Showing posts sorted by relevance for query tremulus. Sort by date Show all posts
Showing posts sorted by relevance for query tremulus. Sort by date Show all posts

Saturday, August 4, 2012

Guest Post: tremulus Playtest Report

I met Jimmie Bise Jr. on RPG.net almost ten years ago, and I'm not 100% sure he even remembers it. We swapped some RPG books via mail (all I remember sending him was Forgotten Realms 3e, I have no idea what I got in return). Over the last couple of years, we've had lots of back and forth exchanges on Twitter. Like myself, Jimmie is a blogger and podcaster but his blog is primarily of a political bent, so when he had something RPG related to post, rather than disrupt his normal routine or start a new blog, the idea occurred to us that he should post it here.

I'm glad to share this playtest of tremulus by Reality Blurs with you, and hopefully Jimmie can come back in the future. That said, let me turn the floor over to Jimmie.

***********
A couple of weeks ago, I answered an open call on Twitter from the head honcho of Reality BlursSean Preston. I knew of him and his company from their excellent supplements to Savage Worlds: Realms of Cthulhu and the Ennie-nominated Agents of Oblivion. He was looking for a couple of people to playtest his new non-SW game of Lovecraftian Horror called tremulus and I volunteered to be one of the guinea pigs. I was apprehensive because I really didn't know Sean and he didn't know me and I had never been part of a playtest group even though I've been a gamer for most of my life.

I needn't have been worried. Sean is a fantastic guy and the playtest was a world of fun. The other three players in the session -- Jake, Eric, and Michael -- were good guys and I had a blast.

Wait…did I just say three other players? I did and that's worth a quick note. Sean had originally intended to run two players in a relatively quick session, but he decided more or less at the last minute to ask a couple more and give tremulous a more rigorous run. It could have gone badly, but it didn't. In fact, I'm prepared to say that tremulus could become the game of the year. Yes, I realize how crazy that reads given that I've only played the game for three hours and I've yet to see the full Keeper section of the rules but I'll stand by it and here's why.

I sat down in a Skype session with three other people I had never before met to play a game I had never before seen and had some of the most gaming fun I've had in a long time. We played for three hours in a mansion the Keeper didn't even know would exist until we created our characters. Character creation took us about 30 minutes, which included several questions about the rules. Our mansion-exploration wasn't mere noodling around either. There are two solid mysteries we have yet to solve (one of which I'm pretty sure we tossed into Sean's lap as we played). That is a sign of a game that's not only simple enough to pick up and play at a moment's notice but also powerful enough to provide a rich experience that will keep everyone engaged until it's time to call it a night. And it hit all the "scary" buttons you'd expect in a game that seeks to recreate the atmospheric (and ultimately doom-laden) horror of a Lovecraft story. We crept around in a dark cellar, found secret entrances, mucked about with Things Man Was Not Meant to Know (or at least one Thing), dealt with scarce resources, had a couple freakout moments, and finished the session with many more questions about out situation than when we began.

But let me back up for a minute and tell you a bit about the "adventure" in which we played. We spent almost the entire session in and around a mansion located on the outskirts of a mostly-forgotten  California town. Neither the town nor the mansion existed before we sat down to play; that is, Preston wasn't working from a module nor did he create any part of the town before we started the session. We players created the setting and generated the plot points based on the choices we made during character and town creation and in play.

Yeah. Cool.

Character creation is a breeze. The game provides Playbooks, two-page dossiers built around an archetype, from which the players choose. The Playbooks provide solid niche-protection -- I played The Journalist and there were no other Journalists in the game -- and give each player a nice little set of strengths and weaknesses. From each playbook, the player picks a set of Affinity (think Attributes here) numbers, chooses  identifying features (clothing style, general "look") that will help distinguish them, and two Moves (think Feats here) from a list of several. Each Playbook also has a special Move that is unique to that archetype and is triggered by spending Lore, which can be earned both at character creation and also through play. The Playbooks are short enough, at least in the current version of the game, that a Keeper could print them out separately and give them to the players to use in lieu of formal character sheets.  They are simple enough that a player could keep all the notes they need on a fairly small sheet of paper, as I did. See? Here is my character sheet, which also included brief bits about the other players, next to my computer mouse so you can see just how little information each player could need. 

Once the players have their Playbooks, it's time to create the town. The Keeper asks the group seven pre-generated "yes" or "no" questions, to which the players may answer "yes" to only three. This happens twice -- once to determine the relatively mundane aspects of the town (think Aspects from FATE) and once more to determine the supernatural aspects. Those choices, "local color" and "town lore", determine certain characteristics about the town from which the Keeper can begin to build the Framework (think, well, of a framework!) that will move the plot forward. In fact, each set of three "yes" answers corresponds to a code the Keeper will look up in the Keeper's section that will give the initial Framework for the scenario. Now, I bet you're thinking, "Wait. Sean Preston wrote out a Framework for every combination of "yes" answers?" He absolutely did and though all the Frameworks weren't available in the set of rules he gave us, he did give us a little sample we could use to see how the Frameworks work and how they contain the other plot elements inside them. I won't get too bogged down here, but plot construction is extremely modular. A Framework is built from smaller plot elements, all of which contain some obstacle the players must overcome. it seems complex, but in play it works very smoothly, at least it did from where I sat as a player.

There is one more element of the game, the one I found most interesting, I want to mention. Normally, it's part of character creation, but I want to tease it out of that a bit because it has an interesting effect on game play. Each of the players can have a direct relationship with the other players, thanks to a clever little mechanic called Trust. The players have a certain amount of Trust "points", determined at the outset, they allocate among the other players. The more points you bestow on a player, the more you trust them. The default level of Trust is zero, meaning that your acquaintance is casual and you neither like nor hate them. Positive Trust numbers can go as high as +3, which means that you trust that person with your very life. Now, other games have relationship mechanics, usually to help determine reactions in cases where the players haven't built up an in-game history. This game gives Trust a very important role. Trust determines how good you are at helping other players do things, as your roll is modified by the number of Trust points you invested in the other character. That means that the more you are trusted, the more help your "friend" will be to you.

That gives the relationships between the players a solidity that tends not to exist in other role-playing games, where relationships are usually color for a story or an interesting plot point. In tremulus, Trust can mean the difference between your character opening that lock before the slavering monster eats your face off and, well, being a faceless corpse.

As for the tremulus'  mechanics, you don't have a lot of rules to remember. The game is built from vital bits of several games you may already know -- Apocalypse World, FATE, and Fiasco --  and a few more very neat bits you may not have seen before. Don't fret, though, game play is simple and fast. You resolve your actions, called Moves, with the familiar 2d6 Die Roll +  the relevant Affinity against a set target number. The real twist is what happens after the roll. There is no such thing as a simple success or a simple failure in tremulus. Every dice roll leads to a choice, for good or ill, and the players control their choices. For instance, if you want to look around to find a lamp, you make a roll. If you succeed, you may find the lamp or you may find something even more useful. If you fail, you may simply fail or the Keeper can give you a partial success (like, say, a single candle) and bank your failure to use against you and your fellow intrepid adventurers later. Good Keepers will keep a few failures in his pocket, since he can use them to build plot complications and force hard but interesting choices on the players later on in the game. More choices lead to more fun, or at least they did during our playtest. Even damage involves a choice. In one instance in our game, a character failed a roll and fell down the stairs. His choices were to take physical damage, have an important item damaged slightly, or have a minor item damaged badly. In another, my character was searching for a secret door in the cellar. Not only did my Journalist find a secret door, Sean allowed me to describe what kind of door it was (a "dummy" cask of wine, like you might remember from that Scooby Doo episode with Sweet Cousin Maldehyde. I've always wanted to find one of those in a game and, to that point, never had). The ever-present element of choice -- that the Keeper does not simply press consequences on the players -- makes tremulus a far more interesting and enjoyable game without the correspondingly complicated rules you might expect would exist.

This leads me to the last thing I'll say about the rules. Sean impressed on us a couple major design principles of tremulus that infuse the entire game. The first is that the Keeper's job is to be honest and generous with the players. The second is that questions (and you have many chances to ask questions of the Keeper) are powerful. When players ask the Keeper questions about what is going on in the game, the Keeper must give them honest and useful answers. I admit, this weirded me out the first couple times it happened. Honesty and forthrightness from the guy running the game? What deviltry is this! I'm pretty sure Sean had to reassure us several times that this is simply how tremulus rolls. Once we fully understood that, we put ourselves in situations where we could ask more questions and trust what he gave us to move the plot forward.

