Slaughter City Session 3 After Action Report

The last session left me unsatisfied and disoriented, though I’m not entirely sure why.  It might simply be my lingering insomnia, actually, because overall, I thought it went really well.

We dragged Cass kicking and screaming into her story, but she quite enjoyed what she saw when she got there.  She didn’t do much, but that’s not the point.  She’s there to be an outsider looking in, watching all the cool drama and then, if she wishes, interacting or not interacting or bemoaning her situation or what have you.  The point is, she now has material to work with, and that’s good.

Roomie and Dave went crazy.  What is it with Dave?  Just because you can kill someone doesn’t mean you should.  And so, we have our first major named NPC death (with a mortal.  The other named NPC?  Also Phillip’s kill.  Stop pumping your fist and notching your belt, Dave, I can see you!), Danny Devlin, major mafioso.  Funny thing, though, that might actually work out really well for the story.  It’s certainly extraordinarily dramatic, and Roomie once commented on how he’d love to see how much damage he caused.  Well, there ya go, some serious damage.  I tell you, I’m seriously glad I statted everything up, because otherwise, this would have left me completely at a loss, but now I find myself mentally counting up the impact this will make on the world.

The group is really having a hard time adjusting to the game.  Shawn saw a serial killer nabbing someone and, without thinking, without hesitating, threw himself (unarmed) into the situation and, shock of shocks, nearly lost a limb, and sped out of there.  Likewise, Dave and Roomie just pounce on a major crime lord without thought of repercussions, and even Byler just walks up to a girl he knows belongs to someone else and tries to put the moves on her (while I’m sure it was unintentional and Byler was just trying to nom on pretty women, his complete disregard for the fact that the Crassus clearly belong to Marion and that, while Esther has been offered, she has not been given to him, really fits with his whole “spoiled bastard prince” persona. Daisy needs to raise him better, but she’s not really big on rules or discipline).  I spoke to Roomie about this, and he says we haven’t played at this power level in a long time.

Which isn’t true, our GURPS game as about this power level, possibly lower.  Of course, even there, Byler tried to kung-fu a guy who had a gun to his head executioner style with his 150 point character and was surprised when, shock of shock, it didn’t work.  Mad too, though he got over it.  I think it’s just the culture of the group: we play high-powered, epic games.  The guys are used to being uber heroes who answer to no one and seldom suffer consequences beyond dramatic, hilarious, soap-opera/comedy consequences, similar to much of the anime we like to watch.  I wasn’t kidding when I called vampire a “Dark, survival horror,” though, and the group is only slowly starting to grasp exactly what I meant.  Yes, you have kewl powers, but you’re not an Exalted vs a Mortal, you’re a former mortal with a curse.  Vampire is not a game about glory, it’s a game about consequences.

Plus the format is very strange for the group.  I generally only hit players with opponents they can handle.  They don’t expect, for example, that Porcelain, the pretty Korean woman draped all over Master Tiger in the very first session, is actually one of the most combat-capable mortals in all of Metzgerburg (up there with two of the characters the players faced yesterday).  That’s not generally how my games work.  You expect such a character at the long end of a line of increasingly bad-ass NPCs.  Instead, Metzgerburg is a sand box, the dragons are mixed in with the goblins, the bad-asses rub elbows with the mooks.  The guys really aren’t used to this.

In fact, I’ve noticed they’re really struggling with the whole format: they don’t investigate much, they don’t sit up and ask to do something much, they don’t think ahead and plan and ponder the deeper implications or this or that.  They watch, they wait, and they react.  They’re treating it like an action game when it’s a game of mystery, intrigue and horror.  But that’s to be expected: we’re a few sessions in, it’s a very different style, and they’re still adjusting.

I’m going to keep at it.  Now that we’ve established a base of the setting and sufficiently involved everyone (It would have been nice to involve Dave more in storyline material, but every time I do, he kills the people I’m offering him as hooks O.O), and we can get back to killing vampires and figuring out just who the Mother and Mortimer Tooms really are.  Once the arc is finished, we can sit back and reassess and see how people are or aren’t liking the game.

