Category: Games

  • Some Free Games for You

    Here is some of my work that I am making available for free. They’re labors of love that I want to share. They aren’t very polished, have little to no art, are only a few pages long, but they are playable games I’ve had a lot of fun with. Here’s what I’m sharing:

    (1) The Raid: Rumors and Secrets. A cyberpunk setting where every player has a secret, and so might the employer.

    (2) Shadow Dominion: inspired by the game Night’s Black Agents, the setting is a group of Jason-Bourne-type operatives fighting vampires. This game has a specific setting unlike NBA, and is much simpler to learn and run.

    (3) Fantastic Secrets: a GMless game that is a dungeon crawl on the surface, but is really about the secret motives each PC has and why.

    (4) Cthulhu Darker: Really more house rules than an independent game, these are my modifications to the game Cthulhu Dark, and my notes on how to run a Lovecraftian game.

    (5) How to GM: Finally, not a game at all, but a document I’ve written distilling what I understand to be the best practices for GMing an RPG, based on my 40 years of experience doing so.

    You can check them all out at this folder:

    https://drive.google.com/drive/folders/1dhytj0RWw6FVBvSijDIbyQLtDQcZY0P1

    All I ask is please come back here and drop me a comment! Tell me what you liked or didn’t like, and especially if you tried a game what your experience playing was. Happy Gaming!

  • Shadow Dominion: A Vampire Dark RPG

    This is my latest creation, a work-in-progress but functional as-is, so I thought I’d share it. After watching the film Sinners and reading through Ken Hite’s interesting game Night’s Black Agents, I found myself wanting to play in that Jason Bourne vs. Vampires kind of genre.

    NBA is a great game, but it requires a lot of handling time – and the dice mechanic is not to my taste, frankly, for a couple of reasons. So I looked at Cthulhu Dark, and thought of combining the simplicity of those mechanics with risk from EZD6, and adding in some inspiration from the colorful combat options in NBA. For Chargen, I went for quick, roll-or-choose tables for everything from the name to background events, that I find fun to use. I like chargen that’s a fun part of the game rather than laborious number crunching. And so, Shadow Dominion is born!

    I hope to try it out this Friday in a one-shot. If you try it out, please let me know your experience!

    Shadow Dominion RPG

  • Starting Star Trek Adventures

    I’m happy to say I’ve started a new group and we’re going to be trying our hand at Star Trek Adventures. Here is a prologue:

    Star Trek Adventures: Prologue

    The door slid open with a chime. A tall, dark-skinned man wearing a Starfleet uniform and Captain’s insignia on the collar walked in. “Captain Thabo Mbeki, reporting as ordered.” He saluted and stood upright in a stiff, formal posture.

    Admiral Hicks stood up from his desk and smiled, the gesture making him look much younger than his graying hair would indicate. He waved off the salute. “At ease, Thabo. You’re not even officially on duty yet. Please, have a seat.”

    Mbeki paused for a moment, looking uncertain. “I was given to understand…that is, I thought – “

    Hicks nodded in understanding. “You are wondering about your medical evaluation. Well, don’t. You’ve been cleared for duty. And we have a new posting for you.”

    Mbeki took a deep breath, visibly relaxing. The admiral motioned towards the chair in front of him, and Mbeki let himself relax into it. “It’s taken so long, Adam. I thought Starfleet was through with me.”

    “We’d all be fools if we were,” Hicks replied, “considering your knowledge and experience… and what you went through, for the good of the Federation.” The Admiral’s gaze scanned Mbeki. Starfleet’s surgeons had done an excellent job, but if you looked close enough you could see the scars on his face and head.

    A sad smile came over the Captain’s visage. “Thank you for saying that. With the investigation, the months of interrogations, I was sure they were looking for any excuse to get rid of me.”

    “Oh, some of them were. But I watched them like a hawk. Anyone attempting to cast doubt on your loyalty I gave chapter and verse to. Still, it was a near thing: I was the deciding vote on the commission. After what happened, some people are always going to have doubts. I know it’s unfair. But that’s just how it is.”

    Mbeki looked down for a moment. “Yes,” he sighed, “the world is imperfect.”

    Hicks gazed at his friend for a while, then reached under his desk, bringing out a bottle of blue liquid. He poured two shots, and slid one glass to Mbeki. “Medicinal purposes.”

    The Captain studied the blue concoction, raising an eyebrow. “Is this…?”

    “Yes,” Hicks smiled, “Romulan ale. Don’t ask me how I got it.” He downed his shot, the fiery liquid exploding in his mouth and down his throat. Mbeki shrugged, then followed suit.

    After the tears cleared from his eyes, Hicks said, “Listen, the admiralty is not what it’s cracked up to be. You deserve a promotion. But given the -“

    Mbeki waved him off. “I don’t care. I don’t want a promotion. I don’t want to command from a desk. I want to be out there, on the deck of my own ship, working on behalf of the Federation.”

    Hicks stared at him for a beat. “You are sure that’s what you want? I get not wanting to become an admiral. And I know what the medical evaluation said. But tell me, man to man, are you ready to get back in the saddle?”

    Captain Mbeki straightened up and looked the admiral straight in the eye. “Yes”, was all he said.

    Hicks gazed at him, then nodded. “Very well. Then I am officially placing you back on duty. You will take command of the USS Venture, effective immediately.”

    Mbeki’s eyebrows went up. “The Venture? So…the rumors are true?”

    “Unfortunately yes. The incident claimed the lives of a good portion of the crew, including Captain Kulak and most of the command staff. The ship has been repaired, and awaits in the shipyard.”

