Tuesday, January 16, 2024

Epyllion: Controlled Burn

Last night we completed a ...story? arc? in our Epyllion game. Off to Dragonia!

Recall that last time, the clutch found the fabled and frightening serpent, which agreed not to eat Zeblek on the condition that the drakes delivered of equal size. Not really interested in capturing living creatures for the snake (the clutch is far too soft-hearted for that), they decide that the eggs of the mighty dison will work. 

Stars consults dris book and finds that dison generally like to live on rolling hills and plains. They lay their eggs in the shallow valleys at the bottoms of hills and then lean on them, rather than sitting on them. The drake finds such a place with a flock/herd (flerd?) of dison. They decide to wait for morning, and then have Zeblek and Toverin distract the beasts while OB sneaks in and nicks a couple of eggs. OB cleverly makes some mock eggs, and Zeblek borrows some string and fashions a makeshift string instrument.

Come morning, OB calls on the void moon and renders themself invisible. Zeblek plays his weird banjo ("anyway, here's Wonderwall") while Toverin sings to the dison ("moooonk?"). OB slips by the flerd and steals a couple of eggs, replacing them with the fakes dre made. 

Stars, meanwhile, stays at the edge of the woods and paces nervously. Unfortunately this looks to the dison like a predator getting ready to strike, and they start puffing up and staring at drem. ("Should we charge at it, quacking?" "...perhaps."). Toverin alters the lyrics to the song to warn Stars, and OB returns with the eggs. The drakes flee into the woods, the dison none the wiser.

They find the serpent and give it the eggs, and it gulps them down and flops over in an egg coma. The drakes warn it that there's going to be a ritual burn, so it better leave the woods. It acknowledges them and goes to sleep.

From here, the drakes head back to their camp. OB finishes dris tapestry of the beavmingo to give the Flyleaf, the woodcutter. Zeblek laments the loss of dris shadow - and the apparent inability to call on the moons' magic. The other dragons recommend flying back up to the plateau and apologizing to the elder dragon that took his shadow off originally, and maybe asking for help. Zeblek whines about it a bit, but decides that this really is the best course of action. Dre asks for moral support, and Toverin goes along (OB is busy and Stars can't fly). 

They get to the top of the plateau at noon, and Zeblek finds the black-scaled elder. Dre gets the elder's attention and apologizes, and explains what happened and where the shadow went. The elder accepts the apology and calls on the void moon, and applies a bit of shadow to Zeblek. The shadow is only half there, but the elder tells Zeblek dre'll need to nourish it. Zeblek asks for help learning the prayer that the elder tried to teach them the other day ("HJOOUUUMMMM"), and the elder, Zeblek, and Toverin spread their wings in prayer.

Meanwhile, Stars and OB seek out Flyleaf. When they find them, though, Flyleaf is engaged in an argument with a larger dragon. "Niruth," dre says, "I know the burn is supposed to start tomorrow, but-"

"It will start at dawn."

"But the turferant herd! There hasn't been one here in years-"

"This is the tradition. This is the way." And Niruth flies off.

OB and Stars emerge, and OB shows Flyleaf the tapestry. Dre praises OB and puts the tapestry in a pack, and the drakes ask about the argument dre just had. Flyleaf explains that Niruth is the Firelighter, and dre is going to start the burn at dawn no matter what. But the turferants, not the brightest of creatures at the best of times, tend to linger on the edges of the forest, and they travel in a long line rather than a clump. When the fire starts, they might run into the woods instead of away. OB and Stars offer to help, and Flyleaf agrees to take to the skies and signal if dre sees the herd first. Zeblek and Toverin land with their clutch about now, and they go searching for these mysterious creatures.

Stars consults dris book again, finding what limited information is available about these mighty creatures. They usually favor swamps, so the clutch heads to the western edge of the Black Forest where there's some marshland. They search for a while and eventually find big, schlorpy footprints. Following these, they find the tail end of the turferant herd.

The turferants are curious beasts. Bigger than some dragons (but smaller than elders), they have hard shells, weird furry faces with long trunks, and cunning paws that they use to strip leaves off of branches. The younglings are at the end of the line, guarded by two large bull turferants. As the dragons approach, these bulls square up, but Toverin tells them the clutch comes in peace. 

The dragons explain the situation - there's going to be a burn tomorrow. As promised, turferants aren't terribly bright, but they do understand the advice to "keep to the wets." The bulls tell the clutch that someone needs to tell the matriarch, at the very head of the line, to bring the herd darkward so that the can form a group rather than a line. 

Toverin takes to the skies and swoops in, dodging branches and rocks that the protective turferants at the head of the line hurl. Dre lands and explains the situation to the matriarch, and relays the message: bring the herd darkward. Keep to the wets. The herd moves west into the swamps, and OB calls on the storm moon call down rain to protect the beasts. The herd is big, however, and dre can only cover about a quarter of it. So one by one, the other drakes call rain, first Stars and then Toverin. That leaves the last quarter of the herd to Zeblek...but is dris shadow strong enough?

