Playing The Apocalypse – being a better player in PBTA games

Last weekend, I was at Revelation – possibly the world’s only PBTA face to face con. It’s in Sheffield, UK, and I’d recommend it to anyone who wants to get a big dose of PBTA or PBTA-adjacent gaming (games of FITD and similar drifts are allowed). It got me thinking on best practices for playing these games, which often take a bit of a shift in mindset to get right. There’s tons of GM/MC advice around, but I think these games – particularly the factiony / PvP ones – need a shift in mindset from everyone at the table, and so here are my player top tips

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Talk Hard

If you’re having a ‘proper conversation’ with a PC, or NPC, try to push it towards a move. What are you really trying to get out of them, and how can you get it? It’s fine to remind the GM what you’re shooting at, or to negotiate with them for what you’re going for, but in PBTA the split between roleplaying/talking scenes and action/combat scenes in many cases doesn’t exist. 

Often the “Find Information” move is underused in PBTA games – the questions you get to ask often develop plot really well – so pitch towards them where you can. You should expect to be triggering moves when you’re, for instance, asking about the murder or trying to persuade the cops to leave you alone.

Think One Step – But Only One Step – Ahead

In some player-driven games like Urban Shadows or Apocalypse World itself, there’s often an expectation on players to drive plot. The GM might well turn to you and ask what your PC does next, or even ask you to set the scene. This can be daunting! To avoid this, think about what your character’s next step is, and be ready to try and achieve that. It might be fairly loose – if I’m starting out as a Vamp in Urban Shadows, my first plan might just be to get some allies – so I’ll be visiting some established NPC or PC and trying to negotiate a mutual deal.

A word of caution – PBTA games thrive on twisting plots and loyalties, so thinking more than one step ahead is unlikely to be a fruitful exercise. But having a broad plan of action, and your PC’s next step, will give you something to shoot at.

Be An XP Hunter!

Many PBTA games have advancement, or XP systems, deliberately built to drive good play. So keep one eye on how you can earn XP, and be prepared to do it. For instance, in SCUP, you get an XP for the first Honor move you do each session, so you’re incentivised to bring your Faction into play and spend Honor points – do it! 

Many games have moves that allow you to earn XP by complying with other players – it’s absolutely fine and encouraged to set up these situations so you can both earn XP. Advancement will just unlock more options, many of which will drive plot and offer more interesting things to do, so feel free to use this as a driver when you’re picking your next step to do.

Don’t Overthink It

Playing RPGs in your head is rubbish. Your big secret plan, or long-contemplated backstory, is worth nothing if it isn’t shared with the table. This is always true, but even more true in PBTA! If you want something, go ahead and get it – don’t worry about showing your hand, or sharing your secrets, at the table. PBTA overwhelmingly works better when players know one another’s secrets and can bring them into play as well – as an author or an audience as well as an actor – so wear your heart on your sleeve.

Do What The Game Says

Having a moves sheet in front of you helps to show you the kind of things you can do (but obviously don’t look to it for the answer of what to do – for that you need your next step plan). The game will likely have advice on the playbook, or in the text, about best practices for play – and Player Principles – these are an actual part of the game. If you’re not following the Player Principles, the game won’t work – like MC Moves and Agendas, they’re as much part of the game as rolling 2d6 and adding a bonus.

So, there’s my top tips for PBTA play. If you’ve got any that you think I’ve missed (or that you think I’m wrong about – I’m aware there’s a school of thought that says move sheets should be kept MC-only!) – let me know in the comments!

Auntie Wu’s Tea House – a Hearts of Wulin One-Shot

Hearts of Wulin is Gauntlet Publishing’s PBTA game of wuxia melodrama – swords, romance, and, crucially, inner conflict. A lot of the APs available (and there are loads on the Gauntlet’s YouTube channel) focus on campaign play – so I sketched out a one-shot and ran it twice. Once face-to-face, at Revelation, and once online at Virtual Grogmeet 2022.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Revelation is a PBTA con (report here), so I was assuming some relative knowledge of these kind of games – so we did character generation at the table, exactly as in the book. The notes below assume this. For Virtual Grogmeet, I couldn’t be as sure (and indeed, I had one player entirely new to PBTA) – so, inspired by the Avatar: Legends adventure book, sketched out some pregens.

Entanglements are the Bonds / Hx / whatever of Hearts of Wulin, and they’re absolutely key to getting the sorts of games it generates – in play I think the plot was about 40% external forces, and 60% players pursuing them. They’re really cleverly designed – you get a few to pick from for each playbook, and everyone gets one “general” and one “romantic” one. Each one has one PC and one NPC in it. They took a bit of time at Revelation, so for the second play-through, I sketched them out – picking the NPC but allowing the players to choose which PC they wanted in it.

For example, one of the PCs, Eagle Sentinel, an Aware (Travelling Teacher), had the following Entanglements:

  • I love Wu Chao (Aunti Wu’s ward), who I have overlooked too long; now they love [PC]
  • I suspect my friend [PC]’s parent is the villain White Fang Chu

They could, of course, swap the PC and NPC positions in these. This worked really well to get everyone on the same page quickly, and they always lead to excellent play. One tip if you’ve only got 3 players (which I had for both games) is to read the familial ties loosely – siblings need not be related, parents need be parents in name only – since you’ll have quite a tight web of romance. For Virtual Grogmeet, I used the Gauntlet’s excellent Character Keeper, and just let them roll their own dice.

So, below are my prep notes – I hope these are useful if you want to run it yourselves, or at least it helps for those “how exactly do you prep PBTA?” questions.

Auntie Wu’s Tea House

A One-Shot for Hearts of Wulin

Nestled in an isolated pass, the only route through the World’s Edge Mountains for miles, Auntie Wu’s has been a staple of the Wulin world. Warriors come to meet, drink tea, and … occasionally… to fight. But now, with the Army of the North massing behind the World’s Edge, you’ve been sent to persuade Auntie Wu and her household to withdraw – for surely the Army will overrun her. Will she listen to her? Will you obey your orders? Who among the encroaching army do you know already, and why did you not expect to fall in love with them again?

