Showing posts with label Vampire. Show all posts
Showing posts with label Vampire. Show all posts

Friday, December 25, 2015

Playing Against Types

It feels really good to get back into LARPing. It was an integral part of my life back in the day, and the new post-divorce, post-depression Rolfe is trying to get back in touch with better days and old accomplishments.

So I'm playing in two LARPs these days, both of which share a venue and a large segment of their player base. (I also attended one session of a third LARP, but it has a scheduling conflict with one of the other two, and at this point I'm invested enough in my characters to be certain where I'm staying.)  Finding the courage to go to the first session was difficult, and the courage to walk back into that room of strangers a second time was even harder, but I stuck through it and now I don't regret it. Each week is more fun than the one before.

Changeling: The Dreaming

Changeling is the lightest, happiest version of the World of Darkness. It's the same world as Vampire, Werewolf, Wraith, Hunter, etc, but the PCs are fay beings infused with imagination and just generally much brighter and more optimistic than the protagonists of any of the other WoD game lines. Characters within the setting struggle to overcome mundane banality, not the murderous hunger or raging inner beast of Vampire and Werewolf.

Honestly, I've never liked the concept of Changeling as much as the darker more angsty takes on the WoD. I'm big into pathos, character drama, and greek tragedy. I'd played one or two sessions of Changeling back in Albuquerque a decade ago, but it never really hooked me. Given my druthers, I'd have joined a Vampire game instead.

But this October, Changeling was the only LARP I thought I was going to be able to play in. (Vampire LARPing really only feels right after the sun sets, so it starts late, and I was working ungodly early mornings at the grocery store.) Expecting this to be the only RPG on my plate (at least as a player) for a while, I made myself a therapy character. I'm playing a grumpy, masochist Troll, recently returned to the world from some horrible self-imposed exile that nearly destroyed him. I carefully picked Flaws that would allow me to vent in-character about the emotions I was feeling out-of-character; through him I get to unload sour statements about love and betrayal. He is quick to anger, but also a slave to his romantic and chivalrous nature; scarred by dozens of half-remembered previous lives of heart-break, and now actively seeking his own death. He's a ball of cynicism and banality, and frankly the other characters ought to be steering clear of him because that shit is dangerous in changeling. 

He is completely out of place at that game, and that was kind of the point. I was going to a game to force myself to be social again after years of being a recluse, so I specifically built myself a character that could stand in a corner and glower whenever the prospect of interacting with humans or making new friends was just too damn scary for me.

My hope is to give him a big ol' arc. The whole point of the character is to maneuver him along a transformation, and through it convince myself that my own return to the world is entirely a good one.

Since the entire cast of the LARP is playing crazy over-the-top fey, I often find myself relegated to the Bud Abbot / Zeppo Marx / Rowlf the Dog straight-man support role. I didn't have much to connect me to the plot, and my bristly armored portrayal often meant I was left standing moody in a corner when it would have been more fun to be center stage. The character is cooler on paper or in theory than he is in practice. Before long, I came to regret those character decisions, as my defenses became a prison. I was in danger of isolating myself from both plot and people until it stopped being worth my time to attend the game.

Luckily, after a few sessions there, one of my fellow players asked me to join the Werewolf chronicle that meets at the same location. Excuses to decline came right to the forefront of my mind, but I somehow found the courage to disregard those thoughts and accept her invitation.

Werewolf: The Apocalypse

I took a very different approach with my character here. Grumpy and quick to anger would have fit Werewolf better than Changeling, but by this point I really wanted something else entirely to get me out of my shell. I ended up playing a Lupus Cub, a young wolf who knew nothing of werewolves (or humans) until his first change (which happened at the first session I played this character). What a joy this character is!

He knows nothing. His experience is limited to what a wolf knows, and I play him with an open-eyed sense of wonder and curiosity that would be perfect for a Childling in the Changeling game. Pretending to have never had nor used _hands_ before, asking ridiculous questions and clarifications because basic human concepts confuse me, playing the timid omega of the pack who now suddenly qualifies finds himself an alpha at the same time he learns there's so much more out there in the world than he as simple wolf ever dreamt; all these things are hilariously fun. Here I'm not the dour straight man, I'm the scrappy sidekick comic relief. Everyone else is playing a darker character at Werewolf than at Changeling, but I've personally flip-flopped that dynamic. It's really fun.

And boy has this character's arc been a breeze to get rolling. A few weeks ago I was a bewildered cub in a fox frenzy; that persona is quickly being warped by curiosity and experimentation and his confidence just bloomed at the end of last week's session. I had no Tribe in mind when I made this cub, I just built a young wolf as a blank slate. Questions and events have pushed him to Tribe Uktena, and his whole personality emerged organically out of improvisations with the other players. He's still young and innocent, perhaps even foolish, but he's also just starting to find his strength and develop some ambitions of his own. Assuming I don't get him killed (the combat system can be brutal, and I nearly died twice in the first turn of my first fight) first, I think this little pup has a bright future ahead of him.

The weird thing (for me as serious introvert) is that I'm engaging with an entirely different subset of the player group in the two different games. The tiny handful of people that have broken through the Troll Grump's shell at Changeling, are a very different (and much smaller) group of players than the young Uktena Cub pesters and riffs off of at Werewolf. I'm enjoying the later game more, but it's also enhancing the former game by way of contrast. The combination is encouraging me to be more social out-of-character as well, since I'm quickly growing to know and like the majority of the player base. Being quiet and stand-off-ish comes naturally to me, but my little cub pretty much demands to be played as a very social animal who wants to engage with everyone. So I'm just letting the character lead me, and I think that process is doing me a world of good.


Sunday, October 11, 2015

5-Yard Penalty for Failure To LARP

I went to two LARPs last night, and completely failed to actually play at either of them. I'm frustrated with myself for my recent inability to come out of my shell. I am also absolutely puzzled at the unnecessary complexity of character creation at these two LARPs, and the lack of a good summary or tool for new players. I plan to got back, because the hard part is over and I might as well get some value out of the night I invested, but I imagine that there must be a large number of potential players who are just turned off and away by the initial hurdles.

Both LARPs were at the same location, and apparently they have a total of 4 LARPs that run there every weekend. Three use the old (pre-reset) World of Darkness setting, and one the newer (but still nearly a decade old) World of Darkness. I made characters at Changeling and Vampire, the other two games are Werewolf and nWoD mortals game.

Now, before I get into my gripes about the experience I had, I should temper it with acknowledgement that this may not have been the typical situation. The LARPs had just moved to their winter location, so it's possible that the venue transition may have shaken things up a bit. Also there was a big competing event this weekend (a 6-month special event at a boffer LARP called Alliance) that greatly diminished the player turnout at the Vampire game at least, and a couple of the Vampire Storytellers were either absent or late as well. Any of these factors may have reduced the effectiveness of the staff to facilitate a new players entry into the game.

As I said, both games use the old WoD setting(s). They don't use the oWoD LARP rules (Rules of the Night, or Shining Host), instead they use a home-brewed system called "Mod-Dot" that is effectively a filter applied on to the tabletop rules. One game uses Changeling: The Dreaming 2nd Ed + Mod-Dot, and the other uses V20 (Vampire: The Masquerade 20th Anniversary Edition) + Mod-Dot. Mod-Dot, if I'm understanding correctly, replaces each dice roll with two rock-paper-scissors matches. These RPS matches function rather like FUDGE dice, in that they generate a plus 2 to minus 2 modifier to your base number of successes, which are derived from your tabletop dicepools by some similar formula (not sure if it's 1/2 or 1/3 x dicepool). If you win both or lose both of the RPS tests, that's essentially a critical and triggers another two tests so the modifier can range out to plus or minus 4 (or maybe further, I'm not yet certain what happens when you score two wins followed by two more wins). I didn't participate, and merely watched from a distance, so it struck me as a lot of work for such a strongly centered bell curve. By my math, you have a 78% chance of scoring with one success of your default result. Compare that to FUDGE dice which have a 63% chance of scoring within 1 of the median result. My one complaint with FATE (which uses FUDGE dice) has to do with the overwhelming strength of that bell curve, and here's a system that out-FATE's FATE. Or, so it seems to me from my outsider's perspective. I haven't actually played with Mod-Dot yet, and it's apparently functional enough for several local LARPs to use it for many years. At first glance, it strikes me as more complicated than both the tabletop rules and the old White Wolf LARP rules. I wish either game had a hand-out that covers the mechanics of Mod-Dot, because after 1 night in proximity to it, I'm still pretty iffy on the core resolution mechanic. That said, one does not LARP for the rules, one LARPs for the story, the setting, and the scene.

Unfortunately, I didn't know the Changeling setting all that well. I had emailed the Head Story-Teller a few weeks ago to ask about the game, and we'd exchanged some conversation, but I didn't really have a solid character concept going in. I'd suggested that I'd probably play a Troll because it was one character type I'd remembered from my ~2 sessions of Changeling experience over a decade ago. He encouraged me to not limit myself to a core book character, and showed me lots of Kith write-ups (more or less character classes for Changeling) that came from various sourcebooks or were derived from the old Arcadia CCG. Some of this he'd sent me over a week before, but it was the week where I got a promotion and worked overtime, so I had still had _so_ much to read at the session. There were several people (including the HST) willing to help me out with the process, but their approach was pretty much "let me read you a giant list of options", rather than either making suggestions or asking questions that actually narrowed down the giant pile of information I needed to sift through. After more than an hour of reading I fell back on the Troll idea I'd emailed two weeks back, in hopes that something simple and mildly familiar would let me actually finish my character in time to play or at least watch some scenes. Unfortunately, the wealth of expanded character options continued past basic concepts and into a huge Merit and Flaw list, plus I had to at least skim over the lists of Arts (special powers in Changeling, akin to Disciplines in Vampire, or roughly equal to spells or feats in D&D). Again, so much reading.

