Showing posts with label Lovejoy. Show all posts
Showing posts with label Lovejoy. Show all posts

Sunday, 9 August 2026

Making Hounds Modern (Bookhounds of London)

I know you’re away from your excellent blog at the moment for personal reasons, but when you’re back (not sure if you take suggestions) I’d be really interested in how you’d generally approach updating Bookhounds to the present(ish) day.

Thanks to Fred for the suggestion! 

Would I update Bookhounds to the modern day, as in 2020s? I'm not sure. 

Part of my hesitation is due to the simple fact that there are plenty of modern-day horror games already, some of them very well established. Night's Black Agents and Esoterrorists being the two obvious examples. True, they have a different feel, being espionage-tinged rather than mystery-oriented. But they would be fighting for the same thoughtspace. 

That's a minor issue. 

The larger point has to do with M.R. James and emotional resonance.

Eton's master of ghost stories, M.R. James, was known to wax lyrical on the subject of atmosphere. 

 ... the setting seems to me all-important, since in it there is the greatest opportunity for variety.

It is upon this and upon the first glimmer of the appearance of the supernatural that pains must be lavished. But we need not, we should not, use all the colours in the box. In the infancy of the art we needed the haunted castle on a beetling rock to put us in the right frame: the tendency is not yet extinct, for I have but just read a story with a mysterious mansion on a desolate height in Cornwall and a gentleman practising the worst sort of magic. How often, too, have ruinous old houses been described or shown to me as fit scenes for stories.

‘Can’t you imagine some old monk or friar wandering about this long gallery?’ No, I can’t ...

Roughly speaking, the ghost should be a contemporary of the seer. Such was the elder Hamlet and such Jacob Marley. The latter I cite with confidence and in despite of critics, for, whatever may be urged against some parts of The Christmas Carol, it is, I hold, undeniable that the introduction, the advent, of Jacob Marley is tremendously effective.

And be it observed that the setting in both these classic examples is contemporary and even ordinary. The ramparts of the Kronborg and the chambers of Ebenezer Scrooge were, to those who frequented them, features of every-day life.

In a story-heavy game of this sort, you need to hit the key notes. You need to be able to persuade the players that this is where they want to spend their time. James makes an excellent point about the supernatural: the setting should be contemporary and ordinary.

But.

Emotional resonance requires a shared emotional state. You need to bring the players with you on the journey. You need to make this setting Bookhounds and at the same time make it modern. It needs to feel contemporary to those who inhabit the setting. 

The question then becomes, what makes a setting Bookhounds as opposed to, say, any other game setting, and how to make that modern while at the same time retaining its Bookhounds qualities? 

Once you know that, you can nail the Contemporary bit down.

The global Depression has driven an unprecedented number of collectors – both individual and institutional – to sell off their holdings for whatever they can get. The global crisis has also driven an unprecedented number of over-educated, morally bankrupt aristocrats and resentful would-be Great Beasts to experiment with black magic … including the Cthulhu Mythos. Between the two groups, sellers and buyers, a specialty market has sprung up in blasphemous tomes, no questions asked.

You cater to that market ...

Now, you could argue that sounds a lot like the 2020s, and broadly speaking, you're not wrong. However, I would argue there's a better version of London you could use. One that more accurately fits the great Depression/Great Depravity model, with its resentful Beasts and whinging aristocrats. One that is more Bookhounds than the 2020s.

The London Nobody Knows (James Mason)

Say hello to the late 1960s early 70s. 

You've had the Wars. You've had Suez. Mau-Mau and Maylasia. The Empire is on its way out. There's war damage, bombed out wastes and the occasional still-ticking bomb hidden away in the mess. Thirteen Wasted Years! (of Conservative rule). Vietnam is smoldering away and, while the UK isn't directly involved in that mess, several thousand troops are Over There along with a massive quantity of British made munitions. Mind you, if you don't like Over There there's always Across The Water, in Ireland, where things are getting very nasty. The economy's sputtering and while we haven't quite reached the age of constant strike action, you can see it without a telescope. The country (the world) is months away from an oil crisis, an economic collapse, a banking crisis, and in Britian's case a collapse of the government.

You've got a UK that's all but on its knees, and a London that still hasn't excavated itself from the rubble left behind by Nazi bombs. A London that's lost its shipping status and now has eight square miles of derelict land right at its heart, where its Docklands used to be. 

If that isn't ripe for horror storytelling I don't know what is. 

Added to that, you have the bonus of Fall of Delta Green, which is also a Gumshoe setting. This is happening at about the same time, and you can liberally borrow from it to enhance your game.

How would I adapt the existing rules for this setting? 