PCs & Setup

Follow the usual procedure after creation (no extra moves yet)

  • Go round and introduce their PC’s look and style
  • Go round and do Entanglements 1 each. Make a note of any new NPCs – the others can be on the table with their descriptions. Note that each Entanglement must involve 1 PC and 1 NPC
  • Choose a Bond with 1 of the characters in each Entanglement

In the opening scenes, get any extra NPCs on screen ASAP.

TWO PCs (A and B) have been sent from Magistrate Chen with a message for Auntie Wu – the army is already engaged on the Eastern Front, and they should fall back. Auntie Wu should evacuate her tea house and flee.

A – Why have you been trusted with this mission, and B – why are you reluctant to carry it through?

TWO PCs (C and D) have just escaped from capture in the Army of the North, and have been creeping up to safety

A – How did you escape from this mighty army, and B – what is their greatest weakness?

Opening Scenes 

In both of these make sure to bring in any additional NPCs from Entanglements as soon as possible – 

We begin with A and B as they settle in at the tea house and are brought soup. They can see the tea house shift into the evening, as baiju and beer is brought out, and Stone Ox Wu approaches them

Will you share your mission immediately, or wait and enjoy the hospitality of the evening?

Stone Ox Wu approaches them and asks their business – he then asks them to drink with him! This could well be an Impress move, or perhaps a Hearts and Minds if they stake their mission straightaway

Meanwhile, C and D are approaching from the North, climbing through the mountains. As they move through the quiet village towards Auntie Wu’s, they are not alone – there are soldiers here, carrying weapons and fire sticks. It seems that they are interrupting an ambush!

Do you alert the inhabitants or take out the ambushers yourself

As the ambush strikes, the tea house roof is (probably) set on fire – an Overcome move to tackle. Hordes of soldiers provide more than enough for some PCs to Deal with Troops, and they are led by Peerless Falcon and/or Sergeant Cheng and any other NPCs who could conceivably be with the Army of the North

Middle Scenes

After a period of respite,

  • The PCs could get aid from the Bandits, led by Number One Sword – could he help to protect, or shelter the villagers
  • They may want to seek help – or wisdom – from Harmonious Jade in his monastery
  • Both of these could provide allies 
  • They could investigate and try and sabotage the advancing army. The outer camps are run by Sergeant Cheng who has them in good order but could be convinced
  • Encourage them to also pursue their Entanglements, and remember to trigger Inner Conflict when appropriate

Possible additional “bangs” for these scenes include

  • Auntie Wu / another NPC has fallen ill! She needs herbs from the gardens at the foothills – near the army’s camps… or maybe Harmonious Jade can help her
  • Constable Cheng arrives, angry at A and B for failing to carry out their orders – why has the village not been evacuated?
  • Betrayal is discovered! A guest left an army seal, and a map of the grounds has been found on a messenger. Should they be punished or sent as a message?

Finale

The likely end point is a pitched battle – try and pair PCs off with potential scenes individually, including rallying the peasant army (Impress would be the move for this), fighting various NPCs or Troops, or dealing with betrayal

Possible Finale Bangs include

  • An ally (Number One Sword / Wu Chao / Stone Ox Wu) switches sides – for reasons established in previous narrative – can they be convinced of their error or punished?
  • Fire sticks! The houses around the Tea House are on fire! Villagers panic and rush to save their belongings instead of defending against the army
  • Any remaining Entanglement NPCs show up and cause trouble

NPCs

Auntie Wu, middle aged proprietor – wants only for things to stay the same, her tea house to be safe, and her daughters to be happily married off

Hunchbacked, carries a tray of tea or a walking stick

Sensory: The smell of jasmine, a calming influence

Schtick – crouch low and hunchbacked and nestle your hands around an imaginary cup of tea

Wu Chao, Auntie Wu’s neice – wants to escape her Aunt’s clutches and seek adventure – which probably doesn’t involve being married

Beautiful, porcelain-skinned, fights with flowing robes

Sensory: Serene and quiet, with a twinkle in her eye

Schtick: Winks conspiratorially at anyone (e.g. the PCs) who might be fun

Number One Sword – chief of the World’s Edge bandits, wants his tribe to be safe and money and riches

Bearded, powerful, wields a curved blade with symbols down its length

Sensory: Shouts orders as he appears suddenly, smells of sweat and booze

Schtick: Sit up straight and shout slightly at all times

Peerless Falcon – Captain of the Army of the North, charged with capturing the pass

SCALE 2 FIGHTER

Slender, armored, glowing – wields a pair of curved knives which he also throws

Schtick: Pauses for thought before replying slowly

Sergeant Cheng – a junior officer in the Army of the North

Stout, careful, taciturn. Wields a curved halberd. Is not entirely convinced of the Army’s cause.

Schtick: Looks worried and plays with his moustache

Stone Ox Wu, Auntie Wu’s son- wants to protect the Tea House at all costs

Huge, bald-headed, angry – wields a massive hammer

Schtick: Bellows and drinks Baiju from a glass whenever he can

Harmonious Jade – monk who lives in the World’s Edge mountains, whose monastery is famously neutral

SCALE 2 FIGHTER

Tall, portly, laughing – quick to smile. Fights unarmed

Schtick: Laughs and giggles at all times

Constable Cheng – imperious busybody constable who just likes to check on order

Fights with a staff

Schtick: Looks down on everyone and everything

If It All Goes Quiet…

Use these options at any time when it looks like there’s nothing going on, or if the PCs are reluctant to engage

Men with Knives!

  • A group of bandits/audacious soldiers have snuck into the camp to steal what they can before the serious looters arrive – have a PC discover them and them be offered a share of the loot

Big Blade Huang

  • A warrior of audacious skill visits the tea house; he has no interest in defending it, seeing beating an army as beneath him
  • Trigger the Deal With Misunderstanding move on p110 of the book (nb this is also where the Deal With Grief move is, which you’ll need if someone wanders off)

Avalanche!

  • The army’s explosives have triggered an avalanche to crush the tea house – can they get the villagers to safety?