The way character creation works in tabletop White Wolf games is that you get a small number of points to spend in each section of the sheet, followed by another pool of freebie points to spend wherever you want but at sort of an exchange rate (such as 7 Freebie points for a Discipline rank in Vampire). The character sheets didn't list the exchange rate. A person walked up and offered to help just as I was wrestling with that, so I asked them about it. They told me there is no exchange rate, just add 15 dots to things. I foolishly took them at their word, thinking they were one of the Assistant Story-Tellers since they were over there offering to help newbies fill out paperwork instead of playing in any of the many scenes going on elsewhere. I should have known better, but instead I accepted their word and my math got completely messed up. I finished my character right about the time the game was wrapping up, and only discovered then what a mess my sheet was.

Now, I had chosen the Changeling LARP because an acquaintance had invited me to it and the Werewolf LARP that followed it. He didn't show up to Changeling. I don't know if he made it to Werewolf or not. It was in the other part of the building, whereas there was a Vampire LARP in the same space where the Changeling game had just finished. I was a little let down to not get to play in that first game, and I only knew Werewolf a little bit better than Changeling, so character creation was likely to take nearly as long and involve almost as much reading. Vampire, on the other hand, that I knew really well from my years of running a V:tM LARP. So rather than head to the other area in hopes that maybe the guy who invited me would show up late, I decided to just do Vampire. Surely, I could bang out a character in a hurry.

But as I mentioned earlier, only a lone Assistant StoryTeller showed up to Vampire on time. A couple others were late, and I gather that at least one of the STs went to Alliance instead. The one that was there didn't have the needed materials to begin character creation. She did have character sheets, so I started planning and lightly socialized while waiting. The thing that held me back was the beads they needed to draw. This group uses a system to allow differing levels of character power and rarity while eliminating all danger of favoritism. You draw three beads from pools corresponding to the ideal mix for the campaign. If you get a lucky draw, you may start with extra XP, or be allowed to play one of the rarer clans or bloodlines. So I started mentally sketching out a Toreador, but had to wait to finalize it till the beads arrived. By then, there were four other new players, and only one copy of the rulebook. So while each step of the process took me a lot less time, I had to frequently wait my turn to look things up while these two guys read every single Merit and Flaw to their non-gamer friend they'd brought with. So slow.

As it turns out, my bead draws gave me completely normal starting generation and basic clan choices, so it started off as an easy build. However, I drew a bead that gave me a bunch of bonus XP to spend. So creation went in three stages: normal points, freebie points (using the various conversion rates as mentioned above) and experience points (using a totally different conversion rate). On paper, my character looks really strong, which is kind of funny as I was completely prepared to play a wimpy little Toreador for just the easy hook in to characterization that provides. And it may still play out to be wimpy, if the obfuscated values of the bead draws means that most characters already start with as many or more XP than I got. The overall power-level of the chronicle is not yet transparent to me.

And I guess that level of complexity and confusion is why I'm here griping about a game that I totally plan to play and enjoy. They said attendance was down because of the competing event, but it still seemed like a big group and probably a good place to game and meet new friends. I'm most likely going to have a lot of fun, but that's because I'm going to power through the initial awkwardness of it all and dive into character and plot. And all of this headache could have been made so much easier for new players. I find myself wanting to lay out a one-page summary sheet for each of these games. At the top it would say which rule books are considered canonical for that game, then explain the Mod-Dot success formula that modifies the engine in those books. Below that would be a listing of the three beads you draw and what options they unlock for that chronicle (and a statement about what percentage of the pool is each bead level). You'd know at a glance what kind of character you could make, how potent or rare they were in the setting, and where to go for more information on the game or rules.

In terms of my old crunchometer system, I had rated oWoD at a crunchy but playable c12 level, and the Mind's Eye Theatre LARP rules at a somewhat simpler c10. After this level of exposure, I'm inclined to eyeball Mod-Dot at around a c20. Thus far it is significantly crunchier and more complicated than I prefer, but I'll give it at least a few sessions for the plotlines or the playgroups to engage me. I used to have a lot more tolerance for needless complexity and the character niches that complexity carved out, but over the decades I've been shown repeatedly by games like Amber, Microscope, and PDQ that the best RPG experiences don't require complicated rules and fiddly modifiers. Good games are made from rich plotlines, nuanced characters, and the presence of good friends.

By the time character creation was all done, it was after midnight. The game had been running since 10:30, and would be continuing for more than an hour. About half the players were sitting around in the main room quietly playing with their phones or having whispered conversations, and the rest were off behind closed doors having private scenes. There was no obvious in-roads for actually joining a scene at this point. I was tired, discouraged, very hungry (hadn't eaten in over 8 hours) and a little grumpy, and I had a long walk home ahead of me, so at that point I bailed. I'll get a fresh start at the next session.

Monday, September 20, 2010

The Last GwenCon

Gwen Con X, the last Gwen Con ever, was this past weekend. After some troubles with a bus Friday night, Sarah and I were able to make it over there for 4 RPG scenarios and a couple short games of "Are You The Werewolf?" Overall, it was a great weekend, and I'd have been happy if any of these games had run twice as long as they did. All the games had some meaty in-character inter-party-conflict, with PCs arguing with one another in a way that echoed the bittersweet dissolution of our favorite Con. Happy to be there, saddened to go, there was a real sense of "let's go out with a bang" which manifested in some delightfully dysfunctional scenarios. Here's some highlights:
  • We played in both of Tim Beach's lego games this year. Tim does these bizarre RPG mash-ups, with light rules so you can ham it up in-character. One of the games was a blend of several sci-fi franchises, with bits of Star Trek, BSG, Firefly, Terminator, Dr Who, and Galaxy Quest. The other was a "best of" game featuring characters and lego sets from the past 10 years of Tim's games at Gwen Con. Pretty crazy stuff, revolving around the love affair between Ash (from Evil Dead) and Catwoman (from DC Comics), while Dragons attacked Fort Legoredo and Zorro's horse played charades. In a lot of ways, Tim's games sum up the heart of Gwen Con for me, being scenarios you'll just never find anywhere else.
  • For a more conventional RPG experience, I played Vampire: The Requiem for the first time. I've done lots of Masquerade in the past, but this was my first actual test of the "new" system. The rules are really a streamlined improvement over the older system, and it looks to be relatively easy to house-rule back in the setting elements of the previous edition that you might feel are missing. I took to it far better than I thought I would. Session was too short, but with solid character acting all around, and the most "personal horror" I'd seen in 10 years or so. My character nearly shot himself in the head, and three out of the 4 PCs really struggled with the beast within. The fourth quickly embraced that beast and became a real monster, which served as a great roleplaying foil for the other three.
  • The academy award in the disfunctional party category was taken in a Cthulhu-meets-Cloverfield game that Michael Lee ran on Saturday night. It certainly wasn't a subtle scenario, and he really could have used a back-up character for the PC that died early, but it was a great game none the less. Two PCs were treasure-hunting archaeologists in it for the fame and glory, two were the Miskatonic University biologists who'd screwed them over, and two were the FBI agents investigating the other four. The scenario itself was short and sweet, and mainly just a pretense for the 6 players to bicker and threaten one another while a monster rampages in the background. You'd hate to have that conflict for a long-term game, but as a one-off it was a pretty clever device.
  • The two games of "Are You A Werewolf?" were likewise short and faux-argument-laden, but extremely enjoyable as a result. One of them was the most ridiculous game of Werewolf ever, with literally zero normal townsfolk, and special identities for everyone.

A great send-off to the Con series that first caused my wife and I to move to Seattle. Saying "good bye" to dozens of "once a year friends" was hard, but in several cases it at least motivated us to finally exchange contact info and make some efforts towards seeing certain people more frequently.

We'll miss Gwen Con dearly, but at least it rode off into the sunset gracefully instead of burning out or imploding.

Wednesday, November 18, 2009

Burning the Clocktower, Damming the Gulch

For the majority of this year, I was running a Deadlands Reloaded game, a campaign entitled "Guns of Shallow Gulch". I ended it several weeks back (has it been a month?), and to this point I haven't blogged about it, because the ending was uncomfortable*.

The plot never full resolved. Here's where it left off:

The big bad, Cobb, was temporarily defeated, but was a few days away from being able to rematerialize, and the PCs knew it. The PCs were presented with the big clocktower in the middle of town, an enormous architectural ghost trap. Cobb's wife had told the PCs they could use the tower as a weapon against Cobb, that it might be able to destroy him. However, there was the danger that whoever built the tower would be able to harness his power in the process. The PCs had already dynamited the leader of the faction who built the tower, but they didn't really know for certain if they'd killed him.

As you can see, we were using legos for miniatures in this campaign, and I made a fairly intricate model of the clocktower, complete with corrupted altars, 1,000-year-old vampire coffin, and flayed souls dangling from spectral chains.

The clocktower was eating spirits and ghosts left and right. It was even gobbling down harrowed who got too close. One harrowed the PCs were hunting had tried to take shelter in it, and was destroyed. Another harrowed that was helping the party got attacked by the tower. I had the tower make some ballsy moves. It was just a minor variation on the evil clocktower in my old "H.O.D." LARP, which most of the play group had a love/hate relationship with back in the day, from that LARP campaign. At the LARP, various people had tried to destroy the tower, but no one ever succeeded. It was too powerful, and too well defended, and the players had that pesky Masquerade to worry about.

