Showing posts with label X-Files. Show all posts
Showing posts with label X-Files. Show all posts

Saturday, March 29, 2014

Comparing two game sessions and the prep - Savage Worlds & Stormbringer


I've been thinking and writing a bit about my recent online game. One thing I was not really satisfied with that game was the flow and pacing, but it highlighted different ways to handle game prep. I thought it might be interesting to compare that game to a Savage Worlds/Agents of Oblivion I ran last year. That game was not online using Hangouts, so the issues I had with that format did not apply, of course. But, I realize that there are other interesting differences.

For those who are interested in how prep notes for a SW/AoO game can look like, check these notes. It's worth nothing that my Agents of Oblivion had a healthy dose of Cthulhu to it, and less James Bond.

Worthy about these notes is that I've listed the names of people, but very little about what they know or what they will do. I improvised that part as we played. Also, I had a vague plan that was basically using the look and feel of a small mining village like the one in the movie October Sky and the dramatic feel of a X-Files episode. Basically, I knew the place and the people, but except that the only thing clear was that the Fungi would mind wipe the characters. Then I just made sure weird shit happened.

I can tell you that they investigated the shit out of that place! They basically took Jackson's place apart and sawed out a bit of the floor with some odd scratches/markings which might have been a Mi-go claw mark! After a fight with the MIBs they totally freaked out when they turned to piles of sand! Some pretty cool roleplaying happened when the sheriff showed up and they had to fast talk her and cover up the weird shit. To say nothing of their trip down to the mines...

In my Stormbringer game on the other hand, I had figured out how they would be forced into the situation, how they would encounter some people who could show them the way and a clear end to their travels, and a final scene where they could do two things. Those was dependent on them either being convinced of the need to repair the world machine or to destroy it. While a con game has to be slightly linear, I can now see some additional problems with it.

While the Savage Worlds game was all centred on the mining village of Torchwood, the players could talk to anybody and go wherever they liked. Also, they could do it in any order. The other game was built on a trip by caravan, where things would unfold. Sure I had the feel and attitude nailed down as well. I wanted the freaky aspect and unreal quality of dream to play up. Moorcock usually introduce the outre into the mundane and I wanted that feel. Less fun with the travel, though. I'm more convinced than ever that trips in roleplaying games should be narrated in a sentence or be the whole point.

Trying to make travel be just part of a scenario never seem to work for me. This makes me think of the Call of Cthulhu scenario Blood on the Tracks from the excellent scenario collection Out of the Vault by Pagan Publishing. Running that worked excellent and it was all travel. In comparison I don't think I've really did any low technology fantasy wilderness adventure that worked well. Know what you're good at, and play to your strengths...

Thursday, August 22, 2013

How to write adventures - I keep talking about scene based design

I'm continuing my thinking on adventure design, and have now come to how I've planned out my Savage Worlds scenarios. Since I've heard so much about how great this game is for cons, I designed scenarios from that. I've listened to how people often use a scene based design to fit in the time constraints, and that fit me perfectly.

So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.

The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.

The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.

So, how did it go, and how did I used the scene based design?

Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!

Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.

In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.

Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.

Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.

All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.

But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
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