Game Session 1 of the 2.0 to report: Our game is set in Paris at the turn of the century focusing on the nightclub,…

Game Session 1 of the 2.0 to report: Our game is set in Paris at the turn of the century focusing on the nightclub,…

Game Session 1 of the 2.0 to report: Our game is set in Paris at the turn of the century focusing on the nightclub, the Moulin Rouge.  The game has started smoothly enough; however, the changes in the moves, rules and advances are awkward for vets of the 1.1 system.

My current problems:The advancement system has an artificial, plot focused feeling, forcing players to interact with a focus on the faction orientations rather than character improvement.  

Also, Wild needs support even in playtest, currently only represented by the Fae.  

Debts seem to have gotten weaker from PC to PC, only seeming to have story functions rather than true mechanical purposes.  It feels like attempted mechanics on what could easily just be roleplay.

What I LIKE:  Skins are still well done and got better.  I want the rest!  But from what I’ve seen, they’ve bene tightened up a touch here and there and that works well.

Basic Moves and Faction Moves feel cleaner.  I can sense a certain reliance on Mind more often, but that’s just cause we started with a lot of new faces in the crowd.

Looking forward to seeing what comes next.

I am finally getting to write out our first session report.

I am finally getting to write out our first session report.

I am finally getting to write out our first session report. Our first session was strictly character creation.  There are nine players in the group but only eight were available for character creation.

Our story is taking place in Charleston, SC.  We had voted and were tied for Charleston and Detroit.  I decided on Charleston because it fits the themes and images I was thinking of for an urban fantasy game.  Detroit was a very close second for me because of the imagery of decay and desolation as well as the potential for rampaging monsters through the streets.  Ultimately, though I liked the idea of Charleston better.  None of us have any great understanding of Charleston but that allows us to create a mythical Charleston of our story.

I will first introduce all the characters and then talk about Debts and the creation process.

We have two members of Mortality:

Getharius Chaples (The Veteran) was a Russian Sleeper agent for 15 years.  When his unit was crushed five years ago he went deeper underground and began to find work with the

supernatural underworld of which he was already aware.

Saturday Hawthorne (The Hunter) is a local early 20s punk who took on the mantle of hunting vampires because he couldn’t stop them from killing someone he had cared about.  He is a drug addict.  

We have three Power faction members:

Oracle: She was not here this week but will be making her character Wednesday.

Dr. Henry Caldwell (The Immortal) is a man who joined a secret cult in the early 1800s and quickly became a devout follower.  He sold his own soul and body to his dark masters for power and eternal life.  When his wife died he brought her back with their dark gifts but it was no longer her. He left the cult at this time and has survived as a doctor and scientist studying the connection between life and death since.

G. Jonathan Knight (The Hallowed) is a man blessed with a mission to help those in need.  He is a young man who joined the Guardian Angels motorcycle group for a purpose in life.  One night he could not save a person from a traffic accident without a miracle. That miracle occurred and he knew he had a new directive in life.  He does not know where his power comes from only that he will uses it to protect.

We have one member of the Wild faction:

Alexander (The Tainted) is a being born from a man and the Arch-Demoness Lilith.  He does not know his father and was raised by his mother on her home plane until he was seven when he was cast on to Earth to survive.  That was two decades ago.  He has a love/hate relationship with his mother and he seeks human companionship to show him what it truly means to be human.  

For the Night Faction we have three members:

Emily (The Spectre) is a young girl, around 13, who was being trafficked by smugglers.  The group who were trafficking her got nervous and dump the goods outside Charleston.  Emil has sworn to kill the men who did this before she moves on.

Miguel Villalobos (The Vamp) comes from an old Charleston family.  They chose to become vampires when they ran the largest slave market in the South but after the War of Northern Aggression they became a secluded family who live on crime and monetary power in Charleston.  Miguel revels in his monstrous animal side.

Raphael St. Claire (The Wolf) has been a werewolf for over 1,000 years moving as the need arises.  He has been in Charleston for only a short while.  His territory has turned into a crime ridden neighborhood that also happens to be haunted by a supernatural presence.

That is our cast of characters.  I will do the process and Debts post next.

