Plugs

Time War

Linear time is a blasted curse! Apparently, these days, you can’t have a full time job, a home life, take part in four to five sessions of RPGs in a week and still manage to update your blog on a Wednesday and a Sunday as well! To hell with it! That’s what I say! I’m doing it anyway! It might be half-arsed and it might not be precisely what I wanted to write about but I’m going have my blog and eat it too!

Going to promote a couple of things I think you should know about, dear reader. These are worthwhile things that you should get in on.

Friends of Melsonia

The Melsonian Arts Council, who are responsible for such TTRPG high-points as Troika! and Swyvers has a subscription service. Now, I will be the first one to hold up my hands and admit that I have been critical of literally everything becoming a subscription. Still, I love being a Friend of Melsonia. I say that in the least cultish way possible, I think?

The goal Daniel Sell and the rest of the Melsonian Arts Council are trying to achieve is to reduce or remove their dependency on crowdfunding efforts for every new project. Crowdfunding takes up a considerable amount of effort that these incredible artists could better spend on their creativity. That’s why I support it.

If you sign up for Friends of Melsonia for £10 a month (other currencies will, I assume, require different amounts, but Melsonia are UK based so I’m going with pounds sterling) they will send you a copy of every book they produce while your subscription is active. If that were all you were getting it would be a saving of a few dozen pounds, but on top of that, you will get exclusive stuff too! Just check out the new cover art on this version of Troika that I received in the first Friends of Melsonia delivery on Monday.

And the latest in their series of Troika location based adventures, the 1:5 Series. Eye of the Aeons has Cyclopes and snails.

AND, as if all that wasn’t enough, I also got this turtle with the power of sword and armour in postcard form.

Go join up if you can!

Friends of Melsonia

Cosmic Dark Kickstarter

If you have been here for the last few months, you have probably noticed me mention Cosmic Dark a couple of times. Go check out those other posts for more information on this great game. So far I have only played one session of it, but it was one of the best sessions of the year so far. Also, I have another one coming up tomorrow evening.

Graham Walmsley comes with some impressive bona fides. He is the creator of Cthulhu Dark, which was something of a high water mark in the rules-light indie RPG scene that spawned a bevvy of fun hacks such as Alien Dark, which I was lucky enough to play last year. Graham also wrote Stealing Cthulhu and has contributed to some other well known indie RPGs like Fiasco and The Laundry.

The Kickstarter for Cosmic Dark is live now! It funded in under 3 hours yesterday! There is a special Launch Edition which is only available for the first 48 hours, which means you can still get it at the time I’m publishing this post and, on top of that, there are some fantastic stretch goals being reached right now. This will mean contributions from such RPG luminaries as Alyssa Griffiths, Kieron Gillen, Scott Dorward, Thomas Manuel, Jeeyon Shim and Grant Howitt. So get over there and back that thing! I want all the weird space shit these guys can throw at me.

Cosmic Dark Kickstarter

Cosmic Dark: Assignment Report

Understanding the Assignment

What is the end goal of a game of weird space horror like Graham Walmsley’s Cosmic Dark? The answer seems obvious, I suppose. If you go to see a horror movie, you want to come out feeling like you got your money’s worth in spilled popcorn, whimpers, screams and nonodontgointhereyouidiots. So you should expect something similar from a game like this, right? Well, yes, of course. In fact, the rather ingenious conceit of a game like this, is that, knowing the style of play you’re looking for, as a player, you can go into it understanding what you can do to help push the themes, the jumps, the horror of it. There’s some strange, violet rock that appears to be moving? The character might be a geologist and know that it’s their job to go examine the rock, but the player knows they’re in a space horror game, which is why they should go and examine it. And this is pretty much how our one-shot of Cosmic Dark went last weekend.

But there’s more, of course, because let’s not forget the ‘Cosmic’ bit, the ‘weird’ bit. Because, although the body horror really hit hard at times, the dreamy (nightmarey maybe,) psychological horror felt all-encompassing. There is a section in the scenario that is aptly called “Dreaming and Waking.” Unpretentiously, it refers to the bizarre dreams the Employees experience during their first night on the assignment. It gave me more or less free rein to describe immersive dreams for the characters that related back to the answers they gave in psych evaluation questions earlier in the game. Of course, this served only to highlight the dreamlike atmosphere of everything on the assignment up to that point, in my opinion. Time was behaving differently, the rocks were undulating and growing, seemingly safe spaces were revealed to be anything but… The players and the characters were on edge, really from the start. And, thanks to the mechanics, they got closer and closer to that edge as the session went on.

Character Creation

We played the first Cosmic Dark Assignment, Extraction. Check out my preview blog post here, where I explain the way the players create their Employees as part of that scenario.

At the table, this went down a treat. Forcing players to choose their Employees’ specialisms only at the point where they are being asked to acknowledge over comms on the shuttle to the Assignment is clever and the players got a kick out of it.