So, I kind of expected the same in this campaign. To their credit, the players really surprised me. They burned the place to the ground. It was a pretty good fight, they had to put down the ghosts who had bargained with the Tower (to be minions instead of lunch). All the PCs got away with their lives, but one lost his horse and took a bunch of wounds himself. Another got trapped inside the tower for several rounds, and had to fight his way out. In the end, they fled just as the reinforcements were arriving from the Templar Lodge that had built the tower. I really wasn't expecting them to be able to do that much damage to it - the tower was a goner.

Mind you, destroying the clocktower would have meant the PCs had to fight with Cobb again in a few days, and no good leads on ways to put him down permanently. As it was, the campaign wrapped, the gaming group disbanded, and we didn't have to deal with that.

More on the Clock Tower:
in this Deadlands campaign
in the old LARP

Lego miniatures:
The PCs
Chuckwagon

Other posts about the campaign:
starting each session with storytime
Blessed are powerhouses
every post about the campaign on a single page (includes all the above plus several more posts)



*: I ended the campaign for purely out-of-character reasons, which is why I've been slow to blog about it. I'd decided to end my friendship with two people - and since those two people played in the game, the game was going to have to go as well. I'm still too close to the events to write about it with wisdom. I expect I will look back at it years from now with remarkably few regrets, but for now, there's still a measure of guilt and worry that I could have done it in a less painful way. As an observer said to me about it: "Unfriending people in real life is a lot harder than on Facebook."

Friday, November 6, 2009

Two comments on Wraith: The Oblivion

Last night, my weekly one-shot group played Wraith the Oblivion. Two observations:
  • I really like the concept of you playing two characters: your main character, and the shadow-self (like the devil on the shoulder) of another player. It was really flavorful, and it meant every player always had something to do.
  • Both the mechanics and the setting were probably more fiddly than is ideal for a one-shot. (Having now played the old Vampire, Werewolf, Changeling and Wraith, I have to say that Vampire is the most accessible and newbie-friendly of the batch.)

Tuesday, May 12, 2009

Familiar Territory

Yet another post about my current Deadlands campaign.

Given my druthers, I'd have been happy to have the answer to "Where is Shallow Gulch?" be answered with no greater level of detail than "In the (Weird) Wild West". After all, when you watch a bunch of westerns, you realize one town is pretty much like another. If a western isn't in Deadwood or Tombstone, it's set in Generic Western Town #187. And that's just fine with me.

One of my players, however, appeared to need more detail than that in order to enable willing suspension of disbelief. During character creation and the first session, he kept asking questions about where Shallow Gulch was, what the nearest big city or army post was, etc. I tried to dodge such questions at first, but it would have been a mistake to ignore his repeated requests for verisimilitude, especially in a game with a chase plotline where knowing the terrain ahead can be beneficial. So, Shallow Gulch was placed in the Dakota Territory, rather West of Fargo. Cobb's trail was leading into Indian Territory.

Somewhere along the way, a card got played (by a player) that turned an old Indian burial site into some sort of spatial portal. Cobbs trail lead into it, and following in his wake meant the PCs didn't lose the time the NPCs had spent cracking open the gate. It being a magical portal, I wanted things to feel like they'd gone a good distance, which meant environmental changes. That left 3 options. We could leave the Wild West completely. We could end up at the shore, still within the Wild West, but now in California or the like. Or we could end up in the desert of the American Southwest.

So I start describing cactus and hot sun, 'cause I know that kind of terrain better than California, and because I didn't want to stop the game while I read up on what The Big One did to Cali in the official setting. I'm relying on visual cues from the area around Albuquerque, 'cause I used to live there and can improvise it well enough.

Players see Cobb from a distance, a card gets played that makes him mistake them for someone else and set up a parley. Two sessions ago, that's where we ended. The next scene was pregnant with possibility. There was a good chance a fight would happen, and a very good chance that fight would result in one or more players needing new characters. Which meant I needed to be prepared for how they'd draft new PCs. The existing ones lacked the money to hire mercenaries. They were chasing after death himself, which takes a particular breed of character to do. I didn't want to just wreck another town to make more embittered survivors. So I needed a place where fearless monster-hunters would logically congregate.

Conveniently, I'd just described visuals based off Albuquerque, and I used to run a LARP set in Albuquerque over a 60 year arc (from 20 years before to 40 years after the Deadlands era). A version of Albuquerque frequented by monsters and monster hunters. Familiarity with that Alb on the part of 4 out 5 players meant if things went badly, they'd be able to easily whip up replacement characters with established backgrounds by just referencing the old campaign. No need to pull my punches when Cobb regrows his body and round two of the showdown starts up. The benefits go beyond that...

When Sapphirra Cobb's last words were "the Clock Tower might be able to stop him" my players didn't stand around scratching their heads. They knew that old LARP had a creepy magic Clock Tower (which the real Albuquerque lacks) that was known for sucking souls, entrapping ghosts, harboring a torpored Salubri Methuselah, etc. Instant recognition, even though they'd only ridden through the tower's shadow but briefly in Deadlands.

Likewise, they knew the names Jean Luc Martell and Cristos D'Anconia. Both bore the same weight as if I'd told them "On behalf of Lord Dracula, Mayor Renfield welcomes you to Albuquerque, affectionately known as Little-Transylvania-On-The-Rio-Grande".

Things were just falling into place, and I am pretty pleased with myself. There is, of course, some danger involved, as I mentioned in the previous post. That old LARP:
  • Was set in the World Of Darkness (well, an alternate World of Darkness), not the Weird West. Deadlands Vampires are far less numerous, but also more powerful than caitiff neonates. The political system will be rather less complicated here.
  • Had two thirds of it's plot set after the 1870s. The players may make assumptions based on things that haven't happened yet, and/or which likely won't in Deadlands.
  • Lacked many details that Pinnacle's Weird West brings along. New Mexico is part of the Confederacy. House Iron Horse was a big player in the Railroads of HOD LARP, but it's not one of the major lines in Deadlands. Fear and rumors manifest, and a place like Albuquerque's gotta have a pretty hefty horror level.
So, yes, this alternate-alternate-Albuquerque has got some drawbacks. From a certain point of view, however, those drawbacks are advantages. I get to try out elements of an old campaign a second time, and do differently the things I made mistakes on in the first pass.

It also means that I have my answer to "What do I do when and if they beat Cobb, and the main plot of the campaign is resolved?" They don't have to wander the wilderness anymore, as they've stumbled across a place that has a two campaigns full of evil for them to put down.

Monday, May 11, 2009

Albuquirky Resonances

In my Deadlands game, the PCs are currently in Albuquerque, where they met a feller named Jean Luc Martell who works for another feller named Cristos D'Anconia. They passed through the shadow of a clock tower on their way across town.

My readers here who played in my old HOD LARP will recognize some of that. In that campaign, D'Anconia was the first PC Vampire Prince of Albuquerque. Martell was his right-hand ghoul. The Clock Tower was a major location / plot point. 4 of the 5 players in this campaign played at that LARP. I think John (the one Player who didn't play in that LARP) has the advantage, as I've already noticed the others being blinded by the parallels. This isn't the same world / setting as that game, even if certain elements are reflected.

For that matter, I made a reference in-character during storytime yesterday to The Gun being a Spikard, but we clearly aren't in Amber.

Saturday, February 7, 2009

LARPsploding

A couple of buddies of mine are playing in a Vampire LARP here in town, and last night it was one of many topics of conversation. They revealed to me that they'd just recently (despite having been playing for months) learned two very odd rules of the LARP's setting.
  1. There are no bombs. Explosives just don't make it into Seattle, as the police and border patrol are really good at finding them.
  2. There is no internet. No windows, either. Computers have a DOS prompt and a monochrome screen.
The game is indeed set in the modern day, they tell me, and people have cellphone cameras in-character. It's hard for me to wrap my brain around these decisions. I've never played with this particular LARP group, so it's possible there's some mitigating circumstances I'm unaware of, but from my vantage point this just seems like so much crazy talk. As a result, my response (below) may seem kinda crass at times, for which I apologize.


The "No Bombs" rule I can kind of understand. I played in a game once where some yahoo exploded Elysium, killing several characters and doing Agg damage to just about everyone. I certainly felt like he was ruining the game. So, I can see how a blanket ruling that you just can't smuggle bombs into the city might seem appealing.

But what did my friends do this past month when their request for a bomb was turned down? One of them took his action for the week to purchase a huge amount of gasoline. The other took his action to buy bulk supplies of packing peanuts. Dissolve styrofoam in gasoline and, according to the Anarchist's cookbook, you get low-grade napalm. Since Vampires have an unnatural fear of fire, it's in some ways better against them then explosives are, though I'm sure it's stinkier and requires greater quantities for the job than C-4 would.

My point is, that while there's plenty of reasons that blowing up Elysium is bad, you can't stop it by claiming there's super drug-sniffing dogs at the edge of town. If you try to limit such game-breaking activity via in-character constraints, it only encourages players to get creative. They saw it as a challenge. Given only an in-character rationale, they might crash a plane into Elysium, or a tanker-truck full of home-made napalm into the Prince's haven, or they invest in Police Influence in hopes of making confiscated C-4 go missing from the evidence locker. The explosives are merely a symptom, not the underlying root cause.

There's certainly uses for which Explosives are non-broken. Your vampire wants to build a new Haven deep in solid bedrock - explosives are the way to do so that doesn't break the Masquerade. He wants to defend that same haven with booby traps that will be active even while he sleeps - there's very little even arguably wrong with that. He wants to wage a messy resource war by blowing up buildings that other players have Influence connections at - depending on the scope of what he's doing and whether or not it'll bring DHS and BATF down on your city, it might or might not be acceptable. He wants to boobytrap several other player's Havens so as to vaporize them without warning - that's probably right out, or at least the victim needs some sort of chance to spot it.

