Showing posts with label play. Show all posts
Showing posts with label play. Show all posts

Thursday, March 15, 2018

Lessons from Doskvol: Learning Blades in the Dark

This last Friday marked the 16th session of our f2f Blades in the Dark campaign. I checked in and everyone seemed on board to continue. I’ll check in again in another six sessions. We have a big table for this: six players, and over all the sessions we’ve only had a single player missing twice. Blades doesn’t feel designed for a table of six, but it works and we’ve seen characters (and the gang) evolve over arcs. In April, I begin an online Blades campaign using the Iruvia setting (and Johnstone Metzger’s new playbooks). I set that up for a dozen sessions through The Gauntlet Hangouts.

I dig Blades in the Dark but even sixteen sessions in I learn new things about the play. At its core Blades has a simple and flexible resolution mechanic. The rules offer extensive advice and examples. Notably the rules embrace that different GMs run differently, even with the same core system. BitD talks about rulings and how they affect play. A GM tunes and shades their Doskvol through choices and interpretations. I’ll repeat this phrase throughout: that can take some getting used to.

Blades has deep structures built on those simple rules. Designer John Harper has keenly crafted and developed those. Each playbook suggests new things about the setting. Mechanics like downtime and post-score resolution enrich choices. I’ve found Blades easy to learn, but challenging to master. This post covers some lessons I’ve learned and things I’ve noted. YRMV but I want to point GMs (and players) to some considerations.

If you’re interested in Blades, I recommend checking out Kyle Thompson’s extensive and unconfusing video series walking through the rules. If you already dig Blades, consider checking out Hack the Planet, a Kickstarter by Fraser Simons which takes BitD into solarpunk territory. 

MY STUFF
Each character has “possible” equipment in their playbook. On a job each player selects their loadout LEVEL, trading number of items for raising suspicion. On the actual job they can use that many items, selected on the fly. Blades bakes that in by making each playbook’s choices unique. What they can have speaks volumes about their archetype and the setting. 

However in play we often forget equipment. When I GM I don’t have those lists in front of me. The players forget because I move things fast and they focus on stress and special abilities. I need to get better about that. On the other hand, the book doesn’t spend much time on how exactly you can use items. In the past I defaulted to an extra die if applicable. But a recent discussion pointed out to me that it could also encompass fictional justifications for actions, changes in scale of success, negation of some stress cost, or pre-requisites for massively challenging tasks.

SUCCESS
I’ve thought recently about where and how systems define results/ success/ consequences. For example, in standard PbtA games your roll lets you or the GM define those. Costs include GM Moves or the player picking from stuff. PbtA also has a “tell them the consequences and ask” principle, but that’s a situational thing. Mutant: Year Zero follows PbtA’s pattern. Players say their intent and roll. If they roll one success they do it; they can spend extra successes to do more or better. If they fail, then something bad always happens. In combat missing serves as a cost; outside of combat the GM picks.

Systems with modifiers figure out challenges and apply them to the roll. Sometimes straight failure means nothing happens, sometimes it triggers an obvious consequence. Cypher has a twist on this—additional costs can come from particularly bad rolls. The GM can also perform an “Intrusion” at any time to complicate things. While the rules discuss what bad stuff and intrusions look like in relation to different tasks and roles, the system doesn’t require that failure generate anything other than failure.

On the other hand 7th Sea takes a different approach. When a player needs to do something, they make a Risk. When they take an action, they 1) say what they want to accomplish, 2) define their skills & trait, and 3) get bonus dice and roll. The GM says how many raises they need to do what they want. But the GM must also establish what Consequences are on the table: getting hurt, losing something, an NPC’s safety, taking too long, looking bad, expendable resources, a bad future position. Essentially the GM has to state their move. EVERY RISK has a Consequence (sometimes more). If it doesn’t have a consequence, then the player shouldn’t roll. This frontloads thinking about fallout and circumstances.

Blades in the Dark, as I read it, mixes these approaches. A standard control has two axes: position and effect. Position defines the severity of consequences or problems. The situation may make that obvious or it may remain abstract. Sometimes I describe the moment in more detail to put everyone on same page. The player rolls and from the result level we determine any consequences (mixed or failure).

