Wednesday, November 22, 2017

Black Dragon Incorporated (A Demon City playtest recap)

A week or two back one of my regular players had an evening conflict and had to skip our weekly campaign. In its place, I had the remaining 5 regulars roll up some Demon City characters. This was our third foray into Demon City, the prior two "episodes" claiming the lives and/or sanity of 3 characters. With a bit better handle on the rules and mechanical quirks of the game, this was probably the smoothest of our play sessions. It was also the luckiest, and the PCs dice rolls were on fire. Unlike our prior games where things went wrong fairly frequently, somehow they made everything here work almost flawlessly. Those who had to make new characters were able to do so quickly, and I was able to easily insert them into the ongoing narrative. I'll take this moment to be a bit of a shill and just say that this is one of the best new RPGs I've played in years. At least for me, it hits all the right notes in terms of tone, structure, and mechanics.

This "episode" takes place one year after several of the characters made it out of LA, having witnessed multiple homicides and becoming embroiled in a pseudo-religious conspiracy involving several Russian crime bosses. The remaining PCs moved to Philadelphia in an attempt to escape their past, but as they soon learned, the past always catches up...

What follows is a recap of our session in which the group witnessed a car chase, stole a motorcycle, investigated a shady and heavily-secured house, witnessed a bizarre summoning ritual, and blew things up with grenades on Christmas night.

Yes, I know this is South Street and not in the Italian Market, but it was the best dark South Philly photo I could dig up. 

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Episode 3
Black Dragon Incorporated

Cast
DJ appearing as Clarence the Shady Accountant (I)
Greer appearing as Rod Zaplenti the Trucker (F)
Chris returning as Greg 'Buq Wild' Buqowski the Stage Magician (P)
Laurel appearing as Trevor [RETRACTED] the Conspiracy Radio Host (C)
Joanie appearing as Glinda the Pawn Shop Owner/Fence (C)
Jonathan returning as Jimothy Steele the Ex-White Collar Crimes Cop (V)

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A light snow fell outside as Greg and Jimothy paced back and forth across the main room of the apartment they were squatting in the Italian Market section of South Philadelphia, muttering about one conspiracy or another. One block further down South 9th Street, Rod was making a late-night illicit delivery to Glinda's pawn shop. Clarence was on his way home while Trevor was on his way to the studio, hoods up so as to avoid the snow. Along the several blocks of the Italian Market, vendors were finishing the process of closing up shop, lowering the graffitied steel doors to seal off their storefronts from vandals. It was Christmas night, and most were trying to close early in order to spend some time with their families. White steam rose from steel grates in the sidewalk, obscuring the vision of any walking through.

As lights began to twinkle out along the street, tires squealed and a jet-black four-door with tinted windows whipped around the corner from Washington Ave and onto South 9th, barely avoiding several streetside market stalls. Two black motorcycles followed, their riders spraying bullets from semiautomatic pistols through the icy flurries. Sparks flew, the slugs bouncing away from the bullet resistant rear of the car as they sped north through the market. Barely poking out of the passenger side window, a man returned fire, one of his bullets striking a rider in the throat. The motorcycle pitched wildly as the man toppled off, pulling the kill-switch on the ignition. The other rider continued following the car north towards Center City and the gunfire faded into the night, as the man bled out in the street.

Rod and Clarence were first to the scene, having narrowly dodged a hail of gunfire. While they checked to see if the stranger was still alive, Jimothy and Greg descended from their squat, intrigued if also suffering flashbacks to their time in LA. Trevor hung back down the block to observe, trying to recall the license plate number of the car. Clarence, noticing a familiar tattoo on the face of the stranger through his cracked helmet visor, asked the gang to help him examine the body. Before the cops could arrive, they carted the body around to the back entrance of Glinda's shop along with the motorcycle which was still functional though beaten up.

After laying out the body, the group set about inspecting for any clues as to who the man might be. While Trevor recalled the license plate [DEEZNUTS], the rest of the group carefully removed the cracked helmet and the man's jacket. The gunman's face and throat were covered in strange, serpent-like black tattoos, as were his hands. The only identifying material in the dead man's possession was a matte-black card, about the size and thickness of a credit card but substantially more dense. Glinda got the idea to pass it under a blacklight, which revealed a single line of Chinese characters. Jimothy snapped a photo and sent it to a contact of his in Chinatown who sent back the translation.

Black Dragon Incorporated.

Clarence and Trevor were able to conduct a public records search online, and managed not to draw any attention to themselves (or so they think) in the process. The search revealed a South Philly address registered to BDI. Curious, the group made plans to scout out the building. Using the slightly battered but still functional motorcycle, Clarence rode out first while Jimothy set out on foot and the rest of the gang hopped into Rod's truck. 

