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Showing posts with label Cobble Path. Show all posts
Showing posts with label Cobble Path. Show all posts

Saturday, 24 June 2023

Cutlery & Chaos

Have you ever wondered what would happen if the adventurers from your Monday night Dungeons & Dragons, Fifth Edition game was put in charge of a café? Or the shadowrunners from your Shadowrun campaign decide to open a coffee shack in the Barrens of Seattle? Or the heroes, protectors of Freedom City, from Dave’s Mutants & Masterminds game inherit a bohemian restaurant? Or just for a change in Mel’s Call of Cthulhu game, one of the investigators inherits a tea shop from her uncle rather than a mystery about his disappearance? All of these are possible in the Coffee & Chaos – Comedy Café Roleplaying Game. In fact, not only are these options possible, but they almost do also not matter, because what does matter, is how the Player Characters cope with the ever-changing nature of the day-to-day business of running a café. Published by Cobblepath Games—best known for Locus: A roleplaying game of personal horror (and guilt)—Coffee & Chaos – Comedy Café Roleplaying Game is actually two things. First, it is a standalone storytelling game which can be set up and run without a Game Master, everyone working towards telling a story of a single day, or perhaps more… Second, it is a corollary storytelling game which can be used to explore some of the time that the Player Characters in an ongoing campaign might have in between longer, probably more dangerous activities. In whatever way a playing group decides to use the Coffee & Chaos – Comedy Café Roleplaying Game, they will also need a standard deck of playing cards and a selection of cutlery.

No matter the genre or setting for the café, the first thing that the players decide is where their establishment sits on three scales. These are Fresh/Cosy, Small/Big, and Professional/Friendly. The score in each, which ranges between one and ten determines the number of items the players have in their Cutlery Pool, whether Teaspoons, Forks, or Knives. Each of the three items represents a different way of approaching and solving a situation in the café. Knives are used for a quick decisive approach, Forks for the resourceful, creative approach, and Teaspoons for the considered, well-thought-out approach. Each item of cutlery is also associated with a suit in the card deck—diamonds for Knives, clubs for Forks, and spades for Teaspoons. In addition, each player also creates a character who has two notable methods—and thus two associated items of Cutlery—of dealing with problems. One is his favoured approach, which he can always use even if he runs out of Cutlery, whilst the other he has learned to use through experience. A character begins play with an item of Cutlery associated with his learned approach and a Teaspoon. A Teaspoon can be discarded to allow the character to go on a break and whilst on the break, the character can gain Cutlery based on the learned way of dealing with issues.

If a character is brought into the Coffee & Chaos – Comedy Café Roleplaying Game from another roleplaying game, the rules from that roleplaying game do not come with him. Instead, the Cutlery rules in the Coffee & Chaos – Comedy Café Roleplaying Game are used, but when dealing with a difficult situation or problem, the character is still roleplayed and his stats, skills, abilities, spells, superpowers, cyberware, favourite gear, and so on, can be used to influence how the character resolves a problem at the café. In effect, it is a classic fish out of water situation and the character has do his very best the only way he knows how…

Coffee & Chaos – Comedy Café Roleplaying Game is played in rounds. At the start of a game, a Hitch is drawn. This is a persistent problem that cannot be resolved at all and instead, must be worked around. It is a constant presence throughout the game. At the beginning of the round, the first player draws a single card from the deck. This the Catastrophe for the round and it is resolved immediately by a single player. It is followed by each player drawing a card which indicates the Snafus besetting the café that round. Tables are provided of Catastrophes, Snafus, and Hitches. For example, a Hitch could be a visiting Film Crew, the Catastrophe might be a Power Cut or a Scam Artist, whilst a Snafu could be involve Happy Hour, a Wardrobe Malfunction, a Bad Tipper, or Broken Glass.

To deal with a Snafu, a player wages an item of Cutlery. This can come from their own stock of Cutlery or the general pool of Cutlery. The item of Cutlery waged determines the defending suit. The outcome is determined by comparing the suites of the Cutlery used and a new card drawn. Knives or diamonds beat Spoons, Forks or clubs beat Knives, and Spoons or spaces beat Forks. Hearts beat everything and count as an automatic success. If the player wins, the Snafu is resolved and discarded. If the player loses, the wagered Cutlery is lost, the Snafu remains in play, and worse, an item of Cutlery already dedicated to a Catastrophe is also lost.

A Catastrophe requires Cutlery to be dedicated to it. As long as an item of Cutlery is dedicated to it, it remains resolved. However, if the Cutlery dedicated to it is lost because a player loses a Wager on a Snafu, the Catastrophe reoccurs and becomes a problem for every character until resolved.

