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Showing posts with label Noir. Show all posts
Showing posts with label Noir. Show all posts

Friday, 12 July 2024

[Free RPG Day 2024] Rojo: A Kurosawa Inspired Bloodshed

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Initially it is difficult to work out whether Rojo: A Kurosawa Inspired Bloodshed is a comic book or something actually RPG-related. It is in fact, an adventure for the Terror Target Gemini RPG, an anthropomorphic anime Wild West-Noir action roleplaying game. Published by Need! Games, best known for the Fabula Ultima TTRPG, this is game in which the Player Characters—or Runners, professional adventurers—undertake dangerous missions in the savage lands known as the Maju. It is designed to be hyperviolent, anachronistic, and wacky, a setting which demonic gunslingers, martial arts witches, and more. The scenario itself comes with six pre-generated Player Characters and each of these comes the ‘Quick Rulez for Terror Target Gemini’ on the back. In fact, these six inclusions of the ‘Quick Rulez for Terror Target Gemini’ are the only explanation of the rules for the Terror Target Gemini RPG, even if only in a much-shortened form. So the Narrator will have to copy one for herself as reference during to play.

The scenario itself, ‘Rojo’, is based upon Akira Kurosawa’s film, Yojimbo, in which a rōnin wanders into a town and gets himself involved in a feud between two rival yakuza gangs over control of the local gambling den. In ‘Rojo’, the town of Dorobnōno Machi is dominated by the Rojo, a family of mobsters which controls liquor in town, and the rival Mengusu, a Yakuza clan which wants to destroy the Rojo. Add into this, rumours of an Imperial convoy having been hijacked and a powerful weapon stolen, bounties having been placed on the heads of both the Rojo and the Mengusu, and the Mengusu not only hoarding gold, but planning to make a big action movie, and what you have is a febrile situation in Dorobnōno Machi. With the sheriff dead and the town run down, there seems to be no hope for Dorobnōno Machi. Even without the intervention of the Runners, the situation is going to escalate. There are even more dire rumours! One is that Dziga Rojo, the son of the Rojo boss who everyone thinks is an arsehole, is missing and has been kidnapped by the Mengusu Clan. The other is that Pa-Lach, the hired killer known as ‘The Hangman of Menaparavda’, reputably unkillable, will be arriving today, sent from the Capital to recover the missing weapon.

The Runners will arrive in Dorobnōno Machi and get the lay of the land in the bar before exploring what remains of the town. This includes getting involved in the film being shot in the streets by the Mengusu Clan, hanging out at the gambling den, and even searching for the location of the stolen weapon. And that really is it to the plot of Rojo: A Kurosawa Inspired Bloodshed. This is all set-up rather than a scenario with a beginning, a middle, and an end. The action will be primarily player-driven with the Narrator adding events here and there in response.

Mechanically, Rojo: A Kurosawa Inspired Bloodshed is straightforward. To have his Runner undertake an action, a player rolls a twenty-sided die and adds his Runner’s Stat and Skill to roll higher than a Target Number. This is either twelve or Simple, fourteen or Standard, eighteen or Tough, and twenty-two or Gruelling. An Edge allows a reroll and the highest value kept, whilst a Snag forces a reroll and the lowest value kept. If the Runner is responding to unexpected event—such as a trap or ambush—then the player only adds his Runner’s Stat. Combat uses the same mechanic, with a Runner having two different actions per Round. Attack rolls are made versus an Enemy’s Defence, whilst rolls to evade are made versus the Enemy’s Attack. Armour reduces damage suffered, a Runner fainting when his Hit Points are reduced to zero, and then dying if more damage is suffered. Magic and the casting of spells requires the expenditure of Ki points.

A Runner in the Terror Target Gemini RPG and thus Rojo: A Kurosawa Inspired Bloodshed has four Stats and four Skills. The Stats are Power, Co-ordination, Intellect, and Charisma, whilst the Skills are Training, Handcraft, Arcane, and Communication. In Rojo: A Kurosawa Inspired Bloodshed, these range between zero and three. They also have a Bloodline and a Class and Feats. The six Runners in Rojo: A Kurosawa Inspired Bloodshed consist of a Felid Hare who is a good Pilot or driver, a Human Hunter who has a Falcon Hunting Partner, an Elf Merchant who is good at Bargaining, a Kru Berserk who can protect others and can attack with his beak, an Imp Martial Artist who is also lucky, and a Human Witch who can drawn an eye on an object to see through it and has a Charm spell.

Physically, Rojo: A Kurosawa Inspired Bloodshed is very bright and colourful. The comic book look is carried out from start to finish, which means that it does look busy and its content is not an easy to grasp as if the layout was more traditional. The style is definitely anime-like, with just a little bit of a nod to the ‘cel-shading’ style of the Borderlands computer games.

Rojo: A Kurosawa Inspired Bloodshed is bright and colourful, but it is deceptive. It is not a fully fleshed out quick-start or explanation of the Terror Target Gemini RPG, and anyone expecting that will be disappointed. It is also not really suitable for anyone who has not run a roleplaying game before—it is just too underwritten for that. However, an experienced Narrator can pick up Rojo: A Kurosawa Inspired Bloodshed, read through in ten minutes and so quickly bring it to the table for single session of hyperviolent action in a Wild West action-fantasy.

