Monthly Archives: July 2012

Wonderful Problems. TL:DR

I have wonderful problems in the game realm just at the moment.

For example, I have more good games than I have time to prep and run. I have more good systems I’m working on than I have time to put on the game table. (And I get about 3 sessions at 5 hours each with 4-7 players every month.)

Example: I have been tinkering with a brilliant mecha adaptation for Old School Hack that allows the system to solve some persistent mecha game problems, and that’s exciting. But to flesh that out, I’d be taking time away from my work on the World Between; I’m halfway through my write-up of Scarabae, and the map is mostly done.

I look at what other people are doing, and I want to put my spin on it. A great scenario over at The Crown and Ring is The Mystery of De Morcey House, for which I offered feedback. I plan to run it in August. That’s great! But I’ve also been drooling over mega dungeons I won’t be running, dallying in online scenarios that I won’t be getting to anytime soon, and generally looking at shiny toys I won’t be playing with at my game table.

I’ve invested a lot in my Fantasy Masks game, and I’m putting it on hold after one more session because I want to trim down to two main games; Edge City is in the same system as Fantasy Masks, and Edge City trumps the Brodlian Freeholds. Likewise, I want a Fictive Hack game, and the World Between trumps the Breathing World (but fortunately Shaun is running something there, and I get to play a crazy wizard.)

Fortunately, we wrapped up the Widow Dragon quest, so that’s the Breathing World game at a good stopping point.

Anyway, there are a lot of games I’d like to run, but to get the other quality experience most don’t have a chance to get, which is long-lived games that can go deep and develop characters, I must focus on the best of what I have going on and really allow it to breathe.

Harrowfaust: Twenty Questions

Jeff Rients has twenty questions here. Let’s answer them for my World Between game! We get to play there next on August 11. (This was harder than I thought it would be, but I like how it turned out.)

What is the deal with my cleric’s religion?

There are fringe elements who worship the mono-theistic Lady of the White Way, but generally this land is hostile to her Church. Also, those who worship the Storm Sovereign Pantheon get a cold reception, as it was to avoid their tyranny that the founder of the nation struck a deal with a death god to gain vampiric power. Most gods leave Harrowfaust to the vampires and pennangalan and the other things that go bump in the night. This is a nation that turns to death gods and demons to protect themselves from the more traditional gods. If you must worship, pick Morgath the Corpulent Reaper, and/or keep your holy symbol tucked in.

Where can we go to buy standard equipment?

Harrowfaust has a tremendous gap between the wealthy and the abject poor, the exceptions gathering in cities or out-of-the-way farmsteads or chateaus. If you are an aristocrat, or you belong to one, there are many specialty vendors to cater to your needs. If you are more middle class, or have more money than connections, go where the people gather in numbers, stick to where trade flows. Where Harrowfaust touches the outside world, it mirrors it somewhat. Stray into the territory of the rulers or the ruled, and you’ll see how the demonic masters of Harrowfaust regard their subjects.

Where can we go to get platemail custom fitted for this monster I just befriended?

Many undead nobles indulge themselves in exotic pets as mounts, security, or displays. Most undead nobles have armorers on hand with extensive and sometimes strange experience. Befriend one of the elders among the nobility, and you can have armor made for anything. However, if you have no connections, there is a deep and weird black market in the big cities that has worked out a more or less comfortable solidarity with the demonic government. Go after custom gear like this, and you’re likely to make someone curious. Really, in Harrowfaust, it’s best not to be noticed.

Who is the mightiest wizard in the land?

Gabrielle Lorbrek. She rules the Claustrum Arx, an impenetrable fortress deep in the mountains, and is one of the two rulers of Harrowfaust. She’s also a demon. Unfortunately, she has a sense of humor, so her foes don’t generally die easy. She trains human wizards in demonic magic, and while others are more learned, or more skilled, she’s got a broad-band conduit to the World Below and she gets so much power flowing through her spellcasting, sometimes demons find their way through her spell effects as she tears the world.