A game of Coffee & Chaos – Comedy Café Roleplaying Game begins with everyone possessing an item of Cutlery and there being Cutlery in the café’s pool. It will not be long before any Cutlery is in short supply as play progresses, primarily through failed Wagers on attempts to deal with Snafus and Cutlery having to be dedicated to catastrophes. Lost or discarded Cutlery can be recovered by a player going on a Break. This requires the expenditure of a Teaspoon and is done with another player. A cup of tea is also recommended as is taking the time to reflect and discuss the events of the day so far. This enables the players on the break to recover an item of Cutlery related to their learned means of resolving problems rather than the one they favour. In the meantime, the players still work will continue the round without them, attempting to deal with a new catastrophe and more Snafus as they are drawn. The players on a break are free to return at any time.

There is no set ending for a game of Coffee & Chaos – Comedy Café Roleplaying Game, but perhaps a shift should end when everyone is out of Knives, Forks, and Spoons. It is a game of storytelling in the face of dwindling resources and mounting problems, most temporary, but all too quickly, too many permanent unless a solution—however temporary—is applied to them. Initially, successes will drive the storytelling, but that will change as failures to deal with both the Snafus and the Catastrophes mount. In some ways, this works better when the staff of the café are drawn from other roleplaying games, their inexperience at running a café quickly becoming evident as the failures mount and their methods, invariably useful in the other roleplaying game setting, not being as useful in the ordinary place of work.

Physically, Coffee & Chaos – Comedy Café Roleplaying Game is well presented, coming as a folder containing two trifold pamphlets. They are bright, colourful, and easy to read.

Coffee & Chaos – Comedy Café Roleplaying Game is playable as is, a storytelling game about running a café and coping with the problems that beset its staff and customers almost every day. Its lack of ending and objective, whether as a whole or for individual characters, does leave its purpose hanging, whereas if the Player Characters are drawn in from another game, Coffee & Chaos – Comedy Café Roleplaying Game comes into its own. When that happens, the players get to explore their characters through a slice of life, doing something very ordinary, but often only having the most extraordinary means to do that ordinary thing. That exploration gives Coffee & Chaos – Comedy Café Roleplaying Game its purpose and its comedy as the ordinary and extraordinary clash over coffee and cake.

Saturday, 2 July 2022

Fears in the Forest

For fifteen years the Latterdyne estate has stood empty ever since the family, including two children, vanished without a trace. Behind its walls, the house has stood shuttered up against the elements whilst the surrounding grounds have been left unattended, long since overgrown and abandoned to grow wild, including extensive woods. To the locals, the estate and its mystery, the estate has become a looming presence down the lane as well as the source of much speculation. They say that the family suffered a great accident and subsequently vanished during a storm, but then no one really knows for certain, and so when the fate of the Latterdynes is discussed it is done in whispered speculation and rumour. Both are fuelled by stories of hikers and other travellers going missing on the estate. Some dismiss this as mere rumour or even embellishment to already idle speculation, but others will swear blind that such tales are true. True or not, the locals avoid the estate, though they all know of the broken wall which can be clambered over to gain easy access to the grounds. Now word of both ramblers having gone missing on the estate and the missing Latterdynes has reached the Society for Psychical Research, which has duly despatched a team to investigate the grounds of the Latterdyne estate.

This is the set-up for Sticks and Stones: A Story of Betrayal and Sorrow for the Locus Horror Tabletop Roleplaying Game. Published by CobblePath Games, this is the first scenario for Locus: A roleplaying game of personal horror, a horror roleplaying game in which the Player Characters bring as much horror to a location as they will encounter there. It is a roleplaying game about Broken Places, locations where the line between reality and the horror and emotional truth of a story has thinned to the point that they have become damaged or broken and transformed into something else. Each is or has a Genius Locus, that in becoming damaged or broken, is transformed into a Malus Locus, a bad place which feeds off negative energies and emotions. The Malus Locus draws in outsiders and residents alike, using reminders of their old wounds and bad memories to inflict fear, terror, and pain. It manifests Monsters which remind the victims trapped inside the Malus Locus of their dark secrets and feelings of guilt, and if the monster can kill them, they leave behind Echoes of their guilt that the Monster can feed off for years. Echoes are likely to be interpreted as ghosts, and when the Player Characters enter a Malus Locus, it may already be inhabited by Echoes.

A Malus Locus consists of a single location and is actually composed of layers. The location can be large or small, and might be a single house, a neighbourhood or housing block, an oil rig or space station, or even a whole town. The layers are Layers of Reality, each layer a reflection of the one above, the same but different, darker, weirder, scarier, and worse… The deeper the Player Characters venture into the Malus Locus, the further away from reality they move, the closer to the heart of the Malus Locus they get, the greater the manifestations and signs of the unreal and the Player Characters’ Haunts—or guilty secrets—appear, and the more openly the Monster will move against them. Each Layer is separate, but bleeds into the one above and the one below, though they become more and more distinct as the Player Character descends through them.

