Tag Archives: Fiasco

Busy Autumn


It looks like I will be attending three conventions this fall – Dragonflight in Seattle, and Celesticon & Big Bad Con here in the Bay Area.

I’m going to be running a lot of Motobushido – two games at Dragonflight, one at Big Bad Con and one at Celesticon.  I’ll be running a Night Witches variant at Big Bad Con and doing some Games on Demand GMing as well.

If you are going to be at any of these events, please look me up!

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BIG BAD CON 2014 – Part I (Friday)


Once again this year Sophie and I attended Big Bad Con, and I thought I would give a brief recap (in three parts)

FRIDAY AFTERNOON GoD DUTY:  Puppetland and Fiasco.

I love Games on Demand.  It is a far, far better concept than plain old vanilla open gaming, and one that I think every gaming convention in the known universe should adapt because it just bloody well works.  Particularly for conventions like BBC, where regular game registration is done ahead of time via the internet, and the whole schedule is filled up within 5 minutes of registration opening, assuring that there are plenty of games available for people who didn’t happen to have that particular 5-minute time slot in their lives empty enough to spend it hitting “refresh” 10,000 times.  Games are ready in advance, there are signs up, and people just need to walk into the room and take a quick glance at what’s available.

Genius.

I have this strange proclivity for wanting to run little-known, unusual, or out-of-print game systems at conventions.  Part of this is contrariness, and part of it I attribute to seeing endless lists of D&D games at previous conventions and wanting to give convention goers a choice.  So for Games on Demand I brought four games – Puppetland, Omega Zone, my own Brotherhood of the Rail, and a couple of Fiasco playsets as a safety net.

I’ll be mentioning this a lot during the next few posts, but I have to say that BBC players are fantastic!  I love them!  I sat at the table, some players sat down, and away we went like a whirlwind.  My group of players decided to tackle Puppetland, and they were good!  I had one player who had only been roleplaying a few months, but it didn’t matter – the enthusiasm and creativity bubbling around the table took on a life of its own immediately.  I was riding a tiger, hanging on for dear life just to keep the plot up to the characters and having the time of my life!

For those of you who don’t know it, Puppetland is a purely narrative game – what you say is what you say.  Players speak in the first person (“I throw the candy at the nutcracker!”) and the GM in the third person (“Huggins flung the hard candy at the Nutcracker, smashing it’s wooden jaw!”)  It took a little practice, but everyone picked up their narrative manner quickly and in short order the group had crossed the Lake of Milk and Cookies, rescued an endangered puppet from the Nutcrackers, been betrayed by the pirate Captain Ruddypants, defeated him and convinced him to help them, snuck into Puppetown, defeated two of Punch’s boys, and rescued the pirate puppet crew of the Good Ship Rootbeer Float!  Wowee!

After that breathtaking game we tackled the “Dragonslayers”.  I only had one player who had ever played Fiasco before, so the game followed the predictable “new player” trajectory, with players being a bit tentative at first while they tried to figure the system out in the first act, and then – having figured it out the second round of Act I – going at the game premise like bloodthirsty cannibals during Act II.  We had brilliant scenes like one character running off with the treasure, pursued by one of the dwarves, and dropping coins behind him that the miserly dwarf was compelled to stop and pick up…  followed closely by the scene in which a party of low level adventurers intercepted the trail of coins and began following, increasing in level every time they picked up some more money.  The game ended in the predictable way – with one character being eaten by the cannibalistic purple lizard men, another one being mugged by the party of adventurerers with a wand of level draining and being reduced to first level again, one character retiring from adventuring as a drunken, broken husk, and the “quiet” player making off with the vast majority of the gold and success.  Win once again!

During this time Sophie was off running a game of Atomic Robo.  I’ll link to that once she has her tale written up.

FRIDAY EVENING:  Everway, the game I was afraid of

I was apprehensive about my Everway game, that I was running on Friday evening.  Not sure exactly why it was Everway that I chose to be fretful about, but it appears to be in my nature to have to fret about something, and I suppose it was better that I fretted about Everway than the game I was going to run on Sunday afternoon, so at least I could get the fretting out of the way early.

