial venture, please do so (and tell us all about it here!).
While we're talking about downloading things, the Mass Effect 3 Datapad easily wins the award for coolest game handout I've ever thrown on a table. The app takes the codex from the Mass Effect games--your character's ever available encyclopedia to the game's rich universe--with its polished graphic design and the calmly read entries (yes, it reads all the primary entries for you) and ports them to your iOS device. Which really should be to say, your naked iPad, because the marriage of this program with the iPad's sleek glass instantly make you forget it isn't a device from the future. The Mass Effect 3 Datapad app is a free download, available here and if you're going to futz with any one thing from this page it should be this. This app was kind of the reason I put Project Lobotomy together (well, that and I thought the Project Overlord missions for Mass Effect 2 were amazing). The window into that world that this complete codex offers made such an enticing handout that I just had to have a game that used it. Check it out and I'm pretty sure you'll see what I mean. And, if you've gotten this far without knowing anything about Mass Effect, you can change that right now too. Hit he link and download Mass Effect on Steam immediately.
That's it for Project Lobotomy. Putting this together totally satisfied the mad scientist part of my brain and it was a total blast to run--entirely thanks to all my awesome players. I hope that anyone who downloads the notes gets to run the game and has just as fantastic a time as we did.
As for what's up for Erratic Episodes next... I'm not sure yet.
Probably something with swords.
Project Lobotomy by F. Wesley Schneider is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
Saturday, January 19, 2013
Episode 2: Space and Time, Lessons from a Sci-Fi Mystery
I’ve had a game in the back of my head for a little over a decade now.
Something modern, disturbing, and detailed enough to leave the players
wondering, how much of this is actually made up? Something with downloaded police
reports, stained manila folders, and gory images from the bowels of the
internet. Something with gruesome murders, a big map of a city, and links to real
websites. The sort of game that ends with the takeaway “I’m so glad I’m not
really a cop.”I haven’t run it, despite having a number of the handouts made, because I know it’s going to take a lot of effort to create and a significant amount of time to run. And after this week’s game, maybe even longer than I thought.
I set up my Pathfinder/Mass Effect game as a mystery, and a
pretty linear one at that. The clues in low-numbered areas fed into clues in
high-numbered areas, the first floor’s mysteries got deeper on the second floor, room
2 doesn’t necessarily reveal the secrets of room 1, but it’s not far from that. Things went really well and the party gobbled up and digested the majority of the first course's clues before heading into later levels' second course.
But it was definitely a bigger meal then I’d anticipated.
The way this Mass Effect game panned out taught me two related lessons, which I figured I'd share with anyone planning on running mystery RPGs (for any game system).
The way this Mass Effect game panned out taught me two related lessons, which I figured I'd share with anyone planning on running mystery RPGs (for any game system).
Lesson
One: Simpler Mysteries
But not for the reason I usually give professional adventure authors. I’ve seen plenty of adventures collapse under the weight of
their own elaborateness—and I was definitely wary of mine veering onto that
course. When a mystery adventure demands the players find every clue—or worse, find
every clue in a rigidly specific order—it’s easy to frustrate players. They
know there’s pieces of a thousand puzzles scattered before them, but without
the GM's guidance they have no idea what sort of picture they’re trying to put together.
Directionless players quickly find themselves asking, why bother? Additionally,
if clues prove contradictory—whether purposefully or through a GM mistake—it’s
easy for players to dismiss the mystery as either beyond them (usually in
interest, not intellect) or impossible.
For me, I try to think of clues as the steady
I.V. drip keeping the mystery alive. In the case of this Mass Effect game, the
mystery was one of “What happened?” not, whodunit. This simple sort of mystery
is pretty easy to keep rolling, as the clues become a series of handouts and cut-scenes,
revealing more of the story behind the story. Normally I wouldn’t consider
doling out background details piecemeal a mystery, but when it’s treated like a puzzle, when it reveals the reason behind unexplained set pieces, and—most
importantly—once the players start theorizing, it becomes a mystery. In our
game, the clues seemed to keep the players engaged and I was pleased both that
their theories were typically on the right path and that their revisions
constantly strengthened their previous assumptions. If they were totally off
base, that would have been much more my fault then theirs.
