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  • The Art of Game Design: A book of lenses
    The Art of Game Design: A book of lenses
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Entries in scenarios (10)

Tuesday
02Feb2010

The Ghouls of Brixton

Here's a game scenario I plan to run at some point soon. It's an intersection of history and horror, which I think is a lot of fun, especially because it's an opportunity to use some old Clash, Pogues, Specials, and Damned recordings as background music for the game session.

(For the record, I know Brixton's nowhere near Birmingham. I was just riffing on a Clash song title.)


In late May of 1984, a night-mist rolled inland to Somerset, leaving in its wake a horror.

Few noticed immediately. Those who did, though, acted swiftly. Within hours, a small boat troop of SAS agents performed an insertion mission to Somerset, but only two returned. They were unable to make a final report, and could only rave about a cannibal bloodlust. Aerial surveillance of Somerset revealed innumerable corpses lying all about the city and surrounding landscape, many of which had been stripped of flesh.

Field research revealed that a blood-borne "entity" was to blame. Those "infected" became ravening monsters, losing all sense of self and self-preservation and seeking only to kill and feed on the flesh of fellow men.

The Prime Minister passed the Special Citizens' Act in an emergency session of Parliament. This measure gave Special Branch the authority to detain – or liquidate – any citizens suspected of having a connection to the disaster. Paranoia spread as quickly as the tragedy, and hastily built detainment facilities teemed with thousands of prisoners across the country. Special Branch arrested anyone and everyone, victims of the horror and suspected conspirators alike.

It wasn't enough. The horror spread too quickly. The detainment camps collapsed. Terrified people rioted, looted, and destroyed places suspected of being havens for the infected. The United Kingdom was a ruin.

The World Health Organization and the United Nations quarantined the island. International forces established three camps, one in Liverpool, one at Dover, and one in London, where they could evacuate those who proved to be untainted by the entity. A broadcast transmission implores survivors to make for the quarantine camps if they can make the trip.

You are one of those survivors, still clinging to life two weeks after the disaster. You and a few other individuals have convened in the basement of a block of council homes in Birmingham. The closest camp is Liverpool, just under a hundred miles away to the northwest. It's by far too dangerous a trip to make by oneself, especially since it's unknown what obstacles lie between here and there, but with the safety of numbers, it just may be possible.

Character Concepts

It's mid-1984 England. Before the disaster, England was a hotbed of unrest, where the rich got richer and the poor got poorer. Margaret Thatcher, the Iron Lady, led the UK's Conservative Party into the Falkland Islands conflict, against the European Union, and toward privatization that favored the already-wealthy and left everyone else enraged and disenfranchised. Working-class concepts are appropriate, as are the 80s English archetypes like skinheads, punks, goths, rebellious students, revivalist mods and rudies, displaced IRA sympathizers, soccer hooligans, and privileged children of wealthy families.

This is a survival horror scenario, so we'll be starting with utterly inexperienced characters. Build a stock, new character out of the rulebook, or give me a three-sentence character concept and I'll work with you to put it into game terms. Don't fret about inventory — it's just you and what you have in your pockets.



Wednesday
24Jun2009

Actual Play: Death Drums on the Thunder Plains

Nobly, the heroes sallied forth to strike down the goblin foe plaguing the Thunder Plains. Ignobly, they were ground to paste, and only the aptly named elven avenger Angrist survived. A dead tiefling bard, a dead dragonborn paladin, and a dead eladrin wizard still remain as corpses on the battlefield.

The goblins came foridably to battle, bringing archers, infantry, and spellcasting support. Four sharpshooters, three hexers, and six skullcleavers crept across the plain to slaughter the pilgrimage, and, well, they did a damned fine job.

Neither side had a terrain advantage on the open plain, but the goblins' numbers and diversity gave them an insurmountable edge. Magic support plus ranged weapon support plus vigorous (if rudimentary) melee fighters equals 75 percent dead PCs.

The party spread itself too thin, you see, and the wily goblins filled in the gaps, isolating individual good guys and hacking them to flinders. Certainly, the monsters had the advantage of numbers, and they maintained that upper hand throughout the majority of the fight. Although supremacy teetered back and forth in the early stages of the fight, once the goblins had taken the lead, they kept it, to the bloody end.

Notable Positive Experiences: The avenger -- a movement-based class -- was the victim of a stinging hex that inflicted damage if he moved. Lo, the irony. Ultimately, while under the curse, he sucked it up and moved, which was a dramatic moment to see. A broad selection of enemies made for an interesting combat, as opposed to a lot of the same creature type, which makes for a fairly one-note encounter.

Notable Negative Experiences: The party separated early, so a lot of the synergies between party members just couldn't happen once the goblins had them on the ropes. The leader bard was isolated, so none of his battlefield control made a tinker's damn of difference. The wizard survived a few clumsy attacks on the part of the goblins, but was also isolated, and with any competency at all on the part of the enemy, would have been chum earlier than she already was.

Also, "just add more enemies" isn't that simple. Previous lunch scenarios had belonged entirely to the players. They had no reason to balance their per-level expenditures so they basically went in with all guns blazing. I doped up the number of enemies to challenge them more, but I added too many, and once the fix was in, it was lights out for the players, who should have still maintained the advantage.

It also didn't help that the scenario too two lunch periods to play, and they were three weeks apart. hey, we were busy. Anyway, this probably could have been solved with a greater degree of fine tuning.