In conclusion, tremulus really does have the potential to be a blockbuster game. We should see some sign of a final product in the very near future, perhaps as early as the end of this month (but please, don't hold him to that!) with a final publication date to follow as quickly as he is able. I am looking forward to this one and I think you should keep your eyes open for it as well.

Sunday, October 27, 2013

Tommy's Take on tremulus playbooks I-III and cemetery expansion


tremulus was finally released recently, and you should totally run out and buy it. However, a number of expansions have also been released...such as three playbook sets and a cemetery expansion. What do those contain and are they worth your dough?

tremulus playbook set I: flexible thinkers

WHAT YOU SHOULD KNOW: This $5 PDF was free to Kickstarter backers above a certain level, and includes 5 new playbooks for your players to use:

The Adventurer - A man of action, whose Moves can give him options like constant Armor, bonus damage to attacks and acting using his Passion instead of his Reason (because he's a man of instinct and not book-smarts).

The Entertainer - An actor, musician, singer, dancer, what have you. The Entertainer may be wealthy and famous, or have a gift for manipulating other people. The one Entertainer we've seen in our games proved incredibly light on his feet, which was a huge boon for him.

The Handyman - A fixer. He may have a workshop that he builds things with, he can jury rig repairs and one Move humorously duplicates the idea of smacking something to make it work.

The Librarian - A thinker who can occasionally use their wits to their advantage in combat.

The Scientist - Generally far more reasonable than most, insulating them from mental distress...though one option makes The Scientist harder to relate to, but allows them to start with Lore points.

WHAT WORKS: A few nice, thematic options that stretch the field. Some of the Playbook tweaks make it even easier to get the end result you want, like a purely "rational" scientist versus one that's becoming a little more unhinged. The Handyman is another one that stands out.

WHAT DOESN'T WORK: On one hand, The Entertainer seems to stand out more than the others (as being out of place here). On the other, it's the only one we've used thus far. If the aesthetics of tremulus didn't do it for you, then the hard to see, old-timey images in this set won't do you any favors, either.

CONCLUSION: The Adventurer, Librarian and Scientist all seem very suited for period Lovecraftian adventurer. $1 per playbook also seems to be a bit better than similar deals for similar games, though I haven't looked too closely. Good pick-up if you want some options just a step away from the standard playbooks.

tremulus playbook set II: on the fringes

WHAT YOU SHOULD KNOW: Same as above - $5 package of playbooks to expand your game, running the fine line of "acceptable society":

The Artist - Passion drives most of what the Artist does, and this can leave them vulnerable to shock, or make them off-putting to others.

The Criminal - Not generally a thug, the Criminal's Lore move allows them to formulate a Backup Plan, and other moves provide options like being sneaky or charming.

The Dreamer - No, this isn't just someone with their head in the clouds...The Dreamer can reach the actual Dreamlands! This can provide valuable insight at times.

The Drifter - A bonafide ramblin' man, who sometimes gets by on Luck as much as anything. Additionally, your Drifter may have witnessed a bit more in his day than most.

The Psychic - Full-blown having visions and communing with the spirit world.

WHAT WORKS: Some very oddball options for tremulus, stretching the boundaries further. We've used Drifter and Psychic both in play, so these are options proving popular over here.

WHAT DOESN'T WORK: The Psychic communing with spirits can get out of hand at times, and I would imagine from the reading that The Dreamer could get that way as well.

CONCLUSION: If you want more weirdness from your PCs in tremulus, this is a good step as especially The Dreamer and The Psychic are particularly oddball. Just watch out for them spending too much time using their Moves (which aren't even Lore moves, but which do have time constraints on them) as they can blow some of your mystery right off.

tremulus playbook set III: madmen

WHAT YOU SHOULD KNOW: Have you noticed a trend developing here? These entries have been a steady walk off the deep end, and the Madmen make the last set look normal.

The Chosen - No, not quite Buffy, or even Ash. The Chosen can be downright bizarre, perhaps touched by darkness in such a way that they now see in the dark or even breathe underwater.

The Escapee - You've lost your mind once, but you know there's crazy stuff out there. You may be hunted by the very things that led to your imprisonment, but you are powered by a desperate will now.

The Inventor - The Scientist and The Handyman pumped up to 11. More Frankenstein than Einstein.

The Sorcerer - You have a handful of magical effects on standby, and are more adept than most at casting rituals.

The Veteran - You experienced the horrors of war, but occasionally you still find glimpses of the man you once were, and unleash him against the darkness.

WHAT WORKS: One of the more unique sets (and the sets are usually pretty impressive). I particularly like the portrayals of The Veteran and The Escapee.

WHAT DOESN'T WORK: Not a lot. I like the balance on The Inventor and Sorcerer more than I do The Dreamer and The Psychic, and the character options are among the most interesting.

CONCLUSION: If I were a player, I think I'd probably play The Veteran first and foremost above all of them, though The Escapee runs a close second. Probably my two favorite options among all the playbooks.

the cemetery (Ebon Eaves Expansion I)

WHAT YOU SHOULD KNOW: This expansion is a little different than the others, running $10 instead of $5. On top of that, it only includes three Playbooks:

The Bereaved - Someone in mourning, needing a shoulder to lean on. Definitely NOT one to play in a one-on-one game, as a few of their moves rely on other people being present...namely, gaining Trust with others and using their Lore moves.

The Grave Digger - You can pick Moves that make him a perfectly nice guy...or you can make him a scuzzy graverobber instead.

The Mortician - Somebody's gotta prepare the bodies. The Mortician comforts folks who have just suffered tragedy, which can come in handy in a horror game.

So if it's $10 and only has three playbooks, what's the deal? The deal is that it adds more info based off of the Town Lore questions at the beginning of the game, effectively blowing up the information combinations by adding a whole other set of mysteries to the town (all kinda cemetery based).

WHAT WORKS: A slew of new options for town generation. Three new playbooks, each of which are interesting and unique in their own way, yet still tied to the cemetery setting.

WHAT DOESN'T WORK: The minor complaint that the cemetery results are tied to the Town Lore, so those results will be bound together regardless (though there are soooo many possible results that this becomes a very minor quibble).

CONCLUSION: Well worth it if you're looking for more than just a one shot game, as a third plot thread should get you rolling nicely. If you're just in it for the playbooks, though, that price tag might be a tad steep.


Sunday, December 2, 2012

Tommy's Take on tremulus



I’ve had a few blog posts about it, one of which being from my first guest blogger, and I’ve even ran it…though it’s not been officially released to the public. That said, the next review is for tremulus by Reality Blurs.

WHAT YOU SHOULD KNOW: tremulus came into my hands as the result of a very successful Kickstarter. I currently have the PDF (Kickstarter Edition v1.3) and am waiting the eventual physical book, as well as a number of other goodies. tremulus is a self-described storytelling game of Lovecraftian Horror using the Haiku system, which is a hybrid of Apocalypse World, FATE and Fiasco. It is a “player-facing” game, meaning the GM rolls no dice…all rolls are performed by the players. (Edit: The PDF is now available at RPGNow for $15.)

In a nutshell, any roll by a player is 2d6 plus an attribute, with the following guidelines: 10+ is a success, 7-9 is a partial success with a consequence and 6 or less is a failure of some sort.

The core game includes 11 Playbooks (character archetypes, essentially) and only one of these archetypes can be used in a game at a time. For instance, there is only one Detective, one Dilettante, one Journalist, etc. Each player picks a Playbook and customizes it, picking the name, distinguishing features, point arrays to be spread over the Attributes (Reason, Passion, Might, Luck and Affinity), and Special Moves.

See, Moves are the actions the characters can do in the game, and there’s a big list of Basic Moves, with each Playbook getting two Special Moves and each having a Lore Move. Basic Moves include Resort to Violence, Threaten, Poke Around and Act Under Pressure. In the game I ran, the lone PC was a Detective and his two Special Moves were Tough As Nails which gave him +1 armor at all times and Methodical, which let him use Reason for his Poke Around rolls instead of Luck, which turned out to be a huge boon for him. Additionally, he had a Lore move, called Playing a Hunch, which costs a Lore point and gives the Detective +1 on rolls involving a given NPC. Each of the Playbooks have their own unique flavor and options. The Basic Moves all have tips on when to use them, as well as ideas to help you interpret the dice rolls.

As is common in games inspired by Apocalypse World, the PCs are encouraged to work out their connection with each other beforehand, in this case tying into a Trust Mechanic, ranked on a scale of +3 to -3, and if it ever crosses either extreme, you learn a deep, dark secret about that PC!

