Fiasco : It Came from the Snow

Second session of Fiasco from Bully Pulpit Games, we’d got more of a handle on the rules by this point and the game took much less time to resolve than our previous session:

Call of the Wyld Hunt: One-shot Changeling game

Actual play video of our one-shot Changeling: the Lost game where a group of escapees from Arcadia go to extreme (and sometimes terminal) lengths to reclaim the lives that were stolen from them:

Sample Changeling NPC – Briarwolves

I’ve spent the last few hours writing up notes on the NPCs for my Changeling one-shot; I don’t want to post too much up at this point (although I do intend to put all the material up via Google Drive links after the game has run) so as not to spoil anything for my players but below is a taster of the sort of notes I’ve been making.

Briarwolves – Hounds of the Horned God

briarwolf

Call of the Wyld Hunt: Pre-genned Characters

I’m preparing for the Changeling: the Lost one-shot that I’m going to be running in a couple of week; in the game the five players are going to be using pre-generated characters, I’ve just finished creating them, anyone interested can find details below:

  • Blazeblaze

You were once a promising sports star at NYU, the local newspapers called you the “shining light of the football team”; a small ligament injury caused you to briefly lose your edge but some of your team-mates said they’d
scored something to help you get it back so you arranged to meet them at Central Park. Unfortunately it turns out something else has seen your light and it took you and your team-mates to a land of cold and pain where you burned to light the way for inhuman things, somehow you lead some other captives to a way back, they’re your team now.

Blaze character sheet

  • Bones

bonesAs a mortician attached to the NYPD you eventually started to put the pieces together, every 10 years a dozen people disappeare from the blocks surrounding Central Park but it appeared as though someone was covering
it up; you poked a little too deeply and one night as snow began to fall and you investigated one of the disappearance scenes the Horned God came for you, spiriting you away to his land of night where your skills were put to use preparing his kills, some of whom cried out in all too human voices; then one day you found the key to free the burning man from his prison.

Bones character sheet

  • Hare

hareYou used to work in Central Park, sure you’d heard the rumours about how the previous ranger had disappeared almost 10 years before and that they’d been unable to find a replacement, but you loved your job and weren’t going to let any urban legends spoil it. So one night when you heard a sound like
an animal in pain you rushed out only to see a young woman being snatched away but a horned creature sat atop a demonic horse; without thinking you tried to prevent the abduction and were rewarded by being
taken to a land of ice and snow where you became the prey they hunted.

Hare character sheet

  • Sway

swayYou were one of the finest dancers touring with the NY Ballet when one glorious winter night your fiancé popped the question you’ve been waiting to hear just outside the entrance to Central Park; horns sounded in the background and for a moment you thought Mark had hired them, but it was not only Mark who your beauty had captivated, and your new suitor
spirited you both away to a land of beautiful madness. You never saw Mark again but in time you were able to use your whiles to discover the location of the key to help free yourself & some of your fellow captors.

Sway character sheet

  • Wolf

wolfAs a bouncer working outside the clubs in the districts surrounding Central Park you normally knew when to keep clear of trouble, you could almost smell it; you never knew why when you heard the young red haired man being taken that you tried to interfere but the next thing you knew you were bounds and shackled, little more than a hunting hound. Somehow you managed to survive; holding on to your humanity and your sense of
self  until the young man appeared again, now burning like fire and lead
you back to the human world.

Wolf character sheet

Call of the Wyld Hunt Character Teaser

I’ve been working away this morning preparing five pre-genned characters for the Call of the Wyld Hunt Changeling one-shot that I’m going to be running in a few weeks time.

I’ve made a good start on them and have the kiths and their roles in Arcadia defined so I thought that I’d post a little teaser for the characters, you can access the PDF by clicking on the link below:

Call of the Wyld Character Teaser

changelings

Call of the Wyld Hunt

I’ll shortly be running a Changeling: the Lost game one-off (using a streamlined version of the rules); in order to get the players into the mood of the game I created the video below:

Preparing a Player Handout for a Wild Blue one-off

I was flattered to be ask by theSwamper (of the Youtube RPG brigade) to run a one-off session of fate for himself and Captain Gothnog, theSwamper is going to be running a game of Fate Core next month and is looking to get more of a handle on the rules and so asked if i’d be interested in running a one-off game for himself and Gothnog over the week or so; having watched a number of Youtube videos by both of the gentlemen in question, and having wanted to expand my GM-ing experience beyond my usual circle of players for quite some time (not that there’s anything wrong with my usual players, but it’s a good thing to test yourself and grow as a GM) I was, of course, extremely interested.
What sort of Fate game should I run?