Slaughter City: the Dark Bond

I mentioned before that my players are splitting up far too often.  I’d like to encourage them to stay together, rather than brutally enforcing it via metagaming.  I could ask them to stick together, but I’d rather it “made sense” and that it was a tempting option, either to avoid sticks or gain carrots.

Talking with Roomie gave me an idea.  What if the coterie bond between the characters went deeper than expected (or perhaps this is normal among all coteries): When a vampire in a coterie awakens, he has within his twisted soul a faint measure of power and love for his fellow members.  Thus, once per day, he may pass on this bond in the form of a bonus.  To do so requires touch, or at least being in sight or hearing range, and this bonus must be applied immediately to a roll. You cannot “save it up.”

I was thinking the bonus would be a rote action: you can reroll any and all failed dice on a particular roll.  This is sort of like “giving a player joss” from WotG, except it requires you to actually be there.  This means if you’re going into a dangerous or important situation, it’s useful to bring your coterie mates along “just in case,” since they can directly lend you support via the dark bond.

What do you guys think?  The bonus too strong?  “Once per session per player” too weak?  Lemme know

Slaughter City Session 2 After Action Report

At Cassandra’s request, we had another game, one earlier in the month than normal, and it might be our last for awhile (though on the other hand, I’m tempted to slip in just one more session here in about three weeks.  Tempted.  Readers: Don’t take that as gospel), and overall, I think it went really well.  I designed some interesting hooks and played out the consequences for various stories, and some players chose some very interesting solutions, resulting in, among other things, and daylight fight for our heroic cop (which earned him back all of his Willpower. How could it not?)

There were a few flaws, the greatest of which was pacing.  Despite me telling the players to be there two hours early, we still started two hours late.  My god.  Of course, the real problem was a broken computer and a sick player who ended up oversleeping alot.  So this wasn’t a situation I can or should really blame on someone.  It was just a bad roll of the dice.  However, I tried to force players to choose between situations “You can do this or you can do that, but not both,” and they ended up splitting up and going in all possible directions.  Almost no scene included two players together except for the very final scene and the very first scene.  As a result, the game involved alot of waiting for everyone.  They didn’t seem to mind, but I did.  The game is more interesting, as Walter loves to point out, when you can interrupt someone else’s story and get involved.

So I need some way to encourage the players to remain together. I can just tell them to do so, and they probably will (as they did in the first session), but it might be nice to come up with some reason, like some danger lurking on the streets that grows greater whenever they are alone.  The bad guys are coming to know the players’ faces.  Maybe they could start stalking the players and ambushing them when they find them alone.  This makes separating a calculated risk, rather than a mandated “do not do!” from on high.

Byler, Shawn and Roomie had a blast, and no surprise, they had the lions share of the game planning.  I don’t like it, though.  Not that they got to game, but that Dave and Cass hardly did.  Part of this comes from their exhaustion.  Cass even fell asleep during the game, but eagerly woke to play, suggesting that her sleepiness did not stem from boredom.  Even so, I had hardly anything planned for them.  Dave tends to play best when he gets to be a killing monster, but he isn’t active, he doesn’t pursue people unless people first pursue him.  I might need to change that, and I have a few ideas how I might (For that matter, I had an element I wanted to hit him with, and forgot). 

Cass is a bigger problem.  Stray has no background, no details, no personality.  Or, rather, she does, but Cass won’t tell me about it, presumably because it is “unfinished” yet, and she’s nervous about it (and possibly also because it’s still in flux).  Worse, she hides from the world, which inevitably results in her sitting around petting her pets, which is fun in real life, but crap in a game.  She wants to play the outsider looking in, but to do so, she must look in.  It’s not enough to simply be the hermit on the outskirts of the city, cleaning your nails and picking your nose.  If she is falling asleep from boredom, I think I know why.