As noted, this is a game of Lovecraftian Horror, though that doesn’t necessarily mean Cthulhu and the Elder Gods, just cosmic and unknowable horror (which the book makes a point of explaining up front). This also explains why there are two “damage” tracks: Harm and Sanity. Insanity and Lovecraft tends to go hand in hand. You can adjust the lethality of the game by allowing PCs to take Debilities for Health, Sanity or both (or neither, by default), taking penalties instead of facing death or insanity.

The Keeper’s Section is pretty extensive, preaching a “fiction first” approach (it IS a storytelling game) and the three approaches to starting a game (running with a playset, like the included Ebon Eaves, running with a framework like the Primrose Path Kickstarter framework, and just winging it). The game I ran was using the Ebon Eaves playset, and was really quite a fun exercise.

One of the twists in the GM paradigm is that GMs are largely assumed to use THEIR moves when they are spending points of Hold that they have acquired from PC failure. Keepers have Moves and Hard Moves, the difference being that PCs can interrupt Moves and they are reacting to the outcomes of Moves if you are using a Hard Move. For example, a Move would entail a creature leaping out of a closet, then asking the PC how they react. A Hard Move has the creature leaping out and hurting the PC, THEN asking him how they react.

Everything that opposes the PCs is classified under Hazards, grouped as Elders (people in position of power), Townies (larger groups in the setting), Landscape (Prisons, Mazes, Breeding Pits), Weird (pretty much anything that is ultimately strange and alien) and Doom (any bad practical circumstance). Each Hazard type has a set of Moves and a Subtype of their own to help you figure out how to use them.

The Keeper’s section then walks you through putting all of this together in order to make your framework for the game, by putting Hazards together, tying them together with a Lynchpin and adding a Texture (like Revenge, Transformation or Forbidden Love) to make a Thread…and then tying multiple threads together. This gives you five elements: The Tragic End (what happens if the baddies win), The Unknown (unresolved questions), Lurking Evil (the stuff in the PCs’ way), Darkness Grows (how the bad guys’ plans progress) and Theme (the aforementioned Texture).

Bad guys/NPCs are slightly more streamlined with PCs, and a selection of creepy monsters are included, like Ghouls (which I used in my one shot) and Shoggoths, as well as a handful of regular animals. Not a big selection by any stretch, but the focus will generally be on investigation anyway.

Rituals are also included, and are powered by Lore. Anyone can try to cast them, but you take damage if you don’t have enough Lore. For that reason, I strongly recommend not telling the PCs how much Lore a ritual takes until they use it (unless they do some crazy research first). These include enchanting weapons, summoning or dismissing entities and contacting Outer Gods.

A lot of other good advice is scattered around, including a bit on pacing.

The Ebon Eaves playset is included to get you started, and is quite interesting: You start off by asking the players two groups of seven questions, to which they must answer yes to three each. Their answers dictate the starting descriptions and plot hooks of the town, with each entry having a paragraph for you to read to them, and a paragraph for you to keep to yourself about the secrets of the town. These questions also help to set elements like the Hazards. By Sean Preston’s count, including turning the elements into Frameworks and adding Textures, the Ebon Eaves set alone provides 17.500 combinations. That’s impressive.

WHAT WORKS: A ton of great advice is present throughout the book. An improv happy group will have a field day with this, and there’s already a lot of great support coming from the Kickstarter stretch goals, including expansions to Ebon Eaves and a lot more Playbooks, as well as new Playsets. The system works well for horror, with its harsh and unforgiving damage systems, and the Playbooks being designed with all the PC Moves already on them makes the game much easier to pick up and go for newbies (speaking from experience here). Playset creation is similarly inspiring, using the players’ answers to help dictate the plot threads (and probably in ways they will never expect). One of the best “Player Facing” systems I’ve seen thus far.

WHAT DOESN’T WORK: Some of the terminology (Forwards, Holds, etc) can take a bit of getting used to. I always prefer a bigger monster selection. Some of the advice can be repetitive, and the organization feels like it could be cleaner.

CONCLUSION: We played one session of this with me not having a chance to fully read the book and all prep done at the game table and had a good time. My player for that solo session actively wants to play again (and he’s a hardcore Savage Worlds nut), but with more people so we can use the Trust mechanic in play. I also told him about some of the Playbooks coming to me as a Kickstarter backer and how many of them seem more his speed and he was pumped.

tremulus doesn’t exactly reinvent the wheel, though it does a really nice job of supporting investigative horror, providing a TON of structure to this as opposed to everyone standing around and swapping the story baton or something. It’s a pretty traditional horror/investigation RPG with some narrative quirks, and you can decide for yourself if that’s a good or bad thing. For us, it was a lot of fun…fun that we will surely revisit in the future.

Tuesday, October 15, 2013

Tommy's Take on Monster of the Week


I have no problem with the Apocalypse World-inspired play, as noted by my various tremulus posts. Monster of the Week is an Apocalypse World-inspired RPG designed to emulate Badasses Who Kick Monster Butts, ala Buffy the Vampire Slayer, Hellboy, The Winchesters from Supernatural and so on.

WHAT YOU SHOULD KNOW: It's 201 pages and only $10 in PDF at RPGNow. It's entirely front-facing, meaning the players do all of the rolling. They have "Moves" that they do, and when doing so, they roll 2d6 plus a stat. A 10 or better is a complete success. 7-9 is a success with a hitch. 6 or less is a failure. As with all "World" type games, everyone selects a Playbook that they then customize, but there is only meant to be one of each Playbook in the game (one Chosen, one Flake, one Mundane, one Spooky, and so on). If one dies, or leaves the game, you move on to another unused Playbook, and so on.

You can put the "team" together, emulating set-ups like Buffy and the Scooby Gang, The Winchesters, government monster hunters and so on.

The basic maneuvers characters get include Act Under Pressure, Kick Some Ass, Protect Someone, Investigate a Mystery and Use Magic. The ratings used are Cool, Tough, Charm, Sharp and Weird, and are generally ranked from -1 to +3. At the start of the mystery, two Ratings are highlighted (one by the player and one by the Keeper)...using those ratings nets you experience points regardless of success or failure.

Once the characters are selected, everyone uses a couple of History tags from their Playbook to make sure they are linked to other characters. For instance, The Chosen and The Monstrous might be rivals who came to a working arrangement, The Monstrous might have lost control and nearly killed The Mundane, but backed off and the Mundane might have been introduced to monsters by The Chosen.

Basically everything is done by performing moves. If you Act Under Pressure, for instance, on a 10 or better, you succeed at what you are doing, and on a 6 or worse, you fail. 7-9, you either pay a cost, make a hard choice or accept a worse outcome. If you are trying to kick ass, on a 6 or less, you get your ass kicked. On a 7-9, you swap damage with the opponent and on a 10 or better, you inflict damage and pick an additional effect (like taking less harm). Characters can even be raised from the dead using "Big Magic".

The Playbooks include:

The Chosen - Who has a destiny and will encounter it. The Chosen can also be a combat beast.

The Expert - Isn't the frontline fighter, but the one that knows about the things the group's going to fight.

The Flake - Kind of like a Mulder.

The Initiate - Part of an order pledged to fight evil.

The Monstrous - A Monster fighting for the good guys, like a vampire or a werewolf or a demon.

The Mundane - A Xander-type that serves as the pillar for the Big Damn Heroes and occasionally lucks into stuff.

The Professional - The 9 to 5, badass monster hunters.

The Spooky - Like psychics and witches.

The Wronged - Think Dean Winchester. Someone with something to avenge.

As Hunters run out of Luck, they start to reach the end of their story, either because they die or because they bow out.

You can advance your characters as you go, like gaining a move from your Playbook, gaining a move from ANOTHER Playbook, gaining an Ally, gaining a Haven or taking a Rating improvement from your Playbook. Every five advances, however, give you bigger options, like removing spent Luck, adding a second Hunter (that you can play alongside your first, or you can swap around troupe-style), or even change your Hunter to a new type! (Maybe your Spooky loses her powers and becomes Mundane, or your Expert has his true love murdered and becomes Wronged.)

The GM section does a nice job of helping you set up the villain arcs, whether you want to do a "Rising Evil" type story, hunting a nemesis, the looming apocalypse, etc. That sorta thing. There's also advice on setting up your smaller mysteries (it IS "Monster of the Week"), and even one shot games (give them less Luck and an extra advance or two). One thing you shouldn't do is be an antagonistic "Killer GM". The advice in the book specifically says to "Be a fan of the hunters"...which doesn't mean it all has to be hunky-dory and they succeed at everything all the time, it just means that you don't set out to completely hose them. Let them be awesome at what they do, let failure happen when it happens.