Sunday, 28 March 2021

A Mythic Neo-Noir Starter

City of Mist is a roleplaying game of neo-noir investigation and superhero-powered action. The intersection between the film noir and superhero genres has invariably derived from the Pulp fiction of the thirties and forties, with such characters as The Shadow or Batman, with generally low-key and low-powered heroes and villains in comparison to what would follow with the Four Colour subgenre. City of Mist does something different. It brings in the powers and personalities of legends and gods of different Mythos—King Arthur, Red Riding Hood, Hercules, Athena, and Bast—and then obscures them. These powers and personalities manifest through Rifts, inhabitants of The City, a fog-shrouded, corrupt, and crime-ridden metropolis which could be Los Angeles of the thirties, New York of the fifties, or London of the sixties. It is simply known as The City. As Rifts, the Player Characters investigate Cases, and if necessary, fight crime, some of it committed by other Rifts, some not. Yet as powerful as each Rift is, the ordinary citizens of The City, the Sleepers, cannot see them for what they are and never see them manifest their powers. The Mist, a strange mystical veil renders each manifestation of a power or legend ordinary. Wallcrawling? Parkour. Lightning bolt? Broken electrical substation. Each Mythoi—god or legend or even abstract concept wants to manifest itself in The City, but the Mist works to prevent this, for the result might be chaos which could rip The City apart, so instead it allows them to manifest through the Rifts. Equally, as there is a tension between the Mythoi and the Mist, there is tension between the Mythos, both the legend which wants to become more and a mystery as to why it manifested, and the Logos, the ordinary self, safe and mundane in each Rift.

The City of Mist: All-Seeing Eye Investigations Starter Set is designed as an introduction to the setting. Published by Son of Oak Game Studio LLC, it provides everything necessary to play through at least one Case. Designed to be played by five players and a Master of Ceremonies—as the Game Master is known—the starter set comes richly appointed. There are two books labelled ‘The Players’ and ‘The Master of Ceremonies’; five pre-generated character folios, one each for Baku, Detective Enkidu, Job, Lily Chow, Iron Hans, and Tlaloc; a deck of twenty Tracking cards and a Crew Card; two twenty-two by seventeen-inch poster maps; forty-one illustrated character tokens; and two City of Mist dice—one purple Mythos die and one ivory Logos die. There is a lot in the box, all of it presented in full colour and illustrated throughout with artwork which invokes the two inspirations for City of Mist.

The starting point for the 
City of Mist: All-Seeing Eye Investigations Starter Set are five pre-generated Player Characters or Rifts. The quintet consists of Baku, Detective Enkidu, Job, Lily Chow and Iron Hans, and Tlaloc. Baku is a monster hunter, mythological Japanese chimera who hunts ghosts and devours nightmares; Detective Enkidu is an experienced police detective who hides a creature of the wild from Sumerian myth inside her which drives her to break the rules; Job is an unkillable priest whose family was killed by The City’s criminal underworld; Lily Chow is a runaway teen able to unleash Iron Hans, a magician-giant who is her companion, protector, and big brother; and Taloc is a small time crook with a gift of the gab and the power of the Aztec god of rain and water, thunder and lighting. Each of the five character folios is done on heavy, glossy card in A3-size. This does mean that there is quite a lot of information on each folio and that each folio takes up quite a bit of space on the table.

Unlike a traditional roleplaying game, a Rift is not described in terms of skills or attributes, but rather what he can do. Each of the five has the same set of Core Moves, or actions that they can attempt. What marks a Rifts out as special is the fact that he has four Themes, represented by four cards on the folio. They are divided between Mythos and Logos Themes, the legendary and the ordinary aspects of a Rift. Some Rifts have Mythos Themes than Logos Themes, and vice versa, and it is possible to lose Themes, so that a Mythos Theme might Fade and be replaced by a Logos Theme, whilst a Logos Theme might Crack and be replaced by a Mythos Theme. There are consequences to having Themes all of one type. For example, a Rift who replaces all of his Logos Themes with Mythos Themes, becomes an avatar of his Mythos, whilst losing his last Mythos Theme means he becomes a Sleeper and denies the existence of the Mythos. Whilst each Mythos Theme has a Mystery that the Rift wants to explore, and each Logos Theme has an Identity which represents a defining conviction, belief, or emotion, all Themes have Power Tags which can be invoked to help achieve a Rift’s intended goal, plus a Weakness.

For example, Tlaloc has the Mythos Theme ‘God of Rain and Lightning’. This has the Mystery, “Who Threatens to Blot Out the Fifth Sun?”, the Power Tags, ‘Call Upon the Storm’, ‘Thunderbolt Manipulation’, and ‘Electrifying Gaze’, plus the Weakness, ‘Indoor Spaces’. He also has the ‘A Dimond in the Rough’ Logos Theme, which as the Identity, “This Will Be The Last Time, I Swear!”, the Power Tags, ‘Good, deep down inside’, ‘Relentless Schmoozer’, and ‘Sticky Fingers’, as well as the Weakness, ‘Pangs of Remorse’.