And that intent is exactly where the issue is. When a player tries to do something that will ruin everyone else's fun, it needs to be stopped. Rigging Elysium to explode falls into that category, but so would breaching the Masquerade on live television. Are you going to rule that "within the setting the FCC prevents all live broadcasts", just so you don't have to worry about that? Probably not. So why should bombs be treated any differently?

Saying "no bombs" is easy, but it completely misses the real issue. The better way to deal with it is to ask why the player wants the bombs. At that time, explain to them that for the sake of verisimilitude you'll give them access to the bombs, but that it makes you, as the Storyteller, uncomfortable. Make it clear to them that if they intentionally create a situation where their bomb plot succeeding is clearly at odds with the enjoyment of the rest of the group, your decision will be easy. As GM, you have an obligation to provide a fun experience for as many of the players as possible, even if it means his carefully orchestrated plan failing spectacularly.

If you have that conversation, those otherwise likely to nuke Elysium will reconsider it. If you aren't blunt about it like that, they'll just find some dastardly alternate way to sew chaos and devastation, because they think it sounds like fun.



The other part makes no sense at all to me.

The lack of internet, Windows, everything you expect about home computing, etc, is a pretty major deviation from "it's set in modern day". I can certainly think of reasons for deviating from reality like that. The game is set in Seattle, after all, so maybe backstory of one of the first PCs or NPCs involves killing Bill Gates or some other past action that prevented Microsoft from ever existing. Or maybe the GMs just didn't want to deal with all that potential Computer Influence (for which the default rules of the game don't really have a system) and Industrial Influence so they eliminated the elements of the local setting that would have required it. They may even have held back computers expecting some player to want to be the Gatesian pioneer in that arena, but the players just missed it and nobody has pursued that opportunity.

But if you're going to deviate from reality like that, it needs to be front-and-center. The description of the LARP is no longer "Vampire: The Masquerade", it should be "like Vampire: The Masquerade, in a slightly altered setting that's like the modern day except with seriously stunted computer technology and no internet." It shouldn't be possible for multiple people to be playing in your LARP for 3+ months without having been told about this alteration that's absolutely vital to understanding the head-space of a modern character. I suppose it's possible my friends missed this detail, but they were adamant to me that there were no clues: never told it before, nothing in hand-outs they'd been given or on the LARP's website.

Suspension of Disbelief may require some ripple effects coming from that setting variation, as well. Camera-phones seem like a stretch if there's no computer revolution predating them, and no way to upload and share your photos. If computers still have the old monochrome screens, why would cellphones have color displays? If not for the advances in technology for home computer's monitors, we wouldn't have flat-screen plasma TVs. Colleges wouldn't have big Computer Science departments, and the departments they would have would have diminshed computing resources - so Education Influence gives lesser benefit than it did before. Same for Health Influence, because a stagnated computer industry means reduced tech for life-saving, and all the records must still be paper-based and hard to search. Sweeping alterations to the setting pour forth from this decision, but it sounds like they haven't been taken into account at all.

Or, again, I suppose it's possible there's some factor I'm unaware of, which the three friends playing in the LARP weren't able to explain to me.



I'm not just some random crackpot here ranting about how someone else's campaign sucks without a leg to stand on. I've got some measure of experience at this sort of thing. For several years, I ran a LARP. It was set (initially) in 1850, and at the end of every 4-to-6-month story arc we'd advance the timeline by 10 to 20 years.

Up front, in big letters on the character-creation packet, it indicated that this was an alternate timeline and an alternate setting. It went on to mention there was no Camarilla nor Sabbat, the werewolf NPCs were non-cannonical and didn't worship The Wyld, the Tremere-Salubri backstory had been altered, and we're using Koldunic (not Vissitudinal) Tzcimsce. Don't assume anything is true about the secrets of White Wolf's setting except for very basic things every neonate would know, such as names and archetypes of the clans, general vampiric strengths and weaknesses, etc. For the sake of the story, our out-of-character goal was for Albuquerque to become the most prominent city west of the Mississippi, and certain PC actions have resulted in Tesla defeating Edison, but other than that, you could generally assume most of history played out largely as the history books record it. Feel free to ask the STs and/or heads of the households if you have questions about anything specific.

This caveat did a good job of introducing the players to the setting, and prepping them for the notion that our game was non-standard. When and if something came up that someone wasn't aware of, they generally rolled with it, and weren't afraid to ask the GMs "what would my character know about this?" 9 times out of 10 the answer was along the lines of "Nothing. You've never heard of it before. Steam-powered cyber-werewolves are not an established part of the setting, it must be something new the evil railroad barons whipped up. Now you know something the other players don't - hopefully it won't eat you."

Friday, January 9, 2009

Vampirism in a One-Shot

This situation keeps coming up at our weekly one-shot RPG group. Given lots of latitude on character concept in various scenarios and systems, people (including me) keep being drawn to Vampires.

Depending on the system (and I'm talking about some very rules-lite "hippy games" - Risus, InSpectres, Fudge/Fate, various homebrews, etc), being a Vampire could potentially be giving the PC a ton of power, but it's generally tempered by at least one very significant drawback - you're vulnerable during the day.

Of course, there's a problem there. Since we're doing one-shots, the last thing you want is for the players to squander time and dally and never get around to the plot. There's an out-of-character clock ticking, and the most common way to deal with that reality is to throw some challenge at the players that must be dealt with on an immediate (and unforgiving) time table.

Of course, that makes Vampirism all the trickier than it is normally. If your whole scenario must be dealt with in the next few in-character hours, the sunlight drawback gets either over- or under- emphasized. Either they never get to use their cool powers, or they never face the only source of real danger. This matters to me, because I plan on running some games (with this group) with fairly open character generation rules, and it seems likely to come up. It's probably less of an issue than I'm making it out to be, but it occupies my brain none-the-less.

There's several ways I can think of to deal with it:
  • Don't let PCs be Vampires.
  • Let it slide - set your game at night so they aren't restricted, and just not sweat the power they've gained.
  • Make 'em pay - set your game in daylight so they're in constant danger or at reduced power.
  • Do the Buffy thing - a heavy blanket, thin paint on the windows, or crappy blinds will protect you, but get thrown outside and you start burning.
  • Lean on Vamps other weaknesses - set the game at night but introduce vampire hunters, garlic eaters, priests, running water, etc.
  • Length of day: Prep every scenario so it takes roughly 24 hours in-character-time to resolve, or starts a couple hours before rise/set, and any potential Vamp will be at full-strength in some scenes but vulnerable in others.
  • Scale back Vampirism: Disallow vampiric "bundling", and make them buy healing, shapeshift, hypnotism, etc as seperate powers. On the plus side, they won't get the drawbacks unless they want them too. (Though, I can't think of any games we've played where a PC would have that many powers/options if Vampirism weren't a semi-nebulous package deal.)
I'd love to hear some opinions on what you'd do in this situation. There's probably options I'm completely overlooking. Please let me know (in the comments) section what you'd be inclined to do.

Are there any options on that list that would piss you off if a GM did them in a game you were playing?

Thursday, February 28, 2008

Twisted Expectations

It should be fairly obvious reading over this gaming blog that I'm a big fan of Alternative Settings that are at once familiar, yet also twist the player's expectations around to keep them off-balance.
  • I've done a variety of alternate Ambers, mostly taking place at somepoint in the midst of the first 5 novels, and then diverting drastically. I've never done "Brand won" but I have cast Brand as a good guy a few times, vs Random and/or Eric and/or Bleys and Fiona as the villains. I've dragged reincarnation into the setting once or twice, and based entire plotlines on how abusive Oberon was when the "elders" were children.

  • Using a similar trick to that I've done repeatedly in Amber, I once ran a Star Wars campaign set in the week before Episode IV. I few sessions in, Princess Leia told the PCs the tale of how when ObiWan died, Luke raged and turned to the dark side. Yavin blew up the next session, and Han Solo went off to settle his debt with Jabba. The PCs were left to shoulder the Alliance's burdens themselves, while the evil Skywalker's hunted them.

  • I transformed an Amber campaign into an Everway campaign when the PCs failed to stop the villain and a reality storm swept across the cosmos. All the PCs died, and only one NPC from the old game remained in the new universe.


  • I bisociate on all cylinders in my current Scion campaign, so the PCs have a hard time knowing which history is real. They just spent two sessions fighting Angels and Ghosts (Celtic, Greek, Turkish and Parisian) on an island that was a self-contradicting blend of Trojan Myth and Grail Legend.

  • Stretching back a few decades, I recall a late-80s Elfquest campaign where I ran an alternate divergent tale of Cutter's quest. I guess this was the first occurance of the trick I'd later use in Amber - start "in media res" in the middle of (or shortly before) an existing story, and then make dramatic changes to the plot as the story goes on.

  • Hearts of Darkness, my multi-year LARP, was a clearly "alternate history" game. We started in 1850, in a Camarilla-less version of Vampire: The Masquerade that purposefully twisted all the "secrets" of the V:TM setting. Giovanni/Cappodocians, werewolves, and Salubri/Baali were three areas that I took great pleasure in distorting. Every couple of months we'd jump the story ahead by 10 years, and Albuquerque grew to rival New York. Eventually, PC activity led to the repudiation of The Masquerade and the open revelation of the supernatural to mortals.

  • Montaigne-based 7th Sea with heavy reincarnative plot-threads and some departures involving The Bargainers, the Sidhe, and the Syrneth.
The list goes on. I really like taking the familiar and corrupting the details.

