Showing posts with label world of darkness. Show all posts
Showing posts with label world of darkness. Show all posts

Friday, November 23, 2018

Character Creation: W20

Today being Wolfenoot, I thought it appropriate to do a character for a wolf-based game. And lo and behold, I have one more Werewolf game left! (Note I've already done a few.)

The Game: Werewolf: The Apocalypse 20th Anniversary Edition
The Publisher: Onyx Path Publishing
Degree of Familiarity: Very yes. I worked on this book, and I've run the everloving heck out of Werewolf over the years. It's been a while, though.
Books Required: Just the one.

Ah, Werewolf. At times preachy, gross, racist, and weirdly gonzo, but such a damn fun game. Like many White Wolf properties of the 90s, its heart was in the right place even when its head was up its butt.

So, what kind of Garou do I want to make? I've done a couple of Apocalypse versions (linked above) before, and I made a lupus in the Dark Ages version and a metis in the Revised version (and evidently I didn't have a copy of 1st or 2nd ed kicking around...oh, right, I would have sold 2nd ed because I didn't work on it). Well, that would seem to indicate that I make a homid-breed character, but eh, I dunno. It's Wolfenoot. Seems like lupus would be more appropriate. Let's do that.

I feel like making a character who's a little more optimistic, and the Children of Gaia definitely play to that. Oh, wait, though, the Dark Ages: Werewolf character I made was a lupus Child of Gaia (in my defense that was 10 freaking years ago). OK, I'll keep the "lupus" and the "optimism" but I'll pick a different tribe. Heck, let's do Shadow Lords. Not something that immediately comes to mind when I think "optimistic," but I can make it work (and I love this tribe).

So, again, lupus. My wolf was born in Eastern Europe somewhere (he doesn't know where, like he has a passport). He Changed when a group of humans were tearing around his woods on motorbikes and scaring his pack (there were pups!). He burst from the trees and scattered them, but didn't kill any, just destroyed their bikes and harried them all the way back to the road. Later his tribe caught up with him and...they can't quite figure what to make of him. He's not stupid, but he's simple. He's not cowardly, but he's merciful. There was some talk of foisting him off on the Children of Gaia, but he's Pure Bred as heck, so maybe there's something more to him? They call him Spills-No-Blood.

Oh, and I think he makes the most sense as a Philodox.

So that's Step One: Concept pretty much handled. On to Step Two: Attributes. We have the standard OWoD 7/5/3 array, here, and as a lupus I think Physical first makes the most sense. Two into each and the extra into Dexterity, because it's the best stat.

Social secondary. Three into Charisma, two into Appearance, leaving one lonely dot in Manipulation. Have I mentioned that Appearance is a dumb stat?

Mental, finally, gets 3 dots, and I'll just split them up evenly.

Step Three: Abilities. 13/9/5, nothing over 3. Here we goooooo!

Well, Talents is obviously first (I know I've seen lupus characters not put Talents as primary, but not often). Three each into Primal-Urge and Athletics, two in Brawl, Alertness, and Intimidation, and the last one into Leadership.

I think we'll just go Skills as secondary, and pop three each into Animal Ken and Stealth. Oh, and three in Survival.

Five dots for Knowledges, so two in Enigmas, two in Rituals, and one in Occult.

Step Four: Advantages. I get 5 dots in Backgrounds (W20 changes the stupid Background restrictions to "discouraged" Backgrounds, which is better). I want hella high Pure Breed, so I'll just dump all five dots there and pick up anything else I need with freebies.

I get three Gifts: one from breed, one from auspice, one from tribe.

Well, for breed Gifts, I think either Heightened Senses or Hare's Leap (Sense Prey is kinda weak and Predator's Arsenal, while cool, isn't in-concept). I'll take Heightened Senses.

For auspice Gifts, I want Scent of the True Form. I think Spills likes to know who he's dealing with.

Finally, for Shadow Lord Gifts...ooh, they added a couple. I like Whisper Catching (I like Shadow Weaving, too, but it feels a little hands-on for Spills).

For Renown, I get 3 Honor 'cause I'm Philodox.

Step Five: Finishing Touches. I get 3 Rage (from auspice), 5 Gnosis (from breed), and 3 Willpower (from tribe). I start at rank 1, and then I get 15 freebies to throw around.

Well, I kinda want another dot of Perception, so that's 5 points right there. There are a couple of new Backgrounds, and I think Fate makes sense for Spills, so I'll put three dots in there. Another dot of Primal-Urge? Yes indeedy. 2 more points, 5 left. I think I'll buy Willpower up to 5, Rage up to 4, and I'll put two dots in the Rites Background and pick up the Rite of Heritage and the Rite of Boasting.

That's all my freebies, and I honestly don't much feel like buying Merits & Flaws; I think Spills is pretty much complete as he is. Howly Wolfenoot!

Wednesday, July 25, 2018

Character Creation: Demon: The Fallen

Got some time while the ribs cook, and a friend of mine asked for this game, so here we are.

The Game: Demon: The Fallen
The Publisher: White Wolf
Degree of Familiarity: Quite a bit. I didn't work on the core book, but I wrote some of the important systems in the Player's Guide and I worked on one or two other sourcebooks.
Books Required: Just the one, but I might grab the Player's Guide.

Ah, Demon. There's some weirdness behind the creation of this game - it was something WW said they'd never do (they did that a lot), and it was initially supposed to tie in to Hunter more, but then...I'm not entirely sure (and it's not my story to tell, it's Mike Lee's). I playtested Demon, but I can't remember if anything we said after the playtest got implemented or not. This is, after all, a long-ass time ago.

I ran Demon for about a year - it was actually my first game run on the paradigm of "let's play monthly, decide before we start playing when we're playing next month, and play for a longer session." I presently run three games that way, so it worked out nicely. That was a fun chronicle.

Anydangway, let's do this.

Step One: Concept. I've got an idea. When you're making a Demon character, you're making not only the Fallen angel that got out of Hell, but the person they've possessed, and you can play either of those personas to a greater or lesser degree. One of the things that's fun about Demon is that your angel can have been the Angel of Just About Anything before the War; unlike In Nomine, you still have your "Word" (but since you're not an angel anymore it doesn't much matter). So my demon, as an angel, helped design the mammalian nervous system, and specifically the apparatus that ties chemical responses to mood. Increase sodium here or potassium there, and the monkey feels sad or happy or horny or loved. It was all a matter of ratios and balance, and he loved humanity and made sure that means for contentment was right there in their brains all along.

He rebelled because he wanted to explain to humanity that achieving balance with biology was possible, and of course, God's rules conflicted with that, so he sided with the Morning Star, lost, and spent thousands of years in Hell. He escaped and found himself drawn to a man named Andre Summers. Andre was so deep in depression that he couldn't get out of bed, and with no health insurance and no support system, he only hadn't ended his life because he couldn't muster the energy to do it. The angel - Ymariel - took him over, and was appalled at what the world had become.

Lots of people believed that the consciousness was outside of the body, and lots more believed it was nothing but the body. The harmony he'd created was gone, probably unachievable (Ymariel had lost much of his power and knowledge through eons in Hell). He took Andre's life, largely a blank slate, and started working again, learning all he could about neuroanatomy. He put Andre through med school, at the same time studying philosophy, trying to find the secret he'd once lost. With it, he figures he could save humanity.

So, now we do the splats. House...hmm. I kinda pictured him as a Malefactor, but that might be too stuff-focused. Lemme look. Well, there's not really a life-focused House, so I think I'll play to Ymariel's focus on structure and integration and say he's a Malefactor. As for Faction, he's either a Cryptic or a Reconciler, and I think it'd be interesting to say he's a Cryptic. He doesn't think that the angels were wrong to rebel, but he does think maybe there's more to this whole thing than anyone wants to understand.

Right, so I need a Nature and Demeanor, too. OK. His Nature is Visionary; he wants to find the way to reconcile metaphysical consciousness and the fatty mystery of the brain. His Demeanor is Architect, because well, it fits.

Step Two: Attributes. Standard OWoD array, 7/5/3. I think Ymariel is pretty clearly a Mental/Social/Physical guy. I'll put two into Dexterity and one into Stamina (might raise Strength with freebies, might not).

Two into Manipulation and Charisma, one into Appearance. Andre is pretty average looking.

Four into Intelligence, one into Wits, two into Perception. Andre is hella smart (some of that is Ymariel, but Andre was always clever).

Step Three: Abilities. Again, standard OWoD, 13/9/5, can't go over 3 without spending freebies. Hey-ho. Knowledges first, obviously. Three each into Academics, Medicine, Research, Science, and then one in Occult.

Skills next, I think? Three in Technology, two each in Crafts and Security, one each in Etiquette and Stealth (BTW, "Etiquette" is one of those Abilities that pretty much doesn't need to be there - it's not like when you ask the question "what would fallen angels in a modern fantasy/horror setting be concerned with?", "being polite" would be the answer).

Finally, Talents. One into Alertness, one into Awareness (ugh, those so shouldn't be separate, and look, there's my old friend Dodge!, double ugh), three into Empathy.

Step Four: Advantages. Backgrounds first, I get 5 dots. Well, if I'm a doctor, I need some Resources. I'll take one for now. I want Paragon, Eminence, and Legacy, so I'll go 1 each, and then hell, I'll take Pacts at one dot, just to keep things even. Actually, no, you know what, I'll put that last one in Contacts.

Now Lore (our kewl powerz). I get three dots (boo), and they have to come from the three Lores available to Malefactors or the Common ones. Well, Lore of the Earth doesn't do much for me, but Lore of Paths seems pretty cool, so I'm gonna take two dots there and one dot in...lessee. I'll take one in Lore of Humanity; it's a decent dice pool, anyway. That makes Lore of Paths my primary lore, which guides my demonic form (but I'm gonna use the optional system in the Player's Guide, 'cause it's better. Fnah).

