Borrowing from Video Games: SW:TOR’s Story

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If you’d told me a few months ago how many hours I was going to blow on Star Wars: The Old Republic within my first month, I wouldn’t have believed you. After all, I’ve been clean of World of Warcraft for nearly five years. I’ve played other DIKU-style MMOs in the intervening time completely casually, often getting bored after a few hours in. I’ve been eagerly awaiting Guild Wars 2 for precisely the reason that it’s replacing a lot of the most obvious inheritances from EverQuest and WoW. Yet the gameplay in TOR could almost entirely be run in any standard DIKU from WoW to Rift with just an art and sounds change. And, while I’m a big fan of lightsabers and all the other assorted brand identity of Star Wars, that in itself wouldn’t explain the draw of the MMO.

What does is the story.

The most obvious evidence of this is the sheer amount of cash spent on voice acting and animation: every mission in the game has at least a short conversation that is fully voiced, animated, and cut like a scene from an animated film. It’s leagues beyond “click NPC, see mission text, click accept” and the level of animation and NPC interaction is far beyond even any other voiced MMOs I’ve played. When you get your quest to kill ten rats you’re going to feel viscerally that the death of this arbitrary number of arbitrary critters is a matter of life or death for your questor. Not only do you see the emotional reaction to your mission completion, you even usually get a thank you note a little while later giving you the denouement of the plotline.

That’s useful, high-production-value gloss. It really makes the game shine. But it’s not the true engine of the story.

The real brilliance is the story flow, which is something I’ve never seen another MMO really do in the same way, and certainly not to the same success. The way most MMOs these days work is the concept of quest hub to quest hub. You go to a little village or camp, there are a bunch of NPCs that have missions in the area that need doing, and eventually one of them gives you a mission that takes you to the next quest hub. There may be some overarching logic to your overall path, but it gets drowned in the noise of all the quests you’re doing. And the overarching logic is shared by everyone in your faction.

TOR starts with a personal, class-specific quest. It’s different for each of the eight primary classes in the game. You’re on a personal mission: the quest to catch and ruin the criminal that stole your ship, the careful dance of ending a terrorist conspiracy, a secretive search for a rival operative that threatens to undo your master’s plans, and so on. Each of these personal stories is broken into a whole series of smaller goals… and each of those smaller goals sends you by the ubiquitous quest hubs to pick up a few more missions while you just happen to be in the area. It’s a simple and yet winning change: instead of the focus being on whatever arbitrary pile of tasks happen to be in the area, it’s on the much more compelling (yet equally arbitrary) series of class story tasks that happen to send you through the area.

And these tasks are incredibly arbitrary for the simple fact that every one of the four class stories in a faction has to share exactly the same series of beats. If you travel in a group of four, each a different primary class, you’ll never have to wander more than a bit out of your way to do each other’s story quests. The agent goes to the temple to stop terrorists, the inquisitor is hunting a relic buried there, the warrior needs yet another relic, and the hunter has to eliminate a troublesome NPC that happens to be there. Yet the overall design is clever enough that your own story doesn’t feel especially slighted by knowing everyone else is going to the same places for different reasons.

That’s a long lead up of explanation to get to the question: Why don’t we do this more often in tabletop RPGs?

One of the biggest problems I’ve seen in tabletop games, particularly those run by new GMs (or just for new groups where the GM doesn’t know the players well), is in getting player engagement. As a GM, you put your story out there and the players either find something about it that their characters invest in, or they slog along out of friendliness hoping something will eventually click. I’ve seen a lot of games eventually stall out largely because most of the group never really cared much about the story.

The obvious solution to this is to run a sandbox game where the players completely drive the action based on what their characters want. But, in addition to not working well for all genres, a true sandbox requires a level of improv skill and/or prep time that not every GM is ready to bring. Plus, ignoring the derisive label of frustrated novelist, a lot of GMs get inspired by a story idea that they want to try rather than an open setting.

TOR offers a compromise: an individually-directed story that nevertheless parallels and draws the player into the story the GM is interested in telling. Instead of the player character’s goals being side tasks that sometimes distract the group from the main story, they’re the hooks that get the group into the main story in the first place.