Who is the greatest warrior in the land?

Maximilian von Karlock may as well be. With so many ancient veteran vampire knights, who can tell which one is the most terrifying? He is the Grand Duke, ruling Trivium with an iron fist, able to dominate the factitious vampire lords and withstand the scheming of the pennangalan sorceresses in Claustrum Arx. His ability to compromise and choose his battles, combined with his ruthless punishment of a foe’s miscalculation, make him awe-inspiring even among the monsters that rule Harrowfaust. He crucifies vampire hunters for sport. Are others more skilled? Well, it’s hard to know for sure; but if greatness also encompasses political ruthlessness, supernatural energies, and backup armies–he wins.

Who is the richest person in the land?

Zethlan Fier and his weird wife. They live in Trivium. Their wealth is vast; the money is one thing, but they have reached a point of conspicuous consumption of favors, souls, and more esoteric currency. Fiers who are in  good with the patriarch of the family do not age, for some reason.

Where can we go to get some magical healing?

Your best bet is to find a Vistani healer. Gypsies pass through Harrowfaust with relative freedom, connecting the World Between with the Scavenger Lands. They have made enough concessions with the demonic powers of the land that they are allowed minimally hindered movement, in exchange for news from nearby and far away. Their mysterious herbs and chants and connection to Fate may stand between you and death, but the price is seldom satisfied with mere coin.

There are many academic scholarly doctors who will bleed you to cure you of dirty blood, and there are monsters that will make deals with you so you can stay in the World Between, but really… Vistani are your best bet.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Short version? You are SO SCREWED. Vistani or doctors may be able to help with disease or poison, and there are always  monsters who may trade your health for something you find you need more. Curses, again the Vistani; however, you’re just as likely to find yourself cursed by them as to get a curse lifted. If you’re shapeshifted, your best bet is to go to the Shae Isles, all the way across the world. For lycanthropy, Harrowfaust is a pretty sweet setup; many vampires have werewolf retainers, and you could probably find a boss no problem.  Cure? Not so much.

Nobody fixes undeath in Harrowfaust. This land belongs to a God of the Dead, Morgath, the Corpulent Reaper. It is sacrilege to retrieve someone from his grasp. Blasphemy isn’t treated with cuddly torture and beatings like it is in the Lands of the Lady. No, it gets downright unpleasant…

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

The pennangalan will train promising youth, exchanging their innocence and vitality for demonic sorcery. Also, there are many demons in the World Below who are willing to offer pacts sealed with familiars in exchange for magic. Nobility have private tutors for their mystically inclined children, but some train in secret; the demon lords of Harrowfaust keep a close eye on wizardry for a number of reasons.

Where can I find an alchemist, sage or other expert NPC?

The good news is, there are lots of refugees who have plenty of esoteric knowledge that are attracted to anonymous hideaways in Harrowfaust. Heretics fleeing from the Lands of the Lady, the violence of the Iron Principalities, or the savage philosophers of Relmeenos hide in the woods. Clever people who aren’t quite “Northron enough” slip across the border from Frostreave. Students seeking forbidden knowledge know it is closest to the surface in the wilds and slums of Harrowfaust.

The bad news is, education is decisively the privilege of the wealthy and powerful. Any expert will be attached to the machinery of demonic rule, whether associated with vampires or pennangalan or some opportunistic and hellish influence.

In short, freelancers are likely to be crazy heretics, and if there’s someone who has a good mind and education or has acquired any real power, that person will be in the clutches of one or more demonic interests.

Where can I hire mercenaries?

There are a lot of mercenaries in Harrowfaust. Rough people who made themselves unwelcome in the Lands of the Lady (Midian, Scarabae, Caligari) escape to Harrowfaust where the forces of the Lady tread with care. Soldiers from the Iron Principalities overflow into the haunted woods of Harrowfaust. Occasionally drifters from the blasted Scavenger Lands hire themselves out for “safer” work.

