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.

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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.

Day of the Manta Ray – a Sentinel Comics One-Shot

Last weekend, I was at the Owlbear and the Wizard’s Staff, an improbably-named convention in Leamington Spa – and this was the scenario I ran for it. I’d previously playtested it online with my pick-up Supers Gaming group, and made quite significant changes to some of the encounters based on how that went. I thought I’d share it here as a verbatim example of my notes for a one-shot game, along with a few explanatory things.

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I designed this scenario for the pregen group Daybreak in the Sentinel Comics rulebook – they are teen superheroes, and I played up their lesser status in Freedom City by having lots of spectators and NPCs wearing Legacy merch (the other, more established, superheroes). Sentinel has a really structured encounter/scene structure, which I stuck to for the set pieces, but I freeformed a lot of the investigation scene by just asking for 6 successes and giving them some plot hooks when they made their Overcome rolls.

I knew I had 3 players, but added an extra into each scene to allow for an extra player to arrive. I’ll be following this up with a Sentinels review, and probably something on playtesting con scenarios, so watch this space!

Intro / Con Pitch

In this terrifying issue, Ray Manta (p400) has hatched a devious plan to hold Freedom City to ransom, by kidnapping the hapless Mayor Thomas at the opening of Freedom City Aqualand. After dealing with the aftermath of his kidnapping, the heroes have to track down Ray Manta to his secret underwater base, find him, and battle him and his aquatic friends to save the mayor.

SCENE ONE -THE GRAND OPENING

Easy/Medium Action Scene

The heroes are guests of honour, or just there for a day out, at the opening of Aqualand, the Freedom City aquarium. It’s been rebuilt after a terrible incident of collateral damage that the heroes were somehow involved in. Standing in front of the prize pool is Mayor Thomas, his too-tight suit and the blazing sun making his hair dye drip onto his collar. As he readies to cut the ribbon, Orca and Morca, the aquarium’s prized killer whales, jump a pirouette behind him. 

A great day for the fishes! A great day for the city! As I always say, with cod on our side, we’re always sure to have a whale of a time! I’ve always been a fin of the aquarium, and I’ve often said this day was manta be! 

As Mayor Thomas giggles at his terrible puns, the fireworks go off – and smoke fills the area. Slightly confused, there are soon some secondary explosions – and screams!

Ray Manta has set off his trap – his squid-bots have been waiting in the wings, and his shark-bots have already replaced the beloved Orca and Morca.

As the smoke clears, Mayor Thomas is nowhere to be seen, and man-sized squidbots terrorize the assembled crowds. An explosion under a stand has left the assembled people tumbling into the pool, where a now-enraged Morca has been dropped from the sky.

Scene Tracker – Standard

3 Players:

ELECTRIC EEL – D8 Lieutenant

Herman Gyros got caught in an oil rig accident and given the ability to turn into living electricity – now he works for Ray Manta after a hastily-arranged re-image to fit his fish theme

Ability: Can ATTACK and HINDER a target with the same die roll if making a ranged attack with his ELECTRO-SHOCK

Tactics: Flies around from zone to zone targeting the most dangerous-looking opponent. Flees if the fight turns.

HAMMERHEAD – D8 Lieutenant

One of King Shark’s followers, Hammerhead has been loaned out to Ray Manta for this mission. He is utterly clueless and doesn’t understand much of what is going on

Ability: At home in the water – +2 to close-combat attack or defend actions when in the water

Tactics: Keeps fighting until the bitter end – like we said, clueless.

ROBOCTOPI

These look like unconvincing plexiglass octopi

Ability: 16 arms are better than 8! They get a +2 to Boost fellow octopods

(H) D6 Minions

ENVIRONMENT – The Bombing Campaign

Frequent random explosions D8

Escaping wild aquatic animals D6

Hacked water cannons and fire trucks D8

Green – a few explosions happen towards the edges of the scene – the whole place has been booby-trapped!

Minor: Explosions fire at one hero on the ground of the scene, making an Attack using the Mid die

Minor: Another roboctopi activates!

Major: Two heroes are buried under a pile of rubble – Hinder at Mid, Attack at Min

Yellow – spectators are dropped into the orca tank, as fish swarm from all directions

Minor: A wave of water targets everyone on the ground who isn’t aquatic – Attack with Min vs. everyone

Minor: One hero is covered with mating octopi – a persistent and exclusive Boost action

Major: Advance the scene tracker by one space as the ground begins to creak under the water

Red – the stand collapses into the city’s water system – there are sharks all over the city now!

