Esoterrorists: Actual Play

One-Shots, — Bryant on May 8, 2008 at 9:34 am

We played some Esoterrorists over at Jere’s last night, and it was awesome. I may have some more analysis-like thoughts later, but I wanted to get down some actual play stuff before it faded from memory. One of my questions going into the game was how smoothly the flow of play could work; would it be awkward getting clues? Would point spends work well? Turned out that all that can work very well. Here’s how it played out, more or less.
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The Inquisitor’s Library

One-Shots — Bryant on February 15, 2008 at 2:25 pm

Dark Heresy. You are the retinue of Inquisitor Lord Zane Castis, the oldest Inquisitor in the Calixis Sector. His purview is heretical documents, which — for centuries — he has collected from the hands of those who would misuse them. Generally not peacefully.

All such documents are stored in the vast ship Tabularium Bibluvio, which also serves as Inquisitor Lord Castis’ headquarters. It is a sphere, dwarfing lesser ships. The heretical archive is contained in the featureless top half of the sphere; below that, the sphere is hollow for half of the bottom hemisphere, with four mighty black pylons connecting the archive to the living quarters which make up the bottom quarter of the sphere. Shuttles and other such less important spacecraft dock on the top of the living quarters.

Over the centuries, the weight of such a convocation of Chaos and lies has literally warped the space around it. It is deeply unsafe to venture into the archive; at present, Inquisitor Lord Castis affords no other person that right. He himself communes with the texts therein on a regular basis, in order “to keep them under control.” From time to time, horrendous monsters rage down the pylons to assault the remainder of the ship. One of your duties is defense against these unfortunate but inevitable results of the ship’s mission.

Your second duty is to assist your Inquisitor in confiscating more documents. The flow is never ending. Vigilance is paramount. This duty takes you to the foulest slums of the Sector, and also to the most lovely nests of corruption. Chaos knows well how to wear a harmless face. Inquisitor Lord Castis is known for his lack of mercy towards nobility who hope to conceal their heretical studies from him.

Your third and final duty, as given to you a few months ago when you were sent to serve Inquisitor Lord Castis, is to watch him. Eventually, he will bend and break under the strain of the archive. You cannot, of course, hope to defeat an Imperial Inquisitor: the Calixis Conclave merely hopes that, in the event of a catastrophe, you will be able to get out word before your death.

Best of luck.

One-Shot Thought Experiment

One-Shots — Bryant on October 31, 2007 at 7:38 am

This isn’t something I want to run immediately; I’ve just been contemplating character generation and systems lately and I wanted to do a thought experiment. Thus, if you feel like commenting on the following, please do. Or even run through the exercise of answering the questions.

So: modern occult game with some action, a touch of conspiracy, you know the genre. Occult is defined as weird stuff, including mad science, psionics, and so on. The framework is a group of free-lance journalists/bloggers; they might know the occult exists but don’t have proof. They’ve got a group blog and cooperate on investigations. Funding is sparse. Thank God for Google AdWords.

Players in the one-shot can define their characters before the game by answering the following questions in prose.

1. What is the core of your character? This could be a profession, a hobby, a way of looking at the world. Describe it in a paragraph or so.

2. What’s another thing that defines your character? Could be a side profession, a skill, a possession, a heritage, whatever. Again, describe it in a paragraph.

3. And a third defining element.

4. OK, now tell me what your character’s flaw is. Same deal, give us a paragraph.

5. What’s your motivation? Why do you do these things you do?

6. What’s your big secret? You really don’t want people knowing this.

7. And, finally, tell me about an important person in your past.

Rules: Reign and Secrets

Campaigns, One-Shots — Bryant on October 12, 2007 at 2:35 pm

It might be worth rereading the reference material for Secrets first.
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The Merry Daggers

Campaigns, One-Shots — Bryant on October 6, 2007 at 6:53 pm

The Merry Daggers are a small company of adventurers resident in Vain’s Rest. They’re based in the Drunken Magistrate, which (as noted elsewhere) is managed by Ba Juerun and his family. There are six Daggers, which conveniently allows for six pre-generated characters for a four or five person one-shot.
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Magic Money: The Setup

One-Shots, , — Bryant on March 15, 2007 at 5:25 am

You knew a career criminal by the name of Nolan. First name unknown; she never used it, not even with her close friends, which not all of you are. She used to work for the Outfit, running a club in Central City, but that was five or six years ago before she ran into trouble with one of their middle manager types. For the last while, she’s been an independent, doing jobs here and there.