But we also have situations players walk or fall into—intrusions of a kind. They’re attacked by a master duelist, the demon pops up, the building collapses—and there’s a consequence on the table. It’s not necessarily the fallout from an action, it’s events in the fiction. Now players act to avoid the consequence and rolls to see how much stress they take in the evasion. Here we have sometime close to 7th Sea with frontloading and choice. In play we flip back and forth between those two, with one potentially rolling into the other. Eventually it flows, but at the start it requires a new approach to seeing what’s happening on the table. (See also this post).

TEACHING AND LOOKUP
I love how Blades in the Dark teaches the rules. It slowly and carefully layers information, backing up to repeat and emphasize as it introduces new systems. I have a strong memory of it slowly clicking into place. That organization and structure has a cost. I have a hard time finding things when I have to look things up at the table. Years of baked-in assumptions of where you find bits in a rulebook made that worse. But even with tabs attached to pages, when I have to reference something it will invariably elude me. Every freaking game it takes me two minutes to find the session end experience mechanics.

ON DECK
If you run BitD, I highly recommend Andrew Shields’ Blades in the Dark Heist Deck. It’s generates excellent characters, challenges, and targets. You’ve got some of that in the random tables at the back of the rules, but this has greater depth and detail. I’ve used them as is and as a springboard for other concepts.

GHOST TOASTIES
I’m soft on ghosts. I’ve tried to make them seem scary and super dangerous—the book suggests encountering one ought to damage a person’s sanity. I’ve done that when they’ve faced spectral guards and similar challenges. But the setting makes ghosts ubiquitous and hitting the same note doesn’t feel quite right. I need to figure out how to make them more nuanced.

But I’ve also been soft on some of the consequences and costs for our Whisper. Our player likes to dig herself deeper into situations, so I don’t want to double the cost. I suspect the way I handle Whispers looks more like a classical mage. Overall the lesson becomes think about how you want ghosts presented at the table. If you have a Whisper player, you need to give them fair warning and a sense of how you’re going to play this.

COGNITIVE LOAD
Doskvol challenges the GM. On the one hand, it offers an awesome, well-realized city. I support Ryan Dunleavy’s Patreon for new maps. I bought a poster-sized map and set it in the middle of the table, covered with plexiglass. Doskvol’s strange layout and gothic look provides the players a touchstone. But the GM still has to do some heavy lifting.

Doskvol has a multitude of moving parts and events—and I’m not just talking the factions. The many groups have complicated relationships and unique agendas. If the GM keeps clocks for the many gangs and groups, have to analyze and advance those consistently. They need to think about what the factions look like—especially what territories they hold and how that impinges on the PC gang. The GM juggles a lot there, but the game supports that with reference lists.

Understanding and conveying the actual feel and culture of the city poses more difficulties. In order to pull off scams and plot actions, players need a sense of the world. As with other story games, Blades builds much of that through collaboration and questions. But quickly the GM has to manage consistency, especially as new details smack up against key setting concepts. Blades in the Dark has several, but I’ll point to just one: it’s dark all the time.

There’s no sun. All the light in Doskvol comes from firelight or ghost-powered lamps. That changes the setting massively. How do people get food? The book mentions mushrooms and some other sources, but ghost growlights eventually screw things up and limits scale. What other sources exist, what kinds of plants can people eat—and then what kinds of wildlife survive? Is this constrained food supply a pure free market or does the Empire control and dole out some subsistence rations? That’s a classic historical formula—if so what does that distribution look like, how much corruption exists?

Darkness is just one detail, but it has a host of implications. What about the death of the gods and the existence of cities, what about the massive risk in travelling between cities, what about the ubiquity of ghosts, what about the massive Deathlands keeping everyone trapped in urban centers? Doskvol creeps up on you. You might have grokked the feel of the place, but not have a grip on the actual city.

Many game settings don’t have the same level of interconnected depth. I run a ton of rpgs for The Gauntlet Hangouts; I’ve learned how to condense and present settings. I find the key elements and put those in front of the players: Kuro, Unmasked, 7th Sea, Mutant City Blues. I file off corners and heavy details to deliver verisimilitude. But Blades in the Dark has a complicated architecture. As with the rules there’s a simple key premise: rough urban center in perpetual darkness. But the game enriches that deeply. If you run, you’ll find yourself returning to the book repeatedly to help your framing.

