[generic] What are we running and playing? [II]

I ran a lovely one-shot last night that was inspired by Agatha All Along: a coven of contemporary wicthes whose lives have gone askew in various ways band together in a coven of outcasts to support each other. A lot of the action ended up revolving around the NPC apprentice of one of the PCs who had a history of apprentices dying tragically; an attempt by some of the other PCs to unravel this curse ended up transferring all of the cursed witch's powers to their apprentice!

Awesome session, one of those games that is just on fire from the start, with all the players really bringing their A game throughout :D
 
What system did you use?
One of my published ones, Blood and Water, which absolutely hinges on deep bonds between characters with unusual powers and burdens: I originally created it with Being Human in mind, but I have sinced used it for games based on What We Do in the Shadows, Ghosts and even a Mr & Mrs Smith/Spy X Family mash-up.
 
On Wednesday I finished running a mini-campaign of Swords of the Serpentine, "The Thief-Takers of Eversink" at Role Play Haven Edinburgh. Eleven sessions playing through six self-contained mysteries, running for between one and four sessions each. I started with two of the adventure seeds from the Pelgrane website (Sin-Drinker and The Dripping Throne), then the Free RPG Day adventure Losing Face and finished off with three of the convention scenarios from the recent Brought To Light book (Smugglers End, Murder Most Foul!, and Takedown as the campaign climax).

I have to say that I enjoyed it. It wasn't what I expected, because the group was small (2-3 players depending on availability) and largely combat-adverse (the most combat oriented character was the sorcerer, and his attack of choice was "grotesquely horrifying overkill"), but it was good fun. The players really enjoyed sniffing around to find clues, and the Gumshoe "you have the ability so you get the clue" approach meant that their frustration was about piecing the clues together rather than finding them in the first place.

I'm a bit sad that we didn't really have time to dwell on some of the more interesting character-driven things that came up, but there were some really great moments. The disgraced noble PC signing up his estranged father to vast regular deliveries of pickles, resulting in the (off-screen) father being referred to as "Lord Pickles" by everyone henceforth. The sorcerer PC deciding that the final confrontation with a sorcerous villainess needed some shock and awe, so using his flesh magic to wear the dead body of the villainess' brother as a skin suit...when her (never-revealed) gross-out power was to wear a dead body as a skin suit!

We didn't get the most use out of the general abilities mechanics, as the PCs preferred to avoid confrontations where possible. This was probably a net positive for the campaign as the players didn't really like the resource management nature of the Gumshoe system, and I have to admit it is one of my most serious gripes with it. I'm a bit sad that neither of the PCs who had the Flashback talent ever found a use for it.

Summary? I had a good time, I like the setting, and I'd be willing to put up with the system to run another campaign of it. I asked the players and they said it was fun, but despite the system rather than because of it. Maybe a homebrew of some sort would be better?
 
This is my game tally for 2024: 23 sessions run, 50 played, total 73. That includes 9 convention games.

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Some interesting games there!
 
Intrigued by Heavy Gear, tell us more about..
 
The Heavy Gear campaign is a bit erratic, because the GM's job keeps sending him hither and thither, so we have no sessions for weeks at a time.

We started it in one version of the system (3rd?), then updated the characters to the most recent edition (is that 4th?) about halfway thru the campaign. I own neither. The first version was a variant of the Silhouette system (which I've used in Tribe 8), and the latest version is still d6s... but different in that when things are harder sometimes you tend to lose dice from your pool rather than the target number going up.

When we converted characters I whinged a lot, because you get far fewer skills in the new version AND the difficulty went from 4 to 5. So we all suddenly became crap at things we'd been competent at the week before. The GM eventually gave us a ton of XP to spend to "buy back" all the skills that went missing. And the difficulty seems to be 4 again.

The new edition's aptitudes, quirks, adversities, perks and flaws are nice. Things to hang your roleplaying off, as well as game mechanic effects. Like I'm Confident, so get an extra die once per session but am Uneducated so the target number is one higher for academic stuff.

There's also skill expertise & familiarity which is for extra dice and re-rolls. It's good but confusing to work out if you've got it, because you don't get a familiarity in Stealth, you get an expertise in Survival (which is the category that Stealth belongs to) IF you have more than a certain total of levels in all your Survival based skills. It's quite possible that my familiarity has risen to an expertise when I spent xp but I haven't noticed because I'll have to add up a ton of things to see if I qualify.

There's also an optional "job specialisation/feat" thing. Sorry can't remember the official title. I took Scout (Guerilla).

As is traditional, there isn't enough room on the character sheet for most of what is listed above.

There are Action Points, which are bloody vital if you want to dodge being hit without losing dice from your attack dice pool. Those points refresh every session.

There are Emergency Dice to re-roll your lowest die. No idea when those refresh. We spent ours many sessions ago and haven't had any since. Allegedly you can spend XP on Emergency Dice, but, um, WHY? No way I'm spending my precious, only ever given out at the end of a scenario, xp for a one-time-only re-roll.

The book is huge, unwieldy and impossible to find anything in. Case in point - I'm a sniper, so I wanted to do a called shot to the weak spot on heavily armoured artillery mech. The GM searched and searched and couldn't find the called shot rules. (He didn't have the pdf to hand). Next session... while looking up something else entirely, he found the called shot rules!

