Category Archives: RPG

Not The Post You’re Looking For…


Well, it seems a certain Acanthus Mage has managed to affect my blog stream. I know, I know, you think I’m talking about Aenaiyah, but actually this time it isn’t her fault… maybe.

You can feel free to blame her anyway though! (I’m sure she had something to do with it.)

I believe it has something to do with this past weekend’s Temporal Anomaly, which I was planning on telling you all about tomorrow.

All will be revealed at 10am Friday.

Stay Tuned for “This Was A Triumph!” A RetCon 2012 recap.

 

Mages Make Me Cry

Innocents Musings


I’ve written my first module for World of Darkness: Innocents! I haven’t run it just yet, I’ll be doing that at RetCon on Saturday night, but if how much I’ve enjoyed writing it is any indication everyone will be pleased.

One of the things that struck me as slightly odd about Innocents is that it doesn’t use the Virtue/Vice system. Honestly, I can’t imagine why since the entire rest of the World of Darkness line does. The idea of Innocents is that the main protagonists are children (boogie man in the closet kind of stories) but it’s hardly as though children don’t have Virtues and Vices. Children can be every bit as Wrathful, Envious, Proud, Hopeful, Prudent, and Charitable as adults can. So why not Virtues and Vices? Why does Innocents switch to “Assets and Faults”?

I have no answer for that question, and here is another question I have no answer for: why wasn’t “Assets and Faults” made the universal personality trait for all of the World of Darkness instead? Now that I’ve seen the system in Innocents I can’t understand why it wasn’t used across the gamut.

I’d guess that most people are familiar with the seven deadly sins that Vices are based on, and of course the Virtues are all familiar enough as well. The thing is, while Envy is simple enough as a concept, to covet that which someone else has, it’s a little less easy to role play effectively. Envy is a subtle inner conflict that doesn’t always play well at the game table.

In contrast, the Assets and Faults of the Innocents system are all concrete and easy to communicate at the table. They are also well balanced, so that for the various positive qualities a character might have, there are opposing negative qualities: Bravery and Cowardice,  Kindness and Cruelty, Generosity and Greed. As for the replenishment of Willpower Points, they work exactly the same way as their counterparts in the other systems: the indulgence of a Fault replenishes one point of Willpower, and the portrayal of an Asset replenishes Willpower to the character’s maximum.

In the Virtues and Vices system I tend to stick to a core few that I use to make pre-generated characters for convention modules because I want to be sure that players with no experience won’t have a hard time portraying the various characters as written on the sheets. I didn’t have that problem at all writing characters in Innocents. I didn’t see any particular quality that wouldn’t be fun to portray at the table. They all feel like they will work well in a group dynamic.

Of course, I’ll know more after Saturday night’s session!

Mages Make Me Cry

I Peed My Pants!


Previously on Mage the Awakening…
The Mages tracked a Banisher to an abandoned monastery on Staten Island. How, you ask? Rex’s skill with the Matter Arcana allowed him to isolate a sliver of metal from the iron murder shovel embedded in the flesh of one of the victims. At that point Damien cast a Space spell to discover the location of the rest of the shovel, using the sliver as a focus. This particular shovel dated back to a time when the monks at the site forged their own tools, which made it different than your typical modern shovel, though they did turn up two sizable sources of the same iron at the site. One source was about 2 stories above ground, the other roughly as far below ground, and smaller than the first.

Upon arrival the Mages find all of the things you would expect to find at a long abandoned monastery. They wander through a small religious shop where they get their grubby paws on some blessed items (useful in case there might happen to be some ghosts nearby), a chapel with some blessed Bibles,  and a ladder leading up to the bell tower. The bell is the first and larger source of iron at the site.

Now, being a GM I know that if I put a rope next to a bell and there are seven players at my table SOMEBODY is going to pull that rope. Who could resist? When I’m a player character, I can’t. To sweeten the temptation I made sure to point out the location of a small plaque next to the ladder that leads up to the tower which reads: “Faustus Upstairs Up Ladder In Tower.” I promise you I did not make that up. I actually found that on not one but two of the websites I visited while researching the very real abandoned monastery St Augustine’s! How could I not include it? I was obligated. It was a sacred duty. Who am I to drop the ball on the performance of sacred duty?

And so, of course, Riff-Raff pulls the rope. Good old Riff-Raff. I knew I could count on you.

Then the demon attacks. Now Nokoni had been using his Spirit sight to scrutinize the area, but Faustus (I had to name him Faustus under the circumstances) was discorporated until someone rang the bell because that is one of his abilities. So as soon as Riff-Raff pulled that rope several things happened:

  1. The peal of the bell nearly deafened several characters
  2. Faustus materialized
  3. Nokoni’s Spirit senses started tingling
  4. The party was attacked by a swarm of bats

Put another way: shit got real.

