Insert creepy calliope music here.
The Game: Under Hollow Hills
The Publisher: Night Sky Games or lumpley games or Lumpley & Co. or all of the above
Degree of Familiarity: Never played it, but it's PbtA
Books Required: Just the one
This blog is mostly checking off things in a list: the movies I own, the games I'm running, character creation posts, and so on.
Insert creepy calliope music here.
The Game: Under Hollow Hills
The Publisher: Night Sky Games or lumpley games or Lumpley & Co. or all of the above
Degree of Familiarity: Never played it, but it's PbtA
Books Required: Just the one
Back in Dragonia, for the final time (I mean, maybe not ever, but for now). Here's last time.
Our heroes venture into the caverns and tunnels beneath the Searscale Springs, searching for some idea as to why the temperature of the Springs is changing. They pick their way through the tunnels and find a four-way split. Zeblek has a lantern around dris neck, and Stars consults dris Geographical Primer and finds a decent map of the tunnels!
The map indicates that one tunnel dips way below the Springs, and then the map kind of ends, so no one apparently got that deep. The next tunnel goes under the Springs proper, and that seems like the best option. Toverinn consults with dris spirit guide, Sprinkles, and asks how they can make the spirits of this place happy. Sprinkles tells them that the spirits would love the Springs to regain their heat, and the best way to do that would be to go through these tunnels.
They head down the tunnels, Zeblek first, but Zeblek misses dris footing and falls into a rushing underground river!
The other dragons suddenly realize they're without light, and hear Zeblek getting washed away ("wheee!"). Toverinn follows, swooshing through the tunnels, and OB tries to find a light in dris saddlebag of potential but then remembers dre used it earlier and left it topside. Dre jump into the water to follow, trying to check dris descent. Stars, ever the cautious one, digs dris claws into the side and, remembering the twists and turns of the tunnels, slowly climbs along the chute.
Zeblek shoots out of a tunnel into a cavern and lands on a stone surface, getting dris bearings. Toverinn emerges a moment later and Zeblek catches them. OB shoots out next, and Zeblek and Toverinn stretch across the path of the waterslide to catch them. OB, however, fails to act despite danger and all three dragons wind up getting pulled in a big dragony clump into another tunnel!
The tunnel empties out into a shaft, and they all plummet down. They land in water at the bottom, and realize that they can see again - something in the water is luminescent. Zeblek takes a big breath and dives down to try and find what's here, and at the bottom dre finds long, feather-like protrusions coming. Dre get close, and suddenly the feathery bits fold against the stalks and reaches out and drag dris leg!
But fortunately, that's not Zeblek, that was dris mirror image. Dre knows that isn't going to last, though, and has to decide between diving deeper or resurfacing. Zeblek being Zeblek, dre dives, and emerges into another tunnel that leads up, back into the tunnels...
...the tunnels empty out into a large cavern with multiple exits that water flows through. Zeblek notices that one of them is blocked by an oblong object. Dre gets closer and realizes that it's an egg, and that the water gets almost unbearably hot the closer dre gets. Zeblek doesn't know what it is, and figures dre needs some help from Stars. Dre calls upon the void moon and opens a portal.
Meanwhile, Stars has slowly picked dris way to the shaft and calls down to the them. After confirming that everyone is OK, a portal opens and Zeblek's head emerges. Dre calls Stars through, and shows them the egg. Meanwhile, OB and Toverinn climb and flap their way up the shaft, and find the portal as well (Zeblek helpfully kept it open). Stars consults dris books, and figures the egg to be...something unknown.
Dre has seen huge eggs before (the dison of Woodsedge, for instance), but the heat this thing gives off makes dre think it might be some kind of elemental. In any case, it's wedged up against a tunnel, and it's clearly been dislodged from someplace.
At this point they hear voices, and follow them to a chamber where they find three other drakes! OB recognizes one of them - Lokken, the drake that was in Mxlar'nishka's shack. The other two look very similar - long, serpentine bodies, jet black underbellies, but one has blue scales and the other golden brown. Stars realizes that these dragons might be triplets - all hatched from the same egg!