Learning the game begins with ‘The Players’ booklet. It runs to forty-four pages and introduces the concepts behind roleplaying and City of Mist, explains the character folios and how the roleplaying game is played—the ‘Moves’ or actions a Rift can take and their potential outcome, describes the various districts of The City, and provides a lengthy, eight page example of play. The latter includes two of the pre-generated Rifts in the starter set and showcases the various types of Moves that the Rifts can perform as part of an investigation and then combat scene. In general, the Moves are well explained, but do come with fine print and do require a little bit of study. The example of play though, is more than helpful in showing the prospective player and Master of Ceremonies how the game works.

Whilst the Master of Ceremonies has to read the ‘The Players’ book to understand the basics of City of Mist, the ‘The Master of Ceremonies’ book is all hers. This explains the role of the Master of Ceremonies, the Moves or actions she can take—and when, explains how to present challenges and dangers to the Rifts, and so on. A Danger encapsulates a threat to the Rifts, whether that is an NPC, a location, or a situation, which might be a crime lord’s chief enforcer, a car chase through the streets of The City, or a building on fire. The bulk of the ‘The Master of Ceremonies’ book is given over to ‘Shark Tank’, the first case for ‘All-Seeing Eye Investigations’, the crew which the Rifts in the 
City of Mist: All-Seeing Eye Investigations Starter Set are members of. ‘All-Seeing Eye Investigations’ has its own ‘Crew Theme card, complete with its own Mystery and Power Tags which the Rifts can invoke as part of their investigation.

Mechanically, City of Mist and thus the 
City of Mist: All-Seeing Eye Investigations Starter Set is ‘Powered by the Apocalypse’, which means that it uses the rules first seen in Apocalypse World in 2010. These rules are player-facing in that the Master of Ceremonies does not make dice rolls, but rather that the player do. So from the Core Moves below, a player would roll ‘Convince’ to persuade an NPC, but ‘Face Danger’ to avoid being influenced. The rules in City of Mist have eight Core Moves—‘Change The Game’ (give an advantage or remove a disadvantage), , ‘Face Danger’ (avoid harm or resist a malign influence), ‘Go Toe to Toe’ with someone, ‘Hit With All You’ve Got’ (harm someone in the worst way you can), ‘Investigate’, ‘Sneak Around’, and ‘Take the Risk’ (perform a feat of daring). When a Rift undertakes an action, his player states the Move he is using, applies any bonuses from Tags—short descriptors for a quality, resource, advantage, disadvantage, or object in the game—and applies the resulting Power value for the sum of positive and negative tags and statuses affecting an action, and rolls two six-sided (or the included City of Mist dice) dice. A player can use all manner of Tag Combos to build up the Power value, as long as the Master of Ceremonies agrees. Several Tag Combos tailored to each pre-generated Rift are listed in their respective folios.

A result of a six or less is a Miss, a result of between seven and nine is a Hit, but with complications, whilst a result of ten or more is a Hit with a great success. Each Move works slightly differently and will give different results depending upon the roll. For example, the ‘Investigate’ Move gets a Rift answers to questions. If a Hit—seven or more—is rolled, the player can ask the Master of Ceremonies a number of questions and so gain a number of Clues equal to the Power value applied to the roll. If a Hit with complications—seven or more, but less than ten—is rolled, the Master of Ceremonies can expose the Rift to danger, give fuzzy, incomplete, or partly-true partly-false answers, or have the NPC ask the Rift a question, which he must answer. The aim in many Moves is to inflict a Status such as ‘Prone-2’ or ‘Befuddled-1’ or ‘Knife Wound-3’, which will give a Rift an advantage when rolling against that NPC who has suffered such a Status and a disadvantage when suffered by the Rift. A status like this is recorded on a Status card and kept in play until it is got rid of.

In addition, the Rifts can enter a Downtime sequence between the investigation or action, and undertake actions such as ‘Give Attention to a Logos’, ‘Work the Case’, ‘Explore Your Mythos’, ‘Prepare for your next Activity’, and ‘Recover for your next Activity’. This is handled as a montage scene and the effects of each action are automatic, whilst ‘Burning for a Hit’ grants an automatic success without complications, but also makes the Tag unusable until a Downtime sequence has been completed. Lastly, there is ‘Stop.Holding.Back.’, a special Move which enables a Rift to push his powers beyond their limit, though at the cost of a sacrifice to one of the Themes in a Rift’s folio.

The Master of Ceremonies has her own Moves, divided between Soft Moves and Hard Moves. A Soft Move is an imminent threat or challenge to the Rifts and their investigation, and really only consists of the Master of Ceremonies complicating things for the Rifts as a means to spur them into action. A Hard Move is a major complication or a significant setback to the Rifts and their investigation, and includes more options for the Master of Ceremonies. ‘Give a Status’ inflicts a Status on a Rift, but this can be resisted by a ‘Face Danger’ Move. Other Hard Moves, such as ‘Burn a Tag’, ‘Complicate Things, Big-time’, and others cannot be resisted and are more narrative effects and consequences than Moves as such. Essentially, they can come into play when a Rift fails to take an action or fails—rolls six or less—when undertaking an action. The Master of Ceremonies also has Intrusions, which really codify her using her judgement when adjudicating the rules.

