Showing posts with label unhallowed metropolis. Show all posts
Showing posts with label unhallowed metropolis. Show all posts

Wednesday, August 25, 2010

Character Creation: Unhallowed Metropolis

Kind of like Shaun of the Dead, if it took place 200 years earlier and wasn't a comedy. So not much like that, actually.

The Game: Unhallowed Metropolis
The Publisher: Not sure. Started off with Eos, then apparently moved to Hallows Eve, and they've got a note on their site that says it'll be moving to a new publisher.
Degree of Familiarity: Some. I've played it a few times at MarCon, and always had a good time with it.
Books Required: Just the core. Mine has a cover half torn off, thanks to Cael. Grr. 

 

Unhallowed Metropolis is a steampunky-horror game. A zombie-plague hits the world and wipes out most of it. Jolly Olde Englande manages to stay alive, more or less, and over the next hundred and some years, manages to reclaim most of London and some other cities. You got zombies, vampires, werewolves, lightning guns, and some really badass people called Undertakers (I played one once) that kill off monsters for bounty. You can play dhampir, Mourners (people paid to sit with dead rich people so that they don't get up, and to behead them if they do)... it's a big, fun game. Also some aweomse artwork.

The game has a really, really detailed, rich history. I'm finding I'm in a phase now where I like the games that have easier to understand and read histories, and I'm kinda over the White Wolf/Fading Suns "let's have 40 pages of text explaining the world" history. That's mostly because I'm reading a lot more games, and I want to get through them. But that's neither here nor there - the game is well-written, the history is immersive and well-researched (as far as I can tell).

So, starting off. "Present day" is 2105, and here we are in London. We've got seven steps of chargen - actually, it looks very White-Wolfy. 

Step One: Character Concept. I want to play a Fagin-like character, someone who runs a group of minions (you might be able to spot some Bioshock here, if you look). Definitely someone on the street-level, but someone who has some money in his family. My guy's name is Bernard Admunson, and he's the outcast of the family. In fact, folks on the street call him "Bernie the Black Sheep." He looks the part, too. He's got black hair while the rest of his family is sandy blonde, he's skinny when they're all stocky, and he's poor when they're all rich. Why? Well, I'll figure that out.

I've gotta come up with a Calling, here, so let's look at my options. Aristocrat doesn't work because it assumes you're still living high on the hog, so never mind that. Let's take Criminal.

I start with the Qualities of Criminal Associations, Murder of Crows and Reputation - Street. I have no idea what those mean, but I'll look it up later. I also start with Language (Thieves' Cant or Rhyming Slang), Streetwise, and some Skill choices. OK, let's have a look.

I get three Criminal Skills, so I pick Shadow, Pickpocket and Lockpicking. Mostly, I'd rather not be noticed stealing. Then I get a pick of three Skills from a list, so I take Appraise ("One microwave oven...ten quid, hardly worth lifting it."), Melee Weapon and Unarmed Combat. I think for my language, I'll take Rhyming Slang, while I'm here. I get all this at 2, but I might buy some of it up.

Step Two: Attributes. Got six of these, 25 points to spend, but it ain't one-for-one. 1 is underdeveloped or otherwise sucky, while anything over 5 is pretty darned OMG.

So. I know I want Bernie's Charm nice and high, and probably his Coordination, too. Let's go ahead and set Charm at 4 (9 points), Coordination at 3 (5 points). That's 14 out of my 25. Geez. I'll put Intellect at 3 (5 more, spent 19), Vitality at 2 (2 points, 21 spent) Will at 2 (2 points, 23 spent) and gee, guess that leaves my Wit at 2, too. Hopefully I can raise it with Custom points. Moving on. My Prowess is Coordination + Wit, or 5.

Step Three: Skills. I get 25 points here, too, but again, not one-for-one, dangit. I can (and will) increase the Skills I have. I also get stunts for combat skills and, because I'm a Criminal, Streetwise. In fact, I'll start there.

