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lazyflux · 7 months
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Phoenix Chronicles E9
Eviction Notice
Episode 8 here
Most of the Cabal goes to a crafts convention! Mainly so Drakonval can meet with a blacksmithing Mage whose YouTube video he stumbled across, seeking an apprenticeship to achieve his long-standing obsession to reconstruct weapons of myth.
Our Mage in question is Diego (shadowname: Ironman), a forge master and adept in Matter. He tests Drakonval out, and then clocks him when Drak casts a spell to look over a fancy hammer presented to him -- this, this is the Mage who thought it would be a good idea to cause a big storm in Phoenix. So, Ironman ribs him over this, and Drak takes the opportunity to learn why someone would claim they're hearing "voices" as a side-effect from his storm. Now, Ironman himself is from Tucson, so this immediately triggers alarm bells for him -- did Drakonval encounter a Banisher?
[Tucson in the context of my specific chronicle has fallen to Banishers just months earlier, hence Ironman's move here.]
They chat it over a bit more and Drakonval leaves a little worried. Meanwhile, across town, Hel -- aka Allan Wake, real name still unknown* -- is trying to learn about the spectator from his dreams from the previous session. While Hel doesn't lucid dream, he was lucid just enough to pick out a peculiar spectator in his dreams just before waking up, catching really only a few lines of dialogue and tarot cards. And so, in the waking world, Hel tries to see if there are any shops within the city that specializes in producing custom made tarots. He encounters a psychic at her house and fumbles his investigation; our psychic here isn't a full-blown mage, just a Sleepwalker with a gift and said gift screamed doom. Frightened, she demanded Hel leave and so he does. He spends the rest of the afternoon hustling on the streets to rid himself of the broke condition I gave last session (beat!).
[*Even I don't know Hel's/Wake's real name yet.]
But! Not before stopping for lunch with the rest of the Cabal at their favorite diner. They talk about the Banisher problem. Chufi casts perfect recall, and they snag a badge number off the banisher-cop that attacked them. Chufi is also able to get a scry window up on our cop and watches him on-and-off throughout the rest of the afternoon. They place an order for police records that will hopefully be enlightening through the city's request system, finish lunch while talking about all sorts of zany ideas about how to handle this guy, and then leave.
Enter Sonya, our Herald of our little burgeoning Consilium.
[Phoenix in my chronicle has long been.... a sort of dry spot for Mysteries. Not enough or "big enough" Mysteries in the city to warrant a full fledge Consilium, at least not since the early 90's. With people coming alive after dying, however, and nearby Tucson having "fallen," well, times are changing.]
Crime rates have been going up, and a resonance of a ley line that straddles the informal territory that is the Cabal's and another's (the "Harbingers of Metal"), has changed. The Harbingers lodged a complaint. Hel says they didn't sign up for no HoA. Once again, the Cabal is stand-offish, and the Herald leaves. We get our first Paradox Condition of the whole Chronicle: Hel makes it so that the tires of the Herald's car slowly deflates over an hour. What a petty thing to get an abyssal imago over.
At this point, Hel goes to do some hustling as previously stated. Cherrim goes to her green house where she's served an eviction notice from a rep of the Mercer, Colville, and Mulligan law firm (little do they know, it's going to be my "Wolfram & Heart" equivalent in the setting). Obviously, she's furious. She has 5 business days to vacate.
Meanwhile, Chufi and Drak execute step 1 of the plan to banish the, erm, Banisher. They decided to point the Banisher, who they've uncovered to be obsessed with Drak, at Power (though I suspect any Seer would do). They go-to the Library and work on then print out a fancy invitation they mean to accidentally drop at this guy's house. Thanks to the "stakeout" via scrying window, Chufi lands an address.
They depart at library's close at 10pm and out in the nearly empty lot, they're assaulted. First, Chufi did some Not Great(TM) things by psychically dominating someone for the sake of having a chauffer for the evening*, and then they find that said chauffer is now dead in the driver's seat. Then, vampires attack.