The Case in the 
City of Mist: All-Seeing Eye Investigations Starter Set, ‘Shark Tank’ is organised in a couple of ways. First, it is a pyramid diagram of scenes, arranged by depth into a series of layers, which after the briefing, the Rifts can visit and investigate. Second, it is as a series of programmed steps which take the Master of Ceremonies and her players through the process of learning to play both City of Mist and the scenario. For example, when the Rifts encounter a group of enforcers shaking down a shop owner, ‘The Master of Ceremonies’ book says, “If this is the crew’s first fight, stop the story and move over to the players’ booklet, starting at Exhibit #8: Playing Through a Conflict on page 21 (see also MC Skill: Running a Fight Scene on the next page).” At which point, the players and Master of Ceremonies can set up and run the fight scene. However, this does not mean that the Master of Ceremonies can necessarily run ‘Shark Tank’ without any preparation, but it does mean that once prepared, she really has all of the references, pointers, and advice at her fingertips, including advice specific to each of the five Rifts which come pre-generated with the City of Mist: All-Seeing Eye Investigations Starter Set. The scenario itself has the Rifts interviewing the owners of several businesses on Miller’s Square where All-Seeing Eye Investigations has its shabby office, potentially exposing police corruption, confronting villains who bring a whole new meaning to the term ‘loan shark’, and having a showdown at the chief villain’s lair. Beyond the confines of ‘Shark Tank’, there are extra scenarios available which can be played using the content from the City of Mist: All-Seeing Eye Investigations Starter Set.

Also included in the 
City of Mist: All-Seeing Eye Investigations Starter Set are two twenty-two by seventeen-inch poster maps and forty-one illustrated character tokens. The maps depict various locations which appear in the scenario, ‘Shark Tank’, and tokens cover all five Rifts and the various NPCs in the scenario. The single purple Mythos die and single ivory Logos die are decent twelve-sided dice marked with one through five twice, and then the domino mask symbol on the six face for the Logos die, and power icon on the six face for the Mystery die. Each icon also appears on the Themes in each folio.

Physically, the City of Mist: All-Seeing Eye Investigations Starter Set is very nicely put together. The poster maps are on sturdy paper, the counters thick cardboard, the folios on glossy card stock, and both of ‘The Players’ and ‘The Master of Ceremonies’ booklets done on glossy paper stock. Inside, both booklets are superbly illustrated in a slightly cartoonish, but suitably film noir style, and their layout is excellent. Not only designed to look like a set of case files for a crime, but also designed to be accessible with effective use of devices to highlight text and boxed text for useful information. If there is a physical downside to the 
City of Mist: All-Seeing Eye Investigations Starter Set, it is the box it comes in. It is not particularly sturdy and unlikely to do a good job of protecting its otherwise excellent contents.

The 
City of Mist: All-Seeing Eye Investigations Starter Set is at first confusing. The box contains a lot of components and it is a little difficult to quite know where to start. However, once you dig into the rules in the ‘The Players’ booklet it begins to make a little sense, but really where it comes together is in ‘The Master of Ceremonies’ booklet, especially in the scenario, ‘Shark Tank’, which gives context for the rules and whether through nudges to the Master of Ceremonies to use particular rules or direct referral back to the rules in ‘The Players’ booklet. Once grasped, what the City of Mist: All-Seeing Eye Investigations Starter Set reveals is a flexible ruleset which drives and pushes the narrative. The setting itself, combines urban fantasy with super heroics, but that combination avoids much of the trappings of the superhero genre. It shrouds them in the fog of the film noir genre just as The Mist masks The City from them. The City of Mist: All-Seeing Eye Investigations Starter Set is an excellent introduction to The City and the ‘Powered by the Apocalypse’ mechanics of City of Mist.

Sunday, 24 December 2017

Alas Vegas, Alas...

The truth of the matter is that Alas Vegas, a roleplaying game of bad memories, bad luck, and bad blood is all but unreviewable. Now this does not mean that Alas Vegas either cannot be reviewed or indeed will not be reviewed. Nor does it mean that Alas Vegas is in any way, shape, or form, bad. Instead, the reasons for it being in any way, shape, or form, unreviewable are as follows:

  1. I know the author and publisher of Alas Vegas. Now I know lots of authors and publishers of roleplaying games—it is part and parcel of reviewing games after all—and this does not impede my capacity to write reviews of their games. It does though, add a certain hesitancy to the task.
  2. Alas Vegas is both a complete game and a complete campaign, one with deep secrets and the author directly asks reviewers in the text of Alas Vegas not give spoilers as to what those secrets might be. Now I should point out that avoiding secrets and plot twists of a scenario or campaign is integral to the exercise of writing a review, but it is usually possible to refer to them obliquely. Not so with Alas Vegas.
  3. I want to play Alas Vegas. This means that I have not read all of the book. I have read enough to understand what the game is about, its structure and it rules, its extra supplementary material, and most important of all—as will be revealed below—the first Act of the campaign.

What this means is that this review of Alas Vegas is as much an anti-review as it is a review and an exercise in writing a review.