Zeblek digs deep and calls on the storm moon with all dris might, and a downpour falls on the herd! The drakes stay with the herd until dawn, and they see Niruth take to the skies and belch fire down into the Black Forest. 

And then a quick montage: The turferant herds trumpeting as they watch from the safety of the wets. The great serpent (with two egg-shaped bumps) slithering out of danger. The fire sweeping over the mighty bearclam harmlessly. The beavmingos looking up from the bottom of the pond at the firestorm. The dison munching grass placidly as the smoke rises from the woods.

The danger passed, Toverin talks to the matriarch again. She pledges that if the drakes have need of the herd, they should trumpet, and if the herd is within earshot, the turferants will come.

With that honor bestowed, the drakes gather up their stuff and move along to their next adventure!

Monday, January 15, 2024

Character Creation: Silver Haired Sentinels

GET OFF MY LAWN, EVIL DOER!

The Game: Silver Haired Sentinels
The Publisher: Late Gaming Company
Degree of Familiarity: None
Books Required: Just the one

One of the many very niche games that exist, Silver Haired Sentinels is about former vigilantes who now live in a Continual Care facility, but must still cope with challenges of both the mundane (already hit your Medicare cap for the year?) and the absurd (your arch-villain is back, and he's after your favorite napping chair!). The game lists Watchmen as an inspiration, as well as "the general realization that I'm closer to 70 than 25", which, like, ouch. 

It's a cute idea, I think it would play OK (I'm a little iffy about some of the mechanics, but I admit that I didn't read the book with an eye toward running it so I may have skimmed a bit). My main criticism of the game is that it's not very focused; the tone goes from light-hearted and goofy to actually pretty bleak and violent (one of the characters in the example of play straight up dies off camera and we zoom back in on his wake). But, it's a $5 PDF, so I don't expect a fully fleshed-out book with lots of playtesting. It's a cute idea. And it's quick, I need a quickie today. 

So: Character creation is really simple. There's no sheet (boo), and really only three traits: a Career, a Quality, and an Ability. Career is what you did apart from heroism, Quality is a basic, erm, quality (Tough, Smart, etc.), and Ability is your superpower. I feel like leaning into the silliness of this whole thing, partially because my first thought whenever I see this game is the episode of the old Tick cartoon called "Grandpa Wore Tights."

I'M FULL OF TINIER MEN!

As such, my character is - rather, was - the dashing, swashbuckling hero called Captain Cardamom! Back in the day (waaaay back in the day), he was known for acrobatics, tossing handfuls of spice into villains' faces to stun them, and always leaving crime scenes smelling delicious. Now...well. Wilbur Hopkins was a fairly well-known baker for many years. He made cakes and breads and so forth, and discovered that there were a lot of spices and other culinary ingredients that could be used to fight crime! That makes his Career Baker, I should think.

For Quality, I think Smart is a little too broad (and frankly, boring). So let's say Captain Cardamom is Resourceful (as an aside, it does seem like a recurring theme in my characters is lateral thinking or using what's around them in weird and interesting ways; probably means something since evidently everything one writes is a deep-seated psychological tell about them).

MOVING ON. Abilities are really general in this game, and the assumption is that you don't have the skill or power that you used to because, well, time makes fools of us all. I'm gonna take Champion; the assumption is you're a badass with fists or weapons, and about the best ol' Cap can do nowadays is the old "handful of spice" trick, but that can be pretty effective. 

And that's basically it! Captain Cardamom (his pals at Sunnyvale call him "Cap" or "Cardy") used to be tall and lean, but he's hunched over a bit now. He's lost his wavy blond hair, but a long life of clean living and good food has kept his skin comparatively smooth (that adverb is probably doing a lot of heavy lifting). His costume has long since been sold off, but he still has his first utility belt, and is nearly almost still fits! Let's get spicy! 

Name: Wilbur Hopkins
Alter Ego: Captain Cardamom
Career: Baker
Quality: Resourceful
Ability: Champion

Sunday, January 14, 2024

Character Creation: Arcanes Majeures

Time to bust out the ol' Tarot cards!

The Game: Arcanes Majeures
The Publisher: Mindermast Game Lab
Degree of Familiarity: Ain't played it, but it's Fate Accelerated, which I know pretty well
Books Required: Arcanes Majeures (for certain values of "book"), Fate Accelerated, and a Tarot deck

In contrast to the previous entry in this project, which I know why I waited so long to do, I'm not sure why I haven't done a character for this before now. It's FAE, which I know, it uses Tarot, which I love, and it's only 9 pages long. Oh, well, we're here now! 