PARITY OF ABILITY
Players will discover the potent character abilities. In my game multiple PCs have chosen three of these. Functioning Vice (Spider) allows the players to modify the results of their roll when indulging their vice. In practical terms, this means they’ll never overindulge except in rare, rare circumstances. Plus if someone shares their vice, they can bring them along for the same effect. Calculating (Spider) allows for an additional downtime action. If you have six players, as I do, and everyone takes this, as they did, that’s 18 downtime actions. Training, Asset Creation, and Heat Reduction will skyrocket. A Little Something on the Side (Slide) gives the character +2 stash at the end of every downtime. That will rack up and changes the resource dynamic at the table.

None of these break the game, but GMs should know how they can shift play.

JOB DESCRIPTIONS
Each Gang Type has a set of preferred jobs aka Hunting Grounds. They pick one of four as favored, but the others point to the kinds of missions the gang will typically want to handle. These don’t map directly to the six job types mentioned in BitD’s Approach section. For example Assassins have accident, disappearance, murder, and ransom as choices. I can easily imagine these operations and what they’d look like in the system. On the other hand, our crew type, Hawkers, have sale, supply, show of force, and socialize. That presents greater challenge to structure as a cool job-- one where everyone gets to show off their talents.

That means as a GM you need to look really hard at and brainstorm those. The gangs can do jobs outside of these, but those choices points to what the players might expect. I wish the book had further discussion and examples for the different hunting grounds. I think that’s a rich vein to tap for someone doing Forged in the Dark supplements. Rob Donoghue has pointed to Leverage and cons as a rich source of job types and that helps. But I probably need to spend some prep time thinking more about variations on these hunting grounds.

Hope that proved useful. If you’ve run or played Blades, what have you seen?

Tuesday, February 6, 2018

Neo Shinobi Vendetta: Fate Pre-Gens

I ran two sessions of my anime-ninja-sci fi mash up Neo Shinobi Vendetta online last month. That’s the game I talk about on this week’s Gauntlet Roundup podcast episode. We had a great conversation and I recommend listening to it. I discuss the purpose of the setting, shifting tone in play, and the challenges of action in a story environment. Plus sweet ninjas chopping off heads.

I’ve posted NSV material before. I have entries covering the overall setting as well as a shorter version. I also wrote up the game’s shinobi powers. Originally I wrote NSV for Action Cards, our Fate-influenced homebrew. I’ve run it that way f2f and a half dozen times at Origins and Gen Con. Because I hadn’t yet worked out cards in Roll20, I went with Fate Core for our Gauntlet sessions. If you compare the AC and Fate versions, you’ll see how easy conversion is. You can find the AP videos here and here

Our characters have sixteen skills, some powers, and a few stunts. It’s a larger pool of options than standard Fate, so it’s probably closer to Atomic Robo in power level. Each character has a "corruption"-- some of these trigger if they roll ++++ or ----. Others give a cost. I decoupled the stunt/refresh connection in making these characters; they’re crafted particularly for one-shots+. I also opted to go with a stress pool rather than check boxes. That’s purely about keeping things simple and easy to teach online.

CONCEPT Master of Guile 
TROUBLE Don't Stop Deceiving 
REFRESH 1                        STRESS 13
SKILLS
AIM +3                                 PHYSIQUE ---
ATHLETICS +2                    SCIENCE ---
DECEPTION +4                   SOCIETY +3
DEXTERITY +5                    STEALTH +2
FIGHT +3                             TECHNOLOGY +1
INVESTIGATE +2                UNDERWORLD +4
KNOWLEDGE +1                WILL +1

