Alternity “The Lighthouse” Session Summaries 19, 20, and 21 Posted

Whoo!  Our Alternity Star*Drive campaign set on the itinerant space station The Lighthouse has hit its twentieth jumbo-length session.  The latest big ol’ PDF session summaries are:

Nineteenth Session – Lambert Fulson is hospitalized; the Nariacs are up to no good but Markus kills three autoflechette-armed cyborg guards with a knife.  Ten-Zil Kem gets implanted with mind control worms.

Twentieth Session – Lambert Fulson is hospitalized again; the rest of us fight cyborg apes and sponsor a Christmas concert by the station orphans for the people of High Mojave, Mantebron.  And we weed out the mind-worm-bearing people on the station (except for the ones CIB agent Rokk Tressor hides for his own nefarious ends).

Twenty-first Session – Lambert Fulson is hospitalized again (yes again); the weren security chief is tortured by a mafia hit-boy who turns out to be the long lost son of our pet irate auditor, and the hit-boy’s hit-butler just about punches Ten-Zil Kem’s ticket to permanent hypersleep.  Captain Takashi talks everyone into love and fellowship.

I haven’t had much time to post much on the blog lately – basically, besides life being busy, my gaming time is all used up playing in this campaign and running my Pathfinder Pirates campaign!  To which I say “Mmmwah hah, hah hah haaa.”

Now off to update my characters…

[Edit: Apparently I missed posting one between 18 and 19, so instead of two session summaries you’re getting three!  Enjoy.  The first one wasn’t very well fleshed out or formatted though.]

Reavers on the Seas of Fate – Sixteenth Session Summary

Sixteenth Session (13 page pdf) – “The Sitdown” – A meeting of all Riddleport’s crimelords is held and Saul and the PCs are invited.  Saul is given Avery Slyeg’s empty seat at the table and they engage in negotiations with Riddleport’s other “serious people” and their demented minions.  It seems like things go well, except when they get sent on a simple message-delivery mission afterward, it’s a trap!  Business as usual in this sixteenth game session of Reavers on the Seas of Fate!

This was a role-play heavy session, which I enjoy.  The big crime lord sit-down was inspired by like very Mafia movie ever made.  It was an adaptation of the opening scene of Madness in Freeport, the third module in the Freeport Trilogy – but in that one, the Freeport Captain’s Council holds a ball.  A ball?  Jeez, this is Riddleport.  So instead we have a standard “goons around a table” meeting.  It served a couple purposes.  One was to give the PCs a glimpse into the larger power dynamics of Riddleport and also to meet personally all the movers and shakers now that they’re a respectable level (character level and level of Infamy they’ve gained).  Another is to help set up explanations for what’s about to happen.  In the Second Darkness Adventure Path as written, there’s this whole ‘the drow are behind it’ subplot that I’m not using a bit of, instead going for more of a motivation/plot from Freeport using the location and NPCs of Riddleport – although the perceptive will notice some Freeport originals making their way in (Milos, Anton Mescher, Karl the Kraken…) .

Running it all this way has let me use recurring characters a lot more.  If you just run Freeport as written, there’s a lot of “who the heck is this new guy” syndrome.  But here, when Avery Slyeg (Riddleport’s answer to Councilor Verlaine) is assassinated, it’s two people the PCs are familiar with doing it.  When they go to this crime lord sitdown, some of the people are new to them, but they know a lot of them.  In fact the PCs were gratified to see that Clegg Zincher had to fill his third accompanying-minion slot with some low level goon since they took out his capp Braddikar Faje earlier.  I worked in people they knew from earlier and tried to throw in other NPCs they’ll be dealing with in the future like Captain Grudge.

One of my general rules of GMing is “use the same NPC when you can!”  It’s analagous to the theory of Chekov’s Gun.  That’s the one place where I felt like the original Freeport trilogy kinda fell down – it kept putting in new hapless guys to rescue (Lucius, Egil, Thuron) and so I’ve collapsed all three of them into one character (Samaritha).  Well, I had Vincenz standing on for Lucius but he got offed.

So now the PCs realize they’re Marked for Death ™!  They’re not sure what to do.  “Bust in and kill Saul” is one of the leading options under discussion, but I’m worried that’s because two of the players know “that’s what’s supposed to happen next” in Second Darkness.  Like I said, I’m using NPCs and encounters from SD but have pretty much already totally left its plot behind.  But I guess we’ll find out – tomorrow!

Reavers on the Seas of Fate – Fifteenth Session Summary

Fifteenth Session (10 page pdf), “Terror in Riddleport” – The PCs get led into a deathtrap, the serpent temple is back in business, Avery Slyeg gets assassinated, the PCs get framed for it, the Gold Goblin is attacked, and Sindawe beats up Bojask for kicks!  It’s an action packed session where death lurks around every corner.

