Yesterday I mentioned props I had handed out in my Nights Black Agents Dracula Dossier game, and it dawned on me that I'd never shared the letter the PCs had been sent by Jack The Ripper, whom they accidentally freed from Cross Angel Cold Storage.
Most of it is in fonts because I was lazy, but I told them to imagine it was all hand-written,
and that the group's Forgery expert could identify 2 of the 4 handwriting
patterns as matching the "Dear Boss" note and the "From Hell" letter.
Either it's the best forgery he's seen in the Ripperology field, or
somehow both of those letter writers are still alive. It's less directly
actionable than the prop in yesterday's post, but it was still pretty
fun.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Showing posts with label Dracula Dossier. Show all posts
Showing posts with label Dracula Dossier. Show all posts
Monday, July 15, 2019
Sunday, July 14, 2019
Just Lettin' 'Em Talk It Out
I ran another session of Night's Black Agents: Dracula Dossier yesterday. I'm going to brag a little bit. It was the least amount of work I've had to do as a GM at the game in possibly forever, and it was amazing. Two of the players were running late, so rather than dive into the plot, the other players just started in talking in-character and planning for the next op. This lead to them reflecting on some of the props I'd given them in a previous session, and suddenly they found themselves deeper in character discussing the ramifications of a letter they'd intercepted. The other players showed up, and they had to bring them up to speed on it. This started a whole new round of debate and even philosophical discussion, as they pieced together the frame of a plan on how to bring the fight to the enemy. I didn't have to do anything. For over 4 hours they bantered back and forth, with everyone super-engaged and excited. I played one NPC, for about 30 seconds, near the very end of the session when they decided they wanted to phone a friend. Other than that it was all them. And they enjoyed it so much, everyone kept complimenting my GMing and the depth of the world I'd created, as I mostly just twiddled my thumbs.
Now, to be fair, I did a ton of work before and between sessions to set this up. I worked out the rules of what vampirism is in the game world (as NBA provides a toolbox for the GM to design their own unique take on what the evil in the world really is). I built a huge roster of NPCs each with their own agenda and timelines and loyalties, and let that simmer in the background. And then I dangled tantalizing clues about the true nature of things before the players eyes in the form of some nifty props.
Without the context of everything that's happened in the game, this probably reads as maddeningly obtuse, but my players were able to decipher it enough to hatch a scheme to turn Rasputin, Paracelsus, Graf Orlok, Jack The Ripper, Mina Harker and a Moroccan Djinn named Aisha Qandesha against Count Dracula. It's going to be epic.
Now, to be fair, I did a ton of work before and between sessions to set this up. I worked out the rules of what vampirism is in the game world (as NBA provides a toolbox for the GM to design their own unique take on what the evil in the world really is). I built a huge roster of NPCs each with their own agenda and timelines and loyalties, and let that simmer in the background. And then I dangled tantalizing clues about the true nature of things before the players eyes in the form of some nifty props.
Without the context of everything that's happened in the game, this probably reads as maddeningly obtuse, but my players were able to decipher it enough to hatch a scheme to turn Rasputin, Paracelsus, Graf Orlok, Jack The Ripper, Mina Harker and a Moroccan Djinn named Aisha Qandesha against Count Dracula. It's going to be epic.
Labels:
Campaign Notes,
Dracula Dossier,
GUMSHOE,
Night's Black Agents,
props
Saturday, November 24, 2018
Quick On Their Feet
Ran another session of Night's Black Agents / Dracula Dossier tonight.
SPOILER WARNING.
This session started with a PC in the trunk of a car with a vampire. The PC was in the trunk of the car, because this particular vampire had created a telepathic link with the PC a few sessions back, and could mesmerize her for a moment or two at sunset. So, trunk of the car seemed the best place for her as the other PCs drove around near that time, so the Vamp couldn't see through her eyes and know where they were. What no one was counting on was that the Vampire could not just communicate and spy on, but could actually manifest next to the PC if the PC didn't actively try to resist her. Oops.
So a big chunk of the session involved the PCs suddenly having a fight with a vampire at a random street corner in London. They were unprepared for this, but did a decent job of thinking on their feet. They opened up a fire hydrant, and were happy to discover that did indeed count as running water. They escaped by carjacking some poor sap who was stuck at the same intersection as them. Quick thinkers, but not terribly heroic.