A handful of generic monster types are included, but a bigger bestiary would have been appreciated. The *World games are utterly hackable, so there's a chapter on making your own Playbooks in case your favorite monster hunting archetype isn't represented, or maybe you're not a fan of The Flake representing a Mulder.

WHAT WORKS: The game closest to this that I have played is tremulus, and readers of the blog know I'm a big fan of that game (and I became a bigger fan after playing it with a group of three). The "Monster of the Week" genre is awesome (I love me some Buffy, Angel, Sleepy Hollow, Supernatural, etc), and this game does a nice job of tackling the "Kick the Monsters in the Teeth" approach that tremulus does not (by design). Most of your major archetypes are covered in the initial Playbooks, and other books since then have been released (like The Exile, which is spot on for Sleepy Hollow's Ichabod Crane, or Summoned, which does a fine Hellboy).

WHAT DOESN'T WORK: I would have liked a few more monsters, maybe, though monsters are defined as much by their motivations as they are their stats, and the three monster examples are probably broad enough to give you an idea how to make your own. The "no prep" approach can be exhausting at times, if you aren't used to thinking on your feet (though players who are on board with the genre conventions and narrative flow can help that immensely). Games like this always seem like they could extra clarity, as well. I'm not a big booster of the idea of "limited edition Playbooks", which is a movement that has gained traction in the World Engine community (though I believe I have been lucky enough to get all of the available playbooks for MotW). Lastly, I am really not a big fan of the art. Just doesn't work for me.

CONCLUSION: This is actually on top of the "Would Love To Run" list for me, especially after my two games of tremulus. We tend to fall into "Action Hero" mode in our games, and Monster of the Week is less likely to punish you for that, so I think it would be a good fit for that. Clarity is an issue in the book (when everyone is naming a history tag for the other Hunters, I wasn't 100% sure how you reconcile them - do both apply? Do the players pick the one they like best? Do you just work it out? Because it's pretty easy to get conflicting results, or seems like it would be...the author clarified that you do, in fact, take both options and work it out). In short, the game engine is a blast, especially if your players are bought in on the "Fiction First" approach, and it does a good, if not perfect, job of genre emulation (Angel and Oz, for instance, would both fall under The Monstrous, making it impossible to have them both in a group at the same time). If you wanna do a Buffy/Blade/Hellboy/Sleepy Hollow/Supernatural/X-Files mash-up and you haven't decided on a system yet, this would be a very good choice.

Monday, September 30, 2013

tremulus Actual Play: The Hatchetman and the Silver Saints


We decided to give tremulus another go, with the new group of Russ, Chrystal, Tommy (who plays in most of my Savage Worlds games) and myself. Unlike the last time we played tremulus, we had extra Playbooks to choose from and more players, so this left us with a motley crew of Russ as an Entertainer named Frank Stone (and a bodyguard named Sheffield), Chrystal as a Psychic named Eliza Dent (and her driver Chauncey) and Tommy as a Drifter named Ramblin' Tom.

I was actually pretty ill prepared going in, so we started the session with Ramblin' Tom walking into town and being passed by Eliza and Chauncey...while a distracted Frank Stone ran off the road and clipped the Drifter, who chose (after rolling a 7-9) to take a little extra damage but force Stone to blow a tire and hit a tree. This led to Frank being a little shaken up and Tom hurting a bit, but Tom gathered his wits and put Frank in a bind, essentially blackmailing Frank into taking care of him, once Tom and Sheffield took care of the car tire.

Eliza and Chauncey checked into their hotel, which was a spacious, two story affair. As Eliza and Chauncey went to their room, Eliza noticed a younger man wearing a silver star pendant watching her. She smiled at him, but he turned his head away. When she and Chauncey got to the room, she decided to relax and commune with the spirits to see what she could see.

Back at the car, while looking for the spare, Ramblin' Tom noticed that the driver of the car (Frank) had some headshots in his trunk...making Tom realize that the driver was an actor or model or something, and this gave Tom a bit more leverage. He also saw a curious silver star pendant in the trunk of the car, which he pocketed. The three men piled back into the car and headed into Ebon Eaves.

Eliza had a vision of dozens and dozens of townsfolk, including the young man that was watching her, forming an angry mob while a demonic face loomed over them.

Frank Stone, Sheffield and Ramblin' Tom headed to the hotel, where Frank discovered there was only one available room...so he used charm and money to get people kicked out of their rooms while he and Sheffield took Tom to get some food (as part of their deal for, y'know, nearly killing him). The service in the diner was much nicer, friendlier and more competent than the hotel. The three men were just starting to maybe get along when a tall, silver-haired man entered the diner, flanked by a short, nervous man and a stern-faced man with a milky white eye. The tall man was referred to as "Reverend", which caught the attention of Stone and Tom. Frank said he didn't like that white eye, so Sheffield got up and grabbed a knife, threatening to put it out, but Frank made him sit back down.

Eliza and Chauncey entered the diner and sat down, and Chauncey never took his eyes off of the Reverend and his entourage. As dinner went on, Frank didn't like the look of Chauncey and sent Sheffield over to Eliza and her driver to make sure there was no issue. This nearly escalated into violence as Chauncey told Sheffield to take two steps away from Eliza. Frank overhead the commotion and told Sheffield to back off, (and Tom was busy eating all of Sheffield's food while this was going on). As Frank gathered up Sheffield and Tom and headed to the door, they were cut off by the Reverend, who recognized Frank. He asked for an autograph for Martin's (the nervous man with the Reverend) son and the two men soon decided that they should have dinner together. Tom mentioned being both broke and injured, and the Reverend offered him medical care at the doctor's and work at the church the next day. Frank began to press The Reverend on the real reason he had come here: Ebon Eaves' legendary Hatchetman. Many years ago, a young man named Billy had gone insane and chopped up five of his friends before a sixth stopped him...and every five years, the murders started up again. As Frank pushed the Reverend on these legends, the Reverend shrugged it off.

Ramblin' Tom headed to the Doctor when he felt an overwhelming sense of being watched...and discovered that *everyone* on the street was watching him.

Frank returned to the hotel and sent Sheffield out to find some drugs, while he began pumping the old lady now working the counter for information about the Hatchetman.

Eliza and Chauncey, paranoid about the town, scoured their room for cameras...until Eliza spotted something on the window. The outside of the window. The word "Witch". Eliza contacted the Spirit World once more, getting a flash of an eyeless, oily skinned creature in an old rock quarry...and a flash from the future of a newspaper headline proclaiming that that anniversary of the Hatchetman had passed without incident.

Ramblin' Tom got his wounds dressed by the friendly Doctor who suddenly, as Tom was leaving, told him to "keep your nose clean or we'll f---ing kill you."

Frank got upset when the old woman told him the Hatchetman wasn't a ghost...but a curse on the town, which drives people insane every five years...and that the next Hatchetman would be coming soon.

Eliza and Chauncey decided to go for a walk, having a chat with the old woman, who seemed nice enough...except she said that the town was constantly poisoned by satanic outsiders, such as witches like Eliza. Frank and Tom decided to turn in to their respective rooms.

Frank was awoken by someone beating on his door and peered through the peep hole to see Sheffield...who drove a hatchet into the door! He smashed his way in and the terrified Frank Stone darted away from him and bolted through into Ramblin' Tom's room, waking him up as the crazed Sheffield burst in! Frank fired his handgun at Sheffield and wounded him, but the enraged bodyguard charged Tom and Frank, only to be taken by surprise by the Drifter, who managed to rip the axe from his hands and knock him into a door, accidentally breaking his neck! Frank immediately proclaimed victory for stopping the Hatchetman. A nervous back and forth ensued about who to call, with Tom pointing out that the Reverend runs this town, and Frank became optimistic that his friendship with the Reverend would help out.

Eliza and Chauncey tried to return to the hotel...only to find it bustling with activity, including four of the Reverend's Silver Saints blocking her entrance, calling her a "Witch". Chauncey threatened violence on the four men, but Eliza opted for a less violent approach and took Chauncey back to Meg's Diner, where she once more contacted the Spirit World.

The Reverend and his sidekicks, Martin and Robert, were relieved to see that Tom and Frank had stopped the Hatchetman without further bloodshed.

Eliza got a flash of an eyeless, oily being biting Sheffield and driving him into a rage...and Sheffield biting someone else and throwing them aside as he grabbed a hatchet from the man's truck and stomped to the hotel...leaving the wounded, enraged man to attack another bystander and so on...and that the creature is now dormant.