My mashing up of the classic Freeport Trilogy and the first chapters of the Second Darkness Adventure Path hits full stride in this session.  I was somewhat surprised, but my old gaming group in Memphis cited the deathtrap in Terror in Freeport (the second Freeport adventure) as one of their most vivid memories.  I had been tempted to ax it, as I’m not a big trap guy, but I ran it pretty much as written instead, and had the assassination they happen upon afterwards be crimelord Avery Slyeg’s.  Jesswin (the assassin who tried to kill Saul, and then got tortured by Tommy) is both the lure to the trap and the hitter, and the Splithog Pauper in there too!

Then, both in Terror and in Shadow in the Sky (the first adventure in Second Darkness), the next part is defending a friendly building against a large scale assault – in this case the Gold Goblin.  A whole load more of previously-encountered NPCs show up for the fight –  Braddikar Faje, Angvar, and Thuvalia.  Probably the most entertaining part of the assault was the hard fight against the raging orc barbarian, who got greased and reduced and otherwise tampered with for a long time before he went down.  Anyway, they give them all a good killing.

Warning – Sensitive Topic!  Don’t proceed if you’re not comfortable with the topic of rape in a RPG.

Continue reading

A D&D Adventure For Kids

Wizards of the Coast has put out a pretty cute little “D&D Lite” adventure called Heroes of Hesiod as a tiein for their new book “Monster Slayers” aimed at the 9-12 year old set.  I downloaded it and checked it out and it’s pretty nice, I’ll see if my seven year old daughter is down (she probably will be).  I just have to decide if I really want to get 5 other munchkins over at the same time – I think that may be its one drawback, keeping more than about 3 kids that age engaged is about impossible.  But props to WotC for doing this!

It’s basically a party of five that just fights a bunch of critters in sequence to earn their monster hunter badges.  So, you know exactly like 4e 😛  But heck, it’s a start.  I like that there’s some focus on child gaming.  A couple years ago WotC put out a “April Fools” about a My Little Pony RPG – I guaran-damn-tee you that if done right that would be a huge moneymaker.

Thanks to The Escapist for the tip!

The Hammer Comes Down On West End Games

Boy, that’s two chronic deadbeat game companies going down in one week.  West End Games, which has been under painful mismanagement by a guy named Eric Gibson for a loooong time now, is finally coming apart and he’s selling off the properties – Septimus goes back to the originator, d6 goes fully open, and Torg is being sold and then he plans to close the doors.

The one good thing he’s doing is making d6 open and community-owned.  This guy isn’t a criminal embezzler like the Catalyst Games guys, but he’s a sad sack mis-manager who’s been squeezing WEG through one trauma after another – took pre-orders for Septimus then cancelled it and couldn’t repay customers, freaked out on forums, generally always had a long list of whiny “too much information” personal life excuses about everything going wrong…  In over his head, which wasn’t his fault, but refusing to make the situation better by getting out, which was.  He finally paid everyone off after a long time but hasn’t really done much since.  So he’s not as bad as these other guys, but he’s on the “never do business with” list the RPG industry has generated, along with the Catalyst guys and many others.

This may or may not be the last word, though – he gave up and announced WEG was done before, but then reneged (see the WEG wikipedia entry for more).  But, westendgames.com is down and has been for months now and he’s been MIA for as long.  So whether he really sells bits or not – it’s dead.

So who will complete the trifecta?  I’m hoping Outlaw Games.  That guy’s (James Shipman) an  honest-to-God criminal.

The Hammer Comes Down On Catalyst Games

Catalyst Games (Shadowrun, Battletech), which has been dealing poorly with its big internal embezzlement scandal, just got served!  Not in the urban dance contest sense, but in the legal sense.

WildFire, the people who write CthulhuTech and were trying to use Catalyst as a publisher/distributor, and some other folks (two freelancers, we think), have apparently gotten sick of getting stiffed and have filed a Chapter 7 request with the US Bankruptcy Court against InMediaRes (aka Catalyst aka Holostreets aka BattleCorps).  This is a new one on me – it’s basically filing bankruptcy on someone else’s behalf and saying “give me my damn money, or you’ll get declared bankrupt and your organs will be sold to pay me!”

See the filing docs – DOC 1 DOC 2

Various lawyery speculation says that as Chapter 7 requests are pretty easily defeated by anyone with a pulse, it’s unusual to do this unless you have a real strong case and/or you think they’re going down the drain and you want to get in line first to get your money before they shuffle it off to random personal slush funds.