This was the first question I asked myself, the only criteria that theSwamper had given me was that it had to be a one-off, it had to use the Fate Core rules (since this was the version of the game that they would be playing) and they would prefer it to be more action-orientated rather than any sort of political thriller or deep investigative scenario. Normally I have to admit that Fate Accelerated would be my choice for a one-off game since I personally find it easier to pick up, however Fate Core is a fine version of the system and one I also use regularly for my Rogue Trader game so I am familiar with both  iterations of the Fate system (since they’re effectively just slightly different builds of the same system anyway).
This left me with the choice of what setting to run the game in, since it was a one-off crossing multiple time-zones and (as always) anticipating a number of technical hitches and startup problems with the internet/google+ hangouts I didn’t think that going through the setting generation section would be the best use of our time. Flipping through the Fate Worlds books my eyes turned to the Wild Blue setting by Brian Engard, a firefly-esque wild west setting on an alien world where human colonists had driven out the magical Folk who had previously been the indigenous people but then found that they had started to manifest strange powers with each generation; the Queen of the humans created the Wardens, people with powers designed to police other people with powers.
For those interested you can find my video review of Wild Blue and the first Fate Worlds book here:

https://www.youtube.com/watch?v=JTQIqUvYd6Q

Wild Blue works for me on a number of levels, it includes elements of magic and a freeform system for powers that I really like and that isn’t unduly complex, the technology level is also (with a few exceptions) that of the mythic wild west, and thus is easy to grasp for players since everyone has seen at least one western movie, plus it has the Sky Rail, and the image of a steam powered trail on floating rails very much appeals to me.
The Great Sky-Train Robbery
In a previous post (available here) I hashed out the bare-bones of a scenario where the players would be attempting to rescue a Sky Rail train (and the citizens on it) from a group of hi-jackers, skimming through this scenario I thought that (with some tweaks) it would make an excellent scenario to run for theSwamper and Captain Gothnog since it should be fairly action packed and should showcase a lot of the Fate rules which, after all, is one of the points of running the game. TheSwamper has been generous enough to say that they do not mind me filming the session to put up on my Red Dice Diaries Youtube Channel when we gen characters and run it next Saturday (14/12/13); obviously this is an introductory game and one designed for the purpose of learning/discussing the rules so there may be more rules chatter than would be normal for a game, i’m really looking forward to running it though and seeing what the guys make of my scenario 🙂
To give them a flavour of what sort of setting Wild Blue is, I created a small player handout for them to look at (also to give them a chance to ask any questions before the game), the handout is available here:

The Great (Sky) Train Robbery – Planning a Wild Blue (Fate) One-off

Since reading the Wild Blue setting in Fate Worlds, Volume One: Worlds on Fire (written by Brian Engard, you can find my video review of the book here) i’ve been dying to run a one-off session using the ideas and rules from the setting; given that i’ve had a few questions via the blog and my Youtube channel about how I go about preparing for a campaign/session I thought that’d be a good idea to write up my thought processes during the planning stages of this session and post them to the blog.

What is Wild Blue?

Wild Blue is a very interesting mashup setting where the players are human members of a society descended from settlers on a magic-rich alien world; in a parallel to the colonisation of the Americas, when the settlers arrived they found the world occupied by strange fey-like people whom they took to calling the Folk. A huge conflict erupted between the settlers and the Folk and the indigenous people were driven northwards out of their homelands; over the next few years the settlers noticed that the high levels of ambient magic on the world had started to affect them and people were being born with strange powers. An organisation called the Queen’s Wardens was set up, recruiting empowered people to police others with powers.

Basically Wild Blue is a mashup western, super-power, space opera style  setting where the players take on the roles of Queen’s Wardens, each of them having their own unique super powers.

Planning for the Session

Since i’m only planning to run a one-off session at this stage (since i’m already running/playing in a number of campaigns and don’t have time really to start any more) I decided to base the setting around an iconic element of the western genre (where a lot of Wild Blue’s flavour comes from), that of the train robbery.

Now obviously it’s more interesting to actually be the robbers, but the game setting does presume that the players are taking on the roles of the Wardens/Sheriffs and, whilst I could just ignore this, I quite like the idea of the players having the law on their side and all the associated paraphernalia that goes with it, so I decide to flip the concept around slightly. 