BTW the called shot rules are crippling - I had to sacrifice 2 of my 4d6 to do a called shot, which means my chance of hitting plummets (fair enough) but my chance of beating the enemy's dodge also plummets... because roll to hit, then roll to dodge by beating the total of the to-hit. AND if even if they get a crap dodge roll you still have to get through the armour (because apparently aiming for a weak spot doesn't negate that).

So I'm a sniper who only aims once a session, when I invoke all my once-a-session extra dice.

We're mostly having fun despite the system (both 3rd and 4th) rather than because of it.
 
I have 4e, but the layout and writing is so poor that it has stayed on the shelf. I might push through and North Star it.
 
I have 4e, but the layout and writing is so poor that it has stayed on the shelf. I might push through and North Star it.
When he has time, our GM intends to make his own character sheet. So it has all the stuff the PCs need on it. You may need to do the same... or have a cheat sheet to hand out to explain what Action Points can be spent on, what Emergency Dice can be spent on, how dice penalties work for doing multiple actions, what bonuses you get from Familiarities and Expertise, etc.

I can't help thinking they they made just too damn MANY of these "special" things all with their own name. I mean they could just have had Aptitudes. But nooooo, they had to have Aptitudes and Perks and Familiarities...
 
When he has time, our GM intends to make his own character sheet. So it has all the stuff the PCs need on it. You may need to do the same... or have a cheat sheet to hand out to explain what Action Points can be spent on, what Emergency Dice can be spent on, how dice penalties work for doing multiple actions, what bonuses you get from Familiarities and Expertise, etc.

I can't help thinking they they made just too damn MANY of these "special" things all with their own name. I mean they could just have had Aptitudes. But nooooo, they had to have Aptitudes and Perks and Familiarities...

I felt there might be a good game in there, but they did a fantastic job of hiding it in the proliferation. It remains an old favourite setting, which I have managed to run only a very few times.

Maybe...
 
I felt there might be a good game in there, but they did a fantastic job of hiding it in the proliferation. It remains an old favourite setting, which I have managed to run only a very few times.

Maybe...
Seems the way with DP9 ever since SilCore.

However I would love to play once you have wrangled it.
 
Our campaign of Stitch in Time, a Dr Who season, ended tonight. I have loved running it and am very happy and confident I am adequately timey wimey to handle running Who with ease.
 
I'm struggling with getting players together at the moment. One group has become, I suspect, a boardgaming group as this is easier to organise with an unpredictable turnout, and the other is once or twice a month. The latter is finishing a Fate campaign (a Western / Fantasy / Occult / Pirate mashup) and starting a new CoC campaign. I've not run this before, and I have the sneaky feeling I will system switch at some point to something a little lighter or more narrative, but am keen to give CoC a try first.
 
I've put a request out for players for the Warhammer Fantasy Roleplay 4th Edition 'Enemy Within' campaign over on the Doriath Discord server ( https://discord.gg/vTWDjM4pPn ).

Acknowledging this is a massive endeavour, I'm looking to run the first of the five parts and then pause for corrupted breath.

Second Look in Foundry JPG.jpg
 
Our campaign of Stitch in Time, a Dr Who season, ended tonight. I have loved running it and am very happy and confident I am adequately timey wimey to handle running Who with ease.
Good stuff. I have managed con games of Dr Who, but really struggled with getting a campaign to work, when 1st edition first came out. The whole "every few sessions you'll want to have a whole new setting/NPCs/etc etc" was hard to manage. I take it the Stitch In Time campaign is a good one? Not too much GM fixing required?
 
Good stuff. I have managed con games of Dr Who, but really struggled with getting a campaign to work, when 1st edition first came out. The whole "every few sessions you'll want to have a whole new setting/NPCs/etc etc" was hard to manage. I take it the Stitch In Time campaign is a good one? Not too much GM fixing required?
Yes. It's a good set of 9 adventures, 2 crap, 3 excellent, 1 weird, 3 good fun. Then a capstone finale. The players are collecting mcguffins for the finale, but frankly it's no bad thing to sit and really think about that.. adding some more threads helped.
The tones varies nicely, from Douglas Adams style humour to darker satire on Boris Johnson and Brexit to a great little heist.
If you can discipline yourself and your players to not allow any episode to last any longer than one session - it's perfect - it's literally a great 7-10 season of Who.
I chose to have no Doctors, all are companions of different Doctors, and all perceive the TARDIS through the lens of the Doctor period they came from [one player said his character couldn't see the sonic since his Doctor never had it]. Then the Doctor(s) left clues at breakfast and the TARDIS just went to the next adventure. [something something Blinovitch Effect] At each site [usually] they saw a Doctor in the distance just missing the crucial action but couldn't reach them [something something Blinovitch Effect].
I ran 7 of the 9, I didn't run the weird one [but I really should have tried] and I didn't run one of the crap ones. I made the other crap one good.
You need to make your own art and handouts but an AI will help there.
On reflection, yup, it's good and I think once you have done it, it makes you realise how easy it is.
 
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