Sticks and Stones: A Story of Betrayal and Sorrow for the Locus Horror Tabletop Roleplaying Game presents one such Malus Locus, an area of woodland on the Latterdyne estate. Here the Society for Psychical Research investigators will find themselves caught between three locations in Latterdyne Dell, each connected by ever changing paths through the woods. As they explore these locations and are pulled down through the layers of the Malus Locus, the weather and the ground underfoot both worsen, the wind grows and carries strange voices, and something begins to stalk them… However, that something is not the only monster that the Player Characters will face in Sticks and Stones, as they bring their own monsters with them. Each of these four monsters is associated with the acts of betrayal committed by each of the pre-generated Player Characters, these acts and their associated monsters accentuating the horror in Sticks and Stones, making the horror all the more personal even as they confront the personification of the Malus Locus in the dell on the Latterdyne estate.

Although Sticks and Stones is intended to be played using pre-generated investigators, and to that end comes with its own quartet of partially pre-generated Player Characters. The four—the Custodian, the Dilettante, the Fabricator, and the Sleuth all have their own goals, base attributes, haunts, virtues, and more, including base backstories, virtues, and items. Each player is then free to assign further attribute points and answer some questions in order to customise the character to his liking. Notes are included should a player want to create a character of his own from scratch, but ideally, Sticks and Stones should be run and played using the given quartet.

As well as a starting script and a handout or two, Sticks and Stones comes with details of and clues for its primary mysteries—the fate of the Latterdynes and what is exactly going on in the Latterdyne Dell—and suggestions as to how the events of the scenario might play out… lastly, the scenario also includes the cards for its characters, items, and monsters. They are perhaps somewhat fuzzy and it would probably better for the Game Master to download and print them out. If there is perhaps an issue with the scenario, it is that the set-up of the scenario could have been stronger and easier to present to the players and their characters—essentially how they get involved. It is fine once they reach the Latterdyne estate, but the Game master will need to put something together herself.

Physically, Sticks and Stones is grey and dreary. That though is entirely keeping with the tone of the scenario and the terribly British weather that the Player Character will face as they delve deeper and deeper into the mysteries of what happened on the Latterdyne estate. Barring the cards for its characters, items, and monsters, Sticks and Stones is nicely illustrated with photographs that hint at the ombrophobic and the Xylophobic, imparting a sense of the unease which will grow and grow over the course of the scenario.

Sticks and Stones: A Story of Betrayal and Sorrow for the Locus Horror Tabletop Roleplaying Game contains everything necessary for the Player Characters to bring their own horrors to the woods and get lost in the horrors already there…

Friday, 10 June 2022

Goblins in a Gaberdine

We have a fascination with the antics of little people, whether that is of Goblins, Hobbits, or Kobolds. In gaming this goes all the way back to The Hobbit and The Lord of the Rings and thus Middle Earth Roleplaying, but it really comes into its comedic own with Kobolds Ate My Baby!, published by 9th Level Games in 1999. The latest entry in this comedy subgenre is published by CobblePath Games, best known for Locus: A roleplaying game of personal horror. Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite takes the comedy of the raucous antics of small and bumptious persons and literally puts them on top of another gag—the ‘Totem Pole Trench’ or ‘Two Kids In a Trenchcoat’. In other words, Stacks of Goblins puts one goblin on top of another goblin on top of another goblin, and puts them in a Trenchcoat—of seemingly elastic length—and a fedora, and sends them out to do mischief. The situation is simple. Their Snikittyness the Goblin ruler has a mighty need and multiple Goblin minions ready to see that it is met! Plus every Goblin has his heart set on finding something he desires. The best way to meet both that need and that desire is in a nearby People Place. Of course, Goblins are not welcome in this People Place. Hence the Trenchcoat and the fedora.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is a storytelling game involving multiple wants and multiple roles—roles which switch as the Goblins argue and fidget for dominance in the Trenchcoat and quite literally a higher place in the pecking order. Or rather picking (up) order. Designed for between two and six players, it requires one twelve-sided die, one eight-sided die, and several ten-sided dice. It also requires twenty tokens. The tokens represent the ‘Obliviousness’ of the inhabitants of the town or village to the Goblins who have infiltrated in their disguise and to their shenanigans. Over the course of the game, the number of ‘Obliviousness’ tokens in play will decrease to Goblin actions, first limiting their ability to move and act, and ultimately forcing them to flee the People Place. The ‘Obliviousness’ tokens also represent the game’s timing mechanism, twenty tokens being enough for a standard-length game.

