Monday, 5 December 2016

Deadlands: Looking For Lucy Redux

As is fast becoming a habit for me, I ran a game at Dragonmeet in London last weekend. My morning was looking a little unpredictable, so in the end I went with the afternoon slot. I wish I'd had a little more time to see the rest of the show and maybe go to some seminars. I hope that I can make it to UK Games Expo this year and run some games there.

For my slot I reprised an adventure from my Deadlands Noir campaign, using the same characters. I walked them backwards a bit in terms of experience, as some of them are Veteran level, and the adventure was originally written for Novice characters. Ultimately, I think they were probably still a little too tough for the challenges.

As a reminder to readers, the characters were:

  • Nukara Vestal - a journalist from New York
  • Lee DeVille - a Harrowed private eye
  • Le Ralf - a dilettante voodoo priest from France
  • Gordon Ramsey - a patent scientist who thinks he can talk to cats
  • Doctor LeBoeuf - a doctor with a comatose wife and an issue with technology
 I had a full slate of five players on the day, including two who registered in advance. As ever with Dragonmeet, the games tended to get filled very quickly on the day (a portion of player slots can be booked in advance, but even these disappear rapidly). My advice is book in advance or turn up early on the day if you're thinking of going next year.

I decided this time around to keep DeVille's Harrowed status a secret. His player managed to keep this secret to himself, relying on a flask of whisky to help him hide the smell of decay. In the character notes I specified this, leaving it up to the player as to whether he wanted to come clean, so to speak.

I would suggest reading my write up of the first time I ran this to familiarise yourself with the plot. As before, the detectives met with wealthy widow Kitty Hayes, and were shown around the garden and the dog kennels by Oliver Tournier, her attractive young butler. They noticed the various clues available, including the Italian cigarette stub and drugged salami. They spent quite some time searching the gardens, and discovered the footprints of the undead Colonel Hayes in the flower beds, but suspected it was just an ordinary intruder (in the original story he was photographed incidentally by Vestal while peeping in through a window).

A further interview was conducted with the butler, at which point the detectives learned that he had succeeded Herman Whelan, the colonel's previous butler, who had been let go by Mrs Hayes. They also began to suspect that Tournier and the widow Hayes had a more than professional relationship. It was at this point that Tournier told them about the intruder he had disturbed in the colonel's study a few weeks earlier.

The detectives had a look around the study while DeVille kept the widow Hayes entertained, and Doctor LeBoeuf tried to rifle through the colonel's papers, but was prevented from doing so by Tournier. LeBoeuf tried a Persuade roll on the butler with his d10 in the skill, but fluffed it. He decided it was not worth a bennie for the re-roll.

LeBoeuf persuaded Tournier to let the detectives take the widow's other dog for a walk around the area, following their usual walking route. He took Vestal and LeRalf with him. Meanwhile DeVille had made a connection between the cigarette and the Black Hand crime syndicate using his Streetwise, and he and Gordon headed over to Sanzone's restaurant in the Central District.

"Mister Ricci doesn't like his lunch being interrupted."
Here they breezed into Sanzone's and had a sit down with Claudio Ricci (Mike 'the Stick' Whelan re-cast by GM fiat). Ricci proved to be obdurate, denying all knowledge of poodle-napping, but eventually offering the detectives a deal on cheap (smuggled) cigarettes. DeVille decided to return to the Hayes mansion in the Garden District.

While walking the dog, Vestal's player asked to burn a bennie to find a clue. The dog stopped and started barking at something over a cemetery wall. The detectives found their way into the locked and disused boneyard, picking the lock to get in. Here they found some river slime on the inside of the wall. While LeBoeuf examined it, LeRalf climbed up onto the wall for a look around, and spotted a large, rotund figure in a trench coat and trilby sneaking away through the cemetery. He directed Vestal to give chase, and then followed himself, with LeBoeuf and the dog, Bob, further behind.

I used the Savage Worlds chase rules, and Vestal proved to be a surprisingly nimble pursuer. Her quarry reached the far wall of the cemetery, and started climbing it. The reporter caught up with the figure and jumped for its foot, grabbing it by the ankle, at which point it was revealed to be a Bloat (the undead colonel). Vestal passed her Fear check at TN 5. At this point LeRalf arrived, spending a bennie to still be in possession of his violin case with its Thompson .45 SMG. He opened the case and proceeded to spray the Bloat with gunfire - luckily not rolling any 1s, which could have been problematic! Vestal now managed to beat the Bloat/Hayes in an opposed Strength test to drag it back into the cemetery, whereupon she jumped up and started shooting it.