    Mbeki looked thoughtful. “A challenging situation. It will take time for the new crew to learn to work together as a team.”

    “Unfortunately, time is a luxury you don’t have.” Hicks passed a tablet to his friend. “You have a mission. Here are your new directives.”

    Mbeki frowned as he read, then looked up sharply. “Is this correct? A potential first contact, in the Epsilon Hydra system?”

    Hicks nodded. “Clear FTL waves were detected from the borders of the system by Deep Space Six, near the neutral zone. There’s a lot of subspace interference in that region, so we don’t know how long that species has had the technology. We know nothing about them at all, in fact. But now that we know they’re there, and have the requisite level of technology, we’ve got to make contact before the Romulans do. And of course invite them into the Federation. So there’s no time to waste.”

    “I understand.” Mbeki rose to his feet. “Thanks for everything you have done for me, Adam. I will not let you down.”

    Hicks clasped hands with Mbeki. “I know you won’t. But be careful – the Romulans cannot be trusted. Godspeed, Thabo.”

    As the Captain left the room, Admiral Hicks sighed, and poured himself another shot of Romulan ale. He paused for a moment before partaking. He couldn’t help but wonder if he had really done his friend any favor at all.

    The adventure continues

  • The Basics of Roleplaying, Part Four: Approaches to Gamemastering

    In the last three parts of this series, I’ve covered what roleplaying is, why we enjoy roleplaying games, and how to be a good player. Now we turn to part four: how to GM.

    There are so many aspects to gamemastering that no single blog post could cover them all. This is simply an introduction to the basic approaches, and I encourage you to explore the many other resources available.

    When it comes to gamemastering, in my opinion there are basically three approaches: (1) prepare a railroad for the players; (2) prepare a situation; or (3) improvise on the spot.

    Railroading

    The term “railroad” is often seen as pejorative, but I don’t mean it that way. Similar terms include “linear adventure.” What I mean by railroad is that you, as the GM, have prepared specific encounters in particular locations that will occur in sequence, from the opening scene to the final scene of a session (or even a campaign).

    Many people react negatively to this approach. A common criticism is that it reduces player agency—the idea that player choices should meaningfully impact the game world. If you have player agency, that means had you made different choices, the shared fiction would have developed differently.

    Although there’s some truth to this, I’ve noticed that some people have a limited notion of player agency. For example, some argue that a dungeon with only one entrance is railroading because players must use that entrance, while multiple entrances provide meaningful choice. This view is quite narrow. What significant difference does it make if there are multiple entrances when players have no choice but to enter the dungeon? And what if, regardless of which entrance they choose, they’ll encounter the same group of goblins because that’s what the GM planned as their first encounter?

    While railroading isn’t my preferred approach, it can work well for some groups. Players still have choices in how they deal with each encounter, so they still have some agency – their choices matter in terms of what happens in that particular scene. Whether this level of choice is satisfying enough depends on player preferences. So I wouldn’t declare railroading inherently flawed—it’s simply a matter of preference.

    If railroading appeals to you, plenty of resources are available online. Most mainstream GM advice, particularly for Dungeons & Dragons, focuses on this approach. Check popular YouTube channels about being a good Dungeon Master, and you’ll find they’re primarily discussing railroading techniques.

    But a word of caution: ask yourself: do you enjoy GMing this way?

    Here’s where railroading often encounters problems: you’ve planned a series of encounters based on your own logic, but your players may think differently. Typically, players draw unexpected conclusions from encounters and head in directions you haven’t prepared for. This creates pressure to get them “back on track,” forcing them toward encounters you’ve prepared rather than where they want to go. This can frustrate players and diminish their enjoyment.

    This is why I personally don’t recommend railroading.

    Preparing a Situation

    Another approach is what I call “preparing a situation.” This means creating a fictional scenario with inherent, dynamic tension that engages players with something meaningful to their characters. Essential elements of a situation usually include several NPCs with conflicting motivations and goals, that create friction with each other and with the player characters. It’s also a good idea to include a few interesting locations, items or objects, innocents who need saving, or other people or things the players are likely to care about.

    With this style of gamemastering, the next essential element is to prepare an opening scene that informs players about the situation—just enough to get them started and see what’s at stake for them. After establishing this opening, you simply have your NPCs and the world respond naturally to player actions. Players will react to these responses, and the NPCs and other elements will respond to this reaction, and so on, creating a cycle of action and reaction. There’s no preplanned climax or encounters beyond the opening scene; outcomes are determined organically through play. Eventually a climax emerges naturally, rather than being planned in advance.

    In this style, you focus on playing your NPCs and the setting rather than trying to manage the actions of players. I’ve written in detail about this approach (including with fleshed-out examples) in a document you can download for free:

    https://drive.google.com/file/d/1Lf–HTDeQ7o2SgNuiSeQazuH-eRKd-Bq/view?usp=drivesdk

    Improvisation

    Finally, there’s on-the-spot improvisation, where you prepare nothing and make everything up as you go. This might seem entirely different from the other approaches, but I’m not entirely convinced. Even when improvising, our ideas come from somewhere—setting concepts, NPCs, etc.

    We may think we’re creating everything spontaneously, but if we have a specific endpoint in mind—like a climactic confrontation with a villain at a particular location—then it’s still a kind of railroad, just without predetermined steps. Conversely, if we’re simply playing NPCs responding to events and player actions without a planned endpoint, that’s essentially the “situation” approach described earlier. Is pure improvisation truly its own method?