Police were quick to respond to the scene; confirming for the players that indeed Edom (the British vampiric intelligence agency, or maybe counter-vampire agency) was still watching them closely, and the Heat Level in London is too high for the PCs to operate safely. When the PC hacker tried to hack the London surveillance network, a thing he'd accomplished twice before without trouble, he was suddenly met with stiff resistance from some government-issue white hat that was waiting for him to intrude again. They managed to get away again, but they now know they've been made, and no longer have the upper hand on the digital front.
They are leaving two active Vampires (no less than Mina Harker and Jack the Ripper) behind in London, but being international super-spies, the PCs are never more than a montage away from a new Operation. They have put a bunch of extra photos and strings on the Adversary Map (known affectionately by the players as "the Murder-Board"), so when things cool down and they can return, they will get a large Operational Pool bonus for targeting any of these Vamps or elements of Edom that they have identified in the past few sessions.
For now, they're laying low on the continent, and next session will be moving against the German biker gang that they suspect is working for a nosferatu rival of Dracula. The enemy of our enemy... is still a vampire, and needs to be staked, after all.
As GM, I am just a tiny bit worried about the players hitting the wall back in London. It made sense that this would be a very difficult area to make progress, given the high degree of government surveillance in that city, and it being one of the HQs for Edom, and the complicated nature of the "relationship" between Edom/Harker/Dracula in this particular. The PCs had early-on identified that Romania is "end-game" territory best saved till they have spent lots of XP and learned all they could about the best ways to hunt Vampires. London falls into the same "save this high-level stuff for later" territory, but they didn't figure that out until the second time things went pear-shaped.
Thankfully, NBA and the Dracula Dossier give the PCs a ton of leads to pursue all across the globe, so they decided to just head back to the continent and follow up more productively on some targets they earned intel on back in the early days of the campaign. These are lower-level targets who are more exposed than the NPCs realize, so they won't see the PCs coming. It should provide a good chance for a relatively easy victory that will bolster the PCs spirits, and lead them toward juicier targets further up the villain's org chart.
SPOILER WARNING.
This session started with a PC in the trunk of a car with a vampire. The PC was in the trunk of the car, because this particular vampire had created a telepathic link with the PC a few sessions back, and could mesmerize her for a moment or two at sunset. So, trunk of the car seemed the best place for her as the other PCs drove around near that time, so the Vamp couldn't see through her eyes and know where they were. What no one was counting on was that the Vampire could not just communicate and spy on, but could actually manifest next to the PC if the PC didn't actively try to resist her. Oops.
So a big chunk of the session involved the PCs suddenly having a fight with a vampire at a random street corner in London. They were unprepared for this, but did a decent job of thinking on their feet. They opened up a fire hydrant, and were happy to discover that did indeed count as running water. They escaped by carjacking some poor sap who was stuck at the same intersection as them. Quick thinkers, but not terribly heroic.
Police were quick to respond to the scene; confirming for the players that indeed Edom (the British vampiric intelligence agency, or maybe counter-vampire agency) was still watching them closely, and the Heat Level in London is too high for the PCs to operate safely. When the PC hacker tried to hack the London surveillance network, a thing he'd accomplished twice before without trouble, he was suddenly met with stiff resistance from some government-issue white hat that was waiting for him to intrude again. They managed to get away again, but they now know they've been made, and no longer have the upper hand on the digital front.
They are leaving two active Vampires (no less than Mina Harker and Jack the Ripper) behind in London, but being international super-spies, the PCs are never more than a montage away from a new Operation. They have put a bunch of extra photos and strings on the Adversary Map (known affectionately by the players as "the Murder-Board"), so when things cool down and they can return, they will get a large Operational Pool bonus for targeting any of these Vamps or elements of Edom that they have identified in the past few sessions.
For now, they're laying low on the continent, and next session will be moving against the German biker gang that they suspect is working for a nosferatu rival of Dracula. The enemy of our enemy... is still a vampire, and needs to be staked, after all.
As GM, I am just a tiny bit worried about the players hitting the wall back in London. It made sense that this would be a very difficult area to make progress, given the high degree of government surveillance in that city, and it being one of the HQs for Edom, and the complicated nature of the "relationship" between Edom/Harker/Dracula in this particular. The PCs had early-on identified that Romania is "end-game" territory best saved till they have spent lots of XP and learned all they could about the best ways to hunt Vampires. London falls into the same "save this high-level stuff for later" territory, but they didn't figure that out until the second time things went pear-shaped.
