Sunday, April 25, 2021

Twelve Handmade Pregens for Delta Green

Twelve Handmade Pregens for Delta Green

Some explanatory text:

I made these characters because I wasn't happy with the pregens available for Delta Green.
  • The ones in Need to Know are... okay. But they aren't how I would create a character, and my rule is that I never give out a pregen I wouldn't want to play myself
  • The list of hundreds and hundreds of random Agents is great if you need a new character fast, but it's not something I'd hand a brand new player.
  • I admittedly haven't read the Agent Dossiers that came out a year or two ago, so those could be great and I wouldn't know.
I built these characters the way I build my own - very competent at their jobs, but with a good spread of secondary skills high enough to be useful. I've found that new players to a system are happy to be blown up, shot, eaten by monsters and go insane. But if their first exposure to a game is failing at everything they try because their character "can't do anything", they're going to disengage early. In my experience, giving out characters that are just slightly min/maxed also makes the players more confident, which makes them more willing to make stupid/bold moves that make the game fun.

Language skills are all left unassigned, so that the pregens can be used in any setting and still be useful. I favor letting the players leave them blank, with the option to "lock in" what language(s) the character speaks in-game as needed, writing it permanently on the sheet. If you don't want to do this, remind them to assign languages at the beginning of the session, or write them in yourself before the game based on the scenario you're running.

Each pregen comes with a full load of equipment suitable for their profession and role on the team. This cuts away the need for endless gear shopping, and gives the players confidence that they have what they need to do their jobs.

The pregens all come with instructions in the notes section on the back of the sheet. This includes details about the character's personality, tips for playing them, and any special mechanics that the player should know about. These are helpful because even experienced players usually forget things like using a first aid kit to get +20% on a First Aid roll.

Finally, some of the pregens (EASTER, RANDOLPH and ROBERT) know a single ritual. I added this after I noticed that the knowledge/academic based characters were barely getting picked compared to the ones with badges and guns. Knowing a magic spell is more fun than just having 10% in Unnatural, especially in a oneshot where that percentage is unlikely to increase to a useful level. If you don't want the characters to have spells, you can remove them from the "developments which affect home and family" section on the back side of the sheet.

Wednesday, April 21, 2021

Fallin' Down, or: The Nine Floor Goodbye

Logo by Mechristopheles

Fallin' Down is a dungeon jam that I started on the Night at the Opera server, about a year ago. Users signed up to design floors of a dungeon, which would then be stacked atop one another to form one big map.

Submitters had to conform to some basic rules. All floors were 50 by 50 five foot squares, for a total size of 250 by 250 feet, or 62,500 feet squared. Entrances and exits were randomly rolled, with each downward passage corresponding to an upward passage on the floor below. They were also given an entry and exit point for a stream flowing through the dungeon. Each floor had one upward passage, one downward passage, a stream entrance and a stream exit, for a total of four predetermined points.

Beyond that, participants had broad latitude to design their dungeon how they pleased, as long as it was possible for the players to reach all four points by moving through the dungeon. Submitters were given basic directions on keying rooms, assigning treasure, and formatting their writeups.

Users were instructed to make their dungeons "system agnostic". Participants were likewise instructed to roughly "balance" their floor according the depth from the surface, with hazards and treasure appropriate to the depth.

We had nine participants, including myself. Eight participants eventually submitted their assigned floors (with considerable hectoring from me.) One participant had to drop out, requiring me to pinch-hit the fourth floor myself.

You can view all nine floors here, or go level by level. You can get the high resolution versions of the maps by looking in the respective folders.

Let's see how everyone did.

Monday, April 12, 2021

ANGUISHEDWIRES Political Compass


From the dungeon ANGUISHEDWIRES

Unknown Armies NPC - Adrian LeBarge

I played in an Unknown Armies actual play on 33.3FM, a UA discussion podcast. You can listen to the full series here. It's about a group of occultists in upstate New York, taking on the leader of a local sex cult responsible for the death of their friend.

I played Adrian LeBarge, the con artist who robs cults.

Fanart by Basil

Now that the series is wrapped up, here's Adrian written up like an NPC from Ben's superb Oddities and Endlings blog of UA fan content.

Thursday, April 8, 2021

Generic Pursuit System for Dungeon Crawlers

This is Fallout. It's what popped into my head when I imagined a guy running away

If you want players to do something, you need to make it easy enough that it isn't overly punishing, and isn't dramatically harder than the alternative. If it's harder to run away from a combat encounter than fight, the players are going to fight to the death rather than run away. It isn't enough to tell the players "not all fights are designed to be won", you need to provide mechanical support for this concept.

But you also don't want getting away from a combat to be costless, otherwise there aren't any stakes. There has to be an element of risk, even if the odds are tilted in favor of players.

But I also don't want it to be completely up to a roll of the dice. Otherwise you get one of those cases where the players flub the perception test (or surprise roll, or whatever) to spot the monster, flub the reaction roll, lose initiative, get beaten to a pulp in the first round, and then on top of all of that, fuck up the roll to escape the fight and get mutilated.