May as well do that, actually. I get 16 "form points" to build my form, and I have to take at least one from the Visage of Paths. Oh, shit, Wings, yes please. That eats 3 points. I'll take Conjuration, that's cool (5 spent). I need some high-Torment ones, so I'll take Ichor (2 points) and Relentless (1 point, so 8 spent, that's not high-Torment, though). Man, still got 8 points. Ooh, Aura of Vitality is good. 4 points, so I've spent 12. I need three more, and they all have to be high-Torment (which means if I pick one that's not normally high-Torment, it's cheaper). I'll take Affirm (high-Torment, which is...um), and then I need two 1-point ones (or rather, 2-points if they're not high-Torment). How about Lashing Tail and Casts No Reflection? Sounds good!

I get three points in Virtues, besides the starting dot. Think maybe I'll dump 'em all into Conscience? Nah, that's too much. One into Conviction.

Faith starts at 3, Torment starts at 3 because I'm a Malefactor, and Willpower starts at the sum of my two highest Virtues, which is 5.

OK, then! 15 freebies. I need to jack up my Backgrounds. I want Eminence at 4 (3 points) and Legacy at 4 (also 3 points). That leaves me 9. I'll buy a dot of Faith, I guess, for 6, and that leaves me 3. I want Medicine 4 so I can have a Specialty in Neurology, and that leaves me 1 more point. I'll jack Resources up to 2.

That's it, then! I picture Ymariel's apocalyptic form as being slender and slight, covered in a sheen of ichor (if analyzed, it would be CSF). He has huge, membraneous wings that sit close to his body when folded, and a long, whip-like tail like a very large nerve cell. In human form, Andre is a biracial man, light skin, brown hair, green eyes, slim and not terribly fit. Andre has a practice; he tried doing pure research, but a) it pays for shit and b) his particular area of interest requires him to get close to people.

Monday, March 7, 2016

All the Game Prep Ever

I'm running five games right now, plus occasional one-shots. If that seems nuts, well, it is. Let's take a moment to ruminate on that.

I've always dedicated a lot of time to running games (start the clock on "always" when I was about 18 or so; I ran games occasionally in high school, but my freshman year in college was when I started to meet a lot of other roleplayers and it wasn't uncommon for me to run games four nights a week). For a while it was mostly Chill, but I'd routinely buy other games and we'd try them out. So I'd run or play Shattered Dreams, Nightlife, Paranoia, Toon, Earthdawn, and lots of others I can't even think of right now. Sometimes we'd just play a game once and then gravitate back to stuff we liked more, and once 1994 rolled around and Wraith: The Oblivion came out, then it was down the rabbit-hole that was the World of Darkness.

World of Darkness, in both incarnations ("classic" and what's now called Chronicles of Darkness), was great for the GM who likes to run multiple games because they could all take place in the same universe. That was harder with OWoD, since the cosmologies weren't really designed to mesh, but it didn't get too crazy until Demon: The Fallen by which point I had pretty much stopped running connected games. It was nice, though, if I had a random group of people one night and folks wanted to play but we didn't have a group of characters for those particular players to be able to say "OK, make Mage characters and let's pick a city." And bam, new chronicle, another entry in the binder.

Now I don't run as much WoD, though. I'm not running any CofD games at all (for now, though we'll get back around to Promethean at some point), and I'm just running Changeling: The Dreaming as a playtest for the 20th anniversary edition. Since my priorities have shifted from "be an expert in WoD" to "play lots of different games to broaden my horizons as a designer," I'm running, at present, a Fate Core game (Atomic Robo), a PbtA game (Epyllion, or rather, the Epyllion ashcan, since the main game isn't out yet), a Gumshoe game (Night's Black Agents), and a lighter, beer-n-pretzels game (Feng Shui), in addition to Changeling.

Epyllion is nice because it's zero-prep. I wing it every session, and that's the way PbtA games work. But the rest of the games require varying degrees of prep. Feng Shui is simple enough in play, but it's got a lot of backstory and since it relies on combat, I have to have opponents statted. Night's Black Agents is Gumshoe, which is a heavy-prep game (though this particular game has been going long enough that I can wing it a little) because you have to know what clues are around for the PCs to find. Changeling, sadly, is more prep than I'd like. It used to be that I knew WoD so well that I could whip up stats off the top of my head, but even if we weren't doing a playtest with some revised rules, it's been so long since I ran an OWoD game (that last one was Demon, which wrapped in...jesus, late 2004, by the look of it?) and I largely (and deliberately) put the system out of my head when I started developing/writing for NWoD that it's weird to be running it. Doesn't help that the players, by and large, aren't familiar with it and, I think, would rather be playing it in NWoD/CofD. Atomic Robo is Fate, which means that I know the system, but it has several cool little subsystems I need to get familiar with.

And all of this is on top of the fact that the groups are very different. Atomic Robo is perfectly able to improvise and buy in with no trouble. Feng Shui has a bit more trouble with that. Night's Black Agents is finding their feet in the game, but it's taken three years and some switches in players and characters. And so on.

Time was that I had no trouble keeping up with game prep, but then again, time was that I a) had more energy and b) had more time, somehow. My day job used to afford me occasional opportunities to work on not-work, but it's gotten more intense this year, and it's sapping my energy. I'm getting older, too, which doesn't help, and then there's the freelance work.

What I am saying? I think what I need to do is set aside a day a month, to do some extensive game prep for what I'm running. One day may actually not be enough, but I have a day today (yesterday, really, but I was sick yesterday which totally pissed me off, and led to me taking today off work). In the interest of not making this post any longer, and in making it easier for players of the respective games to avoid the posts in question, I'm gonna make separate posts for each of the games (less Epyllion, because again, no prep).

First up, since I'm running it today: Changeling.

Saturday, August 29, 2015

#RPGaDay2015

We're nearly the end...


Favorite Idea for Merging Two Games Into One: Ooh, I actually had one! I wanted to merge Shattered Dreams and Don't Rest Your Head, probably starting with the former and transitioning into the latter somehow. You could probably fold Exquisite Replicas in there, too, somehow.

Favorite Game You No Longer Play: Another easy one: Classic World of Darkness. I love it, I just don't play it because I work on so much NWoD stuff and the system there is so much better, and I don't want to confuse myself. But I'm gonna have to go back to CWoD when it comes time to playtest Changeling: The Dreaming 20th.

Favorite RPG Website: RPG.Net. Sure, you get people who are bitter about being banned complaining about how the mod staff is a "junta," but seriously, it's a site with a lot of traffic where you can talk about games and not get called any number of homophobic slurs, and it's stable enough that I can put my actual plays there.

Friday, August 21, 2015

#RPGaDay2015

Here we go!

Favorite Horror Game: It's honestly a two-way tie between the new World of Darkness and Chill, with the classic World of Darkness a very close third. The only reason CWoD doesn't edge closer is because it so often wasn't a horror setting - sure, you got some very creepy, beautiful horror moments (a lot of them from Wraith), and then you got the WAAHHH-HOOOOO of Werewolf, Vampire, and Mage.

NWoD hasn't had as much wah-hoo, and has stayed pretty consistently horror. Plus, it's horror that I like, which is appropriate, since there hasn't been a lot in NWoD that I haven't worked on in some way.

And then Chill, of course, for me has always been about the people who fight the monsters. One of the thing that frustrates me about real life is that our monsters aren't the kind you can melt with salt or destroy with an incantation; our monsters are people, and people have their own struggle, even if those struggles make them monsters. It's nice to play characters who are unequivocal heroes.

Favorite RPG Setting: Hmm. Well, in the interest of not being too one-note, let's move away from WoD. I like Deadlands, but I don't know if I'd say favorite. There are some problematic elements there. But on the other hand, hucksters! Really a brilliant idea.

Oh, wait, I know: Edge of Midnight. Noir, Dark City inspired RPG with physics-magic. Very cool game.

Sunday, August 16, 2015

Game Notes!

Well, first of all, the obligatory #RPGaDay2015 post.


Longest Game Session Played: Oh, that's easy. Check it out.

I started running World of Darkness games in 1994, when Wraith: The Oblivion came out. My Wraith game was a gateway drug into the rest of the WoD; it hadn't been my intention to bother (because the Vampire section of my FLGS was this intimidating green wall), but I wanted to know more about these worlds, so I bought and read every damn thing that came out for the World of Darkness. And I ran those games.

I mean, you gotta understand. I've mentioned that I ran Chill three or four nights a week in college, right? That was only until spring 1994 or so. And then Wraith came out that summer, and I transferred that same schedule to the World of Darkness.

We'd play games at the drop of a hat. One of us ("us" being me, my brother Jonathan, Carrie, Mikal, and later Jeff) would get a hair to run a WoD game, and boom, we'd figure out who was around and down to play, make characters, and bang, new chronicle. "One-shots" never lasted just one session, but games also rarely got finished. I had a huge binder, arranged by city, with the character sheets of the folks in that city - PCs and important NPCs (where "important" meant "Matt took the time to stat, which is pretty much everybody").

This went on for five years. The games got less frequent toward the end, but I was still running them, still adding new chronicles. And then, in 1999, I got married and we moved to Cleveland. I wanted a send-off for my World of Darkness, so I invited the players to Cleveland to play the end of the world (this was, you'll notice, five full years before White Wolf did Time of Judgment).

So it was me, Sarah, Carrie, Ally, Brandyn, Jonathan, Todd, Ryan, Mike, and Kevin. We all chipped in for Ally's plane ticket, because she was in New England somewhere, but the rest were in Toledo. We played for 13 solid hours, basically five separate sessions with everyone playing old characters, and we ended the world. Everyone was fucking knackered by the end, but it was awesome.

Anyway, that's enough space. How about some game notes?