I need to find a way to drag Stray kicking and screaming into a human society she can’t possibly deal with, so she can angst over boys she cannot have, so she can watch people laughing and talking that she cannot be friends with, so she knows which wicked people to stalk, and with desolate people to secretly help.  I need to draw her into Fairmount, where she can meet all the interesting people and one cat.  I’m just worried if I kick her out of her comfort zone, she’ll resent me for it, or that it’ll disrupt the background/story she’s trying to create.

Slaughter City: Spilled Blood, Chapter 1

I should note that I tried to record the session, but ended up catching less than half of it, so alas, I cannot podcast this like I might have liked. Instead, I’ll do my best to simply describe it. Also please forgive me for not listing the full descriptions I gave for each scene. I can’t imagine anyone wants to read 6 hours of description

While I’ve advertised this game as a “Sandbox” game, you’ll note this game is fairly straightforward.  I’m trying to give the players “something to do,” introducing them to the setting and characters.  Hopefully, the next session will involve less listening and more playing.

Introduction
To put myself in a proper, storyteller frame of mind, I generally orient my imagination on a point within my fantasy space, most often the sun (sometimes the feel of the wind). But, of course, because this is a Vampire game, I describe instead the darkness and the denial of the sun, sweeping my words through the night-clad city of Metzgerburg, and finally settling on the waking dreams of a vampire.

Stray awakens to discover her head lies in the lap of the Outsider, her sire, who gently strokes her hair from her face and calls her one of the strange, Algonqian nicknames he has for her, and then seems to snap from his reverie, and asks her “Where is your brother?” To which she casually replies that “He’s probably at work.” And off they go to find him.

At my request, Phillip rolls for initiative and loses to his opponent. He finds himself in the middle of a qualifying cage match in an undeground fighting club as he returns to his former professional as boxer, and after taking a solid blow from his opponent, he retaliates with an attack that essentially floors his opponent in one shot. The fight actually lasts a couple more turns, but this basically consists of Phillip beating the guy until he finally fails his stamina check and falls into merciful unconsciousness. Phillip licks the blood from his knuckles.

(Actual interaction: Myself: “He’s already into lethal damage. Any further damage you do will break ribs and crack bones.” Phillip’s Player: (All excited): “Ok!”. Bloodthirsty bastard. This earns him a point of Willpower for his Vice of Wrath)

In the shadows outside the ring, only a few people observe, including a panicked referee who rushes in to keep Phillip from permanently disfiguring his opponent, and Danny Devlin, the leader of the criminal underworld. Danny recognizes him as the man who wouldn’t throw a fight no matter how much “leverage” Danny applied, and expresses some surprise that Phillip is still alive. After a bit of banter, Phillip’s sire, the Watcher, approaches under the cover of the Familiar Stranger, and draws him away, informing him that they must meet with the Prince of the city.

I begin Matthew’s scene by describing what he’s wearing for him. His sire, Daisy Bel Canto, dresses him in an old fashioned suit with waistcoat and anscot tie, and often touches him possessively, nails to skin and scalp, even going so far as to rearrange his hair to her liking. She finishes dolling her childe up by giving him a well-worn swordcane (“At least one hundred years old, well-used, has seen blood. You can almost smell the blood, in fact”). She then explains the three traditions to him, giving him a pocket mirror as a symbol for the Tradition of Masquerade, a silver ring as a symbol for the Tradition of Progeny, and a rose for the Tradition of Amaranth. Then off they go to meet the Prince.

Jie Kuei travels to Silk and Satin to meet the head of Chinatown’s Triad, Qingren “Master Tiger” Xiao, who is accompanied by a sultry and dangerous companion and a sullen, attractive young man. First, Qingren tries to bribe Jie Kuei into serving him as a personal investigator, which Jie Kuei declines. Then Qingren suggests that they declare a ceasefire, that the Triad will get in his way, if Jie Kuei avoids messing in the affairs of the Triad. When Jie Kuei further demures, Qingren grows angry and subtly suggests violence, when Jie Kuei’s sire, Nathaniel Lynch aka “Spider,” interrupts (also hidden under the mask of the Familiar Stranger) and informs Jie Kuei that “the Prince will see you now.” Jie Kuei bids Qingren a good day, resulting in the master of the Triad smashing a tumbler against the wall after Jie Kuei has departed.