LeRalf - not your ordinary voodoo priest...
DeVille's player then burned a bennie to have himself and Gordon returning from the CBD as the shooting started (they had noted that it was not far by car from Sanzone's back to the Garden District). As they pulled up on the other side of the cemetery, they could hear the shooting going on from inside. LeRalf now used his Occult knowledge to identify the Bloat's vulnerability to alcohol (it was proving a tough nut for the detectives to hurt with a hail of gunfire). As DeVille and Gordon climbed onto the wall, LeRalf shouted to DeVille, who promptly opened his whisky flask and poured it onto the Bloat (2d6 damage). LeBoeuf followed up with some surgical spirit  and set it on fire with a lighter (3d6 damage, in this case exploding). This proved to be the end of the Bloat, which was soon a blob of scorched flesh against the cemetery wall.

Vestal had already identified the Bloat as Colonel Hayes, having seen his photo back in the mansion. The detectives removed a gold wedding ring from its finger, and returned to the mansion with further questions...

Next time - Showdown At Sanzone's

Wednesday, 30 November 2016

Safe House

It can be difficult to make a good espionage movie set in the post-Cold War era, but now and again little gems are brought to light. Recovering as I am from yet another winter cold, I caught Safe House on Netflix. This stars Ryan Reynolds as a very junior CIA agent, in this case stuck in a dead end assignment in Cape Town, where he is the custodian of an unofficial CIA safe house. His job is basically to idle the day away, awaiting a call from his superiors, while trying to persuade his boss, played by Brendan Gleeson, to post him to Paris.

Why Paris, you ask? Because he is dating a hot French doctor who is about to return there, and Paris has to be a better career move in the spy stakes than South Africa.

Enter Denzel Washington at stage left. Denzel plays Tobin Frost, a legendary CIA agent from the 1980s and 1990s who eventually got sick of the agency and dropped off the grid to become a sort of freelance spy. He is walking around with some very incriminating data which he wants to auction to the highest bidder. He is in cahoots with a corrupt MI6 agent played by Liam "King Theoden" Cunningham, who obtained the files in the first place.

I don't really want to go much deeper into the plot without spoiling it, but it is a classic spy drama, with wheels turning within wheels, and a mounting sense of desperate paranoia. Reynolds is great as the wet behind the ears Ivy League type who gets dropped in the deep end of a fast evolving situation, and reminds me a little of Robert Redford in Three Days of the Condor. Washington can be a bit wooden at times, but it is nice to see him playing the embittered veteran, and boy is he bitter this time! Other people worth mentioning are Sam Shepard as the deputy director of the CIA, Robert "Terminator 2" Patrick leading a team of undercover special ops troops, Vera Farmiga as an ambitious thirtysomething CIA operator and Fares Fares as a chillingly ruthless assassin.

Robert Patrick leads a CIA covert ops rendition team in this one.


South Africa is a very different choice for a setting. It occasionally intrudes into the plot - e.g. a forger is located in a shanty town, and there is a great scene that takes place during a football match.

You might come away from Safe House feeling that it is a bit formulaic, but it ticks so many of the boxes for this genre that I have to commend it for its technical execution, and I always admire that, even if some originality is lacking. The light in South Africa, which was also evident in the TV series Black Sails, is just phenomenal, and seems to make the camera's job easy, particularly in the scenes outside Cape Town.

Safe House is a grittier movie than the Bourne series. People are able to screw up and do so, frequently. Silly things go wrong for the good guys and the bad guys, and I like that. Worth seeing if you can catch it on Netflix this month.

What happens in the safe house, stays in the safe house, or does it?

Monday, 28 November 2016

Playtest review of Mai-Star

Mai-Star, from AEG Games, is a wonderful little card game for 3-6 players, created by Seiji Kanai. All the art for the game looks to come from AEG's extensive back catalogue of Legend of the Five Rings card art, but you have to wonder how much longer AEG will be able to use this, now that the rights have gone to FFG. Still, the quality of the cards and the art is first rate, and while the game does not reference Rokugan specifically, you can pretend you are playing out the intrigues of the geishas of the Emerald Empire.

Mai-Star is about geisha. Each player has one geisha character, and they are all rated for three talents, namely Performance, Service and Intelligence. But this is really just your reputation, not your actual ability. You can only attract customers by improving your reputation.