So the way I handle it is

When player characters run away from combat, each rolls a D20 and adds the number of empty slots they have in their inventory. Their pursuers (if the NPCs chase them) each roll a D20 and add any bonuses they get from their movement speed (default +0, up to +5 for a speedy foe, +10 for a blazing fast one).

If a character is overencumbered, subtract the number of excess slots from their D20 roll.

Escapees who roll lower than their pursuers are forced back into combat for one round, before they have a chance to try and escape again. Escapees who beat their pursuers are able to get away.

If a player (or NPC) fails to escape pursuit, they may elect to drop encumbering items equal to the difference between their roll and that of the pursuer, in order to escape that round.

Get a bonus to your roll to escape for running through an uncharted area, but run the risk of triggering traps or running into other monsters. You can choose to do this after you roll and fail to escape.

A clever solution (I cut the rope bridge with my axe once everyone’s across!) might just succeed automatically.

When dragging an incapacitated character, the person doing the dragging rolls to escape pursuit as normal, but subtracts the number of items carried by the character being dragged from their total. They may improve their odds by leaving behind the victim’s backpack, weapon, etc.

If the players pursue fleeing enemies, it is the same, but roles are reversed.


I'm sure this has been done before in some format, but I'll talk about why I did it like this.


The key is that the players have the ability to make choices after a failed die roll to turn it into a success, at the cost of spending a resource or endangering themselves in some other way. Either throw away some items to move faster, or run into an uncharted area and potentially get in even more trouble.

We can imagine assigning other bonuses and penalties based on things like the player characters' movement speed, where a faster than average character gets a bonus to the roll and a slower than average one (dwarves for example get a malus to their speed in various editions) gets a penalty.

The rules for dragging an incapacitated character omit the weight of the character and only count the weight of their carried items. I erred on the side of making the rules less punishing here because I've seen players get endlessly tarpitted by creatures with stun or paralysis abilities - unable to stand and fight, unable to retreat if they have to haul a downed ally out of the fray, and unwilling to abandon a friend. While the dilemma of leaving a wounded comrade behind to escape yourself is a rich vein of drama to tap, it's not the kind of drama everyone always enjoys.

This isn't a perfectly generic system. It assumes a couple things about your dungeon crawling game:
  • It uses a D20 roll over system
  • It uses a slot based encumbrance system
If your game doesn't use a D20, you can modify the math so that the sizes of the bonuses and penalties isn't overwhelming. So if you use a D10, divide by two. If you use a D6, divide by three or four, depending on if you want to round up or down.

If your game doesn't use slot based encumbrance, things get trickier. I'm personally of the opinion that non slot based encumbrance (that actually tracks pounds and ounces) is mathematically annoying enough that in practice it's usually ignored where it appears in rules. But I know that some people play games with digital character sheets that might auto-calculate stuff like carry weight of items, making those rules more practical. So there might be people out there who do use pounds and ounces encumbrance, and this system isn't going to help them at all.

Sunday, March 28, 2021

Esoteric Enterprises - Bathhouse

Developed with Grandini

This dungeon node is an underground bathhouse. It is connected to a surface building, and to the underworld below. It can be part of a Social Underworld faction, or independent.

Google docs version here.
 
Photo from South China Morning Post

GENERATING UNDERGROUND BATHHOUSES
Place a token at the center of the map. That’s the lobby, accessible through a door in the building above (John Wick style nightclub, old Roman structure, historic building, etc).

Roll your dice sized D8 and lower around the lobby. These are your mundane rooms. Roll your larger dice (D10 to D00) further out - those are the underworld baths, where stuff gets weird. You can connect the rooms at the edge of the page to tunnels leading to your other dungeon complexes.

Rooms numbered 1 through 8 are open to the public - though they may sometimes be reserved for private use by a faction. 9 through 00 are members or staff only.

Some rooms in a bathhouse may be sex segregated - in that case, use the color of the dice to determine which. Warm colors for women, cool colors for men. Or the entire bathhouse might be exclusive to one or the other.

In some parts of the world (particularly the United States) a “bathhouse” is a euphemism for a brothel or sex club. Decide if your underground baths fit that description.

CONNECTIONS

Halls in the Baths are 10 feet wide and softly lit. If they connect to a room with water, they have tile floors. Otherwise they’re soft carpet. Doors are made of varnished wood and swing both directions. Those between public and private areas are locked, but doors between rooms 11 to 00 are not locked.

Doors to the underworld beyond are sturdier than the wood doors used in the interior, and are all locked. The ones that lead to dangerous areas might also be guarded. Banging on the doors from outside will usually get an armed response, though the players might be able to talk their way past. Players who make a good impression on the bathhouse owners can get keys to these doors for free passage.
 

Sunday, March 14, 2021

Fallout: Seattle Masterpost

This is a masterpost for my Fallout: Seattle mini campaign. It includes play reports of all the sessions, the rules I used, and the GM sandbox, in case you're interested in using it yourself.

Islands of Seattle By Jeffrey Lin

First, the Play Reports. I tested this with four Delta Green players, three of whom had also played in the previous Two Sun Campaign.