While there are numerous Frostreave warriors in Harrowfaust, you can’t hire them; if Northrons kick up a fuss, they can be enslaved by local nobles, by law; that’s Reparation Servitude. Rulers of Harrowfaust passed this solution, as they are weary of attacks by Frostreave raiders. However, Northrons may show up in the service of languid nobility, involved in violence even if they are not for hire.

To hire mercenaries, either go to a noble who has troops to spare and ask to rent or borrow some, or hang around taverns. Most mercenaries work for traders who must travel the roads through the tall, menacing forest.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

It is illegal to wear red unless you serve vampires. If you wear red and do not serve a vampire, then you will be made to serve a vampire one way or another by way of punishment.

Northrons (anyone who looks Viking enough to be from Frostreave) who are involved in suspicious activity or violence can be indentured as slaves to local lords, who have hobbies and trading networks built on this human traffic. Reparation Servitude. No need for proof, no appeal process, no pretense at fairness or justice; this is the sort of policy you get when you irritate demon rulers past the point of endurance.

A general note: corruption is pervasive. If confronted with the forces of law, figure out how to align your interests and wellbeing with the goals of someone powerful. Forget about justice, fairness, due process. Focus on the virtues of Harrowfaustian law; honor wealth, worship power, shelter trumps morality, don’t get caught.

Which way to the nearest tavern?

Dark, thick beer that is often as sustaining as what foods the peasants get. Meet in low, dark, grimy buildings that lend themselves naturally to brooding. Any place that attracts life, light, and color attracts predators, so if you see a lively happy tavern it’s a hunting ground. The grim, the dour, the servants of the Lady, the canny survivors of the demonic occupation, and the spies of the powerful frequent more suspicious and grimy drinking establishments. Still, secrets are always auctioned in both kinds of places. Your secrets are safe right up until you’re outbid–but the same is generally true of your enemies.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

An advantage of the profoundly corrupt law enforcement system is that it is stupid easy to get a job hunting criminals. Investigations are brief and cursory unless someone powerful is involved. The state or local lord will put out a bounty, usually dead or alive unless the target knows something, and all you have to do is find the poor bastard and turn him or her over to the rulers.

The pervasiveness of monsters also means some newcomers or rogue elders make trouble for those in power. The bounties for these monsters is usually quieter and higher, but you can make quite a living as a monster hunter in Harrowfaust, thanked by demons and vampires and such–as long as you restrict your activities to the proper targets. Rivals, escaped pets, failed experiments, rogue scientists, and the like frequently get on the nerves of the shepherds who like a sedate, numb flock.

Common targets include accidental or illegal vampires, werewolves of various stripes, spontaneously reanimated dead who can’t rest easy, tentacular dimensional refugees lurking in smashed laboratories, variously improved undead strains, and the occasional demon.

Are there any wars brewing I could go fight?

The Iron Principalities is sort of a neverending war. There’s always work there. Also, now that Caligari has the best musket and cannon technology, they’re eying the borders and looking to redraw them; skirmishers with no official connections to a nation are hired on both sides for exploratory raids, espionage, assassinations, and other asymmetrical warfare. Then there’s Frostreave to the north, like a glacier of violence that occasionally calves into Harrowfaustian territory. Both sides like to have more warriors, and the Harrofaustians are easier to endure.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The top and the bottom of society can meet this need. The most wealthy and bored nobles have deathmatches, often between Northron slaves and/or monsters from the World Below or the depths of the woods.

In the slums, life is cheap and glory is wonderful, if fleeting. Plus, champions on that circuit don’t get in trouble if they confine their violent urges to arena matches, and they can also attract the attention of nobles and the wealthy looking for specialty warriors, some nameless and some with the kind of reputation you can’t buy, for unsavory work.

Are there any secret societies with sinister agendas I could join and/or fight?