Thursday, February 21, 2008

A session that killed a LARP

I recommend extreme caution when LARPing in Albuquerque, New Mexico. There's cheaters there. Lots of 'em. I played an NPC Elder for a few sessions of a LARP that a friend was running in NM. There was a session that ended the game - it was the second consecutive session that had been eclipsed and strangled by mass combat lasting multiple hours. The previous session had ended with someone crashing an airplane into Elysium following a major breach of the masquerade that involved a PC unleashing 100 newly embraced NPC kindred onto the city.

I feel really sorry for Kevin, it must have been a nightmare dealing with all that crap. At the end of the second session, things were so tense, the GM had to stay elsewhere for a few nights because of threats of violence from one of the players. The whole situation pissed me off so bad, I wrote the following letter. That was 2 to 3 years ago now, i think. I'm about to delete the letter from my hard-drive, but I thought I'd post it here first.


Record of Mistakes and Cheating at the Sunday game

Items in red are things I would clearly classify as cheating. In each of these cases, the person involved:
a) knew the rules and intentionally disregarded or misrepresented them, or
b) did not know the rules, but should have because they were an experienced player and had built a character around the disciplines, abilities, or rule system they did not understand, or
c) they were an experienced player who intentionally abused a grey area, logic flaw or oversight in the published rules, using such a loophole to remain technically within the letter of the rulebook while violating the spirit of the game or setting for their own advancement, and at the expense of other players.

Items in black are things I believe to be honest mistakes, possibly even house rules / GM calls, or differing interpretations of grey areas in the main rulebook. They were annoying and frustrating to deal with, but not really cheating, per se.

Things in this weird blue-green-grey color are NOT rules violations. They’re just bits of narrative to link the story and put things in perspective.

1. Obfuscate Violation 1: Interaction with Environment: Chris (pg 161)
Chris entered Elysium while only two other PCs where there. There was no one passing through the doors, therefore he couldn’t slip in while someone else entered. He would have had to open the door himself, which would have decloaked him.

2. Signal Violation 1 / Obfuscate Violation 2: Umbra Signal: Chris (pg 161)
Chris was using the “I’m in the Umbra” sign from Laws of the Wyld instead of the Obfuscate sign. I’ve seen this used as the out-of-character sign by folks from Sanctioned games before, so I misinterpreted that to be what he was doing. Really minor nitpick, until you see the next violation.

3. Signal Violation 2 / Obfuscate Violation 3: Signal Trickiness: Chris
I made some comment to which Chris spat on the ground. It seemed timed to be mocking what I’d said, so I asked him: “Is your character actually here?” His response was “My character doesn’t salivate, so even if he was here, it wouldn’t matter”.
Having Awareness & Auspex, my question was really whether I was entitled to try to spot him – which I would be if indeed his character was there. His response included the statement “even if I was” which implies he wasn’t there. Later, I learned he was there, so effectively Chris lied to me, though he may not see it that way.

4. Procedural Error 1: Non-Representation of Retainers: Chris (& probably Kevin)
Chris had 5 childer with him, but none were represented by players. I understand that sometimes NPCs just can’t be represented by actual people, especially when in large numbers. However, his 5 guys had very large guns, and all were Obfuscated. The first 20 minutes of Elysium involved very close quarters conversation – a mob of people in short proximity. Had 5 people been playing these NPCs, they almost certainly would have bumped into someone, interacted with their environment, or just been a noticeable O-O-C presence that would have drawn the attention of everyone with Auspex. Instead, they were able to weave amongst us and decloak with guns to our heads. It never would have been successful if players or narrators portrayed those NPCs.

5. Obfuscate Violation 4: Decloaking to deny the Auspex test: Chris (pg 137)
Chris sits down next to me, and switches to the Obfuscate symbol. At this point I realize Obfuscate Violations 1-3 have occurred. I announce I’m expending an awareness and initiating a mental challenge. As I pull out my character sheet to mark my expenditures, Chris drops his obfuscate gesture and starts talking. Technically, this shouldn’t end my mental challenge, which probably would have revealed his Childer to me. But since there was no one playing the NPCs, and I didn’t know out-of-character that they were there, I didn’t pursue it. As a result, the 5 henchmen remain hidden despite my announcement of searching for obfuscated individuals.

6. Out-Of-Character Knowledge 1 & 2: Who Invited The Bad Guy? Chris & Jody (& Kevin)
My character called for Elysium, and picked the location. I sent word out to the other PCs of when & where to gather. I’d said publicly at the previous 2 sessions that I thought Chris’s character was a traitor and that he’d threatened my life (and was probably the villain that tried to blow up the castle). So, technically, I didn’t specify to Kevin that I wasn’t leaving him off the contact list. But he was no longer Acknowledged, so I didn’t think I had to make that specification.
I found out later that no PC told Spaz where Elysium was. Chris just took the initiative to walk into the play area. I believe this was an honest mistake or misunderstanding, but it was rather critical.
A few minutes later, Jody exits as her current character, and re-enters as her previous character, the Russian Tremere. That Tremere had been ordered to flee the city in the previous session – she now suddenly resurfaces because Chris needs her to testify on Spaz’s behalf. Since I was the one who carried out her banishment (at the bequest of both the acting Prince and the acting Tremere Regent), I can be damn sure I never told her character where Elysium was going to be held.
What’s more, she’d told the GMs she was retiring the banished character on that session, and so was allowed to make a new character. Now, she’s bringing the retired character back into Elysium without asking GM permission first.
I’m not sure if Chris was involved in Jody’s actions or not, but he certainly benefited from them and acted along the same lines (but to a less illegal extent) himself 20 minutes earlier.

7. Procedural Error 2: Lack of description of important detail. Chris
We set about questioning his character. After several minutes, after I have requested a blood-hunt and been talked down by the other PCs, he then points out that his character is covered by a thick black grease. I’m fairly certain the scene would have played differently if we’d have been given this description when he first decloaked. It’s a suspicious detail about his character, which would have resulted in others being as concerned as I was. I was just concerned because of threats against my paranoid elder character.
Of course, while this would justify suspicion, it would be wrong for anyone to just shout out “Is that fire-proof grease?”, but guess what happens next…

8. Out-Of-Character Knowledge 3: It’s fire-proof grease! Anthony
Once the grease is pointed out (see procedural error #2), Anthony’s character instantly figures out and announces that it’s fire-proof grease. Now, maybe he’s got something in his character background that would justify his knowing such a thing by sight, but the more likely answer is that he, like the rest of us, saw the story-time in which Spaz asked his retainers to coat him head-to-toe in fireproof grease. The rest of us, however, had stayed quiet because that was out-of-character information.
The way this should have been handled was “Hey, GM, can I make a Mental Challenge to identify this grease?”

9. Courage Violation 1: Self-Inflicted Burns & Pretending to be a Ghoul Anthony (pg 110)
Anthony’s PC is pretending to be a Ghoul. He’s got us all fooled, because his PC was a ghoul the previous session. At this point, to prove that the grease is fire-proof, he touches Spaz, then tries to light his hand on fire.
Now, admittedly, the rules on page 110 say you “generally do not need to make a courage test” vs fire under your control. However, the examples it lists are lighting your own cigarette, or magically controlling a fire. Since someone threatening you with a lighter does require a courage test, I’d argue that testing a hunch about your own flamability requires one as well, especially since he had no in-character reason to know it was fireproof grease.
It’s sort of a grey area, probably not a big deal, but his total lack of rotshreck test dispelled any doubts about him being a vampire. Considering Anthony’s other, more obvious cheating later, I have to wonder if this wasn’t intentional.

10. Procedural Error 3 / Obfuscate Violation 5: Mass Decloak & Telepathic Nos Chris (pg 161)
A few minutes later, all the Nos suddenly decloak at once. They are each standing next to a different PC, with a gun to our heads. It all happens at once – Chris just announces “suddenly you’ve all got Nos pressing ak-47s to your heads”.
This includes 1 standing next to Dave’s character, Domingo. Domingo had been reported dead in the previous session, so there’s no way the Nos could have coordinated before entering Elysium that 1 should be covering Domingo.
And talking would have decloaked them, so they can’t have changed plans or targets after arriving at Elysium. Since they are cloaked and can’t see each other, there should be some chance they’d goof up and double-cover someone (thus leaving some other Elder uncovered).
Flat out, unless Chris’s character has Level 4 Auspex (i.e.: Telepathy), this could not happen. Even then it’s iffy.

11. Majesty Violation 1: Use him as a Shield: Dave (pg 168)
Dave does a very clever thing to turn the tables on the Nos: he moves to the center of the room and invokes Majesty. Suddenly, everyone in 10 feet can’t harm or insult him as long as he doesn’t take any “hostile actions”. Of course, after a short monolog of megalomania, Dave proceeds to take one of the Nos captive and uses him as a human shield. I’d call that “hostile”.
What’s more, he does this as a free action, no test to accomplish it.

12. Turn Sequence Violation 1: Can’t I take 15 steps a turn? Dave
Immediately, combat breaks out. No one can attack Dave, so he starts walking out of the room. While everyone else is on pause waiting for their action, he just keeps walking. At about 15-16 steps (while we’re still in Celerity PreEmpts of the first round) he announces Fair Escape. I called him on it, and he admits a screw-up and steps back in to the battle.

13. Turn Sequence Violation 2 / Celerity Violation 1: PreEmpts Damn Near Everybody (pg 141)
All the guys with Celerity take their Pre-Empts. They do this by just declaring actions, not responding to actions against them. This is a minor problem, but not terrible (and a common mistake even in HOD days) so I let it go.
Then normal actions occur. Suddenly all the guys who just pre-empted start trying to act again. As practically the only character in the battle without Celerity, I cry foul. Your PreEmpt is not an extra action, it just moves your normal action slightly ahead in turn sequence. Danny and all the Oklahoma guys tell me I’m wrong, but Kevin and Dave back me up. Suddenly Danny changes sides about how the rule works and we get to normal actions.