I start with Streetwise 2. I get two Stunts right off, and I want Alibi and Cant (basically, I've always got an alibi and I have Rhyming Slang and Cant at 5). I'll buy Streetwise up to 4, which costs me 7 points, and buy the...holy shit, a bunch of these are gold. Screw it, we're going Streetwise 5. That sets me back another 5 points, but whatevs. I want Phantom (I know the streets like the back of my hand), Mobsman (I am part of a gang, and they have my back) and Rothschild (I can impersonate an Artistocrat).

OK, I also want Thrown Weapons 2 (3 points). I take Improvisation (I can throw unbalanced stuff and not take a penalty) and Snap Reaction (it's all in the reflexes). I'll leave Melee Weapons at 2 and take Free Parry and Two-Weapon Fighter. I'll leave Unarmed Combat at 2 and take Pull Punch (I can knock you out without killing you), and Trip (sweep the leg).

Right, 13 more points. I'll spend 9 and bump Lockpicking, Pickpocket and Appraise up to 3. I get specialties in those, too. I take Clothes, Art and Metals as Appraise Specialties. I'll take Old Locks, New Locks and Detection as Lockpicking Specialties. I'll take Crowds, Teaching and Watches for Pickpocket. And let's see, I've got 21 points spend. 4 more. I'll buy Shadow up to 3 points and take Crowds, Plain Sight and Hide as specialties. With my last point, I take Acting 1 with a Specialty in Impersonations.

Bernie's story is coming into focus a bit more. He had to become the Black Sheep pretty early, or else he'd have more Etiquette. Instead, he's learned to be a Rothschild, learned about high society by mimicking it.

I think he's the bastard son. His mother got in a bad predicament with...well, we're not sure. But his father isn't really Mr. Admunson. When he was born, all black-haired and stuff, Dad claimed him as a son, but never really paid attention to him (he knew, see). And then by weird coincidence, Mom got bitten by a reanimate a year later, so Bernie never really knew her. Dad raised his other kids, but distanced himself more and more from Bernie, and Bernie found he enjoyed spending time with the help. He'd go shopping in the market districts, and he learned from the other snipes there - how to pickpocket, how to be sneaky, and how to talk the talk. One day he just melted into the crowd and never went back. He was 8 at the time.

Over the years, he's made himself a lot of friends, especially among the kids of the streets. He keeps them safe from the zombies and the police, and has even appeared as an advocate when they get busted. He doesn't advocate killing or even violence to get rich, because "you never know who's who, do you, lads?" He's encouraged the rumor that he's descended from royalty, and he hopes one day to rub his Dad's nose in what he's become.

Step Four: Corruption. Yi. Everyone in this game has the makings of their own undoing. In Bernie's case, he wants to become the Crimelord of London, ruling the Family. But it's a pipe dream, not so important to him as to make him Consumed. Nope, I'll take Dissolution. Everything he touches is doomed to failure.

Right now it's handkerchiefs. There's a market for them, and some of his kids can swipe them pretty well. But every time Bernie tries, he gets made. Every. Time. White ones especially.

Step Five: Qualities and Impediments. Well, the ones I have are the ones I'd have bought, anyway. Murder of Crows means that folks watch my back on the street. Street Rep means exactly that, and Criminal Associations means I'm a member of the Family in good standing. Let's see if any Impediments make sense.

OK, I'll take Nemesis 2. That's Bernie's dad, Charles Admunson. He won't actually harm Bernie, but when Bernie surfaces from the criminal underclass, there's always someone waiting to make his life hard (by the way, Bernie suspects his Dad of murdering his Mum. He's wrong).

I'll also take Illiterate. Makes sense; Bernie never went to school and he's forgotten whatever his tutors may have taught him. Finally, just for fun, I'll take Good-Tasting (he gets it from Mom).

