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Showing posts with label Cakebread & Walton. Show all posts
Showing posts with label Cakebread & Walton. Show all posts

Thursday, December 27

2018 Clockwork & Cthulhu Campaign in Review


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Aww, The Vanishing Tower now has a holiday tradition! Reviewing the past year's blood-soaked saga of Clockwork & Cthulhu!

What were the top 5 hits of this past year for the longest running roleplaying game I've ever tried? There is so much to choose from, so much ground covered, consequences consummated and reckless adventure pursued... I'm just having a hard time deciding!

#5 You Tube! I know I am real late to the party here and this sure is some low-hanging fruit, but this is a recent development for my group and it has had an immediate impact on my enjoyment of our play. The live streaming and the resultant upload of the video for later review lets me remember important events, catch witty things my players are saying I otherwise miss and appreciate the effect of pacing on everyone's enjoyment of any given session. How else will I never forget -6 Hit Points is not considered being "softened-up" by the players?


#4 PC Death! Not once, but twice! The Scottish outlaw Creigh disappeared through a hole in the wall and Cousin Ralph Norton, a beast of a man, went down during a whirling knife and pistol fight. Player Characters can take more of a beating than the NPC's in my Renaissancegame but I am truly surprised this was the limit of the PC body count for 2018. Dice favored the players more than naught when life and success held in the balance. This puts two regular players on their third character each while everyone else is still on their original. In a long running campaign PC death changes the dynamic of the PC group. Comfortable niches are all but upturned and Players have to reinvent a game personality. I believe it is just enough work to make a player want to keep their existing character. I know as the Keeper I have to make not inconsequential choices on the fly for the introduction of a new character. It is important to not restrain from killing a PC when the dice roll against them just because I got invested in some story elements involving the stand out character. No plot armor allowed!

#3 Splitting the Party! One player went one way, one another, and still others clutched their wounds and looked for a place to lie low. The old OSR maxum of keeping your player group all together during the session must surely be tossed on the junk-heap of gaming history by now. 2018 saw the campaign enlivened with the players finding themselves making split-second decisions and getting cut off from one another. This spawned a couple of bonus sessions and overall made a greater campaign world. This doesn't mean a Keeper does not need to work extra hard on pacing and keeping everyone involved. I did have to schedule seperate sessions and find time for them, but it shouldn't be shied away from in session either. Zak's Frostbitten & Mutilated has a nifty adventure which gives any Game Master an example on how tension and interest can be maintained while splitting the party.

#2 The Birth of the Side Quest into a major Campaign Event! The PC's have gotten up in all manner of conflict with cosmic and local forces that the adventure ground literally squirms with the snakes of complications. Whether or not the PC's pursue their enemies, trouble with an agenda is sure to find them. The Keeper's most useful tool for handling PC's going in unknown directions are random encounter tables customized for the current adventure location. The running and gunning the players did in the streets of Old Yarmouth against alien antagonists and political rivals was all spawned from the fallout from a previous mission. The proper mix of success and setback with random encounters and prepared site locations gave the players complete agency against a backdrop of a responding campaign world. Did I say random encounter tables are essential? You know what fuels great tables? Great adventure content. Involved side quests come across better when you have interesting third party content to use. It is hard to constantly foster entertaining encounters so a smart Keeper will use quality content from others as solid footing to riff off of during live play.



And #1 is the Consummation of the Picaresque.  Sailing to the New World in pursuit of their ever-elusive initial adversary is kind of a big deal. Because it fit for the time period the voyage and the destination continued the campaign world-building. How the PC's arranged passage to the New World was an engaging adventure arc in its own right! The PC's jumped from Yarmouth, Norfolk, on to King's Lynn and then Africa. Each stop gave the PC's a chance to interact with the NPC's and they worked with their environment as they saw fit. Unique outcomes along the way, a hallmark of the picaresque,  will then plant the seeds for future, new adventures.



And that is what has stuck with me for this past year's play. There is one more session of 2018, this Sunday morning. No matter what occurs on the last day of this year 2019 feels like a year of reckoning. For the PC's, for the campaign long unanswered threads- some will be answered. This is right an just and the group has made it so. I wonder what this will bring the body count to?