So! The setting is basically early 16th Century Western Europe, some gunpowder, some mechanics, and magic, but magic is very ritual-y. As written, you always use Careful as the approach for magic, but Arcanes (the PCs) also have some limited Tarot-based magic. This includes divination; if a character has a Tarot deck, they can pull a couple of cards to "see the future" and then use those cards to create a scene Aspect later, which I really like (divination in RPGs, in my opinion, works best when it's used as an excuse for a bonus later rather than literally trying to predict the future). 

High Concept and Trouble Aspect are also done a little differently; we draw a Tarot card from the Major Arcana and use the normal interpretation as the High Concept and the inverted interpretation as the Trouble. I have my trusty Rider-Waite deck right here, so let's see what I get!

The Hermit! The usual interpretation is prudence or caution, patience, potentially isolation. The reversed meaning can be either impulsivity or an overabundance of caution (overthinking things). 

Well, since gunpowder is a relatively new thing in this setting, I think I'll lean into the meticulous, cautious side of the Hermit and say my guy is an explosives expert (side note: I'm not going through full setting creation for this project and there's not an example of setting creation, boo, so we're keeping things pretty generic on that front). For no particular reason, I'm gonna name him Gibil after the Mesopotamian god of fire, and say his High Concept is Cautious and Steady Gunpowder Expert. For his Trouble Aspect...I dunno. Overthinking things is great and all (and frankly a lot of gamers do it anyway), but it doesn't always make for good at-the-table play because it tends to slow things down. I think instead I'll say Gibil has a tendency to under-do things, make his bombs or explosives weaker than they should be, because You Can't Make An Explosion Smaller, after all.

Three more Aspects, two of which are supposed to represent his journey to become an Arcane and one of which involves another Arcane (by default, a PC) that I've crossed paths with. Well, I have this Tarot deck right here, so let's draw and see what shakes loose.

Seven of Pentacles is about dreaming, but dreaming with ambition, and working and investing to realizing that. I'll say that Gibil is an Early Adopter, not just of gunpowder but of whatever tech or innovation starts to take hold. That means he gets taken for a ride sometimes when something doesn't pan out, but it also means he's on the cutting edge.

Ten of Wands tends to me over-committing or carrying too much on one's own. Gibil is the kind of person who never seems to realize how much he has on his plate or how much time everything is going to take, but the flipside of that is that he's known as a guy who will help out, because he Never Says No to a Project

And the next Major Arcana I draw is the Magician. Let's say Gibil's fly-by-night business partner, Hamish (yes, we went from Mesopotamian to Scottish, what of it) is just as talented with magic as Gibil is with explosives, but he's much less disciplined and prone to casting rituals before he's really worked out the kinds. Gibil often says Hamish's Magic Will Be the Death of Me

That's Aspects, then! On to Approaches. Obviously Gibil's highest one should be Careful. I'll put his two Fair Approaches in Flashy (I mean, he does make explosives) and Clever. I'll put the Averages in Forceful and Sneaky, and that leaves Mediocre in Quick.

Stunts! Since Gibil's not going to be going first in most exchanges, I feel like I want him to have a way to pack a punch. Let's give him a stunt called Flash-Bang: Because I carry small explosives I can attack every opponent in a zone, but I have to act last in the exchange.

Gibil has money, too, so we'll give him a stunt called Well-Off: Because I'm wealthy I get a +2 to Cleverly Create an Advantage by buying goods and services.

And, finally, let's lean into my Hermit nature and take a stunt called Think It Through: I get a +2 to Carefully Overcome an obstacle if time is not a factor.

Gibil is in his 40s. He's got black, curly hair and a full beard that's graying a bit in places. He wears well-made clothes, but isn't one for flashy colors or accoutrements. The exception is his gold pocketwatch; it was a gift from a horologist who has just started using a new method of making parts, and Gibil loves it, but such watches haven't really caught on in the city yet.

And that'll do it! I might run this at some point; we'd have to fill in some gaps, but when don't we?

H.P. Lovecraft Academy: Field Trip to the Fitzgerald!

Yesterday we were supposed to play Chill, but as we're still in a pandemic despite most of the country's insistence on sticking their fingers in their ears and going "LA LA LA", sometimes plans change. So we played another session of H.P. Lovecraft Academy instead! 

It's a bare month after the Night of the Festive Gourds, and five of our intrepid first-years - Alice Quinn, Trudy Dell (and her weird little servitor Glimmer), Ethan Grayson, Cassie Peterson, and Luna Lavender - have been chosen to take a field trip to the wreck of the Edmund Fitzgerald. (Please note: science leaves the building about now and doesn't show up again.) They fly out to Sault Ste Marie, and on the plane ride over, Alice regales everyone about all the fact she's learned about the shipwreck, and about the many occult conspiracies about what might have sunk the boat and whether the "witch of November" was a real witch. 

