[generic] Experiences of the Folly

sanjurotokage

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Hey Folks,

Thought I would share my learnings and comment on the challenges I faced on running a mini campaign of Rivers of London

Starting with session zero, I felt there was some challenge without guiding the players into a suitable Folly group. with the three players I ended up with a PC (non magical), A NCA Officer (Newtonian Magic) and a Social Worker (Hedge Magic). Probably should have made one of them in the academic or medical types, namely the NCA officer.

In character creation, if choosing magic type characters - the game is rigged towards the Newtonian school of magic where the Hedge Magic has limitations, especially if you don't take impello - this proved to be problematic when advancing in fields.

For non-magical, the limitations come in the offer of Talents in other fields.

When creating a group at session zero, I would make sure there is a good mix on what makes a good Folly team - a PC, a social worker, an academic type and a science / media type if the player group is small. Only one needs magic. Would be my suggestion.

The way I decided to run it was like the 'case of the week' style starting with the Book Store followed by Going Underground then Font of All Evil (though they missed some parts of the encounters) with us moving on to the fan-based ones - Boy Band Bandits which was fun though there were some options to amend and followed it with Fiery Vengeance. We were about stop there but Jimmy's Last Dance came out and ran that which I enjoyed as it felt like a good balance of magic and investigation with a conclusion they liked.

One item I noticed with the style of play was that the players weren't really getting into building connections as the cases themselves are stand alone and don't really build though contacts and groups. Partly as the style of play doesn't pitch them against an antagonist in the background for them to pitch against. This may be something worth looking at. An expansion to the fields of magic would be beneficial too.

Player did like the luck and the unskilled abilities to fill in gaps (oh, it appears I do know architecture and forensics).

As magic affected electrical hardware, the players were reluctant to use magic and in some of the scenarios where is expect the players may use magic to trigger an encounter there wasn't a requirement as technology allowed them to skip the scene. It wasn't until the later scenarios they opted to use magic more.
 
...moving on to the fan-based ones - Boy Band Bandits which was fun though there were some options to amend...
Apart from the ludicrousness of having multiple armed bank robberies being investigated by a single DS and the bank security department, and the oddness of the robbers taking a taxi to cross the road, this was probably my favourite. After the initial nonsense I thought it was just badly plotted, but actually the plot fits the bad guys perfectly. If you fixed those dodgy bits it would be brilliant.
...Jimmy's Last Dance came out and ran that which I enjoyed as it felt like a good balance of magic and investigation with a conclusion they liked.
Yeah, that was good fun too.
One item I noticed with the style of play was that the players weren't really getting into building connections as the cases themselves are stand alone and don't really build though contacts and groups. Partly as the style of play doesn't pitch them against an antagonist in the background for them to pitch against. This may be something worth looking at.
I never really thought about trying to reuse the contacts and connections we'd made. Duh.
 
I never really thought about trying to reuse the contacts and connections we'd made. Duh.
It was more the adventures never really went back to allow some of your contacts - you did meet Abigail in the first adventure (your intern) and the Society of the Rose near the end but many contacts were more for that case alone like the museum egyptologist.

Nightingale and Molly were more your main ones - you didn't even met Toby the sausage eating dog
 
I am playing in a demo game of RoL with the Lynne Hardy tomorrow - very excited. I'll report back.
 
Apart from the ludicrousness of having multiple armed bank robberies being investigated by a single DS and the bank security department, and the oddness of the robbers taking a taxi to cross the road, this was probably my favourite. After the initial nonsense I thought it was just badly plotted, but actually the plot fits the bad guys perfectly. If you fixed those dodgy bits it would be brilliant.
You don't really get Sweeney style bank blags these days, not like in the 70s and 80s when they reached almost epidemic proportions in London. I think you'd need a specific plot based reason for a campaign of multiple armed robberies to be half-way credible now.
 
You don't really get Sweeney style bank blags these days, not like in the 70s and 80s when they reached almost epidemic proportions in London. I think you'd need a specific plot based reason for a campaign of multiple armed robberies to be half-way credible now.
Or just set the game in an alternate 1970/80's flavoured timeliness?
 
Or just set the game in an alternate 1970/80's flavoured timeliness?
Sounds good! It's not a great film but I always thought the villains in Sweeney 2 had something cult like about them with their weird manifesto and living in a commune in Malta, always stealing the same amount and mercilessly dispatching their own wounded. Wouldn't be too hard to make them into some kind of semi-fascist magic/occult influenced group.
 
RoL intrigues me, but I'm not certain what it actually does better than Liminal? Apart from accessing the RoL IP officially?
 
You don't really get Sweeney style bank blags these days, not like in the 70s and 80s when they reached almost epidemic proportions in London. I think you'd need a specific plot based reason for a campaign of multiple armed robberies to be half-way credible now.
Oh, there is a specific plot reason for the multiple armed robberies. We thought initially it was rubbish writing, but actually the villains are written to just be plain incompetent. And when we got through to the end of the adventure, in character I was feeling somewhat disgusted that this bunch of total amateurs had caused us to leave the comfy sofa at the Folly to hunt their waste-of-space arses down. Not even the satisfation of a job well done, just the knowledge that even idiots can get their hands on magic.
RoL intrigues me, but I'm not certain what it actually does better than Liminal? Apart from accessing the RoL IP officially?
Mostly it's that. The system is just a bit more crunchy which is comforting for a lot of people, and if your head associates Call of Cthulhu with investigation then maybe it will put you in the right frame of mind.
 
RoL intrigues me, but I'm not certain what it actually does better than Liminal? Apart from accessing the RoL IP officially?
I don't own Rivers of London, but as I assume it's focused on police procedurals, I hope there's more support (background and details and maybe mechanics) for that sort of thing rather than Liminal, where playing as part of P Division is only one of many options.
 
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