Road Trip Remix -1: The Chicken Dance

While I already wanted to run Road Trip, I had never run anything in the One Roll Engine before. I'd listened to APs of Monsters and Other Childish Things games, so I wasn't completely in the dark, but I knew that if I was running a campaign I'd need to at least run one game of MAOCT. There's actually very few published MAOCT one shots, and none of them struck my fancy as something to run. Deciding to dive in whole hog, I committed to designing a scenario.

Knowing I would do the same for the brand new legs of Road Trip, I felt that I should use facets of my childhood to design the scenario. With how MAOCT uses the relationships between children and monsters (or weird kids and their normal peers), the system urges reflection in play by the relationship system. By betting on your relationships, it helps you get in the mindset of why these relationships help you in your present situation.

I had already dove into the well of my childhood in Red Markets for the Mega Playground / Discovery Zone job, so it felt easy to dive right in again. I knew this scenario needed to be self contained, but could connect with Road Trip. A birthday party felt natural for a one shot. Looking back, I remembered parties at the local roller rink. Admittedly, my memories of that focused more on playing arcade games and awkwardly flailing on the rink, but those were usable.

Another thing I never was able to complete on the skates was the Chicken Dance skate. That memory gave me the idea for the All Chicken as a boss, the dance as a method to summon it. I now had everything I needed to run the scenario! I was excited for our game night.

Then... we played. I still felt weird running it, and I know I got stuff wrong while playing. Getting initiative right felt hard, and I know I built the enemy monsters too weak for the adventure. Also, the different attributes for attacks flew right over my head. However, the important aspects of the playthrough were successful. The players had fun, and we all learned how to play MAOCT and One Roll Engine games. With that experience in hand, we were able to play Road Trip, and thus far it has been successful. We'll see how things proceed as we get ever closer to the end...

Road Trip Remix: Two at a Time

For the moment we are shifting to two blog posts a month to be able to better provide timely posts.


While doing my preparations for the next campaign for Technical Difficulties, I searched for advice on how to run games of Monsters and Other Childish Things. Although I have listened to this and many other games in the One Roll Engine family being played, I had never played in or run a game with it. Luckily, the cast of The Drunk and The Ugly are some of the most experienced with this game, so I asked questions on how to run the game and on running Road Trip using their forums.

As we talked, a few present and former members of their cast expressed interest in playing in it. Although this would increase my workload, I thought it would be an interesting prospect. While campaigns are designed to be run multiple times, I have never heard of someone running the same campaign for two groups at the same time. It would be interesting to see how the groups reacted to the same stimuli in real time and how that might affect my running of the campaigns.

Already this has borne fruit. I ran the first session for the other group before Technical Difficulties first session due to scheduling conflicts. By playing the other game first, I learned some of the weaknesses in how I had presented it.  One of the players brought up that when I described the monster the kids fought I only used the bare minimum of descriptive language to describe them. My intent was take make it more horrifying by leaving it up to the imagination, but since it is the theater of the mind, using more imagery gives it a unified image that makes the game more real.

While it wasn’t a complaint of theirs, they also flew through combat without a scratch. I feel that was more system mastery than the monsters, as they said that they felt right for a first session enemy. With their advice, I got a better feel of how the first session needed to go. While combat got a lot more crunchy with four PCs and six enemies, the Technical Difficulties crew has fun and had a challenging fight, as they took damage while fighting the creatures.

A new group was helpful to seeing these blind spots in my GM style. Laura had mentioned descriptiveness in the short story I had written, but once is an anomaly while twice is a pattern. I need to do better with description. It’s weird because the image is clear in my head and I can describe it well; perhaps I’m unnecessarily worried about dragging on in play, especially with Technical Difficulties’ scheduling. I just need to take the time to describe. And I know viciousness is not my strong suit, but in an RPG I need to know when to lay back and when to throw the hammer.

No matter what, all of the players across the sessions enjoyed the opening act. These are means of growth, not game breaking errors. Focus on fun at the table and be open to suggestion, and anyone can be a great GM.

Short Fiction - Monsterhearts: Sympathy for the Witch

JJ sat on his bed, trying to act inconspicuous - this whole situation made him nervous. He placed his copy of Segu on the side table and started to readjust his piercings for the fourth time. First his nose piercing, then his earlobes. Earl was sitting at his desk, writing in his huge leather journal, almost done filling out the second volume since JJ was forced into rooming with him after the snow storm devastated the campus.

When will this fucker leave? JJ thought. I just want to get this shit over with. Come to think of it, why am I doing this? I mean, I like Catrin, at least, I think I do, but this is just weird. I know she’s magic, but a pencil? She can really do shit with a pencil?

    After readjusting his navel piercing, three turns to get it how he liked, he started to reach further down to finish with his fidgeting when Earl shut his journal with a grand, theatrical thud.

