Wednesday, March 24, 2021

TLB Podcast #2 - Leo Hunt - Vaults of Vaarn


Leo Hunt is a multi-faceted creator. He wrote four novels, and in the last year, released two issues of VAULTS OF VAARN, a science-fantasy rpg. In this episode we talk about his inspirational sources, the differences between writing a novel and an rpg, game design, the American anthropologist David Graeber, and above all, about the colorful, fascinating world of Vaarn. Check below a few of Leo's original drawings.





You can listen to the episode here:

On youtube, with SUBS

Or on the major podcast platforms:


And soon here:

Breaker
Castbox
Overcast

Vaults of Vaarn is available as a printed booklet from online stores, find the full list here



Or in pdf:



Be sure to check Leo's blog, where you can follow episodes of actual play, and be updated about the creation of Vaults of Vaarn


Leo vampire RPG project, Bloodheist


Leo's research and drawings. Photos by Leo Hunt.


This is the original synopsis of the game.












Thursday, March 18, 2021

TLB Actual play #1


Well actually this is episode #3 of the new campaign, but the game system went through significant changes between #2 and #3, I feel that we landed in full OSR territory only with episode #3, episodes #1 and #2 were more some kind of prologue and fine-tuning sessions.

The party:

Carmin, 16 yo, he. Terror: Being lost. Likes rules. Smells funny and has a strange condition that makes him weak.

Nina, 13 yo, she. Terror: Water. Likes exploding things. Has pretty serious anger management issues.

Nina and Carmin are spending the summer at the Citadel, a summer camp for rebellious teens. During the afternoons they explore the Lost Bay. In the previous episodes, they have visited an abandoned heliport on the seaside and bought tickets for the Arrow, an old bus touring the Marshes. They got the tickets from a weird kid, Jacky. As payment, he asked Nina to help him fight some guy. Nina thinks that's bullshit. Going back to the Citadel just before the sunset, Nina almost drowned wrestling with an electric eel. Actually, the group was crossing the Nameless river, one of the small tributary brooks of the Tears of Apollo, when Catalin (who was part of the group in sessions #1, #2) saw something shiny at the bottom of the river. She tried to grab it, unfortunately, that was an eel. Nina was badly injured and she lost her most precious belonging: a portable chemistry set.

A few days later.
The group is now heading inland, towards the marshes, intending to find the Arrow. The landscape has drastically changed, and the kids are surrounded by small ponds of muddy water. They stop at a dusty road and wait for the Arrow. After a brief moment, the bus approaches. It's an old vehicle. The orange paint of its rusty body is marked by a fading golden arrow. The kids hop in. The laconic driver stinks of liquor, and the bus is empty.

The Arrow hurries through the marshes, drawing a perfectly straight line. It passes by an abandoned arcade game store. It looks like it's never going to stop and as Nina and Carmin start worrying the Arrow brakes suddenly: out of nowhere, a dark figure gets on the bus. Long hair, laced and embroidered full bodysuit, some sort of show costume. It's Phasio (he) a 17 years old kid. He sits not far from Nina and Carmin hiding his features under the hood of his cape. Carmin approaches the guy, they talk a bit. He's the guitarist of The splinters, a punk band. He's late, he's going to a rehearsal and the kids can come.

The Arrow stops in the wetlands, Phasio is in a hurry, Nina and Carmin follow him. They are in the Heart of the Mercury Marshes now. Mud has almost entirely replaced dirt, and water surrounds the tight path that leads to the entrance of an abandoned Opera House. The old building is gigantic, crumbling, and partly submerged by water. The place is both magnificent and decaying. The theatre stalls lay under a broken glass dome, and on the stage the rest of the band, Damien (he), Enna (she), and Gloria (she), are waiting to play music. Nina and Carmin take place on broken theatre chairs, and Damien, the band leader, starts screaming, well, sort of singing. He sounds like broken glass, but the kids seem to enjoy it. A few little cute colored birds fly around Carmin and Nina. They're Rainbow Parakeets. At first, it's just a couple of them, but little by little, bird by bird, they fill the entire theatre flying erratically like annoying insects: the musicians can't play anymore. As soon as the music stops, the birds dive on musicians and spectators alike. They're everywhere, and they're mean. Carmin fights valiantly trying to protect Nina who is totally petrified. She screams in horror and pain at the top of her throat. Her howl somehow stops the birds. The kids take a moment to assess the situation, the parakeets are on the balconies, on the dome, on the chairs, everywhere. There are hundreds of them. Phasio falls on the stage floor, his face is lacerated, he's agonizing in pain. As band members and kids start arguing about what to do next, the birds resume their attack.


