UVG x Troika

Vibes

It’s easy to categorise RPGs by genre. Traveller is sci fi, D&D is fantasy, Cyberpunk Red is, well, cyberpunk, Call of Cthulhu is horror. There’s no real question about that. But, when you want to do an RPG medley, you’ve got to consider rulesets and vibes. D&D and Gamma World are basically the same ruleset, which makes it handy to mash ‘em up. But more importantly, their vibes are vibing on the same frequency. This has a lot to do with the art style in the books and the ways in which the games themselves are presented as well as the settings. I’m sure I’m not the only one to take their Gamma World players through a portal to a D&D fantasy world where they could blast dragons with their enormous radiation guns. It just made sense because of the vibes.

We finished a Mörk Borg campaign earlier this year. Got all the way to the end of the world, believe it or not. Cleverly, our GM, Isaac, ended that world and then woke us up from the the virtual reality game our Cy-Borg characters had all been immersed in. Someday, we’ll return to this game that’s also a new game. Now the vibes of these to are so obviously similar because they were both made by the Stockholm Kartell and designed by Johan Nohr. The art style is brash and neon and loud for both so you feel like they vibe together naturally.

Today I want to discuss a couple of games that you might not automatically mention in the same breath, Ultraviolet Grasslands, Luka Rejec’s psychedelic, prog-rock fuelled old school trading simulator, and Troika, Daniel Sell’s Science Fantasy Moorcock/Wolfe mashup using the rules for Fighting Fantasy and the surreal art stylings of Shuyi Zhang and Andrew Walter among others. OK, you might mention them in the same breath, actually. They both tickle a very particular armpit, in between the arm of sci-fi and the torso of fantasy, and, to me, their vibes intersect perfectly. So much so that I decided to employ a Troika adventure in UVG.

The Adventure So Far

The PCs have been on the road for more than six weeks. From the Violet City on the shores of the Circle Sea they have traveled west through the Ultraviolet Grasslands. They’ve encountered Lime Nomads, giant mushroom-tending armadillos, cyborg-like bio-tech lifeforms called vomes, and even a furniture trader named Jonky Bonko so far. And at every point along the way they have gathered resources and items to trade, hopefully for a profit. This has been their over-riding motivation thus far in the campaign. The players are utterly invested in the success of their joint business venture, which they have named Isosceles Inc. Watching their Cash numbers go up has definitely been exciting for them, especially when they make a really good market research roll, or haggle their way into a selling price three times higher than their buying price. But I have been wanting a bit more old-school in it too. To that end, I’ve been seeding something in the otherwise completely randomly generated adventures. It originated in a random encounter, but I kept it running through a couple of other random encounters.

They rescued the daughter of a Lime Nomad clan chief and returned her to her mother. The mother, grateful and impressed, entrusted them with a message in the form of an item known as a portable illusion. She asked them to take it to her sponsor, a Porcelain Prince called Black Pot 5-Body at the Porcelain Citadel. Almost immediately, they rolled up another random encounter with a Porcelain Prince out on the road. A Porcelain Prince is an intelligence that’s distributed across a number of humanoid bodies that wear matching porcelain masks. The PCs, wary and out-numbered mentioned that they were on the way to see Black Pot 5-Body in the Porcelain Citadel in the hope that it would encourage this Prince to treat them favourably. On the contrary, the mention of Black Pot seemed to cause something of a stir. The Prince promptly sent a messenger off in the direction of the city. The PCs promptly killed the messenger in the grasslands and buried him in a shallow grave.

Later, at the Low Road and the High trading post, they heard a rumour that an ultra-conservative Porcelain Prince, Meissen 13-Unity had dedicated themself to restoring the Citadel to the unity of thought not exemplified since the end of the Properly Recorded Period. Not only that but that Sunfire 3-body, who they had met on the road, was an adherent of theirs. At this stage, the PCs were not able to put things together. But once they pushed on towards the Citadel they ran into a random encounter, the caravan of another Porcelain Prince, this time, an ally of Black Pot 5-body. This time, the Prince sold them a pass to get them into the Upper Citadel, where they could do business and find the Prince they were looking for.

Finally, they reached the Porcelain Citadel, the great hand-shaped edifice towering over the grasslands doing devil’s horns. They had been eager to do some carousing here. The PCs had a taste of it in the Violet City at the start of the campaign and gained a lot of XP from it so they saw it as a short-cut. This time, one of their number got completely fucked up on drugs and managed to lose most of their Cash as a consequence of a particularly poor Carousing roll. So they needed to make some money quick. The next day they went to visit Black Pot 5-Body in their workshop. There they presented the eccentric Prince with the Portable Illusion. They activated it and they all witnessed a Porcelain Prince being abducted from a camp by an enormous winged creature with a hand where its head should have been. They were dumped in an enormous nest at the top of a massive index finger stretched up into the sky, as high as a mountaintop. From there the view within the illusion changed and they saw the Prince negotiating with a wizard in a black tower atop another digit of this huge hand. He exchanged a copy of a book for the wizard to help him escape back to the Grasslands. And then the illusion ended. Black Pot was very excited. This was their chance! They had finally found the evidence they had needed for so long. The original book that would prove that the laughable philosophy of their political rival, Meissen 13-Unity was based on nothing more than a work of fiction designed to satirise the exact sort of overtly conservative views they thought were espoused by it.

That’s a lot of backstory. Suffice it to say, Black Pot employed the PCs to get abducted from their dreams by the bird-with-a-hand-for-its-head so they could be taken to the mountainous hand and retrieve that book. They went into the grasslands and did just that. They woke up in the nest, just like in the Illusion. After avoiding the gaze of THOG, the bird-thing, they killed some worms escaped the nest and found themselves on the tip of that cyclopean index finger looking out on a wide green land and a cerulean blue sky. They knew immediately that they weren’t in Kansas anymore.

I loved this moment. At this point, the players did not know they had just transitioned from UVG-proper to the Troika adventure, The Hand of God, so they had no reason to suspect anything. Also, there have been hints of portals and other worlds dotted around the plains in our campaign so far, so they had no reason to think this was anything but more UVG weirdness. I kept up the pretence as long as I could. But, eventually I shared one of the illustrations from the adventure in our chat and Isaac was quickly able to identify the distinctive style of Andre Walter, so well known for his Troika work. He asked me if this was a Troika adventure and I answered honestly as is the law.

But that was ok! It helped me in fact. The players understood that I would have a little work to do to translate from one ruleset to the other when I had to spring things on them so they have been quite forgiving.

Conversion

For the first session in the Hand of God, I didn’t even do any preparation of encounters in UVG terms. I winged it completely and that was fine. It would absolutely have been better if I had prepped, but it was ok. The nice thing about both rulesets is that they are light. A UVG creature’s strength is based largely on levels/hit dice, in a very D&D-esque way. So I was able to use the following table to work things out approximately while my players waited patiently.

But the fact was, the only combat encounter they had was with a couple of weak and lowly Prayer Worms. In Troika terms, they had low Skill and medium Stamina and their only special was screaming when they died so it was was easy to look at that table and decide to make them level 0.

I rolled up another random encounter as two of the three PCs made their way down through the index finger’s stony interior. There, on the stair, they found a poor undead whose body had been crushed by a fallen boulder. She told them she would reward them if they would bring her to the undead village of Jigigji over on the Little Finger. So they re-reanimated her decimated body and brought her along with them. Meanwhile, the third member of Isosceles glided across the span to the next finger on his handy glider. He landed on the opposite side of the bridge long before the other two made it there. At this point I knew they would be running into a lot of potentially tricky encounters that I thought I should prepare better. So we left that till the next session. In between, I converted all the stats for all the potential encounters, whether random or planned. The conversion did not always fit neatly into the rows of the table above. Sometimes I would add more hit dice if they had more Stamina than Skill, and I would always look at the potential damage on the Troika damage tables to decide the dice and bonuses to give them in the UVG context. None of this was particularly taxing, although I’m sure some GMs would do the conversion differently to me, if they wanted something more or less balanced.

The next session they dealt with a bridge troll and his gremlin minions, but realised they were in for a tough time on this adventure quite quickly. Once they got across the bridge, they soon reached the black tower of the wizard as shown to them by the Portable Illusion. In the adventure, this is known as Rezkin’s Folly. All they would have to do is get into this powerful wizard’s abode, avoiding the fireballs being flung by the magical orb security system and all the weird shit inside, and they would get the chance to maybe retrieve that book!

The Folly is presented as a mini dungeon within the context of the overall adventure. It has fourteen rooms and its spread over a mere eight pages. It is very easy to read and absorb and most of it is usable in any system, with only the creature stats requiring conversion.

There are some Wizard spells referenced in the adventure that are taken directly from the Troika core book. I had to spend a bit of time looking up UVG spells that worked as alternatives to their Troika counterparts. None of these were really done on a one-to-one basis. Troika spells are generally fairly D&Dish, but UVG spells might really do anything, conceivably. I used both the UVG core-book and the forthcoming Wastelands Guidebook to help with this.

Conclusion

Well, we haven’t concluded this adventure by any means. Isosceles Inc have only made it into the tower’s lowest floor. They have encountered a gossamer assassin creature and survived, but still have to make it to the treasure room and out again. They also need to bring their undead companion back to Jgigji and then escape this potential dreamworld to get back to the Grasslands!

So far, I am loving how well the Troika adventure vibes with UVG. There are some anachronisms, like trolls and gremlins, which seem a little too generic-fantasy for the weirdness of UVG, but, on the other hand (if you’ll excuse the pun) they’re on a ginormous hand and they were sent there by a weirdo who lives in a giant hand. This was obviously the thing that linked UVG and the Hand of God in my head. Somehow, this dreamworld leaked into the “real world” of UVG and led the Porcelain Princes to build their Citadel. And, perhaps, the item that same their citadel from repression is contained in it.

Anyway, this adventure will continue soon, hopefully. Our gaming has been dominated by the Editioning recently, but, hopefully, we’ll get some more UVG x Troika in soon!

The Editioning Week Four, OD&D

The Woes of Sorrowfield, Session Three

The hex-crawl continues through the Barrenwood. The PCs have been doing their best in difficult circumstances. Sorrowfield is a miserable place right now. There have been some sort of magical ballistics going off over town and country, undead and chimerae stalk the land and the bloody rain hasn’t stopped in weeks. Perhaps it was the constant and growing danger around them that prompted the adventurers to finally question the motives of the pixies they’d been following for a few hours through the forest.