Tuesday, November 5, 2013

Promethean Downtime

So, last night we got together and did the bookkeeping for Promethean. I gave the players 8 months of downtime, and told them they could earn 5 Experiences each by coming up with cool things their characters did over the break. They did not disappoint me.

Enoch: Advised the group that, since three of them had succumbed to Torment and all of them were coping with the loss of Skip (which they all had complicated feelings about), they should split for awhile and then meet back up in Denver later. Enoch, himself, followed Avalon, wanting to know more about this strange Promethean. He tailed her to Burning Man, and found himself feeling oddly paternal as she got to know Hector (see below), but stayed out of her notice (must have dampened his Azoth, now that I think of it). After that, Enoch headed toward Colorado. He picked up a copy of a book called Hank's Journal, a fictionalized account of this chronicle, and then received an angelic vision - he learned that his answer to the question ("What are the angels?") might damage the whole group's quest, since it wasn't what the angels were looking for. He traveled to Denver and met up with a Catholic priest named Father Sebastian Licavoli. He also met back up with Matt, there, who was at the Synod running some errands. Somewhere during all of this, he switched to the Refinement of Mercury.

Avalon: Left the group and hitched around, spent some time at a coffee shop where she spent days browsing Wikipedia (remember, she's eidetic, so she remembers everything she's learned). She eventually wound up at Burning Man, where she traded her crafts expertise for crash space and supplies. She studied the people there and made a friend (and probably lover) name Hector Diaz, who called himself "Agor" at Burning Man. She learned to make paper, learned how to weld, played Go, and danced at the pyre. She also picked up a handmade clock, but the guy who traded it to her mentioned that he made the frame, but not the workings. She then detoured through Las Vegas, where she hung out in casinos and met a drunk gambler. He told her stories of strange deaths and disappearances about a year back at a poker tournament (last story of this chronicle). Avalon switched back to Aurum before heading to Denver to meet up with the others.

Matt: Matt went to the wastes, in the desert close to Truth or Consequences, and then returned to the trailer park and his construction job. He worked that for a while, and then took a job as a groundskeeper for a monastery in the area. He got to know the monks, there, and eventually gave confession to one of them, revealing what he was and his affinity for angels. He traveled to the Synod, running errands, met up with Enoch and also spoke with Father Sebastian, and eventually realized he had to leave the monastery before his Wasteland destroyed it. He also got a tattoo on his left arm - the angelic mark he'd drawn on Trent McKean back here. He's staying on the Refinement of Lead.

Feather: She, took, went to the wastes. She found a mountaintop in a Navajo reservation and stayed there, far away from people, until the Torment bled off. And then she went in search of someone who could help her interpret the symbol in her hair. She eventually wound up at a synagogue in Denver, and talked to a rabbi named Samuel Benjamin, who told her it meant "sister." She learned about faith from him, and wound up converting to Judaism and attending Hebrew school with the children (she's always been good with kids). She left when she saw Disquiet start to creep in - the kids were getting possessive of her, and that's never a good sign. From there she made a pilgrimage up Pike's Peak, considering her place in the throng and the value of prayer and faith, and changed to the Refinement of Bronze. Somewhere in here, she also met the Tall Blue Man and told him at least some of her story.

Grimm: He went to the wastes, off into the desert, and spent much of his downtime alone in meditation. When he finally got too hungry for interaction, he left the desert, took the van, and drove east, looking for others of his kind. He saw a pack of werewolves in the desert, but chose not to interfere or make himself known (practicing his Refinement), and eventually ended up in Pennsylvania, where he saw a woman being attacked by a vampire on Christmas Eve. He shot it multiple times, but it kept coming, so he grappled with it and took its fangs as a trophy. The woman he saved, as it happens, was Justine Berry, an Erie cop who has already encountered vampires (Justine doesn't know it yet, but she's going to have an interesting spring, too). Grimm left her a number to contact him with, and headed back west. He's remaining on Copper, for the time being.

Thursday, May 23, 2013

The WoD Timeline


A timeline for my World of Darkness chronicles. Probably missing some things, but if I ever get some free time I'll fix that.

  • October 1990: Herbert Powell stalks six students at an upscale prep school. All of the students survive (with some injury); Powell escapes. 
  • Late spring-late autumn 1994: Werewolves of Philadelphia disappear, one pack at a time. Last survivor is Blaine Werner, Elodoth of the Blood Talons, who flees the city and goes to his family in Youngstown.
  • Winter/Spring 1995: Red Hand Killer murders 20 people in Mississippi and Tennessee, including two VASCU agents. Agent Mike Hadrian follows this killer into a gateway he creates through a wall and is never seen again (events of Draw Down).
2003:
  • April 21, 2003: Adam summons the Vice-spirits in Quincy, MA. Events of Gloria Mundi begin.
  • April 22, 2003: Quincy cabal (QC) finds and free Amelia from the Wrath-spirit.
  • April 30, 2003: QC called to Salem to answer to Consilium. Meet Nemean, Chain, Enoch, Anacaona. Envy-spirit influence Enoch to set up Duel Arcane. Magical quarantine placed upon Quincy and QC until Vice-spirit matter is resolved.
  • May 30, 2003: QC sails aboard the Sir Stephen, destroying the Lust-spirit. 
  • June 2, 2003: The Greed-spirit kidnaps Tyrrhenus and removes his soul. It then uses Tyrrhenus' position in the Licavoli crime family to make money and gain influence.
  • June 19, 2003: The Greed-spirit lures the QC into bringing reporter Dick McManus to a rendezvous, and then assassinates him. The cabal tracks down and frees Tyrrhenus, and then destroys the Greed-spirit. 
  • August 2, 2003: QC receives postcard from Waltman's Neck. Sisyphus visits and asks that Jack use his favors.
  • August 3, 2003: QC ventures to Waltman's Neck. That night they are drugged by Jules Bagron and presented as prey for Wendigo. They break free, kill Wendigo and Bagron and discover and banish the Gluttony-spirit.   
  • October 30, 2003: QC discovers and enters the Obsidian Palace. Morrigan sees, but ignores the Pride-spirit, with the result that it escapes and damages the cabal's Hallow.
  • December 17, 2003: QC investigates a break-in on the Harvard campus. In the course of the investigation, they meet a young unaffiliated mage named Clint Zellner and a Seer of the Throne named Dr. Benjamin Imes.
  • December 18, 2003: QC battles Imes, recovering a powerful artifact called the Mask of Hecate and banishing the Pride-spirit. They also discover that Adam had been murdered by Banishers some time ago. 
  • December 2003 - January 2004: QC turns Mask of Hecate over to the Consilium. With the Vice-spirits banished, the quarantine is lifted. 
2004:
  • April 2004: A series of arson fires in Philadelphia. 
  • May 1, 2004: Events of Silence of Time begin. Gun battle with druggies at one of the arson sites, and discovery of Quietkin.
  • May 2, 2004: Scylla goes boom.
  • May 3, 2004: Philly pack discovers bloody basement locus, the Barrens, and the Nihar.
  • May 4, 2004: Pack finds and kills the arsonist. End of first story.
  • June 2004: Over the course of a month, the vampires of Corpus Christi, TX are destroyed.
  • July 8, 2004: A small coterie of vampires tracks down and destroys the Kindred responsible for the deaths of vampires in Corpus Christi (events of Texas Roses). 
  • August 2, 2004: Philly pack leaves PA for Denver.
  • August 7, 2004: Bill Freedman runs afoul of a vampire in Philly, is shot in public several times before fleeing. Two cops wind up killing the vampire later, though they are both hospitalized.
  • August 8, 2004: Philly pack breaks into BMX's home and fights them briefly.
  • August 10, 2004: Battle with Su'ur pack and Walker-Breaker. Bill Freedman dies in battle. Pack hunts down and kills Su'ur with the help of the Scar Angels. End of second story.
  • August 12/13, 2004: Philly pack ventures to Propserity, CO, destroys the undead husk of Edith Brown, (mercifully) kill her tortured husband. Phil Harman wishes to the knowledge to destroy the Barrens in Philly at the Swimming Hole. End of third story.
  • August 14, 2004: A coterie of vampires in Detroit steals a Mask of Hecate, and in the process incurs the notice of the Persephone Unbound cult. They destroy the cult's home and killing its leader, Christina Morrison (events of the The Blood Mask). 
  • Early September, 2004: Promethean refugee camp established outside of New Orleans.
  • September 16, 2004: Philly pack attacks a street gang and surprises a DEA team on stake out. In the ensuing firefight two agents and several gangstas are killed, and two members of the pack are badly wounded.
  • September 22, 2004: Philly pack, along with two other packs of Uratha, close the four "Barrens" in Philly with massive Essence expenditure. Autumnal equinox. End of fourth story.
  • September 24, 2004: A lock-in at a middle school in Cincinnati turns violent when two students start shooting at classmates. A cabal of mages breaks up the violence. Events of Murder in the Pines begin.
  • September 25, 2004: Cincinnati cabal travels to Kentucky and confronts a murder-spirit, a werewolf and the werewolf's brothers, killing one of the latter. Several mages are wounded in the process.
  • October 4, 2004: A truck carrying raw silver is robbed outside of White Haven, PA, by a group of heavily armed men.
  • October 14, 2004: Pack of werewolves of the Lodge of Harmony is attacked near a subway entrance by a creature they can't identify. It badly injures their Irraka (Andie "Wolf's Grin" Currin) and flees, but they track it down and kill it. 
  • October 15, 2004: QC attends an event at Boston Museum, during which they meet Lynden Chambers and discover a mirror with magical properties. 
  • October 18, 2004: A zombie attacks the Quincy cabal in their sanctum, but it is destroyed with no injury. Later that night, the cabal battles similar zombies pouring forth from the mirror. Ogma is badly injured but is healed at the hospital by Angerona of the Shadow Chorus.
  • October 19, 2004: Judge Napier jumps off a bridge in Boston (actually murdered by a mage and then reanimated by Morrigan).
  • October 20, 2004: RE cabal fights and kills Lynden Chambers at museum in Boston.
  • October 29, 2004: Virus unleased in Philly as 150 at the Academy of Natural Sciences. Pack meets Wise Lost.
  • October 30, 2004: Phil Harman leaves Philly for Russia. Myrtle Rosebaum killed in her home in Cleveland (events of All Cats Are Gray).
  • October 31, 2004: Pack in Albany, NY fights and kills several rogue DEA agents. Henry Gilleli becomes a vessel for a Halaku (events of Eyes).
  • November 1, 2004: Alchemist Calogero sends out a summons for any Prometheans in the city of Chicago; five answer (events of Water of Life begin). 
  • November 2, 2004: Chicago throng fights and destroys a Pandoran at a pawn shop; owner is killed, but leaves a ghost.
  • November 3, 2004: Chicago throng meets Sleepless William at the house where Al was created and kept prisoner; later they burn the house.
  • November 12, 2004: Crucible goes to Fire-Touched territory to find info on the Virus.
  • November 19, 2004: Gordon's First Change (half-moon). In Russia, a train falls into a sinkhole. Russian pack aids Phil Harman in recovering a weapon against the Mother (events of In Dark Places).
  • November 13, 2004: Damon Buckley, Jr. and his brother Neil travel to Cincinnati, where both are killed by the cabal.
  • December 12, 2004: Closing night of A Midsummer Night's Dream at the Gravenor Theater in Boston. Jack disappears during a Time Paradox. Gwendolyn Spelling Awakens.
  • December 13, 2004: WoL throng arrives in New Orleans and meets Josue and Baron Cimitiere.
  • December 17, 2004: Nathaniel Shaw (aka Midnight) meets with Dr. Charles Vasil about the theft of the Mask of Hecate from his Harvard office. A Firestorm arises in New Orleans and animates the bodies of dead in a small area.
  • December 18, 2004: Coterie of vampires in Detroit discovers strange occurrences on Wayne State campus (events of Nothing to Give).
  • December 20, 2004: Dr. Liam Turner's (aka Hades) wife is murdered. In Philadelphia, thousands of people "space out" for a moment and walk toward downtown (as Crucible destroys the Virus).
  • December 24, 2004: Kali attacked by Grigor Swanncott in Boston, but survives (two policemen do not). Rogue Element cabal, with Grigor's help, removes an Abyssal creature from Mariah Gravenor's brain. 
  • Late December 2004: Kali leaves Boston to go on a trip to meet other Moros. Niamh goes on a spiritual pilgrimage with Seraphim. Winter leaves Boston with her mentor on a theatrical tour.