In this case, I’m advocating simplicity because
mysteries balloon—big time. The content I generated for night one spilled well
into the third session. The finale I planned to conclude the adventure on night
two we only got to two-thirds of the way through last night’s third session. This
meant that in the last hour I was having to throw in some pretty heavy handed
guideposts (“Did anyone look at THIS”), flubbed at least one clue, and had to
cut or skim through sections entirely.
Had I to do the whole game over, I would have
made things simpler, as the script far exceeded the stage time we had. Much of
the group seemed to really enjoy examining the clues and amending their
theories, which was great, but this more than anything took time. As much as
that sort of investment is worth encouraging (I'd say it’s even one of the
main points of running an RPG) it’s also worth accounting for timewise. This
wouldn’t be a big deal if we were a bi-weekly group getting together to play,
but with limited time and availability it created a problem. The end result was
that, even after going into overtime, the final session turned into
a race for details and the expected big reveal to tie everything up. As this
happened less naturally then the slow build of the rest of the adventure, the horror was drained out of the final revelation, transforming the climax into just a big set-piece fight. I wouldn’t say the end was ruined, but the compacted timeline gave it
the feel of a long-running series forced to wrap-up prematurely. Spending
another session on the ending would of solved much of this, but that solution
would have exacerbated another problem (see Lesson Two).
Ultimately, the lesson here is that if you’re
going to run a mystery adventure, make sure you have the time to run it all the way to its conclusion. You want to give the PCs the time to
feel like sleuths, and definitely want to make sure the adventure comes
to satisfactory reveal and conclusion. If you’re worried about the time that
might take, go for a simpler mystery. A good simple mystery that feels like a
mystery beats an elaborate mystery with a forced climax.
Lesson
Two: Timing is Relevance
Cliffhangers are the perfect way to keep up
tension between game sessions, but anyone left hanging too long falls.
There were five months between sessions one and
two of this Mass Effect game, then four months between two and three. Even
after a detailed recap, there were plenty of “I think…” and “Remember you
thought this…” moments. When the GM is reminding you of your awesome theory from four
months ago, it doesn’t really feel like your awesome theory anymore. In this
game, the long pauses between sessions caused several nuances to fade and even
I, holding all of the notes, lost a few threads. Apparently RPG mysteries share something in common actual
detective work: too much time between new discoveries causes the trail to go
cold.
If you’re going to run a mystery, make sure it
remains relevant to your players. Everyone in this game seemed to honestly
enjoy playing, but with more than half a year passing in the interim, the urgency
worked up during an individual game didn’t transmit to the next one. There’s
bound to be some of that with any break (it’s one reason why televison series do weekly
recaps), but after a month—maybe even after two weeks—the GM isn’t just
fighting to spark the player’s memories, he’s fighting to spark their senses of
relevance and interest. Additionally, if the main plot has to fight for significance,
the players’ connection to their characters suffers even more, causing nuances,
character quirks, and personal goals to shift or evaporate entirely between
episodes.
My big take away here is to schedule every
session of a short series at once. It would have been better to push back the
first game and find multiple weeks the players could devote to playing rather than
fight schedules for a year, ultimately to the game’s detriment. I plan on
taking this as a lesson for all my games from here on out, especially when it
comes to more complex adventures that rely on pacing and revelation.
Next Time
Those are my takeaways from our Pathfinder/Mass Effect game, but my next post is going to be all
about your takeaways. I’ll be putting
up all of my notes, handouts, maps, and the Mass Effect races I created using
the Pathfinder Roleplaying Game: Advanced Race Guide for anyone who wants to
run this adventure or tell their own stories in the Mass Effect galaxy.