Fallout: Seattle - Session 2

Session two of Fallout: Seattle. Session 1 saw the players getting to know the major players of the Drowned City, and come up with a plan to find a fusion core.

In attendance, same as last time:
  • Elizabeth "Scythe" Forscythe, scavenger from the ruins of Two Sun
  • Professor Delores, high powered scientist and Amazon
  • Dr Emily Ridgeway, surly drugrunner
  • Chews on Fat, smooth talking tribal and "honorable cannibal"
The Seekers woke up early at Establishing Shots, woke up Sean the Researcher, and went to the Gun Runners' outlet store on the South side of the Sound. Chewie picked up a Ripper, while Delores grabbed a set of Security Armor to boost her substantial natural defenses (she grabbed a perk to boost her damage resistance after last session).
 
Before dropping Sean off on Capitol Island, the team decided to check out the neat mansion they saw on Beacon Island.

The Turner-Koepf House

They passed a solitary buoy on the canoe ride over - a ghoul in a life vest, which tried its best to thrash toward them and didn't achieve much of anything. The hike up the hill to the house didn't reveal anything of interest. The house itself had a rickety wooden fence around it, written in English and simplified Chinese, warning visitors to go around and use the front gate. The front gate had a sign instructing visitors to deposit their weapons in a green plastic recycling bin - which had a tarp and drainage holes in the bottom to protect its contents from water. The players dropped their gear off and followed the path to the house, where a sign on the front door instructed them to knock and then step well back of the door.

Thursday, March 11, 2021

ANGUISHEDWIRES Masterpost

The Commonwealth has raised a colony city over the ruins of ANGUISHEDWIRES, a Dwarf Fortress destroyed by an ancient catastrophe long ago. Adventurers have barely begun to plumb its depths, but already upturned fabulous riches and ancient horrors. More of both await in the unknown depths below.
 
From Atlas Obscura
 
ANGUISHEDWIRES is a system-neutral dungeon crawl based on a run of How to Host a Dungeon, a solo game by Tony Dowler. It was an experiment, to see how much work it took to convert a map from that game into something playable in an RPG. The answer was “a lot!” It's a little primitive compared to the Manor of the Giant Arminius, which makes sense since I created it first. The maps are all hand drawn, and some of the plot elements and NPCs are less refined versions of stuff that shows up in the Manor.

Still, it's got ancient dwarven train stations, vampire bartenders, secret reactor complexes, radioactive labs, glass deserts and magma lakes, rat people, ant people, mushroom people, smugglers, fiends, and too many fucking ghouls.
 
I playtested the game with my own system called Begone, FOE. I based a lot of the stat blocks on the Old School Essentials SRD, so the game should be compatible with all your other Basic-likes. OSE, Labyrinth Lord, Swords and Wizardry, etc. No promises though, since I haven't actually played those games.
 
Enough talk. Here are the links.

Sunday, March 7, 2021

Fallout: Seattle - Session 1

After I finished Fallout: Two Sun, I had the idea for a "DLC" adventure set in Seattle. I didn't have a whole lot of ideas I liked, at first. The breakthrough came when I remembered Jeffrey Linn's Flooded Seattle Map. Not only did this create a lot of unique terrain for the players to explore, it also reduced the amount of the city I had to fill out and detail. So I worked on it for a couple weeks, and ran the first session.
 
After nuking Two Sun, Scythe and Spider made it all the way to Washington in their fusion powered M113. Then the casing on the ACAV's fusion core failed, and they had to find a new one. Spider stayed behind to guard the vehicle, while Scythe took the new friends they made along the way North to the Drowned City, to find a new one.
 
(I had three returning players from the Two Sun series, but only one of them brought a character from that game. The others made new ones)
  • Elizabeth "Scythe" Forscythe, scavenger from the ruins of Two Sun
  • Professor Delores, high powered scientist and Amazon
  • Dr Emily Ridgeway, surly drugrunner
  • Chews on Fat, smooth talking tribal and "honorable cannibal"
Play began at Thanh Tran, an old Vietnamese cultural center in South Seattle, which now sat right on the waterfront in the flooded city. Chews On Fat, descended from a tribe of Chinese-American internees, angrily began tearing the anti-Chinese propaganda posters down, but was interrupted by Harbormaster Osman, owner of the docks and restorer of canoes and wood burning steamboats.

Osman gave the Seekers a basic rundown of the situation in the Drowned City.

Based on the previously linked map by Jeffrey Linn
 

Monday, February 22, 2021

Fallout: Two Sun - Masterpost

This is a materpost for my Fallout: Two Sun mini campaign. It includes play reports of all the sessions, the rules I used, and the scenario document in case you're interested in using it yourself.

I'd been thinking about running this game for years, but kept putting it off because of the heavy content lift. I came back to my old design documents this year after the randomizer mod rejuvenated my interest in New Vegas.
 

First, the play reports. I tested the game over three session with a group of veteran Delta Green players.
 





That's it for now. Thanks for reading!