Thankfully, NBA and the Dracula Dossier give the PCs a ton of leads to pursue all across the globe, so they decided to just head back to the continent and follow up more productively on some targets they earned intel on back in the early days of the campaign. These are lower-level targets who are more exposed than the NPCs realize, so they won't see the PCs coming. It should provide a good chance for a relatively easy victory that will bolster the PCs spirits, and lead them toward juicier targets further up the villain's org chart.
Labels:
Campaign Notes,
Dracula Dossier,
GUMSHOE,
Night's Black Agents
Saturday, May 19, 2018
Hard Drives Full of Ripper Letters
SPOILER ALERT: May contain tree nuts and spoilers for Night's Black Agents / Dracula Dossier.
Last weekend's session of my Night's Black Agents / Dracula Dossier campaign went smashingly well. We started with a battle between a group of PCs and Mina Harker on a helicopter. That led to a controlled crash that everyone survived thanks to quick thinking and aggressive point spends on the part of the players. They hoofed it north from the wreckage to cross Hadrian's Wall and the old Scottish border beyond it, having come to the deduction that Mina might be stronger on her native English soil and might have a hard time crossing a border uninvited.
Feeling a bit safer on the other side of the wall, they decided there was finally time to bring the newest Player Character up to speed on what she'd gotten herself into. So they broke out the Adversary Map and summarized each person, place, and organization on the giant interconnected web of strings and suppositions. This gave me a good feel on what parts of the mysteries the players had understood and internalized well enough to retain despite the two long breaks that have disrupted the campaign. Which meant it also pointed out to me which bits of the mystery were too vague or obfuscated for their own good, and the handful of important clues they had either forgotten or undervalued. So then I chimed in with some refreshers and emphasis where needed. I know I've beamed about it in many previous posts, but I'm just going to reiterate my love for NBA's Adversary Map, the Dracula Dossier's main prop/resource, and other organizational tools this game provides. Most detective RPGs with a long-term ongoing metaplot would have been irrevocably scuttled by the long dry spells that were caused by everyone's busy schedules and some out-of-character drama. That this campaign has bounced back twice pretty much effortlessly is a testament to what Night's Black Agents / Gumshoe System brings to the table.
We left off this session with the PCs just starting to prep their next Op. They feel responsible for unleashing Jack the Ripper on the modern world several sessions back, so they are planning to track and target him next session.
In preparation, I spent a few hours tonight making Jack the Ripper props for the game. All new letters From Hell to be the trail of breadcrumbs for the Player Characters to detect and follow. Once the PCs find them, I'll post some here. Tangential to that, I just gotta say, the stuff that accumulates on the hard drive of a horror-game GM or DM can get pretty damn crazy at times. Sometimes anxiety-brain questions the wisdom in making and storing such madness, even though it is clearly for gaming purposes.
Last weekend's session of my Night's Black Agents / Dracula Dossier campaign went smashingly well. We started with a battle between a group of PCs and Mina Harker on a helicopter. That led to a controlled crash that everyone survived thanks to quick thinking and aggressive point spends on the part of the players. They hoofed it north from the wreckage to cross Hadrian's Wall and the old Scottish border beyond it, having come to the deduction that Mina might be stronger on her native English soil and might have a hard time crossing a border uninvited.
Feeling a bit safer on the other side of the wall, they decided there was finally time to bring the newest Player Character up to speed on what she'd gotten herself into. So they broke out the Adversary Map and summarized each person, place, and organization on the giant interconnected web of strings and suppositions. This gave me a good feel on what parts of the mysteries the players had understood and internalized well enough to retain despite the two long breaks that have disrupted the campaign. Which meant it also pointed out to me which bits of the mystery were too vague or obfuscated for their own good, and the handful of important clues they had either forgotten or undervalued. So then I chimed in with some refreshers and emphasis where needed. I know I've beamed about it in many previous posts, but I'm just going to reiterate my love for NBA's Adversary Map, the Dracula Dossier's main prop/resource, and other organizational tools this game provides. Most detective RPGs with a long-term ongoing metaplot would have been irrevocably scuttled by the long dry spells that were caused by everyone's busy schedules and some out-of-character drama. That this campaign has bounced back twice pretty much effortlessly is a testament to what Night's Black Agents / Gumshoe System brings to the table.
We left off this session with the PCs just starting to prep their next Op. They feel responsible for unleashing Jack the Ripper on the modern world several sessions back, so they are planning to track and target him next session.