And who knows, if I ever get the time and a group able to commit a whole weekend to playing it, maybe in the next year or two you'll see that dark detective game I've been plotting show up right here.
Thursday, January 17, 2013
Episode 2: Robo Death Race
It’s over. After almost a year, we finally completed our Pathfinder skinned Mass
Effect game last night. It went well, but it could have gone on at least another
night. Things went fast and there was some definite hand waving to compact the remaining adventure into the time we had left, but
the overall gist got through and we had a good time. Here's a bit of what we got up to.
Mass Effect Session 3 Highlights
* Had sassy times with a gray smoke zombie security chief.
* Almost getting mutinied against after getting the gray-lung.
(And almost making a run for it, but decided to instead down a gallon of medi-gel.)
* Tried to make friends with a roboplegic.
* Sniped a nascent techno-god’s corpse.
* Overall Adventure Achievement: Precision Damage Dealer!
Took down half a holographic projector pillar and multiple zombies in a
single hit!
Sathar Vrusk, Turian
Monk-Zen Archer (Rob McCreary)
* Almost mutinying, pulling a rifle on the captain after he
was “compromised.”
* Used his grapnel to help allies clamber to the top of the
lift, avoiding a goo dip.
* Combat healed Talos, dropping medi-gel on him even while
getting pummeled by goo tentacles.
* Totally not bragging that he was of the one race immune to
the goop.
* Overall Adventure Achievement: Total Damage Dealer! Spraying
anything that moved with a hail storm of bullets resulted in the highest total
damage dealt.
Cerise 7, Asari Bard
(Erik Mona)
* Writing the lyrics of the galaxy’s new #1 hit: “Three
Heads!”
* Despite much of it having to get skimmed over, hit on the
vast majority of the session's relevant clues and put together the gist of what had
happened.
* Smooth talked a giant disembodied holographic
god head.
* Used up every spell and round of bardic performance to get
the party through in style.
* Overall Adventure Achievement: Space Sleuth! Between
investigation and well-reasoned theories, she most accurately unraveled the
station’s mysteries. (Bonus Achievement: Infinite Entendre)
Gippy Consuelo,
Salarian (James Sutter)
* Scouring zombie corpses with a fine mist of acid spittle.
Pfffffhhhh!
* Blew up the greatest amount of secret lab technology with
fire bombs.
* Blasted a hole in the lift’s ceiling, allowing others to
climb to safety while condemning himself to goo wading.
* Turned gray-goo traitor! But had bad aim.
* Overall Adventure Achievement: Flames of Freedom! Blew the most
things up, all the while giving voice to the plight of the galaxy’s oppressed.
Viva la Gippy!
Talos, Quarian
(Andrew Vallas)
* Unmuted the station-wide quarantine alarm, revealing that
someone/something still had control of the computers.
* Liberated (sort of) a creepy robot science experiment.
* Was the persistent target of a single-minded zombie sniper.
* Revealed the techno-deity’s weakness!
* Overall Adventure Achievement: Station Breaker! Between
computer hacking, lock picking, and bombs nothing technical in the station was
left with its wiring intact.
A HUGE thanks to James Jacobs, Rob McCreary, Erik Mona, James Sutter, and Andrew Vallas for being such a fantastic group. Impossible to pin down, but a fantastic group who made running a third session well worth the wait.
Next time, a few observations I took away from last night, and a bit later this weekend all my notes and handouts for anyone who might like to run a Mass Effect skinned Pathfinder game of their own!
Friday, January 4, 2013
Erratic Episodes: The 2013 Season... Almost
It's a new year and that means a new season for Erratic Episodes. And whoa did 2012 go out, not with a bang but a whimper. Despite being a total blast, my Dread game in October was a long way from the end of the year, much too long to be the last game of the 2012 season. But it is what it is and the best we can do is endeavor to make 2013 an even better year for gaming. That's my New Year's resolution for this site: More. Or, more coherently: Run an episode of Erratic Episodes every month in 2013.That's the plan, we'll see if it sticks.