—oOo—


So, the first question to be answered is, “What is Alas Vegas?” It is a roleplaying game designed by James Wallis, best known as the Origins Award winning designer of one of the first storytelling roleplaying games, The Extraordinary Adventures of Baron Munchausen, owner of Hogshead Publishing—publisher for many years of the archetypal British roleplaying game, Warhammer Fantasy Roleplay as well the first storytelling roleplaying games, the designer of the storytelling card game, Once Upon a Time, and the designer of a forthcoming biscuit-based resolution system.* Published by Magnum Opus Press/Spaaace following a successful Kickstarter campaign and arriving just a little late—and if you think that is something to whinge at, then have some sympathy for the backers of Far West: Western/Wuxia Mashup adventure game—at its core, Alas Vegas consists of a complete roleplaying campaign—also called ‘Alas Vegas’, plus the rules to play it. The book also contains though, advice from an actual magician, a guide to cocktails in Sin City, newspaper cartoon strips from John Kovalic, guides to gambling on life and everything else in ‘The Gambling Capital of the World’, a discussion of grifting and scamming, suggestions on using Tarot in roleplaying games other than Alas Vegas, a complete storytelling game that takes the players back to the foundation of Las Vegas, and three separate campaigns using the core mechanics in Alas Vegas, in turn involving time travel, repentant paladins, and superheroes.

*This is probably not true, but the tea drinker in me sincerely hopes that it is.

Available via Indie Press RevolutionAlas Vegas is both the name of the game and the campaign. The latter consists of exactly four Acts—a beginning, two middle acts, and an end—with each Act lasting a single session of three to four hours. Essentially the equivalent of playing a television mini-series, which is all the more appropriate because it requires not one Dealer (director), as the Game Master is known in Alas Vegas, but four, one for each Act. Each Dealer is also a player in an Alas Vegas campaign. The game begins with everyone creating characters, including the Dealer, who will have read the both the game’s rules and the first Act. Once the play through of Act I is complete, the copy of Alas Vegas is passed to the next player, who becomes the new Dealer, reads the rules and both Act I and Act II before running Act II, and so on, and so on until the campaign ends with Act IV.

So ideally what Alas Vegas needs is four players who will to swap roles in order to complete the campaign, ‘Alas Vegas’. (The other campaigns in the Alas Vegas vary the number of players slightly.) It also needs a good, but not expensive Tarot Deck with illustrations on the cards. The Rider Waite deck is a good choice.

A game—or campaign—of bad bets, bad debts, and bad deaths, ‘Alas Vegas’ begins in Act I with the personae (as player characters are termed in Alas Vegas) waking up in a shallow grave in the desert. They are naked, have no idea of where they are, how they got there, and most importantly, of who they are. They are each, a blank sheet—in more than the one sense. In the distance though, a blister of neon lights the night sky. Perhaps the answers to their questions lie there? (None of this can be construed as spoilers. It is at the top of the blurb on the back cover.) What follows though is a voyage of discovery, self and otherwise, as they find out where they are, who they are, and what they do. In terms of who they are and what they can do, this is primarily discovered through flashbacks and what it will reveal is that they are ordinary men and women. Alas Vegas as a campaign is not a game in which the personae have super or supernatural powers. That is saved for the other campaigns in the book.

The setting for ‘Alas Vegas’ is Vegas, a hyper-real fabulation of every Vegas you have ever known—vice, crime, gambling, casinos, the Rat Pack, and more. As the back-cover blurb describes it, it is Franz Kafka’s Fear and Loathing, The Hangover meets The Prisoner, and Ocean’s Eleven as if directed by David Lynch. It is all this and more in which the personae must wend their way, make their way, and more if they are to discover who they are.

For its mechanics, Alas Vegas employs the Fugue System. This is a set of card mechanics which use a Tarot Deck to help and support the collaborative play of Alas Vegas. The mechanics begin, just as in Alas Vegas, with the personae suffering from amnesia and each player noting down the name of one randomly determined card from the Major Arcana—such as Temperance, The Moon, and The Hanged Man—from the Tarot Deck. This card has no influence on who a persona is or what he can do, but it serves as his mechanical Signifier during the game. As the personae play through a game, they find out who they are and what they are can do—their abilities—from flashbacks, but each persona is limited in the number of flashbacks he can have in each Act. A player can create one for his persona, one for another player’s persona, one for when his persona’s Signifier is drawn, and possibly if they meet a game character or game event, though this is usually as part of the game story.

When a persona wants to do something, the Dealer sets a difficulty number for the task, between three and twelve, with twelve being the most difficult. He then flips the top card off the Tarot Deck. If the persona has no relevant ability and the card is from the Minor Arcana and equal to or above the difficulty number, then he succeeds. If below, he fails; if the card is from the Major Arcana, then he also fails and the task cannot be attempted. If the persona has a relevant ability—which of course will have been relearned or regained during a flashback—and the card is from the Minor Arcana and equal to or above the difficulty number, then he succeeds. If below, he fails; if the card is from the Major Arcana, then he automatically and immediately succeeds. Alternatively, if a persona has a relevant ability, then the Dealer can simply let him succeed. This makes for much quicker play. Whatever the outcome, the player is responsible for narrating what happens.

The Fugue System is simple enough for straightforward skill or ability resolution, but for combat or contested actions it gets a bit more complex. It uses the game Blackjack as its basis, but as with the rest of the Fugue System, it uses a Tarot Deck for its cards. Both the players and the Dealer hands of cards as Blackjack, the Dealer for each of his game-characters—as NPCs are known in Alas Vegas—and the players for their personae. The aim of course, is to get twenty-one or as close to twenty-one as possible with as few cards as possible. Get more than twenty-one and a persona or game-character is stymied and cannot act further. A persona with a relevant ability gets a wild card which his player can use to replace one of the cards in his hand. Mixing and matching hands that can consist of Major and Minor Arcana provides a wider variety of results than is possible in a standard game of Blackjack and a wider array of narrative outcomes that the players will in turn narrate. This includes killing, wounding—both permanent and on-permanent, incapacitating, and even do something astounding, the latter the only moment when the rules stretch beyond human limits. Non-permanent wounds are easy to recover from, but permanent wounds take time and effort to heal and prevent a persona from using abilities that might be associated with the wound.