    Regardless, if you do want to GM improvisationally without preparation, having some resources for inspiration helps tremendously. Random tables, computer-generated settings, NPCs with motivations, random taverns, towns, dungeons, treasures, and monsters can all provide elements to riff off of.

    Over to You

    These are my brief thoughts on the basic approaches to gamemastering. There’s much more to say about running specific encounters, making combat exciting, and other topics—much of which depends on your specific game system. Many people have already written extensively on these subjects.

    So, what do you think? Are there other basic approaches to gamemastering I’ve missed? What approach do you use? What tools or resources have you found helpful? Are there other topics worth covering in this basic series? I welcome your comments.​​​​​​​​​​​​​​​​

  • The Basics of Roleplaying, Part 2: What Do We Like About It?

    In the first part of this series, I described to the best of my ability what roleplaying is, specifically in the context of game-mastered roleplaying games, by describing what people tend to do during a game. Now I want to explore why we do it—what is it about roleplaying games that keeps enthusiasts coming back for more?

    A Brief Note on RPG Theory (I’m Not Doing it)

    Before diving in, I want to clarify that I won’t be delving into complex roleplaying game theory, as some others have done. Some people have developed elaborate models and theories about player preferences, compatibility between different play styles, and so on. I’m not convinced this theoretical approach makes much practical difference for most players or designers. The academic terminology often becomes ambiguous or exclusionary—take the term “narrativism,” which is an ambiguous term. You can have a narrative about anything. This term can be interpreted in numerous ways, and has created its own circle of theorists who deride those who use it improperly, and claim superior understanding and requisite status for themselves.

    Whether RPG theory has any validity is something I’ll leave for others to judge, but I think it’s simply fact that it rarely impacts or influences those who play or design games, with very few exceptions.

    What People Actually Enjoy About Roleplaying Games

    Instead, I want to discuss the general elements that people find appealing about roleplaying games. Understanding what you enjoy can help game masters prepare better sessions, or assist designers in creating more enjoyable experiences for themselves and their target audience.

    Character Focus

    To start, I’ll begin with what I just mentioned, what some might call “narrativism”. I don’t care what other people might mean by it in other contexts, but what I mean by it here is simply focus on the character, who they are and how they change. One thing many players enjoy is focusing on a character: their motivations, goals, moral center, and how these aspects evolve or change when the character faces difficult or extreme situations. Some players are essentially playing to discover who their character truly is and how (and if) they change through various challenges.

    This is just one element that some players enjoy—it’s no better or worse than any other preference, and all such preferences are legitimate.

    The Game Element: Winning and Losing

    At a fundamental level, many people enjoy roleplaying games because they are games with uncertain outcomes. There’s excitement in caring about your character, playing them striving toward their goals, and seeing whether or not they succeed. This uncertainty is what makes roleplaying games actual games—your character might not get what they want, creating a sense of stakes and potential loss.

    Problem-Solving

    Some players particularly enjoy creative or technical problem-solving. You see this in certain fiction, especially science fiction stories that emphasize clever technical solutions over character development. In roleplaying games, this might involve using magic in unexpected ways to escape a trap, spying on enemies through ingenious means, or combining tactics to defeat opponents. Rather than inventing some pretentious, ambiguous term for this preference, I’ll simply call it problem-solving.

    Combat Focus

    Related to but distinct from problem-solving is the focus on combat. Some players greatly enjoy games with significant combat elements, similar to why people enjoy wargames. In fact, a common origin story for roleplaying games traces them to wargamers who wanted more detail about individual characters in their battles. Some players appreciate the technical specifications, tactics, and strategy involved in confronting enemies in a shared imaginary world.

    Setting Immersion

    Another appeal is setting immersion. Players enjoy embodying characters because the setting itself is compelling—many science fiction fans have dreamed of serving as an officer on a Federation starship, or fighting orcs in Middle-Earth. The opportunity to experience a beloved fictional setting firsthand is a powerful draw.

    Character Immersion

    Whether you consider this separate from “character focus” or not, some players specifically enjoy the experience of embodying someone who isn’t themselves—stepping into another perspective and doing things they wouldn’t or couldn’t do in the real world.

    Emotional and Atmospheric Experiences

    Some players seek specific atmospheres or emotional content in their games. Horror roleplaying games create fear, while games like Ten Candles generate feelings of sorrow and nostalgia. These emotional experiences can be valuable and enjoyable in the right context.

    Social and Political Intrigue

    Though less common, some players prefer games focused on political maneuvering and social dynamics, such as Vampire: The Masquerade. The enjoyment comes from navigating complex social situations, increasing your character’s status, and outmaneuvering rivals.

    Conclusion

    These are the primary elements that I believe people enjoy about roleplaying games. There’s nothing particularly profound about this analysis, and I’m not interested in theorizing why people like these aspects—I’m only concerned with identifying what they actually enjoy. I also see no reason to think that these aspects are incompatible with each other, or that a game cannot or should not do more than one of them – such pronouncements are way too theoretical. The only way to test whether or not a game does more than one of these well is to have many people try it and see.

    But that’s neither here nor there. In my next blog post, I’ll discuss some best practices for basic roleplaying based on what we’ve covered so far.

    Until then, your thoughts and comments on this post are very much welcomed. Did I leave anything out? What is it you enjoy about tabletop roleplaying games?

    Footnote: For those who want to know what I mean about the kind of RPG theory I was alluding to earlier (and the big mess it can be), here is an example: https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/

    Note that I mean no disrespect to the author, who does a great job with the various concepts he mentions. I’m just not sure any of it is worth spending any time on.