Outside the hotel, the Silver Saints guarding it were attacked.

Ramblin' Tom decided to cut out, only to look down the stares at the old woman from the counter, now quite crazed and charging up the stairs. He barely got away from her, but didn't get the door barred in time. Frank tried to block her entry himself...but failed as she nearly bit him, causing him to lunge away from the door.

Eliza began asking the gentleman in the diner about rock quarries, leading to her and Chauncey deciding to head to the quarry to put an end to this monster.

Frank scurried away...leading to woman attacking Martin and ripping a chunk out of him! She tossed him aside and lunged at Tom, who got away from her and never saw Martin lunging up and biting Robert! While Tom and the old woman fought, Frank opened fire...shooting Tom in the shoulder and making him drop his axe! The Reverend began fighting with Robert, and Frank opened fire on on Robert, giving the Reverend an opening to draw a knife from somewhere and drive it into Robert's skull! Frank was pleased...until Martin pounced on him and dragged him to the ground! Tom and the old woman fought, but he flipped her end over end and out the window! Frank shot Martin, stunning him so that the Reverend could move in and slice Martin's head off!

Eliza and Chauncey began to enter the quarry to execute the dormant monster, when bizarre, vaguely crablike fungal creatures ordered her and Chauncey to stop! They were surprised as these beings descended from the skies and said that they created the hunter to quell the Nightgaunts...and that killing it would doom the town. Eliza tried to debate them, pointing out that it was killing people, but the beings said that those were acceptable losses to keep the Nightgaunts under control. She and the creatures argued, until she finally ordered Chauncey to execute the sleeping hunter, which he did with a high powered rifle. The creatures recoiled, stating their belief that she had doomed the area to the swell of the Nightgaunts.

In the aftermath, the Silver Saints did a splendid job of quelling the uprising caused by the madness of the hunter's bite, and when Eliza confronted to the Reverend about his town's zealotry, to her surprise he agreed: He's been well aware of the rising darkness in the town and has been deathly afraid of his inability to quell it.

Notes: I totally did a horrible job of conveying the humor we had going on here, as Russ hammed it up as Frank Stone and I had a blast slipping back and forth between Chauncey and Sheffield. The tremulus system is a bit exhausting, as I'm not used to improvising *that much*. All the improv is why some things were set up and not paid off (like Tom finding a Silver Star in the trunk of Frank's car). That said, I have to give the group credit: This was the first time roleplaying with this configuration, the first time Chrystal had played a non-D&D game and the first time Russ had played a non-fantasy RPG and everyone slipped right in. They played like characters in a horror game, and took my bait as I laid it out there, running with little tidbits here and there to advance the plot, conveniently choosing the same hotel to stay at and diner to eat at, and so on. Ironic, then, that Eliza *never* directly interacted with the other two PCs.

This was also the first time using non-core Playbooks, as all the Playbooks used came from the tremulus Kickstarter stretch goals. The special moves came into play a LOT (especially Frank's ability to gain +2 while trying to Act Under Pressure in defensive situations, Tom's ability to roll Luck to lessen harm and Eliza contacting the Spirit World, which bordered on being awesome and gamebreaking).

A good time was had by all, the new group got off to a promising start, and next week we hit familiar territory for me and Tommy: Deadlands Reloaded!

Tuesday, January 1, 2013

Tommy's Top Six of 2012 and Birthday Blog Giveaway


My blog officially turns three years old today, and has taken on a life of its own. I’m kinda proud of that. It is time for me to name my Top Six of 2012, the six books that stood out the most to me, under the following criteria: 1) I had to have had no involvement in the production of the book. 2) Only one title per publisher. 3) I had to have reviewed the book between the time I made last year’s selections and the beginning of December this year (to give me time to contact the publishers for the Birthday Blog Giveaway). Without further ado, in alphabetical order, the Tommy’s Top Six of 2012:


Why You Should Buy It: I loved the concept of the original Little Fears, with kids taking on the things that go bump in the night…but Jason L. Blair says he’s grown as a designer, and it’s clear to me that he has. This version is mechanically tighter in every way, with lots of cool stuff like Belief, which is generally more powerful, the younger your kid is. Additionally, the line is well supported with a supplement (Among the Missing) as well as microsupplements (Campfire Tales). Some of the background elements from the first version of the game still remain, while others are completely overhauled. Monster creation rules, plot seeds galore…this is one of the two best options I’ve seen for “kids versus monsters”, and it is the only one of the two currently being supported by the publisher. Whether you prefer “Monster Squad” or “Stephen King’s IT”, Little Fears Nightmare Edition has what you need, taking a good concept and backing it up with tighter writing and rules than the original.



Why You Should Buy It: While Marvel Heroic has yet to knock off Marvel SAGA as my supers game of choice, or even my Marvel game of choice, it is going to be easier to find players for than my beloved SAGA, due to the fact that it’s in print and currently supported. Additionally, MWP have taken a licensed RPG and tried to lower the barriers for entry as best they can, with a reduced price point and even multiple entry points, with each of the first books in their Event series having a version that includes the Marvel Heroic rules. The first event series has already been completed this year, covering the events of Civil War, but while you may need a bit more knowledge of the event than is provided in the books, the Event itself is anything other than a paint-by-numbers railroad back through the events of the comics. Indeed, MWP’s Events allow you room to take the framework of the Event and let your players cut loose in it. MWP’s also provided some great freebie releases, including random character generation, as well as supplements that included not only Thor and Hulk, but plot seeds for including them in Civil War. Add in the “Unlockables”, and you get a superhero advancement system that does a better job of emulating comics better than the standard “zero to hero” progression found in most RPGs.


Why You Should Buy It: Random chart after random chart after random chart. In my opinion, it is the best RPG I have seen for insane, gonzo, post-apocalyptic action. The main mutation table is a d1000, for pete’s sake. The rulebook covers most everything you need to get started, even providing alternate apocalypse justifications like zombies or aliens. The game has some fantastic support, with a ton of freebies available at the Outland Arts website, as well as the Excavator Monthly magazine and more. It is just one of the easiest games in the world to roll up characters, roll up random encounters, etc. No planning needed, just dice! A post-apoc game tailor-made for my tastes…I can’t NOT recommend it.





Why You Should Buy It: Very few PostApoc games really “speak” to me, despite how this list may look, but Reclamation did just that with its theme of hope and defiance in the face of a crumbling world. No, it’s not going to be easy to take the world back, but it has to be done. Not only is there hope in the crumbling reality, but the PCs ARE that flame of hope. The five Marks provide more focus than your standard mutation tables, as well as the cool, thematic nastiness of the Sickness overtaking your heroes for using the powers they develop. For a more “heroic” and “focused” PostApoc game, it is hard to go wrong with Reclamation, with the concept and powers combining to give Reclamation that extra “punch” above and beyond the typical PostApoc RPG.




Why You Should Buy It: Savage Worlds is my favorite in-print RPG. Maybe my favorite of all time. In addition, I am a HUGE fan of the Explorer’s Edition format, providing the rules at a low-cost entry point while relying on the supplementary sales. As for the game itself? For me the proof is in the fun. I’ve ran the game over multiple genres and multiple sessions, and as my Necessary Evil game concludes, I’m hard pressed to think of a campaign that has been more epic or more deeply personal. Savage Worlds Deluxe Explorer’s Edition also adds a healthy dose of new material, including new Edges and several options for you to use to tweak your games, making the Savage Worlds rules even more self-contained and versatile than they already were. It is $10 for a system that I have used to run westerns, horror, supers, fantasy and swashbuckling, and later this year we plan to use it to bring some of our favorite D&D settings back to life.  There’s a reason I called the original Explorer’s Edition my best RPG purchase.


Why You Should Buy It: A great game of investigative horror, tremulus introduced me to the Apocalypse Engine games, causing me to also pick up Dungeon World and Monster of the Week. The set-up with the Playbooks having all of the Moves already printed on them made the game incredibly easy for us to pick up, and I have yet to encounter any “Player Facing” oddities like I normally do in such games. Additionally, the Ebon Eaves town creation is a very interesting subsystem, as we did the town creation and dropped into gameplay all in about half an hour, without any prior preparation. Even better, as good as the main rulebook is, the material slated to come is even cooler. The product of a massively successful Kickstarter, tremulus made it to our table shortly after its release, and is very likely to come back very soon.

And now, for the part you all really want to see: The free stuff we have to offer, and the rules for entering the contest.