Well, the great thing about picking a period like the 1960s-70s is there's less of a need to adapt the character sheet or invent new abilities. Yes, technically there is Computing, but it's such a specialized skill and directly affects the lives of so few that I'd be inclined to leave it to the Boffins, to the NPC experts. Other than that, I don't think there are many, if any, abilities that need to be added or modified. 

I would be inclined to steal the Chase and Thrilling Chase rules from Night's Black Agents, if only to recreate The Sweeny.


                                                                                                                                                                        I don't think I'd change the character creation rules with its heavy emphasis on creating characters who run away. Running away is a good idea. There's no reason to create combat monsters. This still isn't a combat game.

Not sure I'd steal the Cherry rules. Again, this isn't that kind of game. You still aren't playing hyper-competent people. If anything, you're creating barely competent people. Flawed heroes. More likely flawed protagonists - forget the hero part.

What I might steal are the achievement rules. This feels like the kind of game where pools deplete more quickly than the original, and a means of instant refresh midway through a scene could improve play. Besides, in gaming, achievements aren't limited to the Halo and Modern Warfares of this world. Any game can have them. Even point-and-click adventures.  

The biggest rules draw, from my POV, is that you wouldn't have to change the Auction rules.

Auctions are at the heart of Bookhounds. A Bookhounds game without some backroom shenanigans and Lovejoy antics at the sales room just isn't a Bookhounds game.


Lovejoy Action At The Auction

I can't help but think, however, that if you introduce the internet and outside bids to the auction room you need some kind of rules finesse to account for it. Greater Auction pools, possibly, or some means of making the auction a Thrilling contest in the same way Night's Black Agents makes chases thrilling. Which would also mean bigger Auction pools or at least an easier way to get Auction refreshes mid-contest.

Admittedly in the 1960s-70s you have the option of telephone bidding, but it's relatively rare, in-period. You don't need a rules finesse for that.

In any setting change, TBH, one golden rule ought to be Keep It Simple. You can tack on a Stupid, there, if you like, for the whole KISS. Any settings change that lets me keep the major mechanic of the setting intact, no finesse or additional rules, is a good thing.

That's the rules bit discussed. 

However, the biggest setting change would have to be international travel.

There's a travel component in Bookhounds 1930s. You're expected to wander off to forgotten libraries in the Home Counties, perhaps to attend auctions on the continent. No further, though. It is Bookhounds of London, after all. Edinburgh, perhaps Berlin, is about as far afield as anyone expects you to go.

The 60s, though, is the dwindling of the Jet Set era. 

The Jet Set kicks off in the 1950s-ish, with international travel winging across the ocean blue. It's the purview of the rich and brainless, of course. The ones with cash to pay. But it's getting cheaper and cheaper all the time. By the time the late 1960s roll around, flights become truly international. Anyone can go anywhere. 

Which means your Bookhounds might as easily be in New York as Norwich. 

In fact, from a game perspective it might be fun for them to spend some time in New York since that city's famous Book Row still exists. It's dying off, of course. But from a plot perspective a dying Book Row is evocative, as well as a handy source of book stock. Besides, American buyers have deep pockets. You need buyers to keep yourself in the manner to which you would like to become accustomed.

Plus, if this is early 1970s then we're a couple short breaths from turning New York into a Warriors simulator. Which has its own plot lure.


However, and going back to London for a moment, one of the biggest draws to relocating Bookhounds to this period is London itself. You can still find relics of the Victorian age, the Edwardians, Art Deco rubbing shoulders with Nazi bomb sites. Anything you want to still be there in the 1960s can plausibly still be there in the 1960s. This becomes less and less likely the further you head into the future. Many of the things seen in the James Mason documentary (the full version of which is on YouTube) will be gone within a decade or so. 

Not all of them, mind. I'm reading the book on which that documentary is based and just come across a bit where it waxes lyrical about the Bunch of Grapes, a fun little pub on the river currently owned by Sir Ian McKellern and which hasn't changed all that much since it was built. 



Not every pub can have a famous savior, of course. The vast majority of the Docklands the Grapes was built in has long since vanished, including all the pubs that used to be next to the Grapes. Still, the boozer's a highly recommended venue, if you have an hour or two to spare in London. That rear balcony overlooking the river is not to be missed.

Leaving aside locations, this is also the last time period you can reasonably expect to have veterans of the First and the Second World War still living. Retired, probably, in the case of Great War vets, but still living. Whether this is useful to you will depend on your plots, but it can be very handy to have someone still living who remembers X - whatever X may be - and was a first-hand witness to events.

The main book goes to great lengths to describe each section of London and none of that has to change. The East End is still the East End. You don't see the great regeneration of the 1980s and 90s. Canary Wharf isn't even a glimmer in a developer's eye. 