The pixies, you see, had been trying to get them to the lake in the northwest part of the woods. Once they reached it, however, they could see a soft, violet glow from the waters. It matched the glow from the crystals they had discovered throughout the forest so far. The pixies hovered above the lake and asked them to dive in, claiming the source of the corruption was submerged beneath the unsettled waters. The PCs thought better of it despite the pixies’ mocking and cajoling. They wanted to circumnavigate the lake to see what sort of traps the mischievous little fae had in store for them, but that proved difficult. To the east, the river emerged from the lake’s waters, and there were no convenient trees to chop down to act as a bridge this time. To the northwest, they found a vast patch of crystalline briars. Since the briars covered the entire hex, they eventually decided to go one hex further around to the west, avoiding it entirely. This forced them into a a hex that was particularly confusing, with lots of entangling plants that tried to trip them. I asked them to roll a d6 to see if they got lost. They avoided rolling a 1 so they were able to press on in their desired direction.

All of the above; the pixies, the briars, the hex of confusion, all came from encounter table rolls. You can see that table on my last OD&D post here. They have all come together to make some interesting challenges and have forced the PCs to explore further than they might otherwise have. I’m fairly satisfied with most entries on the table. I feel like there’s a good mix of combat and non-combat encounters that require a good variety of solutions, skills and ingenuity to deal with. But there were two entries I really hoped they would roll up. Lucky me, those were their next two rolls!

The very next hex they entered, they rolled an 8, so they came across the Hermit’s Shack. They knew from rumours gathered in town, that there was a Hermit out in the woods somewhere, so it wasn’t a big surprise. They approached politely and Breandan welcomed them in, offering them tea and “biscuits.” I had a great time playing this guy. After a couple of sessions of mainly exploration and combat, it was refreshing to have some solid role-play. He was eccentric but friendly enough. He explained that he had run into the other group of adventurers who had been sent from the town of East Barrens. They had come across his shack on the way back from the ruined wizard’s tower on the coast to the west. They explained to him that they had been rebuffed in their attempts to delve into the dungeon beneath the ruins. Wave after wave of undead appeared as if by magic on the first level below. There was no way through… These adventurers had moved on after a restful visit, turning back towards the town.

Breandan also had a quest for the adventurers. He wanted them to hunt down and slay the carnivorous crystal elk that had been terrorising him of late. He wanted to travel up along the river to the north to see if he could escape this crystalline corruption, but every time he attempted the journey, the elk chased him back home. He promised the PCs a valuable reward if they would do this for them. They readily agreed and, after resting up in his cabin for a few hours, they set off to do just that.

Now, I considered just having the elk itself as the encounter in the next hex, but I decided, in the end, to stick to my own rules. I got them to roll on the encounter table again. This time they rolled a 6. The halfling heard them before she saw them, a shambling, groaning group of partly crystallised undead amongst the trees ahead. She tried moving silently through the woods to flank them and get a better look, but she failed badly, and got slammed to the floor by a zombie instead. This encounter was really over before it began, even though the zombies won the initiative roll. They couldn’t hit any of the other PCs, and then Tadhg, the cleric, now on Village Priest level (level 3) stepped in. A Village Priest can ably and automatically turn zombies, just have to roll 2d6 to figure out how many are affected. Well, Tadhg turned all four of them. But as he did so, the party got a good look at the zombies, two humans, a dwarf and a halfling, the exact make-up of the other band of adventurers. Now, this encounter on the table also involved the reward of an adventuring diary, which the PCs would have gotten if they had a chance to loot them. Since they sent them running instead, I decided to bring the elk into play. As the dwarven zombie was scarpering, the monstrous crystal antlers of the carnivorous elk emerged from between the trees, skewering him and sending him flying through the air. And suddenly, they were back in combat.

I like the “per-side” round by round initiative roll of OD&D. I like that it utilises a simple d6. I even like that, if both sides rolls are equal, then everything happens simultaneously. All of this adds a bit more randomness to the proceedings and keeps it interesting. Especially in this system where each combat round equals a full minute, you can imagine the ebb and flow of combat evolving constantly, with the momentum swinging one way for a time, and reversing quickly and unexpectedly when the enemy spots a weakness or exploits their opponents’ mistakes.

This was the strongest monster they had faced yet but I was only reminded of the primacy of action economy in D&D. It applies as much in this version as it does in 5E. One combatant against six is not an equal fight, no matter how many hit dice that one enemy has, unless they’ve also got six attacks per round. So, of course, they made relatively short work of it, and somehow, managed to avoid any further damage as well. What these two fights combined really showed, though, was the full range of combat abilities in the group. We had turning undead and healing magic, we had magic missiles and invisibility, and, as well as that we had backstabs and the Fighting Man even got in a mighty blow or two.

After they had dealt with the elk, they investigated the body of the dwarven zombie. Finding a diary on it, they were able to confirm that the corpse used to be Ferris, the son of the town’s blacksmith and stonemason. The PCs had been asked to keep an eye out for him by his mother so finding him like this was a poignant moment. His diary described his journey to the old wizard’s tower, the hidden entrance to the underground dungeon and the desperate fight with the hordes of undead in the basement. They had been forced to retreat, as Breandan had said earlier.

With that, they took the head of the elk and the body of Ferris back to Brendan’s place. They asked if he would return the body to his parents in town but he refused, conceding instead that they could bury him there on his land. They did so and held an impromptu funeral for the boy. It was a touching scene. That done, they received their reward from the hermit and rested up again that night before setting out for the wizard’s tower the next morning.

I just want to share with you the hex map as it looks now. The players, totally unbidden, have been filling it in with the things they’ve encountered on their way through the Barrenwood on the Roll20 map. I love this!

The hex map of Barrenwood. Now with added colour!
The players have been drawing on my map and I love it!

Conclusion

We had a couple more level ups following that session so some of the band are now level 4! I will be honest, I had not totally foreseen the speed they would be levelling at. Still, it was my decision to make levelling as easy as possible. For instance, I am allowing level-ups at the ends of each session, rather than the ends of adventures and I am handing out plenty of gold and treasure (1GP + 1XP in this edition), as well as bonus xp for completing quests and clever solutions to problems. So, I’m actually quite happy with the situation.

What it does mean though, is that I will have to upgrade some of the encounters I had planned for the dungeon itself. Since I don’t have the whole thing prepared yet and I’m not writing up entire stat blocks for encountered monsters anyway, it’s really no more work in prep than I was going to have anyway. I plucked that elk out of the Monsters & Treasure book’s list of monster stats at the last minute. It was a just a re-skinned unicorn. I love being able to do this quickly and easily when I don’t feel beholden to the 1000 entries in various monster books to choose from. I would often find myself in decision paralysis when presented with all the monsters available in official products for 5E, unable to find the exact right one for a given encounter, despite the sheer number of them. I don’t have that problem here at all since all the monsters are just a collection of hit dice and ACs with maybe a special feature to set them apart. It’s very easy to imagine that line of stats as representing any monster at all, or to customise them as you see fit.

Anyway, that’s it for the report on Session Three. It might be a few weeks before there’s another one, what with various IRL happenings. But I’ll be back next week, probably with a post on my current UVG exploits utilising the Troika adventure, The Hand of God. See you then, dear reader.

The Editioning: Week Three, OD&D

OD&D, The Woes of Sorrowfield, Session Two

Let me start by saying, if you’re one of my players, turn back now! Do not read! Danger! Danger!

The PCs gathered some hirelings. The town of East Barrens was not replete with adventuring types or even warriors, so I ruled that the only idiots available for hire were what OD&D refers to as “normal men.” This is a term from CHAINMAIL, I think, and means they are not fighters of any kind. Basically, they’re what later editions might call 0-level NPCs. Four of them showed up for duty. They did not all survive the session…

Hirelings are an interesting part of old D&D. You don’t really hear of a lot of 5e adventuring parties taking on a bunch of mercenaries as backup. But I remember playing AD&D particularly back in the olden days, the party would always want an extra NPC or two. They were often necessary to ensure survival. Playing OSR games like the Black Hack and Black Sword Hack, we have always employed hirelings for a variety of reasons in recent years too. Even in UVG, you probably won’t get very far without a crew of NPCs to keep your caravan running smoothly. UVG’s pretty old school in that respect. In the old games, they were pretty much just damage soaks, meat shields and extra carrying capacity. Even today, as a GM, I find I only role-play them when the players remember they exist as characters, which is not very often. In our Basic D&D game, the adventure we’re playing, Keep on the Borderlands, is designed for 6 to 9 players or something nuts like that, so we went all out of hirelings. Especially after my character got murdered by bandits in the first combat of the game. In oD&D and Basic, I think it’s easier to handle a larger number of characters, especially in combat. You don’t have to remember all those actions and complicated initiative order that you have in 5e and other more modern systems. Mostly, each character gets one actions/attack and they can move and that’s it. You roll initiative per side each round so you don’t have to keep the order in mind for a whole combat. This keeps it smooth. At least, that was our experience last week in both games.

The adventurers set off into the Barrenwood. They had to pass through it to find the source of the magical attacks the forest and the town had been coming under for weeks. It had not stopped raining and the road was a mucky morass. They trudged along the overgrown path into the dark, rotting woods and, before long encountered some trouble. A swarm of crystal infected arachnids had built a supernaturally strong web across the path in the dark, at just the height to trap unwary travellers. That’s what it did to our Fighting Man, Siward, who was leading the way. Abiss, the Halfling Thief set about cutting him free with her magical bronze sword while the others tried to scare off the spiders. Tadhg, the Cleric, made clever use of his lamp oil and torch, by blowing the oil out of his mouth at the flame to create a DIY breath weapon, incinerating a large part of the swarm and the webs as well, freeing Siward! They found some treasure on the ground below the webs, gold and some more magic items, a magic mace and a Staff of Striking.

I am running the Wilderness expedition as a hex-crawl. Here’s a picture of the hex map I drew in my “Pocket Dimension” from the Melsonian Arts Council. I bought a pack of ten of these a couple of years ago and I’m finally getting some use out of them.