Wednesday, October 31

Live Session Stream #2 Clockwork & Cthulhu


[EDIT] Corrected the embed settings so the video plays from the blog post.

Enjoying the ability to live-stream my regular game and I'm finding a replay of the session a boon to memory and campaign consistency. This is only the second session recorded, but I've already received fruits from our labors. Specifically in today's session the players found themselves at odds with each other and it was great to go back to the "tape" and figure out where the group cohesion fell apart and the PC's went at each other's throats. So that goes down two thirds in of this nigh on three hour session, about 1:50:00 mark. This is really interesting to me as a referee. For the players it all seemed the frustration with each other was mounting as no easy answer, no easy out, was forthcoming. When another player retorted they didn't trust the other player either I wanted to hold up a placard stating "Roleplaying gold being mined here!" This was awesome sauce.



Playing the session back I got a chance to see the arguments, opinions and stratagems used by the PC's to try and resolve the situation. One of the PC's used influence on NPC's (rather successfully) to try and prevent bloodshed. Another PC wanted to try influence on a fellow PC. Here I said no, no. Between PC's you need to not really on rolls to work things out you have to, you know, role play it. And by no means has the issue been resolved. The repercussions and outcomes from everyone's actions will linger until next game session! Aaand the players didn't take any course of action I anticipated so I was painfully scrambling to put together adventure material as they zigged against my zag. Not to give any spoilers here for my players, but I had an awesome referee moment when I said to myself, "Fuck it, this is where the game is heading!" so I strapped in let the trans-arcana clock tick ever closer to midnight, because this is the OSR baby. We did it all wrong it was so right; split party, threatening and violancing on each other's PC's, the pleading, arguing and fuming. A great way to enjoy morning coffee and get more mileage out of my game material. The game literally runs itself when the PC's are all doing the talking.


Sunday, January 21

LotFP off the Shelf, again!

Today's game session had the PC's leaving the city proper hot on the heels of an adversary. I was prepared for the PC's to get bogged down in more street to street action but the random encounter I rolled gave them a slight advantage and they were able to allude the major confrontation which threatened them at session start. With increased freedom of movement the action quickly outstripped any prep I had done. Going on vacation soon so truth is I really did no prep for today's game.

We are playing Renaissance but I include many LotFP adventure modules in which to build my fantasy English Civil War world on. I'm not too worried about spoilers here because I chop up all the published materials I use to obfuscate what will come next. These are all seasoned gamers and have tons of time in CoC adventures so I know I have to work to keep things interesting. Including making encounters mysterious even if the players have read the material.


Saying I did no prep is not actually correct either. Because I like to purchase quality stuff that meant I had just what I needed on my shelf. Scenic Dunnsmouth was about to see its first game in live fire!

Now this adventure module by +Zzarchov Kowolski  is not one to use unread. But I had read through the module when I initially bought it and even used the built-in prep sequence to see what I had. Therefore I had some idea how I was going to use the content. I just didn't remember it all. What I did know was the module was filled with detailed NPC's and locations and should give me enough hooks and seeds to keep the hunt lively. The trick is what to cut away. Not every NPC can be a psychotic nut-job devil worshiping cannibal. Not every location can be fraught with danger, otherwise “suspension of disbelief” gets eroded and the campaign's uniqueness is diluted. This just makes the module the center of attention, not the PC's. The other trick is to deftly incorporate the ongoing game events the players are concerned with seamlessly with the written material in front of me. So the events don't seem forced or the PC's feel shoehorned into situations and their agency has been stripped away.

Scenic Dunnsmouth performed admirably. I was able to scan locations quickly and decide what would be encountered first. Followed by the laundry list of NPC's I could populate encounters with vivid personalities. This gave the PC's buttons and levers to push, get some environmental feedback as they figure out what to do. This also gives me time to make picks. Who is false, what are the dead ends, and where would the big bad go in this situation. I'm not saying walls of text and endless detail are what is found inside. No, just that Kowolski provides people and places which are interesting. With my random name generator I made earlier I was able to use the tried and true technique of changing names. But not always. Because in the rush of gaming I sometimes forget which name was assigned to which NPC. Peoples & Places and Miscellania were the two sections of Scenic Dunnsmouth I relied on the most. PC's got folks to interact with, their suspicious of everything which moves, I got only forty more minutes of game time to fill…

I don't want to make it sound like my whole game is one random table after another, but random tables are an essential tool to keep me from bogging down. Consistently LotFP adventures have given me these essential ingredients; 1. Interesting stuff for PC's to engage, and 2. Interesting stuff for me, the Game Master, to mull over and what it could mean for the PC's future fortunes.