A player and his goblin has one of three roles depending upon his place in the Trenchcoat, either Top Goblin, Middle Goblin, or Bottom Goblin. The Top Goblin is the hands and mouth of the operation. He operates the height of Goblin technology—a grabber in each hand. His player rolls a twelve-sided die when the Top Goblin acts. The Middle Goblin can help or hinder the Top Goblin. His player rolls a ten-sided die and can add or subtract the result from any of Top Goblin’s die rolls. The Bottom Goblin decides where the Trenchcoat goes. His player rolls an eight-sided die when the Bottom Goblin acts. His player chooses which locations in the People Place the Trenchcoat visits and narrates the outcome of the Trenchcoat’s actions. The player of the Bottom Goblin is thus both narrator and player. However, the position and role of each Goblin can change in the Trenchcoat. Consequently, the role of the player and the die size he rolls can also change.

Mechanically, to have his Goblin act, a player rolls his Goblin’s die. The result can either be a ‘Screw Up!’, ‘Good Enough!’, or ‘Goblin Success!’. Both ‘Screw Up!’ and ‘Good Enough!’ result in a complication and with a ‘Screw Up!’, another Goblin can also shuffle around and swap places with the Goblin who failed! A minimum roll of five is needed for a ‘Good Enough!’ and a minimum roll of nine is needed for ‘Goblin Success!’. Which means that the Bottom Goblin with his eight-sided die can never roll a ‘Goblin Success!’.

A Goblin can also shuffle around and swap places if his player removes an ‘Obliviousness’ token from the pile. If multiple Goblins want to change places in a shuffle in the Trenchcoat, their players have a dice off. An ‘Obliviousness’ token can also be removed if a player wants his Goblin’s action to automatically succeed. An ‘Obliviousness’ token is also removed if a Trenchcoat makes someone’s life materially worse and when a Goblin successfully acquires his desire. Ultimately, the pile of ‘Obliviousness’ tokens curbs the maximum result on any dice roll, so the more successful the Goblins are in acquiring their desires, the more material harm they cause, the more obvious their actions become to the inhabitants of the settlement, and the harder the Trenchcoat’s actions becomes.

Stacks of Goblins has tables for defining each Goblin, what their Snikittyness the Goblin ruler wants, and what each Goblin desires. Other tables determine the mission, including the target destination, the Goblin means of escape, and events happening in the destination.

When the number of ‘Obliviousness’ tokens drops below the number of Goblins, the Trenchcoat’s cover is blown and it is time to escape. The Trenchcoat must make its way back through the chaos and disarray left in its wake as it progressed through the People Place. Once the Goblins get home in their Trenchcoat, they count their loot, that is, their desires and whatever it was that their Snikittyness the Goblin ruler wanted. A Goblin succeeds if he brings home both.

Physically, Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is very green. As you would expect. It is simply and clearly written. The cartoon artwork varies in quality, but some of it is really quite decent.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite lives up to its subtitle. It is fun and silly. It is semi-cooperative as the Goblins are forced to work together and no one Goblin is in charge, but forced into conflict with each other in order to assume the three roles in the Trenchcoat, each one necessary to grab both need and desire. It is stupid because dice rolls will fail and a Goblin always thinks he can do better, and to do better means a higher role and thus potential for a higher roll. Then as one Goblin gains his desire and their Snikittyness the Goblin ruler’s need, and the other Goblins do not, desperation and spite kicks in as one Goblin looks like succeeding and his rivals do not. All this would be fun enough, but the shifting roles from Top Goblin to Bottom Goblin and back again, enhances all of this, keeping everyone involved, and giving everyone a turn at each role. It does this through play and through each Goblin’s drive to obtain both desire and need. Which means that without knowing it and without it being forced upon him, a player gets to be the narrator of the Trenchcoat’s progress (and thus the roleplaying game’s storyteller or Game Master).

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is simple and idiotic, but that simplicity and idiocy hides some clever little design decisions and a Trenchcoat full of silliness, squabbling, and fun.

Sunday, 12 September 2021

Guilty Horror II

Locus: A roleplaying game of personal horror explores themes of guilt, morality, and mystery. It asks each Player Character what it was that he did wrong and how he feels about it, what is wrong—or right and who says so, and presents him and his companions with a strangeness and mystery around them, that somehow, they must survive. It is a game of ordinary men and women, protagonists thrust into unsettling situations and nightmares, and exposed to mysteries that perhaps will push them to confront their own secrets. Published by Cobble Path Games following a successful Kickstarter campaign, it comes in two volumes—Player Guide and Director’s Guide*—and is inspired by psychological horror films such as The Descent, Triangle, Shutter Island, and others, rather than classic slashers like Texas Chainsaw Massacre or Friday the 13th.

* Note: Neither the Player Guide nor the Director’s Guide are sold separately.