Everway is another one of those very narrative games, and I had planned on making it super narrative by limiting the use of card deck resolution to times that seemed highly dramatically appropriate.  I also decided to go more sandboxy than I usually do in a convention game, so instead of writing a bunch of notes up, I pulled some cards that I liked out of the deck, strung a few of them together into the idea for a plot (along with a quick draw from the tarot deck), put some others aside for visuals and for some minor encounters to throw in if the pace of the game dragged and I needed to throw in something exciting, and just trusted to my players to do the rest

And they did.  And it was glorious to watch. to facilitate, to be a part of.

This was my one “serious” game of the weekend, and took the form of an investigation.  And investigations always get a bit pokey at some point or another.  But it was Friday – everyone was enthusiastic enough and had sufficiently high energy to carry the game over the less dramatically thrilling part.  The players gave good thought to problems, worked through some ethical dilemmas, rescued a child, assisted the Unity Mages, defeated the Thieves of Essence, won the Unity Rose, and were off to defeat Alurax (well, that last is definitely a story for another day).

FRIDAY NIGHT:  The Hotel Room

We had a hotel room at the convention for the first time this year, and it was quite nice – large, comfy bed, little tiny refrigerator, and most importantly it was not a 40 minute drive away in the middle of the night.  Convention experience – plus 1,000 points!

FRIDAY:  Lessons Learned

Once again I learned the lesson of really being a fan of your players, and saying “yes” to them.  I’m going to save my prime example of this until tomorrow so I don’t beat on it endlessly, but there were a couple of times that I had a choice between saying “no” to a player and sticking with the system and rules, or saying “yes” and letting the player do something kickass, and I was well served by saying “yes.”

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BIG BAD CON 2013, DAY 3: GoD Duty


Once again, not in bed until 2:00, up at 7:30.  I was feeling bad about Apocalypse Pony, tired, and not at all confident about the day, which started off for me with Games on Demand duty.

Wisely or fortuitously, I had chosen as my selections for GoD Duty “Fiasco: 40K”  (a Fiasco playset of my own design) and “Do:  Pilgrims of the Flying Temple”  Both of these are low prep, GM optional games.

These two games really saved the convention for me.

I got to play in the “Fiasco:  40k” game for the first time around, and I had an absolute blast!  I played a Servitor (named, appropriately, “Servitor” but formerly Fraggo, who along with another character had been part of a rival inquisitor’s entourage).  I had a reliquary built into my chassis/torso which supposedly contained a holy relic.  Unfortunately for me it turned out to contain some Eldar wraithbone instead – an important prize to be recovered by two of the other characters, who were Eldar cultists.  I was eventually led to a dark corridor of the Tricorn and bludgeoned, then dragged into a storage closet and bludgeoned some more and left for dead.

Things didn’t turn out well for anyone really.  They seldom do in Fiasco.  The best success was the guy who bludgeoned me – who wound up a Servitor, washing windows.

Best line of the game “Hey!  I wonder why someone left this entire satchel full of grenades in this storage room full of stuff that is broken or malfunctioning?”

Sheer brilliance.

None of us could stop laughing during the game.  That’s what Fiasco does to you.

For the second game, Do, Pilgrims of the Flying Temple” I decided to step back and just GM for the four players who were attending.  I have the story somewhere and I need to clean it up and post it, but for now let me just say that Do is a great game for Sunday at a convention – it’s low key, low prep, low stress and fun – a story telling game at its heart, with just enough mechanics to let things flow.

Previously, all the Do games I have played have had children in them, and have used letters with few goal words.  This time I picked a letter with a moderate number of goal words and more mature themes.  It was quite interesting watching how a group composed entirely of adults took to the game.  Adults seem much more into the “style” of the writing, and tend to construct compound sentences (which can sometimes cause the game to drag a bit because they take so long to write) whereas kids are all about a) simple, direct sentences with few commas and b) the flying – kids just love the flying part.

The Do game ran a little bit long, and didn’t quite finish until 2:30, which gave me only half an hour to get to my final game of the convention….