STUNTS & POWERS
  • Compensation (Memetic Base): You may use Deception for Fight tests.  
  • Hijack (Ghost Set): You can see through the vision of others. Distance and barriers determine the difficulty of the test required.  
  • Mirrors (Wizard Set): You can generate a host of duplicates by spending 2 stress. These can distract, help evasion, or other effects. They wear out quickly.  
  • Spider (Wizard Set): You can cling to walls and other surfaces with perfect control as if walking normally on the ground. This includes ceilings, sides of moving cars, and even sword blades. This does not give perfect balance and you can be knocked down or off.  
  • Always a Way Out: +2 on checks made to create an advantage whenever you’re trying to escape from a location.  
  • Clever Disguise: You may assume disguises as an action. Your skill and technology allow you to resist scrutiny where it might otherwise fail.  
  • Memetic Overlay Corruption: atavistic reactions, possession, reversion of other states, or disorientation.
CONCEPT Voice of the Nano-Kami 
TROUBLE Echoes in My Head 
REFRESH 2                        STRESS 12
SKILLS
AIM +4                                 PHYSIQUE ---
ATHLETICS +1                    SCIENCE +3
DECEPTION +3                   SOCIETY +1
DEXTERITY +2                    STEALTH +2
FIGHT +2                             TECHNOLOGY +4
INVESTIGATE +3                 UNDERWORLD +1
KNOWLEDGE +5                 WILL ---

STUNTS & POWERS
  • Disintegration (Nanoswarm Base): You can deal stress to hardened structures: walls, structural supports, vehicles. This can be used for an attack or to set up other effects.  
  • Flight (Nanoswarm Base): Spend 2 stress to become capable of flight for a scene. Pick two when you fly: Agile, Fast, Carry Others, Hi-Attitude, Long Distance, or Super Silent.  
  • Rebuilder (Nanoswarm Base): You can reshape existing material into new forms, duplicate objects, or even create a new item. States and types of matter can be changed.  
  • Subdual (Invoker Set): You can declare any attack nonlethal. Additionally as an action you can put to sleep any grouped noncombatants or bystanders.  
  • Data Surveyor: You have an acute eye for accounts. You can easily pick out patterns and problems in a fraction of the normal time. You're also an expert at using bits and pieces to track people. You can test to locate someone at a particular time or guess behavior based on the past and get quick results.  
  • Fast Friend: On entering a new social situation (party, meeting) you may spend a fate point to rapidly make a good friend or contact.  
  • Nanoswarm Corruption: collateral stress, brief independence, misread commands, or even visible scarring and marks.  
CONCEPT Lumbering Mountain of Poison 
TROUBLE Painless
REFRESH 2                        STRESS 12
SKILLS
AIM ---                                 PHYSIQUE +4
ATHLETICS +2                   SCIENCE +5
DECEPTION +2                  SOCIETY +1
DEXTERITY ---                   STEALTH +2
FIGHT +3                            TECHNOLOGY +3
INVESTIGATE +4               UNDERWORLD +1
KNOWLEDGE +3               WILL +1

STUNTS & POWERS
  • Armor of God (Demon Set): You add +2 physical stress for each condition taken.  
  • Body Shaping (Genocolony Base): You can reshape your body. Extend limbs, grow bigger, shrink to half size, perform contortions, or slip into tight gaps or containers  
  • Reweaver (Genocolony Base): You may also take an additional 4 point condition.  
  • Bend Bars/Lift Gates: You may spend a fate point to perform an absurd lift, pull, or other feat of strength.  
  • Mad Science: You may use Science tests to do a major attack or effect if you have access to materials. You mix chemicals, rewire systems, etc. quickly. Limit 1 crazy plan per scene.  
  • Retag: When being individually hunted or pursued, you can spend a fate point to re-center the hunt on another target you come into contact with. This creates an additional obstacle for your pursuers.  
  • Genocolony Corruption: DNA absorption, rampant consumption, bizarre growths, and uncontrolled tentacles and the like.  
CONCEPT Whispers of the Coiled Serpent 
TROUBLE Some Call it Cowardice 
REFRESH 2                        STRESS 13
SKILLS
AIM +5                                 PHYSIQUE ---
ATHLETICS +1                    SCIENCE +1
DECEPTION +3                  SOCIETY +2
DEXTERITY +1                   STEALTH +4
FIGHT +3                             TECHNOLOGY ---
INVESTIGATE +2                UNDERWORLD +2
KNOWLEDGE +3                WILL +4