The Player Guide presents everything—well, almost everything—that a player needs to create and roleplay a character in Locus. It covers character creation, equipment, and mechanics, as well as providing examples in terms of both rules and Player Characters. The Director’s Guide re-examines various aspects of each before beginning to really explore and explain what Locus: A roleplaying game of personal horror is about. Outside of the Player Characters, Locus is about Broken Places, locations where the line between reality and the horror and emotional truth of a story has thinned to the point that they have become damaged or broken, and transformed into something else. Each is or has a Genius Locus, that in becoming damaged or broken, is transformed into a Malus Locus, a bad place which feeds off negative energies and emotions. The Malus Locus draws in outsiders and residents alike, using reminders of their old wounds and bad memories to inflict fear, terror, and pain. It manifests Monsters which remind the victims trapped inside the Malus Locus of their dark secrets and feelings of guilt, and if the monster can kill them, they leave behind Echoes of their guilt that the Monster can feed off for years. Echoes are likely to be interpreted as ghosts, and when the Player Characters enter a Malus Locus, it may already be inhabited by Echoes.

A Malus Locus consists of a single location and is actually composed of layers. The location can be large or small, and might be a single house, a neighbourhood or housing block, an oil rig or space station, or even a whole town. The layers are Layers of Reality, each layer a reflection of the one above, the same but different, darker, weirder, scarier, and worse… The deeper the Player Characters venture into the Malus Locus, the further away from reality they move, the closer to the heart of the Malus Locus they get, the greater the manifestations and signs of the unreal and the Player Characters’ Haunts—or guilty secrets—appear, and the more openly the Monster will move against them. Each Layer is separate, but bleeds into the one above and the one below, though they become more and more distinct as the Player Character descends.

There is a certain fluidity between Layers, but what determines which Layer of Reality the party is on is the number of cards they hold in their Hands. The more cards they have in their Hands, the deeper the Layer of Reality they are on or can access. This, it turns out, is the primary mechanic effect of the cards in play. In the Player Guide, the player is told that having too many cards in his Hand is not a good thing, but not why. The Director’s Guide explains that each player’s Hand of cards represents the crushing weight of the world and guilt from his secret, which whilst merely oppressive in the real world, in the Malus Locus serves to pull him further in and down… 

In play, this means that the Director will need to keep track of how many cards the players hold in their Hands, so that she can tell when they transition between Layers, whether that is without their knowing or with a set piece scene. So they may need to be open about that during play. Also, as much as the players need to be rid of their cards, they also want to have a certain number of cards in their Hands in order to access the lower Layers, especially if they want to confront the Monster. It also brings in an element of Hand management into the play of Locus as each player works to reduce the number of cards in his Hand. This comes about through both roleplaying and mechanical means.

At the beginning of the scenario, a player has two cards in his Hand. He will acquire more at each hour of play; when his character experiences a jarring vision or hallucination; and when he roleplays his character acting in accordance with his Vice—which is associated with his Haunt, and thus his Secret and his Guilt. Fortunately there are more ways of discarding cards than acquiring them. For non-Haunt cards, this is a player roleplaying his character in accordance with a Virtue not his own or rolling a critical success on an Outcome Check. For both non-Haunt cards and Haunt cards, this is a player roleplaying or having his character act in accordance with his Virtue, having his character resisting the urge to act in accordance with his Haunt, and roleplaying his character actively opposing his Haunt.

Throughout, the onus is on the player to not just roleplay his character in accordance the Virtues—Temperance, Motivation, Community, and Compassion, and roleplay avoiding giving into the Vices—Temptation, Apathy, Discord, and Malice, but to be seen to do it, to signal to the Director that he is doing so, and therefore, can discard a card. Meanwhile, the Director will be presenting situations where a character can gain cards, whether they are fraught or jarring scenes or incidents where the character gives into his Vice.

What there is not though in Locus is a path to redemption. There is no real way in which a character can assuage his guilt for his Haunt, at least not in the long term. Thus it will always remain part of the character. In the short term, that is, in the limits of the scenario or campaign and its Malus Locus, there are always opportunities to act against it through the means of discarding the cards and thus reducing the potential for confrontation with the Monster. This again emphasises the brutal nature of play in Locus, which is already present in the Death Clock measuring a Player Character’s physical health and the limited degrees of Stress a Player Character can suffer and limit his drive to succeed in dangerous and horrific situations.

Throughout the Director’s Guide, the Director is supported by tools and advice to create and run a game of Locus. For the players, this includes managing their expectations and respecting their limits in what is by design a roleplaying game which has the Player Characters confronted by regrets over past events and circumstances. There is a complete guide to creating and running Monsters from the concept and the keywords—the latter tied into Locus’ four Vices, to applying the mechanics and balancing those against the Player Characters. It advises that Monsters which are too weak or too strong be avoided since one represents no challenge, and the latter too much of a challenge. It is backed up with not just a fully worked through example, but a quartet tied to the four suits of the Haunts and Vices.