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Fiasco 40K draft PDF done


 

I have finished the first draft of my Fiasco 40k PDF.  Still need to add some Fiascolike art, but here it is!

Fiasco 40k

Feedback is welcome!

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Good Omens Con


This weekend Sophie and I attended Good Omens Con – a small, free, one-day event over in Oakland at Endgame.

We had fun.

There were, I think, six tables full of gamers for two sessions – one morning, and one afternoon. Canned food was collected for the Alameda Food Bank, which I thought was fantastic, and there was pre-registration online for events, which I also thought was fantastic – and something that even minicons can benefit greatly from.

Endgame is a very nice place to have a minicon, as it has a bunch of tables upstairs.  It also has oodles of terrain and terrain tables and a painting area and some very nice models on display and …  games.  The bathrooms are clean (well, at least the Men’s Room, and I didn’t hear any complaints about the Women’s Room so I assume it’s the same), the store itself is well-lit and spacious (as opposed to dank and creepy – older gamers, you know what I am talking about) and has a wide selection of games, including a “pre-played games” section.  All in all I rate it an EXTREMELY dangerous place to go if you have excess money.  Be warned!

Endgame is now my official FLGS.

Now, on to the important parts – the games!

I played in one and ran one.

TIME AND TEMP – for the morning slot I played in a game of Time and Temp.  Without going into gross detail (you can check out their website) Time and Temp is a game about time travel.  Everyone is an employee of a company that handles travel through time and guards the timeline against disaster and modification.  Because “important people” muck up the timeline more than anonymous schmucks, the agency hires only temp workers to handle its field work.

They have extremely strict nondisclosure agreements.  (Seriously – there’s a 12-page “Employees Handbook” for players to read…  and sign!  We didn’t go through all that for a one-shot, but it would certainly add some verisimilitude to a campaign or mini series.)

Players write up a Curriculum Vitae for their characters – three previous jobs, with two skills per job.  The whole process takes about as long as it takes you to come up with a character concept, plus a few minutes of scribbling.  Here’s my character, Zlato.

Job:  Gypsy Thug

– Leverage Pain (Intimidation)

– Experienced Arsonist

Job:  Scrounger

– Find useful stuff

– Scrounge food

Job:  Busker

– Sell anyone anything

– Glitz it up!

Skill resolution is based on rolling one or more dice.  The size of the die is based on a negotiation between the player and the GM regarding a) how impressive the result will be (are you trying, for example, to hear about local gossip or teach someone to invent chocolate chip cookies before they were historically invented), and b) how much effort it takes (is it something that can be accomplished in a few minutes, or will it take hours, days, or even weeks).  Based on the outcome of the negotiation, you will be rolling anywhere between a d4 and a d 12.  Skills bump the die size up by one, and you can use up to two of them on a single roll.  before rolling, you decide how much risk you want to take – the more risk you take, the more dice you roll.  You can choose to risk incident (you succeed, but something complicates the situation), failure (you don’t succeed) or – after a certain point in the game – paradox (you succeed, but the timeline starts becoming unstable).

The real heart of Time and Temp is the Matrix.  Every time you roll in Time and Temp, the number you roll goes on a matrix, creating a sort of Sudoku-like effect.  When you get a certain order of numbers (for example, nine unique numbers in 3×3 square) there are temporal effects – for example the party might get a chip that allows for interesting temporal effects such as rerolls.

In addition, there is the anachronometer.  Every time you roll a specific number, it gets checked off on the anachronometer.  The more often a specific number is rolled, the more check marks it gets.  So, for example, if you roll a “2”, you check off a box on the “2” section of the anachronometer.  The first couple of boxes have no effect, but after that every time you roll that number, it begins to build up paradox.  The more paradox builds up, the more unstable the timeline becomes.  Too much paradox and the timeline breaks and…  “nothing ever was”.  Game over, man.

A big reason that you want to roll larger dice is for the more variable numbers – too many d4s and you generate paradox way too early.

