I was fully obsessed with Hollow Knight, a Metroidvania- and Dark Souls-inspired game when it came out on the…

I was fully obsessed with Hollow Knight, a Metroidvania- and Dark Souls-inspired game when it came out on the…

I was fully obsessed with Hollow Knight, a Metroidvania- and Dark Souls-inspired game when it came out on the Switch, and I’ve been revisiting it again recently and I love its gloomy-but-beautiful atmosphere. Warning for some spoilers here, though!

A while back someone on reddit asked how to run an RPG based on Hollow Knight and I suggested Rhapsody of Blood, since it has similar inspirations. I’ve been thinking about it again, and while I haven’t had a chance to actually run RoB I still think it’s a good fit. However, the tone and the tension are very different.

Hollow Knight is about an abandoned, underground kingdom of bug people called Hallownest. The player is a small knight that has arrived and joins the foolish bugs trying to search for treasure or glory in the tunnels of Hallownest. As you explore you are mostly alone with mindless enemies, but sometimes you run into a friendly face along the way. However (here come the spoilers!) there is a corruption that was sealed away and is slowly leaking back out, first causing madness then violent mutations. To defeat the corruption once and for all, you have to find and kill the 3 dreamers, who locked themselves away to seal the corruption, then confront the Hollow Knight, your predecessor that took the corruption into themself.

Being a Metroidvania game, there are immediate parallels to Rhapsody of Blood – Hallownest is a maze of tunnels and interconnected regions, like the lush green area, the fungal swamps, or the city of Hallownest proper (full of mindless shells of former citizens). However, while RoB is supposed to be vibrant and hostile and constantly moving (at least, that was my impression reading it), the world of HK is more moody and dark and passive. Instead of a castle of shifting corridors and hunting beasts, it is a cavern network that feels like it hasn’t moved in the last 100 years (but the dangers from 100 years ago are still lurking in wait). There’s no Blood, but the Corruption whispers in your dreams and offers power at the price of madness.

Has anyone played both Hollow Knight and Rhapsody of Blood? Any thoughts on whether the mechanics could would fit this kind of change? My gut feeling is that they would mostly work with some reskinning, and describing the exploration and the clock as happening on a larger timescale, and the overall corruption gradually increasing rather than being immediately present. The first problem that jumps out at me, though, is the Reckoner’s abilities that depend on reshaping the Castle. I guess they could be an experienced spelunker, changing the landscape by causing cave-ins or discovering unseen nooks, rather than imposing their will on their surroundings. Or the ability to reshape the cavern could simply be added as part of the Corruption, as it is already mystical in nature.

I’ve put up the first actual play session for my new Legacy campaign!

I’ve put up the first actual play session for my new Legacy campaign!

Originally shared by Jay Iles

I’ve put up the first actual play session for my new Legacy campaign! In this episode, we meet the characters, explore the mining settlement of Cliffside, the carnival experiences ballooning difficulties, and strange depths are plumbed.

https://ufopress.co.uk/2018/08/08/hostile-waters-1-cliffside/

#Morningstar 5: Against the Awakeners

#Morningstar 5: Against the Awakeners

#Morningstar 5: Against the Awakeners

The situation

* At the Call to Order, everyone asked the Keepers to do everything, so now they have to find a way of reactivating Stasis Pods so the Enforcers can put criminals to sleep, and find a way of debugging the flight system for the MC.

* The Listeners have recently begun exhibiting unusual flocking behaviour.

* A new refugee, Jose, told Verity of how he was woken and then imprisoned by a group of medics, before he escaped. Verity and Agent Johnson have directions to where he was found.

* 101010 and Brother Curiosity’s expedition to find space for the Throng’s drug factory uncovered an unusual mobile radiation source, a food processing plant full of mustard gas which had been made after the Awakening, and many questions. An MC work crew has been detached to disassemble the plant and make it safe.

The Maintenance Collective consult the mind of INC-07 in their group consciousness and learn that there were two factions among the Sleepers: the political and military elite responsible for the war crimes, and colonists from far-flung parts of the human empire.

The MC set to work disassembling the food processing plant, and the Keepers assist by providing information on the best way of dealing with the gas. unfortunately the cleanup isn’t perfect, and residual contamination causes unpleasant injuries to several members of the Throng, incurring Treaty. The MC also gains Need: Prestige, reflecting their feeling that they are under-appreciated. They control the bridge, but they’re still being treated like scutters by everyone else.

Meanwhile, the Enforcers and Keepers start to look into the Awakeners. Major Petrova hits the streets, and learns that an Awakener priest named Vusa is holding meetings in the back room of Kana’s coffee house. She arranges for Kana to plant a tracking device on him so he can be followed next time he ventures into the dark decks.

Verity meets with Jose again while he is undergoing orientation. Sleepers were all fitted with a subcutaneous RFID chip containing location and biographical data, as well as a UV tattoo to provide a physical check. Verity reads the latter, and learns they were woken from bank 227-A, deep in the dark decks.

Major Petrova continues her investigation using the Enforcers’ surveillance system and records, as well as a few snitches. From Vusa’s preaching, the Awakeners believe that the voyage is endless and that the ship is all humanity has. It is unjust to deny the Sleepers a part in human civilisation, so they want to wake everybody up, ideally all at once. The good news is that they haven’t figured out how to do this yet, but are actively looking for someone in the Sleeper holds who can. They’re operating out of a small clinic in the darker recesses of the left bank, high up in the catwalks with excellent escape routes. Surveillance feeds show the clinic is well-guarded, with blank-faced security guards who seem to be… not all there.

Eventually, the surveillance pays off, and Vusa heads off into the dark decks with a pair of disciples and two of the blank-faced guards. With Sister Verity and Agent Cassius, a sharpshooter, Major Petrova sets out in pursuit. The tracking device lets them keep tabs on Vusa, but they have a run-in with the mysterious mobile radiation source, then get lost while trying to get out of its beam-path. They know where to go, but not how to find their way back.

Eventually, they find Vusa and his party in a lit room which has been converted into a makeshift jail. While the blank-faced men stand guard, Vusa distributes food to about a dozen recently-awoken Sleepers. At this stage, Verity tries to convince Petrova of the importance of stopping another Awakening: apparently there are emergency protocols which could trip if too many Sleepers wake up (this may be why the original Awakening was so lethal – and why there is a food plant full of mustard gas). Preventing this is one reason why the Keepers have been reluctant to restore the MC to full capacity. Petrova doesn’t seem entirely convinced, but is more than willing to act to prevent Sleepers being kidnapped and kept prisoner. Sending Cassius off to get an advantageous position, she calls out to Vusa that the area is surrounded and demands his surrender. When a stunner shot over someone’s head doesn’t convince them, Cassius drops one of the blank-faced guards – and the other one is disturbingly unmoved by this. Vusa is persuaded however, and surrenders. Petrova gets the cuffs on everyone, frees the prisoners, and starts asking questions.

The prisoners are all recently awoken from bank 227-A and have been kept here for a few days. The blanks don’t respond, but Verity checks out their tattoos and finds that they are from bank 221-7, further away, and that they are… not right. They obey Vusa’s commands, and are generally docile and obedient. The best she can tell is that something has removed their soul.

Vusa is persuaded to talk (and to lead them back to the City) with promise of immunity and protection from the Keepers. The Awakeners work for a man named Jagarta Tun, who owns the clinic in the Left Bank. They’ve been waking Sleepers for some time, looking for the one who can wake everyone. They haven’t found him yet because some people aren’t in the right pods, and in the meantime they’ve been installing slave-chips in those they wake, and using them as muscle or selling them to other Factions to fund the cause. Tun performs the operation at the clinic, sneaking the prisoners in in the dead of night via one of the many service passages leading from that part of Left Bank.

Petrova thinks it will be impossible to get a dozen refugees plus prisoners into the City secretly, so marches in openly, effectively telling the Awakeners that the game is up. The Enforcers immediately declare Jagarta Tun a wanted criminal and mount a raid on his clinic, capturing him and some of his guards, though some Awakeners escape. Once she’s got him in a cell, Petrova offers Tun a deal: she won’t add slavery to the charges if he shows her a way to undo it. He demands bail as a “sign of good faith”, but Petrova refuses. If Tun could figure out how to implant a slave chip, someone can figure out how to remove it.

Meanwhile, the Keepers act to protect the Sleepers from interference. Having finally received their security gear from the Puppeteers, they call in a debt on the MC to get them to install it in the Sleeper banks. The Keepers help, of course, using their knowledge of the nearby banks to make the system far more effective, but the MC interfere with one of the the Throng’s business plans and end up exposing themselves a lot in the dark decks, gaining Need: Security. But the City now has a permanent security system for the Sleepers, which should prevent any future Awakener activity and potentially warn of refugees. The MC then Call in a Debt to get the Keepers to publicly acknowledge the assistance, and the Keepers rouse the minds of the unbelievers to give them some public recognition, removing their Need: Prestige.

Finally, the MC announce that they have found a clue as to the location of the life support systems.

I flailed a bit in places here with improvising details, but the session seemed to work OK. And we learned a few things about what was important to the Keepers and the Enforcers. We also got our first real use of the Treaty rules, though the fiction ended up trumping the mechanics (the Keepers had previously called in debt on the Puppeteers to get Surplus: Security, which should have zeroed their Awakener-related Need the moment it arrived. But they wanted to use their new Progress move they’d learned from the MC to get something which affected the whole City, and so contrived a chain of moves solely so they could lend aid and do that. Which ended up with the MC getting more debt…)

So, I’ll be starting up my first Legacy campaign in a couple of weeks and I’m curious about something: how do most…

So, I’ll be starting up my first Legacy campaign in a couple of weeks and I’m curious about something: how do most…

So, I’ll be starting up my first Legacy campaign in a couple of weeks and I’m curious about something: how do most of you handle the map? I’m thinking of just doing it in wet erase on my battle map so it lasts session-to-session but I’m interested to hear what others have done with it!

Douglas Santana and I are currently putting the finishing touches on our next three books for #Legacy2e!

Douglas Santana and I are currently putting the finishing touches on our next three books for #Legacy2e!

Originally shared by Jay Iles

Douglas Santana and I are currently putting the finishing touches on our next three books for #Legacy2e!

Find hope in The Engine of Life, with playbooks like the Saint and the Syndicate of the Lost, new rules for Prophet characters, festivals and safe havens, and essays from Ferretheim Games, Chris Farnell and James Mendez Hodes.

Fight against a final end in End Game, with playbooks like The Deathless Elite or the Road Warrior, new rules for Traitor characters, nightmares and more, and essays from Kira Magrann, Slade Stolar and Norman Rafferty.

Finally, find liberation in Free From the Yoke. In Fed Kassatkin’s Slavic fantasy hack of Legacy, you have recently thrown off the shackles of an oppressive empire. Will you rediscover the old ways of the land, or seek new riches? Will you try to claim the title of Arbiter and control this new land, or seek independence for your family?

Look for all these books on Kickstarter in 2 weeks’ time!

I will be running my first session of this on Monday and I was re-reading through the various families and I really…

I will be running my first session of this on Monday and I was re-reading through the various families and I really…

I will be running my first session of this on Monday and I was re-reading through the various families and I really don’t understand The Order of the Titan’s Doomsday Research. It reads

“When you issue a Kaiju Threat Alert gain 6 hold. When you act against the threat, spend 1 hold to roll with advantage.

If your character is directly confronting the threat, spend all remaining hold after rolling to set one of their dice to the hold spent.”

The first part makes sense and seems quite strong. However I really don’t understand the second part. Any suggestions as to how this should work?