Catalyst has responded with the predictable “What!  Baseless!  All will be well!

Standard posturing.  The sad thing is that when it all is settled, probably despite Catalyst collapsing, the primary culprit will still be living large in the big ol’ house paid for with his ill-gotten gains.  Hooray, deregulation!

Reavers on the Seas of Fate – Fourteenth Session Summary

Fourteenth Session (11 page pdf), “Booty in Riddleport” – Naval combat!  The PCs’ pirate ship takes on a Chelish navy vessel.  They escape, and take a nice plump merchant ship as a prize, and make their way back to Riddleport.  The next couple weeks are a blur of loot, booze, hookers, drugs, and recreational violence.

It wouldn’t be a pirate outing without some naval combat.  The Chelaxian ship from Session Summary 3, the Raptor (Captain Vix Charlo, commanding), appeared as the PCs’ ship, the Wandering Dagger, was leaving the sacked Staufendorf Island.  Wogan immediately had the brilliant idea of loosing their new eversmoking bottle on the stern, which combined with clever maneuvering kept them almost unharmed by the navy ship’s chase gun.  It was back and forth – the Raptor nearly overtook them before they got up to speed, but then they got a lead, but then the Chelish nearly caught up, but in the end they escaped without a full battle.  And that darn Thalios Dondrel made his Will save.

I won’t post my naval rules here yet because I submitted them for the Fire As She Bears competition from Lou Agresta and Sinister Adventures, but they’ll be OGL so you’ll get your paws on them one way or another soon enough.  Hint, I combined my already field-tested OGL cannon rules, chase rules, and mass combat rules (along with a bunch of new stuff) to put it together.

Then they get to be predator, not prey, when they take a merchant ship.  The PCs were initally concerned about the ten gun-ports on the thing, but Captain Clap just roared, “I said, RUN OUT THE GUNS!!!!”  Turns out the gunports were fake and he knew about it.  Being a pirate isn’t all about kicking ass; living long is about being wily is the lesson to take away.

Then back to Riddleport and a taste of the rock star lifestyle that pirates flush with loot enjoy there!  The PCs entertained themselves for the rest of their session, with such stirring quotes as “Hey let’s go double up on a tiefling hooker,” “I can milk anything with nipples,” and “Now we’ll rip off the local drug suppliers and go into the narcotics business!”  I don’t know, I think I might should change their alignments from Lawful Good, what do you think?

By the way, here’s where an iPhone with Google access is bad ass.  The PCs say, “We want to go kidnap some spiders!  What can we get that’ll keep spiders off us?”  Rather than say “No!” or “Uh, anti-spider herbs?” I did a quick search and BAM!  Hedge apples! (aka horse apples, aka osage-oranges.)  I know some people have given up on the roots of D&D as a vector to research weird information, but not me baby!

Catalyst Games, Defiant Criminals

Well, since their well-spun tale of “someone stole some of our money but it’s all OK now, we’re all OK here now, how are you?”  Catalyst Game Labs (CGL), the company putting out Shadowrun and Battletech, appears to be sliding into a morass of slime and (semi-?)criminal activity.

Besides the owners stealing an assload of money (check the detailed data/graphs on the RPGSite!, originally from RPG.net, and originating with a Catalyst co-owner named Phil DeLuca) They asked freelancers to lie about financials (see them give details at Dumpshock), aren’t paying freelancers despite selling their wares (and more at Fear the Boot)…  And haven’t been paying royalties, this has resulted in Cthulhutech (WildFire) and Eclipse Phase (Posthuman) being yanked from them (CGL was publishing those games too).  A number of people (writers mostly) have quit Catalyst due to the organization’s behavior.

Summary: Loren Coleman and his wife appear to have stolen about a million dollars, Randall Bills was trying to cover it up, and loads of folks were and appear to still be involved in all sorts of probably-illegal shenanigans.  However, of course Coleman hasn’t even been fired let alone had the cops sicced on him.  Note their names down and add them to the list of other scumbags that freely prey upon people in the RPG industry – it’s a long list, sadly.

As usual there’s folks still involved with the company (including Jason Hardy, Shadowrun Line Developer) making excuses and saying “If you were all to just continue to buy our stuff, then surely one day we’d pay these freelancers and whatnot…”  And fans saying “Well but why shouldn’t I keep buying stuff from them…  Coleman shouldn’t go to jail, why that would cause people to lose their jobs!”  And the most deluded, some freelancers saying “Well they just hired me and I’m sure they’ll pay *me* for my work…”  Oh and of course the standard smear campaign against the freelancers and others who are coming forward with all these details (same thing the sleazebag who inspires us all, Jim Shipman of Outlaw Press, did during his own scandal – they must be reading his playbook).  Apparently very few people have meaningful ethics any more, sadly.