Our game had a total of 23 die rolls over the course of four hours (though I admit, about halfway through the game we all got the idea that we wanted to push the game system to see what it could do, so we wanted to roll plenty of dice).  At the end of the game, because of some unusual die rolls, we were dangling at 4 paradox when the final die roll came up – five paradox would be the end of everything!  It made for a nice, suspenseful climax.  We also got to use three chips that we had saved up for the climax to generate a very cool temporal effect – three additional “copies” of each character from different periods of the timeline showed up to help us out!  It made for a very surreal and “timey wimey” ending.

I enjoyed Time and Temp and recommend it for a nice, simple time travel system.  The flavor text of the game can be easily adapted to any setting (“Primeval” comes to mind) and the system gives you a nice, suspenseful feel for potential unexpected effects of mucking about in the past – for example the single event that had the greatest effect on the paradox level of the game was my character rolling some drunks for pocket change.

So that was my morning game.

In the afternoon I gave my “Fiasco 40K” playest a test.

FIASCO 40K

Let me just say first of all that I had GREAT players for Fiasco 40k.  One player had NEVER HEARD of Warhammer 40K previously, but was seriously awesome anyway.  A second player had only read some of the novels (for which, depending on the novels, he had my sympathy, and a third player was a 40K Imperial Guard player from way back (and of course there was Big Boss Sophie – WAAAAAAAAGH!).  Still, everyone knew Fiasco, so things turned out superbly.

Because I was concerned about the player who knew nothing about 40K needing some help, I decided that I would not take a player position and would instead facilitate.  Well, it turned out that I didn’t need to do that because everyone was great – but I had a wonderful time anyway.

Without going into a blow-by-blow retelling of the game (maybe Sophie will do that on her website – if so I’ll link it here) the game started out with all the characters cut off from their Inquisitor in Gunmetal City.  We had a spy who was manipulating a reformed human bomb who was under the command of a Commissar who hated and was hated by a Guardsman who had been rescued by the Spy.  Much of the game centered around a lock of hair that both the Commissar and the Guardsman claimed as a trophy, and which may or may not have been partially Genestealer.  The spy, meanwhile, was trying to get dirt on the Guardsman (and, well, everyone else).  Cultists, Genestealers, the Ruinous Powers all made guest appearances, and the game ended up with a full-blown Tyranid invasion of Gunmetal City!

In the aftermath the Guardsman became little more than a husk wandering the underhive muttering “its my lock of hair”.  The former human bomb was sucked into a Tyranid hive ship and slowly dissolved.  The Commissar accidentally shot her Inquisitor and was demoted to do nothing but lead units of Penal Legion troops and human bombs on unimportant missions, and the spy was torn limb from limb by a lictor, but survived and got cybernetic implants – then was promoted to Inquisitor!

At the end of the game I got a lot of good feedback from the players on the playset, centering around how to make it more accessible to people who don’t know about the 40k universe, and then we all sat around for an hour just shooting the breeze and talking about gaming.  It was a great afternoon and I really hope to see some of those players again at FATECon or BigBadCon in the near future.

All in all, I must say that it was a very, very successful day!

Many thanks to the players in both the games I participated in, who made my day so much fun, to Sophie for running Time and Temp, to the convention organizers, and to the staff of Endgame!

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Draft of my “Fiasco 40K” Playset


I am going to be running “Fiasco” at the upcoming Good Omens Con and for the occasion I decided to finally bite the bullet and write up my own playset, based on the game “Dark Heresy” set in the Warhammer 40K universe.  Here’s the draft.

BOILERPLATE

This Playset is an accessory for the Fiasco role-playing game by Bully

Pulpit Games based on the DARK HERESY roleplaying game and the Warhammer 40k universe published by Games Workshop.

This Playset copyright ©2013 Edmund Metheny

Fiasco is copyright 2009 by Jason Morningstar. All rights are

reserved.

For more information about Fiasco or to download other Playsets and

materials, visit http://www.bullypulpitgames.com.

If you’d like to create your own Playset or other Fiasco-related content,

we’d like to help. Write us at info@bullypulpitgames.com.

 

FOR THE EMPEROR!