The professor that's brought them on this trip, one Keziah Jenkins, is the chaperone, along with her husband and three seniors - Walter, Frank, and Mason - who are all very muscular and not overtly interested in history (Walter is strangely fuzzy all over, Frank just started classes this month despite school having been in session since August, and everyone says Mason has a servitor but is just really terrible at communicating with it). It occurs to the students that normally Prof Jenkins brings seniors on this trip, not first years, but they aren't sure why the change.

The students get driven from the airport to the docks and board a boat to take them out into Lake Superior. Cassie asks if they can go to the museum first, and Alice agrees enthusiastically, but Prof Jenkins tells them that their time to go out on the lake is limited - they'll have to hit the museum on the way out of town. Everyone gets on board and puts on a life vest. Ethan feels a little queasy, but keeps it under control. Cassie stands on the bow and sings "The Wreck of the Edmund Fitzgerald" loudly, and then transitions to reciting "The Rime of the Ancient Mariner" ("it's the only boat-poem I know!"). She also holds her pet rock, Felicity, up to let "her" see the water. 

They arrive over the site of the wreck, and Prof Jenkins has her "assistants" pull tarps off a big conveyance hanging on the side of the boat. The students all stare. "What the heck is that?"

"It's a bathyscaphe," she says. "Hop in."

There is, um, a moment of consternation from the students, as a couple of them seem to remember a similar craft imploding in the deep ocean somewhat recently, but Prof Jenkins reassures them. First, that guy was an idiot. Second, I'm a witch. This convinces the students (well, mostly Alice; Cassie was the other one who was concerned but she needs the grade because social studies is her worst subject). They climb aboard, Prof Jenkins pulls a lever, and the bathyscaphe crashes down into the lake.

Prof Jenkins starts steering it downwards, everyone's ears pop, and then she levels it out and throws a level. Viewing windows open in the floor, and the students can look down at the wreck, the boat broken in half on the lake bed. Cassie, Luna, and Alice also see...light? Angles and circles and weird geometrical designs connected by the pieces of wreckage, forming shapes that have no business existing here. (Trudy tries to look, but Glimmer keeps getting in her way, almost like she doesn't want her to see.)

Alice looks up and sees Prof Jenkins looking at the students and holding a pendulum over her palm, clearing casting some kind of spell. Alice calls attention to it, but by now she's been talking so non-stop that no one really pays attention. The bathyscaphe continues into the dark, and pulls up next to the stern section of the Edmund Fitzgerald

Prof Jenkins throws yet another lever and a back section of the craft opens, revealing rows of suits and big glass bubbles helmets. There's a collective "WHAT" from the students, but the older kids start suiting up, and, shrugging, Luna and Ethan follow suit ("are these gonna fit us?" "Yes, they'll be fine, suit up"). Cassie and Trudy grudgingly go along with it (Cassie needs this grade, after all). Alice digs her heels in - this is a terrible idea and she doesn't want to drown - but finally Prof Jenkins opens a locket and blows something into Alice's face, and suddenly the suit doesn't seem like a bad idea, everything will be fine.

Ethan asks after oxygen tanks, but Mr. Jenkins affixes his helmet and writes some runes on the side with grease pencil, and suddenly Ethan feels a rush of air. He smudges off the runes just to see what will happen, and the runes reform themselves. Mr. Jenkins glares at him. "Don't do that." 

Everyone crams into the back section of the bathyscaphe, and Prof Jenkins shuts them in and opens the airlock. They file out onto the bottom of Lake Superior, and following Jenkins' lead, tap a small box on their shoulders to turn lights on. Only Cassie and Alice have working lights, however. Cassie notices that Mr. Jenkins and the three upperclassmen head off in the other direction, and mentions it, but Prof Jenkins says they'll catch up with them later.

They enter the stern section of the boat, and Prof Jenkins tells them to look around, see what they see, find interesting stuff. Alice doesn't want to get any further into this than she has to, and hangs around back by Jenkins. The others go exploring, though, and Cassie goes to pick up a weird-looking rock. She quickly realizes, however, that it's a skull! She pulls up and discovers the body of a man dressed in a cook's apron, and yells "Body! We've got a body! A cook!"

Everyone looks over, but the cook suddenly moves! It bangs its ladle on the rubble and yells "Fellas, it's finally time to feed ya!" And more corpses start squirming out of the rubble.

The zombies converge on the students and try to grab them. A couple manage to grapple with Ethan and Luna, but Ethan wriggles free and Luna kicks one of them in half! Some of them head toward Alice and Jenkins, but Jenkins steps in front of Alice and unleashes a blast of light at the cook. It glances off without hurting it, and Jenkins curses under her breath. 

Cassie calls on her power of oneiromancy to put zombies to sleep, figuring they were in a kind of sleep down here anyway, and manages to make a couple of them collapses. Trudy sends Glimmer to frighten them away, and Glimmer pulses with all of the weird, otherworldly "color" she can manage, and a bunch of the zombies flee. Trudy also realizes that a powerful enough spell could probably put these zombies down, and yells out to Alice.

