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The Hits Just Keep On Coming


It took some doing, but I did finally manage to put together a mostly coherent timeline based upon all that horrible brain busting stuff I posted last week.

Here’s where we stand:

The PCs (AKA: “The Good Guys”) lured a Seer of the Throne to Central Park with claims of wanting to talk with her. She specifically asked if she was to show up alone, and when Damien (“Good Guy”) said “No, you can bring someone else” she dropped her guard a bit and brought someone.

The PCs (“Good Guys”) shoved her through a portal and started beating on her as she tried to escape.

~~~~~REDACTED: To Prevent Sanity Loss~~~~~

The PCs (“Good Guys”) continued to beat on The Seer while she couldn’t get away.

The Seer (Evil Doer) healed herself in the hopes of escaping when the spells that held her in place wore off, if she lived that long. She was kind enough to warn Aenaiyah that if she dies it will be harder to get to Betsy.

Rex (“Good Guy”) said that it wouldn’t be a problem because they would simply interrogate her ghost – so no one should hold back and they should just kill her. He uses plasticity to mold a chunk of concrete over the portal so that Seer +1 can’t use the portal to get into the room with them.

Arrow (Good Guy – note the lack of quotation marks) suggests that killing her isn’t a very nice thing to do, and maybe they really should hear her out since it isn’t like she has attacked them yet! (I feel compelled to note here that Arrow has, if not the lowest Wisdom in the group, the second lowest. I may have to fix that!)

The Seer’s +1 turns the air around everyone in the room into chloroform, which would knock everyone out without lasting ill effect. Sadly, everyone makes their stamina roll and has one more round to act as the gas begins to work. (They were in a big room.) Some take this round to continue beating on a woman who is about to be knocked out by chloroform anyway. Rex (the matter Mage) spontaneously creates respirators to prevent his Cabal from being affected by the gas.

Seer +1 drops the chloroform, clearly it won’t be helpful at this juncture, and turns a chunk of concrete into a massive swarm of wasps. (Wasps can sting more than once, and they provide good cover for his fellow Seer to escape.)

Arrow becomes the Wasp Queen and holds the wasps at bay. His Cabal-Mates take advantage of this opportunity to continue beating on the Seer who has not attacked them even once until she slips into a coma.

The Seer lies dying in a pool of her own blood.

Seer +1, frustrated at this point, finally lashes out and casts “rotting flesh” on Aenaiyah sympathetically and comes close to killing her. Somehow she manages to live long enough for Argus (“Good Guy”) to wipe all the sympathetic connections Seer +1 has to the room, making it impossible for him to breach the ward. #pout

Fortunately for the Seer, Arrow stabilizes her so that they can, you know… talk to her about what she knows regarding the whereabouts of Aenaiyah’s sister. (He does this after he gets the wasps to leave the room of course.) It seems as though they have decided to forcibly invade her mind instead.

And remember… these are the good guys!

Mages Make Me Cry

Time Keeps on Slippin’


Tomorrow I am faced with the unenviable task of figuring out precisely what actually happened during last month’s Mage session. If you’re wondering why that’s so difficult (after all, I was there), then you don’t realize that last month’s session involved dueling Time Mages.

My brain hurts just remembering that there was a session last month.

Then there is the communication spirit standing around the cabal’s Silver Ladder Mage, Arrow, with a sign telling him that there is a problem with their phones that they noticed just after the poor innocent young woman that they were trying to kidnap managed to punt herself backwards in time long enough to escape from their kidnapping attempt. Except of course that she didn’t manage to punt herself backward in time because a certain purple haired troublemaker (AENAIYAH!) punted herself backward in time to erect a time lock to prevent the punting from ever happening.

Just before all of these actions that didn’t happen Aenaiyah was kidnapped in retaliation for the kidnapping attempt that her friends had just initiated… but that didn’t happen either because – you guessed it – she pushed herself back in time a few seconds to give herself a chance to escape the fact that the air around her head had just been turned into chloroform…wait… was about to be turned into chloroform… by entering the portal to where her friends had been beating on a poor defenseless Acanthus Mage who had just punted herself backward in time before Aenaiyah arrived.

Which didn’t happen because when she arrived and discovered what happened… almost… because it didn’t happen… but when she first got there it really  had in fact just happened… sort of…gah!… she went backward in time to prevent it.