“All done! Another fine piece for my canon. I’m going to go to Holy Grounds to grab a macchiato. Want anything?”
    “Hmm… hot chocolate, please.”

JJ stood up, reached into his black jeans, produced a canvas wallet, and handed over  some cash. Earl smirked, looking every bit the prototypical preppy white boy in his Lacoste polo and skinny jeans, his porkpie hat covering his slickly gelled hair.

“Cool. I’ll be back in a bit. Me and the boys are planning for the party at Charlene’s place next week. I hope Catrin’s gonna be there!”

JJ tried to not roll his eyes at Earl’s earnestness (Hope she’ll be OK. Wait, why do I care? She can take care of herself. I’m just doing her a favor.) “Dude, for like the fifth time, I don’t think she’s into you.”

“Ah, JJ, she’s playing hard to get! That’s Women 101! I’m sure when she hears me at the slam, she’ll realize how awesome I am!”

“If you think so.”
    “I know so! Later!”

Earl left the room and shut the door. JJ let out a deep sigh and rubbed his temples. Women 101… shithead needs some Steinem in his skull. He walked over to Earl’s desk. It was meticulously laid out with a variety of textbooks, notebooks, and writing utensils of every kind. Pens, pencils, mechanical pencils, even a quill and ink bottle with a plaque from the Mount Vernon Museum. Looking for a less obvious target, JJ saw a blue pencil, with numerous bite marks and a well worn eraser.

 

“... The fuck? You want me to do what?”

“Grab something of his, preferably something he uses a lot.” Catrin held up a wrist and jangled her bracelets. “If I can turn it into a charm, even better.”

“What does that accomplish?”

“It gives me options. I could hex Earl without having to stare him down.”

“So, what, make him freeze up like you did me?”
    “That was supposed to keep you from connecting if you swung again. I just… he’s not taking no, it’s gotten worse since we’ve all been stuck in the same building, and I’d like more options than ‘mace’ and ‘shank’.”

“Fair enough. Killing should be… low on the totem pole. He was saying he hoped you’d be at Charlene’s party Saturday.”

“One, Charlene, so no. Two, Earl, so definitely no. Want to go catch the matinee of Tomorrow Never Dies instead?”

“That’d be fun.”

 

JJ strode over to Catrin’s room and knocked on the door. “Coming!” came, muffled by the door, followed by a bit of crashing around. Catrin opened the door and smiled at JJ. “Hey there. Come on in,”Catrin said, opening the door wider.

    The dividing line between Catrin’s side and her roommate Maggie’s was practically a physical boundary with a pile of dirty clothes ending sharply at the half-line of the room.

    “Sorry about the clothes, Maggie’s laundry plan seems to consist of ‘as little as possible’.”

    “It could be worse. Earl trips balls if I place a single sock on his side of the room. God forbid I don’t make my bed.”

    “What is he, your mother? So, this refuge from the insufferable one or…?”

    “... He’s not here. ‘Sides. I try to not get angry at people. You know what happens when I get angry at people,” JJ said, clenching his fists.

    Catrin cocked an eyebrow, glancing at his hands. “Going to stab yourself with that pencil if you clench any harder. Hey,” she said, cupping his hand and brushing a thumb over his knuckles. “Safe place. Deep breaths. Maybe more expressing frustration and not burying it until it explodes? You ever tried meditation?”

    “Not really. Mom suggested it, but the few times I tried I couldn’t focus.”

    “Mantra or no mantra? It’s like any other skill, the more times you practice, the easier it gets. And the beginning is always frustrating as shit.”

    “Mantra?”

    “Something you chant to yourself. Doesn’t have to mean anything, it’s just a focusing tool. Hell, you could use ‘by the power of Grayskull’ if you wanted.”

    “I see. Well, it’s something I could try. So we cool?”

    “Didn’t think we were uncool there. I mean it about the safe place.” Catrin looked down at JJ’s hand. “Where did this thing come from anyway, doesn’t look like your style.”

    “That’s what I thought would be a good totem for Earl. Fucker’s obsessed with his poetry. Taking a fancier thing or one of his notebooks would be missed, right?”

    Catrin rocked up on her toes and kissed JJ on the check. “Thank you. Yes, this is perfect.” She turn to her desk and started rummaging through it.

    JJ caressed his cheek and blushed. It’d been too long since he’d had any type of pleasure like that. Too long. Wait, slow down there, cowboy. It was just a kiss. I don’t think… I mean, I don’t know...
    “Ah ha!” Catrin said, pulling out some thin wire. She looped a bit through one of her bracelets and then started twisting wire around the eraser end of the pencil. “Hand me those scissors on my desk? The heavier duty ones.”