The two clutches talk a bit, and one of the triplets (Hexxen, the brown one) admits to picking up the egg from its resting place using magic - and then losing control and dropping it into the water. They've been trying to find it and return it ever since. OB dresses them down a bit, but they have found the egg now, so dre employs dris dragon trade to make a sling to drag the egg safely. The triplets show the clutch where they found the egg - there's a nest!
The nest looks like it's made of petrified wood, and there's no evidence of any other creatures around. It looks like this egg was here a long time. OB and the other dragons manage to get the egg back in, and Toverinn studies it, figuring that it might be close to hatching! They also realize, though, that they're right below the Springs, and that this egg must be what's been heating them all this time. If the egg hatches, that might effectively destroy the Springs. Do they want to do that?
They're talking this over when Mxlar'nishka arrives, surveys the area, and shoos the drakes out. OB lingers, though, checking what dre is doing, and sees them use moon magic on the area. OB demands to know what they're doing, and Mxlar'nishka says that dre is just dilating time, making sure the egg stays alive but doesn't hatch.
OB stands up to the older dragon, saying that keeping a living thing imprisoned isn't acceptable. Mxlar'nishka says that if OB can figure out a way to heat the Springs, dre is welcome to do it (dre probably doesn't really mean that, but OB takes it to heart). Stars and Toverinn both agree - the egg is a living thing and needs to be free.
Over the next few weeks, the clutch works on developing a heating system and shoring up the tunnels. Stars calls on the liberty moon to create perpetual fire to heat the springs, and they all look at the egg, wondering what it is. Stars mentions to Toverinn that dre could probably commune with it spiritually, and dre does so...
Dre sees themself hatch, and burst into flame, flying up through the rock and into the sky. Dre circles Dragonia, burning gloriously, for ten minutes or a thousand years, and then crashes back to earth in a plume of ash that clears to reveal an egg.
Toverinn reveals all this, a little awed, and the dragons help to hatch the egg. They watch as a little bear protrudes, followed by a scaly head, and then a small, winged creature. It hops around a bit and shakes off its shell, and then poofs into flame and bursts up through the bottom of a pool, vaporizing the water as it goes! It flies off into the skies, and the dragons watch it leaving a fiery trail.
OB sticks around for a while, making a maintenance manual for the new heating system. Stars returns to the capital library to record all of this. Toverinn follows the fire-creature across the continent. And Zeblek starts working on a play. Maybe something about a clutch of drakes that have to help with a controlled burn?
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| Fewer than none knew how to harness it? Huh? |
I know, two PbtA games that begin with "V" in a row. Blame Gus.
The Game: The Veil
The Publisher: Samjoko Publishing
Degree of Familiarity: None with this game, but it felt familiar as I was reading it
Books Required: Just the one
The Veil isn't the only PbtA cyberpunk game I've seen. We've also got Headspace and The Sprawl, and I'm sure there are others I don't know about (or that I own and just haven't read yet). The Veil looks pretty interesting. Well, strike that. It looks like a good, solid example of the genre in this system, and that's cool. I have a couple of concerns, one of which is that it looks like there are a lot of different things that hinge off of "Giri" (kind of filling the role of a reputation or strings stat), and there do seem to be quite a lot of moves, though nothing on the order of, say, Dead Scare. Also the PDF isn't bookmarked properly, but that's just annoying. Oh, wait, it's just the hi-res copy that's not bookmarked! The lo-res works just fine. Sweet!
Anyway: It's a cyberpunk world complete with corporations and "The Veil," which is the game's lingo for the cyber-space. The particulars of that, and of the world in general, are left for the table to define, and I think it'd all work pretty well, though of course I'd have to play it to know. So let's do this!
First thing we do is pick a playbook. There are a bunch in this game, and I haven't read them all carefully, so let's see here...