If you've already played Bookhounds in the 1930s then you probably have established locations, NPCs, rivals, bookstores. Some of them will probably still be around. Even the ones that aren't leave memories behind. A place like Du Bourg's, for instance, which was already on its last legs, might have gone under at some point during or after the War. The building may still exist. Is its cadaverous founder still down there in the basement, waiting for its people to read out the finances of the last year?

What I'm getting at is, if you've already played 1930s and now want to move on, relocating to the late 1960s doesn't mean you have to throw everything away. The greasy spoon the 1930s characters went to time after time can still exist. Or, if it's changed and under new management, the management can be the kids or grandkids of the originals. Same for the pubs, the shops, the auction houses - everything stays broadly the same, just with greyer hair and a paunch. 

That eager beaver young constable, for instance, who walked the beat in the 1930s is probably still alive in the 1960s. Retired, likely, or very close to it. Probably had a promotion or two. But he still exists. Old Doctor Farringdon is most likely dead but the surgery he worked in is still there. The pub everyone went to at end of day is still there. Cracks in the walls, most likely, and there may be bomb damage. But it's still there.

Basically, if you go this route, then London is still London and is recognizably the London your players are already familiar with. Changed, yes. But still with enough similarity to the original that you don't have to start reinventing any wheels.

It's also one of the last times you'll see Old English traditions and customs in their unpolished state. Guy Fawkes. May Day. Old football. Cheese rolling. Yes, some of these things still exist in touristified form today, but it is touristified, made safe, made innocuous. It's not the way it was, for good or for ill.


From BFI's Barley Mow documentary

I don't think you'll find that one on YouTube but I recommend seeking out the BFI DVD if you like that sort of thing. Might be on the BFI Player as well; not sure.

In summary: 

If you want to update Bookhounds to a modern(ish) setting, have at it, but I would recommend the late 60s early 70s rather than current modern day. There's enough left of the past that you don't need to change much in your historic background. The rules can stay broadly the same, with some minor tweaks. The major markers of the setting - economic near-destitution, rocky politics, the desolation and depravity of the great and good - are all still there.

Enjoy!

                     

     

Sunday, 30 October 2022

Let's Uncover and Trace a Secret (Night's Black Agents)

Trace. The agents must find something, possibly something that went missing long ago.

Uncover. The agents must uncover a mystery.

Briefly: the Bankhaus is an investment bank with a murky past and has offices in several major cities, of which the Conspiracy has control over the Paris and Zürich branches thanks to its control over Lisle Klingemann, daughter of the boss and a senior partner in her own right, and Albert Ahrens, controller of the Zürich branch and Lisle's devoted slave. The Bankhaus is mainly interested in software development companies, particularly in jurisdictions within Europe, though it has a significant sideline in mining, especially in East Asia, a holdover from its former interests.

It has swanky offices, lawyers, a ton of assets on the book and off, and when it makes calls they get answered by senior politicians and members of the financial elite. It almost doesn't matter whether this is a Supernatural, Damned, Alien or Mutant game; all factions are going to want a piece of the Bankhaus whether to get access to its bottomless bank vaults or for more esoteric reasons.



Clue 

Much like Hunt and Rescue, Trace and Uncover share similar structure and, ultimately, have the same goal. 

In both cases you, you lucky little blighter, are chasing after a McGuffin. The only real difference is whether that McGuffin has physicality or is more metaphorical in nature.

Let’s say you’re trying to Trace something in the present day. There are all kinds of ways that can happen. You can talk to people, you can use electronic tracking methods, you can consult timetables, shipping manifests, shippers, government bureaucrats – any possible source of information, really. Beware common mistakes. Is that number the right one, or was there a transposition? Do you have the right address?

All of this depends on a central premise: that there was a Thing to trace in the first place. Whether that Thing was a person, an object, or something else, it had physical presence and left a trail of information in its wake. Much like the Maltese Falcon it has a history and through that history you can find its current location – in theory, anyway.

Uncovering a mystery has basically the same principle, only this time the McGuffin you’re looking for may or may not be a Thing. It’s as likely to be a Fact. Who killed Colonel Bruce ‘Buff’ Orpington in the locked library of his Yorkshire manor house? Who stole the Muffinchops Diamond? What really happened at that secret meeting? Who betrayed Edom to Dracula back in the 1970s?

The key point being no matter whether you’re Tracing or Uncovering, you’re using the same base skill set to do it and finding the same kind of clues in the process. 