  • A Brief Note on Leaving AdeptPlay

    This post will be of little to no interest to anyone who doesn’t know me personally, or who hasn’t interacted with me on Adeptplay or the related Discord server. I’m writing it mainly as an explanation to those friends I’ve made on those venues about why I’ll no longer be participating there. Everyone else should probably keep scrolling.

    So the AdeptPlay website is Ron Edwards’ project. I respect him because he did have a lot of interesting things to say on the subject of roleplaying, and through dialogue with him and other members of the site I did learn a lot, which helped to improve my gameplay and overall enjoyment of roleplaying.

    In the end, though, I had to leave the group behind. Here’s why.

    I found Ron’s writing very difficult to understand in general, not just on the website but in his published games as well. Part of that is my fault, at least initially – I brought assumptions based on earlier play to his writing, and misinterpreted his work because of that; that’s on me, and not the author’s fault.

    But the other 50% of the problem really was (and is) his writing. Once I eventually understood what he was trying to say, it made sense, but was very difficult to get out of the texts alone.

    It seemed like some of the time he spent a lot of effort talking about non-essential things, while giving short shrift to the most critical elements. The text of the game Trollbabe (a great game I have enjoyed, once I understood how to play it) is a good example.

    My theory is, this is at least partly because when he writes (this is also true of his spoken presentations as well) he tends to assume a certain specific framework of premises that no one else does. They might seem obvious to him, or he doesn’t think he needs to mention them because he has talked about them a lot before. Either way, in general this framework of assumptions was not obvious to me or most of the people he was talking to.

    The same was true even with his responses to questions, which were often vague, somewhat weird, and difficult to follow. I speak as someone with two Master’s degrees who’s used to reading technical and often obscure material.

    Now when I took the time to unpack exactly what he had in mind, usually he had something useful and interesting to say at the end of it, but this unpacking involved asking a lot of follow-up questions to figure out just what he meant. That’s fine. We all assume certain things when we try to communicate, or conversation would be impossible. Sometimes there are misunderstandings and we have to ask questions to clear things up. That’s just being human. So far, so good.

    The problem was, Ron started to see my attempts to get an understanding of what he was saying as challenging or hostile attacks against him. So my asking questions with the intent of gaining understanding were perceived as somehow aggressive and unkind.

    Now I know what my intent was. But it’s important in general to objectively assess whether your actions competently convey your intent, and to correct yourself if not.

    So I reviewed what I wrote on the entirety of the website carefully, and except for my very last comment on the site, neither the tone nor the content of anything I wrote could be reasonably construed as aggressive or challenging in a hostile way towards Ron.

    I have tried to see things from Ron’s point of view. Most people who didn’t understand Ron were content to stay silent, for one reason or another, so I did ask more questions than average, which might have given the impression of being aggressive. The normal adult thing to do in that case, if Ron thought that, would be to have a dialogue to clarify intent, but this is not something he tried: he basically gaslighted me and just asserted that I was being hostile, with no discussion. However, objectively speaking, there was nothing in the content of what I wrote on the site that was hostile; my questions were what they putatively appeared to be: I asked many questions because I was really interested in comprehending what he was saying and what his position was. I had no evil, hidden intent or nefarious motives.

    In the end, Ron insisted on interpreting my questions as my attacking him, and there was nothing I could do to disabuse him of this notion. In our last interaction he concluded he was not able to help me and no longer wanted to answer any of my questions, or accept any of my money in future. Any reasonable person who examines the totality of our interactions on the site would be very hard-pressed to find any evidence for these conclusions. Frankly, I find his behavior here childish and silly. But such is life, no one has to interact with anyone they don’t want to on the internet.

    Edwards didn’t ban me from the Adeptplay site, although I guess he might do so now (it doesn’t matter, as I’ll never post on it again, or read it again). I’m choosing to leave it voluntarily. In general the site, and the Discord server, became stressful places to take part in. His treatment of me wasn’t unique (and actually better than what he did to many others); he would often become upset at someone for an innocuous comment, or ban someone immediately for an imagined transgression. It became very difficult to predict what would set Ron off. So every time I would write something, I had to wonder whether it was somehow the wrong thing and would get me banned. And this is coming from me, someone who (as Ron knows) actively promoted and encouraged others to check out his work.

    Upon leaving the Discord, I immediately felt a sense of relief and relaxation. It surprises me to realize the amount of stress of “not wanting to upset Ron” I was unconsciously carrying around with me. I feel considerably happier already.

    I wish everyone else participating at Adeptplay well, in their gaming and other creative endeavors. Hopefully they will be able to safely tiptoe around that venue without somehow offending Ron. For me though, Ron’s volatility, combined with his paranoid tendency to think I was attacking him, made it too uncomfortable a place to be. My time is better spent in other activities than in vainly trying to persuade someone that I’m not an evil bastard out to get them.

    I look forward to continuing to discuss games with anyone interested, on this blog or in other venues. No person is an island, and we need to keep talking to and working with each other to achieve worthwhile things.

    Edit: So as I was discussing this situation with a friend, he raised the following thoughts: 

    “I hate to say it, but it sounds like you were taken in by a narcissist. The behavior you describe sounds typical, including the explosions over minor comments or criticisms, or in your case just asking questions. Was everything in this group you were in about how his theories are unique and better than anything else out there? Was he like a guru whose wisdom could not be questioned? 

    “It sounds a bit like a cult, to be honest. Let me guess: was there a unique vocabulary, or special code words that no outsider would understand? Special ‘wisdom’ that was only available to those inside the group? Would they laugh and demean others outside it, considering themselves superior? Initial friendliness to recruit, followed by strict rules afterward? There you go – us vs. them mentality, authoritarian leadership, emotional abuse, etc.