Fortunately for her (and for what’s left of my sanity) she left a message with someone who has an Acanthus friend and knows better than to ask certain questions to remind her to cast a Time Locking spell when she stops by later as part of the kidnapping attempt preparations… just because it’s a good idea and she might forget later.

My decades of Doctor Who fandom served my well last month. The fact that “Bill and Ted’s Excellent Adventure” is permanently etched into my semblance of a brain certainly didn’t hurt either. (remember a trash can!)

Large doses of alcohol would really come in handy tomorrow – so I’m expecting donations from my players. Hopefully they know what’s good for their characters.

It is a fleeting hope.

Mages Make Me Cry

Keeping it Real


Life is stranger than fiction. Pretty much anything you can think of, someone out there has tried to do. Scary thought, isn’t it? That very fear makes life excellent RPG session fodder!

Even as I type this I’m watching Ancient Aliens. I know what you’re thinking. Ancient Aliens isn’t exactly chock full of gritty realism – but it is an attempt to explain some pretty strange real world stuff. Could the Carnac Stones have been arranged by space travelers visiting our planet in a long forgotten past? Maybe. Or maybe it was actually Ancient Mages. Maybe Carnac holds some clues to the location of Atlantis, and the nature of the Fall! Atlantis itself gets screen time on the series also, as well it should!

And if you’re looking to build an ancient civilization (Awakened or otherwise), you owe it to yourself to watch Engineering an Empire. Then let your players try to tell you what features should or shouldn’t be in your city! (Bonus: the more you know about the architecture, the easier it is to lay sneaky traps!)

Programs like History’s Mysteries provide wonderful background for modern day stories. My own campaign’s story involves the truth behind the secretive project MK-Ultra, and what hopes (and fears) LSD brought to Awakened societies.

Of course your game world is your own creation, and as GM it’s up to you to decide how to adapt reality to your setting. Remember, any shows you’ve seen or books you’ve read, your players can find them too. If you take things too precisely from the research you may find that your players can guess where the game is headed a little too easily. The research is a starting place, and the truth for your game world need not exactly mirror the real world. You don’t have to stick strictly to reality, but taking a real world situation and tweaking it just a bit can bring a very real sense of dangerous urgency to your campaign.

Mages Make Me Cry

Inspired by Fictional Events


A wise man once said: “Plagiarize! Plagiarize! Let no one’s work evade your eyes!”

I prefer to call it an homage.

As RPG players I’m sure we’ve all done it at least once. You name your character after a favorite character on a TV show, or in a book. Some of us like to make sure that our characters have a good song to go with their name. You might name your Changeling Motley after a band (Motley Crüe)… or a TV show (The Fae Team)… or both – you know, if you’re just that kind of special. Heck, you might have a tabloid in your universe called “Sick, Sad World!” It’s a tribute! The original creator would probably be honored to know that their work has been so inspirational. I know I like to think so.

While I generally try not to lift a plot directly from something else, the fact of the matter is that intentional or not it may well happen. After all, with so many books, and movies, and TV shows, and songs, and rambling blogs being written every day there is bound to be some crossover. Great minds (or in my case not so great minds) are bound to think alike at some point. I try to avoid it mostly because if I lift a plot device or a puzzle directly from something I’m familiar with, chances are my players will be just as familiar with it. That said, some settings are just too juicy to pass up. For example, if you make your PCs a camera crew filming a paranormal reality TV show at an abandoned asylum I can assure you that hilarity will ensue!

Truth be told I really do prefer the oblique references to things. For me, naming a character directly for another character is a little too easy. I can’t pretend to be above it completely, not without being ratted out anyway, but sometimes there is a better way. Could I have named my Adamantine Arrow Sentinel Eowyn after a certain shield maiden of Rohan? Xena, Artemis, Buffy… all are names that conjure images of kickass chicks. Any of these would have been appropriate for her but that would have been too easy. Instead I decided to name her Glamdring, after Gandalf’s Sword. I ask you, what mage kicks more ass than Gandalf? (No offense Potter. When you tell the Balrog of Morgoth the he SHALL NOT PASS you let me know, k?)