I think I want to pick The Architect. I was just watching Cael play Animal Crossing and I got to thinking about how much I like games like Subnautica and The Forest that have not only base-building aspects but stories, and I wonder if you could have the Architect playbook build "places" in the Veil.
Yeah, looks like it! Neat. We start with "the Subconscious." I must first pick three things that bleed over from the physical world to "my" Veil.
So I'm gonna say that when my character creates a Veil-space, there's also catacombs of his deepest memories. I've been really intrigued by the trailer for Backrooms of late, and I like the idea of spaces between spaces where things get stuck. So when my guy makes a place in the Veil, there's always an entrance to the back hallways. Sometimes it's a door, sometimes it's a hole hidden behind a couch, whatever.
Likewise, I'll say a family member gets brought over. We'll say it's my character's sister, Tyara. We've kind of grown apart, but my guy still sees her as she was when she was 18, when they had a place together in the city and were best of friends.
And, finally, I want a manifestation of fear. There are always rats in the walls in my Veil-space. My guy is terrified of rats, especially when he can't see them, only hear them (I have squirrels in my walls presently and it's fucking unnerving when they start scrabbling around).
Right, what next? Cyberbrain! Bunch of options here that have some implications about the setting. I think we've established a couple of things about my Architect so far, so what fits with that?
Hrm. I would take "for another purpose" and pick a move from a different playbook, but they don't really generalize well. You know, I think I'll take "has a dedicated remote server" because I like the idea that this server is tucked in a backroom somewhere.
I get the reconfigure move and then I pick one more, and the only one that makes sense is construct, because my cyberbrain makes it more effective.
(I'm finding that there's not really a "here's how to make a character" section, which is annoying because yes, I can follow the playbook, but there's no centralized place with the instructions that I can find so it's all scattershot. Bleah.)
Giri questions I can skip, because they would require other players. Look? Sure, let's do that. Let's say I'm fluid, I've got working class gear, a sweet face, clear eyes, a wiry body, and I'm Black.
My "Jam" is how I earn a living. Let's play to my strength and say that my Architect designs digital lobbies. Like, when you visit a "Veil site" (like a website), you wind up in a waiting room or a lobby that has basic info on the company or the person. But someone has to design these and make them user-friendly, and my character is good at that.
Stats! Or rather, states, since these are all named after emotions. These can change as I use them, so whatever I put my +2 in is likely to be what taps out first. My character strikes me as an anxious person, so I'll put +2 in Scared. I'll put my +1s in Joyful and Peaceful, my 0s in Powerful and Sad, and my -1 in Mad.
Cybernetics! I can be as cyber'd as I want, though I might owe Cred or Giri for them. I think my Architect has a cyber'd eye. I get three tags for my eye, so I'll take recording (I can record video), HUD, and integrated (to my cyberbrain, so I can include whatever I've seen into my digital places). Do I wish for more cyber? I do not think I do. I do have to take a negative tag for my eye, so let's take bleed. People and things that I see tend to wind up in my Veil-space whether I want them to or not.
Now, where'd I get it? I think I struck a deal and I owe Cred for it. I don't see my character are real violent and a cybereye isn't something you steal.
Beliefs! I get three of these. The book advises me to make them things I'd want to be challenged and explored right now. I'm seeing my character as sort of like Lenny Nero from Strange Days inasmuch as letting go of the past is hard, so the first belief will be "Nothing ever has to fade away." I think he sees what he does in the Veil as art, and he definitely strikes me as the sort of artist who would put little details in his art that only he and his closest friends are going to catch. Let's make the second Belief "Art belongs to the artist." I don't see him as a hacker per se, but I do think he might take a very hacker-ish approach to rules, like "If a rule can be broken, it wasn't strong enough." (There's one that's gonna get thrown back in his face.)
I get fashion appropriate to my lifestyle and I get a weapon from the list on the sheet. Definitely taking a neural disruptor; my guy isn't the sort to use a gun.