Minor: Water sprays up, a Hinder (Mid) on everyone – including the flyers

Minor: An arc of electricity flies up to Electric Eel and restores him to full strength!

Major: Waves of water stand between the heroes and their opponents – a Max Defend action

4 players:

ADD

SAVE THE SPECTATORS

OO Right the stand

O Calm the enraged killer whale

SCENE TWO – AFTERMATH

Montage Scene

As the scene clears, a message has been scorced into the grass in front of the aquarium – unless THREE MILLION DOLLARS is delivered to an unmarked post office box downtown, they will never see the mayor – or Orca – again. Commissioner Brown is beside himself

But the people of Freedom City – they love that goddam dolphin! And Mayor Thomas, of course. Him as well. But, how will poor Morca cope without her mate?

Players can narrate their scene to heal/help/boost as usual.

SCENE THREE – INVESTIGATIONS

Easy Action Scene

As they race to find the location the mayor (and the beloved killer whale) is hiding, they need a total of 6 successes on Overcome actions to do so.

Possible approaches –

Hack the robots to find their ‘homing location’ somewhere in Freedom Bay

Investigate the PO box – where they find a terrified employee who says a ‘fat man who smelled of fish’ asked him to set it up, then crawled back into the river

Look into the aquarium contractors – where there are a lot of contracts given to on Mandy Tallahasie Raynham – with the location of the warehouse that he used

Go bust some heads at the warehouse – where they can reveal Ray Manta’s underwater base

SCENE FOUR – PREPARATIONS

Montage Scene

They know where Ray Manta’s base is, and they know how to get there -and that it’s underwater. How do they prepare to get there?

Players can narrate their scene to heal/help/boost as usual.

SCENE FIVE – SHOWDOWN

Moderate Action Scene

As they burst into Ray Manta’s base, they find the mayor and the Orca already tied to a laser cutter, and the swarms of bots all around them

Scene Tracker – Standard

3 Heroes:

SAVE THE WHALE!  (AND THE MAYOR)

OOOO Defuse the laser

RAY MANTA (see full profile, with upgrade suit, in the Sentinel Comics core book)

ELECTRIC EEL (AGAIN!)

D10 LIEUTENANT

Can Attack and Hinder the with one action

KING ORCA

A man in a shark suit just as unconvincing as Ray Manta’s costume, King Orca is nevertheless a dangerous villain

D10 LIEUTENANT

+2 to Boost actions

4 heroes – ADD

HORDES OF FLYING FISHBOTS

(H) D8 MINIONS

Annoying blighters: +1 to Hinder Actions

Once the scene is finished, the heroes are victorious! They have saved the mayor, and the beloved Killer Whale, Orca! Narrate a closing scene where they celebrate their victory.

Day of the Octopus: Unpacking the One-Shot

MSH image

Day of the Octopus is the starter adventure included with Marvel Super Heroes basic set, first published in 1984. It’s a straightforward adventure that I remember liking when I first picked up Marvel (considerably later than 1984!), and it still stands up well. It’s got some lessons in it for prepping a one-shot, especially for convention play, and I think it bears a closer look. It’s also available as a download on the Classic Marvel Forever website, if you want to give it a closer look.

Specifically, it does a few things well

  • it demonstrates the expectations and structure of play
  • it’s designed to teach the rules as it goes
  • it gives a solid approximation to a dramatic arc

There’s a few things it does… less well, I guess

  • it’s almost entirely linear. There’s one branching point, but that’s only if the PCs get captured
  • it’s dramatic scenes all resolve around combat – even one where combat really isn’t the actual resolution still looks very combat-y to the players

Overview

It’s designed with specific heroes in mind – Spider-Man, The Thing, and Captains Marvel and America. In the first scene (or Chapter as they’re called in the adventure) this is important, as they start interacting with their day-to-day lives – Peter Parker is with Aunt May, The Thing is sulking in the park, Captain America is with his “gal.” It also demonstrates the classic superhero team structure in RPGs – that although the heroes are normally arranged into specific teams in the comics, in the game they can form a team of whatever heroes the players want to play.

It’s a 1984 adventure, so there’s boxed text – but it’s pretty decent boxed text though – no need to describe dungeon rooms makes it flow easily. Each chapter also starts with a short comic strip, where we see the start of the action, which is a nice touch – I particularly like the investigative scene where The Thing is a deerstalker, especially because it makes him look a bit like Bungle from Rainbow.