14. Turn Sequence Violation 3 / Ability Violation 1: Two-Gun Specialization Anthony (pg 86, pg 201, pg 207)
For determining what order actions happen in, Anthony announces he has 15 physical traits. “15?” I ask “Your ghoul has 15 traits?” He says no, it’s that the bonus traits from two-gun mojo, his pistols specialization, and his weapons bring his natural 11 traits up to 15. This sounds goofy, but I let it go.
For the record, two-gun mojo gives no benefits to initiative / turn order. Specializations give a bonus trait, but only when resolving ties on tests. Weapons give bonus traits only when resolving ties on tests. So nothing he had could account for his initiative number being 4 higher than normal. I had to look all this up after the game to be sure. He should have acted on “11”, not “15”.
Yes, this is an oddball, hard-to-remember part of the rules, but since it seems to be the crux of his character, he should be expected to know how it works. His character concept is basically “Brujah gunfighter”. He’s chosen the oddball Abilities and Weapons, it’s his responsibility to know how they work.

15. WillPower Violation 1: Willpower Does Everything The Entire Playgroup (pg 108)
Someone gets shot. They retest with Willpower. I interject that you can’t do that. I’m told by nearly everyone that Willpower can retest anything. I call Kevin over. He confirms it, “Willpower can retest anything” he tells me. I let it go, ‘cause a GM told me I was wrong.
Looking it up after the fact, I see that spending a Willpower can: a) refresh a trait, b) retest when defending against a social or mental challenge, c) enter a challenge for which you lack the appropriate Ability, d) mitigate a frenzy, e) ignore wound penalties for a turn, f) suppress a derangement, or g) fuel certain disciplines.
This is not highlighted in red, since it seems to be a playgroup-wide misunderstanding or weird house rule contradicting the book.

I hate that I was getting so damn rules-lawyery at this point, but I was getting very angry that several people were obviously cheating, and so I was challenging anything that sounded suspicious. Like the following...

16. Moving Violations 1 & 2: You only get half an action Anthony & Chris (pg 141)
Chris takes his action to move away from Danny and give orders to his guys. Danny then takes his action to follow Chris and attack him. Chris claims Danny can’t do this. He says Celerity PreEmpt Actions can only be a move or an attack, not both. But the examples in the PreEmpt section of the rulebook involve both moving and fighting in one action.
Later during this combat when people take actions against Anthony, he tries to claim they can only choose to either move 3 steps OR attack, not both. On his actions, though, he does both.
In both cases these players seem to be making up arbitrary restrictions on their opponents actions. I’ve hunted the rulebook, and can’t find anything that even implies this is correct.

17. Turn Sequence Violation 4: You mistakenly Relent Damn Near Everyone (pg 196, pg 88)
People repeatedly claim that if you’ve taken your action for the turn, you now must relent against every attack directed at you for the rest of the game. I argue against this one furiously.
All the rules say is that you can’t take any more aggressive actions. The players back down from “you must relent” to “you can’t use dodge to retest”. I give in at that point, it’s not worth fighting further. But even at that they’re still running the rule horribly wrong.

18. Weapons Violation 1: ak-47 Chris (pg 200, 202, 203)
I get shot by a Nos with an ak-47. I’m told it’s a high-caliber incendiary shot, and so does 2 agg, plus 1 agg if he ties or wins a simple test.
So assuming an ak-47 qualifies as higher-than-average-caliber rifle, it would by the rules do 2 agg, plus 1 more damage if he wins (NOT TIES) a simple test. The rules are vague and could be interpreted that the extra damage is either Lethal or Agg, depending on how you read it. I’ve always ruled Lethal, but that’s totally up to the GM.
This isn’t as big a violation as Anthony’s not knowing how his guns work (See #’s 14, 24, & 31), because these are weapons carried by Retainers, not a PC, so there’s less responsibility for the PC to have memorized it.

19. Courage Violation 2: ak-47 flames Kevin (pg 200)
Despite 3 ak-47s opening up with incendiary rounds, not one Courage test is taken this turn. It’s probably not fair to blame Kevin for this though. Not only is he be yelled at by cheaters at this point, but it’s not his NPCs toting these guns, it’s somebodies retainers he’d not expected to be present before the session began, so he probably didn’t refresh himself on the rules for incendiary rounds before the game. It’s a shame, cause everyone in fear frenzies sure would have sped up the scene.

20. Dementation Violation 1: Deny Rolfe (That's me!)
At this point, I’m getting a little pissy, and really could have used a break.
So when I get shot up a second time, I invoke Deny to ignore the bullet that hit me. I’m playing an NPC with Deny, and I don’t have a write-up for how it works. I’ve had to use it in every session thus far, and I keep asking for what exactly it costs to use it: blood, mental traits, temp willpower, perm willpower, I don’t know. The GM never got me a LARP write-up for it. Which means I don’t know if I can afford to use it just now.
I also don’t know if I have to activate it as my action, or if I can use it defensively.
But at this point, I’ve seen so much cheating, I don’t care. I say “I spend a blood and a mental trait to deny your bullet.”

21. Dementation Violation 2: Deny again Rolfe
Hell, it worked when I was defending myself. I’ll try it again. When it finally comes around to my action, I activate deny again and flee through a wall.
Not my finest hour, but since everyone else is cheating and deceiving tonight, it seems the best way to get out of a stupid broken combat session.
This is less of a big deal because I’ve used the power this way in two previous sessions, and was told it was okay by the GM. But I’d still never let a player in my game get away with multiple uses of a power that no one knew what you had to spend to activate it.

I sit off at the side and wait for the scene to end.
By the most generous account, 6 combat rounds have taken place. Some players say they’ve only gotten 2 actions, so it’s likely less time than that has occurred in-character.
Lots more willpower gets spent, no one ever bids a trait, and the combat drags forever.

22. Thaumaturgy Violation 1: Teleporting Ritual Thingy Jody
In the midst of all this, Jody tries to use a teleportation ritual. I’m not sure which one. She kept calling it Rite of the Open Passage.
There is a ritual in the main book called The Open Passage. It takes an hour to cast, and lets a group pass through a single barrier such a wall.
But that’s apparently not the one she’s using. She claims it lets her teleport to her haven, taking a group with her. She’s told by multiple players (including Phil, one of the Players she’d invited to escape with her) that this ritual takes 10 minutes to cast and it only transports her, no one else.
Yet Jody tries declaring her free escape numerous times over the next several rounds.

23. Turn Sequence Violation 5: Too many gunshots Anthony & possibly Phil
Amy (playing a Miliner NPC) uses necromancy to summon up some Zombies to attack Spaz. Kevin asks me to play 3 of them, and Jody to play 3 of them, since I’d escaped earlier and Jody is now engaged in a big ritual that requires concentration. He says we have 5 physical traits, hit for 1 lethal, have 4 health levels of our own, and are immune to Mind Powers. He tells us “We’re at 5. Go ahead and take your 3 steps and standard action now.”
Phil and Anthony turn around and blast us with their celerity & off-hand actions. It takes 2 hits to kill a zombie, they kill two by each hitting twice. They’d already taken their main action.
I’m not sure how much Celerity Phil has, so it’s possible his character could have level 4 or level 2 + an off-hand weapon. That’s all it would take for him to hit twice after normal actions were done.
But I found out later that Anthony had no Celerity at all. He only gets two attacks per turn, total. So he couldn’t hit twice after “everyman” actions were complete.

24. Weapons Violation 2: Heavy Pistol Anthony & Phil (pg 202, 205)
The zombies get hit by Phil & Anthony’s Heavy Pistols. The rules state that a Heavy Pistol does 2 Lethal plus 1 extra Lethal if the Shooter wins (not ties) a simple test.
They of course both represent it as they do the extra damage if they tie or win.
I see this happen, but don’t correct it. They’re just killing temporary NPCs who were given orders NOT to attack them. And, a zombie has four health levels, so it takes two hits to kill them, regardless of the outcome of the simple test. In retrospect, I should have corrected them at this point, but it didn’t feel this part of the situation warranted a rules lawyer - I was already feeling guilty enough.
This ranks as red (cheating) because they are experienced players who chose this oddball weapon as the main armament for their newly created characters. They should have known the rules better.

25. Weapons Violation 3: Where’d they get that? Anthony & Phil
When I mentioned Weapon Violation 2 to Kevin the next night, his response was “Where’d they get Heavy Pistols? They didn’t ask me for them. They didn’t spend actions. It’s not on their character sheet. I didn’t approve it!” And since both characters were made after Tim left the game, it certainly wasn’t approved by him.
I call this a grey area. Yes, they should have known to check with the storyteller before assuming they had such weapons, but the game offers no system for determining starting equipment. Since the game is not using weapon cards, it’s a loophole left open – they need some level of resources of finance ability to buy the weapons, and they must be registered unless they have level 4 police or street or level 3 underworld. If they met those requirements, they probably felt entitled to such armament.

25. Surprise Violation 1: No declaration of challenge, just counting to 3 Anthony
The next turn, Sarah’s character comes zipping past using Level 5 Celerity. Her PreEmpt action takes her to just a foot or two from Anthony, who she has no reason to fear – she thinks he’s a ghoul of a loyal kindred, not kindred himself, and certainly not the enemy.
She gets asked some out-of-character questions by Reed, who isn’t involved in the scene. I think Reed wanted to know what round of the combat they were in.
Meanwhile, Anthony points his hand like he’s holding a gun to the back of Sarah’s head. He counts softly to three. Then he announces a surprise attack.
The rules state you can only claim a surprise attack if you announce a physical challenge and your foe doesn’t respond within 3 seconds. It goes on to say that anyone “whispering challenges to get the element of surprise is cheating, plain and simple.”