    JJ walked over to grab the scissors. He paused to look over the desk. Catrin’s copy of Segu was sitting next to a pad of legal paper, half filled with notes. A couple moleskin notebooks and a dictionary leaned against her desktop tower, between it and a CRT monitor. Damn, it’s better than mine. Two whole gigs of harddrive? Who needs that much space? What she doing, hexing the internet? “That’s a mighty nice computer. What’s an English Lit major need something that beasty for?”

    “Hand-me-down from my older brother. So right now, still cleaning out his porn and playing Diablo. Idiot-brother does not know how to sanitize his hard drive.”

    “Shit, don’t remind me. I know it’s our thing, but finding my siblings’ and my parents’ stashes were awkward as all hell.”

    Catrin looked up with a slightly shell-shocked expression as the scissors snapped through the wire. “Nooooope, not thinking about that and my parents…. Nope.”Glancing at her watch, Catrin stood up with a start. “Shit, we have to book it to Dr. Smith’s class,” she said, grabbing her book-bag and swiping the Segu off the desk. “Got 10 minutes until she starts docking points.”

    JJ ran back to his bedroom to grab his book-bag and join Catrin. He looked back over at Earl’s desk guiltily before running back to the door to the stairwell.

    Walking out the dorm, Catrin looked over at JJ. “Any chance I can talk you into snagging something from Neko?”

Short Fiction - Monsterhearts: JJ and Catrin's First Meeting

           Catrin opened her eyes, blinking at the weak sunlight that had pulled her out of slumber. Art department, 3rd floor, right. She rolled her head left, then right, trying to work out the crick in her neck from sleeping on a college building floor with nothing but a folded leather jacket for a pillow. Catrin pulled her left arm up over her head to glance at her watch (6:30, half and hour before the building officially opens, several hours before anyone shows up on a Saturday. Probably.) and then tucked her hand behind her head, between it and her jacket. Looking down, she contemplated the head of short, curly black hair resting on her stomach, right above the jeans. Somehow or other, the boy said head belonged to had managed to nuzzle her shirt up in his sleep, enough to be resting on skin. He was curled on his side, left arm snaked under her at the small of her back, right arm thrown across her hip. Catrin tried wiggling her right hand out from where it was trapped between her leg and the boy’s shoulder, but stopped when he whimpered a little and clung tighter. Again.

           All night in one position. That can’t be comfortable. Catrin sighed and contemplated the ceiling while massaging the back of her head. They could probably afford another fifteen minutes before she really needed to start poking him awake. Hm, probably less if he didn’t have a spare set of clothes around here. The boy was as naked as the folks on a nudist beach and his clothes definitely hadn’t survived… well, last night.

           A soft change in breathing drew her attention back down. Guess she wouldn’t have to start poking after all.

           “G’morning. JJ right?”

    “Good morning.” Ah, that’s what someone yawning against her stomach felt like. Interesting. “Catrin?”

“Yeah, I think we have Writing Composition together.”

    “Right, with Dr. Compton. So, how much do you remember from last night?”

    Catrin raised an eyebrow. “Me? I remember perfectly. You’re the one who passed out after transforming back.”

    “Shit.”

    “Have to admit, this is my first run-in with a shapeshifter. That common, passing out when you come back to human form?”

    “Well, I’m not a shapeshifter, I’m a Minotaur. And, well, sometimes I pass out, other times I am awake. Whatever you did probably didn’t help. What did you do, anyway? I couldn’t touch you. Don’t get me wrong, I’m glad, I didn’t want to hurt you…”

    “Yeah, sorry about the binding hex, got kinda rushed when you took that swing.”

    “It’s fine. So, you’re a magician?”

    “Witch, but eh. It’s not like there’s an official body of magical terminology… that I know of. Mind relaxing a bit? I’d kinda like my hand back.”

    “Oh, shit, sorry.” JJ tried to pull his left arm out from under Catrin’s back, but could not. “The hell? I can’t move. Well, my arm–”

    “Whoops. Almost certainly my fault. Sorry. Uh, just relax and don’t tense up.” Catrin tried wriggling her hand out and off the floor. Hand finally free, Catrin shook it out to regain circulation, then rested it on JJ’s head. “Give me a second, and I’ll undo that little hex. Be really freaking nice if I could get that thing to work reliably,” she muttered, fingers tangling in JJ’s hair.

Breathing out, Catrin let her eyes defocus on the world around her and started paying attention to the feel of her magic. A thin pool of magic lay over JJ’s head, with some snaking down his neck, like a waterfall, before branching out across his back to terminate inside each shoulder socket. Catrin shifted her fingers half an inch over to the left and cupped the back of JJ’s head with the palm of her hand. Just like centering; pull in with each breath. The magic felt warm and soft on return; half a minute later, Catrin had reclaimed all of it. “There, that should do it.”

“So, now what?”

    Catrin’s stomach rumbled. “Breakfast?”

