Category: Actual Play

  • 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

  • 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…