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

Tuesday, January 22, 2013

Episode 2: Project Lobotomy Download (Updated!)

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.

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).

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

Captain Eiger, Human Gunslinger (James Jacobs)
* 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.

Crowland Abbey
In the case of my Engel game, I knew I wanted to do something with a floating villagesince 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.

Badge of the HMS Vengeance
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 showagain 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.

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
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

Sketch by Liz Courts
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!

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

Easily the high point of the game was the climax, and through no direct decision of mine—which was the best part. Judy’s character Israfel had spent a good portion of the evening watching the team’s back, largely because they’d come to fear attack by the Dreamseed. As her engel’s power was the voice of God, the ability to damage creatures and substances with the power of her voice, she was serving as artillery. So, when Rogziel and Zophiel got attacked (and Pahadron was euthanizing a 10-year-old; why yes, she does get younger every time I mention it), she needed a moment to get to the scene. By the time she did, though, a gigantic, irradiated damselfly had burst loose and was stampeding through the claustrophobic confines of the boat’s bowels. Entering the area, she was the first to act, and chose to use her voice on the demonic creature. She surely could, I explained, but it’s huge, armored, and angry, so her words probably wouldn’t hurt it much. She could, however, wound it by making a pull. She might more than wound it, though, by making two pulls.

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.

Wednesday, October 17, 2012

Episode 3: Dread Engels



That. Was. Totally. Awesome.

If you don't own Dread, go buy Dread.

We played last night, using the setting of the Engel RPG, as I discussed in my previous post. Everyone filled out their Introductory Inquisitions--the little handwritten survey journals I put together for the game--and after an overview of the game, the setting, and reconciling a few character powers, we hopped right into it.
This time around, my fantastic cast consisted of:

Rogziel (Liz Courts)
* Who has skin like stars.
* Who shines like the sun.
* Who debates with fists.
* Who bears the Eye of Iblis. (Whatever THAT meant!)
* Who stands in front.

Zophiel (James Sutter)
* Who knows the thoughts of mortals.
* Who got a face full of bug swarm.
* Who speak English.
* Who carries old women into danger.
* Who smites traitors.

Pahadron (Cosmo Fallacy) 
* Who knows the fears of men.
* Who perfected fly-by soul searching.
* Who swings a mean yo-yo.
* Who gets bored on guard duty.
* Who isn't afraid to choke out a 12-year-old.

Israfel (Judy Bauer)
* Who fears no belfry.
* Who knows the deceits of the Sons of Albion.
* Who has her own sneaky methods.
* Who shouts down both buildings and bugs.
* Who sacrificed herself to save the day!

As for what got us these characters, Dread uses a survey method of character generation. These were the Engel themed ones the players got in their survey journals.
Introductory Inquisition
The Urielites are the eyes of the Angelitic church and aloof guardians over His flock. Despite this, what part of human life do you secretly wish you could share in?

If you could live outside the Urielite Himmel at Mont Salvage, where would you live?

Why are you the first person your brethren turn to in a crisis?

How are you better than a human?

What weapon or instrument do you practice daily?

Despite it being heresy to possess such an item, what is the one piece of pre-Flood technology you always keep on your person? Why?

Although greed, lust, and envy are damnable sins, what do you constantly crave?

Last week you skipped mass. Why?

When was the last time you bled? Why?

Your potestates, the tattoo-like manifestation of His power in you, grant you a remarkable ability. What is it?

You are blessed to share a name with a legendary engel who you seek to emulate. What is your name?

Oh, and I found appropriately themed cider.

So that's the gist on the characters. Tomorrow I'll get into the details of the game itself.

Tuesday, October 16, 2012

Episode 3: Dread Engel, Still of the Flesh

With Episode 3: Mass Effect going into overtime, I've decided not to wait to try out something totally different. Having heard fantastic things about the Dread RPG, I ordered that recently and was totally impressed. I expected it to just be storytelling with Jenga. It is not. The rulebook might use pulls from a Jenga tower as its core resolution mechanic, but its survey based character generation method, the depth in which it defines (and offers) various types of horror experiences, and the invasive questions running endlessly along the bottom are more than just perfect at creating mood, they're super cool. I was cackling the majority of the time I was reading its elegantly minimalistic 168 pages.

I've also always wanted to run a game in the world of Feder & Schwert's Engel RPG and finally put my Sword & Sorcery Studios' translation of the German originals to use. I've only owned my Engel books for a decade, so now that the new book smell is thoroughly worn off, they should be good to use.

Tonight we're playing Dread Engel*. I've got a few props (as per usual), a great soundtrack planned (including In the Nursery's Engel CD), an appropriately themed (French?) "Jenga" tower, and little Engel character survey journals. I have also informed multiple players that survival is not to be anticipated.

I've included a few images of what I'm prepared with, but the game starts in moments so I have to run. Once it'sover I'll post more details about the players and the scenario I put together if you're looking for your own Dread Engel story to play through. More to follow!

* This band name free on a first come, first served basis.