Interestingly, the place I see this kind of thing most often is convention games with pre-gen characters that have written backstories. GMs that make these often take great pains to ensure that the pre-gen’s goals will keep the plot moving. Why not do this with your home game where the players each have their own character? For all but the most closed or disinterested players, it’s a simple matter to ask them for their take on where they’d like their characters to grow or what they want them to accomplish. Then set measurable steps to this goal (either as achievements out of play with the player, or delivered in-character but clearly during the first session). You can even bribe the player with the promise of a big dump of exp or other upgrades set to milestones or total completion: for certain players, nothing focuses the mind like pursuit of system-based character improvement.

Once you know where the players want to go and you have a finite series of steps to get there, it should be a simple matter to bind those steps into the main story you want to run. Want the players in a haunted house? The solution to a player’s personal mystery is hidden inside. Want them to infiltrate an enemy group? One of them has information pertinent to a player’s story that has to be socially engineered. Need them to kill ten rats? A contact has a crucial piece of the puzzle and that’s his price for turning it over. Sure, the players may grumble a little: it is obvious what you’re doing. But as long as it has a measurable impact at getting them closer to their goals, they’ll most likely play along.

And the coolest thing about this in a tabletop game is that you should be able to disguise it more easily than an MMO with areas that have fixed levels of enemies. Player goals don’t necessarily all have to serendipitously wind up at the same place. They can be trusted to help one another on disparate goals only to see a story emerging from all of them together. Or, for groups where their goals run largely perpendicular to one another, you could even gloss the entire game as periods of downtime progress on goals with sessions chronicling the times that a bunch of the PCs’ goals happen to intersect.

It might not be high art, but it certainly beats a player complaining that he doesn’t even know why his character is there.

Borrowing from Video Games: Skyrim’s Sandbox

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This is the first is what will probably be an irregular series on lessons for tabletop RPGs that can be learned from CRPGs. Minor spoilers for the game in question should be assumed.

It was around thirty hours into Skyrim that I started deliberately pursuing any of the actual plots in the game. And then, it was only to join the fighter’s guild because I heard that they’d give you your money back for weapon and armor training once you were friends with them. Up to that point, I had done precisely enough of the main plot to unlock the dragon shouts game mechanic, and then had just started wandering to my explorer’s heart’s content. Happen on map node. Explore map node. Kill creatures. Loot. Repeat.

As I was playing, I couldn’t help but notice that this was likely the closest the hexcrawl crowd is going to get in a AAA video game to their preferred tabletop experience: the particular form of sandbox where you explore an open world map. And while I think the players that expect a hexcrawl to be the default model of fantasy gaming are in the minority, pretty much every GM I know has considered running one at some point (or at least a sandbox of a non-world-map variety). The downside, of course, is that what most games can’t borrow from Skyrim is a giant team of writers, scripters, and artists filling in hundreds of unique encounters all over the map. The number of GMs I’ve heard talk about running a hexcrawl is far greater than the number that eventually runs one, due to the sheer amount of work involved in prepping a truly open environment.

But while you probably can’t borrow Skyrim’s dev team, you can take away some tricks to make your sandbox more coherent and engaging.

Major Plots are Global

When I finally started to do the main plot in the game in earnest (probably around hour forty, 2-4 times longer than all the content in many games), I was able to pick it back up with no problem even though it had been at least twenty game hours since I’d messed with it previously. That’s because the overplots of the game concern the return of the dragons and a civil war. Both of these things you see everywhere, even if you’re not on the main plot. Dragon attacks seem to happen with increasing frequency as you play, and you’ll be stumbling across their lairs anyway as you explore. Meanwhile, war camps for each faction are common encounters in the wilderness, and when you’re in town the alliance to one side or the other is a frequent topic of ambient NPC dialogue and features heavily in politics-related missions. You can refuse to do the main questline, but it’s much harder to avoid the related elements of those quests.

This trick is pretty common in tabletop sandboxes, and it’s often even intended that the “main plots” will just be ambiance for a while before the players feel like they’re ready to mess with them. And all it requires is having some world-level plots that could conceivably be visible from anywhere the players visit and then advance them gradually enough that the players take notice.

Powerful Necromancer? Early on the players notice that many villages they visit have problems with graverobbing and several undead-infested tombs appear to have been explored already without disturbing the undead and without taking much besides possibly books. Eventually, undead encounters start increasing in the wilderness and rumors of their source can start building to drive the players into action.