Like other storytelling games, the lack of character mechanics means that it is simple to kill the personae in Alas Vegas. The Dealer is advised against that, for it means that the personae and thus the players will no longer be involved in the campaign right to the very end. Although the rules look a little complex in places, they are supported by some fulsome examples of play and some good advice. As to the campaign itself, ‘Alas Vegas’, Act I does an excellent job of setting everything up, pulling the personae involved into the setting and their mystery, and driving the story up to beginning of Act II. As a player it should be noted that playing through the Act may be a frustrating experience, but that after all, is part of the situation their personae find themselves, and even if there are no easy answers yet, the campaign itself is short and finite—there will be answers. Again, just like the rules, Act I comes with advice aplenty to help the Dealer stage and handle each scene and plot thread.

Beyond the campaign, Alas Vegas includes a lot of supporting material and beyond the supporting material, Alas Vegas includes a lot of bonus material. This includes advice from an actual magician, Sean Smith, on forcing wagers, recipes to classic cocktails in ‘The Guide to Drinking Heavily in Vegas’ by John Scott Tynes, Mike Selinker and Matt Forbeck offer up different perspectives on gambling in ‘The Big Board at the Adelphi’ and ‘Alas Vegas: In-Game Gambling’ respectively, and Rich Dansky gives us a lengthy guide to grifts and scams in Vegas. John Kovalic also provides a newspaper strip which plays a role in ‘Alas Vegas’. Lastly, Robin D. Laws and Ken Hite write corollaries to the campaign. In ‘Tarot-Jumping Other Games’, Robin D. Laws explores how to use a Tarot Deck in other games as a storytelling aid, whilst Ken Hite offers up a separate game all together, ‘Killing Bugsy Siegel’. This is a storytelling game with similar mechanics to that of Paul Czege’s Bacchanal, which sees the players attempt marshal their forces and their powers for the right moment to take down the notorious gangster, murderer, and the founder of Las Vegas as a casino town, Bugsy Siegel. Whatever the players manage to do to him, the good news is that he deserves it. 

The bonus material also includes three separate campaigns to ‘Alas Vegas’ that employ the Fugue System and which all begin with the personae as amnesiacs. ‘Yet Already It Seems I Have Travelled Far’ by Gareth Hanrahan does time travel and memory loss with fractured memories being slotted into a timeline that is reconstructed over the course of the game. Johnstone Metzger’s ‘Warlock Kings’, based on an Allen Varney concept does very dark fantasy with the personae as paladins of light subverted by the Dark Lord and then freed from his control just as he expects them to ride forth and destroy the bright realm of Arborean. Lastly, ‘Remembering Cosmic Man’ by Laurant Devernay and Jerome Larre is a post-modern superhero story in which the players take on the role of two personae. One is that of the amnesiac Specials, the superpowered sidekicks to Cosmic Man, the world’s greatest superhero, whilst the other is the agents of Cosmic City’s Specials Intervention Unit, assigned to investigate what happened to Cosmic Man. These three campaigns nicely showcase what can be done with the format of the Fugue System and its set-up.

Physically, Alas Vegas is a thick, if surprisingly light book. It is well written, only needing a light edit here and there, and as a personal project, it should be no surprise that the author’s voice comes out in more than a few chapters. It does feel somewhat plain by modern standards, but there is art in there and is very, very good. You almost wish that artist John Coulthard would do a Tarot Deck based on the illustrations he has done for this book.

If there is a fault to Alas Vegas, it is its structure, its bravura nature, and its demands. Not every group of roleplayers is necessarily going to want to buy into its unknowns, its very light rules, its need for multiple Game Masters, and so on. So Alas Vegas is not a game for them, but to others, especially those who enjoy the storytelling games of the last fifteen years, then all of those negatives will be strengths, and Alas Vegas is a roleplaying game that will definitely appeal to them. If there is another fault to ‘Las Vegas’ it is that it can only played the once.

Alas Vegas: Flashbacks, Blackjack and Payback is a conceit and a cliché, one that the designer pushes to the furthest extent and asks us to place his trust in him as to what it is about and what will happen. After all, in most campaigns for most roleplaying games, both the Game Master and his players have some idea of what they are going to play, even if only the Game Master knows the exact details. In Alas Vegas, that luxury is taken out in the desert and buried in a shallow grave and unlike the personae of ‘Alas Vegas’ has no chance of coming back. Instead the players definitely know absolutely nothing and the Dealer only knows what he needs to know—and exactly that, no more. The designer also builds on that cliché and builds it directly into the mechanics to really create Alas Vegas, a roleplaying game of self-discovery, self-reflection, and perhaps redemption, which in ‘Alas Vegas’ (and its companions) comes to fruition as the ultimate one-shot roleplaying game.