26. Spirit of the Game Violation 1: Random Motive-less PC-Killing Anthony
This brings up the point of why is Anthony deciding to grease another PC in the midst of all this? He says it was retribution for Sarah’s character being so mean to his character during Elysium. And don’t get me wrong, she was – she actually risked his life at one point.
But he had represented himself both in-character and out-of-character as playing Geo’s Ghoul. Not being kindred, the setting dictates that he should be treated as a slave by the elders. And since he was a vampire and lied about it, he’d committed a crime that in Kindred society carries the sentence of the bloodhunt (He did not present himself to the prince, and he lied about his lineage to the Seneschal).
Furthermore, he’s launching his attack during a messy mass combat, with 2 kindred witnesses (and more if anyone else walks out of the main room). While Anthony knows that the 2 witnesses were his real-life buddies and wouldn’t rat him out, from their character’s point of view he was a ghoul they’d only met once before.
Nothing mentioned here in mistake #26 is against the rules in any way, but an experienced player, like Anthony claims to be, should know better than this. This is not D&D or Amber – the combat system sucks and most people are NOT here to spend a night on mass combat.

27. Surprise Violation 2: Claims target must relent Anthony
Sarah suddenly realizes she’s under attack, and gets ready for rock, paper, scissors. Anthony says she can’t, that she has to relent because it’s a surprise attack.
That’s not how it works. The real benefits for a Surprise attack, are that the first action of combat that round cannot result in the surpriser being harmed by the surprisee. If they lose the challenge, they may bid a second trait to gain a second challenge. Even if they fail both challenges, they can’t take any harm from the surprisee’s action.
There’s also a strong implication in the rules that you can’t declare a surprise attack while already in combat rounds.
I point all this out, and they decide it’s not a surprise attack after all. They go to shoot the test.

28. Turn Sequence Violation 6: You mistakenly Relent, part 2 Anthony (pg 196, pg 88)
Despite previous clarifications (see mistake #17), Anthony again tries to claim that since Sarah has taken her pre-empt action, she now has to relent to his normal action.
I remind him of the previous ruling by Kevin, and as a result, Sarah does not have to Relent, but instead she can’t use Dodge.
In case it wasn’t clear enough in mistake #17, the rules say none of this – there is no mention of those who have already acted having to relent or being unable to retest. The only penalty to them is they cannot do harm to another character till their next official action. They may still bid traits and activate abilities in defensive capabilities, without any further restriction.

29. WillPower Violation 2: Willpower Does Everything, and Anthony has a lot of it Anthony (pg 108)
Aside from the grey-area mistake about how the entire playgroup thinks Willpower can retest anything, there’s a bigger issue at stake here.
Anthony spends a total of 4 willpower during the battle. He never looks at his character sheet to record any of it.
This strikes me as weird since a ghoul starts with 2 willpower, and it’s so expensive to buy up. So, the next night, I ask Kevin. Anthony’s character sheet lists only 2 Willpower.

30. Ability Violation 2: The “Did I spend it?” trick Anthony
Later in the fight, when Sarah spends a Dodge, Anthony counters with “there’s no point to doing that, because I’ll just cancel with a Firearms.” Sarah’s response is “Okay”.
He uses this same phraseology multiple times. I believe in Anthony’s mind he thinks he’s not spending any Firearms, but in Sarah’s mind she thinks he is. She’s crossing off Dodge’s from her character sheet, he’s not even getting his sheet out of his pocket.
He does this three times and then, after the scene, he makes a comment that his character only has 2 levels of firearms total – If indeed 2 was his starting amount, then that means he bluffed/tricked his way into 3 uses of his 2 levels.

31. Weapons Violation 4: Heavy Pistol Anthony (pg 202, 205)
Each time Anthony’s PC hits Sarah’s PC, he presents the Heavy Pistol rule as that it does the extra damage on wins or ties. At least he’s consistent. At this point I question it, and he insists it works on ties. I hadn’t read that section since HOD was running, so I back down, assuming I must be wrong. I find out later that I was right.
He hits 3 times, for a total of 9 damage. Sarah’s PC has the first level of Fortitude, meaning her Health levels are Healthy x8, Torpor. She was going to be out of his line-of-sight on her next action, so even just one tie having resulted in a point less damage and her character would have escaped.

At the start of the next round, Chris’s PC Spaz comes into our area, using obfuscate. He literally stands such that his shoulder is touching mine at the end of the turn.

33. Necromancy Violation 1: Definition of Mindless Rolfe & Kevin
Kevin had told me that the zombies were mindless. I wasn’t sure how that interacted with Obfuscate, so I asked.
Kevin rules that since Obfuscate doesn’t make you invisible, it influences others minds to make them ignore you, the mindless zombies are immune to it. Since he is GM, he can rule however he wants.
The zombies can now see Spaz, however, and he’s the guy they were summoned to destroy.
However, in hind sight, I think this was a mistake. The rules do not actually call the zombies mindless. They certainly don’t say anything about zombies being immune to obfuscate.

Chris realizes he’s in trouble – since I’ve been told my 3 zombies can see him. At the start of the next round, he burns celerity for a PreEmpt and a Second Action.
For the record (it will matter in a moment) I'm taller than and have longer legs than Chris.


34. Moving Violation 3: Size of Stride Chris & Rolfe
Chris takes his 3 steps for his celerity PreEmpt. I take my 3 steps to follow, and I’m nowhere near him. I tend to take my combat steps as measured orderly steps, as that’s what seems fair. I’ve often seen other long-legged players take ridiculously large steps, and it seems unfair to me.
Since he started the action touching me, he should be touching me again by the end of my action, if I so wish it.
I attempt to correct it, suggesting either my steps should be bigger or his be smaller. He seems to take offense to this, and gets really defensive, shouting to Kevin “I took normal steps!, I’m a big guy!” This is a really minor thing, the rules don’t say how big a step is supposed to be, but he makes a huge deal of it…

35. Moving Violation 4: I’m Huge! Chris
Instead of being gracious about it, Chris tries to insist that since he has the Huge Size merit, he should get more or bigger steps each turn. Kevin cuts that one down really fast. The Huge size merit just gives an extra Healthy level, it says nothing about movement.

Chris gets ruled against, the zombies remain officially within melee range, so I declare the attacks of the 3 zombies I’m playing.

36. Moving Violation 5: Half an action is now an action Anthony
Anthony immediately chimes in, saying that I can’t attack because I moved. He says you get only 1 action per turn, and that action is either taking 3 steps, or attacking or dodging.
Of course I fight this one. It was ridiculous enough when he claimed this on Celerity PreEmpts at the start (see mistake # 16) of the mass combat. Now he’s claiming it on “everyman” actions too, despite him moving and shooting in a single action versus the zombies a few turns previous.

Since I’m being 3 zombies, we have two other players shoot for two of the tests so it all happens at once (the way mass combat is supposed to work – this is the closest anyone comes to proper use of mass combat rules this session). Chris wins two of the tests and takes a single level of lethal.
This is also noteworthy because no one tries to claim that Chris must relent to my attacks. Chris, Anthony & Phil have all claimed multiple times this session that if you’ve taken your action, you must relent on all challenges. They’ve tried this on Danny, on Sarah, and on me. Now it’s one of their own in this same situation with the two others witnessing the challenge, and they say nothing. Possibly they’ve just been straightened out about how the rule works from being corrected multiple times, but it sure looks suspicious in the light of everything else.

Chris is struck by a Zombie. I point out that this probably decloaks him. That’s the point where I begin to feel bad about Kevin’s ruling (at my request) that the zombies can see him, but I was technically in the right so there’s little to be done.

37. Obfuscate Violation 6: Nos on the train-tracks Chris
He argues quite fiercely against it. Had he argued that the zombies being able to see him in the first place was weird, I’d have agreed, but he probably still would have had to live with Kevin’s ruling for the length of that battle.
Instead, he argues “I didn’t interact with my environment, my environment interacted with me.” That doesn’t fly. True, he did not intentionally touch the zombies, but bystanders would see the zombies swinging at something standing in front of them – and one them hit it and drew blood.
Effectively, the question is: If an obfuscated character stands on a train track and gets hit by a locomotive, do they remain obfuscated? I'd say "no".

38. Thaumaturgy Violation 2: Teleporting Ritual Thingy Again Jody
Jody is still playing a zombie, but choosing not to attack Chris, the person she was summoned to destroy.
Instead, she continues pestering Kevin about when her real character gets her free escape from her ritual. She’s asked several times though it’s been clearly only a handful of rounds have gone by and she’s been told repeatedly her ritual takes 10 minutes in-character.
Kevin’s sick of it, so he pretty much shouts “Fine! You’re done! Make your free escape!”