Planar Incursion? Minor creatures from the plane seem to get into weird stuff early on, and areas of the world seem to be strangely fused with another reality. Eventually rifts start opening up and nasty things spill out, getting in the players’ way at the very least.

You don’t even have to destroy your world if the players aren’t interested in getting involved. If they pass on the plot, eventually it dies down because someone else dealt with it and the next major plot gets spun out of the fallout. The players feel like they’re in a living world that will move without them, and that they can choose to involve themselves or not.

Connections Abound

Almost no gameplay in Skyrim is actually limited to a single spot. You can just wander in a direction completing every dungeon/encounter node you see on the map, but all the while the game will be giving you clues and quests to direct you somewhere else. It may be as explicit as a mission added to your log, or just some quest item that you can’t get out of your inventory until you figure out who it belongs to. Inevitably, if you follow up, you’ll find yourself traveling far across the map… generally to places you could pick up even more quests if you were so inclined.

This is harder in tabletop sandboxes because of the lack of a room full of developers to pre-plan these connections. It’s hard enough to detail a whole bunch of encounter sites on your own without having to remember to explicitly link them together non-geographically. But it’s important to try, because these indirect links between sites become the fuel for player-directed play. That is, connections that the players can choose to follow up on or ignore are what actually makes the game into what people are really thinking about when they imagine the fun of a sandbox. With no connections between sites other than geography, your sandbox becomes the opposite, and just as undesirable, extreme of a railroad: players just wander randomly and deal with whatever they happen across with no agenda or impetus.

A simple way to do this with less than total prep is to give each encounter node an undescribed connection to another node or two. And create a few “quest hub” nodes, generally larger towns or cities, where there are a lot of outgoing connections, and try to link many of your encounter nodes to one of these. This can all be accomplished with a flowchart if you’re feeling up to it, or just a couple of small notations on the GM map (e.g, “Hex A6: links to G5 and I8″). Once you’re actually filling in the location, think about what would make sense as a link to the other node, and throw it in. It can be as simple as a treasure map or can be some complex entanglement between the sites.

Culture and Theme are Omnipresent

Even if you completely ignore all context in Skyrim—never doing a mission in your log, never following up on a connection, and just hitting nodes as they appear on your radar—you’re still going to be immersed in the game. One part of that is the context of culture. For example, some dungeons are dwarven and some are human, and they’re very distinctive. You’ll learn a lot about these cultures just by blundering through their dungeons. The second part is thematic links between concepts. For example, daedra princes are jerks. If you happen across an encounter or dungeon that features one of these demonic entities, you will gradually learn that even the most benevolent of them is mean, and the others will go out of their way to make you miserable. You’ve picked up on the cosmology without even trying.

This is probably the hardest thing to do without a huge team of artists and lore writers keeping everything consistent. But it pays off in presenting your world as a whole rather than a disparate set of encounters. In particular, a few strong themes can tie your game together even if the players do nothing else related. For example, if one of your themes is “blasphemy is always followed by swift divine retribution” and a bunch of your dungeons and other encounters are variations on creative divine punishments, the players will eventually get it (explicitly or unconsciously), and enjoy the worldbuilding all the more.

When making your sandbox, this is actually easier than it may seem. In your early notes you can do something like “All ruins are Elven, Orcish, or Dragonkin and all dungeons are Dwarven, Goblin, or Human Tombs” and then come up with a few significant visual and encounter variations for the different types. Immediately, you’ll stop having generic dungeons as players have the ability to compare and contrast. Simultaneously, you can come up with a few overarching themes, like “Never make a deal with a devil” or “The first sin is Oathbreaking,” and try to design any backstory discovered in dungeons or any story encounters to speak to these themes in some way. Even if the players never follow up on any kind of plot or direct connection, the game as a whole should feel consistent.

Savage Worlds – Ravenloft Adventure

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I put together a short module set in Ravenloft but using the Savage Worlds rules (for the review that starts this week). It’s fairly straightforward, suitable for a demo scenario, and includes pregen characters and a rules summary. You can get it here.