2005:
  • January 4, 2005: Remnants of Persephone Unbound steal the Mask of Hecate from the Cincinnati cabal.
  • January 5, 2005: Kali visits Philadelphia and meets Crucible. Together they investigate a strange house, enter the Hisil, and fall under the curse of the Empty Room. Cincinnati cabal tracks Persephone Unbound to Cleveland. The cabal and the cultists wind up in a dreamscape of Pandemonium; rescued by Untold Stories cabal. All cultists Awaken as Mastigos and form Cincy-based cabal. 
  • January 7, 2005: Vampires in Corpus Christi go to war as a new coterie of Carthians starts wantonly murdering people.
  • January 8, 2005: Crucible pack kills Krista King in Ann Arbor and escapes the curse of the Empty Room.
  • January 9, 2005: Dreams of Death cabal leaves Corpus Christi (events of The Ghost of Galveston).
  • January 10, 2005: Caucus of Moros mages in New Orleans investigates zombie activity (events of Wreckage). Crucible hunts down and kills the Bale Hound Caleb Montgomery, retrieving Paula Jennings' soul.
  • January 10/11, 2005: Clint Zellner and Kathryn Arthur attacked on Harvard campus; Zellner is kidnapped. Kathryn finds Rogue Element and they invade the Asylum, defeating the Gray Pope and rescuing Zellner (though he is possessed by an Abyssal spirit for a brief time). 
  • January 14, 2005: Kali escapes the curse of the Empty Room.
  • January 25, 2005: Gray Waters cabal, Niamh and Seraphim discover the Living Temple off the coast of Florida (events of Song of the Deep).
  • Februrary 8, 2005: Hangman, of the Company cabal in Boston, is murdered by an unknown assailant and his heart, liver and kidneys taken.
  • February 11, 2005: Babbage, of the SMG cabal in Cambridge, is murdered by the same assailant who killed Hangman. His heart is removed. Later that night, Rogue Element fights and kills (with heavy damage) a Promethean called La Tempestad.
  • February 12, 2005: A mage named Sandro, a part-time professor at MIT, is murdered in Cambridge, with several of his organs removed.
  • February 14, 2005: A man is captured at Boston airport carrying a suitcase with a bomb. Reports say it is a dirty bomb, but these reports disappear from the media quickly.
  • February 15, 2005: WoL throng arrives in Boston and meets with local vampires. Sorry Charlie is murdered shortly before midnight. 
  • February 16, 2005: Rogue Element assists WoL throng in destroying Grigor Swanncott in the Fens. Later that night, a small section of the Big Dig is flooded by a small explosive device. Ishamael is murdered outside the Emerald Scroll, his liver removed.
  • Februrary 17, 2005: Mama Desta causes a Firestorm in Roxbury before being killed by WoL throng.
  • February 18, 2005: WoL throng rescues Mister January from HomeSec, killing one agent. The mage Silentium is killed by the Thief, who is in turn destroyed by Morrigan. Morrigan (aka Cecelia Arthur) is shot by police in Salem and officially dies at the hospital some hours later. 
  • February 17-20, 2005: Vicious race riots start in Roxbury, raging northeast across Boston until finally stopping during a terrible winter storm. 
  • February 23, 2005: Gordon of the Crucible pack is nearly killed in a shootout with drug dealers in Philadelphia.
  • February 24, 2005: Crucible pack triggers a trap in a house occupied by a spirit impersonating Reese. The police responding discover the remains of several people, cut up with an ax.
  • March 2, 2005: An unnamed Promethean causes havoc and destruction in Chicago before being burned by the local vampires.
  • March 3, 2005: Crucible pack leaves for northern Wisconsin.
  • March 5, 2005: Crucible pack battles the Devil's Daughter, killing her and leaving her "family" bound at her house.
  • March 10, 2005: Knit murders the Gray Waters cabal and Summer, the Hierarch of the Archipelago. She flees to Boston thereafter. Bob Gantz abducted in Chicago.
  • March 12, 2005: Crucible pack fights and kills several Sworn of the Locust north of Philadelphia. The drug "Solace" hits the streets of Chicago, but is only sold to vampires.
  • March 16, 2005: WoL throng arrives in Chicago. 
  • March 17, 2005: Crucible, Scar Angels and other Uratha in Philadelphia slaughter the Mother's spawn in the physical world. Reese of the Crucible kills and eats Mike Harper.
  • March 21, 2005: Rogue Element fights a cabal of Seers of the Throne in South Boston.
  • March 24, 2005: Crucible fights the Mother's aquatic spawn and prime-roaches on Michael Ladon's boat on the Schuylkill River (conclusion of Silence of Time). 
  • March 25, 2005: Hank Heneba fights a gang of bikers in Ivers, IL. WoL throng arrives in Bone Valley. Al goes to the wastes.
  • April 10, 2005: Holocaust Education Center in Cincinnati damaged in battle with Abyssal spirit. Police list it as a hate crime. 
  • April 28, 2005: WoL throng steals five bodies from a hospital in St. Louis. Julia causes a car accident on the way back to Bone Valley that badly injures a man.
  • Late April, 2005: Aaron Magnus infects Dr. Matthew Crane with Dark Angel Aphasia to drive him away from the Golden Flame society. He is expelled from his cabal for this action and turns to goetic magic for revenge. 
  • May 2, 2005: Kathy "Knit" Veldmont is arrested in Boston for the murder of her parents in 1999. 
  • May 5, 2005: Anthony "Tyrrhenus" Licavoli kills the Nemean and becomes Hierarch of the Boston Consilium. Ebon Noose disbands and most of the Shadow Chorus dies (conclusion of Gloria Mundi). 
  • May 6, 2005: An unnamed Golem murders a cabal of mages outside of Commerce, MS. 
  • May 7, 2005: Al of the WoL throng reaches the New Dawn.
  • May 14, 2005: Timothy Dade, a Proximus in service to the Guardian Angel cabal in Cincinnati, shoots a bus boy at a Consilium function under the influence of a spirit. 
  • May 23, 2005: 66 Pack confronts Last Mile and Redstone family in Kansas (events of The Mother Road).
  • May 28, 2005: Mob from Round Lake, IL charges into the woods and enters a firefight with the WoL throng. 
  • May 29, 2005: Network 0 posts an online video showing a "flying man."
  • May 31, 2005: WoL throng arrives in St. Paul.
  • June 2, 2005: WoL throng destroys the statue in St. Paul square. Network 0 posts a video online.
  • June 6, 2005: Cincinnati suffers a city-wide, 12-minute blackout. 
  • June 11, 2005: Mr. Jones of the Empty Suits cabal dies during another blackout in Cincinnati. Later that day, the 6s and 7s cabal battles a strange creature just outside the city.  
  • June 12, 2005: Explosion at Gannon Biomimetics lab in Cincinnati. 
  • July 9, 2005: WoL throng arrives in Denver.
  • July 13, 2005: Cave-in in Victor, CO. Spence and Jesse created. 
  • July 16, 2005: Group of changelings in Miami returns DJ Hamlyn to his Keeper (events of The Piper's Payment). 
  • July 19, 2005: Hank attacked in Indianapolis by Network 0 and his Vitriol stolen.
  • August 5, 2005: Romanov learns that Red Jester of Abbatoir is a survivor of the Guiding Hands cabal, tries to flee Chicago but is stopped by 6s and 7s. 
  • August 16, 2005: Moses Moon murdered by David Dunleavy in Detroit.
  • August 26, 2005: Changeling captives of the Duchess emerge from the Hedge in Syracuse, NY (events of Paths Ever Winding begin).
  • August 27, 2005: Phoenix of the WoL throng achieves the New Dawn and gets on a bus for Missouri. Blackout engulfs Detroit.
  • August 28, 2005: God-Machine Infrastructure activates beneath Detroit.
  • August 29, 2005: Hank and Marty of the WoL throng achieve the New Dawn (conclusion of Water of Life). 
  • September 14, 2005: 6s & 7s cabal confronts the murder-spirit in the pine forest. Whim dies, but the murder-spirit is destroyed (conclusion of Murder in the Pines).
  • September 21, 2005: Devourer destroys and devours a Goblin Market outside of Traverse City, MI. Four changelings confront Redtooth, Redtooth there, but escape with their lives (events of Late to the Feast). 
  • September 23, 2005: Ashwood Abbey hunts down and kills a vampire outside of New York City.
  • September 26, 2005: Ashwood Abbey arrives in Traverse City. 
  • October 26, 2005: Dr. Eric Rasoletti collapses at a talk on demonology in Cleveland (events of Fallen is Babylon).
  • December 8, 2005: Trauma doc at U of Michigan hospital is murdered (mistaken for Gloria Nimble-Fingers). Queen Karolinda of the Winter Court killed. Events of Snowblind begin.
2006:
  • January 19, 2006: Agent Mackenzie murdered in a camera store outside of Ann Arbor, MI. VASCU Agent Hailey Tice badly injured.
  • January 21, 2006: Aldous Blackwell and agent Hailey Tice die as Blackwell's mansion burns in Massachusetts.
  • January 29, 2006: Krewe hearing confession in Lakewood, OH, and proceeds to ghost under Carnegie Bridge (events of Dying Confessions begin).
  • February 1, 2006: Flash-bang detonated at St. John's Cathedral in Lakewood, OH.
  • February 18, 2006: Jaya murdered by Iron Gates pack in New Orleans.
  • Februrary 21, 2006: Cabal investigates Jaya's murder (events of Catching Smoke).
  • March 3, 2006: Group of changelings in Cleveland is nearly abducted at the Market-That-Isn't (events of Safe Words).
  • April 1, 2006: Redtooth, Redtooth is freed from his imprisonment in the Hedge near Toledo, OH.
  • April 9, 2006: Nox kills one of her fetches in Ann Arbor.
  • April 25, 2006: Firestorm in Arnold, PA following excision of a human soul from a Promethean named Lurch (events of Burning Bright).
  • May 3, 2006: Group of Prometheans in Tennessee destroy a Centimanus named Charles Bowde (events of Family Reunion).
  • May 5, 2006: Group of people in Erie, PA battle what seems to be a ghost in the Warner Theatre (beginning of Cold Feet).
  • June 23, 2006: Cassie Lawrence is struck by a cart in Greece and becomes a Sin-Eater (events of Into the Dark).
  • July 5, 2006: Water in Ann Arbor turns to blood.
  • July 10, 2006: Camp Innisfree in Traverse City burns.
  • July 12, 2006: Motley of changelings destroys the Devourer in Traverse City. Gloria Nimble-fingers dies, but is saved by the Death Clause.
  • July 17, 2006: Amy Stevens jumps from the roof of the Bellaggio in Las Vegas (beginning of The Show Must Go On).
  • July 23, 2006: Amy Stevens' ghost laid to rest by John Marconi.
  • August 10, 2006: Lisa Cooper hear stories from several mortals in Tucson, AZ (events of Ripples).
  • August/September 2006: Murders of several unconnected people in Seattle, WA.
  • September 6, 2006: Sin-Eaters in Seattle confront Halaku and destroy the spirit following it (events of Sin Number).
  • September 8, 2006: Coterie of vampires changes the supernatural condition of vampirism worldwide (end of the "Week of Roses"). 
  • September 22, 2006: Gloria and Mickey return from the Underworld.
  • September 23, 2006: Group of changelings capture the Last Man Jack and restore him to lucidity (events of Jack's Court). 
  • September 25, 2006: Two children injured in a drive-by shooting Cleveland.
  • September 26, 2006: Ai'tahe freed from the church in Cleveland. Vivian sets a minor demon of Wrath free in downtown. Property damage and casualties result.
  • September 30, 2006: Crematorium explodes in southern Georgia. Reports of strange, emaciated monsters in the swamps (events of Dress-Up). 
  • October 1st, 2006: Three Sin-Eaters confront the Devil's Daughter in Half Moon Bay, CA (events of Bitter Tears).
  • October 8, 2006: Wisp, Ellie Graves and Inaya visit Rockland Island, ME (events of Lost Cub).
  • October 26, 2006: "St. Peter," an Acanthus mage, murdered in Las Vegas.
  • October 31, 2006: Mysterious mask discovered in Ann Arbor, Michigan.
  • November 1, 2006: A mysterious woman steals the purse from a poker tournament (won by a vampire named Nathan Vest) in Las Vegas (events of "Six Cards, Six Shots" end). 
  • November 11, 2006: Hank's Journal by Henry Letheson is published.
  • November 27, 2006: Group of women practicing parkour in Erie, PA battle a vampire (events of Jumping Off).
  • December, 2006: Massive snowstorm cripples Ann Arbor, MI. Conclusion of Snowblind
  • December 4, 2006: Serial killer Johnny Jackson apprehended in Seattle, WA. Rain begins later that day.
  • December 6, 2006: Events of Johnny's Banjo begin.
  • December 8, 2006: Shots fired at 9lb Hammer in Seattle, WA.
  • December 10, 2006: Rain stops in Seattle (conclusion of Johnny's Banjo). 