And I think that's it! Let's name this guy Andray Sim ("Sim" is not his real surname, but it's the one he uses). Andray uses he/him pronouns and generally presents as male, but actually doesn't see gender as terribly important and in the Veil tends to be more femme (or less masc, depending how you look at it). His sister, Tyara, is married and living somewhere in a different city, and Andray finds her a little insufferable now that she's grown up and career-oriented and so on. He misses the Tyara who was young and cool and fiery...so that's the one he interacts with.
I didn't know I needed this game until it came up on Kickstarter some time ago, but I'm really keen to try it.
The Game: Vale of the Failed and the Fallen
The Publisher: Wicked Clever
Degree of Familiarity: None, other than the fact that it's PbtA
Books Required: Just the one
Beautifully simple and yet kind of niche concept, this. You're playing the grown-up versions of a group of kids who were transported to the magical land of Eidylorn in order to save it from the Vassal of Darkness...but failed. One of the kids died in the process, and now, twenty years later, the survivors have been transported back in order to redeem themselves and finish the quest. I haven't seen an expression of this idea before. When The Dark is Gone has some similar elements, but doesn't involve going back to the magical realm and is much less structured in general.
Anyway, it's late to make a character, but if I do this one today I'm at 30 for the year so I'm caught up, and that's apparently worth being at my computer a little more. So here we go!
So, if we were actually playing this game, the first thing we'd do is define Eidylorn a bit more, including which of the peoples who live there are going to figure into our story. Since it's just me, though, I can just skip right to the Childhood Heroes bit.
Seems like playbook should really be first, but sure, why not. Let's name my hero Jesse Daniel (he/him). And now I must choose a playbook. Hmm. I think I'll lean into the darkness today and be the Shadow.
So that means I get the Cloak of Shadows (all the playbooks get a gift when they arrive in Eidylorn). I can step into the Shadowlands and be invisible and incorporeal to others, and then I get one more ability to go with that. Let's see...I'll take Ebon Messenger, that lets me summon little shadow critters to act as messengers.
My Inner Child is an aptitude that I was interested in or good at as a child (but recall that these characters are adults now). I have kind of an idea on where to go with this character, so I'm gonna pick Animal Lover. Jesse was super into animals as a kid - mostly he loved big cats, but really he found all animals fascinating. He dreamed of being a big animal vet when he grew up. So that makes my aptitude Empathetic, and gives me a tether and a bane (which are basically things I can use to boost rolls or the GM could use to screw with me, respectively). My tether is when you train or befriend a magical creature from the realm..., and my bane is when you must hurt an animal...
Companion bonds would require more players, so I'll skip that. Likewise, we'd all decide on the Fallen Companion together. The trick here is that the Companion Bonds and the Fallen Companion would give me two more tethers, and then I would pick a tether to be burned to start with (burned tethers act like banes, but you can recover them). But lo! I must now be an adult!
First, I choose my adult vocation. In Jesse's case, the trip into Eidylorn and the loss of his friends kind of soured him on animals (so I'll take that as my burned tether, I guess). He'd seen dragons and pegasi and whatever else, going back to the world of cats and dogs and snakes just didn't seem as interesting. Plus, like, he'd seen a friend die. Jesse never really recaptured that kind of passion, and he kind of fell in with a bad crowd. His Adult Vocation is Petty Criminal.
And that leads us directly into Emotional Baggage. Basically my experiences in Eidylorn give me another bane. I think Shady makes the most sense (when people need to trust you...).
And that's basically it, because the rest of it would require a group! Jesse is in his 20s now. He's got red-blonde hair that he keeps buzzed, his skin has gotten worse over time (thank some drug use for that), and he's got prison tats on his arms and hands. I think in play Jesse would be the guy who you might think would betray everyone, but then comes through for them with a line like "snitches get stitches" or something.
Can't run home if the home runs, too.
The Game: Our Traveling Home
The Publisher: Peach Pants Press
Degree of Familiarity: None
Books Required: Just the one
To wit: Four or five players, not more than five, not less than four. It has a happy ending, full stop. There is a romance between the Wizard and the Cursed, that's part of the game. The game consists of two Acts, each of which consists of a number of scenes, but the scenes are named and some of them restrict which characters can be involved.