Officer Alister McDermott, after a week of “being sick,” returns to the police department to join the night shift. He immediately bumps into the police chief, John Beckham (“Alister, you look awful, are you sure you don’t want to take another week off?”), who informs him that they’re considering him for a promotion to detective, and as a result, he’s been assigned a new partner, and he adds that an “someone from Forensics was looking for you, something about an EMT guy who wanted to get in touch with you”

(That would be his hospital contact for access to bags of human blood, and so he says “I run down there, trying not to look like I’m hurrying.”)

He can only find one person downstairs, a willowy, shy goth girl/lab technician by the name of Granya, who immediately takes a shine to him. She smells really good to him, more than one might expect from a normal human. She tells him “I have some blood an EMT guy said I was supposed to give you, something about a medical condition. I can get it for you if you’d like.”

(As she turns to go, I inform Alister’s player that I will give him two blood XP if he feeds off of her. He replies “Ohhhh you bastard.” My wife kibitz’s with “Don’t do it! It’s too good to be true!” Matthew’s player starts chanting “Drink! Drink Drink!” Alister decides to let a Willpower roll decide it for him, and refrains from nibbling)

So she gives him the blood and he runs off to the bathroom to gobble up all the blood he can for a grand total of one vitae. Woo. (“Shoulda drained her dry, dude,” says Phillip’s player. His humanity’s not gonna last >.>)

As he comes back upstairs to continue his duties, he senses the presence of his Sire and brood sister, who are currently discomfiting John Beckham. The Outsider informs him that they are looking for Alister and adds “I have a note!” presenting an official document that excuses Alister from work that day, and off they go to meet the Prince

Gathering

The player’s travel to the cathedral in the Campbell Ridge part of Metzgerburg, where the Kindred of the city have secured some privacy for their meeting and rituals. Matthew (with a unique weakness for things like Holy Ground) passes his Rotschreck, and then everyone makes a brief Predator’s Taint check, mainly to illustrate the nature of Predator’s Taint when meeting new Vampires. Everyone passes except Jie Kieu, who panics momentarily when he sees the mass of shadowed, hungry, unliving vampires who watch their entrance hungrily.

The Prince of the City, a Daeva named Palmer Jackson, and the Bishop, Avalyne arrive. The Prince asks for the characters to recite the three traditions, and they do so. Then the Prince informs them that their very existence violates the second Tradition, and orders their execution. After suitably dramatic reactions and an upbraiding of the various sires, Lily Fontaine, Daeva Oracle, interrupts and demands that the execution be halted, offering a prophecy that declares the importance of the player characters:

“Five together as one, lest the city fall.
Beast, Angel, Prince, Demon, Shadow, answer the call
Blood spil’t between kindred and kind
Sins of the Past burn ties that bind
Consume the void within, or it shall consume us all”

Palmer Jackson agrees, and Avalyne offers a “compromise,” revealing that an extraordinary number of mortals have gone missing, and that this draws undue attention to the activities of the Kindred. He suggests that if, perhaps, the players can solve this problem, the Kindred of Metzgerburg would accept them as one of their own. Palmer adds that all Kindred in the city must pay him tribute, and thus must bring him a blood doll before the month is out (He prefers intelligent, pretty young men).

With the melodrama over, the vampires swarm the character, introducing themselves, trying to get a feel for what the players are like. The Invictus express immediate interest in Matthew, competing to gain his attention; The Lancea Sanctum suggest that Alister might do well to join them; and Lily Fontaine reveals that she has strong feelings for the Outsider (who does not remember her), and expresses unsubtle jealousy at Stray.

I allowed the players to investigate one vampire that interested them. Jie Kuei investigates a Mekhet named Jasper Schuyler, a slim vampire with white hair, a high-collared coat and blue tea-glasses. Jasper lives with his three ghouls in Chinatown, which he rules (in theory. In practice, Chinatown belongs to Lily), and while he’s a member of the Invictus, he spends little time with them and some suspect he has a secret agenda.