What is the main aim of the session?

Return control of a hi-jacked sky train to the appropriate authorities and protect the lives of those onboard.

Since this is a one-off that will be run during a weekday evening I want to have an aim that is achievable within a few hours; handily the fact that the players are playing Queen’s Wardens with defined jurisdiction makes this very easy indeed to manage, I have decided to give them a limited amount of time before the hi-jacked sky train leaves their jurisdiction, if they haven’t manage to bring it under control in the time allotted then their chance is lost.

What is the Sky Rail?

The sky rail is a floating train track built of the mystical skywood (from trees that get lighter as their age, eventually uprooting and floating into the air) that links the main settlements via a series of towers/stations each a couple of hundred feet tall.

What challenges will the players face in this session?

I always like to note down the main challenged of a game, especially in a condensed one-off session since it serves as a useful checklist during the game to make sure that all the main points are covered.

  • Getting on to the sky train in mid-air.
  • Entering the train unnoticed.
  • Avoiding the criminals who are stationed throughout the train.
  • Stopping the train before it leaves their jurisdiction.
  • Ensuring that the civilians on board are not harmed.
Breaking down the challenges

At this stage I generally look at the list of challenges and try to break them down by jotting a couple of points for each of them:
  • Getting on to the sky train in mid-air.
    • Could be done if one or more of the players have flight based powers.
    • If not they may have use a cart to travel down the tracks or attempt to jump on the train as it speeds through one of the towers (obviously given the height this is very dangerous).
  • Entering the train unnoticed.
    • Can be done using appropriate sneaking and burglary skills.
  • Avoiding the criminals who are stationed throughout the train.
    • If the sound of gunfire or a conflict is heard onboard then the person driving the train will throw open the throttle and put the train up to full speed, this will half the remaining time before they leave the player’s jurisdiction and will create the Aspect “The Train’s moving too damn fast!” making it more difficult to perform certain actions.
  • Stopping the train before it leaves their jurisdiction.
    • The players could get to the front of the train and take control of the engine room.
    • They could attempt to de-couple the engine car from the rest of the carriages and the engine car continue on it’s way.
  • Ensuring that the civilians on board are not harmed.
    • The players could de-couple the cars containing the passengers.
    • They could attempt to remove the criminals threatening them.

Who are the opposition?

The train has been hi-jacked by a member of the Crimson Council (a group of Folk dedicated to taking back the lands stolen from them by the settlers using any means necessary).

Most of the Folk onboard will be fairly low level thugs/grunts with powers that are only minorly useful however there will be two antagonists who will pose slightly more of a problem.

  • The Leader of the Group: A cunning Folk who has bought this band together with the aim of hi-jacking the train and talking into the Outlands (the wild area that the Folk were forced into).
  • The Lieutenant: This Folk is the second-in-command and will be placed in charge of corralling the captives onboard, he is brutal and ruthless and will seek to initially quash any attempts at heroism by throwing a random passenger to their death out of the train.
What do the opposition want?

The Folk have hi-jacked the train because they have heard that Queen’s government has managed to treat Skywood in an experimental way that boosts powers whilst the treated wood is held and that it is being smuggled onboard the Sky Rail (this is an extra bit of flavour I added to give an additional dimension to the game). They intend to take the Sky Rail train onto an abandoned bit of track that leads into the Outlands, once there they will take the treated wood and use their powers to escape whilst the train plunges to it’s doom.
How long do they have?

As I said at the start of this blog entry I have a limited time window to run this one-off session in (although I may try to run character generation on a different day so that we can jump straight into the session when I run it) so I have decided that the players will have 3 hours (real-time) before the train reaches the ‘end of the line’ and plunges to it’s doom. Half an hour from the end the train will scream past the last station on the line (this will also give the players a notification that their time is running out).
What’s the setup?

Now i’ve considered most of my plot elements I like to jump back to the beginning and consider how the players are going to get involved with this; handily the Wild Blue setting contains an NPC called Amerille Quinn, Rail Captain, she is in-charge of the Sky Rail.
I intend to have the PCs be drafted in, the plan being that they will embark on the train at Cobalt and will be protected the train because it contains an unspecified package of importance to the Queen’s government; however when the train reaches the station it’s blatantly going to fast and doesn’t stop. Amerille Quinn tells the player characters that they have to get onboard and retrieve the item, if it fell into the hands of the Folk it could topple society as they know it.
How will I lay out the train?