But the real star of the show is the series of flashbacks they go through to get a picture of their characters. The flashback method creates memories, not just characters. The requirement for each PC to identify another as a rival or a figure of admiration or some other influence, and to include them in the flashback scenes, creates a shared history and a character dynamic that you simply can’t conjure from dry discussions over a character sheet. If you have played any PBTA games, dear reader, you might be aware that they usually include a section for bonds with other PCs. You and the other PC have to come up with some reason why you are blood-brothers or why you’re worried about the other’s survival or why you had a vision about them. But you do not act it out. You don’t, at least in my experience, role-play a scene together to elucidate the reason for the bond. That’s exactly what you do in Cosmic Dark. In fact, each player has a scene of their own and may choose any of the other characters to share it with. These scenes are supposed to be short, just a minute or two, but long enough for them to find their characters’ voices, outlooks, relationships. And the Director (GM) provides prompts to kick-start these scenes. The players are given a line of dialogue for one of them to say to begin. I was skeptical about how well this could work at a table of regular players. Up until now, I have only seen it done at a table of professional actors on Ain’t Slayed Nobody. But I needn’t have worried. Every one of my players took that single line of dialogue like the baton it was, and ran with it, inventing hurdles, falling and picking themselves up again. And the table I had? Four players with a wonderful mix of experience levels, some who have played a variety of RPGs for years, one with just a few months of play under their belts with Tables and Tales and even one for whom it was their very first role playing experience!

The aspect of character creation (it’s one of the parts that is ongoing throughout the game from what I understand) that I had a little difficulty in running and incorporating as intended is the psychological assessment. There is a moment, that also occurs in flashback, the night before the Assignment, when they are lying in their sleeping pods on the Extracsa transport vessel, the Exchange, and they are asked questions like “what scares you most about being alone?” Or “what is the most terrifying way to die?” You are supposed to. Push the PCs to answer truthfully, indicating that Extracsa will know if they are lying. This part was ok, actually. I was able to get some revealing and actionable answers from them. It was the re-incorporation of the answers into the later dream sequence that I struggled with. The idea is that you should take note of the PCs’ fears and worries so that you can create a tailored nightmare for them during the Dreaming and Waking section I mentioned above. I think this is something I would get better at in time and with practice. The main issue I had was just referring to my own notes and making sure I got the right nightmare for the right Employees in a way that made it feel like it flowed naturally.

The Assignment itself

I don’t want to go into too much detail here. Honestly, I could not do it justice. Go and listen to the Ain’t Slayed Nobody actual play instead!

But here’s what I will say. I presented an outline of the type of game Cosmic Dark was when I advertised it on our Discord. But I think there was still some misapprehension by the time we started playing. The main feedback I got in this respect was that they expected something more along the lines of physical threats. I believe this is, perhaps, the overriding influence of the Alien franchise. I did refer to Alien in the touchstones I mentioned when announcing the game, so that could explain it. There is nothing like an alien monster in this first Assignment. In fact, as they played through the scenario and uncovered one egregious corporate scheme and strategic lie after another, I think it became obvious that Extracsa are the real baddies here. And, it’s not like there aren’t ways for the Employees to die in the course of the Assignment (we had one death, caused mainly by the Team Leader hitting 6 Changed as he escaped. He flipped the rover he was driving.) And they felt as though they were in danger, clearly. As their Changed scores each hit 4 or 5 (out of 6) they all decided to run away! They witnessed what was in the future for them on this asteroid, a slow and horrific melding with the rock of the place, and they noped out of there before they even reached the finalé! Anyway, if I had any advice for prospective Directors, it would be to make sure you properly set expectations.

How about the scenario itself? So, I only had the text of the Extraction Assignment to work with. Now, this was fine. The rules are contained within it and the character creation occurs during the course of play, as I explained above. However, in the finished book, there will be useful extras to refer to. For instance, if and when an Employee rolls a 5, they are supposed to get a little bonus in the form of records, data from the Extracsa company servers that serve to shine a light on the mystery or, at least, show them how Extracsa is fucking them over. On the roll of a 6, they are supposed to experience an anomaly of some sort. Anomalies are supposed to alert them to the weirdness of the place or the situation or have a direct psychological effect that might prompt a Changed roll. Now, there are a few examples of appropriate records and anomalies in the scenario but the rest will be contained in cheat sheets that will appear in the final Cosmic Dark book. To fill this gap, I listened to the ASN actual play again and made a note of the records and anomalies Graham used in that.

The other thing I picked up in particular from Graham was the style of GMing he does in that AP. He keeps it light and breezy mainly, gently encouraging players to take unnecessary risks, reminding them about the Changed die, reassuring them that that little prick from that piece of weird violet rock is probably nothing to worry about… until the point where he informs them all they need to do to reduce their Changed score is remove that pesky limb… Listen and learn, dear reader! It worked a treat at the table!