First though, I've got to put a pin in the much neglected Mass Effect game. The up side of playing with some of the best and brightest in the game industry is that they are undoubtedly awesome players. The down side is that getting them all to commit to being in the same room at the same time for any length of time is no mean feat. So I'm working on that and hope to have this wrapped by month's end. Wish me luck.
I'm not sure if Mass Effect counts as one of this year's 12 yet, but regardless, here's a list of the games I'm already planning on running in the coming year.
Pathfinder
Pathfinder: Mythic Adventures
Dread
Iron Kingdoms
Mutants & Masterminds
Call of Cthulhu
Dungeon Crawl Classics
Dungeons & Dragons Second Edition
Kingdom Death: Monster
Pathfinder is obvious. I also have reason to believe that the Mythic Adventures rules will bring an exciting spin to the game, opening the door for some story seeds that have been gestating for a long time. You can check out what's in store for August with the Mythic Adventures playtest here.
Dread clocks in as one of my favorite new things of 2012--period. There will be more of this in the near(ish) future. In fact, this is probably my new default one-shot game. So expect to see more of this showing up on the site this year.
I've loved the Iron Kingdoms since the Witchfire Trilogy and the Monsternomicon. Back in the day I did quite a bit of work in No Quarter and even wrote a fair amount of Monsternomicon 2. Now that Privateer Press has their own RPG with the Iron Kingdoms Core Rules I'm excited to put it through its paces. I know at least one friend already has a gun mage rolled up, so this is another definite.Mutants & Masterminds has long been my go-to supers game and it's been too long since I've put the system to use. I've got all three of Green Ronin's DC Adventures books on my bedside table where I paw through them frequently--they're gorgeous if you haven't checked them out--and after three years of ripening they're more than ready to get into rotation. Now if I can just find a way to work the Crooks book in as well...
Call of Cthulhu. I've never actually GMed this. Probably should.
Even though this game doesn't scream immersive horror, I think I could pull off something fun (and with a particularly high body count) with Dungeon Crawl Classics.
A Light in the Belfry was my first Erratic Episode and was a total blast. I'm thinking about revisiting D&D 2E this year, but don't have anything planned or an adventure in mind yet. Last time I took the Ravenloft road, and as tempting as it is to follow that path again this year might call for something else. Dragonlance maybe. But if I do that, I'm tempted to inflict the Fifth Age rules on the players... we'll see.
On a related note, we have a copy of the Dragon Strike video board game in the Paizo conference room. So... that's a thing.
The last game on the list is such a newcomer it doesn't even exist yet. Not even an RPG, Kingdom Death: Monster is a new game by Adam Poots and some of the sickest artists I've seen in a long, long time. It's described as a cooperative horror survival miniatures game (that's a lot of words I like) that seems like it would benefit from a campaign format. In the game, players awaken in a grim, hell-like land called the Abyss with no memories, only a sharp stone, a loincloth, and a lantern. With those, they have to survive and establish a society, all in the Abyss, all while being confronted by huge and horrible monsters. The game is in the final days of a ridiculously successful Kickstarter, which provides tons of details, gameplay videos, and images of the incredible miniatures the game features. The entire project is audacious, and would be flat out ridiculous if the guys behind it hadn't started with their Kingdom Death (boutique, nightmare) miniatures line (check out the site). They've already got pieces sculpted, the game looks fascinating and deadly, but seriously, they had me at the concept: kill giant lethal monsters and use their bits to create a society in a nightmare land. Sold. That the miniatures look amazing is just the icing on a whole cake-shaped pile of icing. So I'm planning to put this into rotation as soon as I get the box and the minis all glued together. The game is supposed to release in November, but between Kickstarter delays and my slow gluing, it might be 2014 before this actually gets off the ground. But so far, it's the game I'm most excited to check out this year... and if you're not yet, you should be, so check it out. And contribute if there's still time! It might look costly, but you can bet it'll be more if you want it later.Another solid contender on the list is the One Ring RPG. I know very little about this, but from paging through I'm totally intrigued by the way the game handles lengthy journeys.