A hex map in a hex-flower shape. It has letters from A to G along the top and numbers from 01 to 13 along the left hand side. There is a town in G-04 with a river flowing south and through it. a road goes from the town southeast and off the map. Another branches off into the forest that takes up the rest of the hex map. In the forest there is a lake B-05 and river winding south through the trees.
Barrenwood hexmap

Anyway, you can see the town in the north-east of the map and most of the rest of it is forest by design. I want the entire Wilderness portion of the adventure to take place in the Barrenwood. The area is not very large. I haven’t defined the exact size, but I’m thinking about an hour of travel per hex, with time added for encounters and rough terrain. Essentially, I ask the players to roll 2d6 on this encounter table each time they enter a new hex.

2Undead animals – crystalline growths – They won’t attack unless attacked. They make terrible noises while attempting to go on as if they were alive. Stats as Skeletons.
3Trapped merchant – stuck in a tree with strange crystalline chimeric creatures below. Stats as Zombies. Succesful attacks provoke a save vs Stone. Offers them 1000 GP to save him.
4Swarm of glowing crystalline spiders – trap! Treasure dropped amongst the webs – Staff of Striking, Mace +1, 560 GP, 300 SP, 500 CP. The spiders can do no damage but PCs will need to make saves vs Stone.
5Undead trees – crystalline branches. brittle and weak to fire – try to grab PCs. Treasure inside them – Total of 400 GP.
6Crystalline undead – one has a journal explaining how to find the entrance to the dungeon
7Pixies – frightened and angry – try to trick the pcs into swimming in the lake, diving for treasure
8Hermit’s shack – Breandan only drinks rain-water he collects himself in casks. Wagers the adventurers that they can’t kill the carnivorous crystal elk that he says has been stalking him. He will offer them an old silver amulet with a ruby in it (3000 GP.) Can also tell them the best way to reach the coast so they don’t have to roll on the encounter table anymore. Says he encountered another adventuring party returning from the tower ruins a while ago. Apparently they were frightened off by a horde of undead on the first subterranean level.
9Nothing but more sodden trees and undergrowth trying to trip them. Roll 1d6. On a 1, become lost. Roll 1d6 to determine the direction they go in.
10Crystalline briar patch. It takes up the whole hex. Will require ingenuity to traverse, or they can go around. If they brave the crystal thorns they will need to make one Save vs Stone per turn for six turns. They will find treasure, however. Roll on Type A table each turn.
11Roll on Wilderness Encounters tables in the Underworld and Wilderness Adventures page 18
12The rain stops and the sun comes out. Crystalline shards glisten upon every bough and underfoot. A lost Acolyte finds them. Grainne Bell, CL 1, AC5, HP3, THAC0 19, Turn Undead, Crystalline ear
Barrenwood Encounter Table.
I can’t figure out how to format this so it doesn’t look like crap on the blog. Sorry!

So far, this method has worked well and has been telling a story, which is what I wanted. I have struggled to stick exactly to the letter of the old OD&D books, mostly because so much is left to the referee in play. But there is also another point. The Underworld and Wilderness Adventures random encounter mechanic just didn’t work for me and the game I’m creating with the players at the table. There is a lot in the that book about castles in the wilderness, and a set number of hexes you can travel in a day and how far away you can be from a monster and still be surprised. There are no castles in the Barrenwood. It wouldn’t make sense in the context. Surprise will occur if no-one Hears Noise from the trees because it’s a forest and not open territory. And surely hexes can be any size one chooses? For all these reasons, I decided to go with my own hex-map + encounter table combo. It’s simple and effective.

The PCs escaped the spider webs with their loot and no casualties, although one of the NPCs got bit by a spider and failed her Save vs Stone so her index finger turned into crystal. She managed to keep it together enough to continue, though. They moved on into the next hex towards the river and they encountered a pair of mischievous pixies who flew around them laughing and invisible. The Magic user, Ilaina, used her own Ring of Invisibility and I ruled that she was able to to see the diminutive fairies in that state, because I thought it was a cool idea. She was able to identify what they were up against and get a good look at them (they had thought, perhaps, that these were talking crows that they’d heard tell of in the town.) This seemed to anger the pixies but they nonetheless agreed to show them the source of the magical bursts which had polluted the waters and damaged the town.

The mischievous pixies left the PCs on one side of the raging river that passed through the forest while they flew on and laughed at them from the opposite bank. Siward and one of the hirelings, Edmund, used their axes to chop down one of the more gargantuan stress on their side and I asked for an attack roll from Siward to hit the other side with it. I did this, mainly because there is not really a mechanic to test abilities and there are no skills at all, unless you mean thief skills. I briefly considered adopting the roll-under mechanic used in Basic D&D, but felt that I would rather use the mechanics as presented for this, as much as possible. I really am just picking and choosing which rules to employ here. So, with their makeshift bridge in place, the party clambered across to a an area relatively devoid of trees. Since they had entered a new hex, I asked for another encounter table roll. Sticking close to the riverside, Abbis was able to hear a rustling and cracking coming their way through the trees, giving the adventurers a heads-up to the emergence a moment later of a half-dozen undead trees! My idea for these monsters was basically, zombie treants, brittle and rotting and falling apart. I gave them the stats of a regular zombie from the Men & Monsters book, but made them extra susceptible to fire damage, not that that came up in the fight. It was a tough combat! Our thief was lucky that she had levelled up the previous session or she would have died when she got brained by a rotting tree limb and two of the NPCs, Edmund, who I had named for my dead Basic D&D PC, and Brianna of the crystal finger, went down. The party were victorious but it had been a costly battle. Luckily, the bole of one of the undead trees was filled with treasure!

That’s where we wrapped up the session. Everyone levelled up at the end of it, what with all the treasure I’d been throwing at them.

Conclusion

This week, more than the previous one, I have become aware exactly how difficult it is to stick to the idea of playing this game as it would have been in 1976. It’s really impossible. My gaming brain has been influenced for good or for ill by so many story-games, the OSR and even later editions of D&D that its essentially impossible not to feel their effects on what we’re doing.
But, then again, I’m sure there were as many ways of playing this game at the time, as there were groups playing it. You would have had you hard-core war-gamers that used it as fantasy set-dressing, your power gamers and min-maxers who wanted to do nothing but gain XP and influence, castles and followers and power and there were probably still others who played it as a fantasy romp with real role-playing elements and deep character backstories. So, I’m quitting my hand-wringing over it. As far as this Editioning challenge goes, it has to be secondary to the enjoyment of the players, including me. Otherwise, what’s the point?

Downtime in the Dark

My First Downtime

I’m taking a break from taking a break from Wednesday posts for this one. We had Session 2 of our Blades in the Dark campaign last week, and our first downtime. I also decided to start introducing a few elements from the latest Blades sourcebook, Deep Cuts, which came out earlier this year. So, I wanted to write about our experiences.

Deep Cuts Character Options

The head and shoulders of a person in portrait. They wear a metalic mask over the top half of their face and a hooded cloak. They are an Acolyte Spirit Warden
An Acolyte Spirit Warden by John Harper

Deep Cuts really expands on the options for your new scoundrels. It doesn’t replace what’s available in Blades, it just adds depth. For instance, if your PC is Akorosi, maybe your family served among the clergy for the Church of Ecstasy. If your scoundrel had a military background, maybe they were a Rifle Scout, serving in the Deathlands and harassing “enemies with sniper attacks.” Before we got into the session proper, I offered all of the players to not only select from these new options, but also to reassign any of the Action dots they had assigned to reflect their Heritages or Backgrounds. What I discovered was most of them had already formed a pretty solid image of their characters in their heads. Even the one player who did take me up on my offer, only took the two examples I laid out above for their Hound because they fit the picture they had imagined so well.

I’m still quite fond of a lot of these new Heritage and Background options. They might have been a lot more useful if I had offered them from the start.

Downtime by the Book

In Blades in the Dark, John Harper tells us there are two main purposes to having a separate downtime phase:

  • The first is that the players could do with a little break after the action of the score that just went down. To be honest, this one doesn’t ring very true for me, but that’s probably because it’s been six IRL weeks since the last session and the crew’s first score. I also get the impression that, once you get the hang of this game, you’re sometimes running a score and downtime in the one session, rather than a score session followed by a downtime session. If that were the case, I can see the advantage of breaking the action up.
  • Second, moving into downtime is a sign to all that we are changing the mechanics that will be needed in the game. To me, this seems like the more concrete of the two purposes. Blades in the Dark has tools for you to use during a score, and only during a score, and it has tools you only pull out during downtime. We don’t need to worry about divvying up the proceeds, dealing with the heat you’ve brought down on yourself or figuring out your long-term crew goals while you’re beating in some poor Red Sash’s head. Let that wait until you’ve got time and space for it.

Luckily for me, it’s easy to follow along with the Downtime chapter of BitD. Once again, I have to praise the usefulness and usability of the book. The layout of the chapter leads you by the hand through the phase, from one step to the next. Three of my players have taken responsibility for maintaining the various crew/campaign tracker/factions sheets without my even suggesting it so that made the job even easier.

Payoff was easy enough, just a simple matter of recording the Rep the Death Knells got and dividing up the 6 Coin they garnered from the last score. They took one each, popped one in the crew stash and paid their tithe to Lyssa, the new leader of the Crows, as their patron. I ran this moment as a scene. I don’t think I would have if it wasn’t for the fact that she was pissed off with them for raiding the Red Sashes’ drug dens on the Docks, and I wanted them to know. She also gave them the option to take a job to redeem themselves. The Hive have been a bit too active in Crow’s Foot for her liking. She wanted the Death Knells to do something about it.

I mentioned Deep Cuts earlier. New mechanics appear in the sourcebook for downtime. They make it diceless, and they would also definitely up the Coin our crew made from that score if we had been using them. In BitD, you are given a range from 2 Coin for a minor job to 10+ Coin for a major score. In Deep Cuts, the Coin the crew accrues is determined like this:

  • Score – 1 Coin per PC, plus Coin equal to the target’s Tier x3.
  • Seized Assets – 4-8 Coin for a vault of cash. Stolen items can be fenced for 1-8+ Coin, but you take Heat (see next page).
  • Claims – Collect payment from crew claims like a Vice Den.