It can be a very thinky adventure. Where a Hit or a Hunt implies some kind of action sequence, there’s no such implication here. You could do exactly as Holmes’ brother Mycroft and solve the entire thing from the comfort of your sitting room. You could do as Poirot does and carry out a little investigative fieldwork while allowing your grey cells to do the heavy lifting. Either method assumes that the investigator does most of the work with their mind, not their fists. I can’t think of a single Poirot, for example, where the detective actually engages in fisticuffs, never mind a gunfight. The TV show was a bit different in that it had to have an action scene, but it was nearly always a Chase of some kind that didn't involve Poirot directly. Even Holmes, for all his legendary baritsu, very rarely stoops to a physical altercation with his villains. 

Which is great, if you’re into that kind of thing. It plays very well with Dust, and Mirrors. However, even die-hard Dust fanatics want someone to march into the room with a gun in their hand every once in a while.


Get Carter 

Get Carter fits very well with this kind of paradigm. In a sense, it’s both an Uncover and a Trace. It starts as an Uncover and starts becoming more of a Trace once Carter realizes the true nature of the mystery he’s trying to Uncover. Plus, while there’s a fair amount of violence it’s more along the lines of a film noir than a James Bond.

One interesting variant on the theme could be Uncovering the mystery of what happened to the agents when they blacked out/were under the influence of hypnosis gas/were Renfielded. This uses basically the same premise as a Trace, except this time the agents are Tracing their own movements. What are those peculiar entries on my credit card statement? Did I really call Pizza Hut 20 times in 30 minutes? What the hell was I drinking?

Potentially this could cover years. If the agents were tools of the Conspiracy from, say, 2000 through to 2010, they’re going to want to know what they were up to in that period. There’s no reason why the Director should let them know everything after one scenario. There could be a mystery element, something that keeps popping up in the long-term narrative the same way Anthony Price uses Debreczen, the alleged school for spies in East Germany, in his 1970s/80s spy novels. 

Incidentally I note that Anthony Price left us in 2019; when I wrote Dusting Off Price in 2013, I wasn’t sure what had happened to him. He was living in Blackheath and for a while there I was in Greenwich and knew Blackheath well. For all I know, I walked past him in the street.

Point being this could become long-term backstory for the agents, and the players. The Uncover, the Trace, don’t have to be single-shots. They can be something you return to again and again as the agents get closer to the source of the mystery.

Then, of course, there’s the bleedin’ obvious. Which is, that the search for Dracula in the Dracula Dossier is as much an Uncover and a Trace mission as it is anything. You’re trying to Trace an individual who leaves a trail – all those coffins and corpses – while at the same time Uncovering the mystery of who he really is, what his weaknesses are, and whether or not he can be killed with garlic pizza.

Even the novel has elements of Uncover and Trace. The heroes Trace Dracula's coffins and Trace his escape downriver to his castle; they Uncover his relationship with Renfield. However, the novel isn't entirely about Uncovering secrets and Tracing things, and there's a strong argument for saying your scenario shouldn't be, either.

Ultimately it will come down to you and your players as to which side of the fence you fall on, but this is one time you should think of scenario building in the same way you'd think of, say, cooking or chemistry: so many parts of this to so many parts of that. Two parts Trace to one part Uncover, that sort of thing. 

Start with the solution and work backwards, says the Resource Guide, building a trail of clues that connects the initial hook to the final scene. Sound advice for both types of scenario.

All that said, let’s go to the Bankhaus.

Let's use Uncle Albert. When I first described the Bankhaus I said:

Albert wants to keep Lisle happy, but it's possible that her continued mental domination has awakened certain desires in him that, until now, he's been able to suppress. He may have a collection of Lisle-a-likes kept at private apartments, or be a familiar figure at local BDSM establishments.

Let's say Uncle Albert is keeping a Lisle-a-like at a luxury apartment in Aarburg, a quiet little Swiss town with a lot of history. Picturesque. Touristy. Small. 

 

Luxury Aarburg Apartment image sourced from Luxuryestate.com

The first order of business is to Trace the Lisle-a-like, presumably because she has well-connected friends who know how to reach out to people like the agents for help. Or, because agents of another vampire-related agency - Edom, say - are using the Lisle-a-like as an excuse to hire the agents, pretending to be concerned parents when in fact they're using the agents as disposable stalking horses. 

The next question you want to ask yourself is how much Uncover, how much Trace? The agents will be Uncovering the mystery of why Albert wants to keep Lisle-a-likes, while at the same time Tracing the Lisle-a-like. I'd guesstimate about two parts Trace to one part Uncover, but it's up to you.

Ideally at the end of the scenario the agents know, or think they know, why Albert wants a Lisle-a-like - the Uncover - and they know where this Lisle-a-like is. Moreover, from this point they should have enough information to know where to look for the next bit of cheese in the maze. They should know about Albert's connection to Lisle, for example. They should know what kind of techniques Albert is using to create Lisle-a-likes, but not where he learned them, or (if specialist equipment is needed) where he's getting his toys.