[Two acts of hubris in the game, and it's actually our first go at that. One for just psychically dominating someone, then over the presumed guilt for them having died while in Chufi's... "care"]
Two vampires (revenants specifically, but the players don't know that yet) assault our Mages getting good punches in on Drak specifically who tries to retaliate by turning the parking lot's streetlights into lasers. He fails this roll, then makes it a dramatic failure so what really happens is just blinding himself. There's a third presence here in the wings, however, with the duo of Mages in their sight, but they're waiting on a phone call...
One of Cherrim's greenhouse windows is smashed by a rock demanding the "church boy." To be continued.
[Samael, our vampire-hunting man of the Church, was MIA this session, so we call it quits mid-combat and Sam will arrive next session with a hard choice to make. He's been spending several session's worth of Downtime poking the nest, and the nest is finally retaliating.]
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lazyflux · 7 months
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Truth or Consequence
A Mage Mini-Campaign
[A side campaign to feed into Phoenix Chronicle stuff. Our story takes us to a small town in New Mexico: Truth or Consequence. The players are completely new to Mage, so naturally the best thing to do is to give one of them a 3rd-degree Master and the other a 2nd-degree Adept, right?] We open on a dusty diner just outside Truth or Consequence. A car rumbles into the parking lot and we meet Argus, Master of Fate, Mind, and Prime arcana -- and a Seer to boot. And Prelacy. Argus steps out and begins a little spellcraft to look for omens and is pointed to a man smoking just outside the diner and on his phone.
Enter Pablo "the Clock that Ticks." Free Council Mage, 2nd-degree Adept of Matter and Forces. We'll stick with their Fallen name since it's shorter. Where Argus is here due to dream visions from his Exarchs, Pablo is here on patrol.
[In the broader context of my specific MtAw setting, Tucson has fallen to the largest known Banisher "infection," Mage Society has ever seen. Naturally, this still comes with all the baggage and misunderstandings and uncertainty that Mages still have about Banishers. Is it an illness that can spread? Is it just a way to label political enemies? Something else? In any case, as fruitless as it might be, the Assembly and the rest of the Pentacle has decided to put in the legwork and be on the look out for Banishers who may have slipped the net thrown over Tucson.]
Pablo minds his own business, entering the diner. He's trying to get in contact with his one friend in town, Celeste, but she hasn't been responding. Starving for lunch, he takes a booth. Argus takes the seat across from him a moment later. The conversation between strangers are about as awkward as they would be for you and me. The two feel each other out, Argus casts more spells looking for connections between seemingly disparate events happening in the somewhat bustling diner. They share a lunch.
The time loop begins.
We open on a dusty diner just outside Truth or Consequence. Pablo is outside for a smoke, texting Celeste again about where she's at. Then it hits him. He's been through this before. A car rumbles into the parking lot and Argus steps out, also aware. Now, having read Pablo's destiny just before the loop happened (destined to die via sacrifice), Argus apologizes to Pablo and tries to stab him. Maybe that's what the Exarchs wanted, right? It's already in his destiny.
The misunderstanding leads to a brief spat, of course. Pablo takes control of Argus' car and uses it against him to get some breathing room between the two. Before things escalate further, they do pause and ask each other "WTF?" before sighting a black cat watching them.
No hesitation on Argus' part. He goes on a foot chase after the cat, catching it just as it scuttles up and onto the roof of the diner, then tries to stab it instead. Magic washes over his periphery senses, however, and before he knows it, his insides are being melted (not literally, but they're breaking down). Argus takes 6 lethal damage.
[It was probably out of scope for Mind sight to tip-off Argus that the cat had higher functioning brain power here, but whatever.]
He falls off and onto the recycling, clambering out. Pablo finally catches up and conjures a cat carrier. The cat tries to retaliate again, but this time Argus is on it with the universal counterspell. Some back-and-forth about the situation, interrupted by the short order cook barging through the side door and puking. Short Order tells them to call the police, there's a body in the freezer. Naturally, the players just beeline for the freezer.
Within the freezer, both Seer and Libertine find what they're looking for: the stopwatch from the dream-vision and Celeste, her body laid out on the freezer floor. To be continued...
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lazyflux · 8 months
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Phoenix Chronicles E8
Party Down?
Episode 7 here
We were missing two players for this one, which is quite alright. I needed the more relax pace.