Like I indicated above, we used the standard downtime rules from Blade in the Dark in this session. Now that we’ve experienced that, I’ll put it to the players to see if we want to make the switch. If and when we do that, I’ll come back and examine the other downtime changes then.

It was fun calculating Heat for that score. I’ll admit, I didn’t warn them that killing people on scores really hikes up the Heat. They started off the whole thing by murdering a bouncer, of course. In fact, I didn’t really explain the concept of Heat to them beforehand at all. This meant that they went in hard, loud and chaotic. I actually think this was for the best. The game is built on building up consequences, after all, as well as narrating big, exciting action sequences. Anyway, they ended up with 6 Heat, which was fast approaching a Wanted level. That put the shits up them.

In the book, the Heat section also includes the Incarceration section, which seems logical to me, but I didn’t need to refer to it, so I’m skipping it here.

Of course, due to all that Heat, they had to roll on the worst of the three Entanglements tables. These represent all the potential impacts of contacts, acquaintances, enemies and authorities getting wind of what the crew have been up to. Entanglements range from Gang Trouble, which can be dealt with internally, to Arrest! If you get that, it’s going to cost you Coin, a crew member or the effort to escape capture. The Death Knells rolled up Interrogation so our Hound was caught on her own and dragged down to the station for some “enhanced” questioning. We played this out in a fun scene where she went out to get beer to celebrate their big score and got ambushed out behind the pub by Sergeant Klellan and his boys. She wisely Resisted the level 2 Harm and the additional Heat, without incurring a single point of stress! All the others could do when she finally turned up was wonder where their beer was…

So then, we spent a bit of time going through what’s possible during the downtime phase in our last session. This can all be a little overwhelming the first time you do it. It can also take quite a while to get through each player’s turn as you talk through the possibilities and they negotiate amongst themselves to see who will spend their activities on reducing Heat for the whole crew. Sometimes it’s obvious who should do what. If a character has some Harm, it’s probably a good idea for them to get some treatment and Recover. If another scoundrel is a bit stressed out, they should go and Indulge their Vices to help them relax, but training, long term projects and acquiring assets are all more subjective. The chances are, they’ll turn out to be useful to the whole crew in the future, but they don’t feel quite as immediate in their effect as clearing Heat.

Anyway, I was gratified to see the PCs did all of the six possible downtime activities at least once. They managed to clear practically all their Heat. The Leech did this by studying the movements of the Bluecoats around the district so they could avoid them. The Whisper took an inventive approach, by losing a bar-room brawl in the King’s Salty Knuckles tavern, thus proving that he couldn’t be part of a crew of Bravos!

Our Cutter decided to acquire an asset, an old and worn-out little boat for use on a future score, perhaps. The players ad-libbed a scene in which they ribbed him about the state of the thing. But, of course, it only needs to be used once.

A person "walks" through the air above the darkened city,seemingly on lightning bolts emanating from their feet.
“I’m walking through the air!”

We had another scene when the Whisper’s strange friend Flint turned up on his canal boat with some electroplasm. Our Whisper needed it to build himself a lightning hammer as a Long Term Project. From Flint he also learned about the Sparkrunners, a gang of rogue scientists who are out there boosting government tech. This is one of the new factions from Deep Cuts, which “sparked” my imagination.

Just before we wrapped up for the evening, our Hound decided to deal with all her stress by visiting her local Temple of the Church of Ecstasy. She prayed and prayed, she prayed to hard and too much. She over-indulged in her vice and something bad happened. The bouncer she killed on the last score decided to haunt her!

Other Actions

Of course other actions are possible during downtime too. They decided to visit the ghost who had given them such good info during their Information Gathering phase in the previous session, because he said he would help them more if they really fucked those Sashes up good. From him, they discovered that Lyssa was responsible for the death of Roric, whose leadership of the Crows she then usurped. She had been backed up by the Red Sashes who had killed out ghost friend. He told them to go to Mardin Gull in Tangletown for the skinny on what all that was about. This wasn’t a downtime activity or an entanglement or anything. It was just something they wanted to do.

The Imperial Airship, the Covenant flies bove the darkened city streets, shining searchlights down to illuminate a meeting on a bridge.
Its the Fuzz!

I also introduced a few more Deep Cuts factions in a little news segment. They learned about the Sailors being press-ganged on the Docks, The Ironworks Labour-force pushing for unionisation, the arrival of the Imperial Airship, Covenant without her sister ship and the recent adoption of the new Unity calendar and maps. Any one of these could potentially lead the crew to their next score. Except, maybe for the calendar one, I suppose.

Conclusion

I was very happy to have left a full session aside for our first downtime. It needed it. In fact, I would say, we could have used even longer. They still haven’t decided on their next score. I will say, I am quite happy with how many potential score options I managed to sneak into the various scenes in the session. I was worried that I wouldn’t give them enough opportunities, but, in the end, they came up quite organically, much like the scenes themselves. These all proved to be fun and freeform, allowing us to dow some world-building and to introduce some fun new NPCs.

I’m now looking forward to the next session, and, hopefully, the Death Knells next score, the Big One.

Kanabo

The best part of the whole How to Play section is the list of Best Practices…We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Waku Waku

Dear reader, my excitement is threatening to overwhelm me. As some of you may know, I studied Japanese in university and lived and worked in Japan for about three years in total. It’s hard to put into words exactly how I feel knowing that, this weekend (probably yesterday by the time I publish this post), I’ll be going to see the Ireland vs Japan rugby match in Dublin and next weekend I’ll be finally going back to Japan for the first time in eight years! I think the right word is probably わくわく (waku waku, loosely translated as excited.)

Anyway, as a build up to that, I thought I would look at an RPG based on a Japanese historical period.

Kanabo: Fantasy Role-Playing Adventure in Tokugawa-Era Japan

A Kanabo is a Japanese weapon, a long metal club, adorned with spikes or studs. The game, Kanabo by N Masyk, is an RPG published by Monkey’s Paw Games. It comes in the form of three neat booklets, Volume 1, Characters, Volume 2, Chroniclers and Volume 3, Adventure. It was gifted to me by friends and all round good eggs, Tom and Isaac several years ago. I can’t remember which year exactly and I don’t see a publication date on any of the booklets so I am going to guess and say it was sometime between 2020 and 2022.

These booklets truly are only wee. The longest of them is 21 pages of A5. But they pack a lot into each one.

Volume 1, Characters

The cover of Kanabo, Volume 1, Characters. It has a mythical Japanese warrior wielding a spear and a bow at once, while dancing on the back of a great black boar, possibly in the clouds.
Magic Man on Magic Boar

This booklet, as is the case for each one, begins with the credits. N Masyk did the words and the layout, “Dead People” did the artwork and the Hexmap uses the Highland Paranormal Society Cartography Kit, by Nate Treme. Finally, consulting was done by James Mendez Hodes. I think you will notice a peculiarly Western bent to the people associated with this project, other than the Dead People who are all Japanese (by the looks of their artistic styles) but remain conspicuously unnamed.

It starts off with an intro section that explains briefly what the game is about and suggests the use of safety tools such as Lines and Veils and the X Card. The “What is this?” section tells us that this is a game set in the Tokugawa period of Japanese history. It informs us that this is the time after the Warring States Period when the country is united but many wandering Travelers are abroad, “seeking fame, fortune, justice, revenge, or simply the freedom to roam.” That’s the PCs! I like this as a time period and setting. The Tokugawa era was long, more than 250 years. It was a time when Japan was cut off from the rest of the world, guarded its coast jealously and avoided the great changes that engulfed the other regions during the same time. The role of the Samurai was slowly being eroded, nobles were forced to pilgrimage from their lands to the capital under their own expense to keep them in line, the Shogun ruled the land and Japanese culture deepened. But I also like that there is a paragraph here on historical accuracy. Masyk takes pains to explain that, despite the potential realities of the place and time, as players of a game, we must strive to be inclusive before being accurate. Japan of this time was a place of terrible inequality, Kanabo at the table does not have to be.

The introduction section is reprinted in Volume 2, Chroniclers and Volume 3, Adventure. I wonder, in a set of booklets of such limited page-count, if this was necessary. Perhaps it was felt that the Characters booklet, meant largely for the players, and the Chroniclers booklet, meant only for the Chronicler had to both have it to refer back to regularly, but I would question that, especially as the Adventure booklet is also meant for the Chronicler exclusively. Maybe its so the kid who finds one of these booklets all on its own, tucked into a box in the dark reaches of a secondhand bookshop thirty years from now, knows what it is they’ve found.

Stats

The Stats section actually introduces the entire character creation process. Stats themselves are only one part of that. You roll 2d10+20 for each stat, for a maximum of 40.

I was expecting this ruleset to be a D&D clone or maybe an Odd-like but I was surprised to discover this is a percentile system. When you want to do something you roll a d100 and hope for a result equal to or under the stat you are rolling on. You will notice that this makes it necessary to roll really rather low to succeed, but there are several ways to gain a +10 to your rolls, such as using the right piece of equipment, possessing just the right skill, spending a filled segment of your Fate Clock or, in battle, gaining Advantage. There are three specific ways to accumulate +10s in a battle. If you want to disengage from combat safely, you can expend all of them and do so.

The Stats themselves are incredibly and deliberately abstract:

  • Fire: confrontation, aggression, force
  • Water: tranquility, inquisitiveness, exploration
  • Earth: stoicism, calculation, discipline
  • Wind: intuition, reflection, grace

As such, there is a lot of potential leeway in the decision on which stat to roll in any given situation. I like this sort of thing. I imagine Blades in the Dark style negotiations occurring as to how they might work out in play. However, I struggle a little with the whimsicality of the naming convention. It has a sort of mah-jong flavour to it, I’ll admit, which is not, in itself a bad thing. But, if you were to choose particular Chinese characters from the available mah-jong tiles, there are others that really describe human traits that might work better. I am thinking of things like 力, chikara (strength,) 心, kokoro (heart) etc. The use of the four elements makes it feel a little more like Avatar than any of the sword-fighting movies that inspired this game. It is a stylistic choice, though, and I’m sure it would work just fine at the table.

There are other elements to character creation, of course. Some of them remind me, quite delightfully of making a DCC character. Others have an Into the Odd feeling which I enjoy.