Step Six: Custom Points. That all gives me 8 points to play with. I get 5 more Custom points. There are no Qualities I really want, but I do want to raise my Wit. If I raise it to 3, that'll cost me 6. If I want to raise it to 4, that'd cost 14 total...damn, not enough. OK, I'll put Wit at 3. That leaves me with 7 points, total. Hmm. I'll plump for Ambidextrous, I guess. It works for this guy. Finally, I'll spend my last 3 points and buy Acrobatics 2, with Specialties in Climbing and Falls. Second-story man, y'know. Occasionally.

Step Seven: Finishing Touches. This is where I'd buy equipment, but you know how I feel about that. I think I've got a good sense of Bernie. He looks out for the urchins, the snipes and the like, but at the end of it all, he's going to get himself hanged for swiping a goddamned hanky. And he'll see his father's disappointed, loathing face in the crowd. 

Thursday, July 2, 2009

Origins 2009 - A GM's Report Card, Pt. 4

And now, the exciting conclusion.

So, Friday night, we sang, other people danced, we went to bed. Saturday, we woke up, and headed downstairs for more gaming!

Saturday morning, my 10AM game was Edge of Midnight, the second of the games that I ran. I've been running a chronicle of this particular game since December 2008, and I'm really enjoying it. Partly, that's because I've run little else than World of Darkness games for a long time and it's nice to keep the dark but play with a new setting and genre (noir), and partly that's because Edge of Midnight is just an awesome game and it's a hell of a lot of fun. So getting some new people to play it was a good plan, I thought.

The scenario was a murder mystery. Basically, prominent citizen dies at a club, and the PCs have until sunset to figure it out or else the victim's fans are going to riot. Oh, and the victim (and said fans) are gaunts, and a riot would tear the city apart. The characters got a chance to play with magic, investigation, learn about the city of Terminus (much like New Orleans, which is where my ongoing chronicle is set, too) and generally a good time was had by all. If I have one regret, it's that I didn't find a way to work in a more involved fight, but I hadn't set up the scenario to include combat and I didn't want it to feel forced (no orcs, thanks). I think the players dug it, though.

Following the game, Michelle and I headed to the dealer's room again. I scooped up a copy of Ars Magica, Fourth Edition for all of four bucks, and I finally bit the bullet and bought Unhallowed Metropolis. I've played UnMet a couple of times, I've really enjoyed it, and it's the sort of game I should own. And I've got players that I think would really get into it.

[redacted]

And that game was...Hollow Earth Expedition. Last tabletop game of the con, and the one I had the highest hopes for.

See, Hollow Earth Expedition is a pulp game, but unlike Spirit of the Century, it gives you a very specific setting - the Earth is hollow (bet you figured that, yeah?) and there are natives, dinosaurs, Amazons, the whole bit. I bought and read the game last year following GenCon, and I've been very keen to play it ever since. This particular game had a blurb that involved dinosaurs and capturing a tar pit. Awesome.

Warning sign right off: The GM hadn't made characters for the scenario, but had just photocopied the pre-gens from the book, put them in plastic sheets (OK, this is maybe just me, but I think it's cheap when players can't at least keep character sheets from con games), and handed us a great big stack. I picked on at random (the Big Game Hunter), and we started out on our airship in Hollow Earth.

Yep, just like that. No attempt at backstory or group cohesion. No explanation for why these characters were together. Just, here we are, on our airship, and then the air pirates attacked.

Now, at this point it's pretty clear we've into beer-n-pretzels, and that's disappointing, but OK. I co-opt Jonathan's Hyde's character from Jumanji to inform my portrayal of Col. Stanley Admunson (I promptly get a style point for naming my character, which encourages everyone else to do the same) and we get down to the business of killing air pirates. We win, but our ship is damaged badly, so the Fortune Hunter (played by a 16-year-old boy, who seems to have the emotional maturity of, say, 13) puts the ship down. The rest of us don parachutes and bail the heck out.