The village of Steinberg has experienced a troublesome last few decades. A quiet farming community, it has become more and more insular. There is no inn, there is no government to speak of, there is just a small hamlet of people that work their fields by day and are careful to lock themselves in their houses by night. They never discuss the strange anemia that seems to afflict those with inferior locks or the events of fifty-three years ago that make them believe that their lot is only what they are owed…

Smallville: Westchester Characters and Plot

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I wound up making a bunch of text and a character map for my Westchester game in preparation for the ongoing Smallville review. So those interested can get a better idea of what I was doing (and potentially point out stuff I obviously missed when building my understanding of the system), these documents are presented here.

Images of actors are included for the PCs, and I actually had “fantasy-cast” most of the features and extras too in order to provide NPC reference images when they were in scene (these cards are not included, but I could provide my actor list to anyone interested). Obviously, no copyright is asserted by the inclusion of these images or by the use of the X-Men in general.

Of course, these are just my GM reference materials, so may leave out some things I took for granted. Feel free to question or comment.

Dresdenville Example, Graveyard Shift

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Since I’ve still got a few days on my Gliffy trial, here’s a time-lapse series of flowcharts showing how Dresdenville might work. I used the PCs made for my previous Dresden Files demo as examples, but we didn’t actually use this system back when we played (i.e., all examples were generated as a proof of concept… if we’d done this for real, the flowchart might have been much less orderly and needed a way bigger piece of paper).

The game concept was an Atlanta where the events of Sherman’s march in the Civil War were at least partly designed to unseat the existing supernatural powers. Ever since, they had created an office of troubleshooters from various supernatural factions to basically maintain the masquerade and keep the city from ever again suffering such thorough mortal attention. Over the last century, however, it lost much of its initial prestige and became a dumping-ground for screwups with no real political power. It’s basically a ragtag bunch of troublemakers on their last chance charged with finding supernatural crimes that nobody wants to cop to, figuring out whose fault they are, and dealing with it if another authority doesn’t want to take responsibility for the cleanup. They’re the Graveyard Shift.

We set chargen around 2000, so the vampire-wizard war hadn’t started yet. The PCs are:

  • Samuel Bailey: A White Council research wizard suffering from being apprenticed to a politically toxic master who can’t keep his opinions to himself
  • Gertrudis Bautista-Powell: A mortal girl channeling her psychotic urges toward killing monsters (put on the team as a probation by said monsters because she’s good at killing ones they don’t approve of)
  • William North: A poor rural everyman whose Lycanthropy-donated impulse control problems are compounded by a vicious run of bad luck
  • Kevin Hamilton: A Malvora (fear-eating) White Court vampire who has displeased his family by having the gall to become a famous mystery novelist with minimal interest in the family business

Their Pathways are:

  1. High Concept
  2. Trouble
  3. Background
  4. Rising Conflict
  5. The Story
  6. Guest Starring
  7. Feet in the Water

The Themes and Threats are:

  • Theme: Poor Impulse Control (Donal Malvora)
  • Theme: Murders Most Strange (Marquesa Malena)
  • Threat: Sherman’s Curse (Halloween Jack)

The Faces and Locations are:

  • Marquesa Malena
    • High Concept: Red Court Influence Broker
    • Motivation Aspect: “Killing is so… Gauche”
    • Other Aspects: N/A
    • Relationships: Interested in suborning Samuel (and Gertie is trying to stop her), Frenemies with Veronica, gets blood from Emory
    • Face of: Five Points
      • Malena works out of it and controls a lot of its traffic
      • Aspect: The Five Points Curse
  • Donal Malvora
    • High Concept: Power-Hungry Malvora
    • Motivation Aspect: “Raithe will become my servants”
    • Other Aspects: “It will work itself out…”
    • Relationships: Father of Kevin, Visits Buckhead’s clubs, Secretly owns the New Faith megachurch
    • Face of: Landmark Center
      • Has his law offices there
      • Aspect: Even a berserk killer can find representation here
  • Halloween Jack
    • High Concept: Cursed Loup Garou
    • Motivation Aspect: The nightmare that haunts East Point
    • Other Aspects: It has one speed: Kill
    • Relationships: Kevin based his first novel on it (and inspired Gertie to try to kill it), Dominic met it and survived, for some reason it cannot enter Little Five Points
    • Face of: Roseland Cemetary
      • Its urban legend centers here
      • Aspect: Nexus of Urban Activity
  • Prester Sinclair
    • High Concept: White Council Political Outcast
    • Motivation Aspect: Sometimes We Sacrifice for Knowledge
    • Other Aspects: Once seduced by a Raithe
    • Relationships: Master of Samuel, research funded by Veronica
    • Face of: Emory University
      • Prester’s research offices are here
      • Aspect: “That’s a question of bioethics…”
  • Kelly Pierce
    • High Concept: Alpha Female Lycanthrope
    • Motivation Aspect: “If you can’t get respect, make sure you get fear”
    • Other Aspects: N/A
    • Relationships: Unsure whether to take William as a mate or an underling (and frequently gets into fights with Gertie about this behavior), Former lover of Pastor Macnamara, deals drugs at Roseland Cemetary
    • Face of: Buckhead
      • Kelly owns a club there
      • Aspect: Rowdy drunks
  • Veronica Cox
    • High Concept: Pyromantic Businesswoman
    • Motivation Aspect: “Want to owe me a favor?”
    • Other Aspects: Highly Ambitious
    • Relationships: Frenemies with Malena, FUnds Sinclair’s research, Trustee of Emory University
    • Face of: Cox Communications Complex
      • Has offices at
  • Dominic
    • High Concept: Mortal Occult Aficionado
    • Motivation Aspect: “I may have heard something about that…”
    • Other Aspects:N/A
    • Relationships: Met Halloween Jack and survived
    • Face of: Little Five Points
      • Usually found there
  • Pastor Macnamara
    • High Concept: Truth-Seeking Reverand
    • Motivation Aspect: Conviction vs. Realism
    • Other Aspects: “Isn’t this a little dangerous for a priest?”
    • Relationships: Former lover of Kelly
    • Face of: New Faith Megachurch
      • Pastor there

Mage: the Ascension Short Paradigms

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Some friends have been badgering me to run Mage, not that I have the time. But it did remind me that I’ve never been totally happy with some of the Traditions’ paradigms. Or, rather, that some traditions are long on “stuff they do” and short on “why they think that works.” Dreamspeakers, Euthanatos, and Virtual Adepts have always been major offenders. Even the excellent Ascension Campaign 2000 got trapped into explaining more about why Euthanatos kill people than why they think magic works. So, here are my ideas in as short a form as possible. I think all of these are generally in line with the canon splats, but may err on the side of boiling complex mystical beliefs down to something that can be explained to a new player.

Akashic Brotherhood

Do is the way and the way is Do. The world is full of chi and your body is the richest source of it. Knowing ourselves, we can order our minds. Ordering our minds, we can direct our chi. Directing our chi, we can command our form. Commanding our form, we can control our environment. Controlling our environment, we can change our world.

The smallest thought, from the mind of a being in harmony with himself and the world can change everything. By practicing the forms of Do, we bring mind, soul, body, and chi into the harmony required to make our own reality.

Celestial Chorus

Reality is the symphony of the creator. Everything is a note in its song. Some of those notes can make music of their own, creating an infinitely varied score of the cosmos itself. Yet infinite variety brings the risk of discord and dissonance. Some of the notes are wrong, and they infect the rest of the symphony with their flaws.

We have been given the gift of singing in a voice that resonates with the symphony. We can use our powers to try to fix the discord and elevate the song back to the beautiful state envisioned by its first singer.

Cult of Ecstasy

Reality has a heartbeat. We call it Ananda, the pulse of the world, but you could call it Bliss. If you can hear it and you can feel it, you can change it. We have heartbeats of our own. If you can match your own pulse to the world’s, you can impose your intentions on your reality.

If you know how to look for the pulse, there are a number of ways to meet it. The best are found in ecstasy: moments of perfect intimacy, altered and elevated states, and strains of pure music. Or, if you’re bound to be glib, sex, drugs, and rock and roll.

Dreamspeakers

What we call reality is the dream of spirits. There are many worlds that border ours. This is fact. Many believe that our world is what is real, and those others are our reflection. This is wrong. These worlds are full not just of waking spirits, but of sleeping ones. Their dreams blend together and make this world.

Many know that a spirit may be roused to use its abilities in our world, and it can accomplish many things. But the wisest of men learns to subtly speak to the sleeping ones, changing their dreams and, thus, changing our perception of “real.”

