Tuesday, May 26, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Six



RUMORS
Tattoos on a "recruitment drive". First in line for the draft? Leftover Hooker Slashers. Wonder who's next.

Megachurch looking for a way into the Lich Sanctum on the West Side. Whole lotta bullshit in the way, but they say it pays well.

Light Market's trapped between a vampire and a burned place since the Gallery went up. Punk Rocks from the Love Shack looking for a way to bail them out.

Seekers worried about something in the Sink. Say it's why everyone's having all those horrible dreams. They got an idea to buy some time before it gets worse.

Some Karen from United Meat Train wants a boon from the Dungeon Druids. She'll pay real nice for it.

Sunday, May 24, 2020

Esoteric Enterprises - Starting Equipment

Esoteric Enterprises Character Creation takes too long. In addition to painstakingly copying down their Saving Throws and Skills, then adjusting them based on their ability score modifiers, players are asked to fill out their character's equipment from a big list of gear.

But what if there was a list of recommended starting equipment for each class? Something like...


Esoteric Enterprises - No Town Like Cow Town - Session Five

Session five was hard. The players really struggled with mapping, both retracing the path from last time (two of them were new and had never seen a dungeon before) and exploring new areas.

In attendance,
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 3)
  • Elizabeth West the Necromancer (Occultist Lvl 1)
  • Thurston East, Fragile Cyberneticist (Doctor Lvl 1)
The team had a job to finish from last session, which I decided took place just a day ago: locating the Cistern on the West Side and retrieving some of the water inside for the Occultists. The team lost a man on the previous attempt, and Cassie was going to try again with reinforcements.

She met the two new recruits at the Pound of Flesh, to explain the mission and hand out equipment from the pool. But before they could leave, a pair of enormous police officers showed up to shake down the truck for free BBQ, and immediately recognized Cassie. She'd been spotted leaving the abandoned rail yard yesterday, and was a suspect in a couple other cases. But they were happy to let her off with a warning, and a 200 dollar donation to the Cow Town Police Foundation.

The Gallery desk was manned by a bored artist with enormous headphones and a graphics tablet. She told the players to toss whatever they felt like in the donation jar, and went back to working on her porno commissions. Cassie didn't remember how to open the secret entrance to the basement, so they had to bother her again to open it. She said maybe they could deal with whatever was making so much noise downstairs.

Downstairs, someone was yelling and throwing furniture and sculptures. They caught fragments of the argument. The Hooker Slashers weren't happy about paying the gallery for use of their ROW. In fact, they were going to start charging the artists protection. The artists weren't having it. Someone fired a gun. The players ran for the dungeon entrance, before they could get caught in the fighting.

Wednesday, May 20, 2020

Delta Green - Special Abilities

Like it or not, combat is a big part of Delta Green. Bug hunts and gunfights are more interesting when the enemies do more than just deal damage. Special abilities make the enemies weirder, grosser, and more memorable than just claws and guns.

The following powers can be flavored as you please. Mutations bestowed on cultists by an alien God. Spells used by a sorcerer. Powers derived from a mysterious artifact. A couple of these mixed in among a group of adversaries adds excitement and encourages the players to prioritize targets. My favorite combination is a group of foes, most armed with mundane weapons, but a few armed with supernatural abilities.

The narrative justification you give for an ability can also give the Agents an idea of what to expect, if they observe the target before engaging.
  • Science: Biology or Chemistry can identify the drool coming from the "dog"'s mouth as acidic.
  • Occult recognizes the deformed instrument in the cultist's hand as an artifact of supreme power. 
  • Medicine recognizes the flickering patterns on the target's skin as a seizure hazard.
And so on

Monday, May 18, 2020

Esoteric Enterprises - Coal City Blues - Masterpost


Esoteric Enterprises is an urban fantasy/grindhouse horror dungeon crawler by Emmy Allen of Dying Stylishly Games.

The setting is similar to RPGs like Unknown Armies and World of Darkness, or books like Kraken and... Gil's All Fright Diner, maybe? There's an occult underworld in the city that somehow stays hidden from mundane humanity, despite being jam packed with crazy magic and monsters.

The gameplay is a clone of Lamentations of the Flame Princess, which is a clone of Basic/Expert D&D, or one of those other old school editions. You roll 3D6 in order to make a character, you roll D20s to attack things and make saving throws, you get the picture. It does a few genuinely cool things to improve the old system (which I ran for maybe a year in undergrad and didn't really care for), and also some annoying things that make it worse.