STUNTS & POWERS
  • Deathcloud (Sorcerer Set): You may perform an electrical attack hitting a tight group. This targets everyone close by. Add +1 stress per target and divided it evenly among the targets.  
  • Id Insinuation (Psychic Base): You may slightly cloud the minds of targets in an area within sight for effect. You can also spend a fate point to edit short term memories on a target.  
  • Savior (Saint Set): You may heal an ally in combat as an action. Roll against a difficulty of 0. By spending a fate point you may affect two targets.  
  • Alarmist: You have an instinct for avoiding traps, sensors, and alarms. You gain +2 to checks to spot and circumvent them.  
  • Precise: You can hit absurdly small and precise targets with ranged attack. If you need to roll, reduce the difficulties for size and environment,
  • Wicked Edge: You do +2 stress using Fight.    
  • Psychic Drawback: You do not suffer corruption, but using talents takes a toll on your body. Each use costs stress to activate. Pay for ongoing talents when first turning them on. This stress cannot be healed via other effect in combat, but does heal naturally with rest.  
CONCEPT Meticulous Planner
TROUBLE Mercy for the Innocent
REFRESH 2                        STRESS 12
SKILLS
AIM +2                                 PHYSIQUE +1
ATHLETICS +4                    SCIENCE ---
DECEPTION ---                   SOCIETY +2
DEXTERITY +4                    STEALTH +5
FIGHT +3                             TECHNOLOGY +3
INVESTIGATE +3                UNDERWORLD +2
KNOWLEDGE ---                WILL +1

STUNTS & POWERS  
  • Hurdle (Dragon Set): Shinobi can ordinarily make high jumps and leaps, at least twice normal distance. When you use this power, you may make insane leaps and jumps.  
  • Lull (Chimera Set): By concentrating you can create an area nearby that, when scanned, causes most devices to read most common & expected results.  
  • Soul Sense (Chi Field Base): You sense lifeforms in a short radius, even through barriers. You may tag targets (up to 3). You know direction of tagged targets and do +2 stress to them.  
  • Cleaner: You’re an expert at removing evidence from a scene. You gain a +2 to all tests for this. You can also clean a scene after the fact.  
  • From the Darkness: You do +2 stress when attacking a surprised opponent.  
  • Scoundrel’s Reflexes: You may make a stealth check to hide yourself even when surprised, without penalty.  
  • Chi Field Drawback: You do not suffer corruption, but using talents takes a toll on your body. Each use costs stress to activate. Pay for ongoing talents when first turning them on. This stress cannot be healed via other effect in combat, but does heal naturally with rest.   
CONCEPT Body of Metal 
TROUBLE More Machine than Human 
REFRESH 2                        STRESS 12
SKILLS
AIM +1                                 PHYSIQUE +1
ATHLETICS +3                    SCIENCE +4
DECEPTION +3                  SOCIETY ---
DEXTERITY +2                   STEALTH +3
FIGHT +4                             TECHNOLOGY +5
INVESTIGATE +2                UNDERWORLD ---
KNOWLEDGE +2                WILL +1

STUNTS & POWERS  
  • Instinct (Serpent Set): When struck in melee, you do 1 stress back to your attacker.  
  • Sensory Array (Cybernetics base): You can see in absolute darkness, aware 360 degrees, perceive microscopically & telescopically, and are protected from blinding/deafening.  
  • SubDermal Plating (Cybernetics Base): Reduce any physical stress done to you by 2.  
  • Sinuous (Serpent Base): You do +2 stress in grapples. If you've grappled a target, they take the first 2  stress done to you outside of the grapple. 
  • Grappler: +2 to tests made to create advantages on an enemy by wrestling or grappling with them.  
  • Mastercrafted: Twice per session you can reroll a result if you explain how your personalized advanced equipment helped you out.  
  • Cybernetics Drawback: The most obvious source of powers; can only be concealed with difficulty. While you do not suffer corruption, your implants render you vulnerable to humanity-based effects. Take +2 stress from mental or psychological attacks. 
If you have any questions, hit me up.  

Wednesday, August 19, 2015

Video Evidence: Villains, Microscope, Kingdom, and 13th Age

This weekend I had a chance to sit in on Indie+'s "This Imaginary Life" covering the topic of Villains. I think we offer some usable insights. More importantly, I got to meet and talk with some new and super-sharp folks. 

In a couple of posts I've mentioned the city-building exercise we did for VirtuaCon. We used a modified version of Microscope for that. I've uploaded both of those videos in case you want to check out how that operates. Here's part one:

...and here's part two:

I also did a session of Kingdom recently. If you haven't had a chance to check out that game, you really should. We started with something that looked like Hogwarts at the start and went dark very quickly. 