    “Yeah, that sounds like a great idea…” JJ said, absentmindedly reached his arm down towards his thigh, hitting skin about where a pants pocket and wallet would be if he were clothed. Catrin smiled softly at his look of bemusement; most teenagers in her experience went with abject horror at unexpected nudity. “Oh. That might be important. Let me get changed.” JJ climbed to his feet and headed over to the workbench.

    “I take it you’ve got a bit of practice waking up somewhere buck naked,” Catrin said, taking the opportunity to sit up, reach up the back of her shirt, and refasten the clasps of her bra. She’d been lucky to manage unfastening it last night before falling asleep; damn thing was awful to sleep in.

    “Yeah,” JJ said, pulling a book bag out of the workbench and then jeans out of the book bag. “I don’t have magic Incredible Hulk pants. Most of the time I control when I transform, so I just wanted to come to a safe place to let off some steam.”

    “Makes sense. Sorry for intruding on that. Nice to know I’m not the only one with ‘unusual’ abilities around here, though.”

    “Yeah, it is. I only ever knew my siblings were ‘unusual’ since they’re also Minotaurs. No big deal. What were you doing in the art building anyway? I thought you were an English major?”

    “Jessica.”

    “... Is a name. I’m not familiar with her.”

    “Senior, dual major in biology and illustration – wants to be a medical illustrator. Incredibly demure until you piss her off, at which point she has the foulest mouth I’ve ever heard on anybody. That Jessica.”

    JJ shrugged. “I do more physical art and don’t have any classes with seniors. Were you here to meet her or… ‘meet’ her?”

    “I’d say ‘a lady doesn’t kiss and tell’ but no way I want to qualify as a lady. Yeah, we had a very lovely evening fucking before I wandered by and ran into you. Right before you punched that wall and suddenly grew horns. Impressive by the way.”

    “Thanks. I was just gonna… let off some steam by myself, but then you showed up and, well, that’s out of the question. I just needed… needed to vent. After Charlene–”

    “She is the worst.”

    “Right! I mean, I was trying to be nice, I don’t know why she’d… she’d... “ JJ sighed again as he finished zipping up his jeans. “It’s lonely here, you know? I’m from Iowa, so to come here with no friends, no support, no… lovers, it’s hard. I was just trying to make a friend.”

    Catrin accepted JJ’s offered hand up, climbed to her feet, and then dug her fists into her lower back, stretching. “I’ve only seen her in one class but she’s such a fake snot. I’m from Cali, that is not what the Valley Girls sound like.”

    “Yeah, everything about her is so fake. Well, thanks Catrin. I appreciate what you did. Sorry if you got an eyeful.”

    Catrin snorted, a sharp burst of air out her nose, as she threw on her jacket. “I’m not. It was a very nice eyeful. Trust me, if I wasn’t so hungry, I’d be working on getting you back out of those pants. Come on, let’s go get that food.”

    JJ’s mouth opened to say something, shut, then he started to speak again as he followed Catrin out the door. “Holy Grounds?”

    “Yeah, the dining hall is shit.”

Short Fiction - Monsterhearts: JJ - The Final Weekend

Right.

Straight.

Right.

Left.

Left.

Center.

Right.

Straight.

Straight.

Right.

"Time!"

    JJ strode out the exit, a wicked grin on his face. He used his 6'4, 312 pound body to do a little turn in the dirt as he strutted to Farmer Carsten, who was resplendent in his denim overalls and straw hat while having a look of shock.

"Time?", said JJ, looking at Mr. Carsten.

"One... one minute and thirty-two seconds."

"Yes!" JJ shouted, pumping his fist as he leapt in the air. The rush of wind swept through his short black hair. Realizing his proud actions, JJ looked sheepishly at Mr. Carsten.

"How do you kids keep beating these times?!? Every damn year..."

"I don't know, Mr. Carsten. I guess we're just... lucky."

Mr. Carsten shook his head, and shoved a finger towards the prize display. Nothing but extra large stuffed animals and sports balls, nothing that caught JJ's eye... until he saw the bull plushie. Flashing a grin he pointed at it. Carsten threw him the toy.

"If I didn't know you were moving away for college I'd reckon I'd ban you. Five straight years you've won."

"Well, we'll see. Take care, Mr. Carsten."

"Take care, JJ."

JJ strode back to his family; his mom, dad, and four siblings, Kendra (14), Lucas (10), Marie(6), and baby Nicholas. JJ started to put the doll close to Nicholas even though he was too small to hold it. "Got this for you, little guy!"

"I'm sure he appreciates it, JJ.", said his mother.

"You coulda gotten more stuff out of Mr. Carsten, JJ! I wanted the football!", said Lucas.