    “Sometimes narcissistic cult leaders will make vague, cryptic statements to make themselves look profound, but when you dig into it there isn’t much there. That’s why they can get upset over innocent questions – they don’t want to be understood, at least not fully, because it would show they’re a fraud, or just not that special. And also they just don’t want to put in the work – they’d rather sit back and be worshipped for their profundity.

    “And forget about trying to dialogue with someone like that – everything will always come back to you being the problem and your being deficient in some way. They will never apologize. Be thankful you got out when you did.”

    This hit me like a splash of cold water in the face; I’ve had issues with narcissists before, but I simply hadn’t considered this could be what was going on. Whether my friend’s assessment is entirely accurate I don’t know, but clearly I’ll have to think deeply about this for some time. 

    Edit 2: Interestingly, shortly after I got that feedback, my sister (who knew nothing about the situation or anyone involved) contacted me to say she had a dream where I was taken in by a pig, that pretended to be nice and would be a valued member on the farm, but then killed and ate me when my back was turned. I am taking this as confirmation that my friend was correct.

    What a world…

  • Gaming at ECCC

    I’ll be demoing the Fallout RPG and Star Trek Adventures RPG this weekend at Emerald City Comicon. Hope to see old friends and make some new ones!

  • Some Lessons From Tunnels & Trolls

    Having heard from some people, such as Ron Edwards, that T&T was the quintessential dungeon-crawling game, I wanted to give the game a spin to see how I liked it and what I could learn from it. The 5th edition of the game is what got the most praise, so that’s the one I tried. My bottom line: the game as a whole is clever and worthy of play, but the text is vague enough that it requires interpretation; such interpretation can differ dramatically from table to table. I’ll include what I came up with below in a comment; for Ron Edwards’ (substantially different, but also perfectly functional) way of playing, please see his website, http://adeptplay.com.

    Here’s what happened during the actual game:

    So the setting of the game is my own. The evil queen Aletheia, recently released from centuries of imprisonment, and her right hand mage Judore, took over the realm of Varhold, enslaving its inhabitants. From there, she called all the remnants of the Elven diaspora to her. Together, they continued enslaving and conscripting humans and other races into her army, and began a campaign of imperial conquest. None seem to be able to stand against her forces. Desperate for any chance, any hint of weapons or items to fight against the evil queen, rulers of the surrounding territories are willing to pay high prices. So, brave adventures roam the land, exploring caverns and ancient ruins in search of such treasure.

    In the dwarven town of Boltheim, refugees fleeing from the depredations of the elven forces have found that their trials are only just beginning. The locals tell of how strange creatures are coming into town and abducting people, who are never seen again. Recently, a teenage abductee successfully escaped, and told how she was held captive in some sort of cave, where she could see chests full of crystals glowing with strange magic. Pleading for someone to help rescue her family, she gave directions to the location from which she escaped.

    So the adventure begins with the player characters in front of an iron door leading further into the caverns. I was GMing for two players, each of who controlled two characters, who included warriors Hayoshiko, Atticus, and Enneada, and Sezerain the rogue. The characters were able to enter the door, forcing it open with a combined strength roll. One rules point here: the fifth edition rules talk about saving rolls, but these are really attribute checks. The easiest way for me to understand them was that the player rolls two dice (doubles explode), and adds the relevant attribute value to the total. They need to equal or exceed the difficulty number, which is five times the difficult level +15. The level of difficulty is determined by the GM. So 2d6+attribute >= 15 + (difficulty level X 5). This is mathematically equivalent to what the text describes, but it is more intuitive for me.

    The characters quickly found themselves in a room with a fancy rug on the floor, and three doors to choose from. They noticed the rug was clean and looked pristine, so they were quite suspicious of it and avoided stepping on it. I asked for some IQ checks here as basically perception rolls; for those who didn’t roll a 20 or above, I just gave very basic information. One character rolled above 20, and I mentioned how they could hear people screaming faintly in the distance, and that the doors to the east and south were closest to the sound.

    The players open the door to the east, and see nothing inside, except a chest and another door. They are suspicious, and don’t go in. They then proceed to the door to the south. One character opens it, and because they didn’t use the key, it triggers a trap. Three giant, hungry spiders are released from above them, and proceed to attack.

    Now, when creating the spiders, I gave them the following features. I thought I would give them a monster rating of 20 – but that would mean they’d roll three dice each, and add 15. This seemed too harsh, so I gave them three dice and an add of just five. I was then worried this would make them too easy, so I thought that I would make it so that they didn’t get weaker (roll fewer dice) until they were down to a 5 constitution. In other words, instead of them taking damage to their monster rating they’d take damage to their Constitution of 20. In addition, I gave them a web spinning attack: they can spit out webs, forcing the targeted character to make a dexterity save of 20 or be trapped; once entangled, a character would have to make a Strength roll of 25 or above to escape.

    Unfortunately, I didn’t realize just how challenging the spiders would be. A giant spider managed to corner one of the characters, Hayoshiko, into a one-on-one battle. This became a bit of a grind, as the character was a warrior with 12 points of armor. After several rounds where no one did any damage to each other, we quickly instituted the spite damage rule: if you roll a six, then someone on the opposing side takes one point of damage, regardless of armor. Slowly, they were each getting hurt. Hayoshiko tried to retreat to join the other characters so they could fight together. I interpreted this to be a dexterity roll. Unfortunately the character failed (they rolled less than 20). Now here is the first rules question: when someone does a stunt like this, how to adjudicate the attack from the opponent? Normally, you compare the total of weapon rolls from each side, but when one side isn’t using a weapon roll, how to determine the result of the opposing attack? In this particular case, I rolled for the spider as usual, and compared this total to the player’s total for their dexterity roll, basically substituting it for the weapon roll. The spider’s total was less than the player’s. So I interpreted this to mean that the character was not able to reach his companions, but also the spider was not able to damage him. But I’m not clear on how this works in general. 