Euthanatos

Reality is a wheel. Everything turns, powered by the rush of new creation being purified and flowing into Oblivion. Entropy is progress: things that are destroyed merely have their potential released to flow up or down according to their accomplishment while extant. The only bad death is stasis; if things never change, the wheel ceases to turn.

The awake can harness the flow of change. The nearer and greater the change, the easier its motion can be used to turn our own workings. And so we make things happen, and liberate what we can from the flow to ensure that we can remove its obstructions.

Order of Hermes

The cosmos is built on rules. They are not simple to understand. They are the politics of gods and spirits, the correspondences between things that were once one, and the contagion of changes propagating throughout their spheres. Everything we think of as real is the consequence of aeons of accretion from this beautiful morass.

Any can learn some of these rules and to bend them, but only the awake have the intuition to perceive them and the will to force them to change. We are the legates of reality: first you learn the law, then you learn to use it, and then you learn to break it.

Sons of Ether

Reality is weird. Through Science! we can learn how it works. That’s not science, with the lowercase, mind you. Ours still uses the real scientific method, the one you were taught in school but not the one the Technocracy imposes (where they quietly keep sleeper scientists from asking the really interesting questions).

An awakened scientist gains an intuition for staying just inside the line between genius and madness. We discover truths that your secret masters have deemed too difficult. And then we use those theories to make tech that you couldn’t even dream of. But you will.

Verbena

Reality is alive. There is a good reason why many great religions come back to a tree: everything that is has grown from what was. If left alone, reality would be a vast and amazing forest, full of wonders. But it has not been left alone, and the best parts of it have been wounded and left to die to make way for the desires of the few.

Those who awake to the nature of the world can learn to prune reality’s growth, direct it into new shapes, and even change it on a fundamental level. Blood calls to blood as life calls to life, and we use these truths to tend the garden.

Virtual Adepts

The first thing you need to know about reality is that it’s a lie. There is no space, there is no time, and what we perceive as matter is nothing but tiny charges floating in a cosmic void. Everything about it is in flux, at all times, and, if you can figure out the math and where to apply a little quantum pressure, everything is true.

Used to be by the time you’d done the calculations, you had a room full of paper and reality had moved on. But we’ve got computers, now, and they just keep getting faster. If you can intuit the right inputs and run the right program, anything’s possible.

Making a Supers Plot Web

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I’ve been watching the Spectacular Spider-Man cartoon on Netflix recently. One of the cool things about it is that it freely draws on regular canon and Ultimate canon to create a more unified set of origins for everything. Genetic villains tend to come out of Connors’ lab while tech villains are mostly involved with OsCorp. This suggests to me a fairly simple way of making superhero games feel cohesive.

To start with, make a few core plot nodes; one per player ought to be plenty. Specifically, each one ought to speak directly to the origins and agenda of at least one player character. They can be either concrete things like businesses, labs, or shadowy masterminds, or esoteric things like magical confluences, a particular catastrophe, or a tightly focused theme.

When you introduce a new complication to the story, connect it to one of these nodes. This villain was powered by the same thing that happened to this PC. This natural disaster mirrors the other one that a PC failed to prevent. This new NPC has mysterious ties to that PC’s reclusive nemesis. This connection may be obvious (the PCs are at the lab when an accident creates a new threat) or the source of a long term mystery (who is this mercenary villain working for?). Regardless, it is a primary link that informs all of the future interactions with the complication.

However, each time the complication features prominently in a game, create a weaker connection to some other element on the map (a central node or one of the other complications). This week, the PC’s mysterious girlfriend has been kidnapped by the mercenary villain. Is this just to get at the heroes, or is there something else up? Next week, the unstoppable monster created in the lab comes under the control of the shadowy mastermind. What is the mastermind planning?

Once you’ve got several sessions under your belt, add a few deeper plot nodes: new major complications that change the field or conspiracies that are just beginning to show their edges. Tie each of the original core plot nodes to one of these elements, and then start attaching complications to them as they recur.

Ultimately, you’ll have a pretty deep and cohesive plot web with fairly minimal up front effort. New plots and threats you add become interesting by virtue of having a clear relation to other details the players have been dealing with. Recurring plots and threats become deeper each time they make a repeat appearance (allowing you to only focus development on elements that were a big hit with the players, rather than overly building up a threat that falls flat).

And, of course, you don’t just have to use this for supers games.