Abandoned theatre, photo by Julia Solis

Everybody runs to the closest make-up room. It's tight, messy, windowless, and flooded. Clouds of parakeets fill the room, and the entrance door is blocked by mud and debris. Carmin manages to kill a few birds with his skateboard: they explode in littles puffs of colored feathers. Nina in a heroic gesture pushes aside everybody, and with all her strength tries to unblock the door. Her attempt is a total failure, Nina falls backward and the door opens wide to the terrifying storm of parakeets. Everybody dives underwater and takes refuge under a couple of upside-down floating theatre chests.

Damien seems to know what's happening, the birds were sent by Heroola, his ex. She's pissed off about something. After endless debates the kids manage to return to the stage. They move using the upside-down chests as a turtle shells. The thick cardboard of the chests is almost torn out by the birds, the kids realize that their refuge won't last much longer. Nina grabs two hairspray bottles inside Gloria's stuff, she gets out of the chest and stands in the center of the stage, alone, surrounded by the birds. She sees at the entrance of the Opera House a feminine figure illuminated by the sunset. Nina quickly turns the hairspray bottles into a flamethrower, using her silver storm lighter and, as she whispers the Prayer of St Apollo, she produces a gigantenormous flame that burns the birds to ashes. The mysterious woman standing at the entrance of the theatre runs away followed by the remaining birds.

The kids hurry out of the theatre just in time as the colossal glass dome crumbles into dust. Carmin is in pretty bad shape. It's almost night and Nina and Carmin have to go back to the Citadel, but before parting with the band they all agree to go and see Heroola the next day, and sort things out with her. The birdmaster lives in the abandoned arcade store.





Tuesday, March 16, 2021

Do we need backstories?


If you're not that much into backstories, but still, you'd like to spice up your PCs with simple backstory curse-like mechanics just jump to the bottom of this article you'll find a D10 curses table.

So, what about Player Character's backstories? They're great, they give depth to the game, they're a crucial part of the gaming experience. Or they're useless, and a waste of time that only delays the beginning of the campaign.

Until recently I used to play and run heavily story-oriented games: long story arcs, in-game world populated by complex and multidimensional NPCs, lots of relationships between PCs and NPCs. I ran entire sessions dedicated to actually playing the backstories, usually at the beginning of a campaign, and that was fun. I would play a backstory scene between each major character creation step. That’s a great process. At the end of it, the player really "owns" their character, and the backstory is not just a set of ideas and concepts, but, at least partially, the fruit of the game itself. In that case, the backstories would be actual memories of the player because they had generated them through gameplay. Sometimes we even played the backstory session in the middle of the campaign. Like a flashback, when the players had become more "fluent" with all the peculiarities of the game-world.

I used to favor backstories that implied complex relationships between the members of the party or between the PCs and some powerful PNCS, and so did the players of my group. I ran a pretty intense campaign a couple of years ago, in which one of the PCs was the very young daughter of another PC. That fact alone basically became the backbone of the campaign. 80% of the problems the party had to face were a consequence of the impulsive actions the Mother took in order to protect her rebellious Daughter in a post-apocalyptic world. That was really fun, for everybody. But playing the backstory, the relationship, relied only on the players. There was no real way to enforce the consequences of that specific relationship on the game. I could have crafted some custom rules at the time, but that seemed too complex to achieve in a meaningful way.


Jackie and Yellow, the daughter and mother PC, painted by Clara who played Yellow.

Lately, I became more interested in explorative gaming experiences that fall somehow into the OSR realm, that favor emergent narrative and problem-solving. But I still like backstories. I'm not totally eager to let them go. I feel like they add an emotional layer to the game, they add an emotional layer to the problems the NPCs have to face. But if the backstory is purely descriptive it can probably lead to beautiful and even intense roleplay moments, but it’s not really going to contribute organically to the fiction. In other words, if a character has a backstory, the effects of their backstory shouldn't be an option.