As with the last two years, we had prizes donated by all six of the selected publishers…but this year, we also had the wonderful people at Fable Environments offer us prize support, making this the biggest giveaway we have ever offered!

And now, the prizes:

-          One (1) Little Fears Nightmare Edition PDF Bundle (Little Fears Nightmare Edition Corebook, Little Fears Among the Missing, Campfire Tales #1).
-          One (1) PDF copy of Marvel Heroic Roleplaying.
-          One (1) PDF copy of Marvel Heroic Roleplaying.
-          One (1) PDF copy of Marvel Heroic Civil War Premium Edition (includes the Civil War Event and Marvel Heroic rules).
-          One (1) PDF copy of The Mutant Epoch AND one (1) print copy of The Mutant Epoch.
-          One (1) PDF copy of Reclamation.
-          One (1) PDF copy of Savage Worlds Deluxe Explorer’s Edition.
-          One (1) PDF copy of tremulus, to be awarded upon the commercial release of the book.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.

That is eleven big prizes from seven great publishers, helping me say THANK YOU to each and every one of you for reading this blog!

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Thank you once again for reading this blog, and thank you to the seven publishers for providing prize support for this giveaway! Do yourself a favor and support them, because they all make fantastic games and gaming supplements!

Have a Happy New Year!

Tommy

Sunday, October 28, 2012

tremulus Actual Play Report

Last night, we decided to give tremulus a go in a solo game as we work through various breaks before we finally resume Necessary Evil.

My lone player selected the Detective playbook (which I rather expected) and gave him the name "Harry Copperfield Dresden" (so he wasn't looking for points for originality).

We went through the Ebon Eaves creation, generating a town that had seen its heyday come and go, after wealthy eccentric McKenzie Baker, leader of the Silver Circlet and owner of the Windsor Place, had passed away. Harry was actually in Ebon Eaves at the behest of Lorraine Raslo's second cousin, Judith Crandall. See, Raslo murdered her family, saying it was "God's Will" until her brother-in-law Jack returned to Ebon Eaves. Jack, a big-time explorer who had been thought dead, was riding this fame and controversy all the way to the Mayor's office. Judith couldn't believe her cousin was capable of this, and sent Harry to investigate.

Ebon Eaves, PA
1927

As Harry rolled into town, he took a visit to the police station where he met Clint, a young, overworked officer manning the station by himself. Harry slipped him a quick bribe to get into the Raslo case files where he stumbled across the journal of Raslo's husband Stanley. Harry tried to slip it in his pocket, but when he "accidentally" dropped the case file, the journal fell behind Clint's desk. Harry came away from that visit with two things: The journal contained rantings about "snake men" and the police chief was an alcoholic.

Harry set out for the old Windsor Place, operating on a hunch, and while snooping around outside the house he stumbled on some dirty, yet fancy, eye glasses. Trying them on, he decided that the glasses belonged to someone who was incredibly nearsighted and pocketed them. Harry tried to enter Windsor Place and found the way barred, so he scaled the side of the house to the third story balcony...where an attractive, older woman in a flattering red dress was standing at the large double doors drinking tea. Harry tried to bluff his way through his trespassing, claiming that he heard cries for help, and when she pointed out that the road was two miles downhill from the house, he claimed his car had stalled. She instructed Boris and Dmitri  a big, lumpy Russian and a handsome younger one, to eject Harry...and they nearly threw him off the balcony. She ultimately relented and had them take Harry out the front door...though on the way out, he saw a portrait of an older gentleman surrounded by a dozen people...including the blond woman and the two Russians...and the older gentleman was wearing the glasses Harry had found outside. As Harry was being thrown outside, he heard an eerie moan from somewhere inside the mansion.

Harry's next stop was the Ebon Eaves Home for the Mentally Distressed, where he was told it was past visiting hours.

Harry went to the bar, where he found the chief knocking back drinks and he told the chief that he saw Clint taking bribes. His smooth talking combined with the chief's drunkenness lead to him and the chief heading back to the police station and sending Clint home, giving Harry his chance at getting the journal back. Inside, he ran the insane rantings of Stanley Raslo, who claimed that his entire family was snake men.

Harry got himself a room in a boarding house, and wound up oversleeping the next day.

He rushed back to the Asylum where he was told that Lorraine had been having "incidents". He asked to speak to her doctor, Dr. Gould, but was told he was in a meeting. Making arrangements to speak with Dr. Gould later, he went out to his car, where he was clubbed in the head from behind. When he awoke in the car, he was missing the journal and had a note on his chest telling him to leave Raslo alone.

Deciding to head a diner for some food and hoping to rustle up a lead, he found out a bit more about the woman in Windsor Place, and spied something lurking around his car. Heading outside to investigate, he was shocked to see - momentarily - the pale form of McKenzie Baker...missing his glasses. Heading back into the diner to pump the waitress for information, she directed him to the local paper and Jackie Laurence, intrepid reporter.

Harry found Jackie working late and the two began to talk. Jackie questioned why Harry was snooping around the Windsor Place if he was sent here to investigate Raslo, and then he dropped a bombshell on Harry: Lorraine Raslo's cousin had committed suicide since the last time Harry had spoken with her. Jackie dismissed both families (Stanley's and Lorraine's) as being crazy, but was intrigued with the activity at Windsor Place. He also noted that Lorraine's doctor, Dr. Gould, was part of Baker's inner circle. The two men set off for Windsor Place.

They searched around the house and found a shed...and Harry removed floorboards to find a tunnel underneath. The two men ventured in and followed the tunnel back to the house...where they found a large metal, unlocked door. As they started in, Harry heard the Russians coming and tried to threaten them with his gun, but only wound up trading bullets with Boris instead. Dmitri moved in to kill Harry, but he ripped Dmitri's hand around and shot Dmitri in the throat with his own gun.

Harry and Jackie, both armed now, entered the underground chamber, which was disturbingly cold, and began looking around. Harry came face to face with Baker once more...who was staring at him with glassy eyes. Harry offered Baker his eyeglasses and felt the chill of the grave as Baker touched him. Tabitha McFlaherty, the woman Harry had met earlier, walked into the chamber and explained that Baker had died but that she was trying desperately to restore him...she just hadn't gotten it right and he came back "wrong". Harry countered that the dead shouldn't come back at all, and she dismissed that as "rules for the little people". She explained that Ebon Eaves NEEDED Baker now, more than ever, due to Jack Raslo's moves to take over the town. Harry asked her why she didn't just run a candidate against him, and she pointed out that Raslo's serpentine tentacles were everywhere...including the newspaper.

Harry turned to see Jackie Laurence with his gun in Harry's face. Harry and Jackie both fired and Harry went down. As he recovered, he saw a blood trail heading out the tunnel and Tabitha and Baker closing the door to the house. Harry tried to break down the door and ultimately shot his way in...and managed to make it through the house and in front of an escaping hearse. He ordered the driver to stop, but he swerved around and Harry shot the tire out, causing it to crash into the large, wrought-iron gate. Harry moved in on the hearse, only to have Baker bust out of the back, attacking him. Harry was bitten by Baker multiple times, but managed to blow Baker's face off.

Tabitha, wounded from the crash, climbed out of the hearse and cursed Harry for his actions and all the damage he had caused, causing Harry to retort "that's what little people do". Dying, from his injuries and the arcane infection running in his veins, Harry asked Tabitha to save him like she did Baker, but she said she didn't know how...that's why they were trying to get the Raslo family secrets from Lorraine. She said she would put Harry out of his misery, though, and use the mystical artifacts collected by the Silver Circlet to fight Jack Raslo that way. As she moved in to finish Harry off, he snapped off a shot between her eyes.

Harry, in desperation, crawled back up the hill and into Windsor Place, where he searched desperately for something. Bleeding all over the place, his blood began to seep into runes in the fireplace, causing it to spring to life. The flames parted and hands reached for him as he passed out from the blood loss.

THOUGHTS: This definitely could have gone smoother, but we had constant interruptions from my kid, I was having Adobe issues with the PDF (on my end, not Reality Blurs' end) and I was distracted by a couple of additional outside factors at points in the game, aaaaaand I hadn't made enough time to really read the book as thoroughly as I wanted to before play. I was also scrambling to pull the plot threads together, though a LOT of things that came up were entirely improv based off of the PC's die rolls (like finding the glasses, being unable to see Lorraine). Raslo partisans were all over the town and I was noting how much Harry said to whom, and if the story had gone in a different direction the implication was going to be that Raslo's reach had gotten to the cousin.