Alice, initially, is too focused on her immediate issue to listen - she casts magical blasts at some zombies but doesn't manage to slow them. Luna dismembers another one ("Did you join the Karate Club or something?"), and Cassie clunks the cook-zombie on the head with Felicity. Prof Jenkins, now being grabbed by said cook, casts a spell and a speargun appears in Cassie's hands. 

Jenkins and Alice finally manage to get on the same page and cast a banishing spell together, destroying a bunch of the zombies. Cassie fires a spear at one, but misses and nearly hits Luna ("Watch it!"). Finally, though, the cook falls inert, and with it, the rest of the zombies.

The students pull themselves together and confirm there are not rips in their suits. Someone asks Prof Jenkins if this happens every year; she says that it's a first. She conjures up some light in the room so they can poke around more, if they want, but mostly they're looking to get out (after all, there were 29 men on the Fitzgerald and that was only 11). Cassie spots something - an eyeglass case, much too new to belong to one of these men. It has the letters "CQ" written on it.

Alice sees it, and realizes it might belong to her brother, Charlie Quinn. He disappeared when he was a senior at HPL Academy, and while he never mentioned this field trip, he was taking history that year! Cassie doesn't want to give up her find, initially ("I need this grade!"), but then it's suggested that Alice might be able to use magic to "read" the object, and Cassie relents.

Alice casts the spell, and sees Charlie, Prof Jenkins, and some other seniors down here in the stern. They find the bodies, but the zombies don't stir. Charlie opens a pouch on the side of his suit to retrieve something, and his eyeglass case falls out, unnoticed. In the memory, Jenkins starts ushering them toward the bow of the boat, walking across the riverbed, and Alice follows, focused and entranced. In the present, Jenkins bids the other students to follow, and they all walk toward the bow section.

In the memory, Alice hears what she thinks is a scream, but it's memory through the weird communication of the helmet, so she can't be sure. She arrives at the bow and finds that there's a barrier, beyond which there's...no water. She steps through it and drops a few inches to the ground (no longer buoyant) and looks around.

She sees three big stone slabs with manacles attached. The three upperclassmen and Mr. Jenkins are fiddling with them, preparing...some sort of ritual? Everything here is lit by bio-luminescent fungus and plants, and Alice can see the connections of the weird, eldritch angles and curves that all of this produces. 

The other students and Prof Jenkins enter, and Jenkins takes off her helmet and suit, and motions of the students to do the same (some of them take off the helmet, but no one is quite brave enough to remove the suit). Cassie looks around and, drawing on her Eldritch Lore, quickly realizes that stone slabs with manacles typically mean someone's getting chained to said slabs, and nothing good happens after that. 

And indeed, Prof Jenkins very matter-of-factly tells Luna, Alice, and Cassie to get on the slabs (Ethan and Trudy can go back to the bathyscaphe and wait, if they want, she says dismissively). When they ask why, she replies that she needs their "insight" to open "the gateway to the City of the Elder Gods." Alice asks if she needed Charlie's insight, and she looks confused for a moment, and then smiles. "Oh, yes. He was very insightful." 

"I think this is more about our insides than our insight!" says Cassie, pointing to the shackles. As if to prove the point, Frank and Walter grab Alice and yank her towards a slab to chain her down! Ethan, now able to make best use of his mutation, stretches over and grabs all of the suits (the ones belonging to the Jenkins and their henchmen), figuring to hold them hostage. Alice tries to blind her captors with magic, but doesn't manage to get free in the process. Mr. Jenkins leaps up on the slab and pulls Alice further along, and Mason charges for Cassie, but Cassie calls on her powers of Oneiromancy and puts Mason into a deep sleep. 

Trudy reaches out to Mason's erstwhile servitor and finds it - a great, big, squishy, conical creature with lots of flat limbs. It's very enthusiastic to have someone to talk to, and apparently not very bright, as Trudy cannot get it to do anything useful. Ethan stretches out and tries to leech life out of Mr. Jenkins, but upon touching him realizes that his body is dead. "He's a zombie!" yells Ethan. "Focus on the prof!"

Luna, figuring it worked on zombies, kicks Prof Jenkins in stomach. Alice angrily centers a blast on herself, but only damages her own body more than her captors. Cassie pushes her Sandman power on Prof Jenkins to make her sleepier, and Ethan grabs the Prof and sucks the life out of her. She collapses, weak and nearly dead, and Mr. Jenkins leaps on Ethan's back and starts trying to chew into his suit.

Ethan shoves him off and pulls Jenkins to a slab to chain her down. Mr. Jenkins leaps on the chain and tries to chew through it, but his teeth crack and break. Alice manages to get a hand free and blasts Walter and Frank into unconsciousness, and joins the others. 