    Meanwhile, Enneada, Sezerain, and Atticus were fighting together against two spiders. The first round goes well for them, and they’re able to do 20 points above the spiders’ total, so do 10 points of damage to each spider. The spiders then unleash their web attacks. Atticus and Enneada fail their dexterity saving throws, and are entangled. Facing two giant spiders, Sezerain backs into the room with the chest, hoping to use the doorway to keep both spiders from attacking him at once. I winced inwardly as the player told me this, because I knew there was a pit trap just inside the door to the chest room! The pit trap opens. However, the player makes their saving throw – they needed a 25, and they got a 26. So I say they’re able to roll to the side, their lantern rolling onto the floor beside them.

    So now we have three separate fights going on. Hayoshiko is fighting one spider to the west side of the room, one spider is attacking the entangled characters, while another spider is trying to get at Sezerain, who is in the room with the chest, balanced on the edge of the pit trap. 

    Over the course of several rounds, Hayoshiko tries a number of maneuvers, retreating and trying to get back out the main entrance, trying to get the spider to flee using his torch, and again trying to reach the other characters. Unfortunately, each maneuver fails. I interpreted them as dexterity rolls, with maybe one luck roll in there. Now, the way that I read the rules, when someone does a stunt like this I should give them the difficulty level, consequences for failure, and the benefit of success. The benefits of success were easy to determine each time, but I wound up being continually confused about what failure would mean, in particular how to adjudicate the spider’s attack after the player failed. What I wound up doing was just applying the spider attack to the total of the players dexterity roll. The result was a slow grind, with spite damage slowly wearing away at each combatant. 

    Sezerain fought the giant spider with his spear, and the results were similar to Hayoshiko’s battle: they were slowly grinding each other down. Meanwhile, the third giant spider made free attacks on the entangled Atticus, eventually killing him. Enneada tried several strength rolls to get free, failing several times, helpless to prevent the spider from savaging the poor Atticus.

    The battle continues, Enneada fails to escape, and gets bit for some damage; Sezerain keeps fighting the spider and finally kills it. Enneada finally breaks free of her web, and attacks the spider. Sezerain throws his spear at the spider, so I interpreted that as a combined melee attack. This attack is able to take that spider out.

    At this point, after several failed rolls, Hayoshiko is fighting a giant spider in the dark, armed only with a rock. Sezerain and Enneada want to quickly join him, so I gave them a choice: Enneada can help Sezerain across the pit trap quickly with a combined strength roll; if successful, they’ll be able to reach Hayoshiko in time to make a combined attack against the remaining spider this round. Or, they can play it safe, Sezerain can cross automatically without a roll required, but they won’t be able to reach Hayoshiko until the next round.

    Here’s where another rules question comes in. They each made a strength roll, Enneada succeeding, but Sezerain failed by rolling a 4. Now their combined total was more than enough to beat the level of difficulty of 25 – but because one of them failed their roll, how to interpret the results? In this case, I erred on the side of  harshness, saying that Sezerain almost slips but he manages to get across, but not in time to help Hayoshiko this round. 

    Regardless, Hayoshiko and the spider do only a slight bit of damage to each other from spite damage. The next round, the characters join up, and are able to take the spider out with their combined attack. 

    I felt a little bit embarrassed, because I hadn’t meant the spiders to be that much of a challenge. They were powerful enough to almost take out the entire party. But I suppose that’s just my inexperience with the system. I felt sorry for the characters, and wanted to change the spider stats on the spot to help them out, but the players saw what I was doing and spoke up, refusing to let me go easy on them, which of course was the right call.

    The rest of the game went smoothly in my opinion. The characters cleverly disarmed a trap in the chest by pushing it into the pit trap so that it broke open. The sleeping gas it contained was released, but it dispersed sufficiently that it didn’t get anyone. The party proceeded further into the caverns, and found where the screams were coming from. They observed humans tied onto stone slabs, their blood being slowly drained and dripping into containers which glowed, gradually getting brighter the more blood dripped into them. In addition, they found a humanoid mushroom tied onto the one of the slabs, with a battle hardened Elven veteran and a pair of orcs experimenting on it, trying to get it to bleed. They also saw a couple of human slaves, with iron collars on their necks. One of the slaves noticed Enneada, but turned their head, not acknowledging her presence.

    After a brief discussion, the party decided they were too wounded to attempt a rescue, and took the treasure they found and ran back to town. And that’s where that session ended.

    Overall I had a lot of fun, but I admit that, during prep, I had a very hard time understanding this text of Tunnels and Trolls. I’m speaking of the fifth edition here. To me, some of the most important parts of play were completely left out. It’s like, the game text makes perfect sense if you already know how to play the game – but if you don’t, it’s very difficult to know how to play from reading the text. I often find this problem; the authors are so familiar with their game that some of the most important practices or rules are so obvious to them that they don’t even think of writing them down. However, these are not obvious to most other people. Without exception, when I’ve heard a game designer say, “it’s obvious that you’re supposed to do such-and-such in that situation,” or the like, they’ve been completely wrong. Certainly their point was not obvious to me at all.