It was an epic battle. Aren’t they all? Faustus has the ability to instill fear in people, causing Damien to flee the area for multiple rounds almost immediately. He can not create fear in anyone who rings the bell, so Riff-Raff was off the hook on that one. Faustus can create more bats. Faustus can freeze someone in place – paralyzed with fear. All of this is pretty fun for me, but my personal favorite of Fausty-baby’s abilities is the Desiccation Numina. This particular Numina drains the fluid from its victim. Due to the nature of my dear little demon’s abilities I decided that this took on the very particular form of the character losing bladder control, and taking bashing damage in the process.  And who do we think I targeted with this ability?

Some days I love this job.

Next Week on “Mage: the Awakening”:
Aenaiyah calls Damien back to the monastery with a desperate request. Damien is almost murdered by a cabal-mate when he arrives on the scene with ass-less chaps.

Mages Make Me Cry

Session Scheming


Tonight on #RPGChat* we were discussing the virtues of session planning, and how some of us like to go about it. This feels appropriate to me for two main reasons, this first of which is that I have a new chapter starting up soon for the Mages (the blog is behind the campaign’s timeline but we’ll catch up to them eventually!), and the second being that RetCon is rapidly approaching and I’m in convention game planning hell.

For reasons too asinine to go into here I committed to running three brand new adventures this year: Innocents, Hunter, and Mage. I have a vague idea of what these sessions will be, which you can check out for yourself if you click through the links. RetCon is in two weeks.

No good can come of this.

There is a lot of flying by the seat of my pants that I do with the Mage campaign. With seven players tossing around god-like powers I’m pretty much forced to. My convention games however are much more solidly put together. There are packets with background info on the characters and their basic attitudes toward life and the current situation to be put together. Naturally the characters all need to be fully statted. The packets also include a brief explanation of certain concepts so that if I have people who are new to the system they will know how things work, for example how the Virtue/Vice selections come into play. I am absolutely a fan of having things to hand out during game sessions and that all has to be put together too.

I like to give my convention players as much of a sandbox environment as I can, but the fact is that I’m running for people I don’t know and may or may not see again. This means coming up with specific goals for them that will keep them in a reasonably predictable area, and then giving them free reign to interact with that environment. I also love to give them free reign to interact with each other. This is where those character “attitudes” come into play. I make every effort to give the PCs things to argue about. Some will totally believe in the presence of the supernatural all around them, while others are skeptics. Some will be bright eyed, bushy tailed, and enthusiastic to learn something new from their team mates; while some of those team mates are just hoping they haven’t been saddled with some brown-nosing, over achieving, suck up. of course having a “Brainey Smurf” around is always good for inter-group tensions. When folks play up those personality types hilarity is sure to ensue.

The story has to be short enough to run in the time allowed, but it can’t run too short either. To that end, I try to plan out things that will be fun for the players to do yet aren’t necessary for the storyline to make sense. I plot out filler scenes. The trick is to make sure they don’t feel like filler scenes. I always give myself a way to trigger the finale in case they don’t get through all of the ‘necessary events’ with at least 30 minutes left in the session. I don’t want things to feel forced, but more importantly I don’t want the players to leave the table feeling incomplete. That isn’t good for anybody.

So, basically, I still have a lot of writing to do, and I have a rapidly diminishing amount of time left in which to do it. It’s all good though. I have my trusty coffee and the day off. I can do this! So, if you’re in the New York area I urge you to check out RetCon this year. There will be chances for me to kill your character! There will be prizes! There will be cake!!**

RetCon: Long Island's Gaming Convention

*It’s a Twitter thing, and if you aren’t there at 9pm on Thursday nights then… well… you should be there is all I’m tryin’ to say!

**The cake is a lie.

Coffee Shop of Horrors, RetCon, and YOU!


Listen up New York area gamers!

This year RetCon:Long Long Island’s Game Convention has something extra special brewing. If you love coffee as much as I do, if you too need that glorious caffeine flowing through you like the dark side of The Force, well then we have news for you!

Place a coffee order at Coffee Shop of Horrors and pick up your order at RetCon*! Now you can take that money you would have spent on shipping and buy yourself another bag of extra-caffeinated Netherworld (a personal favorite) because shipping to RetCon is free! (Admission to RetCon is not free, but it is cheap so just remember that coffee is groceries and we promise you won’t feel too guilty about it tomorrow.)

But wait… there’s more!

Not only do you get coffee roasted to order just for you from my favorite coffee purveyors…

Not only do you get free shipping to RetCon…

Not only do you get a great excuse to while away a weekend gaming with a lot of folks who love gaming as much as you do…

If you spend $20 or more you get a free sample package of chocolate raspberry flavored Cunningham Wake coffee! (You WILL believe you’ve died and gone to heaven. This is fortunate for me because I’m probably going straight to hell.)

So what are you waiting for? Run! Go! Now! Get to CoffeeShopOfHorrors.com and order your coffee to pick up at RetCon!

 *Coffee orders must be placed by 8/15 in order to be roasted and shipped in time for the convention.