We were fine with the player facing rolls, though the lack of "initiative" and "combat rounds" was a bit of a struggle, and trying to fit everything into the Basic Moves was difficult (though I recovered and began making up relevant moves on the fly). Lore is kind of a big thing in the game and all of Harry's Lore came from rolling 12s while making Moves.

There was also a bit more comedy, intentional and unintentional, than tremulus probably expects by default. I wasn't setting out to kill the PC, but a) we knew this was probably a one shot and b) the tremulus rules are fairly unflinching when it comes to combat. It can get really ugly, very quickly...which, I mean, is fine for a horror game.

In the end, we both had fun (especially as we entered the final act, I think) and we'll bust this out again, or at least another Apocalypse World-hack (like Dungeonworld or Monster of the Week). I also think that the bonus playbooks that'll be coming would really have helped my player out, as Detective was one of the very few within his comfort zone.

Ideally, I'd love to try this with multiple people next time, so we can see the Trust mechanic in play, as well as the Help/Hinder move.

Great set-up, great ending, some Keeper (GM) failure in the middle...but really no worse than most first time experiences with a game.

Friday, September 7, 2012

tremulus and Truth and Lies

To follow up on the Exploding Aces Kickstarter I blogged about the other day, I have two more to mention:

WU XING: TRUTH & LIES

Obviously, I'm a big fan of Wu Xing. I've mentioned this a lot. I feel bad that I didn't mention this Kickstarter before, because, Wu Xing.

Anywho, this book covers the Will of Iron and Hidden Strands of Fate clans, two major Wu Xing clans (the former acting as a force for justice while the latter manipulates everything they can from behind the scenes). I have yet to be disappointed with a Wu Xing purchase (or any purchase from Third Eye Games, and I own everything except Mermaid Adventures...I even own t-shirts for each game line), and I have backed this at the $25 level in order to score a print and PDF copy.

It only has 13 hours to go and they are trying to score $400 more, at which point a Wu Xing combat tracker app will be released to backers for free, as well as a new clan.

tremulus

I left this uncapitalized because the word is supposed to be uncapitalized, and I didn't want a lower case "i" and a capitalized rest of the word.

Anyway, this Kickstarter is for a storytelling game by Reality Blurs, based off of the Apocalypse World engine with a Lovecraftian twist. I'm torn between the PDF and print levels, but the anticipation is killing me enough that I've acquired Monsterhearts (which uses the same engine) for review.

Read a playtest right here on the blog.

With 24 days left to go, it has been funded many times over and just keeps unlocking stretch goal after stretch goal.

Tuesday, January 28, 2014

Tommy's Take on Dungeon World

We're not complete strangers to the family of games spawned by Apocalypse World, with tremulus and Monster of the Week both taking Top Six selections in past years. So with that in mind, we'll now turn our sights towards the baby spawned by Apocalypse World and Dungeons & Dragons: Dungeon World!

Wednesday, January 30, 2013

Birthday Blog Giveaway - Let's Try This Again

Okay, folks...I have contacted my sponsors for the Birthday Blog Giveaway, and told them that since I lost most of the entrants in a hard drive crash but I'm back up and running now, I want to extend the contest.

To that end, I need all entrants to PLEASE resubmit their entries to tommybrownell(a)gmail(dot)com so that I can award great prizes to my wonderful readers.

And now, the prizes:
One (1) Little Fears Nightmare Edition PDF Bundle (Little Fears Nightmare Edition Corebook, Little Fears Among the Missing, Campfire Tales #1).
One (1) PDF copy of Marvel Heroic Roleplaying.
One (1) PDF copy of Marvel Heroic Roleplaying.
One (1) PDF copy of Marvel Heroic Civil War Premium Edition (includes the Civil War Event and Marvel Heroic rules).
One (1) PDF copy of The Mutant Epoch AND one (1) print copy of The Mutant Epoch (awarded together).
One (1) PDF copy of Reclamation.
One (1) PDF copy of Savage Worlds Deluxe Explorer’s Edition.
One (1) PDF copy of tremulus, to be awarded upon the commercial release of the book.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.

That is eleven big prizes from seven great publishers, helping me say THANK YOU to each and every one of you for reading this blog!

To enter, simply send me an e-mail to tommybrownell(a)gmail(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on February 14th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Monday, December 31, 2012

2012: We Lived!

This time last year, I wrote a "Year in Review" post, so I'm doing that again. This is about more than just the blog, or gaming, but about me in general in the year 2012.

I said last year that I didn't feel wildly optimistic or pessimistic going into 2012, and I did experience several ups and downs. We had a few frustrating financial setbacks, while I plowed ahead at work and got a promotion, which had the very awesome effect of getting my wife health insurance for the first time in a while. We also moved, this time into the nicest place we've lived at since we've been married.

I released a couple of new comic books, rebranding Hellrazer to The Chronicles of Rachel Strand, and took on a new comic writing gig with another company called Plan B Comics. Johnnie and I ended the webcomic version of Rachel Strand, focusing instead on print releases.

I continued working for Daring Entertainment as a freelance editor, while moving into a bigger role with Savage Mojo, helping to guide the larger marketing presence. I was also recently offered a writing gig for another Savage Worlds licensee.

For the first time in a long time, I actually got to game again, as we resumed our Necessary Evil campaign and have taken it near its ultimate conclusion. I also began teaching my son Marvel SAGA, and we played in a couple of games with him as Spider-Man (his favorite superhero).

I made a couple of appearances on Mike Lafferty's BAMF Podcast, including playing a demo game of Fiasco (which I've never gotten to play a full game of, yet), and was supposed to make a couple of more appearances, but we've never gotten the schedule worked out for us.

The blog also saw its first guest post, a playtest report of tremulus by Jimmy Bise, Jr.

I still have not finished Max Monkey, the albatross hanging from my neck. Need to finally put that thing to rest once and for all.

I did get to be a guest of honor at SoonerCon, though, and that was a great experience.

As I look into 2013, here are some things I have in mind:

- Keep the blog rolling. A few months ago, I felt a bit upset at how...neglected...the blog had felt. The fact is, at the end of the day, of all the writing I do, the blog is the only thing that's really mine. I can't let that falter.

- Keep the comics coming. This one is harder to pull off, due to the fact that more than just myself is involved in the making of comics...but I still have to keep pushing forward.

- I plan to open a new fiction blog in January. The goal is 12 short stories next year...one a month. I won't post them on this blog, so as not to confuse anything too much, but hopefully they will be fun writing exercises.

- Keep gaming. Necessary Evil is almost finished, and we began working on porting our old Midnight game to Savage Worlds this weekend. We definitely need to get some Deadlands going, too. I bought me a tablet recently (an Asus Transformer), so hopefully I can use more of my gaming PDFs at the game table.

- FINALLY finish Max Monkey, and then figure out what the future holds for the character.

I hope you had more good than bad in 2012, and I hope 2013 brings you happiness and success.

Come back tomorrow for Tommy's Top Six and the biggest giveaway we have ever offered!

Thursday, August 20, 2015

#RPGaDay Day 20: Favorite Horror RPG

Favorite horror RPG? I could say Deadlands Classic or Witchcraft or All Flesh Must Be Eaten, but - mechanics-wise - those games were supplanted by other RPGs for me. And I love Ravenloft, but I've never been in love with the *games* attached to Ravenloft. So I am torn. So I'm going to split the difference again:



Savage Worlds and the Cinematic Unisystem have a major thing in common: They both have a metagame currency that can scale the whole thing up into the high level of heroic...but if you take that away, the game gets deceptively brutal and frightening. A Buffy campaign with all White Hats and scaled back drama points can get out of control, fast. Savage Worlds with a stifled bennie flow can do the same. The best part is, I know both systems well enough to get the "feel" for how to push and pull them to get what I want.

tremulus was alllllmost there, but honestly, I'm only a so-so Cthulhu guy. If it were veered for more "standard" horror than Lovecraftian, we might be having a different conversation. Fantastic game, though. Ghostories 2nd Edition, by Precis Intermedia Games, is another one that I want to toss out there from *reading*, but I've never actually *played* it, so it would be disingenuous of me to call it my "favorite".

Friday, February 15, 2013

At Last...Winners!