Matthew wanted to know more about Havard Tyrson, a tall Ventrue with Nordic appearance, broad shoulders, a nice suit and white gloves. He’s the childe of Sebastian Caine, a vampire who is no longer with us, and the Sire of Marion Ethanson (In the words of one of the players a “Sexy librarian!” businesswoman) with whom he seems to have no relationship. Havard rules over the local university, where it is rumored he has romantic relationships with the students, but this is likely an urban legend that sprang up around his feeding habits. He’s very intellectual.

Phillip investigates the Inquisitor, a Nosferatu who wears mask of bone and leather strapped over his body, but fails to get any successes.

Alister investigated the Bishop, Avalyne, a beautiful boy reminiscent of an altar boy wearing black robes and cowl, and a blood-red rosary. Avalyne is old, though not as old as Alister’s own sire, sometimes called “the Blood Saint” and a worker of “dark miracles,” the most powerful of which turns day into night.

Stray investigates Lily, the gorgeous, snow-haired Daeva who moves so lightly on her feet she seems to almost float. She came to the city with the Outsider and his sire (though he doesn’t remember this), she lives in Chinatown, and she’s a practitioner of blood magic.

Finally, after everything has finished, the Sires advise the players as how best they might solve their problem. Daisy tries to insinuate herself into the project until Spider reminds her that it isn’t her place to assist them. The Watcher recommends that they investigate the projects (“the Shambles,”) Daisy suggests the nightclub district (“Silverside”), and Spider likes taking advantage of Alister’s police connections. The Outsider offers no advice, and merely leaves, allowing them to sink or swim on their own.

The players decide to take advantage of all three suggests, sending Alister to the police station, Jie Kuei and Matthew go to Silverside (Matthew’s player is pretty intent on nomming a chick), and Stray and Phillip head off to the Shambles.

“Investigating”

Alister stops off at a local (late night?) butcher to get a bottle of pig’s blood to try to sate his seemingly endless hunger (Too many of his powers cost him Vitae), and in his rush to feed, he manages to spill some on himself. Uncertain, now, if he should return to the police station (“I, uh, cut myself shaving…”), he uses the computer in his car to do some investigating and learns that most of the victims are seemingly random (mostly at night), or attractive young women (at all times of the day). Finally, lacking further resources, he buckles down and makes his way back to the station.

There, he finds Granya is getting ready to go home for the day, that she lacks a car, and that the buses don’t run this late. He also, finally, meets his partner, a tough Chinese woman named Serenity Liu. Torn between his concern for Granya’s safety, his need to use police resources to investigate the vampire problem and Serenity’s ferocious gaze, he finally decides to ditch work (great first impression with his partner) and offer Granya a ride home.

During the trip to her home in the wealthy Campbell Ridge district, near the cemetary (“You have to promise not to tell anyone where I live,” whispers an embarrassed Granya), she opens up to him about her job and interests, but he remains silent, struggling to control his hunger as her intoxicating scent permeates the car. Finally, when they get to her house, the temptation for more vitae and the offer of Blood Experience grows too much for Alister’s player and he “chooses not to resist frenzy.”

What follows is a dark scene involving fangs, hunger, a trembling woman, and a broken door. He finally manages to control his beast after he’d taken three blood points from her. The scene grows awkward and Alister tries, very unsuccessfully, to “comfort” (His words) the traumatized woman, who is torn between the ecstasy of the kiss and OMG you’re a vampire. Finally, she chases him from the house, and he leaves with slumped shoulders and guilty conscious.

He passed his Humanity roll.

In Liquid Blue, a club in Silverside, Matthew quickly makes himself the center of attention among the local clubbers with judicious use of Awe, and takes advantage of Revelation to gather some information (though he seems more interested in dazzling the pretty asian drug-user/raver, Jayde Liu, then figuring anything out about the actual mystery), and Jie Kuei slips into Obfuscation to keep watch over him, see if he catches anything that Matthew misses. A pair of women enter, a stripper from a local club and her friend, a doe-eyed, empty-headed bumpkin girl, Peggy, who is instantly enchanted with Matthew, but any possibility of romance ends when her younger brother slips past the bouncer and tells her that “Mother is looking for her.”

