In the latest episode of their groovy podcast, Ken and Robin talk gaming Swinging London, the rise of the horror auteurs, Gamestop in Carcosa, and the Hart Island amusement park.
In the latest episode of their groovy podcast, Ken and Robin talk gaming Swinging London, the rise of the horror auteurs, Gamestop in Carcosa, and the Hart Island amusement park.
In the latest episode of their less than wholly Roman podcast, Ken and Robin talk Morning of the Magicians in FALL OF DELTA GREEN, mid-century gothic cinema, our favorite Old Ones, and the final meeting of the Prince-Electors.
In the latest episode of their temptingly powerful podcast, Ken and Robin talk cursed items, DELTA GREEN’s Bay of Pigs, blind French organists, and iridology.
The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are to be had”; therefore, we have categorised these cuttings as FINEST EFFECTS.
All materials tagged FINEST EFFECTS are Handler’s Eyes Only – prospective players of the Borellus Connection campaign are instructed not to read these articles.
Over the course of the campaign – especially in the penultimate operation, MISTRAL – it’s possible that Orne results a dead Agent as an obstacle for the investigators. Here’s how to play that from the point of view of the resurrectee…
The resurrected victim needs to make an Unnatural Stability test (6-point for salt-cut, 8-point for full-on) to cope with the experience of death and resurrection. Full-on resurrectees also get an Addiction to fresh blood (Fall of Delta Green).
To maximise the horror, let the players of the dead Agents play their old selves. The resurrected Agents are brought back in the Tunnels (see Operation MISTRAL). Orne vanishes before they become conscious, but Antonio Gomes waits for them.
When asked to name his favorite monster, Noah selects a deep cut that cuts deep.
The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.
The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are to be had”; therefore, we have categorised these cuttings as FINEST EFFECTS.
All materials tagged FINEST EFFECTS are Handler’s Eyes Only – prospective players of the Borellus Connection campaign are instructed not to read these articles.
Operation HORUS HOURS sends the Agents on a trans-Pacific flight, shadowing a group of heroin smugglers as they fly from Hong Kong to LAX. Some added random encounters to liven up the flight:
Among the reasons for running my light-hearted Fall of DELTA GREEN home variant with QuickShock rules: I can share custom cards I create for it here with you.
In the first scenario, intrepid agents of the Dominion Bureau of Research, an unacknowledged Canadian spy outfit, tracked a mole in the Avro Arrow plant in Malton, ON. Before they could figure out whether he had reestablished contact with a new Soviet handler, they found him melted to goo on the floor of his Kensington Market rooming house.
The possibility existed that they too would find themselves on the receiving end of a MAJESTIC melting ray. Due to their admirable caution in confronting this newly discovered adversary, they skirted this fate and, with it, the following QuickShock Injury cards.
The Minor card suggests an indirect hit from a heatless melting ray that works by breaking down cellular walls. The Major card comes with a direct hit, one that potentially touches off a cellular cascade that turns the victim to goo at scenario’s end.
Injury
-1 to Focus tests.
Injury
Gain 2 Health when you receive this card. Lose 2 Health on any failed Physical test. If Health ever drops to 0, and this card is still in hand at end of scenario, you die.
Discard by finding the cure.
In The Yellow King Roleplaying Game, this is exactly the sort of sinister technology that might have gone missing from Castaigne regime armories during the revolution depicted in Aftermath. In This is Normal Now, the melt ray could be wielded by scientists developing technologies they believe to come from a crashed UFO access, but are really of Carcosan origin.
The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.
In the present COVID-19 crisis, many of us, myself included, have canceled our in-person roleplaying sessions to comply with social distancing or shelter-in-place public health regimes across the world.
This Thursday, after a hiatus, I’ll be switching my in-person game to remote. (I’ve just started “Canadian Shield”, an extremely variant Fall of Delta Green series.)
As more tips and tricks for remote play come up I’ll share them with you here on the Pelgrane site. Let’s get started, though, with what I’ve learned during previous forays into online tabletop.
1. Use the platform you already know.
Everyone who has already racked up extensive remote play experience expresses a preference for a particular combo of tools for video conferencing and the virtual play space.
For video, Discord, Zoom, Google Hangouts and to a lesser extent Skype all have their adherents. Each brings its own set of pluses and minuses. In the end your choice of video app may depend on the quirks of each player’s device setup. You may wind up shuffling through a bunch of them before you find the one that happens to function for your entire group.
As far as play spaces go, Roll20 already has resources for 13th Age and GUMSHOE. We’ve just added DramaSystem.
If you’re already familiar with a video conferencing app and/or virtual tabletop, skip the learning curve and use that. It works; don’t fix it.