My little trick of naming Mages after cool weapons fell into place real easy. I have a Glamdring, a Narsil, a Guthwine, an Orcrist*, there are just so many named weapons in Tolkien to choose from – and with the rate at which my PC’s look for trouble that’s a very good thing! What’s scary is how easily other things in the campaign fit the theme without my consciously thinking about it. A few weeks after the campaign started I picked up my Seers of the Throne book and it fell open to an entry about the Seers of Panopticon! What better enemy for a group of people named for Tolkien Weapons than the Seers of the Great Eye?! It was a strange quirk a Fate I tell you, the book opening right to that page when I set it down… completely randomly…like…that…

Naaaaaaaah… it couldn’t be…

Mages Make Me Cry

*Hmmmm… I wonder if Sting is a Mage in my World of Darkness…

Picking Up The Pace


Possibly the most difficult thing about running a game at a convention is pacing the adventure. When you’re running an ongoing campaign you have the luxury of “next session”.  You can let the players mull over their options, argue about why things went so horribly wrong for them so far (if you’re doing your job as GM properly things have gone horribly wrong for the PCs at as many points as possible), blaming each other for things that you did to them (another sign of proper GMing), using Post Cognition on the player who can’t remember what he decided his PCs True Name is (which is written on the character sheet), or causing each other public embarrassment like that time my Guardian of the Veil made a Mid-Town NYC Starbucks crowd think he was in the bathroom getting busy with the Acanthus Mage. Good times!

At a convention you don’t have the option of just sitting back and enjoying the fact that you already have enough material planned for the next session since they didn’t do anything but bicker with each other this session. At a convention you have to make the entire story fit into just that one meeting. Complicating this is not wanting to ruin a good “Role Playing” moment. If the players are having fun you want to let them run with it a bit, but at the same time you need to be aware of time constraints so that they don’t wind up disappointed by not finishing out the story. There are, of course, multiple different ways to approach this problem.

The Railroad:
Typically, I am not a fan of this type of game. When done very, very well the players don’t even realize they are ‘on or close to schedule’. When done not so well, the players feel like they have no impact on the game. When the players are faced with a series of hallways that only have one door, or their character has some strange disease that can only be cured if they quest to location X (which is to say, they have no choice but to go to location X), or their research rolls always yield the same results the game just doesn’t seem very challenging. It’s way too easy to do this poorly, and overall I’m not a fan. Of course that doesn’t mean I won’t lay some tracks if I need to, but I try to avoid it whenever possible. Naturally, in a convention session there is some railroading going on. The PCs have to go on the mission. If they don’t there is no game!

The Sandbox:
The sandbox is my favorite way to run a game. I have a location with an assortment of triggered events all laid out, and the players can wander about the setting in any order they choose. Yes, they need to go to the location, but beyond that I let them pick up the story threads however they want to, and piece together the information as best they can. This is the way I wrote “Asylum”. The PCs are a TV film crew making a 2 hour pilot episode of the paranormal history show “Truly Terrifying Tales”. They get to decide what locations to film in, what they will do in each location, what they will say about the location, and they will find different clues as to the asylum’s past depending upon which site areas they visit. There is a definite end game, but there is no specific action needed by the characters to make it happen. That scene is being set by something other than the PCs, and it’s on a time table. That time table happens to be the end of the convention time slot, but it doesn’t feel that way when it’s happening.  So far I’ve had completely different sessions each time I’ve run the game.

The Sectional:
The sectional module is a great convention tool! It combines the structure of a railroad, with the flexibility of a sandbox. Tomb raiding missions (dungeons, ruins, and things of that sort) are wonderful candidates to become sectional adventures. The key to a sectional adventure is to have an assortment of challenges (traps, encounters, puzzles, etc) that the players can face, but that the GM can skip if time is running short. Just because I know that I prepared 15 rooms for the ruin doesn’t mean that the players have to get through all 15 before they reach the toy surprise in the final chamber. If they get through a few and it takes longer than I thought it would, I have the freedom to just skip a couple in the middle. As long as I didn’t set up any crucial item that they need to obtain in one challenge to complete the next challenge it’s all good.  The Mage adventure that I debuted at RetCon this year, “The Naos of Serapis”, was designed as a sectional. As the GM I have the freedom to decide which challenges I will run at the table for a given group of players. Think of it like the original Diablo game, in which the monastery at Tristram had many more rooms and challenges than you would see in one play. The game would randomly generate that maze of corridors for each run, giving you a great deal of re-playability. That dungeon was a sectional!

I’m sure there are many more ways to structure the pace of your one-shot adventure, but these are three great ways to get you started.

If all of these fail just whip out the dragon mini. You can always count on an elder dragon to end your session with a satisfying crunch!

Mages Make Me Cry