Finally I've uploaded some of the more recent sessions of our 13th Age campaign. We use Roll20, but I record it in XSplit so you can see the app (I haven't figured out this Twitch stuff the big dogs are using). You can see the full playlist for this campaign here

Tuesday, December 9, 2014

All the Games: Actual Play Overview

I’ve made an effort to track my gaming in 2014. That includes noting games I played and those I bought. It also means I’ve expanded my library of Actual Play videos. I started recording these as a goof. RPG Sessions are transitory so the idea of being able to capture them appealed. But I’ve never gone back to watch these for nostalgia’s sake. Instead I’ve reviewed several of them to assess my approach, see what I missed, check my rulings, and find out where we left off exactly. We talked a little about taping your sessions in a recent This Imaginary Life episode. Watching your own sessions, painful as it can be, is a great way to reflect on your practice.

I hope some of the videos might be useful for other GMs. I’ve checked out Actual Play videos when I wasn’t sure how a game operated. Maybe aspiring gamemasters will gain a better sense of how a non-standard game plays (Kingdom or Durance for example). I watch other GMs' sessions for the simple fact I want to see how they run. To me, these GM videos show where the rubber hits the road. This is how I run. I write a ton about rpg ideas and practices, but that doesn’t matter as much as what I actually do at the table. That can get obscured when I'm working on blog posts. 

My recent “What I Want from Combat as a Player/GM” posts have gotten some great feedback. In particular Douglas Cole at Gaming Ballistic works some ideas through his own experience and preferences. In my six years I’ve had a few posts which spread further. I’ve learned to expect some oddness when that happens. I often get a small number of comments suggesting I’ve been unclear or someone’s misread, particularly on other forums. So this, these videos, they show what I actually do…

DARK COLORS ONLY: A SIMPLE VIDEO PRESENTATION STRATEGY
Below I’m listing all of my Actual Play Videos for different games, in reverse chronological order. In some cases I have a playlist. I’ve put and example up and a link to the larger grouping. In recent months I’ve recorded many of these sessions using XSplit. That allows me to capture the Roll20 app so you can see the map and dice rolls. Since I record these locally, I break these apart to reduce upload time.

DURANCE: DAYS OF FUTURE PASSED

13TH AGE: SHADOW OF THE TITAN

ICONS: LEGION OF SUPER REBELS

FATE: GUARDS OF ABASHAN

KINGDOM: HEROES OF THE CITY

VENTURE CITY STORIES:
30 DAYS TO SAVE SCIENCE CITY

MUTANTS AND MASTERMINDSFIRST WAVE SERIES THREE


CHANGELING THE LOST FATE/FAE: LOST VEGAS

KINGDOM: BATTLESHIP ORION

KINGDOM: THE DAILY SENTINEL

BASE RAIDERS: SUPERHERO DUNGEON CRAWL


FATE ACCELERATED: INTO THE UNKNOWN

MICROSCOPE: BUILD-A-WORLD WORKSHOP

Tuesday, October 21, 2014

VirtuaCon After Action Report: Corruption Uncovered, Avatars Arrested & Cyber-Apes Smashed

VirtuaCon was awesome. It was one of the best convention experiences I’ve ever had- on or offline.

I ran three games; a fourth didn’t go because I had a brief crisis that ate up the morning. I played with a dozen+ amazing gamers. I participated in five panels. I got to pop into the online tavern several times and talk with role-players I’d met before and some I’d only seen on RPG Geek. The con was well managed, they had prizes for the GMs, and I absolutely loved it. Once again RPGGeek proves how it brings the awesomeness of its community. Good games encourage more games.

Below is a quick summary of my three sessions. I’ve also provided the video, if you like watching online rpg sessiond. I check them out from time to time to see how other GMs run and handle the table. Below each video I’ve included a link to a YouTube playlist of the same session, but recorded to show the Roll20 app. If you’re curious about how that plays, I recommend checking out all of "Super-Rebels" or the last third of "Science City."

THIRTY DAYS TO SAVE SCIENCE CITY
The Pitch: Science City, 1937. Once a shining beacon of progress and hope following the defeat of the Kansegu alien invasion, darkness now covers Science City. Some hint at strange forces behind the transformation of this island paradise. But clearly corruption, urban decay, foreign agents, and criminal influence have made Science City a hotbed of vice and crime.