In preparation, I spent a few hours tonight making Jack the Ripper props for the game. All new letters From Hell to be the trail of breadcrumbs for the Player Characters to detect and follow. Once the PCs find them, I'll post some here. Tangential to that, I just gotta say, the stuff that accumulates on the hard drive of a horror-game GM or DM can get pretty damn crazy at times. Sometimes anxiety-brain questions the wisdom in making and storing such madness, even though it is clearly for gaming purposes.
Sunday, May 6, 2018
Clouds of Blood
SPOILER WARNING: The following post contains SPOILERS from fairly deep into the DRACULA DOSSIER campaign for NIGHT'S BLACK AGENTS. If you plan to ever play that campaign, you probably shouldn't read this. SPOILER WARNING
We picked up where we left off, on the decomissioned oil-rig owned by Edom. Gideon set loose Mina Harker, who proceeded to turn into a sentient mobile cloud of red blood, and who most likely ate the scientist and soldier that were in the dark with him. (Both stopped screaming, and Gideon stumbled across a body in the dark.) A few moments later Mina stepped out of the room in human form, excusing the blood at her mouth as a symptom of her long battle with "Consumption".
Elsewhere on the converted Oil Rig platform, Tzofiya watched as two soldiers and a guy in a suit marched a female prisoner out to the railing at the edge of the deck. They were about to shoot this woman in the head, when the sound of gunfire (coming from Gideon’s situation) distracted them. Tzofiya and the new woman (Batty’s PC, a Russian agent named Nika) defeated the (presumably Edom-aligned) men and headed below decks.
They fought some more soldiers on the way to the boat. Raul intercepted drone launches and radio traffic. Thankfully, Dov had disabled the missile launcher on the platform, and everyone was able to slip away before enemy reinforcements could arrive. According to intercepted transmissions, there was a helicopter and a warship on their way, ordered into position by a woman’s voice identifying herself by a name that sounded something along the lines of “Can Has”, “Ken Ads”, “Kehnazz”, etc.
Whenever Mina crossed a “border” she experienced some difficulties, ranging from inconvenience and distraction up to incapacitation or possibly involuntary liquidification. This included passing through doorways, moving from boat to boat, landing or taking off, flying over Hadrian’s Wall in a helicopter, etc. At one point is was so bad, they had to use the bilge pump to relocate her from one boat to the other.
(And it should be noted that the GM stated that Mina spent a few points of Health or "Soil" at some of these border crossings. Feel free to draw your own conclusions about what that means mechanically about how my Vampires work. Night's Black Agents monster chapter is a toolbox, not an encyclopedia: no two campaign's versions of Vampires work exactly the same way.)
The players wanted a safe place to interrogate Mina. Mechanically, there are a lot of ways to create a safe haven for the PCs. You could assign Network to retcon into existence contact that owns a safehouse. You could assign Cover to retcon into existence a false identity that owns a remote property somewhere. You could make a Supply Cache roll via Preparedness to retcon into existence a safehouse that you’d set up in your previous spy career. You could assign a Familiar City from one of your points of Urban Survival to have a place you can crash in that city. Or, you can improvise. Chris made a Digital Intrusion roll to search the dark web to find a horrible person who owned remote property that Raul could break into without feeling bad about any repercussions it might have if this lead Edom or Vampires to raid the asshole’s cabin at some future date.
As such, the place came with some baggage. Implications that the owner of the place was involved in crimes such as homicide and human trafficking, and might have actually been a serial killer, etc. All of which Mina seemed to smell about the place pretty much as soon as they’d bilge pumped her onto the island. She intuitively knew how many months it had been since the most recent murder on site.
There was a long scene where the PCs interviewed Mina. She claimed to be a patriot, and alluded to sacrifices she’d made for crown and country. It’s clear she’s a prisoner of Edom, but it seems she might also be an Asset of Edom that’s done at least a little field work. She indicated that the Dracula manuscript you have (which the PCs claimed wasn’t on them) was marked with the blood “of The Man Himself” and could be used by people with the right training to control or influence Him. The implication being that maybe Edom previously controlled Dracula, but he’s been on the loose since the book went missing. She was fairly evasive and at times the PCs knew she was outright lying about things. I think it's fair to say the players where a bit divided about how much to trust her. Eventually she revealed that Dracula was trained at the Scholomance, https://en.wikipedia.org/wiki/Scholomance, the devil’s school in Transylvania. The body that had been on ice in London was revealed to be "Red Jack", aka Jack The Ripper. On a whim, Nika asked her if Rasputin was a Vampire, and Mina said there was a jar with his name on it inside the Scholomance. Mina gave up some useful intelligence, so despite still seeming untrustworthy to at least some of the PCs, they agreed to transport her via helicopter to English soil. The enemy of my enemy is… hopefully not going to eat half of England?