It seemed like another routine mission in the service of the Holy Inquisition – travel to Gunmetal City on the planet Scintilla, track down some chaos cultists, and eliminate them.  The sort of job you have done countless times.  But this time something went very wrong.  The information you were given was bad, the cultists were tipped off, and now you can’t get in touch with your Inquisitor.  For just this moment, you are out from under the vigilance of your master and the Holy Inquisition.  It’s time to prove that you have real leadership ability by completing the mission…  or to settle old scores.

RELATIONSHIPS

I,  THE INQUISITION

1.  Rivals for your  Inquisitor’s favor

2.  Former acolytes of a rival Inquisitor

3.  True believer and mercenary

4.  Spy and dupe

5.  Demonhost and minder

6.  Ogryn assault trooper and Ratling sniper

 

II.  RELIGION

1,  Followers of the Omnissiah

2.  True believer and backslider

3.  Penitent flagellant and overseer

4.  Red Redemption cultists

5.  Devoted to the Imperial Cult

6.  Secret cultists of rival Ruinous Powers

III.  PAST

1.  Mind-wiped survivors

2.  Spent 5 years infiltrating a Hive gang

3.  From a world now fallen to Chaos

4.  Went to Schola Progenium together

5.  Sworn blood vengeance against each other

 

IV.  PROFESSIONAL

1.  Guardsman and Commissar

2.  Tech Priest and Servitor

3.  Adeptus Arbites and Hive Scum

4.  Priest and Hive Mutant

5.  Assassin and target

6.  Sanctioned Psyker and Sororitas guard/minder

V.  THE LAST MISSION

1.  Rescuer, rescuee

2.  Master, defeated foe turned servant

3.  Worked together for many years

4.  One tried to murder the other, and thought they had succeeded

5.  Both up for promotion to Investigator, only one gets promoted

6.  Overt enemies, covert lovers

 

VI.  WHAT YOU HATE

1.  Xenos

2.  Demons

3.  Heresy

4.  Your Inquisitor

5.  Each other

6.  Everything

NEED

I.  To get the truth about

1.  What really happened during the last mission

2.  The mysterious Xenos creature no one else can see

3.  Your Inquisitor’s true loyalties

4.  Who you were before

5.  How the strange artifact works

6.  What they know, but refuse to tell you

 

II.  To get respect from

1.  Your inquisitor

2.  Yourself

3.  The Emperor

4.  Your true leader, the Genestealer Patriarch

5.  The voices in your head

6.  Everybody

 

III.  To hide

1.  You disobeyed your Inquisitor’s direct orders

2.  You murdered another Inquisitor

3.  You harbor heretical thoughts

4.  You have a hidden mutation

5.  You are a non-sanctioned psyker

6.  The addiction that makes you dangerously unreliable

 

IV.  To Take Care of

1.  That 20,000 Throne Gelt debt you owe

2.  The enemies of the Emperor!

3.  Yourself, like always

4.  The corruption that eats away at you

5.  Atonement for your past failure

6.  Your fellow acolytes

 

V.  To Get Away

1.  From your past mistakes

2.  to a monastery on a Shrine World

3.  as the sole survivor

4.  to the Webway, where your Eldar masters await.

5.  with the ritual

6.  back to your homeworld and family

 

VI.  To Tell

1.  the acolyte who murdered your lover what they did…  just before you kill them

2.  your Inquisitor about another acolyte’s heresy

3.  the galaxy about the Ecclesiarchy’s lies

4.  your superiors to go feth themselves

5.  your fellow acolytes the truth

6.  everyone you meet that the Emperor loves them and has a wonderful plan for their lives

LOCATIONS

I.  Upper Gunmetal City

1.  A noble’s mansion, guarded by a private army

2.  A magnificent cathedral

3.  The Duelling Field, where all quarrels can be settled

4.  A sybaritic and never-ending masked ball

5.  A garden containing real, living plants

6.  Miles and miles of air purification machinery

 

II.  Middle Gunmetal City

1.  A gigantic foundry, turning out autopistols by the millions

2.  An abandoned munitions factory, extremely unstable and unsafe

3.  A small enclave of Adeptus Mechanicus, working in the factories

4.  A filthy shrine to the Emperor, fallen from former glory

5.  A teeming, vermin infested tenement

6.  An Adeptus Arbites Precinct House

 