Understand, this isn't criticism. I don't think there's anything wrong with setting up solid expectations for how the game works, and if we're honest, it's not that much different than the structure of, say, Fiasco or Ganakagok (or A Tragedy in Five Acts, for that matter). It's just interesting because PbtA games in particular (and this game does claim to be PbtA, though what that means is hardly an objective fact) are usually a bit more open-ended, and this one is very specific and proscribed.
Reminds me a lot of Once More Into the Void, what with the mini-games in the scenes, as well as Back Again From the Broken Land, kinda. Would I play it? I dunno. I think I could put together a group of my players who would really like it, but it's mechanically weird and while you can play it as a one-shot (which is probably how it would work out), it's got a lot of front-loading for that. I think honestly if I wanted to play something like this I might want to play one of the games I already listed, or else Thirsty Sword Lesbians.
But anyway, let's make a character. There are some decisions that the group would make about the world, but I think I can make a character without doing that. First off, we choose a playbook. Our options are Wizard, Demon, Cursed, Child, and Monster.
Well, if I were actually playing this game, I would 100% want to play the Demon or the Monster. Let's assume we have five players and so the Monster is available. (The Monster's themes are all about finding healing and suffering consequences for past actions and move past them, and it's nicely escapist to play a story where it's possible to do that sort of thing.) Printing!
I appreciate that the playbooks can be folded into, like, little books, always appreciate it when PbtA games do that. Less enthused about the ink-heavy artwork on them and I wish there were an art-free version.
Right, so. The Monster is some creature of the wilds that "got their comeuppance" and was stripped of their powers. Ignoring for a moment that something that is not and never was human getting stripped of their powers and forced to be something they never wanted to be might not be quite the definition of "comeuppance" (but we're splitting hairs now), let's start with Look.
Gender: This game, much like Sleepaway and Thirsty Sword Lesbians, treats gender as something more like a descriptor of vibe and less like something tied to sex (which only makes sense). The options they give us here are witch, demon, and beyond mortal ken. I'm thinking demon.
Eyes: I've always found black eyes (like, shark eyes, not shiners) very compelling as a way to make something scary, so I'll go with that.
Body: I think I want my Monster to mostly look human, so I'll say he's got the body of an old man (and pick "old body").
Clothing: Let's keep the theme going and say "tattered clothing."
Detail: I'm mean to explain who took my powers and how, why I deserved it, and what illusion I can no longer maintain. So I need to think about this a little more.
My Monster's name is Dread. It was a demon lurking in the dark, watching, the shape just out of focus in the mirror that vanishes when you turn around or the creak on the staircase that you swear sounded like a footstep. Dread is (was) a demon of fear, but not a jump-scare, not the kind of fear that leaves you running screaming away. It's the kind of fear that you feel silly confessing to anyone, because you know ("know") that there's really nothing to be afraid of. Probably. Dread is the knowledge that something awful could happen, and the stupid little brain glitch that people have that makes them think if something can happen then it will.
Before Dread lost its powers, it was a shapechanger, but never really had much of a defined form. It was usually humanoid, basically, usually bigger than you, usually just slightly dark and large enough to be menacing. It could slip between shadows, just out of sight, and pull attention from across a room or a street.
And then one day someone called Dread out. (If I were playing this game, I would push for the Child to be involved, because it seems like a very Ghibli thing to have the Child dress down the Monster. As it happens, the relationships section requires the Cursed be involved, but without other players it's really impossible to get too specific.) They pulled Dread into the light and revealed it for what it was - something potentially dangerous, but not if everyone's watching. And Dread became an old man with tattered clothes, with hands that shake and a bit of a limp, and the only vestige of its lost power is those freaky shark-like eyes.
Now, at this point, normally we'd do the Relationships and figure out why the Cursed brought me home and how the Wizard feels about that, but again, it's just me, so I'm pretty much done.