The Sixth Revelation – Hearts of Wulin, Masks, City of Mist

Conventions are great. A chance to play games with like-minded people, and to spend time with too much drink, too much food, and not enough sleep. Back in the day, “Con Reports” used to be a thing – forums would fill up with people’s reports of the games they’d played, the fun they’d had, what they had for lunch and how much it cost (the lunch, not the convention – I kid you not). You don’t see them much anymore, but after going to Revelation – the sixth annual(ish) Powered by the Apocalypse convention in Sheffield, I thought I’d write down some thoughts.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Revelation is a weekend event where all the games are Powered by the Apocalypse (PBTA), Forged in the Dark (FITD), or related derivations. After some pushing the organisers, I got confirmation that e.g. Spire, Heart, Belonging Outside Belonging and similar games would work fine – basically, if it’s been informed by the sort of gameplay that PBTA engenders, it’s good to go. Which means, you get a tight range of games, and a group of players that dig shared narrative. Running PBTA at Revelation is less of a risk than at some other cons – less of a risk that the players will plan or turtle, or not want to just play to find out. Of course, after making a fuss about what games were allowed, I ran two ‘classic’ PBTA systems.

This year was about 25-30 punters, five slots, and a mixture of single-session and multiple-slot games. I’m not usually a fan of multi-slot con games as it reduces the choice for everyone, but I can grudgingly agree that at Revelation it makes sense so you can see PBTA/FITD games over a longer period. And I can’t talk, since I’ve run double-slotters a few times at them. Like all the Garrison cons, it’s all about the games – there are no seminars or other events, so the norm is to play in every slot – I like this, play is the centre of the hobby and the most important thing we do. We should be going to conventions to play, and conventions should be putting play at the centre of everything.

I ran a double-slot two-table cross-universe game of Masks with my co-MC Neil, and a single-slot game of Hearts of Wulin. I also played  City of Mist in a single-slot game. I’ve split my thoughts into con practicalities (no lunch prices, sorry) and games thoughts, so here goes:

Practicalities

  • Cons are great, and venue matters. The Garrison hotel is almost the perfect place for an RPG convention, such that a few minor changes were noticed – no standing lights in the cells, for instance, and some confusion over the Saturday finish times. That said, I still love running in the cells, and I’m sure at other venues I’ll notice how much better the acoustics are in your own little nook (even if what you gain in audio is sometimes sacrificed in visual in the dim lighting).
  • Sharing a room at a con is great. I’ve become a bit of a solo con-goer in recent years, but I shared a room, which made a much more convivial (although perhaps more boozy and less sleep-filled) weekend. I might have convinced myself back towards it. It was also handy for Masks prep as we could sketch out plans over breakfast.
  • See comment re lighting above – the print on some PBTA playbook sheets is tiny! Print them out A3 in future for a convention, or make your own simplified ones. Similarly, I should have folded my Masks sheets before distributing – if you don’t the booklet for moves starts with the Adult Moves, which you aren’t going to be using.

Games

  • PBTA is varied and diverse! Even disregarding FITD and the other splits, I played three very different games over the course of the weekend in terms of structure of play and player experience, what’s expected of players, etc. City of Mist is, as far as I can tell, pretty close to a trad game – with just enough flexibility in the tags for different approaches and player-driven spontaneity. Hearts of Wulin is entirely at-the-table; my prep was only a backdrop to the melodrama that unfolded. Masks sat somewhere in the middle, but some of that was the necessary structure for us to run parallel games across universes.
  • Multi-table games work, and are a lot of fun. They do rely on the two GMs being comfortable with about the same amount of prep work though, and luckily we were (both of us have also run ‘vanilla’ Masks quite a bit too). We had two parallel universes being combined (the All Star Society and the All Star League) and the teenage heroes (All Star Juniors/Juniorz) having to save the day. At the midpoint – the end of the first session, a failed merge of the universes meant two players swapped tables – and there was more player exchanging to come. The villains of one universe were the hero mentors of the other – it all sounds complicated until you realise we just ripped off Crisis on Infinite Earths. All great fun, and good to push the boat out for a showcase game.
  • Fewer players isn’t always best. Because of a drop-out I had 3 players for Hearts of Wulin, and I think it would have been cleaner with 4 – certainly, the Entanglements were head-scratchy as everyone had to be linked to everyone else. Everyone filling them out at the table was harder than I thought, too – I’m tweaking my prep to run it again at Virtual Grogmeet, and I’ll pre-populate some of them with NPCs to help.

So, there are my Revelation thoughts. Why did con reports fade away? If you’ve got any ideas, let me know below – and if you’d like to hear more about any of the games let me know in the comments.

Review: Are You Thirsty? – Thirsty Sword Lesbians

Thirsty Sword Lesbians (TSL) is a Powered By The Apocalypse (PBTA) game from Evil Hat, designed by April Kit Walsh, of swordplay, queer action hijinx and romance. While this genre might sound weirdly specific, it actually covers a really wide range of genres, while staying really consistent in the kind of adventures you can have in those genres.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

PBTA games really sing when the Moves and Playbooks can tightly support the genre they emulate – I don’t think there’s a better game for teenage superheroes than Masks, for instance, nor slice-of-life Coronation Street petty crime than The ‘Hood. TSL manages to tightly support the play style it shoots for, while still offering a wide range of options. This does potentially make it trickier to one-shot successfully – but I’ve offered some suggestions in the relevant section below about how to make it work.

The Fluff

The link above takes you to .pdf – but it is in print as well at retailers such as Bonhomie (UK)

Within the general style of “sword-fighting romance-seeking lesbians,” everything else is pretty flexible. There are six campaign settings ready-made in the book, from steampunk freedom-fighters to cyberpunk revolutionaries, and six scenarios – shorter-form, more “plotted” games. There’s also a guide to drawing up your own settings and ensuring they match the play style of the game.

