Showing posts with label clockwork dominion. Show all posts
Showing posts with label clockwork dominion. Show all posts

Sunday, October 18, 2020

Character Creation: Clockwork Dominion

Well, I was gonna run Cairn today, but plans changed because of migraines, so instead I'm gonna make a character, do a movie write-up, and then solve a serial murder. 

The Game: Clockwork Dominion
The Publisher: Reliquary Game Studios
Degree of Familiarity: Not much. I played it once at GenCon some years back and really enjoyed it
Books Required: Just the one

Clockwork Dominion is...well. Like I said, I played it at GenCon, and it was well-run and worked nicely at the table (it must have, because I bought a copy and it's been on my "maybe I'll run this" list ever since). But I'd never read it, and so I grabbed it off the shelf for the project and started reading through it, and I have to say, there are some elements to the game I'm finding a little problematic. 

Now, with that said, I haven't read all of the book. I've read enough to get the setting and to make a character, but the print is really small and the writing isn't keeping me hooked in (it's not bad, it's just a little dry). I really need to look through the GMing section to see if my concerns go all the way through.

But, it's like this. One of the central themes of the game is order vs. chaos. The forces of chaos are personified collectively as "the Pontus", and the idea is that chaos is rising all around us, threatening order and the "civilized" world. So far, so good. But the issue is that this game is set in an alternate Victorian era, and the British Empire is held up as the exemplar of order, keeping everything in its Creator-mandated place around the world. Out in Australia, for example, the Outback and the wilds of the continent are just full of Pontus-y shit, y'know, because the Empire hasn't established a foothold there.

Now, the book does make a point of saying that "order vs. chaos" isn't the same as "good vs. evil," but then the rest of the text really does hew to the "Empire good, Pontus bad" thing, and well, I have a hard time holding up the British Empire in the late 19th century as something to really aspire to, especially when it's framed as "everything and everyone needs to understand their divinely mandated place in the great Clockwork." 

Anydangway, I hasten to add that this is not based on a deep reading of the book. So let's just make a character. 

Gus gave me this song for inspiration: "Genius of Love," by Tom Tom Club:

 

(They actually gave me the longer version, but I wanted to link the official video because it's bananas.)

So, um, this song is from the perspective of a woman in jail waxing poetical about her boyfriend, and drugs are clearly involved. I think that my character is going to be a disgraced noble/black sheep/angsty poet/gay as hell type of fellow, a sort of Oscar Wilde, Lord Byron type of guy (oh, modern inspiration: Klaus from The Umbrella Academy). Where do I start?

Step One: Choose a Bloodline. He's a "pureblood" (that is, human, with no supernatural shit in there). That's easy enough. That means he gets 2 points of Purpose, a one-point bonus to Will, a one-point bonus to any two Skills I want (so that'll have to wait), and three Blessings: Protected (supernatural powers are less likely to affect me because I'm officially part of the Clockwork), Purposed (I refresh one point of Purpose at the start of a session), and Talent (I have a single mastery ability of one skill of my choosing, whatever that means). 

Step Two: Pursuits. This is basically the overriding drive of the character. I think my rakish noble pretty clearly is all about Freedom. That gives me a point of Ether (another potential, like Purpose), and a point each into Grace and Will (not Will & Grace). 

Step Three: Backgrounds. Circumstances of life, birth, etc. Where's "rich dude?" Ah, Gentry, here we go. That gives me another point of Purpose (bleah), and a bunch of skill dots (well, they're more like rectangles than dots). I get 2 Assets, too, whatever that means. My Class and Means both start at 3, but I'm gonna refrain from writing that in just yet in case I feel like fiddling with it later. 

Step Four: Aptitudes. I get one in each Aptitude, an additional two in Will and one in Grace, and then five more rectangles. Let's see, what's my guy good at? Well, his Will is too high, for one thing, but there's nothing I can do about that. I think I'll leave Reason and Focus at 1, and bump Vigor up to 2. I throw a point into Grace, putting it up to 3, and then the other three points into Presence, bumping that to 4. 

Step Five: Skills. I get two points from my bloodline, and then 12 more (in addition to the ones from my background, which I've already put in). So basically I just have 14 points to throw around. Oh, and then I have a mastery that I can take for any skill, whereas normally you only get a mastery when you put five dots (rectangles) in. Neat. 

Well, let's see, here. Burglary is used for sleight of hand, and I kinda feel like my guy would have some skill there, so I'll put one point in. Command, too, seems relevant, but not more than one. I'll put one into Fencing (he learned how, he just never practices). Ooh, Guile. Here we go. Let's throw four in there. Seven more.