I plan to use the concept of zones from Fate, I will have one zone for each of the train cars and then another zone representing the outside space around the cars.
In conclusion

I’ve pretty much got everything that I need to run the one-off session here, i’ve not gone into the opposition’s stats or the exact powers they have since some of my players read this blog; i’m very much looking forward to running the game and seeing how the players react to it.

Hunter the Vigil: Session write-up 5 – Agent Frank Dublowski

Please note: This is a write-up from an IC perspective of my character in a game that I playing.
“After a few minutes nothing seemed to have happened, Agent Brockhurst hadn’t sprouted red leaves or anything freaky like that so he unchained himself, he was behind the door putting away the cuffs in his coat when a worried looking nurse came in holding a full syringe, she was moving over towards me when Brockhurst cleared his throat loudly and stepped out from behind the door at which point the crazy bitch almost broke down and threw the syringe down. With no patience for any more of this backwater towns craziness we were blunt with her and managed to shake out that a man in Ms Aimes room had ordered her to do it.
Clambering painfully out of the bed, I grabbed a spare pistol off Brockhurst and we stormed into the room to see a figure in a red coat looming over the woman, all of the monitors and screens were off; as it heard us the figure started to reach inside it’s coat and was answered by a volley of gunfire from Brockhurst and myself. Pulling the fallen figures hood back as the gunsmoke cleared we revealed Deputy Thomas, and in a second my suspicions about the Sheriff’s department in this shitwater town were confirmed.
Through blood splattered lips Thomas was gibbered about how the Sheriff would soon complete his last sacrifice and begin his ascenscion; again we were not gentle with our questioning and were soon speeding to the car, Brockhurst pushing me in a commandeered wheelchair, my body still not up for the pressures of running. As he put me in the car and clipped himself into the driving seat I rang up our technical support agent and Carpenter to warn them about the Sheriff, it turned out they were already on the way to the station; I told them what had gone down and warned them to go in armed.
SMASH! The window of the van caved in and a huge and horrifically familiar axe smashed through it, I could smell rain outside and then I was frantically shouting to Brockhurst as he gunned the van into reverse and sped backwards, the vehicle squealed round and we zoomed off towards the station with the fading figure of the red coated killer (the real one, not some crazy deputy) stomping slowly after us.
Pulling up outside the building, we could see the red coat killer on the horizon, someone we hadn’t managed to lose it even though we’d broke every speed limit in the book; Brockhurst dived outside of the car shouting for me to get out and let the bureau know what was going on, realising how useless I was in my current state I could only nod before sliding into the driver seat and gunning the engine. As I drove away I stabbed at my mobile phone buttons and began to relay my report to the agent at the other end, in the distance I heard gunshots and could only hope my fellow Agents made it out okay as I requested emergency assistance from Project Valkyrie.
After that case we were all re-assigned, I only ever saw our technical support girl and Carpenter once after that, all of the reports had been locked up and i’d been denied access; we met in a café a few months after the case was officially closed, apparently they had taken down the Sheriff shortly before the real red coat killer had turned up and Agent Brockhurst had been killed by the real killer, giving the others time to escape.
I can only hope that wherever Brockhurst is now, somehow he found his father. Agent Dublowski signing off.”

Hunter the Vigil: Session write-up 4 – Agent Frank Dublowski

Please note: This is a write-up from an IC perspective of my character in a game that I playing.
“Damn… my head was killing me…I opened my eyes blearly and slowly the irritating noise I could hear became the clear beeping of some sort of heart monitor attached to me; looking around it seemed as though i’d been bought to the hospital. Brockhurst was waiting in the room and seemed relieved that i’d made it; he showed me a jacket that he’d found in the lumber mill (least he’d got there) – I used my ability on it and was able to tell him that it was from the original victim, although the strain caused me to pass out again.
When I woke up Brockhurst was checking me over, the wounds on my neck were strangle marks from incredibly large hands, no wonder it was so hard for me to breathe; I got Brockhurst to read the chart from the end of the bed, but it showed nothing unusual. My fellow agent was talking about the seeds but I kept fading in and out, eventually he was able to make me understand that he had obtained some of the red seeds and was going to hold them next to his skin as part of some experiment, he then handcuffed himself to the radiator and we waited.”