Continue reading →

Review: Brindlewood Bay

Brindlewood Bay is a Powered By The Apocalypse (PBTA) game of cozy mysteries written by Jason Cordova and published by The Gauntlet. In it, you play elderly widows investigating murders in a quiet New England coastal town, while gradually revealing the dark mysteries of an ancient cult. It’s also a fantastic game for one-shot play, with an innovative mystery system that makes investigations improvisational and fun. I’ve run two one-shots of it so far, and will definitely be adding it to my one-shot repertoire.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

The Fluff

You play elderly widows, members of a book club, solving crimes. The game’s sources are are Agatha Christie murder mysteries, 1970s-1990s TV series, very much in the ‘cozy’ tradition. In chargen, you broadly define your PC and their cozy activity (knitting, gardening, cooking, etc.) – and then, as a group, you all add items related to each others’ activities. In play, these offer a bonus to rolls, and it’s great to see players find opportunities to use, for instance, their late husband’s tiki set, in order to help their investigations.

This is not a common genre in RPGs, but it’s very recognizable from popular culture; my players had no trouble feeling the setting and tropes of the game, especially after the cozy places group activity at the start. Characters are both broadly competent and physically vulnerable – while Brindlewood Bay is a generally safe environment, shadowy figures stalk around and the suspect is still at large.

The setting is well painted in broad brush strokes, and the mysteries that are provided (with more available in a supplement, Nephews in Peril) add further details and locations to the town. Implicit in longer-term play is a metaplot about discovering the sinister cult in the town – which is perhaps the reason for there being so many murders – but this doesn’t come into play in a one-shot.

The Crunch

This is a really streamlined evolution of the PBTA engine that keeps what’s important front and centre. There are two ‘action’ moves – Day and Night, which being rolled determined by the time of day, and a Meddling Move, which is the main vector to gather clues. There are a few additional moves, but these three form the bulk of play. While MCing, I really appreciated the simplicity of this – I never had the “uhh, this seems like you’re trying to… go aggro?” moments that I often get when running PBTA games with a broader selection.

Mysteries get solved by you gathering Clues, usually by using the Meddling Move, which are snippets of information, deliberately left loose – a note writing somebody out of a will, a missing dog, signs of a struggle on the victim’s body. After some investigating, the PCs get together, decide which suspect they think was the murderer, and make a Theorize Move, adding the number of Clues gathered and subtracting the Mystery’s complexity – on a Hit, they can catch them – on other results, they may have got the wrong person, leaving the murderer free. In my two games, in one case they apprehended the butler in time – the second, with a 7-9 result, led to a car chase and the eventual escape of the killer when a PC’s cat ran out in front of their car!

The Clue / Theorize economy is amazingly elegant. I have my own issues with investigative games, and the tension between finding the right answer and playing an entertaining game irks me, and in more player-led / story-now games even more so. I discussed it during our after action report of Vaesen with the Smart Party – at a point in the session, you click from “playing my character / making a fun scene” to “solving a puzzle.” Brindlewood Bay avoids this by not needing to join the dots until the Theorize move – up until then, players can just go poking around wherever they want, and clues – if they’ve got the dice for it – will keep showing up. As MC I still felt involved in building the mystery, by choosing which clues made sense to place, and seeing the players have license to freewheel and solve the mystery themselves gave it a satisfying feeling of collaboration.

The One Shot

Although clearly ideally built – like most PBTA games – for short-run campaign play, Brindlewood Bay has so much to recommend it as a one-shot. A setting and genre that is both instantly recognisable and a fresh break from standard RPG genres, an easy-to-MC PBTA framework and a structure that genuinely supports collaborative storytelling made it a hit in both games that I ran. Indeed, although the TV series source material was often long seasons of shows, in practice before media-on-demand we watched them in snippets of individual shows out of order, so it doesn’t feel out of genre to be looking at a murder-of-the-week with protagonists who already have a past together.

I’d recommend for a one-shot not cutting down the ‘cozy place’ prep step at all – as I’ve written about previously, spending up to an hour at the start of a PBTA one-shot is always worth it to get a great setup and have the players able to really get into their characters for the rest of the session. I used Dad Overboard, one of the Mysteries included in the game, and it was a great solid plot structure for a satisfying conclusion in one session.

One thing that I’d also recommend is being really open about the collaborative nature of the mystery – on the sign up description (if you’re running at a con), at the start of the session, even a reminder during the game if you see a player start to cut out investigative channels. For some fans of investigative games, this collaborative stuff, and the MC not even knowing who did the murder, requires a real shift in approach that you need to make sure they’re up for.

In summary, this is a brilliant game, and one of my highlights of 2020 – I’m not sure if I’ve ever found MCing a PBTA game as relaxing and flat-out enjoyable as Brindlewood Bay in a long time. The simplicity – elegance even – of the moves, the wealth of pre-made Mysteries available, and the easily-grokked genre make it an absolute one-shot hit. One of my players went straight from my game to download and read the rules himself – so intrigued was he by the system – you can’t say fairer than that.

Metaplots of the Apocalypse – one-shot structure in PBTA/FITD games

Last weekend I was at Revelation, the convention for Powered By The Apocalypse (PBTA) and PBTA-adjacent games in Sheffield. I ran Fistful of Darkness (FoD), an in-playtest Blades in the Dark hack, over 2 slots on the Saturday, and faced some challenges as the game has a fairly baked-in metaplot. I’m going to share what I did to pace the session and ensure we had a satisfying conclusion and gradient of doom.

The Basics

4RidersOfDoomV2As I talked about here, in PBTA you can make things easier for yourself by either pre-booking or limiting (depending on if you know your players) the playbooks available. Luckily I knew I had a Shot and a Wrench & Saw playing, so I knew that gunfights and steampunk mad science were going to feature heavily. I spent about forty minutes on prep at the table, getting some NPCs from each player, laying them out on index cards on the table, and getting some features of the town. As I always do with these games, during the seven hour run I had a couple of times where I took a break and asked the players to leave me alone while I did some mid-game prep – mainly involving trying to fold existing stuff into the plot, but more on that later.