How can we design backstories that are not purely decorative but have a tangible effect on the game? How can we design a backstory that gives color to the character, but that is also tied to simple and powerful mechanics and brings new elements to problems that the players have to face?
Of course, it can be the work of the GM to fill the gaps and to ensure that NPCs, or other pieces of the game world, react accordingly to the backstory of the characters. But what I am looking for here, are mechanics, objective mechanics, in pure OSR fashion.

Randomness


Two games, Cairn by Yochai Gal, whom I interviewed recently -- you can listen to the podcast here https://anchor.fm/thelostbay -- and Knave by Ben Milton/Questing Beast, have random character creation tables that include backstory elements on different levels. Both games are classless, but the characters begin with a set of different items, weapons, and other objects, that can somehow suggest a backstory. Cairn has even a set of starting packages depending on the trope of the character. Both games have a Misfortunes table (Cairn has also a Reputation one) that adds backstory elements to the character. These tables/tools are great, they allow to generate random backstory elements quickly and add flavor to the characters. Simply having your PC starting with different objects based on an implicit backstory (for example a flute or a lantern) will have different effects on the fiction. 



Cairn / Knave creation tables

Cairn and Knave random tables add a set of unwanted traits to the PC as to say: you don't always choose where life takes you. Randomness adds a lot of unplanned problem solving, and thus fiction. Backstories should be random.

Backstory as debt


Electric Bastionland by Chris McDowell has the characters start with a failed profession, some objects, and a shared debt, usually a large amount of money the PCs owe to somebody. That debt drives the characters into their adventure. That’s simple. You got a gigantic debt, you’d better do something to pay the money back. Here debt looks very much like a curse. Something powerful and unpleasant that is hard to get rid of, and that will have unwanted and unavoidable consequences.




When you think about Oedipus, his backstory had him killing his father, having intercourse with his mother, and becoming blind. It couldn’t avoid confronting with it, like a monstrous debt he had unwillingly, and unfairly, inherited. He tried to escape his fate with no success. When told by the Oracle of Delphi that he would kill his father and marry his mother he fled from the parental house in Corinth, ignorant of the fact that King Polybus, and Queen Merope, were his adoptive parents. When later in Thebes he killed king Laius and married his wife Jocasta, his biological father and mother, he fulfilled the prophecy. The mechanics associated with Oedipus’ backstory could have been: whenever you will kill somebody, it will be your father; whenever you will lay with somebody, it will be your mother. That’s a pretty strong effect on fiction.


The Plague of Thebes by Charles-François Jalabert

For Oedipus the consequences of his backstory were Inevitable, like a curse, and also Unexpected, as he couldn’t know in advance when they would manifest. And they always should be, to some extent, Inevitable, and Unexpected. The mechanics triggered by the backstory should have a strong impact. 

Backstory as a scar


Cairn, again the game designed by Yochai Gal, borrows to Electric Bastionland the idea of scars. When a character reaches exactly 0 HP in they are afflicted by a scar. The scar is picked from a table. One of my favorites is:

Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.

That's quite radical. The Deafened scar articulates two components: an immediate effect, a modifier tied to the WIL save, and the fact of becoming deaf, which can evolve if the PC finds "extraordinary aid". That creates fiction. A table of backstories could have, in a similar way, strong modifiers or mechanics, attached to the backstory. But the backstories should also give the PC the possibility of some sort of evolution, like in the example of the scar above.

With all that in mind, I designed a first random Backstory table. Actually, I called it a Curses table, as each backstory element is a bit grim, and the modifiers are pretty tough, even if technically they are not curses, but rather consequences of past actions of the PC. Basically what they do is create specific problems for each character. I’ve tested them in actual gameplay, and yes, they do create fiction! 

So I laid out a table themed to The Lost Bay universe. The entries are very 90s dark-weird teen adventury. But they are quite easy to tweak and adapt to different settings. The mechanics should suit any D&D or OSR game. The Lost Bay uses only 3 natural abilities (STR, DEX, HEART) and the mechanics have effects on those.