Upon arrival, Clarence noted the presence of many concealed security cameras and relayed this information to the group on the way in the truck. When the PCs in the truck arrived, Glinda and Rod decided to fake making a delivery in order to do two things: 1) see who answered the door and if they could fake their way inside, and 2) provide a distraction for Clarence who wanted to find a security hardpoint to hack and shut down the camera feeds and/or power. Meanwhile, Greg and Trevor decided to sneak around the block and behind the house, attempting to find a way inside from the rear. 

Yes, I know this is the "Latimer House" at 12th and Latimer, but I couldn't find a photo of the actual house this is based on.

Somehow, this plan went off without too much trouble: Glinda and Rod carried a large crate of oranges (which concealed a smaller box of grenades, intended for sale to a local crime syndicate) up to the front door. A large, burly Chinese man in a black suit answered and Rod managed to stall him long enough for Clarence to find a hardwire into the camera system. Meanwhile, Greg and Trevor worked together to climb a drainpipe up to the second floor, stealthily open a window, and slide through into what looked like an office. A creeping sense of dread grew among the group as they pushed toward the focal point of their investigation.

Suddenly, Rod and Glinda dropped the crate, sending oranges flying into the house, surprising the suited man who though annoyed let them in to pick up the oranges. At the exact instant Clarence managed to loop the camera feeds, another suited guard opened the door to the office only to see Trevor near the desk. Right as he was about to radio for backup, Greg pulled out his automatic knife and pounced on the man and slit his throat. Back in the foyer, Glinda and Rod worked to distract the guard, giving Clarence enough time to slip through the front door unnoticed. Jimothy decided to hang near the truck and wait for any signs of struggle.

While Trevor and Greg decided what to do, Clarence found a door to a dark basement. Reaching it, he discovered a small black obelisk with a scroll placed on top, surrounded my life-like statues of elderly men frozen in horror. Dread consumed him as he read what appeared to be the instructions for some sort of occult summoning ritual. He was used to criminal activity sure, but not whatever it was that they had just walked into.



The following occurred simultaneously: 1) Rod and Glinda anger the guard by venturing further into the house and looking into a large central room two stories tall, 2) Clarence searches for and finds a computer in the basement, and is able to shut off all security measures, 3) Greg and Trevor exit the office only to be looking down on the same two-story room from a hallway with a half wall. A guard in the upper hallway spots the pair and radios in vain for backup to his location. At the same time, the guard downstairs rushes Rod and Glinda, who fend him off and knock him out before he can draw his gun. In the upper hall, Trevor and Greg take down the guard with a combination knife and bronze-sculpture attack.

It's only after the guards are dealt with that they pay attention long enough to see what they were guarding - the ritual detailed on the ancient scroll!


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Three elderly men who have never seen themselves in a mirror.
A perfect flower of life in salt upon which they stand equidistant.
A flawless 64 tetrahedron array in obsidian at the center.
The chant, repeated eight times in perfect unison. 
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Behold the sacred
These lines drawn by feel alone
Our voices summon you from stone
Arise Black Dragon, awakened!
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The elderly men stand, robes removed equidistant around the sacred geometry, chanting quickly in unison. Clarence, now on the main floor across the room from Glinda and Rod, screams that they have to disrupt the ritual and everyone makes their moves. Clarence rushes in to tackle one of the men, while Greg leaps over the half wall down to the first floor to do the same. Alas, the chant has finished its eighth incantation just as they tackle the elderly men in white robes.

Suddenly, the obsidian 64 tetrahedron begins to shift, its geometry flowing into impossible shapes, unnerving all of the PCs looking on. As it morphs it grows, its form beginning to take on the discernible shape of a dragon, stone wings growing and a stone maw protruding from the geometric void. Rod sprints back to the orange box and digs up the grenades, tossing a few to Glinda. He shouts for everyone to clear the room as the black dragon forms from the stone. Suddenly grenade explosions erupt around the ritual area, shrapnel blowing through the walls and weakening the structural stability of the house. Demonic cries can be heard from the still forming dragon. Somehow, nobody besides one of the old men is killed in the explosions. Jimothy, hearing and seeing the explosions, rushes in, his gun drawn, and fires several shots at the demon which ricochet off.

As the roof begins to collapse, everyone flees the house...except Greg. In a panic, he screams and leaps at the stone demon with his knife, and in that instant discovers the full extent of his psychic abilities.



Just as the stone demon impale's Greg's shoulder with two of its talons, Greg screams, "GO BACK!" hurling his knife a the creature. The knife crackles with blue psychic energy created by the full huse of Greg's new telekinetic powers and instantly attains super-sonic speed and the mass of a much larger object. A millisecond later, the knife impacts the stone dragon/demon, blowing a hole through its body and sending stone shrapnel hurtling through the far wall. The demon screams in agony as its newly summoned form is blown apart by the telekinetic blast wave.