We played our first session of Urban Shadows tonight.

We played our first session of Urban Shadows tonight.

We played our first session of Urban Shadows tonight.  We set the game in Toronto, “five minutes into the future”; one year after a Fukushima type disaster at the Darlington Nuclear Generating Plant had given the whole GTA a dystopian coat of paint.

Our characters were: Linsey, the Immortal who owns and operates a successful security company. Vic, the Wolf who runs a motorcycle club on the waterfront, and owes fealty to the Vampires who helped put him there.  Randall, the Wizard who’s sanctum is inside Maple Leaf Gardens, which has had a portal to a prison plane open above the old ice rink. Maeve, the Fae who has come to Toronto as part of a fairy gold rush to feed on all of the turmoil and emotions generated by the recent nuclear disaster.

Overall the response from everyone has been very positive.  People loved the way debts and the start of session moves gave us connections and enough movers and shakers to jump right in to a tense political situation.

The Immortal advanced but had no corruption. The Wizard, Wolf and Fae had each marked three of the four factions and all had some corruption, but not enough for a corruption advance.

I’m not sure exactly what you are looking for in feedback, so I thought I would record the questions and comments that came up as the session progressed.  Where I had to, I made a decision based on experience with other Powered by the Apocalypse games, but perhaps our confusions and questions will be helpful in developing the final text of the game:

-Wizards don’t appear to be able to erase a corruption advance, but others can. Fae can give Blood, Heart, Spirit and Mind a +1 as an advance, but most others can only do 3 of the 4.  Are these intentional?

-The immortal’s Duelist move makes it silly to not take a sword if you take that move.  I get the highlander reference, but why not open it up, since immortals have the option to take guns and throwing knives, why not rephrase the move “When you Unleash with an elegant weapon…”

-Will there be text in the final game regarding adjusting the pace (Less corruption before you lose your character for shorter campaigns, mark each faction twice before you advance for longer campaigns, etc?)

-Should the word “Workshop” be bold in the Sanctum Sanctorum move, or some text added under the Sanctum section to make it clearer that the Sanctum uses the Workspace rules?

-At the end of the session, if you definitely learned something meaningful about a faction, but don’t want to change the numbers, do you have to? Or can you skip the move?

-When settling your accounts at the end of the session, is this new debt on the PCs or on new NPCs, are you introducing new facts into the narrative? or building off of what happened that session?

-Will there be advice on how to introduce new players / characters into an already running game?

We are excited to play again this Friday and see what happens next!

Played our game of Urban Shadows at The Adventurers Guild last night.

Played our game of Urban Shadows at The Adventurers Guild last night.

Played our game of Urban Shadows at The Adventurers Guild last night.  Our game is set in modern day, Rome, Italy with an Oracle who is a nun living in Vatican City, a Fae who is the Roman God Sancus trying to reclaim his city, a Dragon member of the Cosa Nostra, and a Tainted part time criminal part time layabout (played by me).

The session started off with us trying the new Session Start which puts more narrative input into the laps of the players. That narrative input is probably one of the more jarring differences between traditional gaming and games powered by the Apocalypse. While there is absolutely nothing stopping traditional game masters from asking for input to the world very little advice was given on asking questions more than, “What do you do?” 

I’m going to table that “differences between games” discussion to a later post or reference the undoubtedly many discussions on different communities and get back to last night’s session.

With the factions set in the spotlight, several of us built upon the existing story or added new elements. A wizard has begun asking around for dragon’s blood, a schism has developed within The Vatican, the Russian mafia is making inroads into Rome, and another that has slipped my mind.

The Oracle had a dream sequence which involved (spoilers) The Tainted’s father, who has been imprisoned within the Vatican vaults as a supernatural enemy of the church. The two have a conversation which makes the Oracle very uncomfortable and she cuts it off early. Before leaving the supernatural enemy mentions the Tainted’s name. Now, the Oracle and Tainted have a very deep relationship and she is trying her very best to save the Tainted’s soul (to the tune of 3 debts owed to the Tainted by the Oracle). The Oracle seeks the council of a cardinal with whom she is under the supervision of.

