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jay@vanishingtowerpress.com

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.

Sunday, November 12

USR Sword & Sorcery runs at TridentCon 2017

+Pete Segreti was one of the original playtesters for USR Sword & Sorcery and a fan of +Scott Malthouse 's rules-lite mechanics USR in general. This morning he had a full table make a successful run at the introductory adventure found in the rules Shrine of the Keepers!


Never has been seen a more blackhearted bunch of thieving dogs I say!

Pete posted about his experience here. It sounds like much pulpish reaving was accomplished. I wonder if the PC's don't mind leaving the city of Tizuk since their ill-gotten gains will find no buyers within the city walls...?


Wednesday, November 1

Further Reflections on Bladerunner 2049

This is Way Full of Spoilers...










.................

In an earlier post I stuck my thumbs, way up for the Bladerunner sequel. I have also viewed Razor's video film review and I can't say I disagree with him much, except while his criticism are valid, do not alter in anyway what a great movie the sequal is.

I felt the new movie was packed with subtext. That the ideas were so very big and so much was packed into this "slow" movie that any legit critique on the films visual product just doesn't distract from the movie's storytelling achievement.

Some of the obvious subtext packed into the visual narrative were the male car power symbol and the replicant Love's savage "womb" murder of the police chief's tightly bound emotional messiness. And none of that film noir voice overs to tell you what is going on or what people are thinking and feeling. The workmanship way the protagonist was hauled out of the skies by the garbage pickers in San Diego, loved it.

Visually yes the movie has stunning scenes, but as would be expected it is not so much the elements but the expert handling of space. Intense focus on the individual while moving through various layers of physical space from the claustrophobic to vertigo inducing openness. This never lets up. No matter where our main character finds himself there is always the pressure of the "other". Never does our hero feel alone, but at the same time completely isolated.

These are all boringly, maddeningly trite cliches fleshed out during early twentieth century literature. I think it was called "Modern" literature or some such. Sartre covers all this.

I like the fact that "every" current replicant is set up to believe they are the miracle child.

The very human police chief, she is awesome. Could have done without Deckard. Really, the time involved would erase his existence. The concepts being tackled could have withstood this earlier character's abscence. Shouting in the car, asking questions with no answers. Big fat rabbit hole.

The villain's answer to the paradox is simple and archetypal. Unmoving cosmic forces given the face of flesh. Good sci fi movie. I look forward to watching it again and letting it marinade in my psyche some more. And all this yes the criticism are all still valid and it doesn't matter.


Anthro USR NPC's

Here are the stats I've used for the NPC's the players have come across so far in our "side" campaign game;



CHROME Agents
A8 W6 E6 H5 S. Group Tactics +2A.
Combat Armor +3DR, Auto Pistol(ROF3).

Special Agent Scott Roger Scott
A8 W6 E6 H6 S. Fire Arms +2A, Investigation +2W.
Combat Armor +3DR, Auto Pistol(ROF3).


Capitol City Cop
A6 W6 E6 H6
Auto Pistol(ROF3), Handcuffs, Radio.


Willow Paiva
A6 W8 E8 H4 S. Candle Making +1A, City Knowledge+1W.
Backpack, 1/8 Weed.


Ava Gabrielle, MD(Animal)
A6 W8 E6 H6 S. Big Animal Vet +2W.