2. If you haven’t done this before, I prefer Google Hangouts and Slack.
Google Hangouts hasn’t let me down yet. It’s free, and pretty seamlessly handles switching to the person currently speaking. That’s the most important feature of a video app for game play and it does it well. Google has announced that they’re ending this service soon, but if I understand their PR correctly, what they’re actually doing is rebranding their video chat to sound more business-friendly. Google can hook you on a service and then whip it out from under you like a rug, but I’m guessing that we’re safe when this one changes to its new incarnation. I wouldn’t bet on that happening according to its original timetable, either.
For GUMSHOE and DramaSystem, I use as my virtual tabletop a tool not remotely designed for that, the group project messaging platform, Slack. It is a platform I use for other purposes every day and know how to use. I already use it for face-to-face when running The Yellow King Roleplaying Game, having found it the best solution for serving electronic Shock and Injury Cards. When teaching that system I upload a card image to the game’s main channel so everyone can feel its horror. I also drop the cards to each player, in our private message inbox. When they discard cards, I delete them from the private message inbox, so that it contains only the cards currently held.
Maps, images, and other handouts I upload to the main channel as well.
Slack’s advantage over its competitors in its category lies in its ease of use. A newbie can immediately figure out its simple and intuitive interface.
I’d use Slack for any game that relies primarily on dialogue and description, which describes both GUMSHOE and DramaSystem.
In fact I’d probably use it to run 13th Age. I don’t use a battlemap when running that in person, so wouldn’t bother with one in remote play either.
A game that does require a tactical map will naturally push you toward one of the purpose built virtual tabletops. These all have to handle D&D and Pathfinder. If you’re playing a game of that crunchiness online you’ve bought into the extra handling cost.
3. Leave in the Socializing.
Especially now, much of the point of an online game is to feel the connectedness we might ordinarily seek out around a table, at a con, or in a game cafe. The formality of the online experience might tempt you to cut right away to the case. You may know each other less well, or not at all, if playing online. Even so, give everybody time to chat a bit before getting started.
4. Expect a shorter session.
Though this varies for every group, in general the online meeting format promotes an efficiency you may find yourself envying when you return to face-to-face. Video conferencing requires participants to be conscious of who has the floor at any given moment. It reduces crosstalk and kibitzing. People used to conducting real meetings on video tend to step up to help guide the discussion and move toward problem-solving. The software does a good bit of your traffic management as GM for you.
For this reason you’ll find that remote play eats up story faster than a leisurely in-person session. The pace of any given episode more closely resembles the tighter concentration typical of a con game group that has found its rhythm. Your group will likely decide what to do faster, and then go and do it with fewer side tangents, than they would at your regular home table.
When this happens, you may find yourself wondering if you shouldn’t add more plot to keep your ending further away from your beginning. Instead, embrace this as the dynamic operating as it should. If it takes you three hours to hit five or six solid scenes, where in person it would take four, that’s a good thing.
5. Expect a more taxing session.
In addition to respecting the pace your session wants to have, you should aim for shorter sessions because the experience of gaming remotely takes more out of you, and each of your players, than face-to-face will.
Many of you will be sitting in less comfortable chairs than you’re used to being in. Those with home offices may already have been in those chairs for an entire work day already.
The concentration required to pay attention to people on video conferencing taxes the brain more than face-to-face. You’re trying to assimilate the same amount of communication from one another with fewer cues to work with. This tires any group, physically and mentally. Expect that and pace your game accordingly.
When you see a time-consuming setpiece sequence coming up, check the clock to see if you’ll be able to do it full justice given these constraints. Never be reluctant to knock off early and leave folks wanting more next time you all join up.
6: For Slack, use the Dicebot app.
To return to a platform-specific point, the Dicebot Slack app allows any participant to roll dice right in the channel. It easily does the d6 plus spend modifier for GUMSHOE. It inherently reminds players to announce their pool point spends before rolling, another neat advantage over physical dice.
Speaking of games that scorn the battlemap, Dicebot also handles the more complicated positive d6 + negative d6 + modifier roll seen in Feng Shui.
7. Whatever the platform, use a dice app if you players can possibly be coaxed into it.
Some players need that tactile dice-touching fix. I wouldn’t force online rolling on them, but having rolls take place visually in front of everyone does enhance their emotional impact by allowing everyone to see and react to the results.
Dice provide suspense . A die roller, in whatever platform, shares that edge of the seat moment when you see who succeeds and who’s about to take a Shock card.
8. Use a shared Google Doc for note-taking.
Since they’re all on a device anyhow, encourage your players to contribute to the group chronicle by setting up a shared Google Doc. Gussy it up with a graphic touch or two to build tone and theme.
9. Keep online versions of character sheets.
You’d think players won’t lose paper character sheets if they’re not leaving the house, but of course we misplace stuff in our own places all the time.
For GUMSHOE, the highly recommended Black Book app does all of the work of keeping online character sheets for you. It has just extended its trial period for player accounts.