So that's the scheme for 2013. As you can see, this list does not fill up 12 months of games, so I obviously need some help. What games am I missing? What are your favorites that I should check out? What is the most awesome system you've played in recent years that I need to know about? Bonus points if the system is fast to pick up, and double bonus points if it's horror related. Thanks to everyone for the feedback and here's looking forward to an avalanche of dice in 2013.
Friday, October 19, 2012
Episode 3: Apocrypha
When running games more or less set on Earth I really enjoy when searches for inspiration or direction turn into collection missions. It's like planetary cherry picking, I'll take this and this, include this and this, get rid of that, and throw in some of this. Best of all, the history's built right in... and is often stranger than anything that might just get imagined up.
In the case of my Engel game, I knew I wanted to do something with a floating village—since those are a thing in Engel. The description in the Engel setting explains that many are from the British Isles, which suffered devastating flooding but was able to save several communities by making them raft villages (link: floating village), but that these communities are sometimes dislodged and forced out to sea by the powerful season hurricanes that wash over the islands every year. Since this would be a British community, I decided to go to Google maps and see if I could find a legitimate name for my wayward community. Crowland was too perfect, too ominous, to pass up. Map view turned to Wikipedia view and what's the first thing that appears but the distinctive, partially ruined abbey at the town's center, Crowland Abbey. What a fantastic looking place, with the ruin of its former nave arching off like a huge buttress and a great old graveyard. I was sold at this point, but then it kept getting better, with a saint beset by demons (Saint Guthlac) and an abbot murdered at the altar by vikings (not to mention his wayward skull). Smitten, my floating village turned into a floating abbey, figuring that if a community was going to save any part of itself, its ancient communal heart would be near the top.
Now we've got a setting for my creepy bug-cultist castaways, but I still wanted some way for them to be more in control of their seaborne sanctuary. A boat would be too obvious, but a submarine. So I looked into that and... oh... oh hoho England has nuclear submarines. Cue the diabolical laughter. It's one things for bug cultists to stictch wings on a guy and be disappointed when they don't work, but anything's possible through the power of radiation! Just ask Spider Man. In fact, what if that was the gimmick? What if the lead cultist finds this trove of pre-flood secrets and isn't able to understand most of them except those that are most elaborately illustrated, the ones that distinctly show—again and again—a man bitten by a radioactive spider and given remarkable powers. There aren't comics in Engel's dark future, so how would she know these weren't reports or instruction manuals from a time know for its incredible godless science? So she hops to, and through the efforts of her cult is able to get a pre-flood submarine up and running (handwave, handwave). Again, Wikipedia to the rescue, bringing up the HMS Vengeance, a
Vanguard-class
submarine of the Royal Navy. Again, perfect name, its obviously martial badge made a great emblem for these creepy cultists, and its nuclear engine sets the stage for all manner of sinister experiments.
Now that you've heard about my prep work for the adventure itself, the tools and handouts I used, the characters, and actually playing the game, here's all my notes. Below is the Word.doc with all of my room by room notes, while the picture from my workbook here has my sketches of the abbey, sub, and the other notes I scribbled down researching this and during the game. I don't promise polish in either of these documents, but if you're interested or want to run something similar to this (or just want a simple map of an abbey riding a sub), you're welcome to use them in your own home game. If you do use them and you and your players like it, let your players know about the site and be sure to post about your experiences on this page, I'd love to hear all about it!