All this time, Tzofiya was intentionally making herself seem like a deliciously tempting target for Mina’s darker impulses. Exposed neck, shared deep glances, holding hands. I’m not sure if this was a variation on "good cop" to get her to talk more freely, or an effort to provoke her into attacking to expose Mina’s true evil, but it effectively achieved both in the end. Once she made up her mind she was going to eat you all, maintaining secrecy was a lot less important.
Leaving Dov to sail the boat to a later rendezvous, the rest of the party boarded a chartered commercial helicopter and left the island cabin behind. They flew over Scotland and then south over more traditionally English soil. As soon as they were definitively above England, Mina made her move.
I told Kaylin “You feel icy fingers rifling through your mind. If you want to resist, you can make a Stability test.” A few unfortunate die rolls later, and Tzofiya has shot the NPC civilian commercial pilot in the head. That’s our cliff-hanger: most of the PCs are on helicopter that is falling from the sky, there’s a murderous vampire in their midst, and one of the party’s best fighters is struggling against mental domination.
The body of this post are session notes from a recent Night's Black Agents game. I typed these up because one player was absent that week and needed to be brought up to speed on what he'd missed. As such, there's not a lot of context or explanation here about things he'd already know. Mostly, I'm just posting it here as an archive for my players in case they need to refer to it later, and to get me back into the habit of blogging about gaming. I make no promises that this will be of interest or make much sense to a random person without that context.
We picked up where we left off, on the decomissioned oil-rig owned by Edom. Gideon set loose Mina Harker, who proceeded to turn into a sentient mobile cloud of red blood, and who most likely ate the scientist and soldier that were in the dark with him. (Both stopped screaming, and Gideon stumbled across a body in the dark.) A few moments later Mina stepped out of the room in human form, excusing the blood at her mouth as a symptom of her long battle with "Consumption".
Elsewhere on the converted Oil Rig platform, Tzofiya watched as two soldiers and a guy in a suit marched a female prisoner out to the railing at the edge of the deck. They were about to shoot this woman in the head, when the sound of gunfire (coming from Gideon’s situation) distracted them. Tzofiya and the new woman (Batty’s PC, a Russian agent named Nika) defeated the (presumably Edom-aligned) men and headed below decks.
They fought some more soldiers on the way to the boat. Raul intercepted drone launches and radio traffic. Thankfully, Dov had disabled the missile launcher on the platform, and everyone was able to slip away before enemy reinforcements could arrive. According to intercepted transmissions, there was a helicopter and a warship on their way, ordered into position by a woman’s voice identifying herself by a name that sounded something along the lines of “Can Has”, “Ken Ads”, “Kehnazz”, etc.
Whenever Mina crossed a “border” she experienced some difficulties, ranging from inconvenience and distraction up to incapacitation or possibly involuntary liquidification. This included passing through doorways, moving from boat to boat, landing or taking off, flying over Hadrian’s Wall in a helicopter, etc. At one point is was so bad, they had to use the bilge pump to relocate her from one boat to the other.
(And it should be noted that the GM stated that Mina spent a few points of Health or "Soil" at some of these border crossings. Feel free to draw your own conclusions about what that means mechanically about how my Vampires work. Night's Black Agents monster chapter is a toolbox, not an encyclopedia: no two campaign's versions of Vampires work exactly the same way.)
The players wanted a safe place to interrogate Mina. Mechanically, there are a lot of ways to create a safe haven for the PCs. You could assign Network to retcon into existence contact that owns a safehouse. You could assign Cover to retcon into existence a false identity that owns a remote property somewhere. You could make a Supply Cache roll via Preparedness to retcon into existence a safehouse that you’d set up in your previous spy career. You could assign a Familiar City from one of your points of Urban Survival to have a place you can crash in that city. Or, you can improvise. Chris made a Digital Intrusion roll to search the dark web to find a horrible person who owned remote property that Raul could break into without feeling bad about any repercussions it might have if this lead Edom or Vampires to raid the asshole’s cabin at some future date.
As such, the place came with some baggage. Implications that the owner of the place was involved in crimes such as homicide and human trafficking, and might have actually been a serial killer, etc. All of which Mina seemed to smell about the place pretty much as soon as they’d bilge pumped her onto the island. She intuitively knew how many months it had been since the most recent murder on site.