Unless the agents have been particularly sneaky they also ought to have incurred at least one conspiracy reaction. Are the vampires tracing them? Attacking their allies, menacing their Solaces? That's because they dared Uncover the mystery, interfered with the proper workings of a Node, and brought the wrath of the undead on their vulnerable little Solaces. 

What about the Reverse? Well, in this instance the agents aren't trying to find anything. They're pretending that they already have something, and they're daring the enemy to come get it.


Lovejoy TV show titles, starring Ian McShane

It's a grift, a big store or a short con, where the agents are Henry Gondorff and the conspiracy's people are Robert Shaw's Doyle Lonnegan. 

Using the above as an example, if the agents were to abduct the current Lisle-a-like from her luxury apartment in Aarburg and then dangle her like a carrot in front of Uncle Albert, driving him to distraction and forcing him to chase after her, that would be a reversal of the Uncover/Trace. Now Albert's doing all the work and the agents are playing keep-away. 

This runs the risk of being unplayable for the same reason that a reverse Sneak is unplayable; it's mechanically possible, but the NPCs are doing all the fun plot stuff. That's never a good position for the Director to be in. 

However, a reverse Uncover/Sneak has one undeniable benefit: the agents are taking an active role, because they're the ones pretending either to be something they're not or to have something they don't have. They're the ones selling the big store, roping in the sucker and feeding him the convincer. Those are all active roles.

Let's say this pretense revolves around the Lisle-a-like's ex-lover sneaking back into her life as if she was Rapunzel and he (she?) the roguish prince come to rescue her from dolor. Then the reunited lovers rush off to, well, anywhere really, but let's keep it in Europe and say Cortina d’Ampezzo, Italy, for a skiing holiday. They might even have stolen some of Uncle Albert's cash to make that happen. It's actually all a ruse to lure Albert out of his place in the Node so the agents can do something nefarious, but if it works ... the payoff will be sweet indeed!

That's it for this week, and this series. Enjoy!  
  


Sunday, 6 November 2016

Wicked Bibles (Bookhounds of London)

In 1631 printers Barker and Lucas committed a grievous error when they reprinted the King James Bible omitting the word 'not' from the Commandment 'thou shalt not commit adultery'. This earned them censure both ordinary and Royal, as well as a trip to the Star Chamber and a hefty fine plus loss of their license to print. Most but not all of these so-called Wicked Bibles were immediately burnt, making surviving editions increasingly scarce, and valuable.

Which brings me to Lovejoy, a gentleman I've commented on before. The books are recommended reading for Bookhounds Keepers but the TV series is fun too, and this time out I have my eye on Season 5 Episode 12 Never Judge a Book by Its Cover. In that one Lovejoy offers to evaluate a potentially valuable bible for a pair of spinsters, only to discover that it might not be the find he thought at first.

So let's talk about a Bookhounds scenario idea: The Reward of his Wickedness, a reference to Judas who died on the Field of Blood.

The scenario opens with the characters in unfamiliar surroundings: Oxford, Cambridge or similar. They are there, if the shop is Credit Rating 3 or better, because they've been asked to evaluate a library, perhaps by one of the poorer Colleges or a scholar. If less than 3, then they are there because they've found out a dead scholar's library is about to be broken up, and they hope to snap up some bargains or at least materials out of which they can make a good forgery.

While there their attention is drawn to a pair of elderly spinsters, down to their last pennies. The old dears can't afford anyone famous or accredited, so they turn to the protagonists to help them. They have only one thing of any value: a Wicked Bible. Is it the genuine article and, if so, how much is it worth?

There's a complicating factor. The sisters' cousin, a C of E vicar but lately defrocked for dubious dealings - Keeper's choice as to what - is lurking on the sidelines. He claims that the Bible is his by rights, and if it's worth anything he intends to sue for possession. He approaches the characters early on, offering them a fat commission if they tell the sisters the Bible is worthless, so he can snap it up for cheap.

He knows a little Magic, possibly Idiosyncratic, but it's his long-dead great grandfather who was, in his day, the real sorcerer and owner of the Wicked Bible. This fellow, Joshua, was a contemporary of Von Juntz, and helped translate Von Juntz's works for the Bridewell 1845 edition.  Joshua died under mysterious circumstances in 1844, less than a year before the Bridewell edition saw print. His death is one of the reasons why the Bridewell edition is so badly translated. He's supposed to have left behind him an extensive library with several important Mythos texts including proofs of the Bridewell edition, but most scholars believe this library was broken up or lost soon after his passing.