Coal City Blues was my first campaign of Esoteric Enterprises. I expected it to go for a couple sessions, and it ran for eleven. I can't actually recommend Esoteric Enterprises. It's an unfinished product, and that's not something I want to reward. But it surprised me. The mechanics range from incomplete, to frustrating, to straight up broken, but the world creation system really brings the game to life. It's the first RPG I've ever finished a campaign of. And I've got plenty of "finished" games sitting on my shelf that are much worse (I'm looking at you, Mothership).

Here are my writeups of the game

Sunday, May 17, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Five



ACTIVE JOBS
Seekers are working on something big. They need water from the cistern on the West side, though. $1,500 for a sample.

RUMORS
The cops are looking for you. They just want to talk, honest.

Grange had to torch Lyman's farm. The cows, the people, the feed, they were all stuck together in one big fungus ball. Screamed all night as it burned.


There's a meat cult in one of the abattoirs. It's getting bigger. United Meat Train wants it dealt with, quiet like.


There's a guy in the buried ruins on the West side who pays for dungeon meat. What's dungeon meat? Anything, once you kill it.


Hooker Slashers upped the rent on the Light Market. Everything's more expensive until they find a new venue.


Suit in town looking for samples from the Sink. UMT won't let him near the hole, probably 'cause of the lawsuit.

Esoteric Enterprises - No Town Like Cow Town - Session Four

I moved this session three hours earlier, because I felt like playing earlier in the day. The result was a big drop in attendance, though I haven't established whether this was actually the cause.

The players today:
  • Larry Lippman, One-half of a man on the run. (Explorer Lvl 3)
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 2)
The goal: to do the Occultist Job they heard a rumor about. Get water from the cistern on the West side, and bring it back to the Seekers of the Path. In order to arrange the job, they needed to meet with the Seekers. They could look for them in the underworld, or they could look for someone who could get in contact with them. They decided to check in at the recently reopened Love Shack.

Carl met them in the basement. There were more people with guns than usual. He said the vampires had been creeping around outside at night. Scouting them, making people nervous. He was sick of it, and now he was going to set an ambush. They would help, right?

The gang decided to help. The Love Shack and the explorers were their best friends in Cow Town. And the vampires were real assholes. They had until nightfall to plan it out. The other jobs could wait.

Friday, May 15, 2020

Filipino Box Spring Hog - A Delta Green Scenario

Filipino Box Spring Hog

Los Angeles, April 30, 1992. Day 2 of the Rodney King Riots. A handful of Delta Green Agents decide this is the perfect cover to settle some scores. Blame the whole thing on “looters”.

Thursday, May 14, 2020

Esoteric Enterprises - Coal City Maps


“You looked fearful of it, and tried… as it appeared to me — to keep your face from it when you carried it.” He threw back the cover as he spoke. The first page, thus revealed, was written in red in a character I did not know.

“This is a warning to the seekers of the path,” he said. “Shall I read it to you?”

I blurted, “It seemed to me that I saw a dead man in the leather, and that he was myself.”

He closed the cover again and ran his hand over it. “These pavonine dyeings are but the work of craftsmen long gone — the lines and swirls beneath them, only the scars of the suffering animals’ backs, the marks of ticks and whips. But if you are fearful, you need not go.”
“Open it,” I said. “Show me the map.”
“There is no map. This is the thing itself,” he said, and with that he threw back the cover and the first page as well.
-The Autarch Appian to Severian the Cruel

 

Wednesday, May 13, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Four




Love Shack is open for business again. But don't sound the all clear yet. The cops might have stepped off, but the Tattoos are hanging around the place at night now. Explorers won't let them in, obviously. Only a matter of time before they force the issue.

Seekers are working on something big. They need water from the cistern on the West side, though.

You know that guy Lyman, who found the layer of fungus while he was digging a well last week? Well that was the last anyone heard from him. Neighbor who went to check on him didn't come back either.

There's a meat cult in one of the abattoirs. United Meat Train wants it dealt with, quiet like.

There's a guy in the buried ruins on the west side who pays for dungeon meat. What's dungeon meat? Anything, once you kill it.

Hooker Slashers upped the rent on the Light Market. Maria might be looking for a new venue, if she can find someone else to do security.

Suit in town looking for samples from the Sink. UMT won't let him near the hole, probably 'cause of the lawsuit.