There was a long scene where the PCs interviewed Mina. She claimed to be a patriot, and alluded to sacrifices she’d made for crown and country. It’s clear she’s a prisoner of Edom, but it seems she might also be an Asset of Edom that’s done at least a little field work. She indicated that the Dracula manuscript you have (which the PCs claimed wasn’t on them) was marked with the blood “of The Man Himself” and could be used by people with the right training to control or influence Him. The implication being that maybe Edom previously controlled Dracula, but he’s been on the loose since the book went missing. She was fairly evasive and at times the PCs knew she was outright lying about things. I think it's fair to say the players where a bit divided about how much to trust her. Eventually she revealed that Dracula was trained at the Scholomance, https://en.wikipedia.org/wiki/Scholomance, the devil’s school in Transylvania. The body that had been on ice in London was revealed to be "Red Jack", aka Jack The Ripper. On a whim, Nika asked her if Rasputin was a Vampire, and Mina said there was a jar with his name on it inside the Scholomance. Mina gave up some useful intelligence, so despite still seeming untrustworthy to at least some of the PCs, they agreed to transport her via helicopter to English soil. The enemy of my enemy is… hopefully not going to eat half of England?
All this time, Tzofiya was intentionally making herself seem like a deliciously tempting target for Mina’s darker impulses. Exposed neck, shared deep glances, holding hands. I’m not sure if this was a variation on "good cop" to get her to talk more freely, or an effort to provoke her into attacking to expose Mina’s true evil, but it effectively achieved both in the end. Once she made up her mind she was going to eat you all, maintaining secrecy was a lot less important.
Leaving Dov to sail the boat to a later rendezvous, the rest of the party boarded a chartered commercial helicopter and left the island cabin behind. They flew over Scotland and then south over more traditionally English soil. As soon as they were definitively above England, Mina made her move.
I told Kaylin “You feel icy fingers rifling through your mind. If you want to resist, you can make a Stability test.” A few unfortunate die rolls later, and Tzofiya has shot the NPC civilian commercial pilot in the head. That’s our cliff-hanger: most of the PCs are on helicopter that is falling from the sky, there’s a murderous vampire in their midst, and one of the party’s best fighters is struggling against mental domination.
Sunday, April 29, 2018
Back From The Dead. (Again.)
A year ago, I suddenly returned to this blog after a long absence, posted for a few weeks, and then vanished again. I had just moved closer to work (so a much shorter commute), and started a new Night's Black Agents campaign, and thought for sure I was going to be blogging a lot more. It didn't work out that way. I started a new relationship, which is going along wonderfully, but as the early stages of a relationship often do, it tends to re-prioritize your free time.
On a completely un-related front, there was simultaneously a falling-out between two of the players in the NBA campaign that nearly ended the game, so I suddenly had a lot less regular gaming to blog about. Moving closer to work meant moving away from a lot of my old haunts and social circles, which further reduced my access to a regular game night for a while. Things have stabilized, and I thought it was time to poke my head out and shout "hello" to the world.
The Night's Black Agents campaign went over 6 months without a session. That would have been the death of nearly any campaign, and you'd expect that to be doubly true for an RPG with mystery and detective roots. Not the case here at all. Night's Black Agents has amazing tools for keeping the narrative cohesive and preserving the clue trail, and the Dracula Dossier doubles down on that. I was very much impressed at how easily everything came back together.
About a year ago I blathered on about the Adversary Map, so I'll keep my praises of it brief today. Keeping a cork-board covered with strings and photos in the spare room gathering dust for 6 months was a small price to pay to preserve a snapshot of how all the NPCs and plotlines interconnected. Between that and a similar flowchart I have on my hard-drive (basically the same thing, but it also has all the secret connections and off-camera NPCs that the PCs haven't met yet), it was easy to reconstruct all the mysteries and pick right up where we left off.
As I said, the Dracula Dossier features even more tools toward that end. The special annotated copy of Bram Stoker's novel, with marginalia in the voices of three generations of MI-6 NPCs, is a uniquely useful prompt for the players. Having a hard time remembering the clues and leads from 6 months ago? Just open the novel to a random page, and there's almost certainly something there to jumpstart the adventure.
Anyhow, just wanted to let you know that I'm still here, I'm still gaming, and I hope to blog more soon. Of course, I have to acknowledge that I said the same thing 14 months ago, only to vanish for a year immediately thereafter.
