Sunday, March 1, 2015

Fate, Bloood & Seven Sins: Some More Thoughts

After reading some feedback last week and thinking about the hack (game) myself, I am going to take stock again. Where am I at? What do I want to accomplish? What parts need to be addressed by the hack.

First off, I've decided to drop FAE Hack from the tags of Fate, Blood & Seven Sins articles. Even if the simplicity of the FAE approaches was the first inspiration for the Seven Sins, I want to tap into the wider ideas of Fate as presented in Fate Core and the Fate System Toolkit. I'd also like to push the boundaries of a Powered by Fate game in terms of adherence to the traditional character components (aspects, skills, stunts, stress, and consequences). So I am going back to Fate Core as the starting point and will see what the Fate System Toolkit can offer for my hack.

My current plan is to describe player characters with:

  • Aspects: Named to convey specific information about the character, but not tied to a phase model of describing previous adventures.
  • Skills: Obviously a condensed list of seven skills that describe how you are approaching a particular situation emotionally. Each skill has a specific application, defined in narrower terms than approaches in FAE.
  • Stunts: They will probably be renamed as dark powers or gifts and be from a quite specific list. Currently I am thinking about having five dark powers for each sin, 35 dark gifts in total. This is intended to convey a clear vision about vampires in the game, and also to facilitate faster character creation.
  • Stress: Will probably completely replaced by Hunger conditions. I want to address blood as one of the basic facts of vampiric existence, and also replace stress.
  • Consequences: Might be dropped in favor of Hunger conditions.

Stuff I need to define (not necessarily in that order):

  • The Dark Gifts: This will be an interesting exercise in writing a lot of stunts and defining the way stunts are defined for the game.
  • Conflicts: I have some very specific types of conflicts in mind and how to resolve them.
  • Conditions: What are they? How do you get them? How do you get rid of them?
  • Seven Sins: Each sin needs a more in-depth description than is currently available.
  • Character Creation: I will have to tell how everything fits together to create a player character.
  • Mythology: What are vampires? Where do they come from? What do they actually do and care about?
  • Setting Creation: How the setting creation rules of Fate Core will be applied to the game.
  • GM Stuff: To roll or not to roll? How to define humans, NPC vampires and other tricks.

Tuesday, February 24, 2015

Fate, Blood & Seven Sins: The Seven Sins

The core of Fate, Blood & Sevens Sins are of course the Seven Sins. They describe vampire player characters and what they are capable of doing. They replace the approaches of FAE.

The Seven Sins

Each sin is described from the perspective of someone having a high rating in that particular sin.
  • Envy: Wanting, needing, taking. Envy is used to get things, to take stuff away, to get it into your possession. The impulse to grab, to steal, to cheat and to swindle.
  • Gluttony: Hunger and thirst. Gluttony is used to drink, to feed, to supply you with blood and thus power. The impulse to gorge yourself, because tomorrow there might be nothing left.
  • Greed: Keeping things, defending what is yours. Greed represents your hoarded possessions and your knowledge. You keep them in a tight grip, refusing to let go. Like a spider in a web or a dragon on his hoard, you let nothing escape.
  • Lust: Turning someone on, getting them to do what you want, getting them to want you. Lust is used to have your way with people. You are walking desire. They starve for your attention. You are the flame, they are the moths.
  • Pride: Turning someone down, refusing them. Pride is your armor. Let others bend knee, let them bow. You are too good for that. You will not bend. You will not do as you are told and fulfill other people's desires at your own cost.
  • Sloth: Age cools your blood. With age comes power. Sloth represents that. Your blood  turns cold in your veins. It runs heavy, not easily roused. You are a rock, secure in your own abilities. Let them come, you will prevail.
  • Wrath: Violence and the inclination for using violence. Wrath gets you in a fight and sees you emerge victorious. You are uncontrollable, rash, hair-triggered. Always ready to pounce on your opponents and tear their throat out. You don't stop when your opponent is down. You go all the way in your red-hot rage.
I'll post a more detailed description of the Seven Sins later, including the four actions: overcome, create advantage, attack, defend for each.