I also don't want to make it sound that whatever comes off the LotFP press is useful to me. If adventure material does not fit my vision I'm not going to use it in the game. My players deserve more than just filler. But as I run more games not in the dungeon, without those reliable thick walls to contain a session's activities, I find this companies output gives me stuff to use immediately which interests me at the table as well as my players. This is also the easy part. Now things are set in motion. Now I need to drill down into my ideas and my originality to tie what was started by the PC's together into horrible climaxes where all hangs in the balance!


Sunday, December 24

2017 Lamentations of the Flame Princess Clockwork & Cthulhu Campaign in Review

The shared campaign notes document is four pages long now. Player generated session reports are over 64,000 words. The campaign since it started covers five weeks of activity. This has taken 22 months of gaming with a live session every other week. Sometimes a month can go by without a game happening because of life. Either way the players have covered much ground and there has never been a let up on the action. The group of four core players is down to three with a fourth able to play infrequently. Sometimes we have five. There has been a total of three PC deaths, countless of NPC's of course.

The second year of BRP Cthulhu & Chivalry opened with the PC's trying to unlock the secrets of Constine Mallebench and ended with plans to storm a tavern to apprehend an alien god.

Here are the top five highlights of this year's action from your Keeper's perspective:


#5. Taking Advantage of Norton Manor: With the Senior Norton chasing his fancy back to Keswick and the Dr.'s bedridden mother laying close to catatonic the rest of the PC's did not let the Norton's crumbling fortunes deter them from enjoying the upscale digs. After the trail of gore and horror just endured, and more danger sure to be faced, the PC's counted a quiet evening at home a win. While typical wisecracks of using the “#1 Son” coffee mug, scraping blood and brains off their boots, using the monogrammed robes carried round the table made for memorable levity it was the indicated small release of tension among the Players which was most gratifying. This meant the game wasn't stale and there were still many more good adventures left in the campaign.


#4: To Kill A Mime: I love collateral damage. I like supers roleplaying for the implications of collateral damage at scale. Our Cthulhu & Chivalry world is but a background of literal collateral damage. War, famine, plague terrorize civilians country wide. Chaos and confusion are the order of the day. So it takes something exceptional to happen to make me notice any one death among many. Or just mimes. Are they the gnomes of seventeenth century alt-history gaming? When the PC's survived a street ambush and the smoke cleared we had mimes bleeding out and dying. The PC's promptly ignored their suffering and looked to the well being of other wounded bystanders forever establishing if “Street Entertainers” are rolled up for an encounter and they end up getting shot make them mimes if you want to hurry things along. My point is, what I find important about this bit of gaming goodness was that it was a procedurelly generated event. I enjoy being a game master because I get to world build and constantly pose the question of “What if… ?” to myself in fantastical context. But much of my enjoyment also comes from letting the PC's actions dictate what will be. Taking the great information being shared here in the Google+ OSR I've learned to use random tables for oh just about everything now. Name generators, encounter tables, reaction results. Published and homemade. Injecting random stuff and trusting the PC's will make something of it has been a real big learn for me. It gives me enthusiasm to muster more “stuff” for the PC's to do because I know each session is going to have as much surprise for myself as the players.


#3: Dr. Norton's Yarmouth Chronicles: I know it isn't great literature but the continued writings of the PC's of their trials not only is a fun read, but preserves vital world info I would otherwise forget. The in-game time has only been a month and a half. The voluminous testimony of events as they occurred reveals how chock full of “stuff” we cluttered the campaign with. Items or incidents which were thought of as bits of color now may be the source of entire adventure arcs. I'm sure our group has a better game as a result of these records.