Yes. Dozens. The vampires have intrigues within intrigues, and the pennangalan are demons that HIDE INSIDE BODIES. These demon predators can’t help themselves; they conceal, they misdirect, they betray.

When demons rule, good people will resist, and this resistance must be secret and labyrinthine in its trade-craft and operational security.

Delta is a secret society of monster killers, named for the idea that one river may have many branches. Their main goal is to depose the demons and make Harrowfaust a Land of the Lady, and their methods can’t rely on broad military support unless Harrowfaust is too weak to resist effectively. Those in power root traces of Delta’s work out and crush it wherever it can be found.

The Crimson Loopis a society of servants of the pennangalan in Claustrum Arx that work to uncover the espionage work of the vampires and protect the pennangalan in the shadow war.

Marooners are disloyal vampire servants who seek to steal the power of their immortal masters.

What is there to eat around here?

Freerange pork, almost illegally powerful coffee, scrawny scraps of chicken, thick black bread, gourds of all kinds used for all kinds of purposes, sweet heavy wine,  flatbread that is almost identical to the wafers of the Lady, used for dipping in wine and cold beet soup.

Any legendary lost treasures I could be looking for?

The Shade Forest is full of treasures hidden by bandits/freedom fighters/religious nutjobs/fleeing nobility/deposed monsters/armies of the Lady. Ghosts fill the forest; some try to help uncover treasures that keep them restless, others like to screw with people before arranging for their deaths (by killing them, or leading them into danger.)

The Lost Fifth is a column of the Army of the Lady from the third crusade that was moving through Harrowfaust when they broke contact. The entire company was lost in the mountains. They had with them fantastic weapons, armor, and treasure befitting an army from the World Above, and no one ever found a trace of where they went.

Where is the nearest dragon or other monster with Type H treasure?

There are a handful of surviving dragons in the Spine mountains. Most of them made a separate peace with the demonic rulers of Harrowfaust, mutual non-aggression. Screw with the dragons, the demons will find out and end you. It’s for everyone’s good, really.

Death of the Widow Dragon

The quest to slay the Widow Dragon began in September 2011, and last night it drew to a most satisfying conclusion. Here is a summary of all eleven adventures, on average one a month.

  • First. Tulip meets up with someone who knows a wizard who is looking for a dragon’s lair, and gets involved.
  • Second. He joins an expedition to get into a long-dead hero’s trophy room to learn the location of the dragon’s lair.
  • Third. Traveling towards a port where he can get passage closer to the dragon’s lair, he is sidetracked into a dungeon crawl to earn some cash.
  • Fourth. He travels the dangerous last leg of the road to the port city.
  • Fifth. He rescues a scholar who is familiar with the dragon’s lair, breaking him out of a prison, and acquires a pirate ship to work out transporting treasure.
  • Sixth. He gets to the island with the lair on it, and begins searching for a way in through the magically sealed back door of the lair. He meets a frog god that assures him if he collects 4 pieces of magic amber, a big iron rose, and a big stone basket, the frog god will give him the key to the back door.
  • Seventh. Tulip and his crew make it to Mire Port, then back out into the Black Mire, finding the amber.
  • Eighth. Tulip and Vayu go out into the Black Mire again, and this time defeat a necromancer and get the rose, turning it in with the frog god (as well as exploring.)
  • Ninth. Tulip puts together a bigger crew, gets banished from Mire Port, and collects the basket, waking a dark cosmic power in the process.
  • Tenth. Tulip and company get the key to the ghim-locked back door of the mountain, and finally enter the Elvenforge.
  • Eleventh. The grand conclusion, the slaying of the Widow Dragon herself.

So! Tulip will retire, his player and I agreed on that early on. He’s 15th level, a nice number to go out and become an NPC. Shaun’s Awesome Isles are in the Breathing World too, so some people may choose to move their PCs over there–including Shaun, with Vayu. After all, good PCs never die; they just become NPCs.