In the Shambles, Phillip and Stray meet a mechanic and his assistant, Charley Clark and Emma Bayman, and talk to them about any unusual events that might have occurred. Emma complains about this “creepy guy with a big belly and a bad smell” that keeps stalking her. A friend, Tommy, brings his truck by and joins them for the discussion, but gets uncomfortable, even defensive, after some of the questions, and then tries to leave.

Channeling Raymond Chandler

Suddenly, Phillip and Stray spot a group of rough men approaching the shop with a pair of dogs, and their leader, skinny and half-naked, triggers Predator’s Taint. Stray flips out and “climbs the big one like a cat climbs a tree.” She proceeds to drag him to the ground and devour him. Phillip goes toe to toe to this mysterious, enemy vampire while the other men try to run off with Emma, and after taking four aggravated damage, wrestles the vampire down and diablerizes him (and loses 2 humanity as a result of the battle. Wow). Stray manages to comport herself enough to lock gazes with the dogs and command them to fight the rest of the men and runs off with Emma, to keep her safe.

Nobody sees Tommy leave. Stray expresses her distrust of him.

Back in Liquid Blue, a man with a shotgun, another vampire (one that is described as “Lower in blood potency” than the players, despite the fact that they are Blood Potency 1), and a couple more rough men, take down the bouncer and start to cause chaos in the club as a couple of men make a bee-line for Jayde. Jie Kuei “reveals” he’d had an obfuscated shotgun the whole time, pulls it out of thin air, and takes down the man with a shotgun, and then goes toe to toe with the vampire, inflicting enough damage with repeated shots to take the vampire’s leg off, and then ash him. Matthew draws his sword cane and launches himself in Jayde’s defense, and in a spectacular roll, one-shots one of the thugs in a dazzling display of swordsmanship.

Jayde rests on her knees between the slain men, covered in their blood and so high on ecstasy and adrenaline that she practically launches herself at her Majesty-wrapped savior and they hurry off for some, er, porn. And feeding. He manages to feed her some of his own blood and steal about 3 vitae from her, and she’s so drug addled that she doesn’t really remember most of it, just how happy it all made her, and how good it felt.

And there we ended the game.

Vampire: Frenzy

When you pick up a new game, you spend alot of time learning to master its intricacies, a dance I’m long familiar with due to my love of systems and my “Gamer ADD.” You try new things, make mistakes, re-read the book, and see things in a completely new light. And then you tell your players, they nod and agree, and life moves on.

World of Darkness is a very flexible, very “narrative” system. The rules function primarily to facilitate your telling of a story. They resolve disputes, tell you what happens next and, most importantly, help create “interesting choices,” the very core of “gameplay.”

Vampire’s frenzy rules work exactly so. They grant me a chance to step into the heads of my players’ characters and show them how alien a vampiric state really is. I can reveal how profound a vampire’s hunger or rage really is with the roll of a die. However, if I use too heavy a hand, I violate another rule that I must confess I often violate: do not tell the players what they are feeling. There’s two good reasons for this. First, it’s just bad form. A player is in control of his character (except when he’s not, the whole point of frenzy), and knows how that character feels better than I possibly can. Second, more importantly, it’s a crutch. If I say “You meet a scary guy. He’s scary. You’re scared,” most players generally dismiss the character. If I show you that he’s scary, with words like “looming” and “sinister” and “flashing eyes,” then most player characters will understand that fear and react accordingly. (There’s a third reason in a vampire game: Vampires often mess with your mind and emotions. “The vampire uses nightmare, therefore, you’re scared” creates different results, a different feel, than describing a scary character and letting the player react accordingly).

I think I over-used frenzy in the last game, though much of it was Predator’s Taint, something that always occurs. Perhaps my players wouldn’t agree: Many of Roomie’s frenzies came understandably from his hunger, while other characters (like Byler) hardly needed to roll for frenzy at all, as they were in a well-controlled environment and well-fed. According to the book, it’s “up to me” when characters should roll for frenzy, but it shouldn’t happen all the time.