Meanwhile, the Tainted is in the process of putting together a plan and equipment to steal a tablet of supernatural significance and hoping to cash in on the 2 million euro sale. His cat burglar contact meets him first thing and they breakfast together. She reveals that the tablet is in the possession of a Roman wizard which makes things a little more touchy. Could this be the same wizard looking for dragon’s blood?

During this time, the Fae meets with several other old gods and continue to formulate their plans of reclaiming Rome as theirs and ousting the Church. Their numbers swell with Minirva, Haephestus, and hopes to bring Janus and Venus into the conspiracy. Mars is also with them but Sancus hates that guy with a bitter passion.

Finally, the Dragon trying to establish himself within the mafia is brokering a deal between the Fae and his mob bosses. This attempt goes moderately well but the honour of both Sancus and the Dragon’s boss were put into question and may create some disfavour for each other in the near future.

After consulting with the cardinal, the Oracle meets the Tainted for coffee (the Tainted always spends his days in cafes sipping coffee), the Oracle mentions her dream and that God himself warned her about the demon who visited her dream. Sensing embellishment the Tainted asked some probing questions but was blocked. He even went so far as to call in a debt but the Oracle held fast (losing ALL debts in the exchange). Before the scene escalated both noticed that the cafe had cleared out and two members of the Children of Remus (werewolf gang) walked in to tell the Tainted to mind his own business regarding their gang. The Oracle, even though she just reneged upon a debt, quickly came to the Tainted’s aid and sent the two packing with strong words available only to one who had spent her life teaching godless children. 😉

Other scenes took place but I am at a loss to remember them at this time.

I ran my first ever game of Urban Shadows last week, the first ever game I actually gm’d and it was awesome.

I ran my first ever game of Urban Shadows last week, the first ever game I actually gm’d and it was awesome.

I ran my first ever game of Urban Shadows last week, the first ever game I actually gm’d and it was awesome. I had a wizard (who was a voudon who lived in a Winnebago with a portal to another dimension in his bathroom, I’m not kidding. I let it happen because come on that’s hysterical) a specter (woman who died in the 1920s who likes to go to the “pictures” because she can get in for free and she’s still constantly amazed by them), a fae (who was a drunken hedonist who liked to get mortals intoxicated and extract insane promises from them), and a Hunter (who’s main prey were warewolves, who run local law enforcement). Everyone had a fantastic time and I will explain more later. I think the best thing was how the faction rolls made it exceedingly easy for me to make a story hooks. The whole session was based on a miss on a faction roll and we pulled everyone in on that. I ended up not needing any of the story hooks I had preplanned. It was great to use the faction rolls to build a story organically.

Had our character creation session last night (for eight players the ninth will join us next week) and it was…

Had our character creation session last night (for eight players the ninth will join us next week) and it was…

Had our character creation session last night (for eight players the ninth will join us next week) and it was awesome. We were almost unanimous in our praise of the debts system to create a network of connection at the beginning. One player felt it was too confining and forced him to drift from his concept too much. I will post a long write up this weekend but we had a blast.

I’ll be running a demo game of Urban Shadows on August 10th during the Tierra de Nadie convention.

I’ll be running a demo game of Urban Shadows on August 10th during the Tierra de Nadie convention.

I’ll be running a demo game of Urban Shadows on August 10th during the Tierra de Nadie convention.

Depending on the available spare time i’ll try to run one or more extra games.

http://jornadas-tdn.org/actividad/2961/rol/urban-shadows

http://jornadas-tdn.org/actividad/2961/rol/urban-shadows

Wrapped up our three part Urban Shadows game set in Boston.

Wrapped up our three part Urban Shadows game set in Boston.

Wrapped up our three part Urban Shadows game set in Boston. I was able to take all the disparate elements introduced by the players over the first two sessions and actually break down a plot that tied everything together. The big showdown occurred at the run down night club The Full House where an Egyptian sorcerer-turned Lich had been devouring the souls of his descendants for centuries in an attempt to become permanently corporeal. He amassed a following from the Night faction to aid him.