The characters got a pile of incredible magic loot, as well as a bit of coin, even though they didn’t get to own the whole Elvenforge. Also, they should cut Ashook and Geshinara in on the treasure, not to mention all the poor suckers who lost their health in the Black Mire assisting this quest. We’ll see what they do.

What else is there for those who may continue adventuring at some point?

  • Skritt has a curse, poor goblin. It rains wherever he goes. They might want to break that.
  • Some Dragonites may have survived. If they learned fire elemental magic from an ancient dragon, they could be formidable. After all, Grizelle (their teacher, the Widow Dragon) was there to avenge her mate, Gris. Might they avenge her?
  • The Pembriss Scholars still have a bounty out for Vayu and Tulip.
  • Some of the magic loot they scored might have some complications. Like the platinum signet ring, for example. Or anything they looted from the room of the dead.
  • How would the ghim react? They were furious the seals were broken, but on the other hand the gods in the Black Mire are exhausted, the dragon dead, the Prince of Flame released and gone…

The end is the beginning is the end. Never tie up all your loose ends. We had a great romp for an epic quest to slay a dragon, it turned out epic enough (I think), and we enjoyed ourselves immensely. I think that’ll do.

Fictive Hack

I’m quietly working on this game in the background. I posted a Word document here, soliciting feedback and any editorial observations or assistance. The window isn’t closed, but it’s closing as I continue work on this game. So, if you want to help me out, get to it. I think it will be less than 2 weeks before I have something in .pdf to share.

Some great scenarios!

You should take a look at …and the sky full of dust as well as his other blog, Godsend: the City of Bones.

Recently, Simon posted a great temple crawl with a Dyson map, following close on the heels of a lovely tomb raid (again with a Dyson map.) As I was admiring his easy-to-use handiwork, I got nostalgic for another wonderful project he posted.

The Mirrored Hall is a fairly unique beast, in my experience. It has elements of a megadungeon; connected areas discrete to themselves, themes, no expectation you’ll clear it all out, etc. It also has elements of a sandbox setting; multiple locations that the players can choose to explore as their cunning and luck permits, different authority figures and their spheres of influence, travel and resource management.

I like the way this massive scenario balances giving the player characters tools, and denying them a railroad. I like how Simon’s voice balances evocative description and brevity, with stats included where needed but only the barest suggestion of how the DM uses the tools at hand.

Very little is handed to the players (or the DM) pre-figured-out. This is frustrating as the DM preparing to run the scenario, to a point. Then you tip over to the different style of the thing, to the sense of wonder that is built into going through the looking glass, through the mist, through the waters, and coming out somewhere new without trusting there’s a door at your back when  you arrive.

While you could break any of the settings out to run on its own, taking them together is a courageous act of trusting players to engage in the mystery and do their best, and trusting the setting to provide them with wonder and challenge.

I think the best use of this setting would be on a lazy summer, with gaming once a week with the same group, where you just sit back as DM and let them explore. Let them generate consequences. Let the thing take on a life, let the world do something unexpected, let the players decide what mysteries, injustices, threats, and rewards they want to engage.

Good work, Simon! Thank you for sharing all your creativity with us.

Ring Hack: The Hobbit in Fictive Hack

Like many of you, I have tried unsuccessfully to run a game that felt Tolkienesque in a variety of game systems. Here is how it would work perfectly in Fictive Hack. (And here’s a new template. Dhengellin)

DM: Okay, so let’s make some characters and do this thing. What do you want to make, and what do you want for an adventuring goal?

Hank: I want to be a bad-ass old wizard with a magic elf ring that lets me live forever.

DM: …okay, sure. So everybody else will get something really cool too. ::Hands Hank the wizard template.::

Carl: Awesome, Hank! You scored us mad starting loot! ::Awards Awesome Point::

Laura: Yeah! ::Awards Awesome Point:: And Carl, good reminder. ::Awards Awesome Point:: Now, I want to play a Viking dwarf.