You can roll for your Chinese Zodiac sign. Whatever sign you roll, you can take it and apply a +5 to a stat that you think it reflects positively on. It would have been fun to have to apply a -5 to a different stat in this step I think.

When you roll on the Birthplace table, you will get somewhere like “Fishing Village,” “Hill Fort,” or even “Haunted Ruin.” Depending on what you get here, you will start with a different piece of equipment, such as a “fishing rod,” “spear,” or “lucky charm.”

Next up you roll on the Career table, which will give you another piece of equipment. Soldiers start with a matchlock pistol but Farmers only get a straw hat!

Your birthplace and career also allow you to list two things you know about or are skilled in. These can give you +10 to rolls in certain situations.

By rolling on the Curio table you might find yourself starting with a lucky cricket, a mask or maybe some rice balls. Each curio comes with a question that might help to round out your character.

After this you have a bunch of tables that will help you describe your PC. You have Mannerisms, Clothes, Face, Names etc. There should be plenty here to give you a very clear picture of your Traveler.

How to Play

This section lays out the rules quite economically. I’ve given you the basics already and there isn’t too much more to them than that, which is great.

There is a PBTA element to the rolls. You only roll when there is some risk, of course, but if you succeed, you do so without consequence. If you fail, you can still succeed, but with consequences. In combat, this means that you trade harm.

Kanabo character sheet on the back of the Characters booklet. There are spaces for Name, stats, zodia, career, birthplace, curio, description, Knowledge & Skills, Inventory, Wounds and a Fate clock split into eight wedges.
Kanabo Character Sheet

You get a Fate Clock on your character sheet. It has eight segments, which you will be filling and erasing as you gain and spend them. You gain a segment whenever you roll doubles on a d100 roll. I choose to interpret this as 11, 22, 33 etc. You can choose to erase a segment to give yourself +10 to a roll, prevent 1 Harm, recover 1d10 wounds or survive past your 5th wound. It’s a bit like stress in Blades in the Dark, a superpower that these Travelers have that allows them to contend against terrible odds and powerful forces.

Some few paragraphs are devoted to the idea of Travel. Kanabo assumes you will be hex-crawling and lays out the rules for that in relation to time, encounters, foraging, rest & healing etc. This is presented in a way that is player friendly and does not blind anyone with science. I appreciate it.

Character Advancement gets one very short section. Characters can choose one of two options at the end of each session, “increase a stat by 1” or “write down a new skill or piece of knowledge.” It’s neat and lacks frills. No room for confusion at all.

The booklet is rounded off with sections on hiring help, common equipment and refreshments. They are presented in several short and entirely non-exhaustive lists that are merely starting points for the interested player to do some research on what stuff might have been available in Tokugawa-era Japan.

The best part of the whole How to Play section is the list of Best Practices. Many of these will be familiar to the those of you who have been reading my series on Blades in the Dark recently. We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Volume 2, Chroniclers

Kanabo Volume 2, Chroniclers has the image of mythical Japanese creature, the Kirin, across between a dragon, a horse and a giraffe, dancing across the waves.
This is a Kirin. Interestingly, the Japanese word for giraffe is also Kirin. It’s also a good beer.

After the repeated intro section we get straight into a section on how to run the game. Let me reproduce here the entirety of that section:

You control the world around the Travelers and the people within in, and the places they have built for themselves. Fill that world with adventure, danger and magic.
There are no further words by witch I might describe or prepare you for the journey ahead.
The contents of this tome, much like the contents of the Universe, are mostly lies.

I think this is probably one of the most uniquely unhelpful such sections I have ever read. I understand that the author is trying for poetry instead of boring old instruction, but it reads as though they want you to think there is no advice that might help a prospective Chronicler. There is something to be said for the idea that a GM/referee/judge/whatever should trust their instincts, but it is certainly not always true. Also, there is an enormous wealth of real advice out there, both in printed books and for free on the internet. I understand the author had limited room here, so, perhaps they could have directed the newbie GM to the blogosphere, or a particular publication that they thought aligned with their own design ethos.

Anyway, as soon as they have described everything in the “tome” as lies, they go on to provide guidance on how to run the game… and it’s useful! It’s practical and answers the sorts of questions that would definitely come up at the table when playing Kanabo! Things like discussing the possible consequences of rolls before making them, determining the effectiveness of successes etc. So, my main takeaway from all this is don’t believe the bit that tells you its lying to you…

There are a couple of pages here devoted to describing very Japanese-themed encounters, we have Kappa, Oni, Kitsune etc, without ever using those words. I like the pared down descriptions and the minimal stats presented, and I can see the idea of removing the Japanese names so as to allow a Chronicler to set their game of Kanabo in a non-Japanese context. Or maybe it’s done to for localisation purposes. I don’t know really, but, personally, I would prefer to use the Japanese names. It feels wrong to me to do otherwise.

Hexcrawl section from Chroniclers booklet. There are several landmark and terrain tables and the top half of a hex rose here.
Hexcrawl

I think another very interesting element to this game is that, despite its semi-PBTA roots, you are expected to run it Old School. We have Weather tables, advice on rolling for encounters, an encounter reaction table and a whole bunch of tables to help you build your once-a-session hex map. These are, honestly, great. They are extremely practical and useful with lots of tables of landmarks for a variety of terrain types from Grassland to Hamlet. There are more tables for Factions, Communities, and Adventure Sites that would allow a Chronicler to build an engaging monster-of-the-week-style adventure with little to no prep required.

But, the advice for doing all this is limited within the booklet itself. The third of the the three booklets, however, serves to illustrate how it should work!

Volume 3, Adventure

The cover of Kanabo Volume 3, Adventure. It shows the image of a woman, or maybe a bodhisatva playing a shamisen on the edge of a cliff.
Magic music

This one if incredibly short, only eight pages, two of which have the intro again. After that, we get a bunch of ten point lists, which come together to create Peach Trees Village. The list of Locals describes each one in a single line, provides a piece of their dialogue and outlines an adventure hook. Here’s the first one:

Asuka. A farmer. So forgetful; “did my apprentice bring the cattle in?” Needs someone to go check. Something’s been at the cattle.

I love this way of presenting information. It’s incredibly efficient and is just enough to spark the imagination. You get something similar from the Shops and the Rumours lists.

Next, we have The Surrounding Wilderness section. This kicks off with a hex rose, already filled in to give the Chronicler an idea of how it’s done. Each of the 19 hexes is described in a similar way to the Locals above. Here’s no. 10:

Frozen wood. Snow-blanketed trees. A dead mile where nothing grows. Strange lights at night. What is causing the lights?

Once again, it’s just enough to spark the imaginations of both Chronicler and Travelers to perhaps pursue the mystery of the lights in the woods, without bogging you down with established fiction.

A “Searching, you find…” D100 table rounds this adventure booklet out.

Conclusion

All in all, I think this little RPG punches above its weight. I question some of the choices made regarding naming conventions, use of space and GM advice but otherwise, I am quietly impressed. I would like to try running it, but it will have to wait till after my own adventure in Japan!

Stay Frosty

Obviously, a game like this is going to draw comparisons with the Alien RPG and Mothership given the subject matter but, from even a cursory look, it seems to be approaching the genre from a slightly different direction.

Not Over Yet

I had a great plan for today’s post. It was all coming together perfectly. We were due to finish of the Call of Cthulhu “one-shot,” the Derelict last night, but, due to various unforeseen circumstances, we were forced to postpone. So, the review of the scenario that I had been planning will have to wait too.

Still, I’m not short of subjects to write about.

Stay Frosty Remastered

The cover of Stay Frosty Remastered by Casey Garske. Space Marines fighting aliens/demons
The cover of Stay Frosty Remasted

I’m going to take this opportunity to take a look at one of the games I received recently as a Kickstarter fulfilment. Stay Frosty Remastered from the Melsonian Arts Council and written by Casey Garske is an old school RPG of sci-fi marines in situations of extreme tension where they face monsters, demons and aliens with nothing but a shotgun and a bad attitude. Think Doom crossed with Aliens. Obviously, a game like this is going to draw comparisons with the Alien RPG and Mothership given the subject matter but, from even a cursory look, it seems to be approaching the genre from a slightly different direction.

It’s worth noting that “Remastered” in the title. Casey Garske first released Stay Frosty back in 2017 so it’s been around longer than either of the two games I mentioned above. I first learned about the original before I ever backed the remaster. Co-host of the Fear of a Black Dragon podcast, Tom McGrenery used it several times as the ruleset in which he ran some rather unlikely scenarios. I never read the original, though it is still possible to get it here.

Basics

Roll a d20 greater than or equal to your attribute for a success. Otherwise fail. Sometimes you get another die for advantage or disadvantage. That’s it.

Obviously, this implies that, even though you roll your attributes up the same way as you do in D&D, lower numbers are better!

Badassery

Scorpion fight
Scorpion fight

You get to play some of the galaxy’s badest asses in Stay Frosty. Character creation seems very straight forward. You get some attributes (Brains, Brawn, Dexterity and Willpower,) and MOS (military Operations Specialty,) hit points, rank and some equipment. Then it’s “Oorah” and into the bug’s nest to rend some carapace. Character creation starts on page 5 and just about stretches to page 8. All the better to roll up a new badass when the first one bites it.

Gear

I like that the rules around gear are abstracted so far as to make theatre of the mind nice and easy. Ranges, as they apply to combat and weapons are expressed by bands:

Hand-to-hand -> Close -> Short -> Medium -> Long -> Extreme

Your weapon’s description indicates its max range of course.

Another touch I appreciate is the use of supply dice for ammo that you use in a combat situation. If you used it, roll the ammo die for it at the end of the fight, If you roll a 1 or a 2, it reduces the die size until it’s gone. There is a similar rule for other gear that can be depleted.

Combat

Space marines fighting bug aliens
Riiiiip

I described the essentials of it in the Basics section above. But there are a few idiosyncracies that I enjoy:

One of the actions you can take in a round is called Battle of Wills. If you succeed on a Willpower roll against a chosen target, they will get disadvantage on their next attack. You just scare them into fucking up because of your badassness.

If you get a critical or a fumble, you roll on the appropriate FUBAR table. Either “Fuck Yes, Natural 20” or “Oh Fuck, Natural 1.”