Our Aware (a police detective) had teamed with a Hunter to solve the murders of residents in Beacon Hill with no visible signs of foul play. He run afoul of the Mages’ Cabal based in the neighborhood and our Wizard was pressured to encourage them off the case. The Wizard ended up in an avalanche of debt to our florist Fae who used her pull in the Boston PD to pressure the Aware. The Aware was a bulldog and wouldn’t let off though.

Our Specter was framed for murder during the 1883 World’s Fair in Boston but only had fragments of memory. He felt drawn to a young woman in the present day named Amy but didn’t know why. Our Fae ended up at The Full House to hunt down a victim tied to a business deal and ended up in the clutches of the Lich. He vowed he would owe her  a debt if she would slit the throat of Amy, who he had abducted. She did and the Lich became a completely physical being. The Fae spent her debt to get released from the club without hassle.

The Wizard, Hunter, Aware, and Specter showed up at this point to solve the murders and ended up in a battle with the Lich’s assembled Night forces. The Specter was able to forcibly seize the Lich and with the Wizard’s Elemental magics they destroyed him and released Amy’s spirit. The Specter learned he had been an inventor and created a device that drew on a rare wavelength of energy. He inadvertently released the Lich from limbo and creature began its killing spree. The murders led authorities to the Specter’s lab, he was quickly convicted based on circumstantial evidence and electrocuted. He also saw the Fae was the one who spilled Amy’s blood.

Our characters had small epilogues and we ended with The Specter seeking out the Fae one dark night. He began to haunt her but she tricked him into completely manifesting and locked him in a hothouse while she escaped for parts unknown.

It was a great mini-campaign and I look forward to revisiting the system again soon. I think next up on my plate is a small Monsterhearts campaign that will let the players age their characters 10 years forward for a follow up Urban Shadows game.

The Pitch: What has been the best sales pitch that anyone has used/heard to convince someone to try Urban Shadows?

The Pitch: What has been the best sales pitch that anyone has used/heard to convince someone to try Urban Shadows?

The Pitch: What has been the best sales pitch that anyone has used/heard to convince someone to try Urban Shadows?

Actual Play Report

Actual Play Report

Actual Play Report

Background:

Eric – GM; previously played in two games at Origins (Tainted and Wolf) and one Hangout game (Hunter); has run a dozen Dungeon World games; played in a few other PbtA games

Nick – Det. Tariq Baz (Veteran); played in one DW game

Isaiah – Miranda Rosecross (Wizard); played in one DW game

Jason – Johns (Immortal); no PbtA experience

Setup:

Because of the relative lack of PbtA experience, we spent quite a while with dice mechanic and system overview, then walked through the playbooks and character creation pretty methodically. We decided to play in NYC (which is also where we all live) and fleshed out the city during character introductions.

Det. Baz (Veteran) is an MCU (Major Crimes Unit) investigator who is under the thumb of one of two previously-warring vampire groups. Lives in the East Village, works downtown in NYPD HQ. Parents in Park Slope (Brooklyn.)  Baz is definitely the character most tied into the mortal urban infrastructure, which gave me a bunch of awesome NPCs to work with (and plenty of use for my Spambot NPC list.) His workshop is near his apartment, and he uses it as a way to supply people who might someday help him extract himself from the vampires’ influence.

Vampire background is that in the 70s and 80s there was a lot of conflict between the older, better-established vampires and younger upstart groups. These groups are secret enough that their names aren’t known. It seems like the better-established vampires leveraged local politics and finance to offer the newcomers a buy-in to calm the city. This coincided with the late 80s early 90s decrease in violent crime and the beginnings of rapid increase in property values.

Johns (Immortal) is the eternal drifter. Looks and feels more like the Wolf than the Immortal. Has been in NYC for about 40 years, only died once during that time. When he dies, he loses a part of himself, so he doesn’t know how old he is. Oldest memory is ~500 years ago. Owns a tenement on the Lower East Side (hereinafter “LES”), but spends much time in the city’s parks. One park in particular is Ft. Tryon park in upper Manhattan, which is inhabited by a small pack of wolves with an Alpha named Grizz. Johns has never met another immortal, but he suspects there might be one in NYC.