Sunday, February 22, 2015

Fate, Blood & Seven Sins: Taking Stock

It's been a long time since I took a look at Fate, Blood & Seven Sins my planned Fate Hack (dare I say game?) about vampires. Last I did a lengthy write up in German and had one test game. After that game I shelved the project again. My last attempt included options for building mythology, gifts of the blood and most importantly a definition of the seven sins as approaches/skills and how they interact in a pretty specific way. Play testing went reasonably well. Players were complaining that getting blood was too easy mechanical-wise and didn't feel right (basically, it was just a scene played out without any rolls).

By now I had some time to think about what I am trying to achieve and why:

  • I want a game that appeals to those of my players who like Fate.
  • I want to have a replacement for the current rules set of Vampire: The Masquerade and Vampire: The Requiem available because I find VtM deeply flawed system- and setting-wise, and I don't really like the changes to VtR 2.0. On top of that I find both systems cumbersome.
  • I want a game about vampires, because they continue to fascinate me, and they are the Urban Fantasy I am most comfortable with.
  • I want to use Fate because it is an OGL/Create Commons licensed game engine that easier to hack compared to PtbA. Also Fate is enjoying quite the popularity.

After defining what I want and why, let's take a look at the Vampire games (Masquerade and Requiem) and see what I think their strengths are:

  • A rich and deep mythology, especially VtM shines with its Caine myth.
  • Turning vampirism in a struggle vs. self through mechanics (namely humanity and frenzy).
  • Emphasizing the dependency of a vampire on blood; portraying the vampire as an addict.
  • Faction wars (or rather intrigues) that put the actions of a single character into a greater context.

But I still wanted my game to be different. Therefore I introduced things like mythology and city creation, etc. That was an attempt to differentiate Fate, Blood & Sevens Sins as a toolbox for building your own unique vampire game (kind of like Vampire City). But I realize now that I already have a strong vision of things I want in a vampire game and things I don't want to be there. So, instead of a toolbox the next time around it will be mythology of my own devising. Probably there'll be parallels to existing mythology, but mostly it's planned as a grounding for the game to give it a stronger hook.

What also needs to be differentiated is the genre of the game. VtM and VtR both lean heavily in the direction of horror and intrigue. I know that both games often hit the table as "superheroes with fangs" or an intrigue-load that turns people off. Also, Gothic music still shows its influences heavily in the games. So I am not sure yet, if Fate, Blood & Seven Sins should do things differently. Personally, I like the slick and stylish aesthetics of movies like Blade, Underworld and We are the Night, or the creepy horror of Byzantium and Let the Right One In, or the languid atmosphere of Only Lovers Left Alive.

At the moment, the only thing I have nailed down firmly in my opinion are the Seven Sins. They replace the FAE approaches for doing things. Their definition seems to be valid, in so far that they all do very specific things. Expect to see them here soonish.

That's it. This where I stand, and where my ideas are taking me.

Saturday, September 6, 2014

WH7 The Fountain of Life

My experiments continue. Only two players of the regular group could make it this weekend. So I've decided to include another adventure into the current UK2 The Sentinel module. The adventure is called Fountain of Life and was originally published in the RPG magazine "Tortured Souls". I am using the German translation that appeared in ZauberZeit #8.

Note: Still using the complete PHB and the D&D Basic for DMs V0.1.

Cast of Characters:
  • Grandor, male mountain dwarf cleric (acolyte)
  • Orell Underhill, male stout halfling rogue (spy)
After helping Khelben and company to investigate the standing stones Dancing Dew Maidens, Grandor is sent south to Wolfsdale to find out if Mab, Bruenor and Orell need help in dealing with the troubles at Wolfsdale. After a week of uneventful travelling, Grandor arrives at the village. He is pointed to the inn where Mab and Orell are staying. Mab introduces Grandor to Orell and tells him that Bruenor has taken their drow "prisoner" to Lakehaven to a magistrate located there to get her official papers.