We start the session off with preparation to attend a Seer of the Throne party. Funny enough, the only PC with an actual job is given a custom Condition "Broke," after some frivolous spending trying to prepare for the party; something the players and I had talked about was trying to experiment with ways to handle Conditions that I hadn't before.
The Cabal arrives at the party, and if I had to go straight off the vibes of the party featured in the MtAw2e book for the Seers, I'd say this was fairly tame? It was mostly a party held by one Seer for a few new initiates, and one last go at trying to convert a specific member of the party. Little do the players realize, I have eluded to how two of the five of them are pretty tied up to the Exarchs plans (hello, Reign of the Exarchs rearing its head the previous session). So 2 of the Cabal members get into a conversation with a Seer named Power, with whom our Cherrim had a previous run-in with. They negotiate territory, Power tries to do a little wine and dine, and they leave with Cherrim make vague promises to think about joining (she's already decided not to in reality).
Meanwhile, Hel is off on his own trying to warn people off from joining. He tries to find someone who's wall flowering and.... dramatically fails (take a Beat everyone). He meets with someone who seems out of place, the only biker in the room, leather jacket and all. They quietly meet in a side room that's hosting a terrible movie (that turns out to be a horrible live stream, but I won't get into details here), and Hel is immediately overtaken by our bikers Majesty. Turns out, they're a vampire, though at this very moment, neither involved realize how much our Cabal has mucked into said vampire's business. Our Kindred gets very close, however, a really lucky roll on Hel's part saves him from divulging damning evidence (really delaying the inevitable), and our Moros flexes some magic muscle to get the vampire to backoff, quickly departing the scene.
[It's a shame Cherrim didn't sign on, because now Power has ratted them out after some off-scene investigation. The Seers in this city are admittedly playing with fire by propping up the Lancea et Sanctum's power, and the occasional betrayal of fellow Awakened is part of the course. Power, the apathetic character that he is, isn't a fool and has no qualms with betraying Cherrim here.]
The Cabal departs the party, and we have an after party at their favorite diner. At this point, they've decided there's no need to leave their Nameless Order for the Pentacle or Seers, and that's fine but it won't help them for what's to come. A large wave of some magical force washes over their senses for a few seconds. Our Mastigos, Chufi, casts Correspondence to try to follow the trail, and is surprised to see the strongest connection is to her, while everyone else's weak connection is already fading away. Something about magic she casted on the moon (if you haven't read previous episodes, or if I neglected to mention it, Chufi spends much of her time studying under her mentor who has a Sanctum on the moon).
[Our dear Chufi did want to be betrayed by her mentor as a long-term Aspiration, and this is a part of it. And, uh, if you're familiar with Forsaken lore... well, they aren't exactly alone on the moon.]
Further investigations prove fruitless on anyone's part. Chufi makes a quick run to the moon. Hel calls Gwain, a character introduced through Reign of the Exarchs that is out of town, and learns the scope of this magical wave covers at least half of Phoenix. Cherrim enjoys a slice of pizza.
At this point, the party settles down for the night. The next morning, Cherrim and Chufi (Chufi's tapped out of Mana at this point, so she can't co-locate to the moon, thus spending the night at Cherrim's greenhouse), learn about an increase in crime rates from neighborhood Sleepwalker and friend to Cherrim, Micky. Hel, meanwhile, doesn't do lucid dreaming, but after a successful roll, was lucid enough to know something was up in his dream last night; a spectator or two was present, alluding to Hel's grand design in some bigger plan.
Next episode, we'll do a little catching up for our two missing PCs, who I will probably write "love letters" for, and then it's all about entanglements. The Cabal has accrued enough heat, and there's some things that's been bubbling up that'll maybe boil them alive as things come to a head.
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lazyflux · 8 months
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Another They Came From session tonight, this one laced with a couple of ideas from Storypath Ultra. The PCs have arrived in Truckee, and have been dawdling for near two months until one fateful night where they must survive to see it until morning. The year is 1877, and while Truckee might be more notable from decades before due to the Donner Party, this is a rough time in its history as it pertains to the Chinese population. In the summer prior, the Trout Creek outrage happened, and in the near future, 1400 Chinese will be ran out of town. 