On a completely un-related front, there was simultaneously a falling-out between two of the players in the NBA campaign that nearly ended the game, so I suddenly had a lot less regular gaming to blog about. Moving closer to work meant moving away from a lot of my old haunts and social circles, which further reduced my access to a regular game night for a while. Things have stabilized, and I thought it was time to poke my head out and shout "hello" to the world.
(An aside about work: I'm still working on Shadows of Brimstone, Forbidden Fortress, and other games for Flying Frog, but that work is covered by an Non-Disclosure Agreement so I can't really blog about it much, if at all. That's a bummer, as there is some seriously cool stuff in the pipe that I'd love to blab about if I could.)
The Night's Black Agents campaign went over 6 months without a session. That would have been the death of nearly any campaign, and you'd expect that to be doubly true for an RPG with mystery and detective roots. Not the case here at all. Night's Black Agents has amazing tools for keeping the narrative cohesive and preserving the clue trail, and the Dracula Dossier doubles down on that. I was very much impressed at how easily everything came back together.
About a year ago I blathered on about the Adversary Map, so I'll keep my praises of it brief today. Keeping a cork-board covered with strings and photos in the spare room gathering dust for 6 months was a small price to pay to preserve a snapshot of how all the NPCs and plotlines interconnected. Between that and a similar flowchart I have on my hard-drive (basically the same thing, but it also has all the secret connections and off-camera NPCs that the PCs haven't met yet), it was easy to reconstruct all the mysteries and pick right up where we left off.
As I said, the Dracula Dossier features even more tools toward that end. The special annotated copy of Bram Stoker's novel, with marginalia in the voices of three generations of MI-6 NPCs, is a uniquely useful prompt for the players. Having a hard time remembering the clues and leads from 6 months ago? Just open the novel to a random page, and there's almost certainly something there to jumpstart the adventure.
Anyhow, just wanted to let you know that I'm still here, I'm still gaming, and I hope to blog more soon. Of course, I have to acknowledge that I said the same thing 14 months ago, only to vanish for a year immediately thereafter.
Monday, February 13, 2017
Blog In The Saddle Again
Now that my commute is about two hours a day shorter than it had been (I've moved much closer to work), I think I'm going to try a bit of blogging again. I'll start by telling you about my latest RPG campaign...
I recently started a new campaign of Night's Black Agents, the spies-vs-vampires RPG from Pelgrane. Our fourth session meets this weekend (at my new apartment). The game is off to a great start.
My players include some very strong character-actors, and they seem to be really enjoying themselves with the slow-burn horror of trying to convince themselves that the supernatural forces arrayed against them really are supernatural (and specifically vampires) and not just some elaborate psy-op. In my previous NBA campaigns (this is the third I've run), I've felt the need to throw overt and obvious vampirism into the PC's paths very early on, usually the first or second session, to start the game with a bang. Not this time. I'm taking the vampirism slow, and been just focusing on creepy but deniable supernatural evil thus far, as well as a tangled web of counter-intelligence operations. Part of the reason for this new pacing is because, as mentioned, I have the right play group for it. The other half of the explanation is because for this game I've we're using what is probably the coolest RPG sourcebook ever published: Dracula Unredacted, and it enables a very unique play structure and pacing.
Dracula Unredacted is part of The Dracula Dossier, a collection of tools for running a freeform improvised campaign built around the notion that in 1894, British Naval Intelligence tried (and failed) to recruit a Vampire as an asset. You hand the players (not just their characters) a copy of this after-action report from that mission, annotated by at least three generations of spies, and let the players (and their characters) decide what parts of the "novel" to dive into. Do they poke around London and Whitby searching for corroborating evidence that this document is legit? Do they cross the border into Romania and attempt a raid on Castle Dracula? Do they stalk Dracula's leave-behind-network of criminals and undead minions, as hinted and mapped by Stoker's manuscript? Do they seek out the retired operative that ran MI-6's attempt to pit Dracula against Hitler in WWII, as referenced in the annotations? There's a million directions you can take the campaign, and the accompanying Director's Handbook features multiple competing interpretations of every NPC, location or organization mentioned in the Unredacted version of the novel, so as GM you always have multiple ideas at your fingertips no matter where the players decide to take the plot. The players are in control of where the plot goes, and the GM has everything they need to make sure the game is exciting and intriguing along the way.