Brain Bleed
Brain Bleed

There are Psi-powers. These are restricted to PCs with the Psi-ops MOS. There aren’t too many powers in the book but here’s a selection:

  • Brain Bleed (although the book seems to be missing the actual Effect of this one)
  • Interface – lets you take control of machines
  • Mind Stab – mind stab

There’s a little more to the system than just these points, but not much.

Mostly these other rules are introduced in the chapter,

Other Crap Every Game Has

Which has the sub-sub-title,

Jesus Christ, I guess we have to spell everything out.

Danger, Frostiness and Tension

These are the mechanics that make the game what it is. You will see some similarities to the Stress and Panic mechanics in both Mothership and the Alien RPG.

Firstly, the Danger die is rolled whenever the PCs move from one area to another, whenever they are in really dodgy locations or just whenever they’re dawdling. It’s a good way to ramp up the Tension. It works much like an encounter die in other games so can lead to location-appropriate baddies turning up, environmental challenges and loss of resources, but it can also add Tension or cause it to be released explosively!

Which brings us neatly on to the Tension mechanics. So, the PCs gain Tension through the Danger die rolls I described above.

Tension can be good for you. Forget simply staying frosty, Tension will actually build your frostiness level. It starts at “Warm” when your Tension is at a 1 and goes all the way up thru “Chill” (gives the agile tag to ranged attacks) and “Frozen” (Advantage on saves) to “Ice-Cold” (extra attack) when you reach 6 Tension points. There is a danger of course, when your that tense. When the Danger die comes up 6, “Tension Explodes!” And every PC has to make a Willpower save. If they succeed, they can reduce their Tension by one but if they fail, they take their Tension score x their level in damage. If this reduces them to 0 or lower HP, they roll on the Going Apeshit table. If you get a 1 on this table you’re on Overkill, advantage on damage rolls but having to roll your ammo die every round instead of after the combat. If you roll a 6, though, you’re on Last Stand, abandoning weapons and armour to face the enemy mano-a-mano.

This is pretty close to the stress mechanics in Alien, which is also all governed by tables. I’d be incredibly surprised if it wasn’t inspired by this game.

The Rest

A parade of bad guys from winged demons to little brain aliens
If it Bleeds…

Most of the rest of the book consists of a couple of missions to send your frosty fighters on. But there are also a couple of pages of random tables to allow you to easily and quickly construct your own missions and a few basic stat blocks for bad guys like Amoeboids, Demons and Robotic Assassins.

Conclusion

Isaac ran myself and Tom through a dungeon in the Black Hack the other night. None of us had ever played it before and even Isaac had barely looked at the rules. It was so easy, though, that we had characters created, hirelings hired and a dungeon explored before you could say the unlikely word, “Prolch” (my slow-witted fighter’s unfortunate name.) Stay Frosty gives me a very similar vibe. I only just opened it for the first time to write this post and I feel like I could run it now. Maybe I will! Unsurprisingly, the Black Hack is listed in Stay Frosty’s Appendix A: Influences. Garske tells us here that his game was originally a Black Hack hack but he ended up totally rewriting it. You can still see the Black bones of it though.

Blades in the Dark GM Tools

I’ll be honest, I don’t usually think about the games I run in terms of goals, beyond a vague desire to do my best to GM competently, engage the players and make them entertaining.

Good Advice

So, like I said in my last Blades in the Dark preview post, this book is full of great advice. Today, I’m going to take a closer look at some of the advice for GMs that is not directly related to the first session or two. This is the sort of thing that will help you create the best version of your game at the table every session.

GM Goals

I’ll be honest, I don’t usually think about the games I run in terms of goals, beyond a vague desire to do my best to GM competently, engage the players and make them entertaining. Many of the other games I’ve played don’t deal in these terms at all, but I find I appreciate the project-like manner Blades employs here. It’s good to state your goals before embarking on any sort of initiative, otherwise, how do you know if you manage to achieve them? What do you use to steer your efforts?

Here are the GM Goals as stated in Chapter 7, Running the Game:

  • “Play to find out what happens.” This is the primary guiding principle. A concept that was introduced by D. Vincent and Maguey Baker in Apocalypse World, “play to find out” is central to Blades in the Dark. The idea here is that you have no set narrative in mind, no list of occurrences that you’re waiting to introduce to outfox or defeat the PCs, no plan at all. Instead, you let the PCs lead the way. Their own plans, desires, vices, mistakes etc. will drive the story forward in a way you could never have imagined beforehand. The GM here is just as “in the dark” as the players are about what’s coming.
  • “Convey the fictional world honestly.” Honestly, I am struggling with this one. The advice here is to “make the world seem real, not contrived.” Of course, this is a reasonable suggestion, but much more difficult in practice, I imagine. It pre-supposes this “vision of Duskwall in your head.” But, in a game where the GM is largely just reacting to things the players invent or decide, the vision is probably changing constantly. You’re told here, though, “don’t play favourites,” as well, so I begin to see the purpose a little clearer. The idea is that, as GM, you should not be inventing elements of the world that exclusively benefit just your NPCs, or explicitly disadvantage the PCs in ways that seem unfair. I suppose it could also refer to a tendency some GMs might have to treat certain PCs better than others. Resist that urge! Play fair!
  • “Bring Doskvol to life. Give each location a specific aspect (crowded, cold, wet, dim, etc.). Give each important NPC a name, detail and a preferred method of problem solving (threats, bargaining, violence, charm, etc.). Give each action context—the knife fight is on rickety wooden stairs; the informant huddles among the wreckage of the statue of the Weeping Lady; the Lampblacks’ lair stinks of coal dust.” I wanted to quote this whole paragraph because it is filled with practical, actionable advice that I would struggle to paraphrase. I have to say that this is a reasonable goal for any RPG, not just this one.

GM Actions

Two dark silhouettes having a knife fight. The dark city streets are portrayed within their shadows.
Knife-fight City – J Harper

So this is one of the ways in which you, as the GM of Blades in the Dark, can endeavour to achieve your goals. I guess these are the story-game equivalent of an OSR GM’s Random Encounter tables, weather and misfortune tables and hex maps. Essentially, when it’s your turn, you can look at the list of GM actions and choose one to keep things interesting.

  • Ask questions
  • Provide opportunities & follow the player’s lead
  • Cut to the action
  • Telegraph trouble before it strikes
  • Follow through
  • Initiate action with an NPC
  • Tell them the consequences and ask
  • Tick a clock
  • Offer a Devil’s Bargain
  • Think off-screen

I like that these are presented as moves. These are all the types of things you might do a GM in any game to spice things up, to introduce complications if its all going a little too well, if the game is getting stale. But, in other types of RPGs, they aren’t treated like the action you get to do on your turn, in fact, they are rarely dealt with at all.

Now, I’m not going to deal with each and every action here. Some of them speak for themselves and their purpose is obvious. For instance, “Ask Questions,” is very broad, but I think its fairly clear that it can be used in almost any situation to gather information, provoke actions, or even get the players involved in creating situations and the world. “Cut to the action,” is a great way to take the reins briefly to prevent plan-spiralling or similar. But I do want to look at a couple of these a bit closer:

Provide opportunities, follow their lead

This is how “play to find out” works in practice. You can’t simply allow the players to create their characters, tell them a bit about the city and ask them what they want to do. I mean, you could, but they will proceed to have a million questions. The starting situation is designed in such a way as to provide the opportunities ready-made for them, but from that point on, it’s up to the players to find them. It’s the GM’s job to present them according to how the PCs went about it. So you follow their lead. If they go scouring the underworld for leads, they might hear of a secret cache of electroplasm in a poorly guarded warehouse near the docks, but it might be inferior quality information. Or, they might read about a prestigious visitor from the Iruvian embassy with a price on their head attending the opera form a report in the newspaper. They might take very different approaches to find these opportunities and it’s up to the GM to provide what’s appropriate.

Sometimes, though, the players will come up with an opportunity all of their own. Maybe their efforts were stymied by a rival crew during their last score and they’re looking for revenge. Maybe they want to expand their criminal empire and have an idea for a score against a gang in another district. Same thing, in this case, it just saves you the trouble of inventing the opportunity yourself.

This section also provides practical tips on how the players might handle these things mechanically, what difference the crew’s heat and resources make to this process and even a step by step guide to what constitutes an opportunity.

Think offscreen

This action makes you spin some more plates than you already are as GM, but it is useful to think about. Basically, the idea is to bear in mind what is happening elsewhere that might have consequences for the action of the current scene. Maybe there is a riot happening nearby and it’s getting closer, maybe the Bluecoats are out in force on patrol tonight, maybe there are some errant ghosts in the area that might want to get involved. This is the sort of thing I do tend to forget about when GMing normally. It generally feels too much to introduce another element to an encounter in a lot of games. But in a story game like this, you want complications, and, more importantly, you want to see how the PCs deal with them. In all likelihood, they’ll have to do something that drives the story forward even more!

GM Principles

A man in a high collar holding a skull in black and white
“I knew him, Horatio” – J Harper

This is the second set of tools for you to use to achieve those GM goals. If you play with these principles in mind at all times, you should get the most out of your experience GMing Blades in the Dark:

  • Be a fan of the PCs
  • Let everything flow from the fiction
  • Paint the world with a haunted brush
  • Surround them with industrial sprawl
  • Address the characters
  • Address the players
  • Consider the risk
  • Hold on lightly

“Paint the world with a haunted brush” and “surround them with industrial sprawl” are specific to Blades, in that they are concerned with describing the city and the situation in the appropriate vibe and tone. “Be a fan of the PCs” has become a standard piece of RPG advice but it is important, for sure. I’d like to go into more detail on two of these:

Let everything flow from the fiction

You don’t need to “manage” the game.

It can be hard to let go. Especially when you have been raised on a strict diet of stat blocks, challenge ratings, 6 second rounds and proscribed consequences. But much of the advice in this chapter is encouraging you to do exactly that. Stop planning. Nothing good can come of it. You have to let the story flow naturally from the actions of the players and the reactions of the world. In Blades, after the briefly described starting situation and opening scene, every element of the campaign should cascade down from there.

Hold on Lightly

This is not a “no take backs” kind of game.