Splitting the party is fine; I do it all the time. But five to one isn't a split I like, because it puts too much focus on one dude, and that's especially true if the one dude is being...well, a fishmalk. So while the five of us are fighting a T-Rex, he's met a tribe of crazy Amazons (led by a woman named Sinestra) and patching the hole in the blimp with a bag of monkeys.

Things, clearly, are getting out of hand.

Eventually, we meet up with the other tribe of Amazons (at which point the GM makes it a point to tell us that some Amazons remove one breast, but not these Amazons...sigh). The gamer OMG GIRLZ is getting a little thick, especially for Michelle. I remind the 16-year-old that there is, indeed, a woman present and maybe he should be quite so juvenile, but his dad (also playing) is encouraging it a bit. We keep things on track, more or less, fix our blimp and land in New York City with a crew of Amazons (this is a shift from the GM's original intent, but it was the ending we liked).

Now, a little GMing theory: If you've reached the end, stop. We landed in NYC, the blimp burst through the subway tunnels, we're given applause and fame, awesome. That's the end of the story. Except, just then, not only did the Amazons reveal themselves to be the bad Amazons, but the freaking T-Rex jumped out of the hole and attacked. It had been tracking us. From the ground.

GMs, not every game has to end in a fight, even at a con. Here, consider this episode of Dexter's Laboratory.

Note that when DD runs the game, she keeps things exciting, she pays attention to what the players want for their characters, and she doesn't waste words or events? That's good GMing. (Yeah, she needs to learn the rules, but that'll come in time.)

Thoughts on the game: Pre-gens, cookie-cutter story, villains that show up once and never again (what happened to those ors, er, pirates?), gratuitous breast references, and an overdone ending scene? Man, it could have been so much cooler. My grade: D+

After that, I had to rush downstairs to play Rising! Only I didn't really have to rush, because the 10PM game didn't have any players but me. So I arranged to play in the 11PM game, which was a VIP event (and turned out to be all kinds of fun), went back upstairs for a while to watch Michelle sing karaoke. I didn't get to sing; the rotation was insane at that point.

Then, back downstairs for Rising. The VIP event involved them handcuffing us, blindfolding us, and letting us fight our way out of the lab that was doing experiments on us. They even took our pictures and did up little dossiers (apparently, my previous occupation was "cartoonist", which is funny if you've ever seen me try to draw). I played an engineer, which means I got to solve puzzles, and I discovered, now having played all four classes, that I'm happiest with Marksman. Engineer's fun, but I don't really solve puzzles under pressure all that well. Hunter isn't bad, but I like guns. Doctor's OK, but then you can't fight as well and you rely on other folks for protection. Nah, gimme guns.

Thoughts on the game: Rising isn't strictly an RPG. It's a LASH (Live Action Survival Horror), and mostly you don't really play a role as much as play yourself with some weird skills and rules with zombies trying to eat you. That said, Zombie Buddy Productions went the extra mile on the game, so RPG or not, it was bloody awesome. My grade: A

So the scenario ended, I survived, got my swag bag (awesome), and headed the heck to bed.

Sunday: We got up, got packed, took our stuff downstairs, and hit the dealer's room one last time. We (Michelle and I) had originally been scheduled for a game of Eclipse Phase, but that got canceled, and our other choice just didn't happen. So we wandered a bit, played some demos, did some more shopping. I picked up a copy of Agone for $2 (even if it sucks, that's less than a cup of coffee some places) and a copy of Trail of Chthulu, which I'm informed doesn't suck. That brings the total of new RPGs to five; that sounds good. Also bought a cool board game called Gemlok, which Heather enjoyed and wanted to grab.

All in all, lots of fun this year at Origins. Definitely got me in the mood to start serious essay writing about GMing again, so I'll get right on that.

Meantime, next con is GenCon, even if only overnight. We'll see how the grades fall out there.