Throughout the arcs of the campaign thus far, I’ve tried to introduce themes that harken to the seven sins (though more accurately harken to Chronicles of Darkness 1e’s vices). We’ve encountered Pride, Greed and Envy, and in Truckee, I’ve grabbed werewolves from the game’s bestiary to encompass wrath. Bit on the nose, I suppose.
They Came from the Terrifying West
They Came from Beyond the Grave!, and the Storypath system in general, has been a refreshing approach to a horror system that isn't CoC but also isn't geared toward single-session one-offs (as great as those are!). Currently running it in the 1870's, following a band of people slowly dealing with the demonic infestation that seems to cling to the early transcontinental line. The campaign has been great, the setting itself atmospheric, as I largely run through the They Came From... bestiary.
A perfectly fine excuse to research the actual history surrounding the railway and watch some good horror flicks (definitely looking for suggestions here).
So far, the campaign has been pretty tamed. The party started out in Sacramento meeting a contact who dies promptly and catapults the players to investigate several mysteries: demonic possession, cursed woods, and -- heading into the next session -- cult activities in and around Truckee, which notably has significant real world history to definitely consider thoughtfully.
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lazyflux · 8 months
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Thank you for sharing this! It’s definitely a discussion we’re having now, especially as we look toward potential programs that might help out. <3
Family member in the hospital. Thought about running more games to raise money but the immense gulf of money needed to cover medical expenses is so vast, it just feels hopeless.
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lazyflux · 8 months
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Family member in the hospital. Thought about running more games to raise money but the immense gulf of money needed to cover medical expenses is so vast, it just feels hopeless.
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lazyflux · 8 months
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Day 20
Cortex is the game I feel like I can still play in twenty years time. It’s not a game that I’m doing every single week (I love exploring new stuff too much to be tied to a single game), but it’s the game I can see myself coming back to. It’s the game that I think of first, or among the first, when I have an idea for a given campaign. 
The modern iteration, Cortex Prime, is a generic toolkit system but it’s the first toolkit system where it feels like I’m actually given different tools to make the game feel and play different. Don’t get me wrong. I still like what little I’ve played of Savage Worlds and GURPs or Genesys, but no matter what I do in those games, it still feels the same. Not so with Cortex. Not that every build I do for the game is a unique snowflake that is a mind shattering experience, but it’s a buffet where I can fill my plate with familiar elements.
The game has done Firefly, Marvel Heroics, Leverage, Tales of Xadia (Dragon Prince), was lined up for Masters of the Universe (indefinitely on hold), and so many other things. Even the mini-settings in the core book are thoughtfully done up.
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Cross posting from a Discord. New round these parts, so I figure I'd catch up on this and hopefully hear from some y'all!
First rpg this year was most likely my Requiem x Forsaken Chronicles. Started in 1760 Montreal, this game leap frogged through time until we found ourselves in 1999 NYC and taking smaller jumps. The Chronicle ended in April irl, and in 2012 in game.
First irl go at GMing was Star Wars Saga edition; I use to be a petty-admin and junior Storyteller for a VtM Revised edition MU* prior that.
The first rpg this year that I bought was They Came From Camp Murder Lake.
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lazyflux · 9 months
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In my defence, I am GMing this evening...
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lazyflux · 9 months
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Phoenix Chronicles E7
Episode 6
Minor, early spoilers regarding Reign of the Exarchs.
Someone told me that running Mage meant dealing with the obsessed. No one said it was like herding cats. This was a slow session, though not because of the mechanics this time, but just sheer pacing.
This session was the first session in maybe 4 or 5 where we had a full table that had the Cabal completely together. We last left off with Hel on his way to work on a hot Tuesday morning, only to find that his impromptu roommate has left after only a few days stay -- they left behind a note and a curious bell. Not one to stand a riddle that appears to double as a pun, per the note, Hel goes to the Diner, an establishment the Cabal agreed to be the focal point (they're lacking a proper Sanctum, but perhaps some goading might change their minds).
The Cabal experiments a little, discovers the artifact's true ability. Apparently, only Hel really has a job, and one that he can feasibly slack off on, so they set off to follow Cherrim to the Verge she discovered last episode, briefly encountering the new Herald for a new Consilium that has just been stood up in Phoenix, whose only word to share (for now) is: respect the Gold Laws, the door is open for any agreements to be made seeing how the Cabal is a part of a Nameless Order outside the Pentacle, and all should be good. I suppose it could be mildly threatening if the NPC was played off as being very blasé about it.
