Wednesday, March 6, 2019

Coming Soon - Purple Pit of the Mole Men


I've been quiet lately due to various factors, mostly a busier than usual work schedule leaving me with less time to write, but also because the impending demise of Google+ really has me down. However as I am off to Gary Con to run Purple Pit of the Mole Men I can announce that I will be returning with regular blog posts on my return. I am going to break up Purple Pit of the Mole Men into a series of blog posts, one each per room, and providing the full details. There are approximately a dozen areas in the adventure so this project will take about as many weeks to complete, but in the end you will have a full adventure, or a bunch of possible drop in rooms to add to other adventures.

You may wonder why I don't publish, and the easy answer is this, I don't feel that this qualifies as an original adventure. It retains a great deal of DNA and inspiration with Harley Stroh's The Sinister Secret of Whiterock and, as a result, it feels more appropriate to post this for free for others to enjoy rather than simply holding it in my pocket for all time.



Wednesday, January 23, 2019

Nuts & Bolts #157 - Hacking the Cypher System - Role Play Informed Modifications


I've mentioned before my current Cypher campaign in the Nightbane setting (a Palladium RPG that's proving way more fun in Cypher System). The players are really getting into things and exceeding my expectations for role playing in a horror setting. Horror games can be tough if the players aren't on board for playing horror, but so far this hasn't been the case for this tale of people turned monsters. In the course of the campaign thus far fear and paranoia on the part of the characters has been playing strongly into the actions of the players. Even better the dice seem to be in on the fun and have been supporting things.

Picture the scene ... one of the characters has found that by traveling through mirrors he can access a parallel shadowy earth; a twisted realm known as the Nightlands. He convinces a second character to help him take the bodies of two doppelgangers they killed to the Nightlands for "disposal." This second PC has been pretty freaked out by everything and is reluctant to go to this scary sounding Nightlands place, but he mans up and tries ... and fails. He spends a moment to put some effort into it and tries again ... and fails, again. He spends and XP, and still fails (mind you a lvl 4 task with effort he only needs a 9+). He takes a recovery to get some points back and collect himself and tries, and fails, again.

I mention this not because these moments are amusing and memorable but because I've been taking these role playing moments, and using them in conjunction with a little use portion of the optional rules: XP Advances.

You'll find the text for XP advances in the Cypher System Rulebook on page 230-231. The basic gist is that the player can trade negative character traits for XP. For example a character who is wanted by the law might get ~4-6 bonus XP. Normally such traits and their trade off bonuses are the domain of character creation, but I've started to use the rule in the situations above to give role-play informed modifications to characters in exchange for Advancements.

So in the example above I offered the player a permanent Inability in tasks related to traveling through mirrors (a pretty big deal since the Nightlands are the only place to get Cyphers for this character in this game) and in exchange an advancement for extra edge in a pool of his choice. I did similar for another player whose character continually refused to transform back into their human guise. These are optional for the players and I only offer them when it feels right for the character and the story, but so far it has been well received and has made for interesting character development and roleplay.

If a GM wasn't willing to give out entire advancements they could hand out XP, or other short, medium, or long term benefits. These types of character impacting modifications should obviously be taken carefully and not abused. Let the game guide you and only offer them when it feels earned by the direction of the role-play and the game.

Wednesday, January 16, 2019

Nuts & Bolts #156 - MCC - The Ecology of Spider-Goats


Loyal readers may have noted that I have ceased re-caps of my monthly game. Mostly this is because I find recaps difficult to write and I have had a lot of other stuff that needed to get out more. However, last session saw a "randomish" encounter with spider-goats, and I can't help but make a few notes on the subject.

The three characters were exploring the toppled remains of an old tower, the hollowed out tube of the life making an easy way to guide their progress to the top also felt like a place that something predatory would make its home. Enter a pack of three spider-goats. Things were pretty touch and go not for the damage they dealt, but for the paralytic poison and the entrapping webbing. I use the dice chain a lot so even while webbed the character's could try to act but were rolling at -1d or more. This allowed me to use the webbing to hinder the players without tipping the scales too far too fast since we have such a small group.

The PCs battled for perhaps 4 rounds before coming out on top. Things went south for the S-Gs fast once the radium rifle was brought to bear and a critical hit scored (ouch!). Once defeated the SGs yielded a few horns (for future use in making awesome helmets) and a pair of poison sacs (for future use in making the judge wince). The PC then moved on.

I didn't think to mention any egg sacs or webbed over corpses, and the players never asked. This occurred to me (as often does) the day after. I was mad at myself at first, because this seemed like a cool opportunity missed. But then I thought about it more. Spiders consume the liquids within their prey and leave dessicated husks, but goats? Goats eat EVERYTHING. So wouldn't a spider goat first drink all the gooey stuff, and then, while hungry and waiting for more prey, snack on the prey-jerky and eventually even their own old webbing?

Yes...

Yes, they would.