The game is played in three rounds. Geisha score according to the wealth of the customers they entertain. Each round, a player chooses one character from his hand to either be a customer, or to advertise for the geisha. Advertisers help to promote the geisha in one of the three core abilities. To entertain characters as clients, however, the geisha must meet their minimum demands in one of the core abilities, hence the importance of having reliable folk out and about promoting you.

There are quite a wide variety of characters. Some, like the scholars and ronin, pay less money but don't have massive expectations, and are good clients to use early on. Actors have money, but also make the best ambassadors for the geisha. Okasan are also excellent at spreading the word.

Many characters have particular special abilities which they can help a geisha with if they become your guests. These do not kick in if the geisha simply have them as advertisers. For example, the doctor is wealthy, but also lets you take a second turn. The thief lets you get rid of another player's guest. The sumo lets you see another player's hand and discard one of his cards. The ronin is good for protection but lacks cash. There don't seem to be many samurai, but they are quite affluent, even more well-heeled than doctors!

There are some strategically critical characters, however. The first of these are the daimyo. They are difficult to lure in, but if they turn up as your guest, then they can attract all the advertisers you have out there of the same colour card. This means they all turn up to party with the daimyo and spend more money. It basically reflects clan politics, where the presence of the feudal lord attracts his followers.

The other two characters of import are the monk and the shogun. The shogun allows the player to add his remaining cards in his hand as guests and end the round, while the monk (right) will just end the round, which is good if you're ahead. There is only one shogun and one monk. Scoring is based on the total wealth of guests entertained in the round, minus the wealth of cards still in hand. Mai-Star lasts three rounds. The winner is the geisha with the most money at the end.

I have to say I really like Mai-Star. It is quick to play, and keeps you thinking all the way through. Even with more players, I don't think it would last appreciably longer, as the shogun and monk cards will still succeed in ending the round speedily. Although I was beaten in both games I played, it was enormous fun, and I hammered the table in furstration on several occasions, so caught up was I in the intrigues of the geisha. My only criticism, and it is a small one, is that players with experience of the game have a distinct advantage over newcomers. Hence, I would advise playing a practice round, even if you have only one newbie at the table.

Saturday, 26 November 2016

The French are coming!


June 15, 1815, 10 o'clock in the morning, at Ligny

I've not had any communications from the British, although I think Wellington may still be in Brussels. A small  unit of Hanoverians rode in out of the dawn mist at Binche for a chat with Zeithen. Indications are that there may be Anglo-Dutch forces at Quatre Bras, but again, I have no idea at all how many soldiers are there. The French, however, are most certainly on the move. As expected, they have tried to assault across the river at Dinant, a sneaky move. My division there is under attack as of this morning.

Also, a second attack has come in against the division at Laneffe. Again, the purpose of its presence there was to try to detect where the French were coming from and reinforce accordingly. I've no idea what sort of strength is involved in either area at this stage. It could be a probing attack, it could be a full-blooded assault.

Finally, a third French force is trying to get across at Thuin. The big question is, which one is Napoleon's main thrust?

We also have reports of ANOTHER French force in Mons. I'm hoping my allies may be able to tackle that one, but it does sit on the right flank of the army, which could be problematic. If Napoleon is aiming for Brussels, I think this is the most likely route of his main attack.

Pirch's corps in Charleroi does not look like it will get the opportunity to fight a single opponent, but we need to get a feel for how many troops Napoleon is throwing across the river there. I am not entertaining any hopes of stopping the French there, but we need to reinforce that position today, and find out what is going on. Hence, Pirch is going to have to spread himself a bit wider, and reinforce his front where he can.

In the east, Thielemann is on his own at the moment with III Corps. I'm hoping this won't be a major French thrust against Namur, but if it is, we can handle it. Thielemann just needs to keep his wits about him, and be prepared to fall back if it turns out the main French thrust is there. We'll probably find out by early afternoon if he is in trouble.

In the west, I'm expecting more trouble, although here we have the benefit of the support of the allies on my right flank. The question is whether the English have their wits about them today? Zeithen should be able to handle whatever Napoleon has in Mons, at least until we can get a clearer picture.

I'm keeping some reserves up at Ligny and Gembloux. Why? Just because I'm paranoid. I don't believe in piling in with everything until I have the full picture, which right now I don't. Plus, it would be nice if the entire Prussian army wasn't wrecked in an afternoon. I'm hoping these divisions will be well placed to respond to a crisis, and reinforce where needed. In addition, I want to avoid marching my divisions all over the Belgian countryside, and getting them exhausted.