More info as it develops – the best source used to be Dumpshock but they banned Frank Trollman, who has the best info, so probably now it’s theRPGSite – proud to be the place where all the people banned from the snooty forums go to die!

Alternity “The Lighthouse” Session Summary 18 Posted

Eighteenth Session – The kroath get pulped into green goo by the Thuldan forces.  Then, the PCs intrigue while in drivespace; Lambert Fulson’s new job as a drug mule goes really badly.

Sadly I wasn’t there, but the session summary’s good; Bruce has been driving on from Dallas alternate weekends to play!

They ran the Thuldan v. Kroath land battle as a minigame.  The PCs weren’t actually involved.

  • The various other current subplots intertwine.
  • Someone messes with Lambert Fulson and hires him to be a mule but the cargo is poison and he’s set up for murder.
  • Lenny needs special rare ink for his coming-of-age tattoos.
  • Peppin is a more-psychic clone of his old self after getting blown up by the Flying Spacghetti Monster last time.
  • Haggernak investigates it all, including Irate Auditor Otterschmidt from last session.
  • Martin St. John…  Plays with dhros, or orphans, or something.

I like the subplot thing but I could deal with a slightly more rich mix of plot to subplot.  Or, well…  It’s not that I don’t like a pure char-interaction game, maybe it’s just that none of the NPCs really stick around long or have much personality (besides “crazy”).  That’s sort of the problem with our itinerant setup, I guess, but maybe more station NPCs?  Frankly we like the dhros the most of all the stuff just because they’re always around instead of there 2 sessions then gone forever.

Another session tomorrow!

Pathfinder Modern Pledge Drive Leaves Me Ambivalent

Super Genius Games is taking patronage money to fund a Pathfinder-ized version of d20 Modern.  They’re only at $8k of their $70k goal with a month to go.

Am I signing up?  No.  I would probably buy such a thing if it came out, depending.  I love Pathfinder but was ambivalent about d20 Modern.  If it was a better version, sure!  But I don’t get how people are insisting on these patronage models.  In this case, I worry…

1.  What if the game is just bad?  There’s good names behind it but there’s always a chance.

2.  What if the game is never delivered?  Or is colossally late?  I am still a sad pre-buyer of Sinister Adventures’ Razor Coast, and if it wasn’t for Lou Agresta and unpaid volunteers chipping in, it would never see the light of day.  The RPG landscape is littered with collapsed projects.  My general policy is to NEVER preorder stuff unless it’s something like a major book from WotC or Paizo and I KNOW it’ll ship within about a month of when it’s supposed to.  I let my Logue-mania from his Paizo work get me carried away for Razor Coast; I won’t do that again, I’ve been reminded.

I do subscribe to some of the Paizo lines, just because they have an unbroken track record of delivering quality on time.  But no one else has that going for them.

In general, who pays for things sight unseen, before the thing is even developed?  No one.  It seems like a bit of an unrealistic business plan.  It’s one thing to just take some pre-orders with “if you order real early you get to playtest or give input or whatever” – sure, you get the $$ early and give some access, that’s fine.  But making it contingent – bad plan.

I know Open Design has been doing this – but I haven’t bought into any of those, either.  In fact, there’s a couple of them I’d like to buy now (like Kingdom of Ghouls) but I can’t because of their closed patronage model – that’s throwing money away, and generally makes me grumpy and unwilling to buy in to such schemes on a personal level.

I’m glad people are innovating business models and all, and if they are working for people (or if they think they are) more power to them…  But this is one consumer who’s not into it.

Story and Setting

Hmm, I was reading Trollsmyth’s post today, and it led back to a storygames thread that is handwringing over  “can setting be good in a storygame?”  I would have thought “duh, yes,” as in other genres a well realized fictional world is a powerful tool in creating an interesting story, but apparently opinons are mixed.  People are worried about the need to have an encyclopedic knowledge of the setting, and of contravening “canon.”

A couple thoughts on that.  First thought is David Mamet’s rant from yesterday about  HOW you present story information in a way people care about – via the drama, not via infodump.

Some folks in the thread mention doing helpful setting summaries; I recently saw a cool one in PowerPoint for Paizo’s Golarion.

