Sunday, 28 September 2025

Death Mask 4 - the First Arc

This will be the last in this series. I may come back to it later; we'll see.

OK, we have Rome, we have the Building, we have a reasonable idea of the OPFOR. The next step is to decide on the opening arc of the campaign, on the assumption this is, at minimum, a 3-act structure.

Let's go over the basics.

A CORE CONCEPT tree bears CORE CONCEPT fruit. So, for example, a DAMNED tree always bears DAMNED fruit. This is a little like Rome, in that every road leads to the same terminus, but it's worth bearing in mind that, if you start with X, you always want to finish at X. Tone is critical. It should remain constant. 

Establish the setting, the characters and the overall mood of the game. Always remember that, while you may have a clear idea of what's happening and why, the players do not. Or, they may have an idea that is wholly at odds with yours. The first act is critical in that it nails down expectations and gives everyone notice as to the kind of game this is.

Put in this way. There are worlds of difference between this film:


The Mummy (1932)

This film:

The Mummy (1999)

And this one:

The Mummy (2017)

But they're all basically the same film. I've only seen two of these, incidentally. Guess which two.

What you, as Keeper, need to do is decide which of these, or some other variant, lives in your Building. Then you need to communicate that to the players. To a certain extent this will happen in session zero, but a lot of this will take place in-game.

The purpose of the first arc is to nail down those expectations so you can explore more complex ideas in the next arc(s). You'll spend a lot of time describing and expanding on starting locations, important NPCs, McGuffins.

The characters don't have to encounter the Mythos, or anything supernatural, in the opening act, so long as the opening act is true to the overall mood. This may seem counter-intuitive but it's actually very important. Your job here is to establish setting and mood. That will be difficult to do if something really flashy and eye-catching gets the players' attention. It's like jangling keys in front of a cat. Useful, if you want the cat to pay attention to the keys. Less useful, if you want anything else to happen.

There's nothing wrong with having things go bump in the night. Bumping is what things do. But if you want the characters to pay attention to the Building and put their own ideas in, that will be difficult if their attention is always being caught by this eye-catching thing over here.

You already know what the Building is, what it consists of. The first arc should include all the important rooms within that Building. If the smuggling route to Cyprus is going to be critical to your game, then there needs to be a mission to Cyprus to establish it as a location. To seed it with important NPCs. Possibly to include a smuggling ship (also an important part of the Building) which will become important in later sessions.

That way, when you return to these parts of the Building for important moments in Act Two, the players already have expectations and will lean on those expectations when they make their own plots.  

Most important of all, the first arc should include the core activities of the setting. If this were Bookhounds, say, then the first arc ought to include at least one important Auction. Buying and selling books is what that setting is all about. You need that moment when player interacts with the core mechanic to achieve plot results, and in Bookhounds that core mechanic is the auction.

What's the core mechanic in Tomb-Hounds?

From the text:
... real opportunities have opened up. Those who know enough Egyptology to know where to dig, and who know enough shady dealers to know how to sell what they dig up, can name their own price for a spectacular item. Of course, there’s always that little matter of a curse – but no true tomb-hound lets the possibility of a curse interfere with the certainty of a profit. Wonderful things await - all you need is a map and a bullwhip.
At its heart, this is a treasure hunt. Core Drives back this up: Adventure, Antiquarianism, Curiosity, Follower, Scholarship, Thirst for Knowledge, In the Blood, Sudden Shock, Greed. These all suggest risk-takers, delvers into the unknown, people who want to find things either for the knowledge they contain, the value that can be put on them, or the fame that comes with being the One Who Found It.

With that in mind, the first arc should start with the players having already found something relatively minor, which hints at something profoundly more interesting.

Let's start at a Dig Site. The players have been working on a site connected with a minor royal or someone connected to royalty - a high priest, say, or an important civil servant like an architect. Through this they have obtained valuables that they need to dispose of, but also through this they have gained clues, or hints, to the much more valuable thing.

Let's further say that the players were minor scholars on this particular dig, that their sponsor or sponsoring agency hoovered up the really good stuff, and what they got away with were the scraps. Again, think of Bookhounds. The Hounds in that setting are motivated by economic drivers. The Tomb-Hounds setting is very similar. The Hounds want that spectacular item which they can bargain away for colossal sums. For that to have spice, it's a good idea to dangle a little bit of that wealth in front of them, then take it away.


Indiana Jones


This has several advantages.

First, it starts with action. The opening scene can be that moment where the archaeologists hover at the door of the tomb, just before they crack it open revealing the treasures hidden inside. They interpret the hieroglyphs: is there a curse? Maybe ... well, nuts to it! Crash, bang, whallop, loot.

Then, it establishes an initial adversary: that scholar or scholarly group which swoops in and takes all the really good stuff for itself. This adversary may or may not have cult links. That's not important right now. What is important is that they have what the players want. They have the shiny valuables. The temporary alliance which existed up till now has been shattered. It's all about the dollars from this point forward, or the academic recognition, or whatever it may be.

Then, it posits the initial question which the characters need to resolve: what is this other dig site that the clues found at this dig site hint at? Is it more important than the dig site they're working on? What's hidden there? 

Can the characters get enough financing behind them to establish their own dig site at that location, to find the really good stuff?

From this point forward it's a combination treasure hunt and race against time. The treasure hunt is finding enough clues to determine the exact location of this new site. Those clues are scattered among other sites, at libraries, in museums, in the memories of occult scholars, and the characters need to gather enough of these clues to find the dig site. The race against time is doing this before someone else does it.

Who this someone else is can be established in play. The likely opposition is the players' former allies, the scholar or scholarly group who worked with them on the first dig. That doesn't have to be so. The new OPFOR can establish their credentials by, say, eliminating that scholar or scholarly group in some spectacular fashion. That puts the new OPFOR on the map and establishes stakes.

Through all this the players are, incidentally, establishing which rooms, in the Building, are important to them. If they find Cyprus boring, say, then fine; the Keeper doesn't need to waste time putting new backstory elements or plot points in there. It would be like lavishing expensive furniture on a room you'll never use. If, on the other hand, they become deeply invested in Cyprus then it's time to flesh out that location for future scenes. 

This is why establishing expectations happens as much in-game as it does off-set, behind the scenes. You can't anticipate what players will find interesting. Don't waste too much time trying. Put a little bait out there and, if they nibble, then you hook them with something nasty. 

All this is leading to that final dig site, and this is where all your tools come out of the box. This is the concluding portion of the first Act. If you're going to use elaborate maps at all, puzzles, traps, this is where you use them. If you let the players find the fancy key somewhere at that first dig site, then this is where they find the door that key fits. If you want them to navigate past improbable traps to get to where they're going, this is where those traps are used.


Indiana Jones Last Crusade

This is also where something supernatural definitely lies sleeping. It might be a mummy, a pack of ghouls, something else, but whatever it is, it's down there. 

Finally, this is where the McGuffin is. The thing that everyone's going to be chasing in Act Two. For purposes of plot, I'm going to assume that the McGuffin is Perseus' adamantine sickle, that peculiar khopesh the cult seeks so they can stop someone from using it on the elder masks. However, your game is your game. If you want that McGuffin to be something else, go for it.

At the end of the first Act the characters will have found that dig site, looted it, come up with a bunch of valuables and the fate of the McGuffin has been determined. It might be with the players. It might be somewhere else. Wherever it is, chasing after that McGuffin will be the focus of the second Act.  

With that, finita! I hope you enjoyed this digression. 

A quick housekeeping note: in a few weeks I shall be off-island and this blog will go silent while I'm in the UK. Not to worry! I'll be back online soon.

Ciao!
 




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