Here is the full table (it's not super easy to read, sorry I have difficulties with tables in blogger):

1.NOSY - You climbed to the top of a tall evergreen tree, you just wanted to peek through that window. You saw something terrifying, and fear made you fall. Now you constantly feel dizzy. You lost 1D6 DEX. If you find a cure to your vertigo roll 3D6, if the result is higher than your current DEX score keep it.
2.FOOL - You never payed enough attention. Always joking, and once too often. Your hand was crushed by the engine of a scooter. Your fingers are so weak now. You roll all DEX saves involving hands at Disadvantage. If you can mend your hands, roll 3D6, if the result is higher than your current HEART score keep it, you lose the Disadvantage
3.STIFF - You were locked into a small storage trunk by bullies. Your legs couldn’t move for a full weekend. When you got out, you could barely walk. You roll all DEX saves involving legs at Disadvantage. If you are able to fortify your limbs you lose the Disadvantage, roll 3D6, if the result is higher than your current STR score keep it.
4.RAT - You were united by a secret oath, they were like sisters and brothers to you, they were your tribe. But jealousy drove you mad and you betrayed them. You broke their hearts, they kicked you out. You’re so lonely now. You lost 1D6 HRT. If you find a way to make amends roll 3D6, if the result is higher than your current STR score keep it.
5.BLACK HOLE - You did something really ugly. And then you swore it wasn’t you. You were believed and another kid payed for the mess you made. Your broke your soul. All HRT saves at Disadvantage. If you manage to purify yourself roll 3D6, if the result is higher than your current HRT score keep it.
6.OUTCAST - The other kids just don’t like you. For no reason. Lose 1D6 HRT. The first time your HP goes below 0, add 1D4+1 to your max HP.
7.SCAR - You wanted that thing so bad! You stole it from the kindest most delicate kid of all. You were caught and beaten up, broken bones, tore skin. You’re covered with scars now. You lost 1D6 STR. When you’re in a melee fight halve your damage roll. If you defeat someone stronger than you, roll 3D6, if the result is higher than your current STR score keep it and lose your damage malus.
8.UNDEAD - You were so unloved. You lacked everything, food, warmth, protection. You barely survived, but somehow you managed. Halve your max HP. If you find a source of love roll 3D6, if the result is higher than your current HRT score keep it and add 1D4 to your max HP.
9.MOSS - You went on a hike alone in the woods and got lost. For days. You found nothing to eat but rotten moss. That messed up your body. You smell funny now. You roll all your STR saves at Disadvantage. If you find a way to clean your blood roll 3D6, if the result is higher than your current STR keep it.
10.BEAST - You’ve lost your head and went too far in a fight. When you came to your senses it was too late. You beat that kid so hard you almost broke their face. Guilt is haunting you now. At the beginning of each fight STR save at Disadvantage, if you fail you can’t attack. If you heal a wounded enemy, roll 3D6, if the result is higher than your current HRT you lose the malus.

The expectation in terms of design is that these backstories would also create a drive for exploration, as they offer the PCs the possibility of a strong evolution. 

The effects of these grim Curses can be quite strong, and I am working on a Gifts table, to somehow compensate for the Curses. This will probably result in unbalanced characters, which fits totally the mood of The Lost bay (I love unbalanced characters!)

You can find the same table nicely formatted in the DM tools pdf on itch.io, they're free or PWYW.





Wednesday, March 10, 2021

TLB Podcast #1 - Yochai Gal - Cairn

The OSR / NSR scene is amazingly fertile and creative. It has a very active community, and I am always curious to discover new works, new worlds, and the artists that create them. The lost bay podcast comes from this curiosity. It's a show about indie tabletop role-playing game artists and designers, and what's behind their creative processes. New episodes are going to be released on a bi-monthly basis. 

The guest for this inaugural episode is Yochai Gal. In October 2020, Yochai Gal released CAIRN, a rules-lite fantasy roleplaying game. Cairn is, among other things, inspired by Yochai's love for the forests and forest-fantasy fiction. 

You can listen to the episode here:


Or on the major podcast platforms:

On youtube, with subtitles:

And soon here

Apple Podcasts
Breaker
Castbox
Overcast

Cairn is available as a printed booklet from online stores, find the full list here



Or in pdf:


Yochai's New School Revolution post


The forest next to Yochai's house. Photos by Yochai Gal.






The Lost Bay Podcast season 2 big update

Here's an update on Season 2 of The Lost Bay Podcast. Four episodes have already been released, and many more are on the way. Paolo Grec...