Miranda Rosecross (Wizard) is an inheritor of the blessings and curses that resulted from her parents’ involvement in a bloodcult on the LES in the 90s. They fled overseas when they realized that they were pregnant and determined that their daughter was part of the bargain they struck. (My notes are muddled at this part) They survived in hiding for ~20 years, but recently they were killed and so Miranda returned to NYC to investigate the cult. There are other wizards in the world, but they generally keep to themselves. Her focus is an enchanted sword, and her Sanctum is a room teleported into a LES basement.

NPCs:

Ofc. Emma Frank – Det. Baz’s ex-partner; exiled to Harbor Patrol when she indicated she wouldn’t play ball w/ Baz’s coverups for the vampires.

Linwood Noble – Ex-cop who discovered the conspiracy and fled. Baz is in contact with him, but secretly. Maybe he is a hunter?

Capt. Beatriz Madewell – Baz’s superior, only surviving investigator on the bloodcult investigation, indications are that she made her career by covering it up for someone or something. (2 debts on Baz for pulling his ass out of the fire)

Lt. Jason Blaxcell – Baz’s immediate superior, one of two Lts in the MCU. Blaxcell is the one that the coverup assignments come through.

Dr. Melissa Granford – attending pathologist at the Medical Examiner’s office, in on the coverups.

Grizz – Alpha of Ft. Tryon pack, some connection to the Cloisters collection. Artifacts?

Shane Brixton – Guru/healing magic practitioner. Member of the fringe community surrounding the LES cult in the 90s, but reformed. (1 debt on Miranda for keeping demons at bay; 2 debts on Johns for being the person he calls to get stuff done)

PC Debts at start of play:

Miranda owes Johns 2 debts (Johns watching her ancestry)

Miranda owes Tariq 3 debts (her go-to when she gets into trouble, he’s working on something big for her (casefile on the LES cult))

Tariq owes Miranda 1 debt (helping him keep a dangerous secret (that he’s dirty))

Johns owes Tariq 3 debts (relies on him for training and knowledge, seen him die and come back to life)

Start of Play Move:

I admit, I was skeptical about this. I mean I had ALL THIS awesome stuff to work with, and I’m supposed to make up some rumors from dice rolls? But the rolls were awesome. Baz and Miranda rolled 10+ on Power, and Johns rolled 6- on Wild, so…

Play:

At midnight on Thursday, Miranda is woken from sleep by a surge of magical energy from the south. She gets up to investigate. Twenty minutes later, Det. Baz gets a call from Blaxcell that there’s been a possible homicide in Battery Park at The Sphere (a sculpture which once sat between the WTC towers, and was excavated and moved to Battery Park.) Johns was being detained along with a number of transients who were in and around the park as a potential witness. Miranda channeled to veil herself and get close enough to whisper to Johns. (I think other folks have already mentioned that the 10+ on channeling feels pretty harsh. Even just a change like “when you channel choose one from the following list and roll +Spirit” then have 7-9 be “choose one more from the list” so the “cost” feels like an entrance fee for the move, not a consequence of your roll?)

Baz arrived on the scene and got rid of the first responding officers and the other “witnesses.” The sphere had been chalked with some symbols, a body nearby had the rib cage torn open. The body was in some strange robes adorned with jewelry and had a book open nearby.

Miranda Let it Out to examine the book. Rolled a 10+, chose to mark corruption and take +1 and learn something interesting. She learned it is a book pertaining to a Carnage demon named Bosanque. She described her move as being an internal debate with the demonic voices in her head as her vision clouded over with thick smoke invisible to everyone else, but indicated by a faint sulfuric smell. When she was done, the voices didn’t quite return to their previous low volume (corruption.)

Johns looked at the victim (Face to a Name). Rolled a 7-9, learned this was the youngest member of the Schnell family, an Old World family rumored to be magically adept. Ignacio Schnell the Younger was also rumored to be headstrong and hubristic.

Tariq investigated a place of power, but rolled 6-. As he gazed into the runes on the Sphere, he felt compelled to draw his Magnum Revolver and “shoot something.” Fortunately, he was able to keep his cool (10+)

Tariq also Hit the Streets to find out about the book, calling Linwood. He rolled a 6- so Linwood seemed confused until Tariq mentioned the book, at which point Linwood said to burn it and hung up.