Wes's Dread Engel notes and adventure (free download!): DreadEngel.doc
Alright! That brings an unexpectedly full week of Dread and Engel to a close. I will definitely be using the Engel setting again and I expect you'll be reading lots more about Dread on this page in the future. Huge thanks to my awesome players Judy Bauer, Liz Courts, Cosmo Fallacy, and James Sutter for such a fantastic game. Also a big thanks to the residents of Crowland, Lincolnshire, parishioners and clergy of Crowland Abbey, and the crew of the HMS Vengeance for letting me borrow the inspirational tales of their home, sanctuary, and vessel for my night of storytelling. Despite this game's grim theme, I hope my personal respect, appreciation, and fascination show through the dark fantasy trappings.
As for what's next... I'm really not sure, I was so focused on doing this mash-up that I haven't put much thought into it yet. I should probably get those Mass Effect slackers back in the saddle since they wanted a third session, so once that's wrapped I'll figure out what's up and who's in for episode four! Thanks for reading!
![]() |
| Crowland Abbey |
![]() |
| Badge of the HMS Vengeance |
| Game sketches from the white board |
History and research really did the work for me this time around as far as setting went, and having just re-watched The Relic and Mimic already had me in a mood for body horror, so the rest came pretty easily. I largely prepared for this game like I would a Pathfinder game, detailing the main areas, defining the major characters, sketching out a little map, putting together my soundtrack, and throwing in some other nuances I might need (selections from the top 100 British names, for example). I also threw in some of the suggestions presented in the rulebook for Dread (Why don't you own this yet?!), tracking out the general acts and what should occur during them. I'd never included that in a game I've run, so the attempt is a bit weak and it might be obvious that I didn't build the adventure with them in mind. It worked out well enough, but there's really only two acts: Exploring and Shit Going Bad. Having played through now, I realize I did too much work and constructed this far too much like a Pathfinder RPG dungeon crawl. Dread being a much more narrative game, the borders between rooms and encounters don't need to be so strictly defined, and while playing this I found parts I'd intended to be discrete scenes flowing into one another. It's a much more cinematic style of storytelling and I REALLY dig it for horror games like this.
![]() |
| Engel page from my workbook |
Wes's Dread Engel notes and adventure (free download!): DreadEngel.doc
![]() |
| Sketch by Liz Courts |
As for what's next... I'm really not sure, I was so focused on doing this mash-up that I haven't put much thought into it yet. I should probably get those Mass Effect slackers back in the saddle since they wanted a third session, so once that's wrapped I'll figure out what's up and who's in for episode four! Thanks for reading!
Thursday, October 18, 2012
Episode 3: A Voice Raised to Heaven
The world of Feder & Schwert’s Engel is totally cool,
there’s no doubting that. Knowing what I know now, though, I probably wouldn’t
have used it as the setting of my first Dread game. The preamble about the campaign world was just too
long. If the players had already been familiar, that would have been one thing,
but as it was about a fifth of our game time was spent bringing the players
up to speed on aspects of a rich setting that had little to do with the plot of
the evening’s adventure. “Your angels in a post-apocalyptic future dominated by
the Future Vatican” would have probably been enough. The exposition on the
Dreamseed (the giant infernal bug-demons of the world) was useful, as those
certainly made an appearance, but the hierarchy of the church, the role of the Engel, the
history of the world, less so. It’s all vibrant and fascinating, so I don’t
feel like it was a waste of time and the players were definitely interested—and
were receptive sponges, as quite a few bits of lore and neo-religious dogma
crept in throughout the night—but overall, had I to do it all again, I would
streamline things.
That said, if we play this setting again, these players are
totally primed, so it’s not like it was a waste.
As for Dread, I’ve been excited to play since I got the book
a month ago and it did not disappoint. In fact, I’ve been gushing about it
since we’ve played. Loved it. Loved it, loved it, loved it. The way the
Jenga-tower feeds into the players’ growing apprehension is easily the
strongest synthesis of resolution mechanic and mood I’ve ever seen.