Similar advice and guidance is given for setting up a game of Locus, scenarios being constructed as mysteries which first hint that something is supernaturally wrong and then second, draw the Player Characters into the Malus Locus to determine what exactly is wrong. The third and final mystery involves finding out the cause and hopefully coming up with a solution. However, the exploration of the Malus Locus may not necessarily result in identifying and repairing the issue at its heart, although that is the ideal outcome. Instead, the Player Characters might flee the Malus Locus having failed to identify or deal with its horror, plumb its depths to reach its heart and confront the Monster—hopefully to defeat the Monster, or get caught with its confines, becoming denizens who might be encountered by others later on… At the core of the Mysteries should be clues that the Player Characters can find without rolling Outcome Checks, the aim being to give them information necessary to solve them were it not for stress and their own insecurities.

Beyond some decent advice on handling Outcome Checks, conflicts, spot effects (which affect a single Player Character) and set pieces (which are primarily location-based), and how a Locus Malus reacts to the presence of the Player Characters and their actions, Locus gives the Director a lengthy—almost a third of the Director’s Guide, ready-to-play scenario. This is ‘The MFV Mulligan’. This takes place in 1995 in the North Sea with the Player Characters cast as members of the crew of the MTS Gannet, which picks up a distress call from and goes to the rescue of the fishing trawler, the MFV Mulligan. Instead of four read-to-play characters, the scenario includes detailed templates which the players are expected to customise. All four should be interesting to roleplay.

Of course, the rescue attempt takes place in the middle of a storm and on first coming aboard the trawler, it seems that the crew are missing. The trawler, initially adrift, provides the scenario with the closed environment necessary for a good Malus Locus and the descriptions of the various locations aboard the MFV Mulligan are given in general as well as Layer by Layer. Various items aboard are detailed as are the Spot Effects and Set Pieces which the Director can throw at her Player Characters. The scenario is rounded out with an introduction for the players and their characters, and cards for its Monsters, equipment, and more. The deck plans for the trawler are a little small, but easy to read still.

‘The MFV Mulligan’ is a really engaging scenario, providing what is effectively a haunted house (at sea) style Mystery and showcasing how a typical scenario is constructed for Locus with its layering of clues, mysteries, and the Malus Locus. It should engender a strong sense of atmosphere too, although it does note that the fishing industry operating out of Scotland in the nineteen nineties is not as diverse as a modern gaming audience might prefer. The scenario overall, should provide two good sessions at a minimum, and hopefully will not just serve as an example for the Director to create her own, but also as the basis for the publisher to release more

Like the Player Guide for Locus: A roleplaying game of personal horror, the Director’s Guide is a slim hardback, but roughly double the length. It is again done in deep blacks and shades of grey with slashes and splashes of red and white. There is a greater use of photographs too, but not always exactly appropriate, and some of the artwork is not quite as good a quality as in the Player Guide. The layout is perhaps slightly rough in places, and although it can be difficult to find things occasionally, there is a solid index. The game and its play is nicely supported with several examples of play and the mechanics, plus a decent summary and glossary at the end of the book.

The Director’s Guide for Locus: A roleplaying game of personal horror brings to life its world of Malus Loci, Haunts, and Monsters feeding off the guilt of others far more than the Player Guide does. Of course, that is the point of the Director’s Guide, but there is no real hint of this in the Player Guide and that is an omission which would have given the play of Locus context for the players. Nevertheless, the Director’s Guide does a fine job of exploring and showcasing its exploration of guilt and morality in the face of reality warping, if localised horror, and then its potentially quite nasty, brutal mechanics coupled with strong roleplaying potential in the Virtues and Vices. All backing them up with satisfying examples, a decent scenario, and solid advice for the Director to help her create her own Monsters and Malus Loci and tailor them to her players’ protagonists.

The combination of the brutal nature of its mechanics and its focus upon the Player Characters’ guilt and secrets means that Locus is best suited to a playing group with some roleplaying experience under its collective belt and mature players. Further, that combination, together with the fact that the guilt and secrets never truly go away and the highly localised nature of its Malus Loci means that it is also best suited to one-shot scenarios or short campaigns. For a gaming group that wants to explore the personal horror of the fallible and even the failed, Locus: A roleplaying game of personal horror pulls the players and their characters deeper and deeper into a confrontation with their characters’ guilt and its manifestation, and presents them with a fraught roleplaying challenge and experience.

Saturday, 11 September 2021

Guilty Horror I

Locus: A roleplaying game of personal horror which explores themes of guilt, morality, and mystery. It asks each Player Character what it was that he did wrong and how he feels about it, what is wrong—or right and who says so, and presents him and his companions with a strangeness and mystery around them, that somehow, they must survive. It is a game of ordinary men and women, protagonists thrust into unsettling situations and nightmares, and exposed to mysteries that perhaps will push them to confront their own secrets. Published by Cobble Path Games following a successful Kickstarter campaign, it comes in two volumes—Player Guide and Director’s Guide*—and is inspired by psychological horror films such as The Descent, Triangle, Shutter Island, and others, rather than classic slashers like Texas Chainsaw Massacre or Friday the 13th.