The students discuss what to do. Alice demands to know what happened to Charlie, but Jenkins isn't talking and Prof Jenkins is unconscious. Trudy sends Glimmer to use her weird, eldritch glowing powers to intimidate Jenkins, and Jenkins' mouth opens wide and a huge rat-creature with a human face pulls itself out of him. It sits on the slab and demands that they don't harm his wife, and Cassie says that she's amenable to an agreement.

But Alice isn't. She uses her object reading spell again and sees what happened to Charlie. In the vision, he is chained down and Prof Jenkins touches his temples. Light streams out of his nose and mouth, and for just a moment the angles and curves are illuminated...but then they fade. Prof Jenkins cries out in disgust. "Damn! Next year, then."

The vision fades, and in a fury, Alice blasts Prof Jenkins with a magical bolt. Her body bursts into flame, and the Jenkins-rat leaps on her body, screaming "NOOOO!" They both burn together, and everyone turns and glares at Alice. 

"Now who's going to give us a grade!?" demands Trudy. "Also, how are we getting out of here?" 

"Yeah," says Cassie. "You know how to drive a bathy-thingie?" 

Ethan glances over and sees that the barrier that keeps all of Lake Superior out is starting to waver. "Um, guys?" They quickly stuff Frank and Walter into suits, and wake Mason so that he can put his own on. Ethan wraps up the two unconscious ones in his floppy arms and they all get their helmets situation just as the water rushes in.

They swim against the sudden current back to the bathyscaphe, and are faced with another problem: there are a bunch of levers and they don't know which one closes the door and opens the airlock. Ethan tries one, and the whole thing starts to ascend. (Trudy: "WHY WOULD YOU PUT A LEVER THAT DOES THIS ON THE EXTERIOR?!") Ethan, Cassie, and Alice hold on tight, but Luna and Trudy lose their grip. Alice tries to cast a spell to save them, but she's tired and out of components (and Bennies). Trudy just holds on to Glimmer, who can float if she wants, but Luna starts to get left behind in the dark waters.

Trudy, desperate, reaches out to Mason's weird servitor and asks for help. A few moments later, the bathyscaphe surfaces and the students flag down the boat they were on. They're hauled up, and as they're pulling off their helmets, a flower-like spout of gelatinous water erupts and the servitor spits Luna out onto the deck ("pleah"). 

"Weren't there more of you?" asks the captain. 

"Yeah, we lost a few," says Ethan. 

"Ugh, you damn people from Lovecraft Academy," he mutters. "Every year this happens." He throws the boat into gear, and starts heading back to port.

Thursday, January 11, 2024

Character Creation: Xandoria Galaxies

Not off to a rip-snorting start for the chargen project in 2024. But that's OK! I can still make 10 for January if I'm diligent and don't choose anything that makes me spend three days overcoming the "NOOOOO" response!

Like this game, dammit.

The Game: Xandoria Galaxies
The Publisher: Dilly Bean Games
Degree of Familiarity: None
Books Required: Just the one

The thinking here was that, for the first few months of 2024, I wanted to do only games I have in PDF but not hardcover. I used to have so many more of those than I do now, but years of prioritizing them in this project and spending most of my gaming dollars on books rather than PDFs (and fewer bundles on Drive Thru, as I think about it - I think all the hotness is on itch nowadays, but I'm reluctant to buy bundles off itch because a lot of the games included in them are zines or otherwise half finished, and generally they don't have the same bang for the buck) have changed that ratio. Now only about 50 of the games on the list are PDFs, so I figure maybe I can whittle that down to nothing over the first half of the year. I dunno, it's an artificial milestone, but aren't they all?

I picked this game because...I dunno, it's got a weird name? But then I read it, and it's a whole lot of "eh." It's a sci-fi, maybe space-opera kind of thing, but like, the first 10 pages are a couple of pages of fiction, a couple of pages of intro, a couple of pages of setting, and then in with the raspberries. The system is a percentile kind of thing, and that's fine, but man, is this book ugly. And aesthetic isn't my first concern, but like:

WHAT THE CHRIST

So yeah. Also it's just very amateurish; I don't really know what the game is about and it doesn't really hook ya. The game's been out since 2011 and there's no reviews or even ratings on DriveThru. But it's on the list, so it's getting a character!

There's actually an 11th step, but it's equipment-related, so you know I'm not too worried about it. 

Now, basically I can be a robot, a human, or a hy-man (a weird genetically enhanced human with pointy ears and affinity for magic). I dunno, let's just make a fighty robot, how about?

Aaannnd there's no place to write race or class on the (extremely garish) character sheet. Must not be important. Or name, for that matter. 

Well, anyway, next is Class. Let's do Protectorate! A "protectorate" is usually referring to a place, not a person, but whatever. 

Now, I don't know what to do with those text boxes, but maybe it'll get explained later. Next step is Primary Stats! 