Naturally, players gonna player, and internally decided to buck against the perceived overreach of authority. I'm sure that'll go over well sometime in the next couple of sessions. But for now? A group retreat, hiking through a mysterious Verge that has popped up in the middle of a dirt lot; previously unkeyed, it seems that someone has set one, but Chufi identifies it right away: simply write "I understand the dangers" in the dirt, erase it, and enter freely. The spell is from a signature nimbus they're unfamiliar with, and perhaps if they don't rub the wrong shoulders, one they'll never know.
Much of the session was spent just hiking around the dense jungle of the lot, bonding in a way, getting blisters from mysterious plants and heat exhaustion from the contrastingly wet heat of the Jungle-Verge. This was the meaningful part. Seeing the Cabal act as a Cabal, which hasn't happened since Tutorial-Safehouse arc of ep. 1 & 2.
The remainder of the session is handled with one-roll "extended" checks (taking a page out of Geist here) where we begin to setup several ploys:
(Samael, vampire hunter) Rooting out vampires who've corrupted the church.
(Hel) Learning more about this riddle, fulfilling an Obsession, and being drawn into a deeper Mystery.
(Chufi) Asked a favor by her mentor to make a portal to Phoenix; the two live on the moon, you see, having been established and evacuated by an archmage a few generations ago. Chufi has a very specific Aspiration, a meta-one, that reads "to be betrayed or to betray her mentor." This plays into that. And for the astute among you who're aware of the things that likely live out on the moon, well... open portals intentionally left open longer than they have to? Someone's playing at something.
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lazyflux · 9 months
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Hadn't heard of them but have them queued up now! I was gonna do a relisten of Sounds like Crowes, but If I can swing something new, I'm all for it.
They Came from the Terrifying West
They Came from Beyond the Grave!, and the Storypath system in general, has been a refreshing approach to a horror system that isn't CoC but also isn't geared toward single-session one-offs (as great as those are!). Currently running it in the 1870's, following a band of people slowly dealing with the demonic infestation that seems to cling to the early transcontinental line. The campaign has been great, the setting itself atmospheric, as I largely run through the They Came From... bestiary.
A perfectly fine excuse to research the actual history surrounding the railway and watch some good horror flicks (definitely looking for suggestions here).
So far, the campaign has been pretty tamed. The party started out in Sacramento meeting a contact who dies promptly and catapults the players to investigate several mysteries: demonic possession, cursed woods, and -- heading into the next session -- cult activities in and around Truckee, which notably has significant real world history to definitely consider thoughtfully.
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lazyflux · 9 months
Text
They Came from the Terrifying West
They Came from Beyond the Grave!, and the Storypath system in general, has been a refreshing approach to a horror system that isn't CoC but also isn't geared toward single-session one-offs (as great as those are!). Currently running it in the 1870's, following a band of people slowly dealing with the demonic infestation that seems to cling to the early transcontinental line. The campaign has been great, the setting itself atmospheric, as I largely run through the They Came From... bestiary.
A perfectly fine excuse to research the actual history surrounding the railway and watch some good horror flicks (definitely looking for suggestions here).
So far, the campaign has been pretty tamed. The party started out in Sacramento meeting a contact who dies promptly and catapults the players to investigate several mysteries: demonic possession, cursed woods, and -- heading into the next session -- cult activities in and around Truckee, which notably has significant real world history to definitely consider thoughtfully.
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lazyflux · 9 months
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9. Favorite dice are from Crystal Maggie (and currently at someone's house so no picture). I couldn't find the exact set that I have, but https://crystalmaggie.com/products/dark-blue-glass-dnd-dice-set-f-ck-me-f-ck-you-dice
10. Soft spot for WoD/CofD stuff. Becoming more and more of a fan of Pathfinder's setting lore to the point where I seldom homebrew lore stuff (besides what it takes to make a story happen).
11. Weirdest game... nothing particularly spectacle. I guess CoC just from the raw content of that game, but even then nothing comes to mind atm. :thinking:
12. Mutants and Masterminds. I think the latest edition is from the late 00's? I play it monthly for my buddy's let's play.