Smallville: Westchester

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A discussion about how you could actually see the Brotherhood of Mutants as the geek-friendly outcast kids and the X-Men as the popular kids, mixed with a healthy dose of X-Men Evolution, led to this setup and list of possible leads and extras for a Smallville game.

A historic county an hour north of Manhattan, Westchester is the go-to home for Big Apple commuters of means. In particular, many foreign diplomats find the area appealing for its culturally sensitive schools and safe neighborhoods. Thus, it is a bit of an international mixing pot in the guise of a small New England county.

But it has a secret. Little known to most of the world, the Millennial Generation has the highest tendency of beneficial mutation of any previous generation. Several of the most powerful mutants of Generation X have worked long and hard to manipulate events to move many of the most promising such children to this small suburb where they can be watched, trained, and cultivated for the inevitable day that mutants become common knowledge to the world.

Most have found themselves at Westchester High School, a melting pot of American and International students. But with the normal angst of teens, the secret of super powers, and the unexplained manipulation by various forces within the school, this place may soon go from melting pot to ticking time bomb.

Adults

Westchester High

  • Adler, Irene (Destiny) – Registrar
  • Darkholme, Raven (Mystique) – Guidance Counselor
  • Eisenhardt, Max (Magneto) – Political Science teacher
  • MacTaggert, Moira – Biology teacher, romantically involved with the principal
  • Marko, Cain (Juggernaut) – Football coach, principal’s stepbrother
  • Xavier, Charles (Professor X) – Principal

Uneasy Allies

  • Day, Nathan (Cable) – Mysterious police sergeant
  • Fox, Tessa (Sage) – Shaw’s personal assistant
  • Frost, Emma (White Queen) – Principal of Frost Academy, private middle school
  • Gallio, Selene (Black Queen) – Local fortune teller
  • Proudstar, John (Forge) – Local Mechanic, Native American, James and Danielle’s father
  • Shaw, Sebastian (Black King) – Businessman, City Council member
  • Smith, Callista (Callisto) – Vigilante (guards homeless in New York)

Potential Threats

  • Essex, Nathanial (Mr. Sinister) – Prominent Biologist
  • Farouk, Amahl (Shadow King) – New York crime boss expanding trade to the suburbs
  • Grey, Christopher (Stryfe) – Strange drifter
  • Kelly, Robert – Junior senator of New York looking for an angle on re-election
  • Nur, En Sabah (Apocalypse) – Rich businessman, Indian
  • Oyama, Yuriko (Lady Deathstrike) – Yakuza assassin
  • Stryker, William – Local preacher bent on discovering the secret of the school
  • Trask, Bolivar – Mechanic and robotics expert

Graduates (College-Age)

  • Bishop, Lucas (Bishop) – Police deputy
  • Carosella, Guido (Strong Guy) – Roadie for Lila
  • Cassidy, Sean (Banshee) – Police deputy
  • Cheney, Lila – Rock singer
  • Creed, Victor (Sabretooth) – Thug
  • Howlett, Logan (Wolverine) – Cool kid
  • LeBeau, Remy (Gambit) – Thief and con artist
  • Thurman, Nina (Domino) – College student

High School Students

Popular Kids (“Xavier’s Pets”)

  • Drake, Robert (Iceman) – Junior, track and field star
  • Grey, Jean (Phoenix) – Junior, cheerleader
  • McCoy, Henry (Beast) – Junior, Wrestler and science magnet student
  • Munroe, Ororo (Storm) – Senior, African
  • Rasputin, Peter (Colossus) – Sophomore, Russian
  • Summers, Scott (Cyclops) – Senior, Basketball forward, class president
  • Worthington III, Warren (Angel) – Senior, Rich kid

Misfits (“Eisenhardt’s Freaks”)

  • Allerdyce, John (Pyro) – Sophomore, troubled
  • Darkholme, Anna-Marie (Rogue) – Sophomore, Raven’s adopted daughter
  • Dukes, Frederick (Blob) – Junior, big and violent
  • Eisenhardt, Pietro (Quicksilver) – Senior, Max’s son from estranged marriage
  • Eisenhardt, Wanda (Scarlet Witch) – Senior, Pietro’s twin sister
  • Petrakis, Nikos (Avalanche) – Junior, Greek
  • Toynbee, Mortimer (Toad) – Freshman, weird kid