Through the delays of a dead hard drive and using the magic of the Invisible Castle online die roller, the winners of the contest by our wonderful sponsors are ready to be announced! And they are:


1. Joe (Mutant Epoch Print and PDF)
2. Jonathan Rose (Marvel Heroic Roleplaying)
3. Bifford the Youngest (Marvel Heroic Roleplaying)
4. Tim Razler (Savage Worlds Deluxe)
5. Emlyn Freeman (Marvel Heroic Civil War)
6. Adam Baulderston (tremulus)
7. Stephen King (Little Fears Nightmare Edition Bundle)
8. Jimmie Bise Jr (Reclamation)
9. Pat Estes (Cyberpunk Locations Set)
10. M L (Cyberpunk Locations Set)
11. Greg (Cyberpunk Locations Set)

The winners and the sponsors have been notified! Thank you once again to everyone that entered, all the sponsors that supported the contest and everyone that compelled me to push to get things back on track when the computer went down.  With any luck, we'll do this again next year!

Tommy

Friday, June 27, 2014

Tommy's Take on Karthador

Ya'll know Reality Blurs, right? They've had products named to my Top Six in the past, specifically Realms of Cthulhu and tremulus, and have been around the Savage Worlds community for quite a while...now, they are launching a new setting, sci-fi/swashbuckling setting called Karthador, available for preorder now!

Wednesday, January 1, 2014

Tommy's Top Six of 2013 and Birthday Blog Giveaway

As you will recall, my blog very nearly didn't make it through the year after a horrible computer crash last January. Luckily, I was able to acquire a new computer and return to work. Unfortunately, I hit a record low on blog output, though I did have six reviews that particularly stood out to me, and - as is tradition - the first day of the year (and the fourth anniversary of my blog's founding) will be used to recognize those six games.

First, the rules: The Top Six can only feature one product per publisher. Second, my primary exposure, as well as the resulting review, had to have happened over the last year (from December 1st to December 1st). So if I had a product sitting on a my bookshelf that I thumbed through once, put down, and finally realized how great it was later? It qualifies. Actual publication date is irrelevant to me. Finally, I had to have had no involvement in the production of the book.

For those new to the party:
Tommy's Top Six 2010
Tommy's Top Six 2011
Tommy's Top Six 2012

And now, the Top Six, in alphabetical order.

Dragon Age Set 1 (Green Ronin)

Why You should Buy It: A great introductory RPG, I used it for exactly that purpose earlier this year, shortly after watching the now infamous Dragon Age Tabletop video. The boxed set is affordable, with sweet production values and a fast character creation system that provides a good amount of variety in character creation, as well as a cool stunt system that people mention trying to adapt to Savage Worlds about every couple of months. It gets even better when you add in Set 2 (the player aids are a thing of beauty when combined with the stunt system), and set 3 is presumably out later this year (it's been in open playtest for a while, and I kind of imagine that it is being set up now to be released at or near Dragon Age III, for synergy's sake). A fun fantasy RPG with the cinematic swings you get from later versions of D&D, combined with the simplicity on par with Advanced D&D. And if you find that it's been simplified a tad too much, the wonderful blog Dragon Age Oracle has you covered with the Esoterica of Thedas.

Dresden Files: Your Story (Evil Hat Games)

Why You Should Buy It: It is the first Fate RPG that ever SCREAMED "Run me!". This was helped out, noOur World in order to use Your Story, especially if you are going to decouple your game from Dresden's Chicago, though it certainly helps.
doubt, by the fact that I discovered the Dresden Files books last summer and completely and totally fell in love. The magic system covers all of the cool and fun intricacies of Dresden Files magic, and having knowledge of Dresden Files to compare the Fate writeups with did a wonderful job of helping me wrap my head around the intricacies of Fate, which has led to me taking a second look at other Fate books I had dismissed in the past, as well as looking closer at new Fate books. The setting is a great Kitchen Sink urban fantasy setting and, since it's all told from Harry Dresden's perspective, there's a lot of room for flexibility (due to unreliable narrator and lack of knowledge and so forth). The book itself is a thing of beauty, with great production values and the best "informal" writing I've read in an RPG since the Buffy and Angel RPGs. Despite being a two book series, you don't NEED

Heaven's Shadow (Bedroom Wall Press)

Why You Should Buy It: Easily the most unique product in my Top Six, Heaven's Shadow is lean, mean, self-published RPG using a streamlined version of the D6 system to power a game about assassins for Heaven who are waging a war against the demonic Nephilim who are walking amongst humanity. The price has gone up since the game's release, but I still recommend this without reservation...how many RPGs let you play assassins working for God, planning out assassinations against demonic entities wearing human faces...oh, and you can use Faith to enact Miracles (as simple as vanishing from sight, to plunging a building into darkness, to raising the dead). It's cool. Yeah, it's 84 pages, but it's no frills at all, meaning it is all gameable content. As a guy who ISN'T a huge fan of the D6 system (I generally find it to be overrated), this book makes great use of Mini Six. The first two releases on this list are fairly big name items, but products like Heaven's Shadow are a big part of the reason why I keep doing this blog: To make sure you know about the games you are missing out on.

Monster of the Week (Generic Games)

Why You Should Buy It: I have never played or read Apocalypse World, but it brought us tremulus, which
has been a huge hit for me and my group. Monster of the Week is another fruit off of the Apocalypse World tree, emulating things like Buffy the Vampire Slayer, Hellboy, Blade, Supernatural and even X-Files, all in the Apocalypse World "fiction first" style. The Playbooks cover a LOT of ground in the genre, especially with the additional Playbooks that have been released. We've had fun with the World Engine thus far, and Monster of the Week is a pretty kick-ass rendition of that Engine, geared towards...um...kicking monster butt. It can be set up for one shots, but where it is really going to shine is in a campaign, as your Monster Hunter's Luck runs out and his story comes to an end (maybe he hangs up his Hellfire Shotgun once and for all...or maybe he dives through a portal to another dimension in order to seal it from the other side). Can't you just feel the drama now?

Sentinels of the Multiverse (Greater Than Games)

Why You Should Buy It: I wrestled long and hard with this one, because it would be the first non-RPG to make this list, but at the end of the day, I would be lying if I didn't put it on here. Why? Because I have logged a ton of hours with this game, I have snapped up the expansions for it, and I will continue to log tons of hours with this game. It is the most fun I have ever had with a card game. It is not uncommon for a rough day at work to be followed up by Netflix and Sentinels of the Multiverse for a little combo I like to call "Geek Solitaire". I only bought it because of the hoopla surrounding the DC Deck Building Game and Marvel Legendary, both of which are fine games in their own right, but both of which pale next to Sentinels of the Multiverse. Just a great, great game, and the expansions (Rook City, Infernal Relics and Shattered Timelines) just make it better. I'm not saying it's not possible to make a better superhero board or card game, but I am saying I haven't seen it yet, and Greater Than Games set a pretty big bar to clear.

Volant - Kingdoms of Air and Stone (Flying Mice Games)

Why You Should Buy It: Like fantasy, but you're tired of the same old, same old? Volant has a solution for
you: It places the entire setting on flying stone kingdoms, with characters riding airships and giant birds as their primary methods of transportation. It gets even better as dogfighting rules are included (not surprising, given some of the author's previous games), and no less than four resolution methods are provided, from gritty to cinematic to turning the game into one of player negotiation. It's not really an "out of the box" game, but Volant includes tools for you to customize your own Volant setting for your adventures. It's the best StarCluster game yet, both in concept and implementation, in my opinion, and it's well worth checking out, especially for "Do It Yourself" gamers and folks who like to play around with fun subsystems (like Volant's Alchemy system).


As is customary, I like to give all of you present for my blog's birthday...as we start the fifth year of this blog's existence, let's get on with the Birthday Blog Giveaway!

Five of the selected publishers were kind enough and generous enough to allow me to offer PDFs of their books as prizes this year, as a way to let me once again say THANK YOU to everyone reading this blog!

From now until 12:01 AM, January 15th, if you email me (tommybrownell(a)gmail(dot)com) with the subject "2013 Top Six" and your choice, in order, of the products you would like to win, you will be entered in the random drawing I'll hold. The first person selected will win their first choice, the second person selected will then win THEIR first choice, unless that choice has already been taken, and so on until all four prizes have been awarded. The winners will be notified via email, and the publishers will be contacted to deliver the electronic prizes to the winners! Here are the prizes:

- One (1) PDF of Dragon Age Set 1
- One (1) PDF of Dresden Files: Our Story.
- One (1) PDF of Heaven's Shadow
- One (1) PDF of Monster of the Week
- One (1) PDF of Volant - Kingdoms of Air and Stone

Good luck to anyone that enters, thank you to the wonderful publishers for providing prize support, and thanks again to everyone that is still reading this blog. Hopefully 2014 is a much bigger and better year for The Most Unread Blog on the Internet. Ever.!

Tommy