In the first session of my campaign, the PCs raided a German BND safe-house, got their hands on an antique manuscript that can't be judged by its cover, fought off "trained attack rats" (that's the rational explanation they decided on, any way), and escaped pursuit by killing an MI-6 scuba team. In the second session they smuggled a hypnotized fugitive asset across the border, won big in Monaco, and stumbled into the aftermath of a botched operation involving the CIA and the Romanian SIE. In the third session they encountered another unusual rat; this time it was draining the blood of their fugitive asset / former employer. They chased it off, got the hell out of Monaco, and covered their tracks once again. Then they decided to double-back and trace the movements and actions of some of the opposition assets they encountered in the first session. This weekend, my PCs will be running a surveillance op against the "Median Empire" outlaw motorcycle club, as that gang conducts some sort of mission at the Chateau D'If, the famous "Count of Monte Cristo" prison island in France. Going in to the mission, they don't know if the bikers are mundane criminal types, vampiric Renfields, or some entirely other sort of supernatural working either for or against the vampires. Heck, the PCs aren't even certain that vampires exist yet. It's kinda awesome how much time they spend debating the notion that it might all be just a tandem psy-op and pilot animal-control technology program. Man am I having fun in this campaign.
I'm sure I'll have plenty more to say about it in the coming weeks.
I recently started a new campaign of Night's Black Agents, the spies-vs-vampires RPG from Pelgrane. Our fourth session meets this weekend (at my new apartment). The game is off to a great start.
My players include some very strong character-actors, and they seem to be really enjoying themselves with the slow-burn horror of trying to convince themselves that the supernatural forces arrayed against them really are supernatural (and specifically vampires) and not just some elaborate psy-op. In my previous NBA campaigns (this is the third I've run), I've felt the need to throw overt and obvious vampirism into the PC's paths very early on, usually the first or second session, to start the game with a bang. Not this time. I'm taking the vampirism slow, and been just focusing on creepy but deniable supernatural evil thus far, as well as a tangled web of counter-intelligence operations. Part of the reason for this new pacing is because, as mentioned, I have the right play group for it. The other half of the explanation is because for this game I've we're using what is probably the coolest RPG sourcebook ever published: Dracula Unredacted, and it enables a very unique play structure and pacing.
Dracula Unredacted is part of The Dracula Dossier, a collection of tools for running a freeform improvised campaign built around the notion that in 1894, British Naval Intelligence tried (and failed) to recruit a Vampire as an asset. You hand the players (not just their characters) a copy of this after-action report from that mission, annotated by at least three generations of spies, and let the players (and their characters) decide what parts of the "novel" to dive into. Do they poke around London and Whitby searching for corroborating evidence that this document is legit? Do they cross the border into Romania and attempt a raid on Castle Dracula? Do they stalk Dracula's leave-behind-network of criminals and undead minions, as hinted and mapped by Stoker's manuscript? Do they seek out the retired operative that ran MI-6's attempt to pit Dracula against Hitler in WWII, as referenced in the annotations? There's a million directions you can take the campaign, and the accompanying Director's Handbook features multiple competing interpretations of every NPC, location or organization mentioned in the Unredacted version of the novel, so as GM you always have multiple ideas at your fingertips no matter where the players decide to take the plot. The players are in control of where the plot goes, and the GM has everything they need to make sure the game is exciting and intriguing along the way.
In the first session of my campaign, the PCs raided a German BND safe-house, got their hands on an antique manuscript that can't be judged by its cover, fought off "trained attack rats" (that's the rational explanation they decided on, any way), and escaped pursuit by killing an MI-6 scuba team. In the second session they smuggled a hypnotized fugitive asset across the border, won big in Monaco, and stumbled into the aftermath of a botched operation involving the CIA and the Romanian SIE. In the third session they encountered another unusual rat; this time it was draining the blood of their fugitive asset / former employer. They chased it off, got the hell out of Monaco, and covered their tracks once again. Then they decided to double-back and trace the movements and actions of some of the opposition assets they encountered in the first session. This weekend, my PCs will be running a surveillance op against the "Median Empire" outlaw motorcycle club, as that gang conducts some sort of mission at the Chateau D'If, the famous "Count of Monte Cristo" prison island in France. Going in to the mission, they don't know if the bikers are mundane criminal types, vampiric Renfields, or some entirely other sort of supernatural working either for or against the vampires. Heck, the PCs aren't even certain that vampires exist yet. It's kinda awesome how much time they spend debating the notion that it might all be just a tandem psy-op and pilot animal-control technology program. Man am I having fun in this campaign.
I'm sure I'll have plenty more to say about it in the coming weeks.
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