    One caveat: considering the time this game was written – 1979, I believe – it’s better than most comparable texts, and remarkably innovative. Despite the issues I had with it, I don’t want to forget this point.

  • Monsterhearts Episode Two 

    At the party, Nix is able to knock her assailant out, after which she and Morrigan steal a Lexus and head to Discovery Park. 

    Back at the park, Tien wrenches Odessa from the vampire’s grasp, and attempts to flee with her. However Lyra’s mesmerizing eyes take hold of him, and Tien agrees to hear her out. The vampire reiterates how she is reasonable, helping to keep this region safe for both human and supernatural folk alike; she warns Tien that if Jonathan, a particularly vicious vampire, is able to take up residence here they will all regret it. She denies taking Jamie, as she would never be so sloppy as to just disappear someone. She tells Tien to do his homework on this, and quickly vanishes. 

    Tien comforts the stunned Odessa, then goes to find Harvey, whose body is broken and dying. Tien heals him with his transference power, listening to how he had an unrequited crush on Jamie, and his other woes. He leads the now healed but shaken Harvey out to the parking lot, where Morrigan and Nix have discovered Odessa, who is no longer catatonic but starting to freak out. Tien takes Harvey and Odessa home, making up a story about how they were attacked by a rival school’s student. 

    Morrigan and Nix search the park for any sign of Jamie, and follow her trail to a grove off the main paths; the center of the clearing contains a flat stone slab. The area has some signs of recently being occupied, mostly with many people having sex. The PCs discover that the stone slab was used as a kind of psychic battery to absorb and discharge various intense emotions, including sexual ecstasy and terrible fear. Tien rejoins them, and after doing some computer research discovers a disturbing but informative letter, from a 19th century newspaper man by the name of Benjamin Gilbert. Having lost Jamie’s trail, they call it quits for the night.

    The following morning at Seattle High, they notice that Harvey looks quite pale, wears sunglasses, and seems to be uncomfortable in the sun. Tien questions him, and he mentions how a hot blond chick showed up at his house, wanted to be invited in, and they had a wild make-out session. The “hickey” she gave him is, in Tien’s estimation, rather large, and looks like a wound that’s several days old – but no such wound was there last night in the park.

    Students are being interviewed one-by-one by SPD’s Detective Avery. He asks standard questions like when they saw her last, who did she hang out with, did anyone not like her, etc. but also takes pictures of their shoes. He also asks about her yoga classes, and they notice a brochure about a new yoga studio entitled Order of the New Dawn.

    American history class is doing a segment on local history, so based on clues from the Gilbert letter, Nix and Morrigan decide to research Chinese immigration during the 18th century gold rush. Searching for the name “Ling”, they discover the sad event of the massacre of Chinese gold miners on the Snake river (read more here: The Snake River Massacre). Four names jump out at them: J. Canfield, Frank Vaughn, Hiram, and Hezekiah. 

    Morrigan, obsessed with finding out how and why she was resurrected, learns that Stacy’s mother, who recently lost her job, worked at the same hospital that treated her after the accident. Morrigan seductively cozies up to Stacy, and they have an intimate rendezvous in the girl’s locker room. She convinces Stacy to invite her over for dinner, so that she can interrogate her Mom; Stacy agrees.

    Nix and Tien look for more clues to Jamie’s whereabouts. Nix decides to head down to the OND yoga studio. It’s an impressive place in a high-rent downtown building. When she enters, the assistant looks her over and says, “oh, you have one of those auras. You must be here for the soma.” The now-smiling assistant leads her back to an office, where a very fit Mr. Stile greets her from a challenging yoga pose. He bids her welcome, and asks what flavor of soma she wants. Confused, Nix blurts out that she just wants to know where Jamie is. Stile frowns, and says the police already asked about this. When Nix persists, Stile tells her to remain in the office, and leaves, locking the door behind him. Concerned, Nix tries to figure some way out of the room, but can’t. The door opens and two large men in business suits enter – and she can tell immediately that they’re vampires. “You made a bad mistake coming here,” one of them says, shaking his head.

    Tien, meanwhile, has done such a bad job of researching that he attracts the attention of the police. Detective Avery stops by to grab him from the library. He accuses Tien of knowing more than he’s telling, and when Tien remains uncooperative he says he’ll have to come downtown. While headed to the police station in the back of Avery’s car, Tien makes a break for it – using his ghostly power he phases through the car door, into the middle of traffic. Brakes squeal and cars are rear-ended as Tien flees across the road. He heads with ghostly speed to the yoga studio.

    At Morrigan’s dinner with Stacy and her mother, Morrigan guilt-trips Stacy’s Mom into telling her about two of the doctors who worked on her after her accident. She confirms that these doctors, while not unknown, tend to show up infrequently, and mostly for unusual cases. She also tells Morrigan that, from what she heard, when the paramedics first brought her in to the hospital they thought she was dead, and had covered her with a sheet. 

    Back at the yoga studio’s office, Nix tries to escape, making a break for the door, but is caught by one of the vampires. A big fight ensues, Nix kicking one of the creatures savagely while biting off the hand of the other. During the struggle she hears one of the vampires call the other “Hiram”. Unfortunately they are strong and fast, and she gets hurt, pinned to the wall by a vampire. 

    Tien arrives at the studio as well, and the assistant repeats that, “oh, you have one of those auras, you must be here for the soma,” and escorts him to the back office. From down the hall, a frowning Mr. Stile tells them to go back, now is not a good time, but Tien hears Nix cry out in pain. He darts past Stile and his assistant, and phases into the room. He pries a vampire off of Nix and tries to escape with her, but again the vampires are too fast. One of them catches him and tears him apart. He escapes death by becoming his darkest self, which in his case means he becomes an invisible poltergeist only able to interact with inanimate objects. He throws the office table into the vampires, but one of them catches it and reverses the throw, blasting it into Tien. The creatures slam Nix onto the floor, then tie her up; wrapping her up with the sheet from the sofa, they carry her out of the building. Invisible, Tien follows. 