You’re going to fix that.

You’re a superbeing with amazing powers and an equally difficult task. The Transatlantic League, the world-renowned team of superheroes has selected your group to fix Science City. But you only have thirty days. How you decide to do that is up to you: quiet, loud, soft, hard, above board or from the shadows. Will you prove that heroes can make a difference and keep yourselves above the muck?

I’ll set the stage and you’ll figure out what to fix and how to do that. Play involves a mix of investigation, social interaction, problem solving, and the occasional head thumping, should you so choose. System: Venture City Stories, Fate Core

I gave the players an overwhelming challenge right away. Invited to join a famed superhero group, The Transatlantic League, they'd first have to undertake a secret mission. A supervillain had issued a private threat: the heroes had thirty days to clean up Science City. This wasn't the first time this madwoman had made such demands. Two years earlier the Iron Gale issued an ultimatum about Monaco. The famed superteam had simply thought it part of some elaborate ruse- only to be shocked when an earthquake leveled the city. Now the League was caught- they could not be seen as giving into supervillain demands, but they could not simply stand by. Hence the PCs would be undertake this without official sanction.(For more, see this post.)

The group began with preliminary questioning- trying to get a feel for the industries and level of corruption in the city. They isolated the three most obvious threats and followed up with queries about those. After some discussion they opted to go into Science City mostly out in the open, arriving as new heroes taking up the mantle of the fallen superhero, the Watchman and his lost comrades. At the same time they kept one player, The Phantom, off the radar and their doppelganger, That Guy, assumed another superhero ID. That would allow them to act independently. The players spent a little time working on minor crime and using their network of agents and contacts to get a better sense of the city. They established some aspects in shaping public perception. Eventually they uncovered a couple of other major threats hidden with Science City. Phantom targeted one group, The Sundown Boys, and discovered one of their edges: access to and maps of underground networks throughout the city. After some discussion the team decided to hit the Sundown Boys decisively- rolling up the three highest members and a chunk of the gang. A surgical strike took them down quickly. The speed of the operation meant that the team gathered additional useful info.

They followed that up by putting PR pressure on city officials to ensure that Sundown Boys couldn’t simply walk out of police custody. Instead corrupt local officers and lawyers would have to hold off. They traced a connection between the DA and another group, Oriflamme, indicating his debts to them. That led them to follow up on Oriflamme. Materials found on the Sundown Boys showed a possible location for the base of the late Watchman. That seemed to coincide with Oriflamme’s zone. They tracked an unusual ship and discovered it servicing an underwater base. The group took out the vessel and then raided the base which turned out to be in the hands of Oriflamme. In the hard fought battle the group took on a dozen henchmen as well as three supers, but triumphed in the end. They discovered the head of Oriflamme was the Watchman’s son, who had used his father’s info on crime in Science City to carve an empire for himself after slaying his father.

GUARDS OF ABASHAN
The Pitch: Another day on the mean streets of Abashan. In a town of fantasy adventure it’s up to you and your fellow guards to patrol your district, quell riots, take down monstrous invaders, break up foreign conspiracies, shut down wild magicks, make friends in the community, and stop crazed adventurers. Beginning with a morning briefing you must figure out how to prioritize assignments, shirk duties, protect the innocent, and perhaps even earn a little extra coin…

You’ll be able to pick which case you want to run down and how you want to fix things. Play involves a mix of investigation, social interaction, problem solving, and the occasional head thumping. System: Fate Core

I’ve run Guards of Abashan several times. It’s based on my home campaign, with the characters echoing the PCs. I usually run it with Action Cards. Since I haven’t yet figured out how to get that to work with Roll20 I translated it over to Fate Core. The session beganwith their sergeant giving them a little bit of a dressing down and briefing them on three cases available: victimized murderhobos, a warehouse fire, or a ghostly thief. I like to let the party argue out which case they ought to follow up on. That gives them a chance to find their character’s voice and establish relationships. In this case, the group opted to look into the warehouse fire.