The Wicked Bible turns out to be a Nineteenth Century fake, and therefore worth much less than the sisters think. It's cleverly done, and the spend to discover this is 2 points Forgery or 1 point Forgery 1 point History. However those who make this spend also discover there is an extra page in the Bible, and that illustration - not found in the original - shows Judas dying on the field of blood or Hakeldama, in Jerusalem.

However the Field looks remarkably like Joseph's country estate, as it would have been back in the 1840s. The big difference is that one building exists in the drawing that was not there in the 1840s; a decorative folly in the northwestern portion of the estate, overlooking an artificial lake. It might have been planned, but it was never built. History, Library Use (comparing contemporary maps with the existing estate), Flattery or Reassurance (talking to the sisters or possibly the cousin) discovers this.

The estate is now owned by a noveau riche family whose papa was a big name in manufacturing, and he guards his privileges jealously since the local powers that be have snubbed him at every turn. He hates the pack of 'em, and would cheerfully shoot foxes day and night rather than let anyone on his land. Consequently he keeps a large number of foresters, none local, who set traps for poachers and discourage hunters and ramblers from coming on the property. Getting to the site of the folly wants Stealth, Outdoorsman and Sense Trouble to avoid the worst of it. Alternately they may try to come to some arrangement either with the property owner or one of his foresters. The foresters can be bribed, but the owner responds only to appeals to his business sense; an understanding of Physics, Chemistry or Bargain is the best way to win him over.

Once they get to the site of the folly they discover that there is something there; it just isn't what they were expecting. Rather than the Hellenic temple shown on the drawing, the 'folly' is a cleverly built hidden tomb. It's made to blend in with the landscape and is covered by a layer of soil and shrubs, so if you didn't know it was there you'd never be able to find it.

Inside the tomb is old Joshua's secret library, where he intended to use necromantic arts to keep himself alive for eternity. However he wasn't as clever a sorcerer as he thought, and he never returned from the grave. He did leave behind a guardian, and it's Keeper's choice as to exactly what this gruesome creature is. If the cousin hasn't already been dealt with, then perhaps his gruesome corpse is the first and only warning the protagonists get that something wicked (and tentacled) this way comes.

As to what's in the secret library, it could be anything. Original Von Juntz, perhaps, or other valuable Mythos texts. Or maybe the library wasn't as preservative as Joshua intended, and the really valuable items have been destroyed by damp. It could even be that some clever pillager got there first and took the really good stuff, leaving the rest behind for fear of the guardian.

If that happened then there should be clues as to who that pillager was; it might have been the clerical cousin, if he's been dogging the characters' heels this entire time. But it could be more interesting to lay the crime on someone else, perhaps an already established rival or some nineteenth century tomb robber whose career can then be traced, leading the protagonists to the loot by a roundabout route.

Of course by the end of all this the characters may come away with a fantastic find. They then have to prove it's genuine, which means establishing some kind of provenance. Tricky, given the circumstances in which it came to them.

But, as always in Bookhounds, the trouble with finding treasures like these isn't so much how to get them, as what to do with them once you have them ... Which leads to a different scenario altogether.

Enjoy!

Friday, 14 November 2014

Lovejoy and the Mythos: Bookhounds of London

If you've never read Jonathan Gash's Lovejoy series, I recommend them to Bookhounds Keepers in particular. The TV series is fun too, but it has a broad comedy streak, and comedy rarely ages well. Still, it's worth looking at for the atmosphere alone, and since many of the episodes involve auctions of one form or another, it's handy for setting the scene if you have an auction coming up in your game and aren't sure what to do about it.

I want to talk a little about divvies, but for that to happen I need to describe Lovejoy to the uninitiated.

Lovejoy is the main character in the series. He's an antique dealer and forger with an unusual talent: he can spot the real thing. In the series it's described as a near-supernatural gift; he can just feel when an antique is right, a talent he calls his 'bell' which rings the minute he comes into contact with the real thing. It makes him especially desirable to a certain kind of collector, and also a certain kind of criminal. Often it means he's swept up in one scheme or another, desperately trying to keep one step ahead of the people trying to manipulate him.

The very first book, The Judas Pair, is a case in point; Lovejoy is hired to find a near-mythical set of flintlock dueling pistols, only to discover that murder follows in their wake, and not just because the pistols themselves are desirable. In that story Lovejoy is hired by the brother of a former owner, who apparently was shot with one of the dueling pistols, though neither weapon can be found. How did Eric Field die? Who has the pistols now? What are they prepared to do to keep them?

This is actually one of the better ones for Keepers to pick up. Since it is the first, Gash is heavy on the detail, and there's plenty here about the shadowy world of antique collecting and forging. However we're not here to talk about books: we're here to talk about forgery.