Monday, 28 April 2014

Big Easy Noir

Deadlands: The Weird West, the alternate history Wild West/horror RPG published by Pinnacle Entertainment Group is so good that it merited an Origins Award—twice. First for the original RPG in 1997, and then again in 2007 for Deadlands: Reloaded, the latter employing the Savage Worlds RPG rules that were derived from Deadlands: The Great Rail Wars, the skirmish rules that were themselves derived from Deadlands: The Weird West. It has been subjected to a pair of sequel RPGs, both set in the far future. The first was Deadlands: Hell on Earth, published in 1998 and more recently re-released as Hell on Earth: Reloaded; the second was Deadlands: Lost Colony, published in 2002. More recently though, the Deadlands franchise received another entry that explored the future of a North America in which the old United States of America were divided by the Civil War, California was cracked into a maze, the mysterious ‘Ghost Rock’ literally fuelled an explosion of inventions, and magic was known and feared. This future is not one to come, but one that pushes the Deadlands: The Weird West setting forward by fifty-five years into something not a little familiar. That entry is Deadlands Noir.

Published in 2012 via Kickstarter, Deadlands Noir is a Savage Worlds setting that takes the Deadlands setting way down south and along the shadow framed streets of the Big Easy. As a setting, New Orleans is perfectly ripe with gaming possibilities—it has all the exoticism of a European city on American soil, it is the heart of the practice of Voodoo, its politics come as dirty as they can, corruption is a way of life, and it has the gentility of a Southern city.  Which is exactly what the New Orleans of Deadlands Noir is, for it lies south of the Mason-Dixie Line in the Confederate States of America. It is a city in which the dead do walk at night, as well as many nastier things in the shadows. Worse, it is 1935 and like the rest of the world, New Orleans is deep in the Depression. Making a dishonest living, let alone an honest one, is a real struggle. Nevertheless, there are mysteries to be uncovered, truths to be told, people to be conned and robbed, entertaining to be done—now that Prohibition is over (though some states and counties are still dry), and new devices to be patented. That is if you do not fall foul of the law—like the C.S.A.’s Texas Rangers and their campaign against magic or the city’s organised crime—such as the Sicilian Mafia, the Black Hand, or the Voodoo gang known as the Red sect…

Apart from the shift in time and tone—from 1880 to 1935, from Weird West Horror to Pulp Noir Horror, the obvious differences between Deadlands Reloaded and Deadlands Noir are its character options. Bootleggers, members of the clergy, con artists, dilettantes, doctors, entertainers, escorts, lawyers, parapsychologists, private investigators, reporters, vagabonds, and writers all point to a distinctly urban setting. The Arcane Backgrounds available are also different. Grifters are supreme swindlers, capable of conning arcane power from dark spirits, though not without daily indulging in a vice such as alcohol or dice. Houngans and Mambos practise strange rituals that pay tribute to the loa and in return, can create small miracles. Patent Scientists are inventors, constantly striving to create and sell new devices that will make their name and reputation, although they are unknowingly tapping into the otherworld for their inspiration. They are renowned not just for their creations, but for the delusions they typically suffer.

What is not available to play is Deadlands Reloaded’s Huckster, their having been hunted to near extinction by the Agency in the North and the Texas Rangers in the South. Grifters have taken up their legacy. Faith has been driven to an all-time low by the events of the Great War and the Depression, so preachers capable of casting true miracles are all but unknown. Mad Scientists are now Patent Scientists, whilst Indian Shamans are very rarely seen in cities like New Orleans and the practitioners of Eastern martial arts have gone underground. Similarly, two Arcane Backgrounds are rare in New Orleans—the Blessed and the Syker, but both are described in the Deadlands Noir Companion. (It should be noted that the latter volume has a higher page count and is more expensive than Deadlands Noir itself).

Other new Edges that Deadlands Noir adds to fit the setting include Comfortable, Veteran of the Concrete Jungle, Hitman, Sleuth, and Grit. New Hindrances include Corrupt, Grim Servant of Death, Night Terrors, Schmuck, and Smart Mouth. It should be noted that all characters start with the Poverty Hindrance to represent the economic difficulties of the Depression. Plus a character also needs to describe his worst nightmare.

One last option available is the Weird Edge, Harrowed. A member of the Harrowed is all but dead, having refused to give up on this mortal coil. What keeps a Harrowed from finally dying is the pact he enters with a demon from the Hunting Grounds to enable him to keep his body moving. The Harrowed has not only suffered in hell, he must constantly battle with demon for control of his body, is marked by the wound that killed him, must consume meat to heal, and can actually pickle himself with alcohol as a means to preserve his body. A Harrowed can use other Arcane Backgrounds, though not faith-based ones like Voodoo if the demon is in control…

Our sample character is such one Harrowed. Antony Delvecchio never wanted to get involved with the Black Hand, New Orleans’ mafia family, but when your father is a ‘made man’, you have little choice. Antony though, wanted to be something else—to be a writer. This was much against the wishes of his father, and whilst he had the support of his mother, he could not avoid being forced to study law at Tulane. Antony was a good student, but still wanted to party and that took him deep into New Orleans. It was on one of these off-campus jaunts that he came to the attention of the Red Sect, who saw in him an opportunity, one that might see him turned against their criminal rivals. Antony found himself drunkenly inducted into the worship of the loa. It was something that he fought hard to keep from his father, but he could not hide his decision to not practice the law after graduating, despite passing the bar. His father called him a wastrel and resolved to bring back into the family fold, but despite his mother’s attempts, relations with his father and the rest of the family broke down. Antony found himself cut off and penniless, struggling to make ends meet through his writing. Who exactly fired the shot and why, Antony does not know, but it might have been one his father’s button men or someone from the Red Sect because he proved to be not as useful as they had hoped. Right now Antony is looking for his killer while he supports himself from submissions to the Tombstone Epitaph about the outré side of life in the Big Easy.