"And I wanted the teddy bear! I don't want to be a dumb bull when I transform, I wanna-"

The three older siblings and both parents shushed Marie before she finished her sentence. Mrs. Areleous, sighed and Cole, the patriarch, knelt down. He dipped his wiry frame low enough to get to eye level with Marie but not so he got dirt all over his crisp khakis or his clean polo.

"Why don't we get some ice cream before we go? We need to say good bye to JJ, right?"

The two younger kids shouted in delight and ran ahead. Cole and Kendra ran off to catch them, leaving JJ, Nicholas, and Hattie. Hattie gave a chuckle, readjusting her grip on Nicholas with a mechanical precision as Nicholas squirmed in his blanket. Hattie's free arm pulled down her long, flowing dress, dotted with a daisy pattern. She smiled at JJ, her dark brown skin glistening in the sun as it sank in the sky. She ran her hand through her curly hair and looked ahead at the other Areleouses.

"Ah, to be young again. Lucas and Marie are such a handful. But so precious. All of my children are." she said as she ran her free hand through JJ's hair.

JJ blushed as he responded. "Yeah, yeah..."

"Have you thought about what you want to do? What your major will be?"

"Yeah. I think I'm gonna go into art. There's also so much art around us, so much you've shown me from your home, it just inspires me, and... and..."

"And what?"

"It keeps me calm. I still can't maintain control when I... you know..."

Hattie smiled and pulled her eldest son (of this brood) close with her free arm. In spite of JJ's size and weight he could feel the gentle power as she embraced him.

"It comes with time, JJ. Rest with comfort; all of your siblings had to learn. Your younger siblings will learn as well. In their time."

"Yeah... Isn't that right, Nicholas? Some day you'll grow up big and strong and when you go minotaur-"

Hattie lightly tugged on JJ's nostril piercing, just enough to playfully tug his face up.

"Ow!"

"Not in public, dear. What did we just do with your sister?"

"Sorry, sorry. Mom?"

"Yes?"

"Am I... am I ever going to have control? When I'm... different?"

"Of course, Jason, of course. It's know it's scary. I've seen your stepbrothers and stepsisters go through the same thing when they come of age. Because of your humanity it... conflicts with the other side. It just takes time. Be patient. Besides," Hattie readjusted her grip on Nicholas as she walked ahead, leaving JJ behind.

"You need to get laid more anyway. That might help. Find a nice girl in New York. Or two. Or six. Or a boy, whatever, you just need to lose your inhibitions already. Ra, some days I wonder if you are my child. You should've had a kid or three by now."

JJ's face instantly turned red; his mother tilted her head back and laughed as she walked. He darted his eyes to see if anyone heard; realizing he shouldn't care, JJ ran to catch up with his family. If living with a fertility goddess, her human consort/his dad, and four demigod siblings was this ridiculous, how hard was college going to be?

GM's Corner 10: The End of the Reformers

After 18 sessions, our Red Markets beta campaign reached its end. With a good recon and planning session, our heroes and their unexpected DHQS allies tried to stealth their way into the Truman Building to destroy the printing machines, only to end in a hail of gunfire. Through strategy and a little luck, they completed their mission and fled to the sounds of Governor Carnavan’s men brutally murdering him for putting the whole nation at risk. Their task completed, they were flown to the Recession and succeeded in playing the Red Markets.

When I first planned for my Red Markets campaign, I knew I wanted to structure the campaign with an overarching plot. Ethan had written up Jeff’s City as a potential Enclave, and mentioned the possibility of Carnavan making fake driver's licenses. With the economic theme of Red Markets I knew I wanted that to be my plot. While making fake ID is normally a dangerous idea, in an economy where the IDs are the primary form of currency it can also act to destabilize the economy.

My plan was to introduce this slowly in the campaign. I laid hints in multiple missions, like the dead Taker diary in the mine, the DHQS presence at the warehouse, some of the DCA encounters, etc. However, after the Reformers’ mass influx of bounty I felt I had laid enough ground work to not finish the story. I should have let them and take the consequences, but it’s in my nature to want to see the best possible ending. Plus, the raid on the Truman Building turned out to be an amazing end to a wonderful campaign.

As a first time GM, I was satisfied with how I ran things. I know I made mistakes with pacing and rules mastery. However, the players had a good time, it was helpful to Caleb, and we’ve been happy to see the fan response. This likely won’t be the last time we slip into the Loss, but we’ll probably wait until we have our Red Markets books in hand before the next campaign.

- Gre

GM's Corner 09: Road Trip Remix

As you may know, we are closing in on the final episodes of our Red Markets Beta campaign. I hope you’ve been enjoying The Reformers’ adventures and are tuning in for their final battle.

With one campaign drawing to a close, it comes time to plan for the next one. The next games you will be hearing will be a couple of one-shots, followed by our MonsterHearts campaign, a Powered by the Apocalypse setting. The campaign was run by Aaron, and I can’t wait for you to hear them.