Get Your Beats In

FoD has an in-built metaplot – the discovery of Hellstone is releasing monsters, and eventually the Four Horsemen, across the land, leading to an inevitable apocalypse. In play it has a Doom mechanic that triggers this, but I quickly realised that wasn’t going to work for a one-shot session. I decided to keep Doom as a track, but leave it similar to Heat in Blades in the Dark – if it gets too high, monsters will start actually hunting the PCs – and decide myself when the Horsemen made an appearance.

I then thought about the time I had. I wanted to start with an introductory mission that dusted off the system and introduced some core concepts to the players, and made this a ‘mundane’ mission – a completely regular wild west train robbery, with no magical content save for the discovery of Hellstone in the safe and discovery of plans for a Hellstone claim. At the end of the first (3-hour) session I wanted the First Horseman to appear, and then the other three were to appear in the second act – one at first fairly early, and then two at once to herald the apocalypse proper about an hour from the end, to propel the PCs to the final action to try and prevent it.

Chekhov’s Apocalypse Horsemen

In play I tried to steer everything to make the appearance of the Horsemen tied to their own actions – any chaos they created, or NPCs they killed, inevitable came back to bite them as the situation got worse. Neatly, they managed to frame one NPC for murder almost by accident, so when he was hanged in the centre of town he came back as the Hanged Rider. As the players interacted with the town and its environs, the chorus of NPCs responded in kind, becoming more angry and bestial, so hopefully the final breakdown of the barriers between worlds felt natural.

There were also mundane re-incorporations; as part of the initial setup two PCs determined they were in town to compete in a poker tournament, so when we fleshed that out as a riverboat tournament it became a centrepiece scene.

Be Prepared! (to ignore your prep)

As well as an overall sketch, I had six jobs ready for the PCs that, while not directly related to the metaplot, could be twisted and folded into it. As it was maybe two made an appearance, and heavily modified at that, but several of them were options for the PCs to explore – they just chose not to, as there were always more pressing matters to attend to. I’d like to think that, like the side missions in an open world videogame, they added depth to the world, and I felt better as a GM knowing I had some prep I could fall back on. These were literally randomly rolled on the FoD tables.

Enjoy Yourself!

One of the true pleasures of these sorts of games is the unexpected scenes that come up, often from failed rolls. There were at least three of those scenes that I never could have expected in this session, and that made it all worthwhile. I do find running PBTA/FiTD games more exhausting than more traditional games – it’s the feeling of having to stay on top of everything and focus your moves all the time – but it’s worth it.

In my other games at Revelation, I played the fantastic PvP space fantasy epic Spacewurm vs. Moonicorn, and an excellent British millenial superhero romp of Masks. All excellent fun – and it’s happening next year as well. Have you used any techniques to embed metaplot or story advancement in otherwise improvised games? Comment below, or find me on twitter.

Manchester, 1997 – An Urban Shadows City

As promised here, below is the city guide I used for my Manchester, 1997 game of Urban Shadows at Revelation. The inspiration was to use a not-quite-familiar city that could evoke a sense of nostalgia while still allowing some distance and oddness. I’ll confess that I did pretty minimal research for it other than my own experience – I lived in Manchester from 1999 when I went there to University, I’ve seen the excellent Steve Coogan vehicle 24 Hour Party People plenty of times, and a few wikipedia pages supplied the rest.

So, the dating is almost certainly off, and although the 1996 bombing really did have no direct fatalities, this should be credited to a substantial and quick response from emergency services rather than a gang of undead protectors. Similarly, Tony Wilson was never, to mine or anyone’s knowledge, a Chaos Magician seeking to harness the ley lines beneath the city. The best NPCs are of course those that the players themselves bring to the game, of course, but I couldn’t bring myself to include the demon-tainted Hazel Blears MP in the write-up.

The write up is below, or here in handy .pdf form. I’d say that it’s probably read-to-run if you pick some Playbooks and follow the procedures in my previous post.

The City

Manchester in 1997 is a city on the cusp of tomorrow; the music scene has exploded and is the envy of the North, if not London quite yet. The Hacienda nightclub and Factory records sound like they could last forever, and the punks and hipsters walk around like they own the place now. The city centre feels vibrant, edgy, as if the longed-for prosperity of the days when the Industrial Revolution built this city are just around the corner.

The city centre is also a maze of building sites and new developments; last year’s IRA bombing has left vast parts of the city straining to rebuild, and the shining bricks are a sign of the prosperity to come. Things really can only get better, in the words of Tony Blair’s successful election campaign.

Just outside the city lie some of the most dangerous parts of Britain. Moss Side, Rusholme, and Salford hold back-to-back terraces that have changed little since the Communist Manifesto was written in them by a shocked Marx and Engels. Trams run to Altrincham and Bury, linking both sides of the city but leaving vast areas at the mercy of crumbling buses.

South of the city, in Altrincham, Sale, and Didsbury, the wealthy middle classes – stayers-on from University or well-heeled Cheshire inheritors – carry on as they always have. These socialites and old money dealers have little truck with the regeneration of the city, unless there’s money in it for them.

To the North in Bury and Oldham the straining past of industry still stalks the streets – the dark satanic mills around here haven’t been made into flats or offices, and an older, deeper Manchester hides.

The largest population of students outside of London flood the streets of Fallowfield and Withington on the south side of the city, while the city’s four universities – Manchester, UMIST, Manchester Metropolitan, and Salford – tussle over long-held rivalries.

City Moves

  • Open a new development, bar, or shop
  • Reveal a deep industrial past
  • Shock the public with an unexpected display of violence
  • Discuss secrets on public transportation
  • Hold a powerful meeting in an aging bar or nightclub

Images and Hooks

A drunk staggers around Piccadilly, muttering something incomprehensible in an unknown language. Students flood the streets for a protest or festival. Groups of youths in tracksuits start trouble in a shop. A couple argue in the street. A cold pint of lager. A bag of drugs. A nice cup of tea.

Faction Mapping

Night

The City Ghosts

Astonishingly, in a bomb attack causing £700 million of damage last year, there were no fatalities. None that were mortal, at least. The media credited the fast response of the emergency services, but in truth, below Piccadilly in the old water routes and storage containers of the city’s industrial path, the people that built Manchester still guard it.