In the game, the Technical ability is described as follows: 'you can create a false document, forge handwriting with a sample to work from, or (given time) fake an entire book. This ability does not convey any special skill at creating aged paper or ink, or at bookbinding, or an ability to write or otherwise create a given volume.' Which is good so far as it goes, but the poor forger is then lumbered with half-a-dozen Art and Craft specialties that he absolutely has to have in order to do his job, and will never actually use in game unless the Keeper's feeling kind and manufactures a clue to suit his peculiar build. Given that ability pool points are at a premium during character creation, I tend to say that a forger needs Art and Craft, but doesn't need to sink points into all those different specialties.

However this merely means that the character can create a forgery, and I suspect in most games this ends up meaning that the players decide to make a small fortune by forging, say, the Cthaat Aquidingen half-a-dozen times, palming each hooky copy off on some unsuspecting occultist. How often does it happen that someone tries to pass a forgery off on the player characters?

The Document Analysis ability allows players to tell fakes from genuine, but there is no in-game equivalent for any other kind of Analysis. It could be easy enough to rationalize different kinds of Analysis, all of which are Technical abilities that do broadly the same thing as Document Analysis but which work in other mediums: Art Analysis, Weapons Analysis (for those antique arms and armor), Furniture Analysis, Collectables Analysis (for any small tchotchke that doesn't fit in the other categories), and so on. Naturally the characters aren't going to be interested in these Abilities, not unless toy collecting - or what-have-you - is also part of their store's remit. These would be NPC abilities, for those moments when your character has to phone a friend to properly identify and value the item in question.

Of course, this does tend to create the impression in the players' minds that Analysis (of whatever type) always works; you spend a point, you get the benefit. That isn't precisely so. I would count these kinds of Analysis in the same way the game counts Lockpicking: an ability that always reveals a clue when there is a clue to be had, but which can also be used as a General ability. General abilities can fail.

Which is where Lovejoy comes in. As a divvy he has a special talent, his Bell, which in game can best be represented by Idiosyncratic Magic, used to bump up a General roll that didn't quite hit the Difficulty target. Exactly how this would work is up to your enterprising Bookhounds, but I'm sure they can think of some peculiar ritual that helps them tell false from real.

In the Bookhounds universe, there's bound to be a few divvies out there with actual magical powers. There's also bound to be even more people who pretend to be divvies in order to get customers, or who actually believe they have powers when in fact they do not. The psychic field is full of deluded practitioners who honestly believe everything they say, but just because someone swears a thing is so does not make it so.

It's up to the Keeper whether he wants one of the player characters to be a divvie. There's no real harm in it, and it can help the forger out. I find that forgers in my games are a bit like netrunners used to be in Cyberpunk; the idea's great, but the actuality doesn't really work the way you think it would. Forgers often end up locked in the back room, talking to no-one, diligently creating fakes. They lack a reason to get involved with the outside world, but certifying true antiques from forgeries gives them a reason to get out and meet people, and having a reputation as a divvie means the outside world will eagerly come to them.

But what is a fake, exactly? It's something that pretends to be real, and have value. That 'have value' is the most important part of the equation; nobody bothers to forge things that are easily available on the open market, for little or no money. From a Bookhounds point of view, it's a potential disaster waiting to happen.

Consider: every shop, no matter what it sells, operates ultimately on the basis of goodwill. So long as people think the store is reputable and does good business, customers will keep walking in the door. Many businesses, particularly in the service industry, are bought and sold on the basis of goodwill alone, not its physical assets. Any restaurant can buy tables and chairs, but they can't buy customers, and if there's a food poisoning incident that hits the papers, you can bet that restaurant's goodwill just dropped through the floor. It's the same with a bookstore. Who wants to be known as the bungler that certified a fake as the real thing? What store wants a reputation for passing off hooky merchandise? That's why a reputable dealer, if he becomes aware of a fake in his collection, has to eat the cost rather than try to pass it on to an unsuspecting customer. The consequences of being found out are just too great.

From a game perspective, being found to have sold forgeries, knowingly or not, must count as a Reverse. That means someone needs to be checking incoming stock, to make sure none of them are too good to be true. I'd suggest a Difficulty 4 check once every so often, perhaps at the beginning of the session, though not at the beginning of every session. However I would suggest that successfully selling a valuable forgery does not count as a Windfall, except for shops with Credit Rating 1 or lower. One sale, more or less, does not make a business; but being caught selling fakes, even once, can ruin it.

That's it for the moment! I hope you found this useful.

Thursday, 13 October 2011

Bookhounds Campaign Thoughts

This is inspired in part by a thread on YSDC.