The team had discussed what system to play next. I had always wanted to try out Monsters and Other Childish Things, a system where players play as a child and their monster friend. Having never played a game in the system, I suggested that I could run a pre-made campaign. Continuing with the theme of RPPR, one of the campaigns was written by the host himself, Ross Payton. Road Trip, a six adventure campaign, is available as a PDF and print product on DriveThruRPG.

Having read the campaign, I like Ross’ design of a set of places where the kids and creatures can have adventures throughout the country. However, his design is for a modular campaign where the kids can reach any of the destinations in any order outside of the ‘final boss’. This can work well for letting the GM design how they want to run the campaign.

The inspirations for Road Trip come from a variety of sources, both childish and adult. For example, the most famous leg, Sucrose Park, takes place in a Las Vegas theme park where the heroes fight a creature that kidnaps kids and replaces them with robots. The cited sources include Saturday Morning Cartoons, Theme Parks, and Stephen King’s Misery, though after reading I also see parts of Invasions of the Body Snatchers and a critique of consumerism, to say nothing of neglectful parenting.

As a child, I was taken on many road trips. Some of my happiest memories are of going places with my family to see the sights. As an adult, the road trips I’ve taken have still been fun but have also been marred with worries about my safety, how much money I can spend, and where I’ll stay and what I’ll do. I wanted to take inspiration from these memories, and from my own childhood fascinations and adult readings and anxieties. My plan is to move Road Trip from a choose your own adventure to a linear path, mixed in with custom legs of my own. To that end I’ve been reviewing some of my own childhood favorites, including superhero comics and cartoons, Nickelodeon classics, and interactions with family and friends. In keeping with Ross’ design, I want to use my own past to more fully evoke the sense of an actual road trip.

Road Trip Remix will take our kids and monsters on a wide spanning journey from California to Florida with a grandparent as they’ve been chosen to appear on their favorite kids game show, live at the studio in sunny Florida! However, as they see the sights on their way to fame and fortune they keep coming across situations where kids, monsters, or kids and monsters are being manipulated against one another and with plots against the greater world at large. Are these plans connected? Will they make it to Florida in one piece? And is TV glory the only thing waiting for them on set? Stay tuned. In a few months, Road Trip Remix will be your ticket to find out.

Greg

GM's Corner 08 - Red Markets Episodes 13-15

Now that the Takers had their massive amount of Bounty, they had to design their Mr. JOLS – their Score that would render all of them independently wealthy in the Recession. The Mr. JOLS process, like the process for designing Scores, works really well as a collaborative tool to make an adventure. The players are making a mission they want to do, while the GM manipulates things behind the scenes to make their hard final mission even harder.

The players’ idea of raiding a vertical farming startup seemed like fun, but I needed a challenge worthy of the series finale. After starting the Delta County Avengers storyline in earlier sessions they seemed to be a perfect fit for a cinematic fight near the end of the campaign. I had intended on them being a minor nuisance throughout the campaign, but with how thoroughly demoralized they had become at the hands of The Reformers, their rage became an excellent weapon.

All throughout the campaign I had wanted to better test the combat rules against human opponents, but the players had either used charisma skills to talk opponents down or crippled their enemies so fast a protracted fight wasn’t happening. The closest was the fight against the DCA in the beer plant, but even then the players had ruined DCA limbs and left them to be devoured by zombies. Not that this was a major concern; as a play test this was a unique set of circumstances that were hopefully helpful for Caleb as he prepared the next version of the rules, but coming from my background in RPGs I had been hoping for more combat.

The fight outside the startup was the fight I had been wanting. By adding combat NPCs to the party, the players were more effective against the DCA and we were able to get a lengthy fight, with players, NPCs, human enemies, Vectors, and Casualties all in play. In the end the fight was thrilling and would have been an excellent end to the campaign…

If I hadn’t had them wrap up my meta plot. In all honesty, it might have been a better move to leave things there, but as I had accidentally given them so much Bounty and had started to establish the end game, I felt I had to finish it. So I shoehorned in roughly four sessions worth of exposition into 20 minutes of post fight chat. They had also managed to avoid directly fighting the Aberrant I had created, so the end of Session 15 was a little lackluster. I should have had the courage to let go and either let them live with the consequences or thrown the Aberrant at them anyway, but that was Monday morning GMing that I’ll be mindful of in future campaigns.

Regardless, as a new GM, I’m thankful that these issues did not derail or ruin the game. My players still had fun, this chunk of the campaign was still good, and the conclusion of The Reformers was about to begin.

GM's Corner 06: Red Markets Episodes 9-12

News: The Red Markets Kickstarter is live! Help us reach the offset print run stretch goal, so we can get a full-color print run of the book.