The City Ghosts started as men and women who died during the city’s building, but as an open association of Spectres they were augmented in both wars. They have one goal – for Manchester to endure – and watch over them from their pits around Cornbrook. The cities’ tram lines – even those yet to be built – mostly use old railway lines, and these routes let the city ghosts traverse the whole of greater Manchester.

Their ‘interference’ in last year’s bombing has ruffled a few feathers, most notably of the City’s Fae, many of whom have sympathies with the mortal bombers, but nobody dares move against them yet as a group so obsessed with their own self-endurance.

Sample Night NPC: Dead Fred, a rogue City Ghost who acts as a go-between between the city’s mysterious spectral protectors and the other factions of the city.

Power

The Seers of Affleck

A loose organisation of wizards, oracles, and hedge-mages, based from a sprawling tower of shops and cafes in the city’s Northern Quarter, the Seers of Affleck dream as they always have. They dream of a rebuilt Manchester, of Britain’s first city, of London and Leeds and Birmingham fading to insignificance as the hermetic patterns grow.

Manchester sits on a confluence of energy, they would tell you, making it like no other city on earth. They whisper in the ears of musicians and artists, architects and drug dealers and nudge them in the direction of their planned futures.

Students from the city’s universities follow them, particularly the city’s University of Manchester, who even designed their Mathematics Tower according to their own mystical geometries. Rumours abound about the latest influx of undergraduates, about how the Seers may have found their next great archmagi.

Sample Power NPC: Tony Wilson, CEO of Factory Records, a dangerous chaos mage channeling the life energy and forces of music to his own ends with scant regard for the safety of the city.

Mortality

The Bridgewater Club

In the city centre, there are well-heeled gentleman’s clubs still, where new money up-and-comers can drink and read the Express and forget about the dirty city streets around them. The Bridgewater Club is not one of those. It maintains private rooms in several bars around the city, but its main base is in Sale, south of Manchester and nestled in Cheshire money.

The wealth of these socialites is tied up in ‘protecting’ the city from supernatural threats – and liberating those threats of any valuable assets to ensure the survival of the Club. Part monster hunting club, part relic collectors, part tomb robbers, their activities are tolerated by the other factions as long as they only target individuals and do not openly move against the factions.

The Bridgewater, for itself, recognises the benefit in the balance of power for the city – and for their continued existence – and recognise that the Vampires of London and the Scottish Wolves are unlikely to offer them as much freedom as they have here in Manchester. So they plan their heists, track the movements of the supernatural around the city, looking for any hints of instability, to strike and take just enough. Of course, individual members do not always share the organisations careful approach to supernatural politics.

Sample Mortality NPC: Jack Firness, established Bridgewater Club Veteran and collector of supernatural ephemera. Jack may be a bit long in the tooth now but he isn’t above dusting down the old crossbow and going to kill some vampires.

Wild

The Oldham Tinkers

They aren’t all from Oldham, of course. They aren’t all from anywhere in this world, or the next. But any city with such a high influx of Irish settlers is bound to have a high fae presence, and the Celtic spirits have formed an alliance with the spirits of the hills and bogs of Lancashire North of the City to ensure that the city’s growth doesn’t compromise the earth.

All these huge buildings being rebuilt now are sometimes covering up important Glamour sites, and the Tinkers are frustrated that the City Ghosts seem to be doing nothing to prevent this. The life that’s recently come to the city with the new music and nightclubs is a welcome source of energy, but it’s drug-fuelled and tainted – something about the rise of the city just isn’t right, and the Tinkers will do anything to slow it – or even perhaps to destroy it.

Sample Wild NPC: Feargal O’Shaugnessy, leader of the Monkey Town Boys, a group of Redcaps and violent fae operating out of Heywood, Lancashire. Feargal and his boys have recently been posted in Manchester to keep tabs on the current situation in the city.

Like what you see? Want a peculiarly British take on urban fantasy with a straightforward simple system and a great team of some of the best UK RPG game designers and writers, and me? The Liminal kickstarter is funding! Back it and make me write a supplement on vampires and more Case Files!

Urban Shadows One-Shots

Urban Shadows (US) is Magpie Games’ Powered by the Apocalypse (PBTA) game of urban fantasy; if political manoeuvrings with wizards, vampires, and demons is your jam, it’s a great game. It’s a great game whatever, actually, which is why I’ve developed a few tips  for one-shot play that should help you if you want to bring it to a one-shot table.

I’m going to present this in two stages – what you do before it hits the table, and what you do at the start of play. Note that the book does have some great advice for one-shots in it already, but I’ve extended some of the advice to hit my particular sweet spot between player-driven and GM-prepped narrative. If you’d like more details on running PBTA one-shots generally, there’s a post here, as well as specific advice for Dungeon World.

Before Play

Pre-select Playbooks

You can make things easier for yourself by restricting the playbook selection for your players. This has two advantages – one, you avoid any chance of selection paralysis at the table, and two, you can focus your prep towards the playbooks selected. One from each faction is ideal – and I’d go with The Aware, The Vamp, The Tainted, and The Wizard for my choices – the Hunter has potential for some nasty PvP that some of your players may find uncomfortable, and The Fae has to keep track of promises as well as Debt which can be fiddly. If you have players pre-signed or know who’s going to play, you can let them pick, of course – but this helps to focus your thoughts on where they will be relevant. If you haven’t got anyone playing the Vamp, for instance, you don’t need to think about complex vampire politics.

Pick a City

Either use one of the cities already developed in Dark Streets, the setting sourcebook for US, or come up with one yourself. All you need for this is a defined group for each of the factions – for instance, when I wrote up Manchester 1997 for the Revelation convention I had the City Ghosts as my Night faction – a group of industrial-age spectres that keep the city surviving, and The Bridgewater Club as a group of hunters and graverobbers who sought to maintain the status quo – and represented the Mortality faction. If you’re able to, you could share your city write-up with your players in advance of the session. It’s also useful to develop broad brush strokes of one NPC for each faction. You need to be careful about introducing too many NPCs in your one-shot, but it helps to have some to start with so the players can generate them. Resist the temptation to have more than one NPC for each faction! Your players will generally invent more of them, and you can always create more on the fly for them if you need to.