For those who aren't familiar with the setting, Bookhounds is a 1930s era campaign book for the Trail of Cthulhu horror RPG. The concept is, the characters are traders in antiquarian tomes of one kind or another, particularly occult or outre grimoires, and they get their daily bread by trading in knowledge that man was not meant to know. It's a fine line: do you opt for poverty and refuse to sell to the sinister gentleman who may have very dangerous ideas, or do you damn the consequences and hope it all comes out all right in the end? Perhaps you opt for an even more dangerous game, and forge realistic looking tomes for sale to the highest bidder. The setting lends itself to M.R. Jamesian spook stories (many of his protagonists were antiquarians, and not a few found themselves in awful trouble because of a dusty old book) and has an atmosphere that's part Lovejoy and part Club Dumas.

The question is, what to do with it? Bookhounds is an impressive toybox, but can leave even veteran keepers feeling overwhelmed. As a setting, it's very nearly unique; plenty of games have horror elements and London certainly has been used before, but the antiquarian book trade is something altogether other. Most RPGs assume that the protagonists are Heroes with a Capital Haitch, and while Cthulhu tends towards the weedy academic side of the street even so there's usually one or two brutish toughs in the group. This time everyone's a cultured sort of gent who wouldn't dream of dirtying their knuckles - not when they can pay someone else to do it for them, at any rate. How do you set up a campaign with that sort of group?

Well, the obvious first step is to pick an antagonist. The essence of the setting is trade: the characters are buying and selling knowledge. Therefore the antagonist is going to be someone interested in that knowledge.

This is slightly different from the average Cthulhuoid plot, in which a disparate group of loons get drafted in by dear old pal X to globetrot around the world (see also Masks of Nyarlathotep, Horror on the Orient Express) fighting cults or helping stop the awakening of Old One [fill in the blank]. This time out there is no dear old pal X nor is there necessarily a global conspiracy. There's just the trade, and most of the action will be taking place in one location, London.

So let's start out by designing that one antagonist whose actions will spur the plot along: the customer. [S]he may or may not be mortal, or human. That said, there has to be power here, and a lot of it, for two reasons. First, without power there is no real conflict: the characters will probably be able to foil the evil schemes of a hobo living in the back alley behind the shop. Second, without power there's no real reason to worry. Even if the hobo's machinations aren't stopped, they can probably be ignored.

There also has to be an overarching goal for the antagonist. [S]he wants knowledge; if not, there'd be no reason to do business with the characters. There must be a reason for wanting that knowledge. Perhaps they want more power, or immortality, or to create some lasting monument to their God (or themselves, if they're going the Carnegie route). Whatever it may be, it is a concrete goal which they can only achieve by using occult means.

With those two facts in mind, let's brainstorm.

Assume a very wealthy widow, Sarah Montgomery, who lost her two sons in the Great War, wants to recreate the world that she believes was lost when the Guns of August started firing. She doesn't just want her sons back; she wants to remake everything as though the First World War had never happened. Because she has dabbled in spiritualism she came into contact with someone steeped in Mythos knowledge, Stanley David Fentiman, ex-Oxford don, who has a different goal in mind: he wants to recreate the school of black magic that existed at Chorazin, once upon a time, and set himself up as its new (immortal) headmaster. Fentiman is using Montgomery's money and connections to get the knowledge he needs, and in exchange he's promised to help her get what she wants.

Here you have two antagonists with very different goals working together. One is motivated by grief and loss, the other by a lust for power and immortality. In each case the motives are human and understandable, but in order to achieve their goals both will have to steep themselves in Mythos knowledge.

Which is where the characters come in. At first they may only know about Sarah Montgomery, and they may not even meet her face to face. After all, someone as wealthy as her can afford to hire agents to do their work for them. However they will be drawn into her schemes by her continuing search for Mythos knowledge, and in the process of uncovering books for her they'll reveal her overarching goal. Who knows? They may even agree with her, that the world would be better off if the War never happened. That said, the methods she's using to get what she wants are highly questionable, and could lead to disaster. She'll be drawing on the powers of the Old Ones to do what she intends, and that can only lead to trouble. Is her plan even feasable, or has Fentiman lied to her to get her to finance the project?

This could easily turn into a two-pronged campaign. The opening act would introduce the characters to the world, and to Sarah Montgomery. The second act would reveal Montgomery's plotline, and have the characters attempt to foil it, or perhaps pick up the pieces when it all comes crashing down around her ears. The final act would be a race against time to stop Fentiman, before he does something that will change the world forever. More on that kind of campaign design later.

For the moment, consider this: you oughtn't to start a campaign by wondering what kind of threat to fling at the players. You ought to start by thinking about your antagonist: what do they have, and what do they want? For it's the antagonist that will drive the plot, and whose actions the characters will have to react to. Without a good antagonist, you can't have a good game.

That's it for the moment! More to come.