I'm moving my headquarters to Charleroi, as I want to be closer to where the action is, and to hear the sound of the guns. Plus I hear they do a mean carbonada flamande there, at the sign of Le Coq D'Or.

Generalfeldmarschall von Blucher

Monday, 31 October 2016

Dabbling in the Young Kingdoms

I've been reading some of the excellent fifth edition of Stormbringer recently, the RPG based on Michael Moorcock's Elric stories. This is the version that Chaosium published back in 2001, but it holds up well. I'm mulling over the possibility of running some in the New Year. We're currently enjoying our Dracula Dossier campaign, and I've got a Deadlands game to run at Dragonmeet in the meantime.

One of the ways I've found useful to get my head around a new system and setting, is to generate some characters. This also saves time, as busy players don't need to spend valuable hours designing their own PCs. I managed to crack Night's Black Agents this way, and am doing the same with Stormbringer. You can also tailor character's accurately to their back story, which is fun.

Another option is to find an interesting adventure written for a different system, and simply convert it for use in the one you're wanting to learn. The final step is to write your own!

Stormbringer actually has a very straightforward chargen system, which is a joy compared with the likes of Pathfinder or 4E. I have, however, already modified it slightly, drawing on rules modules from the latest edition of Cthulhu By Gaslight and Mongoose RuneQuest. This has given me characters that are a little more fleshed out than they might otherwise be. I will probably generate five altogether, and here are my first two efforts.

Behbehani of Dharijor, 22 yoa, female, 5' 4", 100lbs

STR 14, CON 11, INT 13, DEX 16, POW 15, APP12, SIZ 10

Damage bonus: 0; Hit points 11; Magic points 15


Behbehani has very pale skin and grew up on a farm in Dharijor. She was sent to work as a servant in the household of a wealthy merchant in Gromoorva called Sorcius. He turned out to be a cruel and heartless master, and imprisoned her in his mansion. He also met regularly with clients from Pan Tang. Eventually, Behbehani disturbed a thief called Carkan who broke into Sorcius' house one night. She threatened to raise the alarm unless Carkan took her with him. He agreed, and the two have now escaped from Gromoorva.

Skills: Art (Courtly Manners) 45%, Art (Tell Story) 35%, Bargain 35%, Craft (Animal Husbandry) 35%, Disguise 55%, Evaluate 35%, Fast Talk 55%, Insight 35%, Listen 75%, Natural World 55%, Oratory 25%, Own Language 85%, Other Language - New Melnibonean 20%, Physik 60%, Ride 55%, Scent / Taste 45%, Search 40%

Weapons - Knife 45%, Axe 45%, Grain Flail 40%

Allegiance - Law 3, Chaos 1, Balance 0; Cash - 85 bronzes

Boon - Sidekick (Carkan the Thief)


Datix - the Tatooed Troubadour of Temoraz, 26 yoa, male, 6', 1", 205lbs

 STR 13, CON 15, INT 12, DEX 16, POW 17, APP 16, SIZ 15

Damage bonus: +1d4; Hit points 15; Magic points 17



Datix is a traveling minstrel from the Isle of the Purple Towns. Of noble background, he was turned out of his family's esteem when he refused to accept the title of heir to his father's estates in favour of his musical career. This followed the disappearance of his brother on a trading expedition to Dorel. Datix had relied on the patronage of wealthy admirers in Temoraz and further afield, but being ostracised by his family has forced him to take ship in search of his missing brother. Datix walks with a limp (from an injury sustained when falling off a table in an inn in Temoraz during a particularly lively performance), and sports beautiful tattoos up both legs, which he likes to show off by wearing a kilt.

Skills: Art (Lute) 55%, Art (Song) 40%,  Bargain 65%, Conceal Object 45%, Disguise 35%, Evaluate 35%, Fast Talk 65%, Hide 40%, Insight 65%, Natural World 45%, Oratory 55%, Own Language 60%, Pick Lock 25%, Search 40%

Weapons - Falchion 60%, Harpoon 45%

Spells - Suppleness of Xiombarg (1-3), Visage of Arioch (1-3), Wisdom of Slortar (1-3)

Allegiance - Chaos 3, Balance 1, Law 0; Cash - 150 bronzes

Curse - Limp (-1 MOV)