2007:
  • April 13, 2007: An unidentified man is murdered in an alley in Erie, PA (events of To a Dark Place begin). 
  • May 4, 2007: Massive dust storm hits Tucson, AZ (events of The 7th Angel begin). 
  • May 7, 2007: Military quarantines the town of Corona, NM.
  • May 15, 2007: Four people rescued from the basement of Byron "Red" Odell in Truth or Consequences, NM. Bodies of Odell's two sons also found; Odell himself presumed at large.
  • May 16, 2007: Unexplained, localized storm on Fisher's Peak, near Trinidad, NM. Witnesses report seeing human bodies fly off the peak, but no bodies are ever found. 
  • August 2007: Burning Man. Avalon and Enoch attend. 
  • August 30, 2007: Synod in Denver. Sebastian Licavoli attends.
  • September 2007: Avalon stops in Las Vegas. Feather attends Hebrew school in Denver.
  • October 5, 2007: Tommy Red Hat attacks two students at a high school football game (events of Time of Our Lives begin). 
  • December 24, 2007: Grimm intervenes in a fight between Justine Berry and a vampire in Erie, PA. 
2008:
  • January 5, 2008: Wedding of Babi Singh and Serena May in Colorado (conclusion of 4th story in The 7th Angel).
  • March 15, 2008: Skip emerges from the Hedge in New Haven, CT (events of The More You Struggle).
  • March 30, 2008: Lake Monster sinks in Lake Erie. Rachel Penn assumed lost.
  • April 25, 2008: Gordon Reardon murdered in Fremont, WA (beginning of How an Angel Dies). Charles Rivers murdered in Chicago.
  • April 28, 2008: Grimm arrested in Chicago. 
  • April 29, 2008: Fremont Troll damaged by lunatic with a hammer (conclusion of How an Angel Dies). 
  • April 30, 2008: Chicago mansion of Devon Parker attacked by Promethean throng; Parker is killed. 
  • May 20, 2008: Three people in three different cities are killed, apparently by the same person, within an hour of each other (events of The Key begin).
  • May 25, 2008: Officer Kondrilik and Officer Mallory injured in Hackensack, NJ, by Wesley Cote. 
  • May 26, 2008: Wesley Cote dies in Utica (conclusion of The Key). 
  • June 1, 2008: Throng arrives in New Orleans.
  • June 5, 2008: Blackout in New Orleans.
  • June 17, 2008: Fire in Little Croatia in Pittsburgh. Dragona Pavic becomes Apex (events of The Skull Beneath The Skin). 
  • June 22, 2008: Firestorm in Lexington, KY.
  • June 25, 2008: Throng arrives in Lexington, KY. Task Force Valkyrie safe house invaded in late afternoon/evening. 
  • June 27, 2008: Phosphorum Athanor discovered in cemetery, two minor Firestorms result. 
  • June 28, 2008: Throng arrives in Columbus, OH. 
  • November 20, 2008: Ben and Lori Dennis murdered in Las Vegas (beginning of "Graves in the Desert"). 
  • November 24, 2008: Binion's casino burns in Las Vegas. 26 people die in the fire (conclusion of "Graves in the Desert"). 
2009:
  • May 22, 2009: Dillon Markway is found with second- and third-degree burns in an alley in Parma, OH. He refuses to say what happened. (Events of Roots in the Community begin.)

Tuesday, February 19, 2013

The God-Machine Chronicle - The Key (Conclusion, part 2)

Last night we finished up The Key. First, some overall thoughts.

I really like the rules revisions we've made. Honestly, I think that the NWoD system works pretty well as written, but the revisions that we've made (to Morality, combat, extended actions) do a pretty good job of moving the system away from the traditional "roll to pick locks" style of RPG and more toward the "roll to resolve this conflict in this genre" that focuses things.

I worry, though, that it's going to get the same reception as Promethean. That is, the the game is focused, but that in putting that focus and asking the players to participate more in the narrative, we lose the people for whom "gaming" is "I play my character and the GM is responsible for everything else." Thing is, Conditions and Aspirations and even breaking points (all things that were added, rather than just revised) are all systems that only work when the player and the ST are engaged with them. You can toss a player the Shaken Condition, but if the player isn't going to play it they aren't ever going to resolve, they aren't ever going to get the Beat. And I'm spoiled because my players do engage like that.