13. I don't have many PC deaths (I'm seldom a player and I just never seem to kill too many PCs when I GM). I'd say early PF2e where a homebrew mutant of a monster jumps out from the waters in this underground river/lake, grabs a PC, and drags him back into the water for a 1v1, underwater fight. The PC is dragged 30 ft down to the base of the cave lake/river over a few rounds, ultimately knocked out, and drowns; a fellow party member was unfortunately just 5 ft too short to help on top of fighting freaky angler-fish humanoid people standing between them.
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Cross posting from a Discord. New round these parts, so I figure I'd catch up on this and hopefully hear from some y'all!
First rpg this year was most likely my Requiem x Forsaken Chronicles. Started in 1760 Montreal, this game leap frogged through time until we found ourselves in 1999 NYC and taking smaller jumps. The Chronicle ended in April irl, and in 2012 in game.
First irl go at GMing was Star Wars Saga edition; I use to be a petty-admin and junior Storyteller for a VtM Revised edition MU* prior that.
The first rpg this year that I bought was They Came From Camp Murder Lake.
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lazyflux · 9 months
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Current results have an all-or-nothing energy.
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lazyflux · 9 months
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7. Depends on what smartest mean, but if it's just raw I needed to actually think to run this game, then probably a toss-up between GURPS sci-fi ship rules and Mage. If it's just like.... waves smartly written, then I have to give props to Cortex Prime.
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Cross posting from a Discord. New round these parts, so I figure I'd catch up on this and hopefully hear from some y'all!
First rpg this year was most likely my Requiem x Forsaken Chronicles. Started in 1760 Montreal, this game leap frogged through time until we found ourselves in 1999 NYC and taking smaller jumps. The Chronicle ended in April irl, and in 2012 in game.
First irl go at GMing was Star Wars Saga edition; I use to be a petty-admin and junior Storyteller for a VtM Revised edition MU* prior that.
The first rpg this year that I bought was They Came From Camp Murder Lake.
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lazyflux · 9 months
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Apparently there was a heist at gencon???? Blades in the Dark LARP gone too far??
So much ttrpg goodness today from video games to gencon. Productivity is tanking.
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lazyflux · 9 months
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Day 5. I was going to say GURPs but I think it's more accurate to say VtM Revised edition.
Day 6. City of Mist. What a great game. Definitely deserves more love.
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Cross posting from a Discord. New round these parts, so I figure I'd catch up on this and hopefully hear from some y'all!
First rpg this year was most likely my Requiem x Forsaken Chronicles. Started in 1760 Montreal, this game leap frogged through time until we found ourselves in 1999 NYC and taking smaller jumps. The Chronicle ended in April irl, and in 2012 in game.
First irl go at GMing was Star Wars Saga edition; I use to be a petty-admin and junior Storyteller for a VtM Revised edition MU* prior that.
The first rpg this year that I bought was They Came From Camp Murder Lake.
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lazyflux · 9 months
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Cortexavania
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Preparing my Cortex take for the oneshot on this tonight. So much is being shamelessly lifted, tbvh. Beneath a Cursed Moon gave me a Skill list, appropriate ideas for archetypes in the setting, and some ideas as to what Distinctions some of the premade characters should have. Changeling the Lost gives me an idea for Huntsmen antagonists with our band of adventurers caught in a crossfire. Meanwhile, both Diablo and Castlevania provide the set dressing for the setting as a whole.
Should be a fun night! I'm particularly happy with the Scoundrel abilities. I didn't get to visit Devil's Contract SFX as much as I would have liked, but it was something I was determined to have in the game; the idea that an invisible force could be pleaded to for strength. Is it Fae? Devils? Something else entirely? For the Warlock class (not pictured), it's assumed they've sold their soul entirely. Their only Value is Power, which gives some upfront benefits, as well as the ability to keep 3 (instead of the usual 2) dice for their total on rolls when what they're doing has Power in their pool and comes at someone's expense. There is a road for redemption here, where the Warlock's Power die is given to an ally, then stepped down a size for the rest of the session -- stepped down too much and they just lose their ability to conduct magic.
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