It’s designed to be used with the maps supplied – this book came in a boxed set, of course, and there’s a fair amount of tactical faffing about where to place various PCs and their opponents that was probably a lot more important back in the day than it is now. Maps for superhero games leave me cold – especially when there’s two characters that have fairly limited movement alongside two with massively fast movement – can’t Captain Marvel travel at the speed of light? Why does she need a map?

Structure

Overall, the plot looks like this:

day of the octopus structure1357830321..jpg

In Chapter 1, the PCs start separately, while still on the same map, and face one or two Thugs (normal humans) each. These are trivially easy fights, and this chapter shows up as a nice little training mission. In my one-shots I often have an easy fight as the first scene, and this approach (having a really, really easy fight)is something that I’d like to try. I’d expect both encounters to only take a round or so, so it’s a good stakes-free way to teach the basic rules.

No sooner are the thugs dealt with, Chapter 2 starts, where some actual supervillains (one per hero – another superhero RPG trope – and somewhat randomly assembled) appear and try to steal the same tech. It’s expected that they’ll be thwarted, and a Dr Octopus arm will get the tech anyway, but this is the first real fight of the adventure. It has detailed notes for how the villains will fight, which is a thing we don’t often see enough of these days I think – even if Radioactive Man’s first action is to blow a hole underneath The Thing so that he has to spend three turns climbing out, which feels a little bit mean on that player.

CSI: Marvel Super Heroes

In Chapter 3, they do some investigating, which is snappy and has multiple routes and ways of finding their way to Dr Ock’s hideout. There’s three places they can go to pick up clues – the site of the battle, the rental company they got the truck from, and a dive bar on the waterfront. It’s expected they’ll go through these places in order – if I was running this I’d add multiple clues to each location so they didn’t have to go to all three (or could split up), but it’s still presented as a pretty pacy segment, and isn’t reliant on dice rolls to move the plot forwards.

Chapter 4 is the hideout itself, where they fight Dr Octopus, any remaining supervillains from the previous battle, and several environmental effects. This is definitely mean to potentially be a tough one, as Chapter 5 is what happens if they lose, and begins with each hero being captured individually and them needing to escape.

Chapter 6 is the final scene, when they try to stop a gigantic Octobot as it rampages through New York. This fight is almost unwinnable, but it’s also much more of a problem solving challenge – the robot isn’t something they can take on directly, so they need to try and disable it using trickery. In game terms, this is almost a skill challenge compare to the fights beforehand – which is also a nice way to mix it up.

Unpacking the Plot

So, the structure looks roughly like the diagram above. We have 4 core scenes – a training level, a normal challenge scene, and two hard challenge scenes, with two of those being fights and one being more of a skill challenge. There’s a few different ways to move between what is basically a linear plot structure, and there’s a safety net in case they don’t get any further.

The safety net is a bit weak though – it’s Thor – who can either swoop in and save the day in a fight, or just tell them clues if they miss them. I don’t think there’s anything wrong with this kind of contingency plan in a one-shot, but I prefer some immediate, tangible consequences to a failed scene – maybe Thor does offer the details of Dr Octopus’ hideout, but that means they have time to prepare themselves and the next fight will be tougher, or the robot starts rampaging sooner.

20191225_1515021068067650.jpg

For me, I like to have the final climax be a big, challenging battle (this also removes the need for a “contingency Thor” for that scene) and make the skill challenge be the middle scene. For skill challenge, it could be something different to an actual fight, but I think it needs to be an extended task that is supported by the system – in Fate this could be a Contest or a Cliffhanger (from Masters of Umdaar), it could be a Chase scene in Savage Worlds or Call of Cthulhu, a starship combat in a sci fi game, or a social conflict in a system which supports this. In all cases, it’s worth hanging some proper stakes on the scene, so it has tangible consequences to the folowing scenes.

I really like the first scene of this adventure – by introducing the players individually, and giving them a small interaction with the rules, they set up a low-stakes way of teaching both roleplaying and the basics of the rules. I’ve done this with individual skill checks before now, but not with really weak opponents, and I’d like to try it out with that – either with the heroes as individuals or with them together teaming up against a small obstacle.

I’ll definitely be re-skinning this structure and trying out some of the ideas here, and I’ll post on here and twitter about how it goes. I’m going to pull out some other ‘classic’ one-shots and do a similar unpacking of them – what should I look at next?