As for the God-Machine Chronicle sections that aren't rules, I think that the Tales are going to be good story starters, and I think my decision to go through and explicitly tie each of them to a statted character (even if it's just an angel whose stats may never matter) was the right one. Tying Wesley Cote to the Key made the whole thing more accessible for me, and I can't imagine I'm alone. I'm hoping that the chronicle tracks will be useful for people, but we'll see.

Anyway, last night. First, dinner.

Skirt steak, canary melon, yum-yum sauce, portabello mushrooms, weird rice mixture.
One of the stranger baskets I've had lately. I wish I'd had more mushrooms, but you work with what you have.

The rice stuff I just cooked normally. In retrospect I wish I'd have made a sauce with the yum-yum to go with it, but I was trying to get dinner ready (we watched The Impossible yesterday and it ran all the way up to when folks got there). The mushrooms I chopped up, cooked with some wine and beef broth, and then mixed in the yum-yum (it's basically the sauce they give you with shrimp at hibachi restaurants). I put that in the center of the steaks, and then rolled them up, salted and peppered them, topped with a little of the sauce and baked 'em.

The melons...oy. I don't like melon. It's not a textural thing, I just don't like the flavor. I've gotten around that with cantaloupe by making it into a cobbler kind of thing with white cake mix, but I didn't have any (and we had cake for dessert anyway). So with this melon, I cut it up into bite-sized chunks, made a tempura batter with flour and tandoori, and fried those sucks. That actually came out really well - enough sweet to be pleasant, but the tandoori cut the melon flavor nicely.

So then game. Last time, Mallory was in the hospital with a wound in his neck, while the others worked the crime scene. Berry checked outside, and found a pair of footprints by the side of the building and a key drawn on the wall...and the marker was still fresh. After making sure no one was going to stab her, she got Cochrane, who confirmed that the tread was the same as the other shoes they'd seen, but these prints were slightly smaller. Also the prints were just...there. Like someone had just appeared there.

Lundy and King looked over the camera footage, and tried to figure out what the weird little time-glitch meant. King, more readily accepting a supernatural explanation than Lundy was, put forth the notion that this guy was time-traveling. Lundy said that even if that weren't crazy, what kind of chance did that give them? How could they stop him?

King thought about the evidence some more, and realized that the only thing that the killer had ever taken from a victim was the briefcase of Dr. Halliday in Utica. Why? There was a file in that briefcase, of one Anne Cote. Lundy called the hospital, and learned that Anne Cote had been Dr. Halliday's patient, and had died of an internal hemorrhage during a miscarriage. Lundy figured this was as close to a lead as they had, so he had everyone pack up (including Mallory, who was injured but not on death's door) and head to Utica.

Cochrane looked through the evidence of the Hackensack murder on the plane. Yes, it did look like two different people had traced that key, but beyond that the evidence wasn't telling them anything.

King slept, and dreamed. He dreamed of a house, of using an old iron key to open a door, stepping inside, and watching himself and his compatriots walk in. He stepped up behind Cochrane (at the back of the group), grabbed her, and stabbed her in the throat. King woke up with a start, down another dot of effective Integrity and picking up the Shaken Condition.

They landed in Utica and headed to the hospital. Lundy found a nurse who had been here long enough to remember Halliday and interviewed her, while Cochrane and King headed to the records room. Mallory got on the phone to the local PD to try and get the records sent over, and Berry found a cute nurse and flirted with him (wasting time with her Vice to get a Willpower back).

Lundy learned that Anne Cote's husband, Wesley Cote, had gone berserk when Anne had been taken into surgery, even before her condition became so much worse. The nurse told Lundy that Wesley had to be restrained, and then three months later Halliday was killed out by his car. Cochrane and King found Anne's file, her death certificate (death by internal bleeding arising from complications during a miscarriage) and there were notes that she'd been seeing a therapist, Dr. Erika Epworth.

They went and talked with Epworth, who told them that Wesley and Anne had been overjoyed about their pregnancy, but that Anne was dealing with some anxiety (hence the therapy). She said that Anne had reported that Wesley was getting strange phone calls, telling him "Don't let them take Anne into the blue room." And indeed, the room in which she died during surgery was blue. Epworth was prepared to write this off as coincidence (many rooms in hospitals are blue), but it was clear that it troubled her.

She mentioned that Wesley had been investigated for the murder of Dr. Halliday, but that he'd been out of town when it happened. She said he had no history of violence...but then a chill went down Cochrane's spine. King asked again, and Epworth mentioned that Wesley had some violence in his record, but she wasn't privy to the details. She knew he'd experienced lost time as a teenager, though.

The characters reconvened and decided to go to the police station. Berry called Cohen, and he told her that they were off the map as far as he was concerned. He wasn't sure of the outcome anymore, but did tell them that Cote didn't so much lose time as take it. He told them that, if you change yesterday, it changes today. There might be a thousand yesterdays, but there's only one today, so whatever yesterday you had leads to the today you're in (this led to the some temple-rubbing as players worked to get their brains around it, which is what I wanted). He said to watch for things that changed, inconsistencies and details that just didn't make sense.

They got to the police station, pulled the files on the murder of Dr. Halliday, and looked over them. They found a photocopy of Wesley Cote's driver's license, and Mallory ID'd him as the man he'd shot - but this picture was 15 years old, so why had the man Mallory shot looked identical? The investigation concluded that Cote had been out of town (in Columbus, as it happened) when Halliday was killed, and he had no criminal history to indicate that he'd know how to hire someone...but then the chills happened again. Lundy picked up the investigation again, and it had changed. Now it said that given his history as a juvenile offender, it was possible that Cote might know to hire someone, but there was no evidence to support that theory. Berry noticed that the camera in the room was now in a different corner than when they walked in.

They planned to go to Cote's house and see if he was there. Cochrane and Mallory decided, instead, to go back to the hospital and interview Epworth again, get some more information about the Cotes. Berry asked to get an ax; this suggestion was (obviously) met with horror from the other cops, Cochrane in particular. She let that go (eventually) and they split up.

Cochrane and Mallory got the hospital, but Epworth's office now had a nameplate reading "Michael Surrick." They talked to Dr. Surrick, who told them he'd been hired a year ago to replace Dr. Epworth, who had been murdered outside her house, stabbed in the throat. The characters went to the morgue to check the records of Epworth's death.

At the house, a housekeeper answered the door. Lundy flashed his badge and asked for Cote; she rather confusedly said he was out. She let them in so she could find the note he'd left, but then something changed and she said that he had left instructions that no one came in, and made them wait. They entered anyway ("Did you hear a scream, Lundy" "Yes, I think maybe I did.") and found the door that King had seen in his dream. They opened and saw that it led back into the same hallway they were in. They entered, and found themselves in the same house, no housekeeper to be found.

Berry looked around and saw that it was later in the day, and looked like it had just rained, neither of which had been true a moment ago. Lundy texted Cochrane and King to ask them to check the first three victims against Cote, but he got two phone calls back - wrong numbers. He stepped back through the door and did it again, and got a response from Cochrane. Berry went back through the door and called Cohen, who suggested if there was a kitchen that expiration dates were a good way of telling when you were. They checked, and found they were in May 2007, about a year "ago" (remember my games are offset by a few years).

Lundy found a package of markers upstairs, as well as a notepad with an addressed and "7:12PM" on it. Going back through again, Berry Googled that address, and found that it was Erika Epworth's address - she'd been murdered in the evening as she took the trash out.

Running back to 2007, Lundy hot-wired the car in the driveway and they race to the address. They got there just as Cote appeared behind Erika, and King and Lundy shot him, leaning out the windows of the speeding car.

Meanwhile, Cochrane and Mallory went to the morgue, and Cote appeared from nowhere and stabbed Mallory in the throat, dropping him (he was alive, but stunned - full of bashing damage). Cochrane drew her gun and shot him. He stabbed her, but she shot again, dropping him.

In 2007, they found Cote up against the fence, bleeding. Berry started to question him, but King (resolving his Shaken Condition), shot him - from his perspective, they were too far off the map for the standard methods to work. Figuring that they should get out of here before police arrived, they got in the car and went back to Cote's house. As they walked in, Cote appeared behind them, stabbed Lundy in the neck and dropped him. He went down, bleeding out. Berry popped her asp, and King grabbed Lundy to stabilize him. Cote ran, trying to circle around to the door, but Berry stopped him. He stabbed Berry in the stomach, but she cracked him with the asp, and he backed off, leaving Berry behind.

King dragged Lundy through the door. Cote followed, and locked the door behind him. He looked down at King and Lundy and raised his ice pick...

...Berry shot the lock, and the door opened to somewhere else. She couldn't see features in the room, she just heard what sounded like an immense clock. She called out, and Wesley Cote appeared, but this one was scraggly and thin. Cote told her that he'd tried to save his wife, he'd called himself to warn them about the blue room, but it hadn't mattered. He tossed her the key, telling her to destroy it. She told him she was sorry for what had happened to him, shut the door, opened it, and stepped out into the "present" (2008).

Cote was there, standing over Lundy and King. Berry locked the door, and Cote crumbled and vanished. At the hospital, the Cote on the floor of the morgue did as well. The loop had been closed.

Now four of the five characters were seriously wounded, so their next rendezvous was at the hospital. After some treatment, they were playing cards in a lounge when Bobby Cohen came to visit. The four murders that they'd been called up to investigate had still happened, but the one in Hackensack, and Erika Epworth's, had not.