But I have a more fundamental observation.  You don’t NEED to give them all those loads of info.

a) What does a local yokel (the prospective first level character one is to depict) in a semi-medieval land know about history 100 years ago, let alone detailed ancient history?  Nothing.  Tell them about their hovel and the immediate political concerns it has.  Most people know this.

b) Canon is crap.  It is non-binding.  If the PCs haven’t experienced it in game, it doesn’t exist.  If they go into a hex and you tell them it’s farmland and later you read a supplement and there’s a lizardman camp there instead – who cares?  Are the RPG police going to bust in through your windows and tell you “you did it wrong?”  This may be a PARTIALLY legitimate concern with a game world based on well known IP like Star Wars, but really, get over it.  Even in that case, you just tell the players at game start “look, this is MY instance of the Star Wars world – things may differ from canon and your actions may alter official history.  P.S. There’s no Ewoks.  Yay!”

c) Don’t info dump.  Go read Mamet again.  Players don’t listen and don’t remember.  Show, don’t tell, and make the showing part of the drama.

Here’s an example.  In my Reavers game recently, the PCs came to a new island, town, and noble manor house they were casing out and infiltrating.  It was from a scenario (Green Ronin’s Mansion of Shadows) that had all kinds of setting detail.  Did I just up and tell it to the PCs?  No.  They discovered what they discovered as part of their actions.  It was very helpful to me to have the detail there, so that I wasn’t having to make stuff up all the time when they decided to go bust down a random door, but I was neither tied to it nor did I need to tell them about anything they didn’t personally see, fight, screw, or pee on.

And that works.  During the climactic battle, the PCs remembered a minor setting detail – one of the noble women had a key that let them in through a small door in the inner defensive wall, allowing them to flank the defenders.  Why did they remember that?   Because one of the PCs was snuck through that door by the noble woman so they could go bang.

There was a town, with all kinds of location descriptions.  I didn’t give them a map or explanations of locations they didn’t go to.    Places they went and interacted with, they went back and interacted with again and formed relationships, plots, etc.  It works in a dungeon, in a town, in a country, in a world.

  1. Show, don’t tell.
  2. Don’t just show, involve in the drama.

There is also a lot of concern about “players that know more about the setting than another.”  My response: so?

Do people that know more about history in the real world have some kind of advantage over other people besides a vaguely smug feeling of superiority?  No.  In a group of adventurers, so what if one guy knows all about thirty gods and the other one doesn’t?  Either he’s a helpful information resource (good), or a know-it-all twerp that introduces dramatic conflict (also good).   I guess sometimes other players get some kind of inferiority complex if someone else knows more?  Well, handle it just like the real world – have your character beat theirs up.  That’s a bit tongue in cheek but maybe I’m just not relating well to the concerns of the “there should be no GM, just the players making the world up as they go” crowd.

Anyway, JDCorley has a lot of good posts in the storygames thread, check ’em out.

Writing Tips From David Mamet

Coincidentally, Louis Porter blogged about this just as I was watching my fourth episode of The Unit in a row!

It’s an awesome memo from David Mamet to the other writers of the excellent but cancelled TV show “The Unit,” which is about a batch of Army SpecOps operators and the crazy bitches they married. (Still showing on the Sleuth channel about 12 times a week!)

It (the memo, but come to think of it so does The Unit) has some good takeaways for the DM who’s planning out scenes of their own in their campaign.

Now, there’s always the debate between a “story driven” game and a “sandbox” game or whatever your pet terms are.  But the upshot is that whatever you’re doing, there needs to be drama in every scene.  (Melee combat is not in and of itself drama).

He talks about a problem they were having, which was execs wanting them to put in more “explainy” information in the scenes instead of drama.

How many of us have had the problem where they, as a DM, are too much in love with conveying information about our game world or whatnot?  And the PCs don’t care and forget it?  Well, here’s the reason.

Similarly, one might ask writers of adventure scenarios to look at this.  Don’t subject people to expositional scenes.  That’s how story driven gaming got much of its bad name.

That’s also one of the reasons wandering monsters aren’t as prevalent any more – they risk being a scene with no real drama.

Here’s the kernel of his point:

START, EVERY TIME, WITH THIS INVIOLABLE RULE: THE *SCENE MUST BE DRAMATIC*. it must start because the hero HAS A PROBLEM, AND IT MUST CULMINATE WITH THE HERO FINDING HIM OR HERSELF EITHER THWARTED OR EDUCATED THAT ANOTHER WAY EXISTS.

Basically, if a scene is not dramatic – drop it.

But is this only “dramatist, storygamer” advice?  I would argue not.  Even in sandbox gaming, you are placing scenes.  You’re just not dictating their order.  It’s a false dichotomy, drama vs sandbox, in many ways.  If the PCs wander across something and have a scene, and that scene has no innate drama, it’s kinda a waste of time.

Discuss!