Tuesday, May 12, 2020

Esoteric Enterprises - No Town Like Cow Town - Session Three, Part Two

(Continued from part one)

The reliquary was ancient brick, with short, vaulted ceilings. The doors out were a mix of locked wood doors, barred iron doors, and metal portcullises. The former two were easy for Timothy to open with his tools, while the latter could be hauled open with sheer brute force, at cost of time and making a lot of noise.

The first room had a cabinet with an old bottle inside. The next, a huge therapod fossil on display, and a door back into the cult stronghold. Tim tried to pick it, provoking the dinosaur bones to animate and threaten the team until they backed off. Duly deterred, they peeked through a portcullis to find the chamber beyond guaded by a stone golem. They elected not to challenge it either. The room after that had ark age ceremonial vestments, still encrusted with gold crosses and cabochons. The room after that was filled with polearms. Mostly decayed and rusted into uselessness, save a single one which glowed when Mort grasped the shaft. A magic weapon!

Through the portcullis to the next vault, they spotted a strange creature. A five legged dog the size of a truck, imprisoned in a circle of glowing runes on the floor. The beast spoke in a human voice, asking them to release it. The self righteous clerics that built the vault imprisoned it in the circle. Saint Boniface was the wisest among these monks, who plumbed its secrets with false promises of eventual freedom. Then the inquisition killed them all. That was a thousand years ago. The team asked the dog what it would do if they released it. It planned on killing the descendants of the clergymen that imprisoned it. Apparently they didn't take clerical celibacy that seriously in those days.


Esoteric Enterprises - No Town Like Cow Town - Session Three, Part One

Session Three of Cow Town. With Coal City closed out and nobody else running a game on Monday, attendance was higher this time. We had a full house, several new characters and a new player.


In attendance:
  • Acrasia, Dream of Hunger (Spook Lvl 2)
  • Timothy the Rocket Surgeon (Criminal Lvl 1)
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 1)
  • Mort Caliginous the Inward Collapsing Void (Mystic Lvl 1)
  • Clement "Clem" Cleburne, Cunning Criminal of Cow Town (Criminal Lvl 1)
The gang met at the Pound of Flesh in Downtown Cow Town. The kosher food truck sold BBQ brisket, non-dairy based sides, and forties that blatantly violated city open container laws. They discussed which job they wanted to take. They decided to visit the Megachurch and see about getting Acrasia a new arm.


Monday, May 11, 2020

Esoteric Enterprises - Hustles

UPDATE DECEMBER 7 2020: The latest version of these rules can be found here.

In Esoteric Enterprises rules as written, there's no tracking dollars and cents of money. The cash value of items recovered translates into XP and is then forgotten. Purchases are made by rolling against your "resources level", by default equal to your character's experience level. When you level up, your hoarded wealth has made you rich enough that you ascend one rung on the financial ladder.

In my house rules for Esoteric Enterprises, I threw that out. The players wanted to spend their ill-gotten gains, not have them disappear into the ether until they met an arbitrary breakpoint to increase their roll-under chance of buying things. We're already tracking dollars and cents for XP anyway. So I recoded the resource level as the character's weekly income. Now, instead of the resource level reflecting hoarded wealth FROM adventuring, it's their money IN ADDITION to adventuring.

But where does that additional money come from?

I've complained before that Esoteric Enterprises doesn't actually have rules for starting your own gang. Maybe I can solve both problems at once.

The design goals are:
  • Provide interesting choices without adding too much complexity
  • Integrate player hustles into the existing reputation mechanics
  • Use simple narrative hooks to give the players a stake in the game world
  • Allow players to be gangsters as well as high powered homicidal transients


Quick Reference
When a player reaches Level 3, they must find a territory and either roll Contacts to choose a hustle, or roll a D12 to see what market they end up in.

Every week, the players decide what share of their income they want to spend on security for their hustles, then roll a D20 to see whether one of the gang's hustles is in trouble

After Level 3, whenever a player levels up, they can roll Contacts to diversify into a new hustle

Where Does The Money Come From?
At Levels 1 and 2, the players' income is assumed to come from low rent petty crime that they engage in by themselves. There is no need to track how this money is obtained, and it does not represent a significant criminal enterprise.

When a player reaches Level 3, they become a minor figure in the occult underworld, with their weekly income derived from more organized criminal activity.

In order to cash in on Resource Levels 3 and above, players need territory and a hustle. Without these, they cannot rise above Resource Level 2 (unless they have one of the social advantages from page 29)

Territory
Finding "unclaimed" territory in a city to operate in requires either a Contacts roll or some in-character legwork.