The book also repeatedly states that vampires cling to their humanity to stave off the beast (ie frenzy), yet provides no mechanics for this. Thus, I propose a personal guideline: the higher your humanity, the less often I require you to roll for frenzy. Another book (I forget which) offered the idea of rolling a single die and comparing the results to your Humanity. A roll equal to or lower than your Humanity resulted in “virtuous” action, while higher than your Humanity resulted in “sinful” action. The book suggested this as a roleplaying tip, but I think it might serve well as a guide for frenzy: If I am in doubt as to whether or not you should frenzy, I will roll a die and note the above. Thus, Dave is far more likely to frenzy for “little things” than Roomie, thanks to his mounting madness after diablerizing that vampire last session.

Thoughts?

Slaughter City: Post-script

So, I ran my first Vampire game, and it exceeded all expectations. When I asked if they thought my notes made a difference, they unanimously agreed that it did (which surprised me, as I didn’t feel I could tell a difference). Roomie declared that “It felt like you’ve been running this game for a year, and we’re only just now getting to play it.” Since I generally take “a year” to get that much detail on my NPCs, I can see where he’s coming from on it. Both Roomie and Byler have asked when the next game will be, and very much want to see what happens next. The fact that everything has so much context likely contributes to this: Roomie’s character nibbled on someone he probably shouldn’t have. In a normal “first session” vampire game, you wouldn’t expect anything from this, as the character was probably someone tossed together last minute by the GM. In this game, you know I’ve already tied her into the setting, so he’s tugging on strings and he isn’t sure where they lead.

So, this technique is a resounding success. I can already tell that if someone asked me to run a game tomorrow, with like 30 minutes prep time, I could give them a session just as good. Now that they’ve been introduced to the setting, I have more than enough hooks and interesting story elements to keep them going for quite awhile. I should use this technique in my other campaigns as well, I think.

I have rarely seen the group so wildly excited after session 1 of any game.

Vampire itself turned out to be alot more interesting than I expected. I mean, alot more interesting. It’s fun when a system pleasantly surprises you, when it rewards you for choosing it. First, the Beast offered me an amazing amount of control. Just ask people to roll for frenzy and whisper in their heads whenever I want to emphasize something vampiric, or show them some of their vampire nature. I also like how keenly aware my players were of their blood pool, their hunger. Furthermore, their powers were awesome. Byler thoroughly enjoyed being the seductive Daeva loaded with Majesty and getting a small crowd to adore him and spill their guts about what they knew, or Cass pinning some dogs with her Animalism and turning them to her side, and so on. I can see where Vampire games quickly turn into “Dark Superheroes.” People complain that nVamp isn’t “epic enough.” I think my players would disagree after the last session.

Dramatic Combat is really such a wonderful hack. I expected that even with the hack, the combat would be boring, but nothing could be further from the truth. Both battles were fast, brutal, and awesome. I think the players were excited, scared occasionally frustrated, which is exactly what you want in a fight. Because the fights weren’t a stand-up, “Kill him before he kills you” affair, but a wild, shifting battle with highly mobile characters and lots of goals. Roomie pointed out that the fact the vampires tried to kidnap mortals helped, because we had multiple objectives going on.

Dave dropped two humanity in one session. He’s actually a little scared now. That’s awesome.

With so much detail, though, I forgot and flubbed some elements. I never described the streets of Nation Street despite Roomie visiting twice (It’s where the police station is located). Emma went a little mad after Vampires attacked her, and I gave her a phobia. I think I’ll change it to Narcissism to reflect her independent and fierce spirit (hopefully the players won’t mind). And I left Roomie out of the fights when I really should have found a way to include him, but he says he had fun anyway.

So, all in all, a big success. We’re all looking forward to the next session

Slaughter City: Preamble

Another long absence, huh? I’ve just been really busy writing up NPCs and setting material, and studying, and thus there really isn’t anything to say except “Wooh! 5 more NPCs!” and “Hey, I finally understand that bit about how computer memory management works.” And who wants to read that?