Breathlessness, that’s this game’s effect, infecting each player with a totally
appropriate dread regarding every extraordinary action. The players started
around the table, but by the end, if they could have been closer to the walls,
and thus farther from the tower, they would have been. Simple, elegant,
brilliant—I might have a new favorite storytelling game.
I was too easy on them, though. First off, the janky Jenga
knock-off I got, while aesthetically perfect, seems far less structurally sound
than a normal Jenga tower—just look at those uneven bones! So I went easy on them as far as
calling for pulls, as I didn’t want the tower to topple after like three attempts.
Turns out, though, the tower was a little sketchy, but just fine, and over the entire
night it only tumbled once—boy did it, but we’ll get to that. Also, with the
engel being superhuman, the threshold of what’s extraordinary is already
increased. So feats of strength, using the name of god to shout down a shack,
flying, they’re pretty commonplace for engel, so I didn’t require pulls for a
lot of stuff. That made a significant portion of the initial exploration pretty safe—though
trying to empathically read an item formerly possessed by someone surgically
violated by insectile grafts certainly did call for a pull. If the players had
been normal humans, sure I would have certainly changed the danger level of the
game, but I still think there would have been significantly more pulls. The
whole thing worked and it was cool and, especially by the end, very creepy, but
without the shield of divine powers, the players would have been much more
freaked out. Something I’ll certainly be keeping in mind for next time.
As for setting the mood, I was delighted to finally get to
use the band In the Nursery’s Engel soundtrack
in a game. For a setting as dark as Engel, the soundtrack is strangely hopeful.
Maybe I’m viewing the whole setting through a more cynical lens than is
intended and Engel is actually meant to be a world about hope and faith overcoming
evil… but I really don’t think that’s the case. But, for the intro, the
epilogue, and another spot or two, it worked great. For the really creepy
stuff, I defaulted to an old favorite soundtrack, the score to Silicon
Knight’s Eternal
Darkness. Subtle and ominous, a few
select tracks were on in the background throughout most of the night. For the big
dramatic fight at the end, a newer take on an old standby rose to the
challenge, Castlevania: Lord of Shadows.
I haven’t used this specific Castlevania soundtrack terribly much—I’m mostly a Symphony of the Night kinda guy—but
certainly will again. Here’s my whole soundtrack for the evening.
Prelude: Engel, “Angelorium”
Exploring the Exterior: Engel, “Pandoramicum”
Exploring Crowland: Eternal Darkness, “Black Rose”
Ashby & Library: Eternal Darkness, “A Journey into Darkness”
Exploring the Vengeance: Eternal Darkness,
“The Somme”
Congregation: Eternal Darkness, “Gateway to Destiny”
Dreamseed: Castlevania, Lord
of Shadows, “Carmilla”
She opted for two and cautiously scooted toward the wobbling
tower. Cosmo, being absolutely in the moment, caught what unfolded. You can see me in the
background using my iPhone to slowly crank up the music (yes, I’m still loving
my Bose Soundlink speaker, which I gushed about in my last Mass Effect write-up).
Though you can probably infer, THAT means she dies, but
still dramatically succeeded, sacrificing herself to defeat the beast and save
her friends from a drawn out and surely lethal battle. Perfect. Absolutely
perfect. Her devastating
hosannas and hallelujahs ripped into the thing as it tore her apart, but her death cries ultimately blew away that living heresy.
And that’s where we ended it. There wasn't any point to
explaining how the characters got out, or reported home, or whatever. The
climax was so strong and so satisfying I ended it right there, with no
question that the engel had won, despite the tragic cost. Phew! What a finale.
Tomorrow I’ll post all my notes from the game if anyone
wants to do something similar to this, or just wants a sketch of a cathedral
riding a submarine. I’ll also talk a bit about how much of this was fiction,
and how much came straight from the real world… which might be more than you’d
think.
Subscribe to:
Posts (Atom)



