They went to the scene and began canvassing. They discovered that the warehouse owner, Abniro the Jackal, was paid up with the Thieves Guild and well liked as a distributor of wine and olive oil. Investigation of the ruins and witness statements suggested a magical source, but not a drunken mage. Instead it seemed something had fallen from the sky. The Gnome Healer headed off to check on the local firefighting Vigiles and discovered they had actually stolen goods from the warehouse during the fire. Witness info and strong-arming the Vigile head lead to a discovery. They’d allowed a scavenger to go through the smoldering ruins afterwards and he’d discovered something.

While chasing that lead down they crashed into the middle of a riot. On one side, disciples of a Butterfly God. On the other, worshippers of a Deity of Masonry. The group rousted the followers and then threw themselves in the middle of the fray, with fist and sabre bringing the two leaders to heel. They turned out to be newly anointed Avatars of their very tiny gods. That morning they’d been raised up and sent out to discover a potent divine artifact which had arrived. Putting two and two together the PCs rushed off again to find their scavenger.

They caught him and discovered what had crashed: a large cosmic egg. Which, to their chagrin, they found out the thief had gifted to his girlfriend, a Dwarven baker. Hustling down the streets they discovered another Avatar on the march- this time of a less small god, a war deity also determined to secure the Egg. Part of the group stormed the bakery while one headed off to intercept. A skirmish ensued, with some back up arriving later- but the duelist among the group managed to bring down the avatar after taking serious hits. The others secured the Egg before it could be completely hard-boiled and made a desperate run to take it back to the precinct and secure it against any and all divine seizures.

LEGION OF SUPER-REBELS
The Pitch: In 2112, Chancellor Helagard seized control of the Earth at the behest of his alien masters, the Kansegu. He moved quickly to take out the world’s superbeings through sleeper agents and his own loyal cadre of Psychic-powered henchpersons. Nine years have passed and the Kansegu  ave finally cemented their control. All opposition has been crushed.

Except for you.

You’re among the last free superbeings, waging an underground campaign against the invaders. Now a desperate gamble may unlock the secret to defeating the Chancellor and his Kansegu puppetmasters. But first you will need to find Tesla’s Brain! System: ICONS Assembled. 

This was my first session with Icons Assembled. After letting the group pick their characters, I threw them into the middle of things. An agent of the resistance, The Phantom (a PC from the first game), had been captured by Helagard’s forces. He had been looking into a way to strike back at Helagard and likely had valuable information. He needed to be retrieved- preferably alive. Their target would be a massive patrol robot currently making its way back to an internment camp. The group confirmed robot's likely route and decided to sneak close before engaging it as it crossed a river. That would give the gun-platform less of a chance to make drastic moves or escape.

The group split and entered via hatches in the battle-bot’s legs. They met minimal resistance and began to fight their way upwards. They kept any alarm or alert from sounding which both helped and hurt. They ambushed the crew in the engine room (including a super security officer), but unsecured hatches in the robot's feet flooded once it entered the water. One of the team fell to keep the KO’d crew from drowning. The team fought their way forward, damaging control and systems- leading to the robot falling in the middle of the river and effectively turning the whole map. They located Phantom, defeated the baddies, and after some confusion managed to make their escape.

Back at their HQ, their cell leader, Doctor X (another PC from the first session) gave them the low-down. Tesla understood the energies powering Helagard’s super-soldiers. However Tesla’s brain had been stolen by the arch-villain, The Iron Gale, decades earlier. Phantom had discovered the likely location of her base, under the ruins of Science City. He'd also obtained a medallion which could act as a key. However, Helagard’s forces were on site- apparently digging in an effort to break into the base. The group took off and confirmed this information. They surveyed the forces and spotted several superhuman  as well as elite Kansegu alien troops. Their excavations seemed close- and the group discovered that their enemy’s efforts had apparently already set up the base’s defenses. In scouting, the resident team ninja discovered another entrance, triggered by the medallion.

Descending into the base, the team encountered several traps- including an electrified floor and an automated gun turret. While the lair, with its shag carpet and wet bar, had been abandoned for a long time, it had a strange pungent odor. The group soon discovered the source of the smell: a force of power-armor clad cyber-apes who assaulted them from multiple directions as they made their way through. The group fought a desperate running battle, but managed to turn the base’s defenses back on the apes. They blew through and managed to locate Tesla’s brain- even as Helagard’s  eam broke in from another section of the facility. They grabbed the brain capsule and took off, but not before the ninja set the base to blow up in a montage of flames and shocked bad guys.