#2: Inky Pete at the Asylum: Another randomly generated encounter which provided much more game than expected. Taking a cue once again from information and tips shared online I have a much better approach to making my own encounter tables. It basically boils down to a simple question; “If I roll it do I want to run it?” There goes all sorts of “normal” encounters I might reflexively generate for a game, or use from a published supplement. When I create a random encounter table for a session I now trust whatever comes up is going to be fun for myself as well as the players. If I don't want the PC's to encounter wolves in the woods don't put them on the random encounter table! And I don't mean every random encounter is pregnant with meaning or significance, but the idea is it is worth talking about and gives players “stuff” to do. This is a good place to point out how often I use Vornheim: The Complete City Kit. I did not know how to run urban adventures, at least to my liking. This book not only has content I find interesting and useful, the whole structure of the book is instructive on how I can make the same. This means Vornheim is probably the first truly “universal” game supplement I've used fulfilling on the promise.


#1: The Badger's Drift Bear Trap: Simple, effective and truly inspired from the roots of my early OSR upbringing. What I enjoyed most about this encounter was how ordinary items produced a harrowing, memorable danger. As any good accident points out it isn't just one thing that gets you. It is the layering of consequences from seemingly minor threats which begin to spell d-o-o-m in player's mind. When you can pull it off it is justly earned referee glory. Fantasy games accent the fantastical. So much so actually frightening your players can seem nigh impossible. The feeling of discomfort and disfunction sometimes has to be mechanically enforced on players because of the distance created by the game's fictional devices. Call of Cthulhu being an obvious, and successful, use of mechanically enforced fear. Therefore with the PC's unbalanced by a simple trap hidden in the snow and simple woodland animals (Yes, now wolves are interesting!) an ordinary skirmish quickly rose to deadly stakes at the same time confounding expectations.

There are many more, but I want to limit myself to just a few events which were a direct result of all the tips learned here on Google+ and the OSR online community. As the group closes out another year of entertainment I promise there is much more to come because there is so much more to come from the DIY OSR creators!

Saturday, November 25

PC and NPC Combat Tracker for Clockwork & Cthulhu

I've created a Combat Tracker PDF doc so that I can better track initiative and turn progress for running combat during my Clockwork & Cthulhu campaign. 

Specifically character's Dexterity as well as six boxes to be used to track reload rate for a character's black powder firearms. Whether you tick off boxes or write in what combat turn they expect to be reloaded and ready to fire. These boxes are intended to coordinate with the three sets of twelve boxes in the doc's footer. A regular combat turn is 5 seconds and so 12 turns gives you a minute. I usually tick off boxes for the character in question because sometimes their reloading may be interrupted before they finish.



There is a box for tracking decreasing Hit Points and Sanity while the usual lines are available for pertinent skills related to their combat capabilities. There will be a permanent link for the document on the "Summonings" page of the blog so you can come get it anytime. For those who frequent the BRP Central forum it will be up in the downloads section as soon as I can get it in there. 

Friday, November 17

The PC's Current "Party"

For my own reference here is a list of the characters which make up the Player Character's group in our Clockwork & Cthulhu campaign. The nominally secret (C)(l)ockwork (U)nderground (B)ureau's list of agents includes;

Zeal-for-the-Lord Harrison, Scoutmaster General NMA-Norfolk, and a major NPC.
Dr. Thomas Norton, NMA Physician, PC.
Ralph Norton, NMA Conscript, PC.
Guillio, NMA Mercenary, PC, and
Craigh, NMA Mercenary, PC (KIA) and replacement currently being rolled up!



The rest of the party consists of the NMA soldiers assigned to Zeal's company when they set out for Yarmouth. Here is the roster of the current living and combat capable NPC's;

Sergeant Francis Sherfield,
Will Drum,
William Frank,
Henry Worth,
Joseph South,
Jan Burkhunt,
Richard Van,
Tobias Bear,
Chris Deere,
Edmund Crew,
Jan Southworth,
Cuthbert Cobb,
Nicholas Tellman,
John Fanshaw,
Joseph Crooke,
Samuel Crooke,
Tom Shaw.