Other Students

  • Blaire, Alison (Dazzler) – Sophomore, music major
  • Braddock, Elizabeth (Psylocke) – Sophomore, English (Half-Japanese)
  • Dane, Lorna (Polaris) – Freshman, into physics
  • Madrox, James and John (Multiple Man) – Freshman, “Twins”
  • Pride, Katherine (Shadowcat) – Freshman, likes computers
  • Proudstar, James (Warpath) – Freshman, Football player, Native American student
  • Southern, Candace – Junior
  • Summers, Alexander (Havok) – Freshman, Scott’s little brother
  • Tanaka, Opal – Junior, Japanese
  • Wagner, Kurt (Nightcrawler) – Sophomore, Homeschooled
  • Xavier, David (Legion) – Freshman, special-needs student
  • Yoshida, Shiro (Sunfire) – Junior, Japanese

Middle School Students

  • Cassidy, Theresa (Siryn) – Sean’s little sister
  • Crestmere, Allison (Magma) – British
  • Dacosta, Roberto (Sunspot) – Brazilian
  • Guthrie, Sam (Cannonball)
  • Lee, Jubilation (Jubilee) – Chinese-American
  • Manh, Xian Coy (Karma) – Vietnamese
  • Proudstar, Danielle (Moonstar) – Native American, James’ little sister
  • Ramsey, Doug (Cypher)
  • Rasputin, Illyana (Magik) – Russian, Peter’s little sister
  • Richter, Julio (Rictor) – Hispanic
  • Sinclair, Rahne (Wolfsbane) – Irish
  • Smith, Tabitha (Boom-Boom)

Elementary School Students

  • Cheung, Lee (Leech) – Chinese
  • Guthrie, Paige (Husk) – Sam’s little sister
  • Gywnn, Megan (Pixie) – Welsh
  • Ichiki, Hisako (Armor) – Japanese
  • Maddicks, Arthur (Artie)

CthuluTech Scenario: 48 Hours

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I ran CthuluTech yesterday to test the system out, and it went pretty well. I ran the session convention-style: pregenerated characters for a limited scenario intended to be played in one session. It’s loosely based on one of the scenarios from the core book, but I felt that was too railroady and combat heavy.

Here are the files:

Combat takes way longer than I expected, so we took about 8 hours to do half of the module. It also takes a little while to get going before the first sets of events get triggered by time passing: you might want to give the players daytime assignments for the first day that keep things moving until events start to happen. Even though I used fewer mechs than the book’s scenario, I only had time for one mech fight: Migou dodge like crazy, so fighting them involves a ton of missing.

I’m likely starting on the TechNoir system review this week, then CthuluTech will follow. Are there any games called [Something]Cthulu? I feel like I’ve established a pattern and need to keep it going :) .

Serial Numbers Filed Off: Bad Neighbors

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CthuluTech: Scare Where

Dude, your next door neighbor is a Dhohanoid.

Those are myths, man. Everyone’s just pissed at the Chrysalis Corp because they overcharge on stuff. They’re not secretly run by monsters.

Really? A high ranking Chrysalis Corp executive moves in next door to you, people start to go missing, and he’s obviously renovating his apartment into a fortress. He’s clearly up to some shit.

This is the New Vegas arcology. There’s a giant rift to who knows where thirty miles south of us. People are going to go missing. They probably went outside and got eaten by a monster. We’ve still got gene scans to get inside. Occam’s Razor.

Sure, they slapped this thing up as an evacuation center when the rift opened and it ballooned into a full arcology in six months. You think they didn’t leave holes in the security? Look, I know this guy, Peter Vincent.

The guy who stars in the Migou Fighting Action Hour show?

That’s just his cover. He’s a member of the Eldritch Society.

Myth.

They’re not a myth. My cousin in Atlanta got saved from a bunch of cultists and monsters by a freaky other monster that didn’t eat him. It’s the worst kept conspiracy in the world. Monster superheroes.

I’m not going to go break into the studio wing, tell a local celebrity that I think he’s a shapeshifting vigilante, and ask him to deal with my neighbor just because a crazy guy claims he’s a Dhohanoid.

Your funeral, then. Better hope he doesn’t come after your girlfriend or your mom…

 

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