The stats in this game are...well, you can see them in both of those boxes: Rumble, Agility, Might, Moxie, Smarts, Perception, Spirit, or RAMMSPS (ram's piss?) for short. I'm meant to roll 2d10 for each one, and then roll one more time so I can "replace a bad roll" (no word on what you do if all your rolls suck). So here we go!

Rumble 9
Agility 14
Might 7 (oof, weak robot)
Moxie 13
Smarts 17
Perception 12
Spirit 7 

And my extra roll gives me...7. So no point switching anything out. OK, then. 

Now, do I add the bonuses listed in those boxes to those rolls? It never says, and there's no example of chargen, but then again the word "DRAW" gets used all over the book and it's never defined as far as I can see, so that's the level we're on.

(Was this game made by a bunch of 9-year-olds? That would actually explain a lot.)

Well, moving on, let's assume we do add these bonuses in. That would give me:

Rumble 13
Agility 18
Might 10
Moxie 17
Smarts 20
Perception 18
Spirit 8

Health is the sum of the first four stats (58) plus 15 for being an android (73) plus 20 for being a Protectorate (93). Wild is the sum of the last three (46) with no boosts. DRAW is equal to my base Spirit, which is 8, but can I even use DRAW? I can't use DRAW Disks, whatever the fuck that means.

Now we buy "cheats." (Little yellow squeaky things that somethetimes steal my ladytypes?) And these...oh, come on. We total up the primary stats (104), and I can spend that much on Cheats, each one costing 20, so I can buy 5. But like...so you get less if you rolled shittily for your stats? That's bad game design, guys. 

Well, one thing you can do is spend a Cheat to boost a stat by 10. JESUS. I have no idea if the math works out, here. All right, well, I want my robot to be stronger, so I'll blow 3 Cheats (sounds dirty) and boost my Might to 40, the maximum. Presumably that also raises my Health by 30 so WHY AREN'T DERIVED TRAITS AT THE END eh. That's a thing that not even Savage Worlds has figured out, I can't expect this day-glo mess to get it. 

For my other two, I'll take Lucky (reroll 4 failed rolls...per session, I guess?) and God Mode (subtract Moxie from damage, presumably incoming damage). 

Assign points to basic actions! Uh...this is not addressed in the section following the page on chargen, so I guess we don't actually do that? There's nothing on the sheet about it, either. So I'ma skip it.

Optional: Pick Flaws! You know, normally I'm all about it, but today, since it's optional, I'ma skip it.

Determine Extras. Cool, Extras are different than Cheats, I guess. Oh, wait, you get those in play, so...why is this a step in chargen?

(I mean, I can guess why: Because no on except the author(s) have ever run this game, so no one ever made a character for it without the author(s) sitting with them, so no one has ever stress-tested this process and this version of the chargen process is probably several incarnations behind the finished rules. But anyway, I'ma skip it.)

Pick a persona! And then it goes into Good/Neutral/Evil. I mean...I'm an android, I think Neutral is fine. 

And then determine age, which can affect stats, but like, I'm a robot, I don't age. 

Jesus fuck, fine, done. My robot is named Cube (his serial number starts with QB). He's kind of boxy and made of some real shiny, blue metal. That's as much definition as this requires. 

Board Game: My Father's Work

cough cough Huh, dusty in here. Well, I was out of town and then back to work and etc. 

The Game: My Father's Work
The Publisher: Renegade Studio
Time: 3-4 hours
Players: Me, Amanda, Gus, Michelle

I've actually played this game a bunch of times, and I don't know why I never did a post about it. I think the first time we played it I wanted to try it again to get a better feel for the game, and then it just slipped my mind. Oh, well, we're all here now. Grab a muffin. 

Game Play: My Father's Work is played over three "Generations," each of which consists of three rounds (Early Years, Middle Years, Late Years). The conceit is that each Generation is literally that - you're pursuing the "Great Work" that the first Generation pioneers, so yeah, you're mad scientists. The basic core of the game is worker placement, but it's so much more involved than just that. 

So the first thing, we choose a scenario. Three are included in the game; for this one we played "Fear of the Unknown".

And then you also need the companion app, which presents the particulars of the scenario, prompts you to enter a name for the town and for each player, and will occasionally present letters and other messages that the app sometimes reads you (but not everything has a voice recording).

That's all very well, but what are the game board and pieces like? WELL.

Resources; note the little glass vials (little glass vials? little glass vials!)

Every player gets one of each of these figures

And one of these cool estate boards!

Anyway, each round, players go 'round the table placing their figures. One of them is your "Self", which has more options; you can take any kind of action, if you take an action in town you basically get to take it twice, that sort of thing. Other figures are your Servants (you can take town actions, but if you take estate actions you might lose the Servants because they have the very understandable response of "THIS GUY IS CRAZY"), and others still are Caretakers (who can't take town actions at all because they have the Innsmouth Look or something). 