Despite all this, I still can't take goblins seriously. Too much Warhammer or Warcraft, perhaps. I imagine my goblins more like those in the Lord of the Rings movies, but their presentation in much of fantasy roleplaying is more like misguided comic relief, kind of like green gnomes. Also, fifty-three hit points is a lot for a goblin jabroni.

Monday
25May2009

Scenario: Neflim Pass

Neflim Pass (Thursday, 5/21)

Neflim Pass was the site of a battle between the barbarians of the north and the soldiers of the Kingdom of Galbez.

A curse levied by one of the barbarian witch-priests has rendered Neflim Pass a blighted chasm. The bodies of fallen soldiers on both sides of the conflict rise from their bloody resting place to torment those who would travel the pass. Despite winning the battle, the citizens of Galbez still suffer under the plague of the deathless fallen.

Only the heroes stand between the restless dead and the terrified folk of Galbez.

(Character creation: 2nd level, anything goes. PHB, PHB2, and FRPG are permitted. Backgrounds are allowed. Use and advance your previous character if you’re in Tuesday’s game.)

 

Wednesday
20May2009

Actual Play: Rundig's Keep

Into the dungeon delved a potent party of noble adventurers, intent on reclaiming Rundig's Keep. The keep was an outpost on the far reaches of an empire a thousand years lost, and the heroes investigated it to help push back the savage frontier. Located near the modern city of Secundum, Rundig's Keep will serve as a base for the reclamation effort of the surrounding desert badlands.

Consisting of Althea (eladrin wizard), Gabriel (dragonborn paladin), Path (tiefling bard), and Angrist (elven avenger), the party encountered a hidden warren of ratmen in the ruins of the keep. They made short work of the foot soldiers -- bit in exterminating them, disturbed a nest of stormclaw scorpions.

The avenger and the paladin boldly rushed into the fray, locking down the bigger threats while the wizard got off to a rocky start with area effects that brought down the minions. Gabriel and Path found themselves grappled and electrocuted, which took the paladin to death's door twice. Judicious healing and clever maneuvering by Path revived the paladin and kept the scorpions arranged so as to be caught in the nimbus of Althaea's fire spirit. Angrist eviscerated one of the more formidable ratmen warriors, so terrifying another one to such a degree that he jumped back into the depths from which he came.

Thus, with one lone, surviving ratman in desperate retreat, Rundig's Keep belongs once again to civilization.

Notable Positive Experiences: Minions are fun. It's especially exciting to watch a bunch of baddies go down in a doomed mass when a wizard or other area-effect character does her thing. It's extremely empowering for the players to watch it happen, and if you're using them right as a DM, you can pat yourself on the back for having them provide that morale-boosting powerkill. Angrist, using an action point, hit a double-critical with an encounter and a daily power that left a smoldering crater where his adversary once stood. Much fun to see, and to witness a first-level character dropping 40+ points of damage in a single turn.

Notable Negative Experiences: None. This one flowed pretty smoothly, and concluded in the timebox. The stormclaw scorpion felt a little tougher than I expected for a first-level soldier, but that's not really a complaint.

 

Monday
18May2009

Actual Play: The Jungles of Thresh

A bold band of heroes journeyed into the dreaded jungles of Thresh to discover what perils lurked therein and to fight them back past the borders of civilization. A clearing in the jungle where a waterfall emptied into a pool with a natural arch above it marked the location of the encounter. Something foul and atavistic made its home in the rocky walls of the waterfall -- the debased descendents of men who once ruled an empire that spanned all of Thresh.

The six heroes closed ranks as the menace advanced upon them. One of the creatures, emerging from the jungle behind them, charged and struck true, injuring the cleric and bard who had been holding the back of the line. Another dashed out of a copse of dense jungle undergrowth while another pair stormed across the natural arch. A third pair descended from the top of the waterfall, and these seemed to be some sort of sorcerers of their ilk, as they moved by teleportation.

As the party engaged each pair of the reptilian subhumans, the sorcerers teleported down the side of the waterfall, dazzling the heroes with some sort of invasive mental manipulations. The sorcerers proved too slow, however, and by the time they made it down the waterfall, the heroes had already put most of the savage, four-armed shock troops to the sword…

…When some sort of bizarre, tentacle, crocodilian horror dragged itself out of the murk of the pool at the waterfall's base. It focused its attention on the paladin, who kept it enthralled via divine challenge, while the party focused their attacks on it. They managed to defeat it before it pulled the paladin into the mire, but only just, and a single turn spelled the difference between victory and a watery death for the paladin.

With the crocodile-beast dispatched and the reptile-men screaming in cold-blooded hell, the sorcerers were no match for the battle-hardened warriors. In tandem, they would have been dangerous, but the efficient combatants in the group dismantled the jungle threat piece by piece and emerged victorious.

Notable Positive Experiences: Group dynamics continue to be the single greatest facet of 4e. When a party puts its abilities together to take on foes, they're a powerhouse. When someone breaks ranks and charges in recklessly, he fares less well. I really like this, as it keeps the group working toward a common goal instead of ambling off on their own doomed solo jaunts during which I feel bad about killing them for their own mistakes.

Notable Negative Experiences: 4e usually runs quickly. Not so this time. Part of the problem was group size, as we had six players, and part of the problem was that not all of the players had their actions cards preformatted, meaning that some of them had to rifle through the books to figure out what they wanted to do. Normally, you'd say "figure out what you're going to do in the downtime between your turns," but 4e is so tactical that the best thing to do might literally change with the action of the person before you. While it was still exceedingly easy to run and adjudicate, it just took longer than we had set aside as our time box.