Orell and Grandor go around shopping a bit, but the stores don't really have what they require. Then they see a young man, a blacksmith coming into town carrying a dead man in his arms. The blacksmith is called Travultar and the dead young man is Pugnam. He was bitten to death and a javelin was found at his side. Grandor recognizes the javelin as lizardfolk-made. Also, the bite marks point in the same direction.

Papa Kursk, the village elder, suggests that Grandor and Orell could ask a friendly young lizardman called Tsziktezz for aid in tracking down the lizardmen responsible. Tsiktezz lives in a small valley at the edge of the Mountains of Mist (yeah... I was very Tolkien inspired back in my youth when I came up with names). Papa Kursk tells them that Tsziktezz lives at the Fountain of Life. Grandor and Orell decide to accept the mission in return for a modest payment of 25 gold pieces.

Before leaving the village of Wolfsdale, Orell shows Grandor the strange inscription in blood that they found earlier. Grandor is able to translate the draconic writing. It seems to be a rather mysterious plea for aid, warning of a great evil stirring.

As they prepare to finally leave for the half-day journey to the Fountain of Life, Travultar approaches them and tells them about his brother Trackak. He went missing some three weeks ago. He wears a necklace made of crystals similar to the one Travular wears on his dark haired chest. If they can return his brother alive, he promises them 200 gold pieces. If they can return the crystal necklace to him as proof of his brother's death, he'll still award them 100 gold pieces.

After half a day of travelling into the mountains, Grandor and Orell reach the temple of the Fountain of Life. As they enter the seemingly abandoned caves, they disturb a swarm of bats. After chasing them off, they proceed deeper into the caves. They don't find much of value, and turn back as they encounter a stone guardian on a bridge. Then, Grandor decides to cast locate object in order to find the necklace (good thinking on part of the player). That leads them back to a T-junction covered with wooden planks. As the halfling and the dwarf stand together on the planks, they break through into a watery hole. The oil lamp of Ordell is extinguished as it plunges into the water. Suddenly, only Grandor is able to see anything. They are in 5 feet deep water (pity that dwarfs and halflings are less than 5 feet tall...). Grandor feels that the necklace is near. He dives into the water and retrieves it, while being attacked by a poisonous water snake that has taken up residence in a skeleton. Grandor defeats the snake, then emerges from the water again. He dives back down to retrieve his shield and Orell's lamp. Then he guides the halfling to the eastern ladder. They climb up. But just as Orell reaches the top of the ladder, it basically disintegrates below him and dwarf and halfling fall back into the cold water. They finally get out of the pit by climbing the western ladder. Only real problem: the collapsed T-junction blocks them from the exit of the caves...

They approach the stone guardian. It asks them what they want. They reply that they want to see Tsziktezz. The guardian steps aside and lets them pass. Behind the room with the guardian, stairs lead down to another level of the abandoned temple.

On the second level, they enter a dining room. A loud gong sounds. Food appears on the table and two goblins run out of an adjacent room. The party parleys (that's sensible little folk for you). The goblins want some money, then tell them that they don't know anything about Tsziktezz and let them continue exploring the temple in peace.

In the next room Grandor and Orell find Tsziktezz waiting for them on a marble throne on a platform across water. They talk a bit. He isn't really interested in helping them, but allows them to visit the Fountain of Life. The halfling and the dwarf take him up on the offer.

While investigating the alleged healing properties of the fountain (water gushing out of a solidly golden lizard head), first Orell and then Grandor is sucked into an underground river. Both quickly lose their senses and start drowning...

Both of them awaken at the banks of a small brook, where they have been deposited by the river. It is dark and they decide to take a long rest (being both at 1 hp). On the next morning, they try to find the Temple of the Fountain again, but become hopelessly lost in the mountains. They make camp in the mountains and on the next day walk down into the Weathered Heath again, arriving at the mines of Wolfsdale in the evening. After sleeping at the mining outpost, they are pointed back to the village.