Actions in town consist of gathering Resources (those little glass vials, animals, corpses - usual stuff), going to church so your Creepy meter doesn't get too high and you get run out of town, buying upgrades for your estate, and often special actions that get unlocked through various twists and turns in the given scenario. Estate actions include performing experiments (which cost resources but usually give you knowledge), recording knowledge (which means you're assumed to have that particular resource for later experiments), and, if you're stuck for something to do, dealing with the estate so you can get some money or swap out experiment cards. 


After every round, something in the scenario progresses. Ours wound up including both Dracula and the plot of Frankenstein - we failed to make the creature a bride so it showed up and murdered all our spouses, so we went into the last Generation with one fewer Servant (the Spouse is a specific type of Servant; no actual servitude is presumed). 

At the end of a Generation, everything kinda resets, most resources go away, and we start anew!

There's more I'm leaving out; I mentioned a Creepy Track. There's also an Insanity Track, which can give you Compulsions, which if not tended to before the end of a Generation gives you a Maladjustment for the next one, which can cost you points. But in any case, completing experiments gives you victory points (as do a few other things in the game, but experiments are the primary way to get them), and whoever has the most at the end of the game wins!

Opinions: My Father's Work astounds me somewhat. There's a lot to it, a lot of moving parts, a companion app that is 100% necessary to play the game, and yet it all flows really smoothly in play. What's more, the vast amount of fiddly toys that come with the game mean that my friends with attention issues always have something to do.  

Even when not looking at the app

The production values and the replayability are both fantastic. About the only issue is that it takes so darned long to play (it's basically 2 hours at absolute minimum and it's usually more than 3), but if you allow for that, it's a good time. And honestly I can't believe this game only cost me a hundred bucks. 

Keep? Definitely.

Monday, January 1, 2024

Movie #772: Stardust

Stardust is a romantic fantasy starring Charlie Cox, Claire Danes, Michelle Pfeiffer, Robert De Niro, Mark Strong, Ben Barnes, Nathaniel Parker, Kate Magowan, and Sienna Miller. It's based on the novel by Neil Gaiman, and directed by Matthew Vaughn.

Young Dunstan Thorn (Barnes) lives in the village of Wall, and commits the crime of crossing the eponymous wall into what he perceives as an empty field but is in fact Faerie. There, he meets an enslaved woman who claims to be a princess (Magowan), has a brief fling with her, and 9 months later gets a babby delivered to him in Wall. Said babby grows up to be Tristan Thorn (Cox), who falls in love with a local mean girl Victoria (Miller) and resolves to find a falling star that they spot together as a token of his love.

So he sets out over the wall, and into Faerie, and it turns out that the star that fell is a beautiful woman named Yvaine (Danes) who doesn't much appreciate being an engagement present, but goes along with it because Tristan has a magic candle that can get her home. Other folks are looking for her, too, though: Prince Septimus of Stormhold (Strong), having killed most of his brothers (his eldest brother Primus (Jason Flemyng) lasts the longest, though not through the second act), wants the ruby she's wearing because it'll make him king. (The ruby knocked her out of the sky in the first place; it's a whole thing.) The evil witch Lamia (Pfieffer) wants to cut out her heart because eating it will make her and her sisters (Joana Scanlan and Sarah Alexander) young and beautiful again. Tristan doesn't understand any of this, of course, he just wants to get home. 

The two of them therefore journey across Stormhold, get in various misadventures, and wind up aboard a flying pirate ship captained by a Wall native obsessed with England - he's even named himself Shakespeare (De Niro). Eventually Tristan realizes that Victoria is a schoolboy crush and Yvaine is the real thing (he leaves Victoria to his rival Humphrey, and I'm only mention that because he's played by a young and skinny Henry Cavill), they get yanked back to Lamia's castle, Septimus shows up and gets voodoo-drowned, it's a whole thing. And they marry and become King and Queen of Stormhold, because get this, the captive princess at the beginning? Tristan's mother? The long-lost sister of Septimus and the others, making Tristan heir to the throne! 

So it's a fairy tale, but it's a fairy tale with some very talented actors and some really beautifully done practical effects, and directed by someone who knows how to marry violence, sex, and humor (see also Kingsmen). I go round and round about whether the addition of Shakespeare and the lightning pirates is necessary, but I do enjoy De Niro's performance (plus we get to see Dexter Fletcher rolling his eyes and reminder De Niro to butch up, which isn't something you see often). Michelle Pfieffer playing a villain is also fun, and of course Charlie Cox (later to play Daredevil) has a charming naivety to him that he manages to keep even after learning to fight. 

Gaiman's novels often have an internal logic to their magic that doesn't always come across in other media, and I kind of wish that we'd gotten to see Tristan's magical heritage come through a little (in the novel he instinctively knows where everything in Stormhold is), but that's a minor quibble. It's a light and fun romantic story, well told. 

My Grade: B+
Rewatch Value: Medium

Next up: Stargate