If the entire city is claimed by existing criminal factions, the players must either run a fly-by-night operation and hope to stay under the radar, or come to an arrangement with an existing non-hostile faction. This may require another Contacts roll to set up the connect.

Players operating in another faction's territory must kick up a percentage of their weekly income, usually 10%, for the privilege of working in their territory.

Players who operate without asking in someone else's territory pay nothing, but if discovered their operations will be targeted and they themselves will be subject to reprisals.

Hustles
When a player reaches Level 3, and has a territory to work in, they need a hustle.

Choosing a hustle requires a Contacts roll. If the roll fails, they don't get a choice in what the market demands. Roll a D12 to see where their weekly income comes from:
  1. Prostitution
  2. Loan Sharking
  3. Bookmaking (Sports Betting)
  4. Gambling (Weekly Card Game)
  5. Drug Dealing
  6. Smuggling
  7. Unlicensed Version of Legal Business (Illegal Clinic, Sweatshop, Bootlegging, etc)
  8. Protection Racket
  9. Mobbed Up Legitimate Business (Construction, Trucking, Waste Management, etc)
  10. Money Laundering
  11. Fence (Buying and Reselling Stolen Goods)
  12. Occult Crime
(Alternatively, if a character has a skill that ties into their illegal occupation, they can roll that to choose it instead of Contacts. IE Medicine for an illegal clinic, Technology for a wire fraud business, etc).

The weekly income provided by the player's resource level is their take from the gang's hustle. The rest of the money goes towards rent, payroll, supplies, and other business expenses associated with illegal criminal enterprises.

Hustles may provide other perks. The most obvious is a place to meet, stash items, do business and hide out. A cab stand, nightclub, bookie joint, garage, cathouse or other illegitimate business. Beyond the location, a hustle usually provides goods and services to its owners. Smuggling gives the characters access to the smuggled goods. A protection racket can get them discounts or favorable treatment from local businesses.

Every level after 3, the player can make a Contacts roll to set up a new hustle for the gang. This doesn't bring in additional resources, but it brings additional perks and diversifies their portfolio.

The scale of a hustle is determined by the player's level. At Level 3, it's a small operation with a handful of NPCs, and the player is directly involved in its operations. At higher levels, the player delegate more responsibility to trusted henchpersons. Eventually, the players will be powerful enough to extort entire gangs.

Problems With Hustles
Roll a single D20 every week for the whole group to see if their hustles run smoothly, or if there's an issue. 
  • 1-10: No Problem
  • 11-15: Minor Irregularity
  • 16-19: Serious Irregularity
  • 20+: Someone makes a move on the operation
Add between one and four to the roll if the players have a serious negative reputation with another dangerous faction, or if the players have significant legal heat

Add between one and four to the roll if the players are operating in someone else's territory without an arrangement

Subtract one from the roll for every 5% of their share of income the player spends on goons, security, etc for their hustle.

On a 12 or higher, one of the players' hustles has a problem.

Irregularities
A minor irregularity can be corrected by an in-person visit from a player character. The most common form of irregularity in the criminal underground is failure to pay up. A business has a slow week, or a gambler runs up a huge debt.

A serious irregularity is harder to deal with. Usually this is a business that refuses to kick up, or pays out to another faction. Correcting a serious irregularity requires a visit from the players, and some straightening out. If the DM or players aren't interested in roleplaying the ensuing leg breaking, window smashing, etc, they can roll either Charm or Vandalism (whichever is better) to deal with the problem quickly off screen.

Either way, an uncorrected irregularity halves the affected player's weekly income.

Hits
If you roll a 20 or above, the player with the highest Contacts score can roll Contacts. On a success, they receive word through the grapevine that a hit is incoming on their hustle, and can take means to correct it (set an ambush, move the load out of town, hit the perpetrators before they hit you, etc).

When someone makes a move on a players' hustle, that means another faction hit it. If there's an obvious choice, such as someone who's REALLY mad at them, they're the perpetrators. Otherwise, dice for a random unallied faction. If there are no factions who would dare attack the players, it's some no name punks looking to make a name for themselves. If the players have high legal heat, it's the cops who take it down.

The card game gets robbed at gunpoint. The stash house for the drugs is burglarized. Vice shuts down the cathouse. Someone bombs the cab stand.

A hit that the players don't prevent takes away all the affected player's weekly income. Unless they respond, they also receive no income from their hustle in future weeks.

Responding to a hit requires either a counter-move on the perpetrator's operation of equal or greater value, or a Contacts roll to set up a new criminal enterprise.