This is the roster of casualties since the company left Norwich;

James Bartlett (Wounded)
Sergeant Anthony May (KIA)
Randall Moelant (KIA)
Mathew Pedlar (KIA)
Roger Kely (KIA)
Thomas Williamson (KIA)
Roger Howard (KIA)
Chris Cox (KIA)


Tuesday, November 14

Character Death 3 in Clockwork & Cthulhu

It sure took long enough for the third PC death of the campaign. Craigh the Outlaw Scot looked where he shouldn't have looked and promptly disappeared like smoke up a chimney. The character's player left the character's choice up to a die roll. I don't know what contested roll against himself he settled on, but it was not the first time he had decided character action by a roll against probability. D100 of course, this is Renaissance.




The NPC body count has been gruesomely high during the game's run and at first the two earlier PC deaths seemed appropriate and fit the pace of my fiendish tastes. But man, there sure was a lag between two and three. Initial characters are robust due to a more generous damage mechanics than found in typical BRP games such as Call of Cthulhu and Elric! The chance for quick death does not punch in until characters are in negative Hit Points. Musket shot at 2D8 damage always pose the threat of serious shredding, but yes the PC's can take some punishment before Serious and Grave Wounds takes them out of the fight.


Of course in the world of Clockwork & Cthulhu horrid magic and weird creatures can exact quick (or lingering) death. And this was the situation for the scotsman Craigh. The mysterious hole had the words "Gaze Not" scrawled above it. So it was presented as threatening. It wasn't random, blam, you look in the room and then you are dead. The player had to make the choice. And I use these death puzzles sparingly. Suites the flavor of the game world; grim and deadly. I also make a point of sometimes fiddling with obscene things may work in the player's favor. I think it is a 70/30 mix. Seventy percent of the time you mess around with arcane forces you will get hosed while thirty percent of the time it will confer some advantage or vital knowledge.

Saturday, October 28

Two products deserving a second look; England Upturn'd, and Clockwork & Cthulhu

... or how I was wrong about two great game products.
I chimed in to Bryce Lynch's review of England Upturn'd  and agreed with many of his points sited. Then I found myself returning to England Upturn'd again and again during my Clockwork & Cthulhu campaign. Not only that, but I mentioned in game I thought the Clockwork & Cthulhu sourcebook from Cakebread & Walton was "a bit thin" in game to my players. I need to reassess these two opinions in light of the milage I have gotten out of these products for my BRP Cthulhu &  Chivalry campaign. 


England Upturn'd by Barry Blatt is still an adventure I would not run whole cloth, but very rarely do I use an adventure as presented so this should not be taken as a knock. The module does provide information on the political divisions found within English society during the civil war. As a "Yank" I am not well versed in the scope and sweep of the English Civil War and I think most people running a period piece game will find the description of the different "sides" in this complex and consequential war useful. Barry puts in enough to run you initial adventure. After this if your game continues you will want to pick up some real history. No adventure is going to give you, nor should it, a comprehensive view of this conflict. I believe some of my initial frustration with England Upturn'd was mostly my perturbation realizing I had to do some of my own research to run my campaign to my satisfaction. But what these 128 pages gives you are useful disease and weather tables, laundry list of useful NPC's, plenty of plot hooks and enchanted items, useful locations and maps, and art which puts forth the absolute brutal nature of the times. As a PDF the value is met and exceeded.

Clockwork & Cthulhu, yes it only clocks in at 159 pages but there isn't a piece of this book I have not used. My first impression of the three scenarios was meh, but I have gotten so much milage out of just one of the scenarios it is kind of ridiculous. Same for the mythos, bestiary and factions chapter. When you have had to tape the book together and it becomes heavily tabbed and highlighted, well, I find this the operative definition of "utility".

At the end of the day these two publications have given my campaign game an essential framework which I and my players have been able to embellish with our own ideas and given us all a "believable" world in which to run around in burning warlocks and demons and such. So if you plan on running a sixteenth century English campaign I recommend these two books highly for the Game Master.