As for the rules, I had one regret here. The rules are very light and easy to pick up, but, this opening Assignment is designed to introduce the rules in a specific order to ease the players into them. And it does a great job of that. The Changed die is the first thing that comes up, then investigation rolls and other types of actions. But I forgot to introduce the re-roll mechanic when I should have, thereby allowing the Employees a chance both to do better on certain checks and to increase their Changed score earlier on.

Conclusion

All in all, I highly recommend this game. I want to play more of it. I wanted to play more almost immediately. But I think my experience will be greatly improved by getting my hands on the full book. So, let’s make sure I can, shall we? Go and sign up for an alert on the Cosmic Dark Kickstarter!

Cosmic Dark

Ain’t Slayed Nobody

I have been a fan of the Ain’t Slayed Nobody podcast for as long as it’s been around. They launched back in 2020, right at the outset of the pandemic, which was a creative miracle in and of itself. The podcast, which started out as a Call of Cthulhu actual play, is the brainchild of Cuppycup. He started out running a few of his friends through a Down Darker Trails campaign. That’s the Old West setting for Call of Cthulhu. Apparently, not only was this the first time he had acted as Keeper, it was his first time playing any RPG! Go and listen to those early episodes now and I think you would be hard pushed to detect that level of inexperience. It was a fun listen too! The production quality has been consistently high from the beginning but the players and the laughs really make it.

Since then, ASN has had a rotating cast of players and characters in a range of short campaigns and one-shots. They have branched out with regards to systems too. They had a classic short run of Blade Runner, where cuppycup ran Electric Dreams, the case file from the Blade Runner Starter Set. Listening to this made me want to run it myself. This one had a great cast too: Ross Bryant, Nic Rosenberg and Danny Scott played the blade runners. Since then, both Ross and Nic have become regulars in the cast. I highly recommend this series, especially if you’re interested in running Blade Runner, the RPG.

Two blade runners posing like neon noir heroes in front of a stylised Wallace Corp ziggurat beneath the title of the Blade Runner Role Playing Game.
A photo of the front of my copy of the Blade Runner Start Set box.

Another regular, Scott Dorward, is a renowned podcaster and game designer in his own right. His long-running show, The Good Friends of Jackson Elias is well worth a listen. When he first ran a game for Ain’t Slayed Nobody, it was his own Cthulhu Dark scenario, Fairyland. This was really the first time I had been exposed to Cthulhu Dark as a system. The impossible lightness of the rules and the effortless creepiness that Scott brought to it drew me in. I eventually did get to run Cthulhu Dark myself last halloween, though it was a different scenario.

Darker Still

Recently, Ain’t Slayed have piqued my interest yet again. This time, it’s with another game from Cthulhu Dark creator, Graham Walmsley, Cosmic Dark. Graham is the Director for this campaign too, in fact.

Cosmic Dark is a game of weird space horror that is Graham’s commentary on the times we live in, according to him. The PCs all work for an interstellar corporation called Extracsa. I feel like the name does a lot of the heavy lifting in conveying the type of company we’re talking about here. Each assignment is completed in an episode or two, which is very satisfying, but the characters do continue through the series, except when things go really wrong for them.

What have I liked about it so far?

The heavily anti-capitalist horror aspect is compelling to me at this point of my life and of human history. The themes and events of the game, despite taking place in some unknown future in space and on alien worlds, feel all too real, far too possible.

I love the character creation method. You don’t start this game by writing up a character sheet, you don’t even come up with a name or occupation like you might in Cthulhu Dark. No, you dive straight in:

This is the Extracsa transport ship. You are descending to the surface of C-151.
Medical officer, please acknowledge.

The first scenario asks the Director to read this to the players and then tells them to wait for one of them to respond. That player is then the Medical Officer. This continues until all players have chosen an Employee Specialism. You then continue with a quick overview of the very light rules before delving into a series of flashbacks from the PCs’ childhoods using prompts to sketch the sort of characters that you need for this game. It’s an ingenious method and extremely fun to listen to people improvise on the spot. And it doesn’t stop there. Character creation continues throughout the character’s Extracsa career, usually in the shape of flashbacks to their lives before their current job.

The scenarios themselves are weird and scary and psychologically affecting. They deal with things like the reliablity (or otherwise) of your own memory, machines treating humans like infestations, and, honestly, just good old-fashioned space madness in the best traditions of things like Solaris.

By The cover art can or could be obtained from MoviePosterDB or Goodtimes Enterprises, Fair use, https://en.wikipedia.org/w/index.php?curid=5075880

So, I joined Graham’s Patreon. Doing that got me access to the early versions of the rules for the game and the scenarios that have been written so far. I’m hoping to get a group together to play it in a couple of weeks.

Listening to this series gets me excited to play Cosmic Dark. As a lover of weird space fiction, it is exactly up my alley. And it is very different to the other games I am running at that moment, so it will make a nice change.

One last thing, Graham will be launching Cosmic Dark on Kickstarter soon! If you want to support the project you should follow it here!