DM: Great. ::Hands Laura the stonach template:: How about a name?

Laura: Thor!

::Hank laughs and hands over an Awesome Point::

DM: Whatever. Hank, you think of a name?

Hank: Gandalf the Bad-Ass.

DM: Okay, Gandalf. Carl, what do you want to play?

Carl: So all these characters can fight and stuff, right? I mean, nobody is all like, “I can’t figure out how to use a sword!”

DM: Right. All the characters have the same rules for fighting, but talents can improve your options.

Carl: I want to play a little fat bastard.

DM: You can make your character look any way you want.

Carl: I want to play a midget.

DM: Okay, you can make a midget out of any of these templates.

Carl: Is there a midget template?

DM: ::Wordlessly hands Carl the Dhengellin template::

Hank: “Midget template.” You rule. ::Awards Awesome Point::

Laura: I want to be a king. I want a dwarf kingdom.

DM: A kingdom of dwarf Vikings.

Laura: Yeah!

DM: Tell you what. You can have 1d10 dwarf minions traveling with you. How is that?

Laura: Okay. And I can add more any time, right? Any time we find dwarves, they’ll be my followers?

DM: Okay, yeah. Roll it.

Laura: Ten!

DM: …and you have to name them.

Hank: Okay I did my rolls. I want the “Menace” talent. Can I make people pee themselves?

DM: If you spend an Awesome Point, sure.

Hank: But does that mean I can’t, like, attack with magic? Even though I’m a wizard?

DM: Sure you can, for 3 Awesome Points. If your attack is awesome enough, the other players might give you more Awesome Points for doing it.

Hank: Like if I make a pine-cone grenade? Dude, can I make a pine-cone grenade?

DM: Yes. You might have to toss in another couple Awesome Points to make your magic attack do something cool.

Hank: Can I shoot out of my mouth and eyes?

DM: It can look however you want. Carl, how are you doing? Did you figure out what cool extra thing you wanted for your character?

Carl: Hah! My little dude can totally sense magical stuff. I’m going to get the best loot.

DM: So what do you want to start with?

Carl: I don’t know yet, I’m still figuring this guy out.

DM: Got a name?

Carl: Yeah. Dildo Bagsack.

Everyone: …

DM: Well… you can name him that, but all the monsters will attack him first.

Hank: Dude, just rearrange it. Like Bilbo Dagdack.

Laura: Or Dong Baggins. We’ll know what you mean. You’re playing a midget tool.

::everyone laughs and gives Laura an Awesome Point::

Carl: Bilbo Baggins it is.

Laura: My character needs a good last name. I’m thinking “Inthethaddle.”

DM: “Thor in the thaddle?” Really?

Laura: “Thorin” for short.

::Awesome Points clatter to her.::

DM: Don’t give it all here. You still have ten dwarves to name.

Hank: I don’t need no stinking backpack. I do want a reach weapon. Like a magic staff!

DM: Would you rather have a magic staff than an elf ring that lets you live forever?

Hank: Hell no.

DM: Well, maybe a magic staff could be your adventuring motive.

Hank: Uh, I’ve got a busy month coming up. I’m not going to be able to make it all the time. Is that cool?

DM: We’ll work you in and out.

Laura: My adventuring motive is to kill a dragon and take its loot. With my army of dwarves.

DM: That’s very ambitious of you. The dragon is actually sitting in your mountain kingdom on all your stuff. Your bigger-than-I-expected band is the last of your subjects.

Laura: Scaly bastard.

DM: Apparently dwarves are fattening. The dragon is sleeping it off on your family loot.

Carl: My adventuring motive is to get a gem the size of my head! But I’m like this humdrum guy, this midget dude who likes his food and his house and doesn’t really want to go adventuring. ::thinks:: Actually, my adventuring goal is to get home alive.