III.  Lower Gunmetal City

1.  A rickety bridge over a pool of lava

2.  Headquarters of a vicious underhive gang

3.  Narrow, winding lava tunnels, occasionally filled with toxic gas

4.  An Inquisition Safe House

5.  The debased shrine of a Chaos cult

6.  A vast cavern, filled with mine tailings and industrial cast-offs.

 

IV.  The Tricorn, Headquarters of the Inquisition (Flashback)

1.  A dank and filthy holding cell and a table full of torture implements

2.  The forbidden archives of the Library

3.  A quiet corridor, rarely visited

4.  The armory, heavily guarded

5.  An interrogation chamber, complete with mind wipe equipment

6.  A shrine to Saint Drusus, heavy with incense and candle smoke

 

V.  The “Quinarius”, your Inquisitor’s Gunship (Flashback)

1.  The stasis chambers, where the Murder Servitors are stored

2.  The Bridge, during a battle with Pirates

3.   Your quarters, in the middle of ship’s “night”

4.   The Geller Field Genaratorium, while the ship is in warp

5.   A random corridor, cut off during a boarding action

6.  The secluded quarters of the ship’s Astropath

 

VI.  The Deathworld of Haddrack, your previous mission (Flashback)

1.  A vast field of Brainleaf, slowly draining your life away

2.  Trapped in a cavern, just after the meteor strike

3.  In the Symbiote’s lair

4.  Amidst the Eldar ruins, abandoned for 10,000 years

5.  In the lair of the cultists, about to be sacrificed

6.  Ten minutes from pickup, 5 minutes before the Virus bombs detonate

OBJECTS

I.  Holy Relics

1.  A holy bolt gun shell left over from the crusade of Saint Drusus

2.  A relic of Saint Nog stored in a backpack shrine

3.  Bones of the Blessed First, made into a necklace

4.  Fragment of Saint Drusus’ Tomb

5.  Purity Seals attesting to your devotion

6.  A profane, whispering, relic of evil

 

II.  Troops

1.  A squad of Adeptus Arbites

2.  Three human bombs

3.  A gaggle of Adept scholars

4.  A servoskull with numerous useful attachments

5.  Five Sisters of Battle with Jetpacks and chainswords

6.  One thousand screaming cultists with improvised weapons and damned souls

 

III.  Weapons

1.  A plasma grenade capable of incinerating everything in a 10 yard radius

2.  A Jokero digital laser, disguised as a ring

3.  An “Eviscerator” – an 8’ chainsaw

4.  An unlimited supply of frag grenades

5.  A bloody chain-axe

6.  A lascannon, capable of destroying tanks

 

IV.  Miscelleneous

1.  A medikit full of supplies and bandages

2.  Two doses of frenzon and injector

3.  A vial of sacred machine oil, blessed by the Adeptus Mechanicus

4.  Microbead concealable vox units

5.  A set of rusty, blood-crusted manacles

6.  A psychic hood that blocks psychic powers…  usually

 

V.  Keepsakes

1.  A small lucky charm, passed down through generations

2.  A lock of hair from the first heretic you killed

3.  Several strange, glowing gems found on an alien world

4.  The unholy relic you used to pledge yourself to the Ruinous Powers

5.  One thousand Throne Gelt in several leather bags

6.  A small, furry, disconcertingly friendly alien pet.

 

VI.  Weird

1.  A piece of Eldar Wraithbone that sings in your head when you touch it

2.  A huge, ancient, spikey sword with indecipherable writing, an unsettling sheathe, and a taste for blood.

3.  A cybernetic arm, not currently attached to anyone

4.  Two-hundred ancient, crumbling scrolls filled with cryptic writing

5.  The soul of an arch-heretic, encased in lead and bound with many wards and seals

6.  An unidentified artifact – it might be powerful, it might do nothing.

FIASCO 40K INSTA-SETUP

 

FOR THREE PLAYERS

RELATIONSHIPS

  • Worked together for many years

  • Rivals for your Inquisitor’s Favor

  • Secret cultists of rival Ruinous Powers

 

FOR FOUR PLAYERS ADD

  • True believer and backslider

 

FOR FIVE PLAYERS ADD

  • Adeptus Arbites and Hive Scum

 

NEEDS

For three players

  • To get respect from the voices in your head

For four or five players add

  • To tell your Inquisitor about the heresy of the other acolytes.