    To be continued…

  • Monsterhearts Episode One

    I’m MCing Monsterhearts 2 for my gaming group right now, so figured I might as well post the updates to this blog. Here’s the first one!

    Characters: 

    Nix, the Hollow, a magical construct possibly created by a government agency

    Tien, the Ghost of a teenage boy who died when forgotten in the cold by his friends, many of the current students of Seattle High

    Morrigan, the Ghoul, died in a car wreck with a friend, but was resurrected, possibly by a secret government experiment 

    Homeroom is abuzz with gossip when the police arrive to question Ms. Waterkin about the disappearance of Jamie Tyler, a student at Seattle High. The other major subject of discussion is tonight’s party at Sandy’s house, the rich and popular girl who lives in Blue Ridge; “everyone who’s anyone” will be there, which excludes our main characters who were not invited. 

    During gym and lunch, we discover that Lucas (NPC) is into Nix, who is dramatically uninterested in him. Tien has a crush on Odessa, who unfortunately is hanging around Harvey, the mean jock. Tien gets intimidated by Harvey, but is able to shut him down and embarrass him in turn. Meanwhile Lucas invites Nix to Sandy’s party, who accepts, but then plans to bring Morrigan along. Tien approaches Odessa about the party, but discovers she doesn’t really want to go – she’s worried about Jamie, and wants to help look for her. Based on a clue that Jamie was last seen headed to Discovery Park, they decide to go there to search.

    Nix and Morrigan ambush Lucas and he reluctantly drives them both to the party. Sandy is perturbed to see Morrigan, who she deliberately said wasn’t welcome, but she doesn’t stop them from entering. The party is in full force with loud music, flashing lights, kegs and people doing kegstands, dancing, and teenagers diving into the outdoor pool. Nix notices that a small crowd has gathered around an exotic and beautiful dark-haired girl, who Lucas calls Lyra. She senses there’s something different about Lyra, and Lucas takes Nix through the crowd to meet her, with Morrigan pushing along behind. Very quickly Nix concludes that Lyra is a vampire, and so does Morrigan. When her eyes fall on Nix, Lyra’s eyes widen. She dismisses her hangers-on and drags Nix into an empty bedroom, where she questions her closely. Nix doesn’t reveal much, but gets the impression Lyra knows she’s not human, and is concerned she might be a construct made by one of her enemies. Lyra tries to seductively bite Nix on the neck, but Nix flings her off. The vampire smiles, then quickly vanishes. In the meantime, Morrigan tries to goad people into dangerous stunts, like jumping off the roof into the pool. She winds up on the roof of the house with Nix.

    At night in Discovery Park, Odessa and Tien search for a hidden grove that Jamie used to go to with some weird friends of hers. They find the grove, but hear a twig snap nearby, and a red light dances around the clearing. Tien tells Odessa to stay quiet and not move, then moves towards the red light. It turns out to be Harvey, who is also out looking for Jamie. Tien and Harvey have words, then Tien calls out for Odessa that it’s safe to come out – but she doesn’t reply.

    Meanwhile, Nix refuses Morrigan’s temptation to jump off the roof, and climbs back onto the third floor through a window. She’s alarmed to see an apparently stoned and distraught teenage boy inside, who says, “I don’t want to do it… I don’t!” Nix asks him what’s wrong, and he says, “I don’t want to kill you!” as he draws a gun and levels it at her. She tries to persuade him to drop the gun, but he just starts crying, and pulls the hammer back. Morrigan hears this and bursts into the hallway, and rushes the boy, grabbing for the gun. She misjudges and the gun goes off, hitting her in the shoulder. In the ensuing struggle, the boy loses the gun but slashes Morrigan with a knife, who falls down a flight of stairs. He turns to attack Nix, sobbing about how he’s sorry but he has to kill her.

    Back in the park, Tien is horrified to see Odessa up high at the furthest reaches of a tall Douglas Fir, in the cold embrace of Lyra. He flies up to meet them and pleads with the vampire to let Odessa go. Stroking Odessa’s hair lovingly, Lyra says she’s pleased to meet Tien, and offers to make an alliance with him. In return for Tien’s help against her enemies, she promises to give him what he’s wanted for so long – vengeance against all those friends who left him to die in the cold. She will even release Odessa to him, unharmed. The vampire asks for a sign of his sincerity – subdue Harvey, who is still cluelessly wandering around the grove, and bring him to her.

    At the party, Nix jumps out the window and climbs down a drainpipe to the ground. Knife-wielding boy pushes his way through the gyrating bodies on the first floor with little notice, except for some snickers from a couple of stoners. Outside, he finds Nix and attacks her, crying about how “she” is making him attack. Nix falls to the ground as they grapple, and is cut in the arm; sand spills out of it. Morrigan, badly wounded but still functional, stumbles towards them.

    Meanwhile at Discovery, Tien subdues Harvey, and flies with his body towards Lyra and Odessa. Lyra smiles in triumph when she sees him, but Tien flings Harvey at her with all his strength. She cries out and is stunned by the blow: she manages to hold on to Odessa, but no longer has her in a tight embrace. Harvey’s unconscious body bounces off her and falls through the trees, breaking multiple branches on the way down to the hard ground.

    To be continued…