Right now, you’re in Iota City, a small time city a ways west of the Tri Cities, which are a distance west from Central City. A couple of you live there, and a couple of you are pausing there for a while. Nolan died there, a week ago, in the back room of the Thinker’s place. She was shot. It happens, in this business.

There was going to be a job. The Thinker planned it, as per usual. It wasn’t working for the Outfit, but it was something the Outfit was very interested in, maybe because of Nolan; she was going to use part of her part of the proceeds to pay them off, and now they’re expecting it. So it needs to be done even with her dead; and besides, there’s still enough money in it to make both you and them happy.

So there’s still going to be a job. It’s a four-person thing. The Thinker doesn’t usually come on these, but he’s going to have to this time. It’s a risky thing. That’s why nobody bigger has done it. It’s a lucrative thing. Everyone has to start somewhere, and for some of you, this is your start.

If it works out, you’ll have what they call magic money. Money enough, and time.

Organized Crime

Historical, Mysteries/Thrillers, One-Shots, , — Bryant on March 12, 2007 at 9:23 am

I’m mildly addicted to Hard Case Crime books. (Parenthetical trivia: Charles Ardai, the editor and founder of Hard Case Crime, is married to Naomi Novik, who writes the Temeraire series. Fantasy Napoleonic dragons vs. noir thrillers. Small world.)

Anyway, mildly addicted. The new books are in the style of the old books, and the old books are a fun read. Slick, completely stuck in the preconceptions and prejudice of their day, but fun. Tough guys slouch around dealing with rotten people in seedy situations, and there’s a bad idea for every gin mill and a gin mill for every chapter. There’s something charming about a milieu in which the world isn’t measured by the time it takes for an email to get to you — I suspect that one of the key dividing lines of modern fiction is the point at which cell phones became so common that you had to assume them. It’s a fundamental change in the difficulty of interactions.

The view of organized crime is a really interesting difference between these books and modern mysteries slash thrillers. Blame the trinity of Puzo, Coppola, and Scorsese, I suppose. All these old books have an organized crime that’s almost completely a corporate matter. The Organization (or Outfit, or Family, but not Mafia) has lawyers. It wears three-piece suits and does business in a fairly chilly, austere kind of a way.

In Point Blank, the money quote goes like this: “Let me tell you something about corporations, Walker. This is a corporation, I’m an officer of a corporation, and we deal in millions, we never see cash. I’ve got about eleven dollars in my pocket.” That’s the size of it. You see hints of Sicilian heritage here and there, but they get shoved into the background a lot. Sometimes you don’t really see organized crime as much as you see a big businessman whose pursuits lead him across the legal limit now and again.

I figure this reflects the corporate mindset of the fifties. It wasn’t till 1969 that Puzo blew it apart with The Godfather, and Coppola and Scorsese nailed the coffin shut, or some such suitably violent metaphor. This is about a ten year lag from the point at which the Mafia as we think of it today first really hit the American consciousness, but that sounds about right for pop culture.

This primary realization, along with a week or two spent swimming in 50s-60s noir, was the clue that unlocked Edge of Midnight for me. You want to pull back a notch and go for that chilly, corporate feel or the world doesn’t quite make sense. At least, not for me.

This leads to my one-shot idea, which is an Edge of Midnight game set in the aftermath of one of those failed jobs you got all the time. I think I’d want to kill off the protagonist, or rather, the person who’d be the protagonist in the book. I could do worse than lift Max Allan Collins’ first Nolan novel, with a dead Nolan; that leaves us with the older guy who plans jobs, his eager but wet behind the ears nephew, his nephew’s friend the driver… I’d have to rework the girlfriend, who is in no way a playable character, but I’ll think of something.

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