Johns pocketed the body’s cash and metrocard. Miranda took the book and jewelry for future study back at her Sanctum, and Baz decided to investigate Schnell’s hotel room at the Union Square W.

Baz flashed his badge and threatened the night clerk at the W, and successfully got a bit of info on the alias Schnell was using. In the room, he Let it Out to investigate the room, describing it as using “soft eyes” to focus on everything and nothing. Hit on a 10+ and opted for learn something interesting and useful and avoiding corruption so he saw that the reflections in the vanity mirror were slightly off, and determined it could be used to contact someone on the other end. It ended up being Ignacio Schnell Sr., who didn’t seem overly upset to learn about his son’s demise, but did end the conversation abruptly, saying he would be in the city the following day. Baz left the hotel and returned home for some sleep.

Johns decided to watch over Miranda from outside her apt. A few hours of Miranda’s speed-fueled research indicated that the amulet was the most valuable of the jewelry, and the one piece most likely tied to Bosanque. About that time, Johns catches a glimpse of a familiar face as Ignacio Schnell the Younger walks past his car toward Miranda’s building and around the back. Johns calls Tariq and heads toward the building, opting to trying to get through the front door rather than following Schnell. Rolling a 6- on his Persuade roll, however, means that instead of someone just hitting the buzzer, two rent-a-cops come to investigate the sketchy guy at the front door. Johns tells them that there’s a guy sneaking around the back, so one of them goes back while the other stays with Johns. Meanwhile, someone begins to pound on the door and the wards of Miranda’s Sanctum. She opens the door to find the man who appeared to be disemboweled in Battery Park. She assesses the situation quickly and makes a flame erupt around her hand (kind of a “cantrip” use of elementalism) and she threatens the book with it. 

Meanwhile, Baz is tearing crosstown in his too-nice-for-a-detective’s-salary sedan, while he calls up Dr. Ganford to find out if Schnell’s body is still there. Hit the Streets (Mortality) 10+ and sure enough Schnell was still on ice. Baz gets to the front stoop and he flashes his badge just as they hear a scream coming from the basement from around the corner. Johns, Tariq, and the Rent-a-Cop run around the building (Tariq marking corruption) to find Miranda pulling the door of her Sanctum closed on the scene of the thing-that-looks-like-Schnell covered in the blood of the security guard who lies with his chest torn open.

Everyone quickly comes to the conclusion that this is Bosanque in the form of Schnell. Bosanque seems willing to talk, so Tariq takes the lead by putting his revolver away, which Bosanque takes with a bit of disappointment commenting on how much he enjoys the potential of the weapon. Tariq hits 10+ on his Figure Someone Out and asks what Bosanque hopes to get out of the book (he wants the amulet not the book) and how to get him to leave (“impress me” replies Bosanque eyeing the revolver and the remaining, vomiting security guard.)

Miranda opens her door and offers the amulet if Bosanque will return “home” and spare all four of the people present. He agrees. Miranda marks corruption and hands over the amulet. Bosanque rips open his own ribcage and falls to the floor.

End of Session:

I think only one person changed their factions and two people exchanged debts.

Best line of the game: Miranda saying “object of frightful significance” when referring to the book.

Future Hooks:

Now there are two identical bodies to coverup, plus the dead and living security guard to deal with.

Ignacio Schnell the Elder is en route to NY to follow up on his son’s troubles.

Bosanque may be in hell, but he’s probably not going to stay there for very long.

Notes:

-Despite being initially skeptical, I ended up liking how the start of session move can move things at an angle.

-Some confusing word usage for first-time players (explaining “when you fulfill the requirements of your corruption move, you mark corruption” and “when you mark corruption five times, you can select a corruption move” just seems like one of those things that is clear once you spend a minute with it, but man does it suck to talk about.) Also Put a Face to a Name goes back and forth between MC and GM.

-I’m still pretty skeptical of the new advance mechanic. I miss all the places XP used to fit in. I think after everyone gets one advance I might switch to highlighting one stat and one faction.

Probably won’t be able to play again for a few weeks, but I might have a few folks interested in joining the game, which would be nice (although I enjoyed the group we had.)