Think of a Bang to Start With

Before play starts, think about an unavoidable event that can be happening that will bring the PCs together. Maybe something that threatens the whole city, or something that you know the PCs will hold dear – a reason for them to stick together. In play, the start of session move will give them more stuff to do as well, so your incident might be a backdrop or might be the key action of the session, but it should be unavoidable and with clear consequences.

Good ideas are an important area or location in the city being under threat, a massive monster being released or summoned, or a deadly NPC arriving and tipping the status quo. Even if it ends up being a backdrop, it should be something that sets multiple events in motion – it’s OK to have a deadly vampire killer on the loose, but make sure that his murders trigger an all-out Vamp-Werewolf gang war in the city, and have the wizards summoning blood demons to take out the most dangerous Vamp threats to them.

As well as an inciting incident, have a few ideas about how this event will climax towards the end of the session – the battle / binding of the demon, the restoring of the status quo, the NPC being chased off. Clearly it’s a good idea to have this as loose as you can make it, but it should be a clear endgame where the threat gets resolved one way or another.

Start of Play

Do Character Generation by the book

Get the players to fill in their Playbooks as per the rules on them. Follow the book advice on one-shots (one extra advance, 3 points of Corruption, one Corruption advance). Get them to go around and briefly introduce their characters after you give a brief overview of the city and the four factions you created. For each NPC, write their name and faction onto an index card and throw them in the middle of the table.

Do Debt – and make it a massive deal

Get the players to take turns in deciding Debt, and make a big deal of it. The book does advise this, but it helps to explicitly refer to Debt a key currency in the game – this is a game of factional manipulation and politics, so who owes whom is really important. I like to stress that 2 Debt is a big deal – you owe them big time, and they can call in a suitably big favour for this – anyone who owes 2 Debt to someone has a ticking time bomb of something being called in. In play, remember to remind them when they ask for something that Debt is the way to leverage it – and that they can always refuse to help with the appropriate Debt Moves.

Start of Session Moves

It’s easy to think that the start of session move doesn’t work for one-shots, but it really sings, especially if somebody rolls a Miss. I avoid giving any hints of my inital scene before they have done the session move, so that the PCs already have a lot on their plate before their unavoidable event happens.

Don’t pull punches! If they roll a Miss, it’s entirely appropriate to start them in a terrible situation. PBTA games are really resilient at letting PCs go from tragedy to glory, and back again, in just a few Moves, so don’t feel bad about starting with your Wizard captured by a recalcitrant demon he was trying to summon. When they mark their Faction, explain how the Advancement system works and that they are just 3 interactions away from advancing – they should be actively hunting down other factions to get their ticks. In the course of the Session Move, the players might suggest additional NPCs. Write them on an index card with their faction and put them in the middle of the table.

Check your NPCs

Before you launch your starting scene, take a look at the NPCs on the table and see if you can ditch any of them. If there’s one without any debt who doesn’t seem to be of interest to the group, suggest to the players that they might not feature in the game. They might have future plans for them – which is fine – but otherwise try to trim your NPC list down as much as you can. If this means ditching all four of your starting NPCs, so be it! The players inevitably come up with much more interesting characters.

Play!

Often PBTA games suggest you take a break now and collate your notes, look at how factions interact, and check you are ready to play. My own experience is that after the start of session moves I’m often fizzing with ideas, and the players are ready to go, so it’s better to start with the inciting incident now and have a break straight after it.

One piece of pay advice I’m terrible at following myself – make your hard moves soon! In a one-shot, once that first miss gets rolled in a risky situation, it’s fine to hit the player with unavoidable consequences; the “warn someone of impending danger” move is often slow. I prefer, in a one-shot, to “put someone in danger.”

So that’s a quick write-up of how I do Urban Shadows one-shots. It’s a cracking game and a great urban fantasy experience to bring to conventions. I’ll be posting up my Manchester 1997 setting shortly, so watch out for that – and putting up more one-shot advice soon enough.

Oh, and if urban fantasy is your bag, you should check out the kickstarter for the Liminal RPG. I’m involved in editing and producing some Case Files (adventures) for the system, and possibly more content depending on how far the stretch goals go. It’s already funded, so any extra Backers just mean more stuff gets written and produced for everyone!

The Forest of Doom – a Dungeon World One-Shot

Forest of Doom imageIt’s one thing to blog about prep, but here’s some actually finished prep, ready for you to use yourselves, either as an actual session plan or as a framework. I present to you a ready-to-run one-shot for Dungeon World (DW), adapting the classic Fighting Fantasy gamebook The Forest of Doom.

There’s an awful lot of love for the Fighting Fantasy gamebooks (in the UK gaming scene anyway) – an awful lot of us had our first experience of fighting goblins and exploring dungeons in the paperbacks by Steve Jackson and Ian Livingstone.

In adapting it to Dungeon World, I went with a couple of Fronts about the evil forest and the impending troll army, and tried to sprinkle a few clues into the encounters in the forest in order to make them feel a little less random than the original game.

The download for the notes is here – be warned that it’s very much as many notes as I need to run it, and you might find the previous article to be useful in order to make sense of it.

In terms of how I adapted it, I started by playing through the gamebook four or five times (never successfully, may I add – some of the early FF games are really unforgiving!). I then made a list of the most interesting / iconic encounters, and made them the set pieces for the adventure. It was a lot of fun, and it really sang at the table – all of my players were really into the shared narration part of it, and DW does a great job of creating the camaraderie (in-jokes even) of a group of adventurers in only a few hours of play.

I ran it at Revelation, a convention entirely consisting of Powered by The Apocalypse (PBTA) games in Sheffield, UK. I also ran Urban Shadows, which I’ll blog more about soon, and played in an excellent game of Undying.

Right now, I’m tempted to adapt some more FF books for Dungeon World, since it seems such a good fit. Any requests? And if by any chance you do use this at the table, I’d love to hear about it in the comments below.