Absent a specific tool, keep updated character sheets in a Dropbox folder or, for games where characters are simple as they are in DramaSystem, in a Google Sheet. I’ve done this for my “Canadian Shield” game.
Stay tuned for more tips. I look forward to the day when I can update this post to remove references to the pandemic as a current event. Until then, stay safe and, as much as you possibly can, the hell inside.
The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are to be had”; therefore, we have categorised these cuttings as FINEST EFFECTS.
All materials tagged FINEST EFFECTS are Handler’s Eyes Only – prospective players of the Borellus Connection campaign are instructed not to read these articles.
Operation SECOND LOOK originally opened up with an action scene where the player characters accompany the Italian police to intercept a suspected drug shipment. It all goes poorly, but interrogating the smugglers leads into the drug-deal subplot in Beirut. For reasons of space, this scene was cut and the leads moved to a more conventional briefing – however, if you want to give players a taste of day-to-day Bureau of Narcotics and Dangerous Drugs activities, give run this scene before the initial briefing scene, When The Boat Comes In.
Torre San Giovanni is a small fishing village in the heel of Italy, about thirty miles south of the city of Lecce. It’s a sleepy, picturesque little place, named for the 16thcentury tower that watches over the harbor. Fishing and olive groves make up most of the local economy.
According to information from a BNDD informant in Turkey, the Unione Corse intend to bring a shipment of morphine base ashore here tonight. The smugglers are using a small fishing boat, one of dozens that work along the shore here. The informant claims the Unione Corse will transfer the morphine from a large freighter to the fishing boat at sea, and then bring it ashore, where it’ll be collected by a Unione Corse courier to bring it to Marseille.
The BNDD plan is to let the transfer go ahead, and wait until the fishing boat gets to the shore, in the hopes of intercepting both the fishermen and the courier. There’s an Italian coast guard ship standing by to stop the freighter at sea.
The players get to run the shore-side ambush. They don’t know who the courier is – presumably, it’ll be a truck or other vehicle to carry the packages of morphine base. They don’t know which fishing boat it is – there are a dozen boats coming in that evening. And they need to keep undercover until the jaws of the trap close, to ensure any watchers in the town don’t signal a warning to the fishing boat. In addition to the Agents, they’ve got a dozen eager local policeofficers at their disposal.
Let the players come up with whatever ambush plan they wish.
The night wears on. The heat of the day fades as the waters of the Ionian sea lap on the beach. Most of the fishing boats won’t come back until dawn, and as the sky begins to lighten in the east, a few locals come down to the docks to wait for the returning boats and help landing the cache. If the Agents aren’t carefully hidden, call for a Conceal or Disguise test (Difficulty 4) from the most obviously suspicious Agent; if the test fails, there’s some whispering and muttering from the workers assembled on the shore as they realise something’s amiss.
One by one, the boats come in.
Then, a car – a new one, big and black – comes down the road at speed and pulls up at the pier as the fishing boat Pierro approaches.
If the Agents hold back, the transfer goes ahead in the most obvious fashion ever – two bales of contraband get hauled out of the cabin of the Pierro and loaded into the trunk of the car. One of the men from the car opens one bale and hands out free packets of cigarettes to everyone standing around the dock as a bribe to stay quiet.
There are two men in the car, and another four on board Pierro. They’re all small-time cigarette smugglers, bringing in cheap Turkish cigarettes to avoid import duty (they also deal in small amounts of heroin). If the Agents have a solid plan for the ambush, it all goes smoothly; otherwise, it gets messy. The pair in the car (Paulo Sciarra and Vito Adami) attempt to drive off, while the four on the boat either try to flee on foot across the beach, or cast off from the pier and return to sea. The initial assumption of the criminals is that they’ve been ambushed by a rival gang; if the players flash badges and shout that they’re cops – and spend a point of Intimidation, Languages or Agency– they can convince the criminals not to fight back. Otherwise, throw in foot or car chases and/or brawls to taste.
If Sciarra and Adami manage to escape in their car, then move the core clue about the Beirut deal to the fishermen.
At first, it all looks like a debacle driven by bad information – dozens of cops, the Guardia de Finanza and the American BNDD, all for what? A few hundred packets of cigarettes? The Unione Corse must be laughing at them. There’s lots of shouting, finger-pointing, and arguments over who is to blame for this farce. The player characters can get involved (making a show of support for the BNDD is worth a 2-point Bureaucracy pool of favours), or keep their heads down and keep working.
Interrogation of the fishermendiscovers the following:
Interrogation of Sciarra and Adami yields more useful information:
In the latest episode of their multi-layered podcast, Ken and Robin talk narrative voices in RPG play, Whitey Bulger & MK-ULTRA, curse tablets, and Oswald Wirth & Stanislas de Guaita.