Before collapsing from the psychic exertion, Greg flees the house, what remains of it imploding behind him. The group manages to grab him and haul him into the truck and speed off before the police arrive. In their downtime after the session, most PCs elected to try and recover mentally while Greg rested in the hospital, trying to come to grips with his newfound abilities.



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I hope you all enjoyed this recap of Episode 3 of our group's Demon City adventures! Stay tuned to see if our curious crew can uncover the deeper connections between all that they have witnessed. Will they stay sane in the face of occult horrors? Will they succumb to grievous injuries? Find out next time!




Tuesday, November 14, 2017

5e Blues (or How I Learned to Stop Worrying and Love the OSR)

Even though I dabbled in tabletop games during my high-school years, I didn't really get into the hobby until a few years ago when I finished up my undergraduate education. When I did, I jumped right into the newest iteration of The Game: 5th Edition D&D. While I still host two 5e games a week, over the last year and a half or so I've been steadily replacing my 5e leanings with a host of OSR systems. While others in the G+ blogosphere have written about this far better than I can ever hope to, I wanted to provide my perspective as a relatively new member of the community on the following question: why is the OSR (and old-school versions of the game in general) so much better than 5e?



To me it comes down to a few key approaches in mentality and mechanics:

  1. Grounded vs. Fanciful
  2. Player action vs. Character action
  3. Creativity vs. More Skills

Grounded vs. Fanciful

The overall tone of 5e is probably one of my biggest ongoing problems with it. The closest comparison I can make is comparing Diablo II to Diablo III (action RPG computer games for those who don't know). Diablo II was released in 2000, and had the perfect blend of great art, action, and tonality that kept me hooked for years - playing at night with friends online through middle and early high-school. Diablo III by comparison, was released in 2013, and vast visual upgrades and gameplay changes did the game no favors. The new art style felt like a downgrade, and it changed the tone drastically. Diablo went from feeling like a fantasy-horror RPG splatterfest to a childrens' book version of the same thing.

Screenshot from Diablo II (2000)

Screenshot from Diablo III (2012)
This is one of the main reasons why I love OSR content and systems so much as compared to the 5e system and its content. When I started playing 5e, I was a bit put off by its overly-fanciful nature, but it seemed to be what all the cool people were playing so I stuck with it. As I discovered OSR content however, I realized that I much preferred the "grounded" feeling of its systems and settings. Even when OSR goes full gonzo (I'm looking at you Gathox Vertical Slum), there is still an overall essence to the game that keeps it from feeling whimsical. Things matter here, in a way that the more high-fantasy 5e content can't seem to match. In the same way that Diablo III turned the game from a tense, harsh, and dark affair into something more cartoon-like, 5e took D&D and make it overly whimsical and bland.

Player Initiative vs. Character Initiative / Creativity vs. Many Skills

The other key differentiator for me, and probably the most important, is the difference in how the player/character dichotomy is handled between the OSR systems and 5e.

5e seems to be much more centered around the idea of inhabiting your character's stat sheet, scrolling through a long list of skills and proficiencies, and deciding what to do in a given situation. Success in 5e is highly dependent on choosing the "right skill" for a given situation, rolling well on your dice, and moving forward. Roleplaying is important, but only insofar as "thinking like your character". This is highly limiting, as characters without the right skill makeup for an encounter, or high enough stats that give the player license to say "well my PC would think of this solution because she's smart", are totally left behind.

OSR games take the opposite approach: how situations are handled is determined by what the player can think of, not the character. Skills and abilities are still important, but they often don't determine the success of the party on a dungeon delve or adventure. Success is frequently determined by decisions players make, how they work together as a team, or roleplay effectively. This means finding creative and novel workarounds, planning ahead, and generally engaging more critically with the game or setting. Success means more than properly decoding your skills and their applied bonuses for maximum effect.

Bang vs. Whimper

Combined, the above leads to one major difference - the reason why I DM so much more OSR play now rather than 5e play. OSR play is punchy, in-your-face, and impactful. 5e play is abstracted and after a Warlock's 8-millionth eldritch blast, boring. Every situation overcome, enemy slain, or kingdom toppled in an OSR game means something. You get the rush of knowing that you earned it. When your magic-user casts that crazy spell and wipes out the gang of bloodthirsty mercenaries about to pounce, the whole party goes insane. OSR games, and by extension OSR DMing, has a visceral and evocative feeling that 5e just can't match. I've found that it takes special players to help overcome this feeling of rote-ness.

OSR characters accomplish the mundane with a bang, 5e characters accomplish the fantastic with a whimper.  



New Posts Coming Soon!

Hey all!

Just wanted to let everyone reading know that I'll have some new posts coming up soon. Between finalizing PhD applications and coordinating other things with my job(s), my creative output has certainly dipped.

Look forward to some posts within the next week.