 

LOCATIONS

For three or four players

  • Aboard the Quniarius, the secluded chambers of the ship’s Astropath (Flashback)

 

OBJECTS

For three or four players

  • The unholy relic you used to pledge yourself to the ruinous powers

 

LOCATION/OBJECT

For five players choose one of –

LOCATION

  • Middle Gunmetal City – a teeming, vermin infested tenement

OR

OBJECT

  • A vial of sacred machine oil, blessed by the Adeptus Mechanicus

 

NOTES

The locations in this playset are specific to Gunmetal City, one of the locales in the published material for Dark Heresy.  Facilitators or players can substitute their own locales to set the scenario on any of a variety of worlds.

 

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It was a Fiasco!


Tonight I ran Fiasco for the Monday night Skype game.  It was…  interesting.

We recently got a whole bunch of Fiasco PDFs for Christmas (thanks John!) and the low/no prep characteristic of the game appealed to me for “hip pocket” games run at the last minute.  Because our Monday Night Skype group was having some scheduling problems, I thought I would try setting up a room in Vyew with a quick start version of one of the scenarios so that I would have something to offer on a night when the regular game couldn’t run.

I decided to go with the Dragon Slayers playset for Fiasco because, well, it was a pretty standard trope and looked rather funny.  Because I wanted it to be a game that I could pull out and run quickly, I did some of the groundwork that is normally left to the players by rolling for some of their relationships.  Here are the characters for the session –

B’hludd (Half-Ork Ranger) – B’hludd joined the adventuring party with his friend Dies to try to raise money to buy and open a tavern.  He was bound by a blood ritual to Elshara, and was trying to track down Lilith for a bounty, but was unaware that Lilith wasn’t a woman.  He was also questing for the legendary Blade of Calamity, rumored to be in the dungeon.  Unbeknownst to him, his old master, now a mummy, was the big bad in the dungeon.

Dies-Between-Battles (Kobold Monk) – Dies had joined the adventuring group seeking loot with which to purchase a tavern with his friend B’hludd.  Mike the Fighter had killed his father, though he doesn’t know that.  He had won Elshara in a poker game and she now served him as a thrall.

Elshara (Elf Cleric/Mage) – brought along by Dies, she arranged for Lilith to join the party and hired him to assassinate Dies.  She was bound by a blood oath to B’hludd.  She was also seeking a magical ring on the finger of the big bad, a mummy who was her old master.

Lilith (Human Assassin) – hired by Elshara to assassinate Dies-Between-Battles.  Trying to show up Mike the Fighter and take over leadership of the group, and outdo him in heroics.  Unbeknownst to him, B’hludd is pursuing him for a bounty.  Claims to be a rogue.

Mike the Fighter (Human Fighter) – leader of the group, trying to fend off attempts by Lilith to take over.  Wants to outdo everyone, particularly Lilith, in heroics.  Wants the Blade of Calamity because he thinks it will make him look badass.  Dies-Between-Battles killed his father, though he doesn’t know it.

The adventurers met in a tavern and heard rumors of a terrifying and powerful mummy powerfully terrifying a rural community, which had offered a reward for the creature’s demise.  The game opened with them staring at a small crypt containing stairs…  leading down.

Well – it was a Fiasco.  The party got together and then separated, fell down chutes, fought mummies, spied on one another, got stuck in a gelatinous cube, and just generally behaved like a typical dungeon party.  Act I was going through the dungeon, with Act II planned to be the aftermath.  We got as far as the Tilt and Act II without finding out who had the magic ring, though it  seemed likely that B’hludd would start Act II with the Blade of Calamity in his possession.

Everyone had one heck of a good time, including me.  The Vyew set up allowed us to keep track of all the vital information, dice, and relationships even though we were far apart, and the game ran smoothly.

I am looking forward to Act II next week.

 

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