Since Orell lost his equipment in the temple, including a valuable healing potion, they decide to go back to reclaim the equipment. Also they want to talk to Tsziktezz again and get him to help the villagers. But before they leave again, Grandor takes the crystal necklace to Travultar. He is dismayed at the death of his brother, but pays them 100 gold pieces as promised. Orell uses the money to buy some gear.  Grandor meanwhile wonders how Travultar's brother ended up dead in the temple. Something else to talk with Tsziktezz about.

On their way back, they meet a monk called Urquant from the Order of the Grey Cowl. He asks them for help. He was visiting the hermitage of a fellow member of his order, but on arriving he found the brother hanged in a tree and was attacked by two gargoyles. He fled into the wilderness and now seeks help to reclaim the treatises on philosophy the hermit was writing. Orell and Grandor promise to help. In return they may keep all the valuables except the books.

The three make camp. The next day, Grandor changes his line-up of spells and together with Orell comes up with a plan for attacking the gargoyles. First they approach the cave, then Grandor fires a guiding bolt at one gargoyle. Orell shoots that one with a bolt from his crossbow. Then the gargoyles are upon them. Grandor summons a spiritual hammer, then swallows the moonstone containing the blessing of Elissar (god of dreams, wolves and hope). The moonstone dissolves into a salty liquid and the two are blessed. Orell valiantly continues to attack the Gargoyles. Grandor uses all the healing power at his disposal to keep the fight going. Then Orell goes down, Urquant recues him and gives him a healing potion. Meanwhile Grandor falls under the attacks of the last gargoyle. But Orell gets up, and swings on the branches of a tree until he can fall from above on the gargoyle. He finishes it off! The day is saved, The group retreats into the woods around the hermitage and takes a good long rest.

On the next day, the trio investigates the devastated hermitage in the cave. Orell and Grandor find the treasure of the gargoyles and Urquant true to his word allows them to keep it. The actual library is guarded by witherweed. But Grandor manages to find a way around the choking plants. Inside the library, Urquant takes the eight books on philosophy written by the dead hermit into his possession, but allows Orell and Grandor to keep a curious blue book that isn't part of the collection.

Grandor studies the book. Apparently, it's the lineage and chronicle of the Arthog family. The head of the family was responsible for guarding a mountain fortress called Adlerweg. When the last guardian returned from Adlerweg, he brought a curious magic item with him that is called The Sentinel in the text, but isn't described at all. Then the family line faltered with Henryk von Arthog who squandered the family fortune and had to abandon the lakeside villa inhabited by his family. Maybe that's the same lakeside villa that Mab, Bruenor, Chasna and Orell heard about some days ago at the half-orc camp.

Anyway, Orell and Grandor split from Urquant who is really grateful for their help and continue on to the Temple of the Fountain. There, they cleverly use a rope and grabbling hook to bridge the T-junction and talk to Tsziktezz again. Still, the young lizardman isn't moved by the plight of the villagers. But as it turns out, he knows about the goblins in the temple who apparently work as guards for him. Also, he set up the stone guardian on the first level. But unable to get to the bottom of the story, Grandor and Orell leave and return to Wolfsdale,

To be continued...

Friday, September 5, 2014

TJ5 Sometimes Even a Dragon Requires Help... Part 1

My experiment in using modules for older D&D versions continues. This time an adventure module from the old German RPG magazine ZauberZeit #2 (Auch ein Drache braucht mal Hilfe). I've DMed this adventure several times already, once with the D&D Rules Cyclopedia and twice with Tunnels & Trolls.

Notes: The full Player's Handbook is used together with monsters from D&D Basic for DMs V0.1.