Coming to tabletop role-playing through video gaming, one of the things that always strikes my fancy is the ‘boss fight’ concept; the player not just facing adversity through run-of-the-mill enemies, but fights or encounters that demand strategy and focus are what pull me in. When creating jobs for Red Markets I was drawn to the concept of Aberrants, though I wanted to be cautious in how I designed them. Without knowing the specific rules I did not want to go too far from the design that had been given, but I also wanted to include these bosses for the players to encounter.

My chief aspect of design in the Aberrants I made for the Legal Tender campaign revolved around the concept of the secondary Blight nervous system in a Casualty. The black strands are a very evocative element and were the central idea around the monsters I created. The Mole Variant from the Little Pittsburg job came about as a means of the strands hardening and covering body parts, thus providing natural weapons.

While trying to think of a new job, I was struggling to find a core concept. I needed more jobs that involved the main storyline, as I didn’t know how much longer the campaign would last and I needed ways to drop hints. I came up with using the plastic for the licenses as a draw for a job, but how to integrate it? Living near a candy factory I contemplated wrappers, thus a need for huge rolls of plastic. But what would be the challenge? Could I create an Aberrant? If so, what was unique about it? I pondered a means of creating an Aberrant with a ranged attack, but how so? I reflected on how Vectors are made, and ways to die in a candy factory. Somehow, my mind wandered to being boiled alive in molten candy, and thus the Candyman was born.

As a means of further evolving the monster, I gave him the cult; a group of Archivists who kept feeding sugar to the vats. Some were mad from seeing such a monster and became worshippers, others tended to their crazed friends and studied this monster that didn’t attack them. I made them all Latents for two reasons: first, as a possible reason why the Candyman wouldn’t attack them. Second, as a means to continuously perpetuate the Candyman once the Aberrant broke down from being constantly encased in napalm-like sugar. The key aspect I wanted to take in is that, horrifyingly, the process to becoming an Aberrant is repeatable if the circumstances are right.

Thinking back months later, I might not have fleshed out the creature and cult as much as I had wanted to. The motivations of the cult seem murky, and by not fighting the Candyman they didn’t see the projectiles or the carnage he could have caused. However, the fear instilled by seeing the crazy cultists and the threat of what was on the USB drive (CCTV footage of the original Candyman becoming Candyman, causing a massive self-control check), combined with the rising and eventual proven fear of the Candyman, elicited the reactions I wanted and left me satisfied with my work. And after hearing about the Ganglia in Episode 9 of the Brutalists, I had become more confident in the designs I had created for the campaign.

What was unsatisfactory was when I botched the score rules and let the players negotiate for the bottles from the brewery. They made so much Bounty they lept from the first Milestone to their last, and could’ve even left without completing a Mr. JOLS. I now had a story to finish and not much time to do it in. However, there are many ways to skin a cat, and the Mr. JOLS was the start of a grand conclusion...

Greg

GM's Corner 05: Red Markets Episodes 8-9

One of the chief tenants of writing for any media is to never throw away ideas. If something has potential, do not forget it or destroy it because it doesn’t work at the moment. There is always a new angle to make a concept work. Case in point was the Mega Playground scenario.

When I was first coming up with contracts for my players to obtain, I was trying to think of different adventures for them to come up with. The first that came to mind is one they never encountered, raiding a spice manufacturer and fighting with the people who took up residence. My second concept was to have the players emulate the game Five Nights at Freddy’s by having them invade a children’s restaurant and fighting with the Casualties wrapped up in animatronic nightmares. While I fell in love with this idea, as I further talked with my players they indicated they wanted a more serious campaign. It was instantly obvious that this Five Nights at Freddy’s concept was a bit too absurd, and I had to abandon it.

I was disappointed, because the chief image in my mind was the Takers going into a kids’ restaurant to fight zombies. It was a striking image that I wanted to recreate in game, but couldn’t find an angle. So I kept my notes, but continued to create new missions, like Anton’s mission and the LIttle Pittsburg Mine.

One day while driving, I was reflecting on the Five Nights at Freddy’s contract while racking my brain for a new idea for a contract as I was fresh out of ideas and needed more in case my players weren’t interested. I started to think, well, if a video game kids restaurant wouldn’t work, what would? I thought of Chuck E Cheese, but it’s more of an arcade than a playground, like Discovery Zone–

There was my answer, my angle. I laughed out loud in my car as the concept seemed so obvious in hindsight. Discovery Zones were an active restaurant, with a huge playground complete with climbing structures and a huge ball pit, as well as an arcade. A place where the players would have to fight through the playground and clear out the party rooms. A means of reflecting on how far things have fallen in the Loss and looking at the individual tragedies, like Charlotte sending her daughter to a birthday party and never seeing her again, somehow forever lost in the Crash.