Dungeon World One-Shots

Edit: If you’re interested in an actual real-life one-shot set-up, my Forest of Doom setup is available here.

 

I’m mid-way between running a Dungeon World (DW) one-shot, and prepping one at the moment, so I’m thinking a lot about how to make DW hot for one-shot play. John Aegard has some excellent advice here, and I’ve blogged more generally about prepping Powered by the Apocalypse (PBTA) games before, but here’s a few other tips that I’ve developed that are DW-specific. For me, running DW at conventions means I need a bit more meat on the bones of that the PCs will actually do, while still letting them freewheel and develop the narrative situation themselves.

Let them choose

Unlike in other PBTA games, there’s no need to pre-book players in Classes. In other games, the choices they make here have significant impact on the focus of the game and how it plays out – if your Apocalypse World group includes a Hardholder, for instance, you’re going to need to put their settlement front and centre of the action and aggressively threaten and develop it.

In Dungeon World, regardless of the choices made, the players are going to be an adventuring team – so there’s no need to do this. In fact, at the start of play I try to be really explicit that the balance of classes really isn’t important in this game, just to make sure they don’t feel like they need (for instance) a Fighter to tank and a Cleric to heal people. So encourage players to have a free rein in picking their Classes and Races. I tend to restrict mine to the classes in the DW book, just because there’s more than enough there, but if one of the players has a burning desire to play a 3rd-party Class, I’d probably let them.

Pitch your Sitch

For convention games, you usually need to advertise your game in advance, and for that you need to write an exciting teaser trailer for your upcoming game. Get this set in advance and not only can you give your PCs a problem they can’t ignore, but you can also tie them into this story right at the start with link questions.

The game I’m prepping at the moment is riffing off the classic Fighting Fantasy gamebook Forest of Doom by Ian Livingstone, and so to promote my game (and set my situation), I’ve just used the text on the back of the book:

A war is raging and your help is needed to vanquish the evil trolls. To save the dwarfs, you must find the Grand Wizard Yaztromo and track down the pieces of a legendary war hammer lost in the depths of Darkwood Forest, where gruesome monsters lurk.

Now, once this situation is prepared, I write a list of link questions to ask the PCs – at least one per player, but you might want a few more. They ask the PCs about their relationship with this crisis – and allow them to define twists, NPCs, or aspects of the situation within a comfortable framework.

For Forest of Doom, my link questions look like this:

  • You served in the dwarf army before, defending Stonebridge from the trolls. Why did you leave?
  • You’ve wandered Darkwood Forest before. What dangerous beast did you encounter?
  • What have you done to earn the Grand Wizard Yaztromo’s ire?
  • Gillibran, the dwarf leader in Stonebridge, leads a demoralized and divided army. What happened to bring the dwarf military so low?
  • And so on…

I try to make these questions about what has gone before, rather than what is happening now, so that players don’t feel like they might step on narrative toes, and so that I can keep my prep useful. In play, I go through them straight after Bonds.

Fronts, Dangers, and a Map

For a single 2-4 hour one-shot, you’re not going to want more than one Adventure Front. This is the backbone of the adventure, and the closest thing to a pre-determined plot you have. Likewise, your Dangers give structure to the encounters and opposition that the PCs face; without them they might feel they’re aimlessly wandering from monster to monster. For my current prep, that’s pretty much what playing the Forest of Doom gamebook feels like, so I’m especially keen to avoid that!

I’ve not run my Forest of Doom adventure yet, so I’ll publish my Fronts and Dangers separately at a later date to avoid any spoilers for my players, but suffice to say I tend to just follow the procedures on p185 of the DW book, including adding in stakes questions (which might sometimes already be answered by your link questions above).

A lot of the available adventure starters and modules for DW include several Custom Moves for each game. Personally, I try to avoid them – DW does not need new rules for a one-shot. The only time I put them in is when I don’t see an obvious fit with the Basic Moves for how to resolve something – very often one of those moves will fit. They give great flavour in an ongoing game as the party encounters new areas and foes – and ultimately with custom moves, new rules – but I really don’t think they’re necessary in a one-shot.

Forest of Doom map

The Ideal Level of Detail on your map – Darkwood Forest

I like to have a sketch map to put in the centre of the table during play. This doesn’t contain encounter locations or details, but it grounds the players in w

hat they’re doing and makes it feel a bit less like you’re pulling encounters and events out of thin air based on how they’re doing and the pacing needs of the game – which is pretty much what you’re going to be doing, except informed by the Fronts and Dangers. This map from the gamebook is exactly the level of detail I want for my game

 

Set Pieces

In play, I tend to follow the player’s leads, offer them choices as to which paths and routes to take, and respond accordingly. I do like to have 5-6 ‘set piece’ encounters lined up that I hope they’ll take – usually these will be where they find items or clues that move the adventure along. In Forest of Doom, where the quest is to find the lost two parts of a war hammer, obviously two of the encounters will result in finding the parts of the hammer – but unlike the book I’m going to seed clues in the rest of the encounters to show where the hammer might be, rather than rely on random wanderings through the forest.

These don’t have to combat encounters, and should have a number of options to resolve them. You can use linked questions (eg, “Tell me one thing all gnomes hate” when they first meet a gnome) to give narrative control.

You don’t have to use all of them, but they will provide a backdrop of things to use if you suffer the dreaded PBTA “Move Freeze” when an MC move doesn’t immediately occur to you. DW is already pretty forgiving in this – in no small way because it’s easier in the fiction and implied setting to have a sudden change of pace (orcs attack!) to bring up the energy levels at the table and even buy you some time to figure out what’s going on.

So those are my emerging tips for DW one-shots. I’ll conclude by saying that it’s my belief that Dungeon World really is the most forgiving PBTA game to start MCing, and encourage you to try it if you’re at all interested in these kinds of games. I spent several months trying to grok Apocalypse World and Monsterhearts before a game of Dungeon World made me chill the hell out and realise that they were easier to run than I was thinking. What are your top tips for Dungeon World one-shots? And look out for the full prep notes for Forest of Doom after the Revelation convention at the end of February.