Cohen told them that Cote had been trying to save his wife by making his younger self a killer, so hopefully she wouldn't marry him, and thus not die. But he'd retained love for her - he still made the calls, after all. And he'd been the pawn of something greater, something more complex and terrible than any of them (including Cohen) understood. He asked Berry if she knew anyone who did metalwork; she said she did (her friend Tori). King asked, jokingly, if maybe they couldn't got back and win the lottery first.

Cohen responded that he wasn't sure what that would do. They'd closed the loop, but he wasn't sure there would never be another Key murder again - maybe Cote had gone into the future (from their perspective) to kill people? If they interfered, would that open the loop?

"What rises may fall," said Cohen. "What has fallen may rise again."

Tuesday, January 22, 2013

Snow Day Post #1: God-Machine Chronicle Update

Snow day! Wheee!

One of the nice things about working in a public school district is that I still get to enjoy snow days. Of course, it puts me closer than I'd like to out of compliance on an ETR, but I can manage that.

So! Anyway! Last night we finally got to play World of Darkness again.

The characters were in Erie, PA. It's the next morning, the day after Mallory shot and killed a man named Peterson, who'd pulled a gun (seemingly on Mallory, but some evidence suggested he was pointing it at something behind Mallory, except there was nothing there). All of the reports, however, were very much in Mallory's favor - it was a good shoot. That didn't mean Mallory was doing well. He'd been up all night filling out reports, and only the dedicated efforts of Agent Lundy kept him on the team and armed.

King, meanwhile, hadn't had a great night, either. He'd had dreams of stabbing a man in a thunderstorm, and he woke up to find he felt as though he'd really done it (Mind of the Madman Merit; he lost an effective dot of Integrity and picked up the Spooked Condition, which he still has. He'll get the dot back when the killer is apprehended). Upon awakening, he thought through the dream. He remembered the man's hat coming off, and he remembered seeing a car with a Kentucky plate.

The characters got together in the morning to talk about their next move. They'd gone over most of the forensic and technical evidence. Cochrane had the post-it note overnighted from Detroit, and compared the one from the crime scene here. They were identical in terms of fibers, the handwriting was a perfect match, it's just that the one from Erie seemed slight older. But that wasn't possible - there couldn't be two of the same item. She also analyzed the paper that the note from the killer was written on, but couldn't find a match. Frustrated, she sent some to her labbies in Tulsa with instructions to pull it apart.

The characters decided to go and visit Cohen, whom they'd put in protective custody. They found him in his hotel watching the weather channel. Lundy interviewed him, and Cohen revealed that he'd suffered from bouts of lost time, the worst being a three-week period when he was 14. He thought he was schizophrenic for a while, tried medication, nothing worked. And then finally he learned to control it, but now he'd sometimes experience the future before it happened. He described it as similar to deja vu, except that he would see multiple possibilities and would never quite know which one was coming. He also knew that Lundy didn't believe him, but that was fine, there was no reason he should. He did tell Lundy, though, to plug his phone in to charge.

King asked if Cohen had ever been to Kentucky; he said he had, he'd lived in Berea, Kentucky briefly, but hadn't been there in years. At this point, Lundy's phone rang. "Coincidence," said Cohen. "Of course, you're getting calls."

It was a detective in Lexington, KY named Dysart. They'd had a murder there last night, a man named McAndrew had been walking home from his office, got caught in a thunderstorm, and stabbed in the neck, once, with what looked like an ice pick. Lundy told them to get their best CS people to process the scene; Dysart said there wasn't much to work with because of the storm, but he would.

Cohen told Lundy to make sure they talked to the first on scene, because there would be a temptation not to. They headed out, and Lundy told Cohen to stay in the room and not even get ice without an escort. Cohen said that he would be careful, but really, "if he wants me dead, a cop isn't going to stop him." Lundy, maybe despite himself, nodded.

As they left, Cohen called Justine back, and said that he thought she would be OK. He wasn't sure why, and he wasn't sure about the rest of them. She thanked him and made sure he had her cell phone number, and the team left for Lexington.

They arrived, touched down, and went to the crime scene, where Cochrane and King got out. The others went to the police station to talk to the first officer on scene, an old man named Pat Sayers. Sayers didn't have much to say about the crime itself - some sanitation workers out to remove a fallen tree branch had found the body, and Sayers had just called it in. But he did remember a similar, almost identical case, up in a small town in New York called Binghampton. A man stabbed in the throat, one wound, no one was ever caught. He gave Lundy a name of a cop up there ("Probably chief of police, if he hasn't retired") and left.

Mallory, not having much to do without people to shoot, started going through Internet sites looking for locked-room murders. He found one on an old "mysterious murders" site - a woman in New Jersey who'd been stabbed in the throat with a knife (one of hers), but he apartment was locked up tight. The knife was found across the room, and finally it was called a suicide because she'd apparently convulsed and flung the knife as she died. But a commenter on the site called "brootncheer" said that no, he'd seen the crime scene photos and there had been two other people in the room.

Berry, seeing this, thought it was significant, and tried to track down the commenter. But the account (traced back to ATT) was old, and all she could easily get was the city (Toledo).

Meanwhile, King and Cochrane processed the crime scene. They found no footprints in the mud. No evidence that anyone else had been there. This scene was more like Detroit than Erie; one wound, perfectly place, and scraped on the victim to indicate that his coat had been yanked back (just as King had dreamed). King went looking for, and found, the guy's hat, which had a hair (not the victim's) on it. They processed the scene and headed back to the lab for the autopsy.

The characters got together again, and quibbled a little about how much weight to give "brootncheer"'s comment. They called New Jersey and requested the files, and Cochrane got her staff working on finding similar cases, going back as much as 30 years. Steve, her tech-in-charge, said that they'd found a match for the paper - it was made by a small company in Utica, but they'd been out of business for over 15 years, and they'd mostly sold to hospitals, schools, etc. Cochrane told him to start his search there.

He called back a few minutes later, because they'd found something right away - a doctor named Halliday had been murdered by his car, in 1996. They called Utica and got the file faxed over, just after the one from Jersey arrived.

Jersey was a mess - they'd not done half the work they should have. There was no way Christensen had flung the knife; she was drunk when she died. Looking at the photos, they found a key rack - in the shape of a key - with two trace marks around it. King, analyzing the writing, determined it was from two different people.

The Utica filed revealed that Halliday had been stabbed in the throat from the front, standing at his car, keys in hand. At this point, Cochrane suggested they split up - some go to Hackensack, some to Utica - so they could investigate both crimes.

Berry's phone rang - Cohen. He warned them not to split up, and told her to make sure all the pages from the Utica file were there. They weren't (one page had fallen on the floor from the fax machine). It was a list of contents of Halliday's briefcase, so far as his assistant knew. Paper, pens, tape recorder, and a patient file: A woman named Anne Cote.

Berry told them they couldn't split up, but offered no reason except Cohen's warning. That, of course, wasn't good enough for Lundy - they were going to drop off Cochrane in Hackensack (plus whoever wanted to go with her) and then continue on to Utica.

Before they left, though, they ran analysis on the hair samples. They were from the same person - but the one from Kentucky was older by several years. They were both recent samples, but one was from an older version of the same person. This, of course, was not possible.

Next time: The exciting conclusion!

Tuesday, August 18, 2009

Information Wants to Be Free

One of the greatest challenges to a GM is giving the players enough information that they can resolve the conflict of a story, but not so much that they have detailed instructions on how to go about it. This problem leads to some of the most frustrating tropes I’ve seen in roleplaying games, and can result in the players feeling helpless within the context of the story and in the GM looking rather like a jerk. In this essay, we’re going to examine some ways of disseminating information to the players (and thus their characters), both good and bad, and the consequences of those methods.

Let’s begin with the bad ideas.

Three Common Informative Mistakes


• Infodump: This method involves long, long explanations, usually delivered straight from a book and not in-character. Typically, this covers information the characters “would already know,” and that’s fine. The problem is that listening to people read from books is boring, and that the players aren’t likely to retain the information (especially if you ask them to engage different parts of their brains — i.e., playing their characters — after the infodump is over). Infodumps can happen in character, as well, and this presents problems of its own (see next point).

• The Jive-Talking Wizard: I saw this term on Beth Kinderman’s website, and I think it’s pretty appropriate. It refers to the all-powerful being who appears in order to get the characters together and set them on the right track, but won’t, for reasons only known to himself, impart enough information to do the job well. When asked for details or more helpful information, he typically simpers, changes the subject, vanishes, thunders “That’s not for you to know!” or otherwise says “Screw you” to the players. I’ve seen him as a god of humor, an actual wizard (Gandalf is almost a literary example of this tactic, but Gandalf also takes personal risks and gets down and dirty in battle, too, so he doesn’t really count), a computer, a Sidereal Exalt, and mentors and rulers of all kinds.

As is probably obvious, the Wizard is a bad way to dispense information for several reasons. First, it puts the characters in an obviously subservient role. That’s sometimes appropriate, depending on the game in question, but it chafes a lot of players, especially when it’s so apparent. Second, it flies in the face of logic: Why does this guy need the characters as pawns? Why can’t he just handle things himself? Why is he being so stingy with information if he wants the characters to succeed? (The answer to these questions, of course, is that having too much information would make things too easy on the characters (this is a fallacy, but I’ll cover that later), and the GM wants things to be challenging. The Wizard makes things less challenging and more annoying, though.) Finally, the Wizard does nothing to engender any kind of interest in the storyline. In fact, he does the opposite: The players feel like they’re being ordered around, not told what they need to know, not given control over their lives, and generally treated like machines. Most of us get that kind of treatment at our jobs, and we don’t want it during an escapist hobby.

• File and Forget: Most GMs, myself included, make up most of the happenings in their stories on the spot. That’s fine. Some of the best storylines I’ve come up with involved me taking a flippant comment from a player and running with it. The problem comes not when GMs make up information on the spot, but when that information doesn’t remain consistent. If you give the players a juicy clue that wasn’t part of your original plan, write it down. Information that turns out to be false because the players interpreted it incorrectly or didn’t cross-check their facts (I’m amazed at how often players assume that anything out of the mouth of a sympathetic NPC is unassailable truth, but that’s a separate issue), that’s fine. If the information turns out to be false or irrelevant because you forgot what you told the players, that’s a failing on your part.