Even if an idea has to be cast aside, do not throw it into the dustbin of history. You never know when a stray thought can unlock a scenario, chapters of text, or clarify an image or shot. That absurdity or odd piece might become the centerpiece of your creation. The Mega Playground was one of if not the personal highlight of my creations for The Reformers. I hope it’s also one of yours.

Greg

GM’s Corner 04: Red Markets Episodes 6-7

After our Technical Difficulties in the prior episodes, we opted to go for system difficulties in these two. A rule set within Red Markets allows for the players to make up their own mission, called a Score. They talked about what to do and came up with the concept of raiding a maker space, a place where people can work on projects, whether electronic, artistic, mechanical, etc. The challenge in this from my end was to give them enough incentive to complete the mission while making it difficult.

Wracking my mind to come up with a solution, I actually asked Caleb for further elaboration about one of the cults made for the game, the Archivists. With religious conviction, the Archivists are assuring themselves that the zombie apocalypse will eventually completely destroy humanity. Thus, it’s their job to preserve as much of human knowledge as possible for whatever come next. As a concept for either an NPC or player character, it means playing them as fatalists with a purpose; they aren’t concerned with human life because it’s all going to end soon one way or another, but they have a mission that at least can give them a reason to keep living just a little bit longer.

With this in mind, I made up ‘antagonists’ for the Reformers to run into. The two heavily armed Archivists aren’t evil, just defending their base. They didn’t even care so much for the non-media contents, just that they were being invaded. After allowing the players to navigate the building undisturbed, I initiated the sequence where they came back. I was fully expecting a fire fight. What I wasn’t expecting was them to try to talk it out with the Archivists.

In retrospect, it’s one thing I should have. We are all fans of Role Playing Public Radio, and one of their hallmarks is trying to negotiate with and / or befriend antagonists who aren’t necessarily out to kill them. The rules don’t really have a means of talking things out with people on the field. What they did have, however, were rules for negotiation for jobs. On the fly, I thought to use the negotiation mechanics in this setting, and we engaged in what we had nicknamed ‘Combat Negotiation’.

If they players dip too far into the bad end of the negotiation table once the rounds are over, the opponents will not be pacified and will initiate combat. The low end of the positive side and they’ll want you to do something for them, the high end they’ll acquiesce. Our heroes succeeded, but I didn’t feel enough to just let them take what they wanted after entering the maker space uninvited, so I made up a mission on the fly for them to help raid a library for the Archivists.

The lessons I learned at the beginning of the campaign were showing their usefulness. Without my experience with Anton, a session where I had to blend player expectations with the job they made and the necessary changes to make a challenging scenario could have caused me to freeze up. Instead, as the heroes stood in a Mexican Standoff, I was able to do backseat game design and allow us to have an exciting game session.

Greg

 

GM’s Corner 02: Red Markets Episodes 3-5

If the first set of episodes (Big Trouble in Little Pittsburg)  was a good test of improvisation and role play, the second set (Crying Over Spilled Ink) was a good showing of pushing through failures.

This has nothing to do with the system, the players, or the mission concept and story. I totally messed up the role of the GM in Red Markets, which is mostly as a storyteller and rule keeper, by actively rolling for the Vectors in Episode 4. Caleb joked in an episode of his podcast that there were times that he nearly drove off the highway to take down notes on things that players got wrong in the playtest, and I have no doubt this episode nearly killed the man who created our game. If I had played correctly, Ethan’s character would have almost certainly died and the campaign would’ve turned out very differently.

To say nothing of Episode 5 and the repeated technical difficulties that inspired me to suggest that as a possible name for our podcast. Microphones wouldn’t work, Google Hangouts would drop, the internet would slow down so badly I couldn’t hear my players, etc. The night was pretty much a disaster that could have easily turned us off of playing and derailed the campaign.

The important lesson I learned those two nights is perseverance. It’s part of my nature to feel guilty for failing, and the guilt of ruining Caleb’s system and the internet causing problems was palpable. But ultimately, those failures did not affect our fun or our ability to play. Mistakes will happen while learning a new system. When we are forced to play using technology, we are allowing failure points into the system that can break down our ability to play. What matters is pushing forward and continuing to play. None of my players were upset that we kept having problems, and I realized that the failure to keep the rules straight is, in its own way, helpful to the game designer in showing what is confusing about the system. In the end, even the failures have their own way of helping.

Ultimately, we did have a good time. It was a lot of expressive fun to design the warehouse, in that I made a shipping manifest of different goods for the players to find. The backstory given to Anton was a good arc that fleshed out his character and made him real to the players. Laura made her own score by raiding a Planned Parenthood location which challenged me to think of what to find on the fly. There were multiple thrilling close calls where the zombies could have easily overtaken our heroes. This adventure in stealing ink for printers was the important first step in the overarching plot of my campaign.

When things don’t go right, keep pushing forward. These issues will hopefully be speed bumps in the overall fun of a game session or campaign.

Greg