Intuition seems good, two there. One in Mysteries (can't spend so much time tripping balls without seeing some weird shit). Parley, there's what I want. Three points, and I'll take the Silver Tongue mastery for it. 

One point left, and I think it had better go into Streetwise. Oh, wait, no, Temptation. Shit, I wish I'd seen that sooner. Ah, well.

Step Six: Assets & Liabilities. I get two Assets for free, I know that much. I can also take up to two liabilities to take additional assets. Let's have a look! Ooh, there's an asset called Skilled that bumps a skill up by two dots, perfect. 

The Liabilities are pretty harsh, actually. I'll take Bad Reputation and call it a day. That gives me a Reputation (doy), which means I need to look up those rules. Oh, it's a later step of chargen, groovy. I'll pick my other two Assets, then. 

I like Dangerous Friends. My guy has other gentry who are better regarded than he is, and who are willing to lean on people (socially) a little to make sure they overlook his reputation, at least a little. And then I'll take Favored; he's kind of got the Devil's luck. 

Step Seven: Affinities. I have two different Affinities, one of which is rated 2 and the other 1. They have to be tied to a duty, goal, relationship, or behavior. Well, I definitely want one related to being a sensualist and rake. Let's call it "All manner of vice", rank 2. 

And then I feel like a relationship is in order, but I've only got one point left. I'll say that the other Affinity is Jack Hannigan, my special friend. He and Jack wound up getting detained by the police one night for indecent behavior, and it took some bribery and some pressure to get them off (as it were). Since then, their families haven't really let them speak or even write, but he misses Jack sometimes.

Step Eight: Reputations. Reputations can usually be positive or negative depending on the situation, but I have an exclusively negative one because of the Liability. I'll call it "Prefers the Company of Men" and leave it at that. And then I get three points to make a couple other Reputations, but there's only two slots on the sheet, grr. Well, we'll say "Incurable Rake" as a 2 and "Loyal and honest friend" at 1 (see, that's that high Will). 

Step Nine: Wealth & Accoutrements. This isn't so much the shopping step as me picking shit that fit into my character's Means, but I think I'm good. He doesn't typically carry a weapon (maybe a sword cane, since it's in genre and he can fence a little), but does often carry drugs - laudanum, opium, cocaine, whatever you've got. He favors dark clothing, but it's always perfectly tailored and fit (at least at the beginning of the evening, though he does get rumpled sometimes). 

Step Ten: Finishing Touches. Derived traits! My Physical Defense is Vigor + a relevant Skill, usually Athletics (though mine is 0; he does have a point of Fencing, though). Guard is half Focus rounded down, so...1, I guess? Social Defense is Will + Composure or another relevant Skill. 

And then description and personality! Well, let's start with name. Edmond William Apsley, youngest son of the wealthy Apsley family, was assumed to have been going through a wild phase when he and his "friend" Jack Hannigan were arrested. Now his family gives him a wide berth, but they won't openly disown him, since the scandal seems to have been contained (it really has not). Edmond, for his part, doesn't much care what people know and isn't ashamed of who he is, but he does love his family, his father in particular, and that curbs his most brazen impulses as far as his carnal appetites go. 

He gives in to his appetites for chemicals, however, and the morning typically finds him incoherent. He's got a much higher tolerance than people think, though, and so folks tend to talk in front of him, figuring he won't remember it anyway. In fairness, they're not always wrong. 

Edmond is 20. Like all the Apsley men, he's got black hair (which he keeps long) and blue eyes, long fingers and a slight build. I think I'd cast Timothée Chalamet. 

Tuesday, August 4, 2015

GenCon 2015: The Sweatening

When people asked me how I was or how my con was going this year at GenCon, my go-to response was "sweaty." For the first several days, it was hot as balls and I was running around crazy-like getting and keeping the IGDN booth going.

But this was the best GenCon I've had in years. It's the first time in quite a while that, when Saturday night rolled around, I found myself thinking "aw, I'm not done yet!" rather than "OMG I WANT HOME."

Let's not get ahead of ourselves, though. I didn't take a lot of pictures this year, but I took a few.

Wednesday

Michelle and I got into Indy on Wednesday afternoon after a thoroughly uneventful drive. No traffic to speak of, no construction, it was glorious. We were driving a cargo van, stuffed to the gills with material for the booth and several boxes of Chill

Wait, do vans have gills?

First order of business: Set up the IGDN booth. We had help from lots of lovely people including Joel Sparks, Andreas Walters, Jesse Butler, and others I'm forgetting, I'm sure. We only managed to get it about 70% done, though, because folks had to scatter for the evening (including me - I had a Chill game for backers that night!). 

But before that, a quick look at Cardhalla, under construction: 




And then a quick stop at an awesome little food truck called Karma Kitchen. 