* Note: Neither the Player Guide nor the Director’s Guide are sold separately.

A Player Character in Locus is defined by eight Attributes, a Haunt, a Virtue, an Attitude, and skills. The eight Attributes are Frailty, Clumsiness, Carelessness, Impatience, Cowardice, Ignorance, Repulsion, and Temper. What is interesting about this octet is that they are negative, almost anti-Attributes. They represent the worst features of a Player Character, such that the higher value they possess, the greater difficulty a Player Character has in overcoming them and the greater the possibility, the Player Character will be let down by his weakness. For example, Repulsion represents how uncharismatic the Player Character is, so the higher it is, the more likely the Player Character is to be unpersuasive or unpleasant in terms of personality. Rated between one and five, they do require a player to invert how he thinks about the role of attributes in a roleplaying game.

A Player Character’s Haunt represents a significant event in his past when he did something wrong, or caused harm, whether that is morally or legally wrong, or simply through negligence. Initially a known only to the Player Character, Haunts are classified into four categories—Temptation, Apathy, Discord, or Malice. A Player Character’s Virtue is his predominant redeeming feature, and like Haunts, are classified into four categories—Temperance, Motivation, Community, and Compassion. The four Haunts and the four Virtues are also associated with a suit from a standard deck of playing cards. A Player Character’s Attitude is how he views his Haunt.

To create a character, a player first assigns sixteen points to his character’s Attributes, which already start with a value of one. He then selects a Haunt, a Virtue, an Attitude, and skills. A Player Character starts play with two of these, either Trained, Knowledge, Speciality, or Expertise. Throughout the creation process there is decent advice, especially in detailing the Haunt, and what that might be. Particularly good are the descriptions of the eight types of Attitudes, whether Pessimistic or Optimistic, that otherwise might have been difficult for a player to really express. The Virtues are given a similar treatment. Player Character creation is simple enough mechanically, but the choices involved are not necessarily as simple, especially when it comes to the character’s Haunt, Virtue, and Attitude, as they all strongly influence who the character is and how he will be roleplayed.

Our sample character is Chantelle Lowder. As a teenager she rebelled against her middle-class background and became part of a gang. The gang got involved first in petty crime and then more serious activities. This led to rivalries with other gangs and ultimately a feud which would lead to outright fights and the death of a rival gang member. Chantelle did not strike the killing blow, she was a witness and when she did not co-operate, she was convicted as a participant. She was sentenced to a term in prison, but was paroled for good behaviour. Since then she has tried to build a life different to her time as a gang member. She works in a software development studio and tries to not think about what she did and the fact that she attempted to cover for the murder, but is still wracked with guilt and occasionally drinks too much as a result. She tries to make up for it with kindness, but derives no real happiness from such acts.

Name: Chantelle Lowder
Attitude: The Conflicted Pessimist
Haunt: Apathy (Spades)
Virtue: Compassion – Kindness (Heart)

Attributes
Frailty 4 Clumsiness 3 Carelessness 3 Impatience 2
Cowardice 4 Ignorance 3 Repulsion 3 Temper 2

Skills: Computer Coding (Trained), Lockpicking (Speciality)

Stress: Unaware/Tense/Stressed

Locus uses two sets of mechanics. The first involves dice. Locus uses four different types of dice rolls to determine how a Player Character overcomes a challenge, all involving the roll of three six-sided dice. The standard or Outcome Check is rolled against one of a Player Character’s Attributes, attempting to roll higher than the Attribute, essentially trying to overcome one of his worst features, at least temporarily. Only one die is counted. The lowest die if the difficulty of the task is Hard, the middle die if the difficulty is Medium, and the highest die if the task is Easy. A roll of six on all three dice counts as a critical success, but even if the roll is a failure, then the Player Character still succeeds, but at cost. So, “Yes, but…” Contested Checks are also rolled against an Attribute, with each participant attempting to roll higher than the Attribute on more dice than the others. If a Player Character has a skill, it either allows him to attempt an Outcome Check because he is Trained or because his Expertise reduces the Attribute being rolled against. Untrained Checks cover situations in which a Player Character has no training, and require a Hard Ignorance Outcome Check to work out what to do, followed by a Hard Outcome Check with the appropriate Attribute.

Conflicts are handled via Opposed Checks and cover movement, hiding, attacking and defending, and the like. Damage—or rather injury types—when suffered, is brutal. Each Player Character has the same Death Clock, which is filled in whenever he suffers an injury, either Minor, Major, or Grievous. If the Death Clock is filled in, the Player Character dies. Major and Grievous Injuries make successful Checks harder to achieve. Injuries can be treated, not to reduce the segments filled in on the Death Clock, but to negate their effects on Checks that a Player Character might attempt. In addition, a Player Character can suffer a Condition, such as Blind or Entangled, their effects interpreted by the Director and roleplayed by the player. In addition, the brutalism of the setting is extended to equipment as many items also have a durability value.