Informing Players and Making them Happy


With all of the above in mind, how do you, as GM, give your players the information they require without teasing them, annoying them, misleading them or inundating them? Here are some suggestions:

• Use the Supporting Cast: Having NPCs tell the players what’s going on is fine. Just remember a few simple principles.

First, the NPCs are not omniscient. A character’s mentor might be truly wise and powerful, but said mentor has a limited scope of knowledge. Asking for information outside of that scope results in no information, or, worse yet, misleading information. I recommend always mixing in something useful with misleading or useless information. After all, a game session only lasts so long and every hour spent chasing false leads is another hour that players will remember as pointless.

One way to keep in mind what a given NPCs knows is to stat that character. I’m not as stringent about statting everybody in the world as I was 10 years ago, but important supporting characters still get write-ups in my notebook. If I know, for instance, that Dr. Jones has a high rating in Archeology but nothing at all in Occult, his information about the Dread Book of Niffugcam is going to be skewed appropriately. Having NPCs with limited bases of knowledge serves a number of purposes. In addition to avoiding the Jive-Talking Wizard problem (since the NPC doesn’t withhold information, he just doesn’t know everything the players need to find out), it also helps the players see the NPCs as individuals. Once they know that Dr. Jones can help them translate Sanskrit, but that he doesn’t know a thing about art, they won’t bother going to him to help them identify which artist drew the prints found in the Dread Book.

Second, the NPCs have their own agendas, but you need to know what those agendas are. Sometimes, a character’s agenda lets him work closely with the players’ characters, and sometimes it involves keeping information hidden. By way of example, consider Orpheus. In case you don’t know, Orpheus is a game in which the characters work for a company that solves ghost-related problems, and the company has a somewhat…checkered past. In the chronicle I ran some years back (that I unfortunately did not log, or I'd link to it), the characters’ boss was obviously uncomfortable with some of the goings-on at the Orpheus Group, but wasn’t ready to share everything with the characters for fear of endangering them. As such, he told them what he could when he could. They suspected him of being a villain a couple of times, but when the chips came down, he was unequivocally on their side. The bottom line here: Know what your NPCs want as well as what they know, and have their behavior reflect both.

Third, pay attention to what the players ask. If they ask the wrong questions, give them the wrong answers. I’m not talking about letting them discuss how to translate the Dread Book with Dr. Jones in the room and then later having them find out that Jones could have helped translate it, but didn’t speak up because the players didn’t ask. That kind of nonsense (always followed by a simper and a “tee-hee”) is comparable to the Jive-Talking Wizard in its irritation level. What I mean is, don’t allow the NPCs to be psychic. An example: The characters come across a body mauled by an animal and find wolf-prints nearby. They immediately start asking poor overworked Dr. Jones about werewolves. Now, in fact, the creature responsible was a were-coyote, which has very different implications for the story, but the players have jumped to a conclusion (admittedly, it’s a pretty easy one to jump to) and so Dr. Jones can’t really correct them.

• Let them learn gradually: A way to avoid the infodump problem is to let the players find out crucial information over a period of time. It’s been my experience that groups often split up during investigation or information-gathering phases (“OK, I’ll hit the library, you go talk to Dr. Jones, and you get on the Internet”), and this is a golden opportunity for you as GM. By letting each of the players find a nugget of information, you aren’t asking all of the players to remember pages worth of data. The players can put everything they’ve learned together and analyze it as a group. This also plays directly into my next point…

• Let them earn the info: …which is, nothing’s free. The characters should have to work to find out what they need to know, even if the only work involved is deciding whom to ask. Note, though, that it’s incumbent upon you as GM to present more than one avenue of approach for investigation, or, at the very least, to avoid shutting the players down if they come up with something that you didn’t think of. I’ve played in games where the GM had very specific ideas about how problems should be solved, how the players should go about getting from point A to point B, and what the players should know at various stages of the game. I accept that sort of thing in computer “role-playing” games, because the computer program has to proceed in a specific way. As a human being, however, you are above this sort of linear progression, and can allow players to learn from whatever sources they can think of. (And this really all goes back to a point I’ve made before: Players like it when their ideas pan out. They don’t like it when they try something clever and the response from the GM is “That’s clever, but I didn’t think of it first, so it won’t work.”)

• Give ‘em what they want: I played in a World of Darkness game once many years ago in which our characters found it necessary to infiltrate a Technocracy base. For those who didn’t play Mage: The Ascension, that’s a bit like infiltrating the Death Star, only the Stormtroopers can shoot straight, don’t all carry master keys, and generally aren’t complete idiots. It’s walking into the meat grinder, we knew, so we wanted to be prepared. So, calling in our contacts and a lot of favors, we got a complete readout of the base, a schedule for the guards, technical data on how everything worked, and lists of staff and their capabilities (from a scientific/magical standpoint). Far from making it too easy on us, we discovered exactly how screwed we were. Having the information gave us the possibility of victory; without, we’d have been dead. To take a cinematic example, consider The Usual Suspects. The characters know that the job they are being forced to do is a suicide mission, but they know everything they need to know to pull it off.

My point, here, is that if the characters go into a situation blind, they can justifiably blame you if things go wrong, especially if you’ve been coy or downright misleading up to that point. If they know everything they could have known (or if they skimped on their research), they’ve got no one to blame but themselves.

This isn’t to say, of course, that things can’t go wrong or that the enemy can’t have tricks up its collective sleeve that the characters couldn’t foresee. Such surprises are very much in-genre for most of the settings of role-playing games. The point is that there’s a difference between information the characters could not possibly have known and information they should have known, but you wouldn’t tell them.

An example: Against my better judgment, I played in a Dungeons and Dragons game run by a first-time GM. She had her story all planned out, she said (which should have been a big warning sign). I played a druid, one of the other players made a duelist character, which is some jumped-up form of fighter that uses two weapons or something (I don’t like the d20 system and I don’t keep abreast of the 1.4 billion prestige classes currently available). Anyway, his character and mine walked into a bar and got jumped by a lot of toughs. The duelist hit one of them with a blow that should have killed him, and the player, quickly doing the math, figured that the “bar brawler” had to be a high-level fighter to survive. Turns out all of those brawlers were high-level fighters.

Ignoring the cliché of a bar fight breaking out in a D&D game (I'm not opposed to the classics), the GM really should have given the duelist’s player some kind of check to notice that these guys were all armed, that they carried themselves like professional fighters, that they look battle-hardened, etc. Instead, she chose to lure the player into a sucker bet. That’s not a good way to get people excited about playing in your game.

• Don’t tell them everything: The more you reveal to your players, the less they’ll fill in the blanks. I love it when players come up with explanations for what’s going on. Sometimes I even replace my actual plots with player-inspired lunacy. It’s a question (like most of Storytelling) of balance — give them as much information as they need, but not so much that they don’t need to find out how the story ends.

Four Simple Tricks to Avoid Under-Informed Players

• Know what there is to know: When I write scenarios and settings for game companies, I tend to spend a lot of work count on an area’s history and what has come before the players arrive. That’s because if the GM knows what’s happened, he’ll know what the players can potentially discover. I can’t predict, as a writer (or as a GM, for that matter) what the players are going to do, so the best I can do is know what information the players can find and let them find it. In my opinion, writing down the history of your setting or events is more important than statting out your antagonists. You can make up stats on the fly or use characters out of a book. Making up history and keeping it consistent is much trickier.

• Some Information is Crucial: One of my guiding principles as a GM is that I don't ask for rolls if I'm not prepared for the result. This principle is especially true in the information-gathering phase of a story, and I tend to run highly investigation and mystery-focused games, so I have to be conscious of what the players know and how they can find out the truth. In any given investigation-focused scene, thinking about what information the characters must walk away with. I'd even advise giving players the same information in a couple of different ways; it allows for confirmation and nuance. For example, a group of characters are looking into the disappearance of a local high schooler. Her parents think that she was a model teenager, but investigating her online presence (avenue of investigation #1) reveals chat logs and a browsing history of a decidedly more prurient nature. Discussion with her friends at school (avenue of investigation #2) reveals that she had an "older boyfriend," but that she had been "caught behind the bleachers" early in the school year. Same information - the girl was secretly sexually active and engaging in risky behaviors - but two points of reference and several opportunities for follow-up investigation.

For further consideration, have a look at the GUMSHOE system. I haven't played it yet, sadly, but I've read Trail of Cthulu, which uses GUMSHOE. The basic idea is that rather than rolling dice to have your characters obtain clues, you spend points. As such, you'll never miss a clue or a plot point due to a failed roll. You can spend points based on different investigative skills, though, so you'll get different information depending on how your character goes about it.

• Consider the characters’ avenue of approach: If you’ve got a group full of combat-ready characters who can barely read, they aren’t likely to spend days in the library looking through hoary old tomes. They’re more likely to go beating people up for information. Look over the character sheets, pay attention to how the players like to do things, and structure the information and the vectors of the information accordingly (players, this also means you need to play your characters appropriately — your hulking barbarian with no idea which way to hold a book probably shouldn’t suggest going to the local scribe and asking to poke through scrolls, though he might well suggest poking the scribe with sticks until he finds the information for the party).

• Everything is fluid: I’ve said this before, but it bears repeating: Be ready to scrap a plan, a fact, a character or a plot point the second your players come up with something better, especially if they have all the information and come to a completely logical conclusion that just happens to be miles away from what you came up with. You’ll usually find that tweaking a few details makes all the difference, and that you don’t need to change everything, just enough.

In closing, remember that you aren’t telling the story to the players, you’re telling the story with the players. They should be informing you just as you inform them.