39. Obfuscate Violation 7: Can’t cloak on your second action Chris
After my attack, Chris takes 3 steps away and tries to cloak. But this is clearly his second action this turn, and celerity actions cannot be used to activate Mental or Social disciplines. No one comments on this though, because we’re all focused on Obfuscate Violation 8 (Mistake #40, below)

40. Obfuscate Violation 8: Chris doesn’t have Vanish from the Mind’s Eye Chris
He was still in sight of Anthony’s PC, so I point out that he can’t Obfuscate while being watched. He says something to the effect of why does it matter who’s watching when he turns invisible. Several of us say “You can’t vanish while people can see you, not unless you have vanish from the mind’s eye”.
He doesn’t seem to understand what we mean, so I ask “How many levels of Obfuscate do you have?” He answers, “Three.” So I explain that you can’t disappear when someone can see you unless you have the fourth level. That’s why it’s called “Vanish from the Mind’s Eye,” I tell him, “because it’s the level that lets you disappear while being watched. At levels 1-3 you need to be hidden before you cloak.
He just keeps protesting, claiming he can cloak anytime he wants. After more than a minute, he finally says “Okay. I step out the door, and then Obfuscate.”
Of course, there’s trouble with that notion as well. Firstly, the door’s been blown off, by a rocket launcher so there’s little to hide behind. Secondly, the outside of the building was under observation by a whole bunch of mafia guys – they were now fighting Nos but the gunfire and explosions were still likely to draw some attention towards the big whole in the wall he’s fleeing from. Lastly, he’s still trying to activate Obfuscate while using Celerity.
The argument feels like it will never end – Chris is clearly in the wrong, and out-numbered on the issue, but won’t submit to logic.

At this point Kevin gets so fed up with the arguing, he calls the game. “Everyone on pause. We’ll pick up here in two weeks.”

41. Thaumaturgy Violation 3: Teleporting Ritual Thingy Yet Again Jody
As everyone starts to drop character, try to relax, walk away, etc, Jody squeals about how she’s so happy she escaped with the torpored body of an Elder – namely Sarah’s NPC (which everyone thinks is a PC).
In the round and a half since Sarah’s PC went down, Jody’s only action as her Tremere was to nag Kevin about her ritual.
She did not take an action to pick up the body let alone the 3 actions doing so would have taken since Sarah had moved 3 actions away from the Jody/Phil/Anthony clump before she fell.
Actually, it would have taken 6 actions – 3 to get the body, 3 to get back to where she completed the ritual. And probably moving like that before it’s completion would ruin the ritual anyway. More importantly, she’d been told more than once that she couldn’t take anyone with her – a torpored body is still a person.


So that’s the total list of cheating I saw at this session. But as my Parthian shot, I would like to bring up one over-arching issue that the GMs should have nipped in the bud:


How the hell did Chris get all this stuff? Refering to the 100 newly embraced vampires, wielding AK-47s with Incendiary Bullets and piloting airplanes full of explosives...

Embracing someone does not make them your slave, in fact for many kindred the embrace is a horrifying experience that forever embitters childe against sire. Yet Chris’s 100+ children are willing to die for him.
I doubt he’s won 100 social challenges to get that – he is a Nos so his Repugnant x3 makes that unlikely, and he doesn’t play the character in a way that makes me suspect Social is his Primary Attribute Category.
Even terrorists die only for causes they believe in. To control a group so thoroughly they’d be willing to crash an airplane into a building full of people they’d never met before, as “happened” in the game two sessions before, takes life-long religious indoctrination, or long-term brainwashing. Those are all unlikely given the length of this story arc.
Vamps have two ways around it – High Level Dominate or blood bonds. Dominate is out-of-clan for Nos, so it’s unlikely Spaz had the required 4th level of it.
This would then imply that each Childe drank at least 1 point of blood from him on 3 different nights – So shouldn’t Spaz be down on his blood levels if he’s fed over 300 blood to NPCs over the past month and a half of game play? It’s at least 5 points a night for two months to accomplish what he has, yet he seemed to have plenty of blood during the mass combat – he burnt it for Celerity every single round.
The only solution around this would be if he bought all the childer with experience points. A retainer is a 1-point background, for which you get a human that serves your will (but doesn’t know about Vampires) or a ghoul that lowers your blood total 1 point each session.
With 11 Physical Traits and at least the second level of Obfuscate each, it seems unlikely his army is composed of retainers. They had the power of full-blooded Vamps.
There is a “Pawn” Merit in The Long Night that lets you have a Vampire lackey to do your bidding. It costs 3 freebie points at character creation, and merits cost double when purchased with experience later. So for a total of 600 experience (which is so much to be highly unlikely) he could have 100 such powerhouses as he’s demonstrated.
And then there’s the weaponry. Each automatic weapon requires an action expending 1 level of Finance Ability, Resources or Finance Influence, PLUS an expenditure of Police 4, Street 4, or Underworld 3 or the Repair Ability.
The Police/Street/Underworld/Repair requirements can be ignored if you buy the weapon through regular channels and register it. But that’s tough enough for any Vampire to do, since they’d usually have to shop up in public during the daytime to accomplish it. Being a Nos doesn’t help, either.
The rulebook is unclear about what it takes to get your hands on Incendiary Rounds, but it does state it take additional effort to get High-Caliber rounds.
The rocket launcher and flamethrower are a bit tougher. Thousands of dollars on the black market, so Street 5 or Underworld 4 would be a good start, with Resources 3+ to bankroll it. And ultimately it has to go missing from somewhere in the first place, so there should be note of the theft or at least a big gun-smuggling ring in rumors for those with any serious amount of Police or Underworld Influence.


I sincerely hope that was the most bitchy, rules-lawyery thing I ever post to a blog. Man, it's good to be away from Albuquerque.

No offense intended to Kevin, the GM/ST of the session. He was surrounded by assholes, idiots, and opportunists - and did the best he could with what had been dealt him. No disrespect intended to anyone (I'd guess half the group) who didn't cheat, or anyone (such as myself) who cheated only in the heat-of-the-moment reaction to what they saw as obvious large-scale cheating, or to anyone (such as Dave) who cheated for a moment or two before recanting and apologizing and taking their action back. That night sucked for all of us. While I no longer have seething emotions about it, it cost me about a week of sleep a few years back.

I hope the cheaters have learned to be better people. I hope their egos are no longer so shallow as to require cheating to be a part of their RPG experience. If not, then hopefully they've switched to games where striving to win can be done without it being at the expense of the groups enjoyment. I hope the non-cheaters have culled the cheaters from their midst, and/or rehabilitated them. 'Cause it ain't worth putting up with that crap.

Friday, January 18, 2008

Stupid Fiddly Scion

I just found ANOTHER thing I'm doing wrong - correction, I just had another thing I'm doing wrong in Scion embarrassingly pointed out on the forum. Stupid combat wheel and tick system. Stupid bouncy Defense Values. Stupid vague Knacks. Stupid contradictory rules.

I can run 7th Sea, with all it's little idiosyncracies. I house-ruled the heck out of the damage system when I GM'd, but I first played under the book rules, and learned them inside-and-out. I could GM with no warning, just 10 minutes prep time, without looking anything up but specific sorcery descriptions and the details of a few swordsmen knacks.

I can run D&D 3.0, and knew it well enough to pass the RPGA Herald test pretty easily. I'm not on top of every little detail of 3.5 (I'm aware of Swift Actions, for example, but couldn't tell you whether something you named is a Swift or Free action) but I had 3.0 down pat when I was last GMing it. I haven't done so in years, but feel I could get back up to speed given 3 to 5 hours and a player's handbook.

When GMing the LARP, I knew all the intricacies of the so-called "Gehenna Edition" of Laws of the Night. I'd identified all the contradictions, and knew which version I supported in my chronicle. I mastered that system, so no one could challenge me. I made a big list of the rules I felt were imporant enough for all my players to know, which ones were relevant only to specific characters, and which ones were obscure enough that it was okay for just me to understand them.

Amber of course, is entirely committed to memory, and could be run on a desert island without paper or the books. Not that that's saying much - a trained hellhound could memorize the rules, such as there are, of Amber. Ironically, I don't have memorized the "Bergstrom Method" that I wrote up and which used to be huge on the net back in the days when Amber sites were huge on the net. (That was before Phage Press sold the game to Guardians of Order, who then folded.) I worked it out, and then only had to actually use it once.

I houseruled Continuum really heavily. I never gave the real combat rules their day in court, 'cause I could see how much the the existing frag chart and A/B/C/D hit location system were going to tick me off. I made the Sweep system work for my needs, and wrote up a ton of player aids to teach it to myself.

I can run Cyberpunk 2020! The Friday Night Firefight system is an incredibly complicated (supposedly also the most realistic, but that's a laugh) number-crunchy system. I can make it sing! I have a couple little house rules I use, but if you're not using "weird" weapons (volt pistols, paintball guns, PA suits, etc), I can run it without a rulebook, no prep time, with a single character sheet as my only reference.

I wrote a published adventure for Rune, for cripes sakes! The game where you are required to purchase every encounter from a stock of points the GM has access to, and painstakingly balance them against the players options and your budget. It's not like anyone could ever accuse me of being math- or rules- illiterate.

So why can't I get Scion to flow error-free? Have I lost some braincells in the last couple years, or is the book just that poorly written? I've houseruled so much, I can't keep it straight any more. I've built a ton of play-aids, easily three time as many as for any other game I've run, and I feel like a few hundred more would be in order. The fiddly little minutia of the Scion rules keep having different implications than my initial read-throughs gave them.

Frequently, I find there'll be some process in Scion with 5 or 6 steps. The book will spell out 4 of the 5 steps in 3 to 5 different parts of the book, but the 5th step (actually, it's usually the second or third step) will only be mentioned once, in one paragraph, on one page, under a header you wouldn't have expected, and completely skipped on the index. There's usually a chart nearby which appears to summarize the various steps but leaves out the one critical detail that occurs here and nowhere else. The system runs fine without step 13b, but then one day you stumble across it and realize that not using it changed the value and power level of 6 different PC powers. What the heck were they thinking? It's not like this is White Wolf's first book!

Yet I love the setting. My storyline rocks, the game is fun, the players are rampaging about the underworld without me ever missing a beat, Hel and Baldur were a riot last session, etc. There's nothing I'd rather be running right now, except maybe a rules-light possibly-tickless fudge-die-rolling version of Scion. *sigh*