When thinking about the PCs approach to a situation, remember that goal of portraying the fictional world honestly. If you do that and are forced to rethink how you described a scene, that’s fine, you can go back and retcon it. Maybe you first introduced them to a room crowded with ghosts, but, on reflection, considering how the players told you they spent time staking out the room as an entrance to a hideout, beforehand, you decide there is just one, lonely spirit, there. Not only that, you should not be afraid to allow the players the same sort of leeway when describing their actions.

Next time

In the next preview post, I want to write about the GM best practices and bad habits as presented by Mr Harper in the book. Till then, dear reader!

Apocalypse Keys Character Creation

it has a very specific flavour. The PCs are monsters in the vein of Doom Patrol or the X-men. There is a lot of significance to the emotions of the characters and there is a fair bit of angst and drama involved from what I can tell.

This is the eighth in a series of character creation posts I’m using to figure out which game I want to schedule for our next campaign. You can find the Triangle Agency one here. And you can find the Slugblaster one here. You can find the Blades in the Dark one here. We took a slight detour for this one, here’s the Wildsea Ship Creation post. And then got back on track with the Wildsea Character Creation post. This is where you can find the Deathmatch Island one. You will find the Orbital Blues character creation post here. Back in this post I named Apocalypse Keys as an outside contender for the new campaign. This will be the last post in the series so I’ll be forced to make a decision on the next campaign soon.

DIVISION and Conquer

The illustrations of each of the Playbooks all together.
The illustrations of each of the Playbooks all together.

Apocalypse Keys by Rae Nedjadi is a Powered by the Apocalypse game in which you play members of a super-team of sorts. You are wielded like weapons by a shadowy organisation called DIVISION (which is an initialism, kinda like S.H.I.E.L.D.) in an effort to prevent apocalypses. How? Well, you gather Keys, which are essentially clues you will use to find and open Doom’s Door before the bad guy can. The bad guys are known as Harbingers and they are Omens, like you, but more world-endy.

The game is very much PBTA in its design, with a few extras. Although you roll 2d6 for most things, if you roll an 11 or higher, you overshoot, you blow the whole warehouse up instead of just the gates, your powers leave the security guard a blubbering mess instead of just plucking some thoughts from his head, you get the idea.

Also, it has some Carved from Brindlewood flavour to it too. The Keys you gather improve your chances of finding the Doom’s Door you’re looking for. For each one you get, you increase your chance that the theory you have come up with is correct and you know where to find it.

Ruin seems to have been taken from Trophy. Although it’s used a little differently. As you gain it, you get closer to becoming one of those bad guys, the Harbingers. It can also give you special Advances (abilities.)

One last thing: PCs gain Darkness Tokens as they make particular types of narrative choices that align with the emotional themes of the playbook. You spend these tokens to give you modifiers to rolls.

I think it’s important to know these things as we go into character creation for this game. Also, it has a very specific flavour. The PCs are monsters in the vein of Doom Patrol or the X-men. There is a lot of significance to the emotions of the characters and there is a fair bit of angst and drama involved from what I can tell.

Creating Monsters of DIVISION

The book provides us with a step by step guide to character creation which I love to see. It was something I missed from the process in Orbital Blues. Lets take a look:

  • Step 1: Choose a Playbook
  • Step 2: Bring Your Character to Life
  • Step 3: Refine Your Abilities
  • Step 4: Introduce Your Character to the Other Players
  • Step 5: Create Your Starting Bonds

As this is purely an exercise the last couple of steps probably won’t happen.

Choose a Playbook

Like other PBTA games, you choose a playbook to get started. Your character might decide to switch playbooks further down the line, depending on the narrative choices that are made at the table but most are likely to select one and stick with it. It’s like a character class in other games.

Here are the available playbooks in Apocalypse Keys:

  • The Summoned: a being summoned from another place. Violent, aggressive, antagonistic to prophecy, wants love more than anything
  • The Surge: Massively powerful but not in control. Wants help to contain it. “Explosive, uncontrollable and alienating.” Friendly fire and collateral damage and toxic relationships are the themes
  • The Found: Psychic amnesiac. They are very odd, but curious and highly emotional. They can have surprisingly intimate knowledge of other peoples’ inner lives and thoughts but do they know what’s best for others?
  • The Shade: A super intellect who cheated death. Thematically, they are for players who want to forge a difficult relationship with death and struggle with the costs of great knowledge
  • The Last: The last of their kind from another world. “Their power is reflective, sorrowful and hopeful.” Unsurprisingly the themes here are heavy, loss, tragedy and how these things are inevitable.
  • The Fallen: Elements of Lucifer, a fallen angel. “Their power is intoxicating, damaged, deceitful.” Thematically, hubris, the two sides of worship and an over-riding want for what was lost.
  • The Hungry: It is what it says. “Their power is intimate, transformative, and harrowing.” Getting big vampire vibes here. They are looking to feed, get truly close to someone and deal with the idea of body horror, unsurprisingly.

I could roll 1d7 to pick here, but there is one I’m drawn to most. That is the Fallen. They are all pretty goth but it feels gothiest to me.

The Fallen

The Fallen illustration from the book. A man in a suit with long, dark hair, a suit and tie ad a dragon coiled around him.
The Fallen illustration from the book

I am a pale reflection of the glory I once was
I embody the hubris and volatility of the Apocalypse
My power is faded, cracked, and deceitful
My heart yearns to worship and be worshipped

Bring Your Character to Life

I’ll be using a series of prompts provided in the playbook description to do this next part.

Your Name

There are four options here:

  • A name god gave me with love
  • a name I earned through fear and terror
  • a name that can never be said out loud
  • a name you need to give someone else one day

I choose the third one, because it’s cool, honestly. The name is Duma, after the Angel of Silence. In fact, I think this character will only communicate through signing.

Your Look

There are several options here. I won’t list them all, just the three I’m taking:

  • a multitude of wings made of light and sound
  • a cracked halo that bleeds
  • mismatched clothing hastily thrown together

I love these touches. I imagine the halo just constantly dripping blood onto Duma’s face, forcing him to close his eyes to the horrors of the world. The wings, once flapping silently, feathery and white, now buzz and flicker like an insect’s. The clothing, whatever he could find, an old army surplus jacket, some discarded cream chinos and a pair of scuffed tennis shoes.

Your Origin

I have to choose one of these four options for Duma’s origin:

  • I was once a mighty god of this Earth but I was killed by my worshipers
  • I once claimed hell for my own but I was betrayed
  • I was an angelic creature destroyed by my jealous god
  • something else that describes how far I have truly fallen and all I have lost

It’s nice to have that last option there for anyone who has their own idea of their character’s origin. For me, though, it has to be the third one. I think Duma was silent before as a way to show his devotion to his god, but is silent now because he has vowed never to speak until he regains the trust of his god or destroys him.

Who are the Gods Who Taunt You?

I only choose one of these:

  • those who I betrayed seek to destroy me once and for all
  • ancient gods who have lost their power and ache for what is left of my divinity
  • twisted gods I corrupted who are now monsters of myth and legend
  • divine servants who grow in power as I have weakened
  • something else that feeds my spite and sharpens my hubris

I like the idea of other bully angels coming down to tease Duma while he seethes and silently curses them so I’ll go for the fourth one.

Your Impulse

This is an interesting departure from other PBTA games I’ve played. Usually, you have particular character goals that mostly remain static, and if you manage to achieve them in a session, you gain 1 XP. In Apocalypse Keys, you choose one of the listed Impulses each session and work to explore it. If you do, you can gain 1 XP OR 1 Ruin. I’m not going to list them all, but here are a couple that I like:

  • Did you bless the weak with the immeasurable glory of your presence?
  • Did you taunt or seduce those who would seek to destroy you?

I think, as a starting Impulse, I would go with the first of those two, just to start things off as I meant to go on.

Your Powers of Darkness

These are largely thematic flavour for your character to throw on a standard move. They are pretty much open to interpretation every time you use them.
I can choose two from the following:

  • Soul Venom
  • Fae Glamour – Just so Duma can walk around town.
  • Fear Manipulation
  • Weapons of Light and Sound – This seems very angelic.
  • Many Forms of Mythic Animals

I’ll take Fae Glamour and Weapons of Light and Sound

What Does the Darkness Demand of You?

This is such an important question to the character and for the Keeper to know how to interact with them. There are quite a few, so I’m going to only list the two I am choosing:

  • To storm heaven
  • to curse the one I love

Man, that’s melodramatic!

Gaining Darkness Tokens

This is an important part of the process. It will define the way I play the character to a large extent. Duma will get 2-4 Darkness Tokens every time he does any of the following:

  • Feel others are beneath me
  • React with spite or arrogance
  • Ask someone to worship me
  • Ask someone to betray another
  • Embody a condition that effects me

Interestingly, the Conditions I might gain as the Fallen are different to those other playbooks might get.
Here are mine:

  • Lustful
  • Raging
  • Forlorn
  • Obsessed

All extremes of emotion. Unsurprising really.

Breaking Point

The Fallen's Breaking Point page. Also includes the Call Me Master move and an illustration of a glowing person bringing people under their control.
The Fallen’s Breaking Point page.

This is what happens when you are full up on Conditions. If you mark all four, you hit your Breaking Point. It is unique for each playbook and it serves to illustrate your character at their most emotionally overwhelmed. You just can’t take it anymore. You must have a scene to describe what happens. For your troubles you get to clear your Conditions and get a point of Ruin.

You were once beautiful and loved, perfect and beyond despair. You are gripped with how far you have fallen, how much of your glory was ripped away from you. You are unworthy of love, and your heart screams in anguish
Describe how you use what little power you have left to bring you painfully close to your former divinity, and how it twists and consumes everything around you. The Keeper will tell you what horrors you birth and what twisted shadow of a god escapes quietly into the world.

Ooof.

Playbook Moves

Each Playbook gets one move that is only for them. Normally when you advance, you can take moves from other playbooks, but not the signature one. The Fallen gets:

Call Me Master

This is a move designed to snare other beings into worshiping you, or at the very least, doing your bidding. If it goes wrong, it might make an old enemy act against the Fallen or maybe make you display your real being, forcing you to lose a Bond, or, at worst, awaken a sleeping horror.