DM: Noted. How about you, Hank?

Hank: Ride a giant eagle.

DM: Good one!

::Awesome Points slide to Hank as people laugh::

DM: Everybody got your attributes rolled? Picked out your starting talent? Got your starting gear?

::general agreement::

DM: Okay. Bilbo, you’re sitting in your house in Bag End.

Carl: Nice. Oh, wait. What about my super-cool thing?

DM: Do you want to get it later in the adventure?

Carl: Only if it’s cooler than everyone else’s.

DM: Yeah, I can work with that. You’ll get the coolest magic thing, and it will be later in the adventure. We ready to get started?

Fictive Hack: Slaughter in Claveria

On Saturday, Shaun ran Fictive Hack in the Awesome Isles. The write-up is here. My character, Spender, continues to be awesome. I spent 42 Awesome Points through him in 5:25. I haven’t got to play him for 4 months, and this is his second outing, but it’s cool to be 7th level, halfway to 8th. If you want to level fast, the advice I gave after Spender’s last outing is still good, at least for my situation. Spender has 3 talents, and one of them is a book.

I call my staff the “get-off-my-lawn stick.” Also, for his spellcasting, I describe him casting his mystic attack as drawing a bunch of glowing runes in the air with his finger, then snatching a few of them in a handful and flinging them at the target to detonate with a bang. So then when recharging a rested talent, I pull them in to me and glow for a second. And racing into hand-to-hand where I’m reasonably sure I’ll be boosting my damage, I swirl my stick around them and they cling to the head with sparkling pain just waiting to connect.

The flexibility of the system continues to be cool. One bad guy built up an energy bolt, and I tried to counter-spell it. Shaun shrugged and allowed it, even though it was ambiguous as it wasn’t quite a magic spell as such (but it was energy). It would have done 5 Wounds to a party member. I counter-spelled, so the bad guy took 1 Wound, but Shaun said I took one, and the target took one, because it wasn’t really a spell. No worries! I spent the 2 Awesome Points and dispelled the energy, and my party member survived. Love it.

I know it is a little more complicated, but I love armor-as-damage-resistance instead of armor-as-binary-force-field. We were beating on minions in heavy armor, and it was a question of whether or not we could either hit well enough or overpower that armor with damage. That’s a better question than can you hit it yes-no.

Also, I love the flat-ish combat in Fictive Hack. Using talents gets bonuses, but it doesn’t matter if you got those talents at first level or at fifth. When things get bad, Spender resorts to his staff (damn undead were somehow immune to transmogrify, to my chagrin.) Cool fighters still miss sometimes, and marginal fighters can still spend Awesome Points and occasionally score a hit to the face. It was not awkward being in a party that ended up somewhere around levels 2, 5, 5, and 7.

A word of encouragement from a DM who occasionally gets to play: players, go out of your way to figure out how you are going to be together. Don’t make the DM do the heavy lifting. We had a new character join us, who didn’t have a combat focus. I hired him to carry my pack, as I’m an old guy, and worked on building a relationship with him so it wasn’t weird when he decided to accompany us into danger. When we get to a scenario where his charming skills are more key to the plot, he’ll still be with us, but we didn’t leave him out as a civilian so the DM was forced to split the party or ask the player to make a new character or something. And the new guy threw knives, spent Awesome Points to find a wooden clog to throw at a zombie, and got a musket to snipe foes. He did just fine. Players–help the DM focus on your adventure, not on how to make you go and how to keep you together.

Shaun, our DM, drew inspiration from the Necron to provide a massive disaster in a city so the city became a dungeon crawl environment. Then we had a few massive dust-ups at the end and emerged bloodied but triumphant, in the traditional fashion. Thanks Shaun!

Arkham Horror. Buffy. Allies (Part 2)

Arkham Horror. Buffy. Allies (Part 1)

Arkham Horror. Buffy. Angel and Spike!