Name: Antony Delvecchio Nationality: American 
Rank: Novice Occupation: Revenant Writer
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6 
Skills: Driving d4, Fighting d4, Intimidation d8, Knowledge (Law) d6, Knowledge (Occult) d4, Notice d4, Perform (Writing) d6, Persuasion d6, Shooting d4, Voodoo d6 
Charisma: 0
Pace: 6; Parry: 4; Toughness: 5
Power Points: 10 Dominion: 0
Hindrances:  Night Terrors (Major), Obligation (Minor), Short Temper (Minor)
Edges: Arcane Background – Harrowed, Arcane Background – Harrowed, Talented
Harrowed Edge: Spook
Spells: healing, warrior’s gift

Mechanically, it no surprise that Deadlands Noir uses Pinnacle Entertainment Group’s latest edition of Savage Worlds. What this means is that Deadlands Noir is a Pulp action game as well as a Pulp Noir one, and to support the latter, rules are provided to handle detective work—both hitting the books and legwork, knockout blows, gaining a second wind in a fight, tailing a suspect, and social conflict and interaction. In particular, interrogations and using patter; the latter nicely underlining the genre convention that any good shamus should be able to talk his way out of trouble—at least sometimes.

Beyond character creation and the new genre mechanics, Deadlands Noir supports its setting with an extensive description of the city and its neighbourhoods, from Tremé and the Lower Ninth to the French Quarter and the Garden District. Each of the descriptions of the city’s neighbourhoods is expanded upon in the GM’s section, itself some two thirds of the book. These descriptions include numerous individual locations and persons of note—many of the latter illustrated with images of those who pledged towards the Kickstarter for Deadlands Noir. (This does result in a lot of NPCs having beards which feels slightly out of keeping with the 1930s). What is mechanically interesting about descriptions of these neighbourhoods is that each is assigned a Fear Level, from normal and ordinary (Fear Level 0) to Deadlands (Fear Level 6). This is a measure of how weird each district is and how scared the inhabitants are of where they live. It also affects any Fear check that a character has to make whilst in the neighbour. One of the player characters’ aims in Deadlands Noir is to lower these Fear Levels, though this should not be obvious to the characters or their players, but rather should come about by their doing good—solving mysteries, rescuing dames, and so on.

The GM’s section also includes an explanation of the setting’s secrets, an array of its monsters and NPCs—major and minor; advice on running the game and handling mysteries. The latter is accompanied by a set of lists with which a GM can create a case with the roll of a few dice and some thought as to what clues might be found. These consist of five rolls to generate the Hook, the Event, the Perpetrator, the Motive, and the Evidence, with optional rolls for the Location and the Twist. Our sample Mystery begins with this set of rolls:

  1. The Hook—Stranger
  2. The Event—Kidnapping
  3. The Perpetrator—Friend
  4. The Motive—Political Gain
  5. The Evidence—Testimonial
  6. The Location—Riverside
  7. The Twist—Dark Secret (Silent Patron)

    A woman comes to the player characters. She wants help that she cannot gain from the police. Her husband, the project commissioner for the James McKendrew Memorial Bridge, has been kidnapped and she has been given the characters’ names as being of those who might be able to help. The kidnappers want a package which they claim her husband has, but she knows nothing about it or where it is. (The truth of the matter is that her husband has been kidnapped by her boyfriend, who is also his business partner. What they are after is a recording of Mayor McKendrew accepting bribes in return for the position of project commissioner, but in reality, the kidnapper is in league with the Mayor in return for something else).
Deadlands Noir includes not only fourteen individual Savage Tales, each tied to one of the locations described earlier in the book. These follow a full campaign adventure—‘Red Harvest’. It begins with a missing woman, a large debt, and a big score, before going onto reveal at one of Deadlands Noir's big secrets. It is a solid affair, with room aplenty for the GM to insert individual Savage Tales of his own, or the ones included in the book.

Physically, Deadlands Noir is by contemporary standards, a slim hardback. It is done in full colour and illustrated throughout. The artwork is decent, though occasionally it slips into a cartoon-like style. The map of the city is slightly difficult to read in places, but the other maps in the book are clear and easy to read. One nice touch is how the sidebars are each framed against a strip of film that with their black-silver wash emphasises the book’s noir theme.

One obvious use for Deadlands Noir would be to unplug the ‘Deadlands’ element and in its place put the Cthulhu Mythos of Reality Blurs’ Realms of Cthulhu. The result would be a Pulpy mish-mash of genres, but it could certainly handle something akin to HBO’s Cast a Deadly Spell. That is one option of course, but with the ‘Deadlands’ element kept in, Deadlands Noir feels complete in and of itself, presenting a well-written continuation of Deadlands Reloaded without repeating itself—a problem that Deadlands has not always avoided in the past. Above all, Deadlands Noir is as enjoyable a genre mix of pulp horror with Film Noir as the original Deadlands was of Wild West and horror.