And then the game! The game went really well (this was the "Regional Coordinator: Indianapolis" backer level; folks make characters, the incomparable Timm Henson illustrated them, the equally incomparable [see what I did there?] Thomas Deeny laid them out, and I ran the game). I whipped up a game set in Milwaukee (their HQ of choice) involving a Spectral Remnant shoving drunk college students into the river so it could "rescue" them, and then failing miserably. They managed to get it to actually save someone, and it passed on peacefully. 

Speaking of "passing on peacefully," by that point it was late and time to sleep. 

Thursday

Thursday, we hit the booth, got the books set up, and got it lookin' pretty. 


And then I had a game to play in: World of Dew. Now, I'd run this game once, in order to review it, so I was looking forward to playing it and seeing how it worked with the creator. For the most part, it worked very much like it did when I ran it. 

The game was fun, and it was cool watching Benjamin Woerner run it. I played a police inspector investigating a murder, but the particulars of the murder unfolded as we played (with player input). The group was...just OK. One of the players was playing a smuggler, and named him Han Solo (but, like, with different vowels so it was vaguely Asian or something). I get the feeling like the group didn't quite grok the tone that we were going for, but they came around as we played. My grade: A. 

Stabbin', shootin', noirin'. 

So then I had some time in the booth, selling books. It was pretty busy, which was nice. And then later on in the evening, I ran a game of Beast: The Primordial for some folks. It went pretty well; it was the same scenario I ran here. Some investigation followed by a short fight. No one played the vampire this time, but all five Beasts were represented. 

And then sleep. 

Friday

Friday morning, after a booth check-in, I had a Chill game to run. I ran Cold, Dark Earth again. We only had three players this time, so I was a little worried about them getting killed, but the players were smart, asked the right questions, did some strong research, and won the day. 

So then, I had a panel for the new World of Darkness, and some time to sign things at the Onyx Path booth, and then a game of Bluebeard's Bride

Now, I'd been looking forward to this game for while. It's an Apocalypse World hack created by Sarah Richardson, Marissa Kelly, and Whitney Beltrán. In it, you play aspects of the titular Bride's psyche, and wander Bluebeard's castle on the wedding night, opening doors and experiencing the horrors therein until you reach the final room and meet your fate. This game got under my skin like very little else has in a long time; I actually wound up playing it again Saturday night. 

Anyway, in our game, I played the Fatale, and got to revel in sensuality, which is kinda what I do anyway, so that was cool. We wound up escaping, but being rejected by our family and thrown back to Bluebeard. (I love tragic games, have I mentioned?) My grade: A

Sarah, trying to make us shudder in fear.
And then sleep!

Saturday

Holy cats, Saturday already? I got up early to play in a game called Clockwork Dominion. This is a steampunk game, but with a strong existential, Matrix-if-it-understood-subtle thing behind it. The game uses cards instead of dice, but uses a custom deck with numbers from -5 to 5 on it, so you just draw and add your relevant stats. Our characters were teenagers in a gang called the Penny Reds, and there was a West Side Story plus human traffic thing going on. It was a lot of fun, the game was really nice looking and seemed to flow well. The group was nicely cohesive and the GM played well off of us. If I have a complaint, it's that she read from a script, but she had really good delivery so it wasn't as snooze-inducing as I usually find that particular practice. I went and bought a copy of the game afterwards. My Grade: A-

Game set up when we got there? Check.
Rescuing St. James from Mr. Dandy!
After that, I had a game of curse the darkness to run. I realized as I set up that it had been a solid year since I'd run the game, and I was worried that I'd forgotten how it went, but muscle memory kicked in just fine. The characters were in Vegas and searching for water, and wound up moving their whole community to a lake out in Minnesota after a disastrous run-in with some anti-Between folks looking to trade water. Chris Shaffer died twice!

And then dinner with the IGDN folks at Mikado, where much sushi was consumed. And then back over to the convention center for the second game of Bluebeard's Bride (with someone I used to know, Michelle, and Christina). We wound up getting killed outright this time. It was just as awesome. 

Sunday

So, for the first time in I don't know how many years, I was not ready for the con to be over. But c'est la vie. I ran my annual game of Clay-o-Rama on Sunday morning, for a table full of kids (unlike Origins, which was mostly adults). 

Claydonians-to-be.
The construction phase. 
The victor, the mighty Pretzel!
After that, a couple of hours in the booth, and then a scant hour wandering the dealer's room, and then tear-down, and then dinner at Weber's followed by some really awesome discussions. 

And then, then next day, Michelle and I loaded the stuff from the booth into the van and then headed home again. The dealer's room looks creepy without any dealers. 


But here is the swag pile!


 Greatly looking forward to next year!