The second mechanic in Locus involves one ordinary deck of playing cards, Jokers removed, per every four players. Each player begins play with a Hand of three cards. Further cards are drawn every hour of actual game play, when a player’s character experiences jarring visions or hallucinations, or acts in accordance with his Vice. When the card drawn matches the Character’s Vice (or suit)—a Haunt card, it is discarded and the Player Character gains three Willpower Points. Otherwise, a non-Haunt card, which does not match the suit of the Player Character’s Vice, is retained in the player’s Hand. Cards can be discarded from a player’s Hand through certain actions, for example, when a Player Character acts in accordance with a Virtue not his own, when he resists the urge to act in accordance with his Vice, when his player rolls a critical on the dice, and so on. One of the mechanical aims in Locus is for a player to reduce the size of hand through play, as the rules state that having a larger Hand size is a bad thing. The rules advise the player to be proactive about this, to not actively pursue it in play, but with the Director, who confirm whether or not the cards can be discarded.

Like any good horror roleplaying game, Locus has a mechanic for handling scares and the deleterious effect upon the mental well-being when confronted with the unknown, fraught situations, and other dangers. This is Stress, rated Uneasy, Tense, and then Stressed. A Player Character’s degree of Stress can be raised as a result of a failed Stress Check, seeing a monster, taking damage from an Injury, and other situations at the Director’s discretion. Instead of a set stat being rolled against for a Stress Check, a player rolls a check against the appropriate Attribute, for example, Cowardice when his character confronted is by a monster or Impatience when his character is being chased and is slowed by an obstacle.

Locus also uses Willpower Points, representing a Player Character’s drive to succeed. Its only use is to purchase rerolls, which cost one Willpower Point each time, the number of dice which can be rerolled varying according to the degree of Stress a Player Character is suffering. So all three dice if the Player Character is Uneasy, just two if he is Tense, and only one if he is Stressed. Willpower Points are gained when a critical result is rolled on the dice, when a card matching the suite of Character’s Vice is drawn, when Stress is lowered, and others. A Player Character begins play with five Willpower Points.

There are two interesting aspects to the Stress mechanic. The first is that there is no mechanical effect upon a Player Character except to reduce the number of dice that can be rerolled with the expenditure of Willpower Points. Thus mechanically, Stress does not have an effect on what a Player Character can do, but instead has an effect on the purchasing power of his Willpower Points and thus on his drive to overcome difficult or dire situations. Plus of course, it should ideally influence how the Player Character is roleplayed. The second is that Locus has no insanity or madness mechanic, so that in terms of its rules, a Player Character cannot go mad or insane. That possibility is best left to the player roleplaying his character. Further, the combination of the no insanity mechanic and the brutal Death Clock gives Locus much more of an immediacy in its play, rather than the long effects of confronting the unknown as seen in other horror roleplaying games.

Physically, the Player Guide for Locus: A roleplaying game of personal horror is a slim hardback, done in deep blacks and shades of grey with slashes and splashes of red and white. The artwork tends towards the blocky, but is generally fairly decent. The layout is perhaps slightly rough in places, and although it can be difficult to find things occasionally, there is a solid index. The game and its play is nicely supported with several examples of play and the mechanics, including a trio of sample Player Characters, plus a decent summary and glossary at the end of the book.

However, there is the one thing that the Player Guide for Locus: A roleplaying game of personal horror does not do, and that is, tell the players and their Director what the Cards do in play. Fundamentally all that player knows is that having too many cards is bad and that they are keyed to his Virtue and his Vice. He can roleplay to the cards and the Virtues and Vices they link to, to an extent—and is encouraged to do so, since it is not the Director’s remit to keep track of such things—in order to get rid of them. Yet he does not know what they do otherwise nor what their effect is in the game, or the effect of having too many or too few. That is left up to the Director’s Guide to explain, but surely some explanation could have been included in the Player Guide?

The Player Guide for Locus: A roleplaying game of personal horror does, in general, give a good explanation to the majority of the roleplaying game’s core rules. It does feel fussy in places, as if there are too many mechanics for what it is trying to do, and the lack of any explanation as to the use of the playing cards is a major omission. Of course, the Player Guide is going to need the Director’s Guide, but there is the basis here for what Locus sets out to be, ‘a roleplaying game of personal horror’ with a set of potentially quite nasty, brutal mechanics coupled with strong roleplaying potential in the Virtues and Vices. To bring those out fully though, along with the elements of guilt and morality at the heart of each Player Character, the Director’s Guide is a definite must.

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A review of Director’s Guide for Locus: A roleplaying game of personal horror appears tomorrow.