(Though, in retrospect, I think posting about my studies might be fun. I’ll be studying all next week, so maybe I’ll discuss exactly what it is and why it’s giving me problems.)

But, at long last, it’s time to run my game, so I have to put down my brush, step back, and let the audience get a glimpse of my work. And lemme tell you, that scares the crap out of me.

This game is something completely different, completely new. Most of my changes in approach and improvements in GMing skill have been gradual, an addition of one concept or two. This feels like a revolution, if I’m correct, and I’m just waiting for it to all go wrong. How? Well, I could overwhelm the players with a hojillion NPCs right off the bat, or I’ll “go McClellan” and refuse to let the players mess up my precious NPCs that took over a month to create!. Or, worst of all, the guys just go “meh” and the game ends before it begins.

I’m being irrational, of course, but stage-fright usually is, and I always get stage-fright right before a game. Never mind that every one of my players think of me as awesome. Never mind that I have to turn people away from my games. I still get butterflies in my stomach. Just how it goes, I suppose. It doesn’t help that alot of people on the internet want to see this game, and this will be my first “podcast” RPG. It’s one thing to impress a dozen players, it’s another to impress the internet. You can’t please everyone, of course, and so I have to remember that it’s my players that matter, not my external audience.

Even with all these doubts, even before I’ve run my game, I’m ready to pronounce this a success. This exercise has been mind blowing. Once upon a time, I used to just sit down at a game with no real idea of what was going to happen, and sort of improvised it. Then I learned to detail the game, to make sure I knew what things looked like and how they looked, and my games improved vastly, mainly because improvisation became alot easier when you had more material to work with. This feels the same, except for an entire campaign. If you told me to stop planning right now and just run a game until I ran out of material, I could probably complete three full stories before I even came close to running out of material.

So, paradoxically, in addition to being terrified, I have never felt more confident about a game! I can see how everything fits together. I know the history of my city, the character of my city, the characters of my city, and I have so many layers of intrigue and mystery that I could spend an entire evening just handing the players fascinating clues and they’d still not know it all (Thus, there’s no fear of someone being “too successful” on an investigation roll and forcing my hand too early).

I feel like a creative cannon, primed with more inspiration than I can handle. I’m filled to bursting with ideas, and finally, I get to show them to my players. It’ll be magnificent. I think they sense it alreayd.

I’ll keep you up to date on how it goes.

Slaughter City Update: Vampires

I finished the Slaughter City vampires. 25 in all! Woot! Wow, was that alot of work. I hope this is all worth it ^_^

Yeah, I haven’t been posting much. All I’ve done for the past week has been homework and work on Slaughter City, though I do have a few things I can talk about. Still, thanks for your patience

Beat Of My Own Drum

Been quite a vacation, huh? I’m still here. I’ve been putting together the last bits of Metzgerburg for the Slaughter City chronicle. I’d run out of inspiration as I struggled with Damnation City’s way of doing things. I found the stats they offered for each district to be too arcane and hard to use to “define” what I felt was the character of each district. To me, a new location should be like a new playground, with new rules that change how you play. So rather than use their stats, I added “special rules” to each area, ignoring the “stats.” Then, while I like the idea behind Damnation City’s “Ambiance” rules, and the fact that it lets you change how a part of the city feels, I felt it was too one dimensional (literally, as it’s a continuum), so I added my own descriptions and rules for each district, while using the core rules for Ambiance.

The result? I found my inspiration again. Metzgerburg is finished: 60 NPCs, 8 districts. Now all I need is the supernatural, and we can play!

60 NPCs

As promised, I have 60 NPCs for my game.

*whew*

The process isn’t done: Several are very rough, there’s not nearly as many relationships as I wanted, and I feel like there are some holes, repetitions, and some characters that need to be adjusted. But that’s not the point: I set out to make 60, and I did. And some really interesting characters resulted. I feel really pysched, like I can do this game.

Next, I need to finish Metzgerburg’s districts, and then get to the supernaturals, and then return to the NPCs and “fill them out” a little better. Then I should be ready.

^_^