One More

Other than Call Me Master, I get to choose one more from the playbook description. Here is a list of those I can choose from:

  • Mother of Monsters – Just imagine what could go wrong…
  • Fleeting Divinity – Relics with your power contained in them. Use them for modifiers to rolls
  • Honeyed Tongue and Clouded Minds – Use this to get extras when you Unleash the Dark, such as gaining more knowledge or making lies truth
  • You Loved Me Once – Make an NPC one of your former worshipers. They might still be, or they might serve your ancient enemies
  • The Lies that Serve Me – Your mistruths can become real for a time but if you fail… you might lose that part of you that made it.

I love the idea of just declaring a new NPC or faction were once your devotees and seeing what happens. Wow, that could go so wrong in so many interesting ways. But the ways it might go right are equally interesting so I am going for “You Loved Me Once.”

Ruin Moves

I only get to choose one of these. Another option is to choose a DIVISION move instead. And, although that is of interest, I’d rather stick to the stuff that’s specific to the playbook. Also, Ruin is just more interesting to me. Here are the Ruin Moves for the Fallen:

  • Tremble Before Me – One of the basic moves is Unleash the Dark. It is used when imposing your will on someone. Tremble Before Me allows you to mark a point of Ruin to get a better result when you do that.
  • My Beloved Nemesis – When you do this, you have two options, mark one Ruin and get to clear your Conditions while explaining how your betrayer is out in the world, or mark two Ruin and have them appear in the scene! You form a Bond with them either way. If you choose the second one you form a Bond with What the Darkness Demands of You.
  • Desire Dressed as Faith – You can make people want to do something or possess someone. Spend one or two Ruin for varying extremes of desire.
  • I Will Rise Again – When you work towards regaining your old glory, you make this Move. You get to choose from a long list of steps forward you can take which include doing things like avoiding all notice, imbuing your forces with magic weapons and killing the only one who could stop you. But the Keeper gets to screw you for it.

For me, the one that works most for the playbook and the character is that last one. It feels like the kind of thing the Fallen should be working towards from the start. So I will take I Will Rise Again as Duma’s Ruin Move.

Conclusion

This has turned into another monster post, pun very much intended. So I am going to skip the Bonds for this character, mainly because I don’t have any other PCs to Bond with anyway.

There are things about this game that I find too overwrought, too melodramatic for my tastes. But there are things in the character creation process that I enjoy. The moves are great and so imaginative and evocative of the genres this game is inspired by. But it’s similar enough to Triangle Agency to put them into direct competition with each other. Also, I’d like to actually play Duma, but I don’t know if I want to GM this game…

Deathmatch Island Character Creation

Today, I’ll be making a competitor for Deathmatch Island, a regular person with a normal-arse job, someone you might meet at the gym or in the supermarket.

This is the sixth in a series of character creation posts I’m using to figure out which game I want to schedule for our next campaign. You can find the Triangle Agency one here. And you can find the Slugblaster one here. You can find the Blades in the Dark one here. We took a slight detour for this one, here’s the Wildsea Ship Creation post. And then got back on track with the Wildsea Character Creation post.

Competitor Registration

Competitor Registration
Competitor Registration

Today, I’ll be making a competitor for Deathmatch Island, a regular person with a normal-arse job, someone you might meet at the gym or in the supermarket. This is not going to be a superhero, or a secret agent or a wizard. This totally ordinary person is going to be thrown into a situation unimaginable to most of us, having to fight for their lives, form alliances recruit followers and solve puzzles, with the reward of nothing more complicated than survival. And they will have to do all this with an enormous gap in their memories that relate to their lives before the competition.

I wrote a piece about the game, which will give you the basics. You can read it here. So I am going to push straight on with Competitor Registration. One of my Kickstarter rewards was a Competitor Induction booklet. This holds a player’s hand through the relatively painless registration process and also provides some tips for Competitor Players in playing Death Match island. So, let’s open it up and get started.

Occupation

Occupation tables
Occupation tables

The first step is rolling up my Occupation. This part MUST be rolled randomly. It will allow me to add a die to my dice pool in contests if I believe my Occupation would be relevant. The Occupation will also determine my Competitor’s Favoured Capability (the type of contests the Competitor is specialised in.) All Competitors have the following Capabilities:

  • Social Game – using charm and social bonds to resolve contests
  • Snake Mode – solving contests using deception, stealth and straight-up lies
  • Challenge Beast – Not just physical ability but also a talent for puzzle solving
  • Deathmatch – The violent option: tactics, firearms and ruthlessness
  • Redacted – This is the one used when the Player Competitor strays out of the bounds of the game and into restricted areas. The Production Player (GM) has ways to counter these methods…

The Favoured Capability gets a d8, all the rest get d6s. These can be improved through gameplay later.

So, let’s roll on the tables. There are four Occupation tables, so I’ll start by rolling 1d4 to determine which one I roll on. That’s a 2! Then I roll 2d8 on Occupation Table 2. That’s a 7 and a 4. That gives me:

  • Firefighter (Challenge Beast)

So, with this Occupation, I’m imagining someone physically fit but also intelligent in spatial awareness, environmental hazards and safety concerns.

Name and Competitor Number

Name tables
Name tables

The name of a Player Competitor is more than just what the other characters call them. It has a mechanical impact. Part of the game is attracting followers, getting your name out there and increasing your popularity. This is so important that you add a Name die to every Contest roll in the game. It starts as a d6 but gets bigger as you accumulate followers.

You don’t have to roll for your name. If you want to play a Competitor with a specific nationality, ethnicity etc, you might want to choose the name for yourself. But, in the tradition of my character creation posts, I’m going to roll for as much as I can. There are three first name tables so I’ll start by rolling a d3 to pick the one I’ll roll on. That’s a 3! Now I’ll roll 2d8 to determine my first name. That’s a 5 and a 7, giving me:

  • Sakae – a Japanese name, normally male but sometimes female. It usually means, glory or prosperity, which seems auspicious. I think I will go with he/him pronouns for Sakae

The surnames are a little more straight-forward. I just roll 1d8 and 1d20 to figure it out. That’s a 4 and a 5, which gives me:

  • Kogoya – an Indonesian name. Egianus Kogoya is a military leader in the “Free Papua” movement

Sakae Kogoya is, I think, a civilian firefighter from the island of Okinawa (a place I actually lived for a year in the nineties.) His mother is Okinawan Japanese and his father is an Indonesian American who came with the American military forces but stayed when he found love. He opened an Indonesian restaurant in the city of Ginowan where Sakae grew up.

Next, I just roll a d100 to get Sakae’s competitor number. That’s 095.

Distinguishing Features

Uniform and Characters
Uniform and Characters

There are a few random tables to determine some random features for your Competitor in the booklet. Once again, the player is free to choose from these tables or make up their own if they have a clear idea of them already. These features have no mechanical effects at all, unlike Name and Occupation. They are just to help distinguish the character. I’m going to roll on each table for the sake of randomness.

  • Eyes (1d20) – 19 – Beady (could also have had the likes of Glacial, Twitchy and my personal fave, Haunted)
  • Build – (1d20) – 20! – Willowy (other possibilities include Beefy, Towering and Average)
  • Hair – (1d20) – 5 – Striking (I’m imaging something that takes a lot of product and looks like something from an anime. I could also have rolled up Nest, Bangs or Boring)
  • Detail – (1d20) – Another frikking nat 20! – Strong hands (other options here included Unusual face, Eye-patch and Pleasant scent)

Uniform

Uniform tables
Uniform tables

All the Competitors start with the same uniform when you begin a game of Deathmatch Island. This also has no mechanical impact. There are six style options presented and six colours. I would say a lot of groups would want to discuss this amongst themselves and select the one that most appeals to them but, obviously, I’m going to roll for it.

  • Uniform Type (1d6) – 4 – Blazer and turtleneck!
  • Uniform Colour (1d6) – 4 – Goldenrod!

Wow! That’s quite a combo. Seems incredibly impractical. Not much stretch in a blazer and that colour is going to make sneaking extra challenging! But that’s what I rolled, so that’s what Sakae Kogoya and his fellow contestants are stuck with.

Please see below, the welcome letter that Sakae is presented with when he first wakes up on the boat taking him the ISLAND ONE.

Welcome to ISLAND ONE letter
Welcome to ISLAND ONE letter

Conclusion

Sakae Kogoya Competitor Registration sheet
Sakae Kogoya Competitor Registration sheet

And that’s it! That was refreshingly fast. You’ll notice, from the screenshot of Sakae’s character sheet, that there is a lot of empty space on it. There’s a lot that you only get in play in Deathmatch Island, so, even though I’m finished character creation, there’s a lot of room for growth, improvement and notes. I like this approach a lot. It leaves much of the character building to happen in the context of the game, rather than before you even start. It’s particularly appropriate in the scenario where your character is suffering from selective amnesia. I feel like, with this quick Competitor Registration and the relatively simple rules, you could get some people around a table and run a session of Deathmatch Island with little or no hassle or delay. The structure of the game and the way the Production player chooses casts allows you to run it with very little prep, also. This is a big tick in the pro column for me these days.

So, dear reader, what do you think of the Deathmatch Island character creation process in comparison to the other games in the series? I still have a few more I could fit in here, like Apocalypse Keys and Orbital Blues, which I listed as outside contenders way back here, in the post that started it all. But right now, I think Deathmatch Island is a strong contender, if only for the fact that I could get it off the ground so quickly and potentially complete a campaign in 3 or 6 sessions.

Death Match Island: Postponed Again?

I’m not traveling this time, dear reader, but I have a pretty busy week on my hands. Tonight, I have a Heart one-shot, specially requested by fellow Tables and Tales GM, Shannen. I have been beavering away at the preparations for that the last couple of days. This weekend, my nieces are visiting and I’m planning another one-shot for them, too. Also, honestly, after the last mammoth character creation post for the Wildsea, I was simply not able to dive right into another one straight away, anyway. So, I took a break, and decided to focus on the important things in life, finding ever more inventive ways of allowing the PCs in this Heart one-shot to bring poetic ends to themselves.

Death Match Throwback

The next character creation post on the agenda is for Death Match Island. So, as a consolation, please take a look at this post from last year where I go into the rewards from the Death Match Island crowdfunder and also the rules and stuff: