Had a wonderful three session LongCon at #gencon2014  this year with that was co-MCed with Andrew Medeiros.

Had a wonderful three session LongCon at #gencon2014  this year with that was co-MCed with Andrew Medeiros.

Had a wonderful three session LongCon at #gencon2014  this year with that was co-MCed with Andrew Medeiros.

We ran 8 people (Vamp, Fae, Aware, Hunter, Wolf Jason Parachoniak, Oracle Jeff Dunnett, Spectre and Wizard) that started off as two factions with the initial intent of destroying each other before they became pacifist with the determination of not letting the two waring werewolf factions destroy the city. They combined into one large group with this goal, and was paid back by our Immortal NPC almost destroying all of them. The third session had the newly formed team dropping their newly pacifist ways with the determination of destroying the Immortal who was using everyone from the players to various factions of NPC;s to do his dirty work …. and they were done with it.

Highlights:

-Emotional Vampire who fed off of intense emotions killing a man during his climax.

– Hunter willing to sell his soul to kill the killer of his Mentor

– Wolf and Oracle pretending to be someone blind with their seeing eye dog to get into a house.

– Fae promising her body to obtain video footage from a news Cameraman

– And so many more ……

Thanks a bunch for a great series of games.

My review of the game after 3 sessions playing as Master.

My review of the game after 3 sessions playing as Master.

My review of the game after 3 sessions playing as Master.

(text in spanish)

Originally shared by Psitopía

Mis primeras impresiones de Urban Shadows.

Un juego Powered by the Apocalypse sobre criaturas sobrenaturales al estilo Mundo de Tinieblas, Dresden o Supernatural.

Urban Shadows is a game designed by Andrew Medeiros 

Just returned from the Tierra de Nadie convention where i finally run 3 games of Urban Shadows :P

Just returned from the Tierra de Nadie convention where i finally run 3 games of Urban Shadows 😛

Just returned from the Tierra de Nadie convention where i finally run 3 games of Urban Shadows 😛

In fact only the last one was planned in advance, but some players were looking for activities and i offered them to test the game. It also helped me to run the “official” game, because till that moment i’ve only read the rules… not played before (i was confident on my previous AW experience).

My players love so much the game that playing only the first session seemed too poor for us, so we looked for a moment to continue a little more during the weekend 🙂 Hence the second game.

Those first 2 games were played with players i’m already familiar with. 2 close friends ( Roberto Alhambra Bayo Carmen Guevara  ) and my wife (Raquel Cano Navas ).

A very nice experience we hope to continue via hangouts or something like this.

Third game was entirely played with a group of players i’ve never met before ( Borja Aguirre and Piero Sagi among them ).

Have to admit the session started a bit cold. Not all of them have played AW before, and ideas didnt flow easily because we were complete strangers.

Anyway, i try my best to guide them during the character creation and when they finally started to suggest and take command of the relations the story flooded as easily as expected.

In fact, the characters and relations they were creating were so much interested that i was the first to be surprised with the intensity of the game. We play from 10:30 to 14:30 non stop, when games are expected to end by 13pm we stick to the table and keep on playing trying to know how the plots continue.

Paris was a very nice choice, and we plagued it with spiritual shapechangers, supernatural drug dealers, demonic vampires and evil faeries XD

I’m so fascinated with the game that i’m trying to convince some spanish publisher to translate it.

Just as a side note. Some of the players even asked me for the game because they wanted to buy it right there!!

On the bad side i could say that players seemed overwhelmed with the number of interconnected plots they created, and the rumours from the session start roll, they dont even knew what to do.

Not something to worry about in fact, but something to care about in future demo sessions. 

Heres some feedback- I’ve run 1 game and played 2 at various cons.

Heres some feedback- I’ve run 1 game and played 2 at various cons.

Heres some feedback- I’ve run 1 game and played 2 at various cons. I did like the coverage of the various urban fantasy tropes, and loved being able to play an Highlander-esque immortal. Thats a 20 year old dream realised.

One thing I and others like Neil Gow observed is that the playbooks need some.. ooomph, or a bit more meaty provocation in the style of Apocalypse World or Monsterhearts. 

For example could the questions on each Skin be made unique instead of standard 3 that get repeated a lot?

Who are you?

 How long have been in the city?

 What do you desperately need

e.g. Wolf “How many did you kill when you first changed?”

Vampire “What do you regret you can never now do in daylight?”

Monsterhearts does some hard framing in its questions for Strings, and that is part of what is missing here- the questions are too generalised and open.  But they are also a bit dull (“How long have you been in the city” vs say “Why cant you leave the City?”) and need something to sex them up, make them a bit more challenging.

Some of the moves are a bit dull too, and again a revision to see how they can be made a bit more provocative/challenging/defining would be good, even if mechanically the same,  they need a bit of flavour (such as the roll with X instead of the normal Y in situation Z type ones)

Some feedback on the Intimacy moves (originally from Kickstarter comments page). 

I played in Chirags 2.0 playtest game and thought some of the Intimacy moves needed punching up, as a few seemed pretty dull, or dont really fit the theme. Specifically…

Hunter has an interesting sex move (honest questions) but how is it in theme to the Hunter? Wouldnt it work better for the curious Aware? Indeed you might be better swapping the Hunter and Aware sex/intimacy moves (since supernatural sex seems to be a trangression for the monster hunter, it fits better for gaining corruption). But also include an effect for intimacy with a Mortal too, since just marking corruption or no effect is fairly dull.

For the Fae, wouldnt an exchange of promises work better with intimacy (a 2 way street) rather than it being a demand? Perhaps they can refuse if the Fae doesnt give them a promise in return?

The Immortal shouldn’t be about saving lovers- their tragedy is they always outlive their mortal loves, so the Intimacy move seems out of theme. Giving up their Immortality to save their love on the other hand might be an interesting (if archetype-destroying) intimacy move. Definitely needs punching up or changing to something like the Vamps intimacy move about owing them a debt or giving them a glimpse of your past (flashback time?).

Oracle & Spectre & Veteran- reasonable, no issues.

Vamp- reasonable

Wizard- this seems to be the Harry Dresden rule. Not sure what the logic of marking Faction is with the wizard than say another character type? What are you going for there?

The Wolf- reasonable, though you might go for the Monsterhearts version instead of you have a bond until one of the 2 of you is intimate with another partner.

Our second session of Urban Shadows ran tonight.  The first post was here: http://goo.gl/vHKaTN

Our second session of Urban Shadows ran tonight.  The first post was here: http://goo.gl/vHKaTN

Our second session of Urban Shadows ran tonight.  The first post was here: http://goo.gl/vHKaTN

We still loved it. 😀

Over the two sessions, each character averaged just over one advance and one corruption advance each.

Continuing from last time, here are a few more questions and comments that came up during the session for your consideration:

Can you figure someone out on an NPC? We assumed you could, but the language of the move references player and their character, but does not mention the MC.  This could be reworded to add clarity.

Can a wizard use their sanctum / workspace to remove corruption?

Wizards cannot erase a corruption advance as an advance like other playbooks.  The player of our wizard reported that this caused him to be very cautious about gaining corruption, and therefore using magic. He also found that the corruption advances were not tempting enough to make him want to use his corruption move and make deals with the dark and powerful.

Does erasing a corruption advance also erase a corruption move? Is there a way to make this clearer on the playbooks themselves?

It felt a little awkward for our wolf to be in control of territory but not have a gang right away.  Our wolf also questioned how often his start of session move should be triggered.  If the start of session two is happening on the same days as the previous session, and he hasn’t yet resolved the previous session’s trouble, does it get triggered?

We tried out the new start of session move posted here a few days ago.  In general we liked the intention of it. (Choosing a faction that isn’t already marked was a hit!) I missed that it wasn’t a roll though.  

Debts were an awesome way to create a starting weave of tense relationships, but we found in play that they didn’t have much appeal.  It was very easy for our players to have one player offer debt, and have other players turn it down.  Going back to a point I made earlier, I think having Persuade and NPC also apply to PCs might eliminate this situation. In either case, being able to say no to a favour without consequences sucked.

Any early ideas about the conversion to Victorian era in the City book?

Any early ideas about the conversion to Victorian era in the City book?

Any early ideas about the conversion to Victorian era in the City book? Is it MC guidelines or will there be playbook or move conversions to emphasize the theme?

I’m bondering on trying to do Victorian hack and the Urban Shadows based Penny Dreadful builds sound perfect match

Hi all – I played the Spectre in Ian Howard’s game and wanted to give some archetype-specific feedback as well as a…

Hi all – I played the Spectre in Ian Howard’s game and wanted to give some archetype-specific feedback as well as a…

Hi all – I played the Spectre in Ian Howard’s game and wanted to give some archetype-specific feedback as well as a little general feedback on the game.  Starting with the latter:

US is a great game with a lot of really excellent and innovative mechanics.  I know I speak for the whole group when I say we’re very excited about what the game has to offer.  Debts in particular produced some extremely interesting and exciting possibilities, but the Drama moves produced a lot of intriguing possibilities as well, to name just a few things.

I think a lot of us felt our archetype moves were a bit bland, or there were only a few really interesting choices.  I’d really like to see expanded lists, and moreso, some really strong choices in selecting new moves, that really add some flavor of being a particular “type” of whatever thing you happen to be.  The Corruption moves, by contrast, I think pretty much everyone was impressed by 😛  It seems the Corruption moves (rightly) represent the more supernatural, inhuman aspects of the archetype – excellent abilities, but to gain them you distance yourself from humanity.  I’d like to see some archetype moves that are similarly juicy but represent more of an integration of the human and supernatural, or at least encourage characters to cling to their dwindling humanity.  (maybe I can brainstorm some proposed Moves another time)

I picked the Spectre archetype because I am a long-time fan of the old White Wolf game Wraith: The Oblivion.  What immediately struck me was 1) in US a ghostly character integrates with a corporeal party much more naturally and easily than in old WoD, and 2) I am left with an awful lot of questions about the nature of Spectres and their “world”.  Many of the archetypes could benefit from more leading questions to establish what it means to be a Dragon/Wizard/Werewolf/Vampire in this setting, but the Spectre in particular needs it most, I feel.

Some of the questions I found myself asking: 

a) “What keeps you anchored to this world?” — A Link is a possibility, but it could also be a driving goal, simple force of habit and/or fear of the unknown, or even something external to you:  the psychic energy of those who still mourn you.

b) “What could cause you to move on?” Or even, “What do you need, to willingly pass on?” and “What could banish you for good, against your will?” — I like the design decision that character death is generally something of a player’s choice, but I think it is often good to set some parameters for even an immortal existence.

c) “Are you the same person you were in life, or are you changed somehow?” — Death can change a person, after all.  I conceived of Emily as not-really the person she was in life, but fragments of her personality anchored to the world by a profound sense of injustice, hurt and anger.  

d) “What ‘feeds’ a Spectre?” — Some possibilities would be Memory/Emotion/Belief.   For Emily I took the same route as Wraith, supposing that a ghost absorbs emotional energy, whether their own or that of mortals, to continue their existence.  Much like with the Vamp, however, this leaves open the possibility that not all Spectres are the same and others may sustain themselves in a different manner.

e) “What are some strengths & weaknesses that all Spectres share?”  Many obvious things (invisibility, insubstantiality) are built in, of course.  But maybe Spectres can perceive the life force of living creatures – can see when they are hiding a sickness within them, or tell the difference between the truly living and the undead (vampires).  Maybe they can sense emotional states (particularly if emotion is what feeds them) or can look into a living creatures eyes and know how they will die.  But maybe this also means the shadow-world they exist in, between life and death, sometimes plays tricks on their perception.  Maybe they can see life force, but cannot truly perceive details of faces the way a living creature could – or cannot see colors.  Maybe they can see the objects a person carries that are significant to them, but cannot see anything that they consider disposable.  Maybe they are unable to properly perceive anything they had no experience of in life.  Maybe their potential is only limited by how much they cling to their idea of who and what they were in life, but the further they stray from the constraints of that self-image, the closer they are to dissipating entirely into smoke and vapors.

Those are all the thoughts I had to share – that I can remember right now, anyhow.

Oh, and if anyone was wondering, despite the name, Ian and I are not related, though we have been gaming together for about 15 years.

Alright second half of my write up of our Urban Shadow Experience.  This will cover Debts and first play session.

Alright second half of my write up of our Urban Shadow Experience.  This will cover Debts and first play session.

Alright second half of my write up of our Urban Shadow Experience.  This will cover Debts and first play session.

Debts are brilliant!

When we got to this stage the table clearly had its doubts when I told them that we would be going around the table one by one and the other player had to accept the debt you chose for them.   We got started and after the first two people most of the table saw the beauty in the system.  The sharing of Debts slowly, allowing time for people to think, and the power to choose who the Debt affected and why (with their input) allowed for some amazing connections.  The Vamp supplying the Hunter with his drug fix.  The Hallowed having provided the information to the police that scared the human traffickers causing them to drown their cargo creating the Spectre.

After having read some of the comments here about the Debts system I told them all that they needed to have at least one PC Debt and one NPC Debt.  This allowed for more creation of a cast of characters as well as tying the group together one step removed since they used some of each others NPC relations.  Overall we were really impressed with how this worked out.  Even in a large nine player group the process was smooth and very fruitful.

This week we sat down to actually play.

One session was not enough.

We started with out beginning moves.  The Vamp used his Web ability to learn a secret about the Hunter (It was that he used to voluntarily feed vampires his blood).  The Oracle used her ability to see the future and got  a 10+ so she was holding two moments of possible vision.  The Immortal used his Session Move to learn that a Fae named Lord Goldenrod of the Summer Court was in the city seeking an amulet stolen from him 3 years earlier by a man named Yanosh.  Who happens to be The Veteran’s assistant.

Then we started the opening move for everyone.  It was great to see who did not trust whom right from the beginning with our Debts already in place.  The information created in this phase was brilliant.  We learned a lot about the supernatural society and a lot of NPCs were named and this info led to almost every member of the group getting embroiled in something from the rumours, gifts and opportunities. The problem was nine players.  With nine players it was really a long process and would have been hard to replicate time wise every session.  We all liked the results but could see the problem with it for such a large group.  This was the only part that felt like we couldn’t pull it off with so many players.  It was nice to be able to mark a Faction though because it allowed you to help the other player if you wanted as well as allowing someone to avoid a lot of Faction contact and still Advance.  I think we will tweak it somehow such as every three sessions do the rumours and such.  Not sure on that one.

Once we started playing everyone knew what they wanted to do. There were so many possible stories, alliances, and setting details already in the collective minds that the characters all hit the ground running.  They werent all running in the same direction but they were all racing somewhere.  It was great.

We all wanted more and will definitely revisit US again.  It is a long campaign game if I have ever seen one. Looking forward to writing up more detail and exploring this system further.

I do not have all of my observations from the players handy so I will need to add those in later.  Great work overall guys. Well done.