Cast of Characters:
  • Aethelric, male half-elf warlock (criminal/spy)
  • Bangrimm, male hill dwarf cleric (acolyte)
  • Bjarne, male human fighter (soldier)
On his travels from Rakurstada to Knuivigi, Bangrimm meets two other adventurers: Aethelric and Bjarne. Together they continue their travels to find safety in numbers this close to the Weathered Heath. In the evening, they arrive at Knuivigi and decide to rest at the Dancing Boar Inn. The locals tell them about a sighting of five dragons near the ruins of Castle Raven's Aerie. The next day, the three adventurers leave for the castle.

As they arrive at the castle, they don't see or hear anything out of the ordinary. Just a ruined castle standing seemingly abandoned on the Weathered Heath. Cautiously they investigate first the outer, then the inner courtyard. As Bjarne moves into the inner courtyard, he is attacked by a vicious brown bear and heavily wounded. During the battle, Aethelric discovers a sleeping green dragon resting in the adjacent courtyard.

After defeating the black bear, the three try to leave before the green dragon notices them. But they are unsuccessful. Aethelric withdraws into the outer courtyard, but Bangrimm and Bjarne are detained by the green dragon. Reluctantly Aethelric moves back in. The dragon explains that he needs heroes to investigate a crypt. He is too big to fit inside, and the first party he sent in failed to return. The green dragon is looking for the Scepter of Yragael, a warlord who lies buried in the crypt. He points them to three healing potions and then herds them down into the crypt. Besides the entrance to the crypt, a temple to Celos, god of the sun and wisdom, sits in the smaller courtyard and adjacent to it lies a small graveyard.

The adventurers enter the crypt cautiously. The find a big entrance hall, where three doors lead deeper into the crypt. Each door guarded by two skeletons. After a short discussion, Aethelric attacks one skeleton with an eldritch blast. All six skeletons start moving and attacking the adventurers. A pitched battled ensues. The tide only starts to turn when Bjarne goes from a purely defensive stance to the offense.

After the battle the group investigates the door to the left and find an old chest containing two jewels. Aethelric investigates one wall and finds two indentions. They put the jewels there and find a hidden room. There, they are attacked by two giant centipedes. After defeating them, they find some more treasures.

Then they listen at the door to the right and hear squabbling squeaky voices. Entering the room, they see eight kobolds engaged in a heated discussion. Another battle is quickly finished, when Aethelric casts shatter in to the room. They find nothing of value and decide to take a short rest before proceeding into the dungeon.

As they continue their explorations, Aethelric discovers a suit of armor that animates as he tries to retreat. As reward for defeating the animated armor, Bjarne takes the jeweled greatsword that the armor was wielding.

Then they arrive at a staircase that leads down into the lower levels and a big double door that leads into a further room. There they discover a strange dimensional door that deposits them right outside the courtyard again. The green dragon ushers them down into the crypt again, as they tell him that they don't have the scepter yet.

The staircase down to the next level is filled with cobwebs. They proceed through the cobwebs and reach a room with a fountain. The fountain bears a small inscription: "Drink and forget all your sorrows forever." Somehow the party doesn't want to be relieved of all their sorrows and continues onward.

Bangrimm falls into a trap where he's attacked by a giant poisonous snake. Aethelric prevents the trapdoor from closing, and Bjarne rescues Bangrimm from the snake. His dwarven resistance to poison definitely helps him survive the attack. While in the pit, he has spied two scroll cases stuck in a skeleton, but didn't manage to grab them.

The group presses on into a large room where a bronze double door leads onwards. First, the decide to take another short rest. Then they try to pry the door open. It is stuck, and won't move. Aethelric has an idea: they use torches to heat the metal and then cool it rapidly with water from the fountain, thus turning the bronze brittle. After that they successfully force the door open.

Behind the door, a corridor filled with spider webs stretches into the dark. They decide to be more careful this time and burn down the webs. Out of the burning corridor they are attacked by two burning giant spiders.

After defeating the spiders, they decide to take a long rest.

To be continued...