Thursday, March 30

Clockwork & Cthulhu Story Arc

Butters wrote up a concise synopsis of the games arc to date on our community page. Here it is reprinted for those interested in the plot which has unfolded so far. This is a cockpit view of the PC's experience as they've rolled through the adventure I've set up as Keeper over a year of play. Make no mistake; this is not a regurgitation of description I told my players, they're knowledge has come from kicking in doors, faces, and prodigious lopping of limbs (not to mention the caving of baby skulls with rocks in the rain). Two PC's have died bloody death piecing things together so far. The game has been run bi-weekly, sometimes with a month break; and managing pace, intrigue, and excitement has been a fun challenge. The big lift, the helpful bits have come from using published game material and hacking it to my tastes. Trying to come up with all this stuff on my own and not be dull and predictable would be demanding.



What is he up to?

Mallebench and his brother come to Norfolk looking for heretical items all of which are possibly connected with the order of Kites a religious crusading order which their ancestor belonged to.
Mallebench brings in the Crows a mercenary band whilst his brother brings in the Cardinals to support him.



Mallebench goes to a great deal of trouble to get himself set up in Norwich, he arranges to have Randolph Nutley (A clockwork engineer) murdered by the Crows so that he could take his place at Norton Ironworks. This gives him access to a clockwork production facilities and after impressing the owner with his skills managed to become part of the companies inner circle very quickly especially after he helped secure a major military contract and happened to discover a nearby source of cheap coal.
All this seems to have been done to be able to secure men to mine and further guards/enforcers as the military contract required armed guards to be employed and as he was so trusted by the now grateful owner there was very little oversight on how resources were being used.
His brother remained outside of Norwich itself and seemed to be roaming around the surrounding countryside with his gang (The Cardinals) collecting artifacts and gathering information.
They were killed during the incident at Gothards hollow where they had attempted to recover a strange ruby bell from the tomb of a knight who later on appears to have been their ancestor from the Order of Kites.
Meanwhile Mallebench was spreading his influence in Norwich bribing some whilst corrupting others through blackmail he even hired a local gang by the name of the name of the Tenebrous hand
Seemingly one of the first to fall was a man called Rimehart a man who ran an import /export company of somewhat shady reputation and ideally placed to help Mallebench gain more artifacts and blackmail material. More weak men followed including a Captain in the town garrison.
Also during this time he seems to have set up a satanic temple and recruiting members of the upper classes into it this provided more funds as he soon made requests for soft loans.
All this effort seemed to be in aid of gathering resources and funds for some big operation various tunnels were explored under Norwich including several under the castle (The source of the cracked wall?)
It seemed he was after something in particular though as he seemed happy to sell a powerful artifact to one of the new Satanists (The cursed sword) for a huge amount of money.
All this effort seems to be spent suddenly after something was found at the small hamlet of Conistan and even though his brother had died the plan was still on.
Mallebench now started spending money and transferring miners from the New Norton coal mine at Wythburn to excavations now starting at Coniston.
More and more resources were diverted from Norton ironworks including men, digging equipment and a variety of clockwork devices.
This couldn't go on for too long though as the diverted resources started to effect the main ironworks the dwindling supply of coal being the most noticeable.
The dig at Coniston uncovered a strange and terrible structure which seemed to be a vast temple complex
Soon all the German miners were sent to the Coniston dig where they were all sacrificed to call forth a demon of some sort if this was the plan then due the somewhat accidental actions by the Party this failed to go off correctly resulting in the destruction of Coniston, the sending back of the demon? and the creation of the blighted area.
Mallebench then seemed to go into clean up mode as the effective removal of the demon combined with the Parties return from the Pale Ladies realm not only caused a big explosion, the Blight but brought other strange changes. So after leaving the Coniston area via Keswick (This resulted in the centre of Keswick being burnt down during a flesh beast attack) he returned to Norwich and seemed to begin eliminating anyone who could identify him.
The Hand were set up to be attacked by the Party after failing to recover some books that he wanted he also arranged for the murders of the Satanist group he had set up.
The last of the Crows died in a cavern under a ruined church in Norwich to some sort of hell toad ? Whilst trying to return those self same books.
So what's Mallebench up to his brother is dead, the demon didn't work out, he blew his cover at Norton's by using up all those resources, he hasn't managed to get his books back and seems to be destroying whatever was left of his Norwich network so what is he up to and what if anything is he still looking for? What were Ghwon and Tobias doing in that cavern and more importantly where the hell is he?



Still alive
Rimehart