Showing posts with label Villains. Show all posts
Showing posts with label Villains. Show all posts

Sunday, 26 April 2020

Zalozhniy Quartet & Vampire Design (Night's Black Agents)

Recently I was asked how I would make (S)entries, the Harker Intrusion, the Van Helsing Letter and the Zalozhniy Quartet into a campaign that in turn led into the Dracula Dossier. That would involve delving into the guts of several scenarios any one of which could spoil things for the players out there, so I shan't be doing precisely that. However I did think it would be useful to discuss each of those elements individually and talk about how I'd stage them. I'm going to start with the Zalozhniy Quartet, and discuss vampire design.

If you don't want even the least hint of a spoiler for that campaign, stop reading now.

As a Director when you purchase gaming supplements you know you will have to make some adjustments. They might be small or large. You might be looking for something strictly off-the-shelf, with as few user tweaks as possible. You might be the sort who enjoys playing with someone else's toys and bending them to your desired configuration, like a miniatures enthusiast who can't bear to put the paints away until it looks exactly as you imagined. Regardless of where you fall on the spectrum some adjustment is inevitable to make the game fit on your table. No published supplement ever written is so perfect as to work for every possible group configuration every time. That means you need to understand vampire design. Or, in a different setting like Dungeons and Dragons or Mutant City Blues, adversary design.

Vampire design is absolutely key to any discussion about Night's Black Agents, and not for the obvious reason. Design is critical because it affects the overall aesthetic of the game, and that aesthetic has to bleed through into every scenario you play. Tone has to be consistent. That means you have to decide pretty much from the outset what your vampires are, because that will determine how they affect tone and therefore plot.

What's at ZQ's core? What are these vampires about?

In ZQ, without going into major spoilers, time is the core concept. Therefore as Director time is what you're going to be playing with. It doesn't matter whether we're talking about Satanic, Mutant, Alien or Supernatural entities. The key factor is time. These creatures play with time; they exist in between the ticking of the clock.



So every scenario, every moment within the game ought to be reinforcing this core concept. Think of it like a murder mystery. If Poirot is investigating a killing at the vicarage, he is always investigating that murder. There is never a point in the story when he is not investigating that murder. The narrative behaves as though he is obsessed with murder from the discovery of the body to the denouement. Eating breakfast? Going to the shops? Watching a film, reading a book? Never; it's all murder, all the time.

For you in ZQ, it's time all the time. As Director you need to emphasize this. It doesn't need to be some massive time-blorp. It can be something as simple as 'you're running late. 'She's always early, this isn't like her.' 'Gosh, is that the time? It's later than you think.' 'That clock's running slow.' You could begin every session by saying something like 'it's 8.36 am on Monday the 3rd,' and end each session with 'it's 11.58 pm on Weds the 5th.' That steady drip of time reinforces the tone, and puts the players in the mood for those moments when you really fork them with the naughty spoon.

I reference the Doctor Who episode Blink above because it's funny, but also because it reinforces the dilemma. Here's a brilliant example of a writer playing with the idea of time, using the simplest technology available: someone's video recording in 1969, played back in the present day. If your vampire plays with time then every chance you get you go wibbley-wobbley, just as freaky as you can.

Stephen King's The Langoliers does this very well - the miniseries not so much, but you can't have everything.


King doesn't start screaming from page 1 'time! Time, you bastards! Tiiiiiimmmmeee!' However much he may have been tempted. No, he starts with a dilemma: most of the people on board the plane have vanished, leaving only a few random artifacts behind. King progresses: why does the air feel different? The food stale? The matches somehow less inflammable? Why is the world so used-up? Then, and only then, when the situation has been established and the stakes clear, do the Langoliers appear on-stage in all their glory.

So in ZQ, what does this mean?

It means you can play with the scenery, that's what. It means 2014, 1970, 1940 and 1893 all occupy the same space at the same moment. It means Robespierre is giving a speech to the Commune, being executed, being born and is long dead all at once. It means it is always teatime.

'What a funny watch!' Alice remarked. 'It tells the month and not the time of day!'

Look around you. Right now. Go ahead. I'll wait.

Chances are the room you currently occupy - the physical building - predates you. Perhaps by decades, perhaps by centuries. Even if it was built in your lifetime unless it is very, very new it has had an existence in space and time that is independent of your own. There was a point when the wall wasn't there, it was over there. Or perhaps that door didn't exist before. The paint changed, the wallpaper was stripped away or applied.

Moreover it will probably outlast you. For years. Perhaps centuries.

Imagine if you could see all those moments at once. How permanent would the world feel to you then, when even the chair you sit in doesdoesnotdoesdoesnot like a cat in a box?

Now you've had that existential crisis, let's discuss the other issue you're likely to have with a published campaign. You need to be able to identify the parts that will not work for you, and to cut them. Don't be tempted to make it work. You'll only hurt yourself and your game. Just be able to see the problem for what it is, and get rid of it. If your heart isn't in it, the players will sense that. They're tricksy beggars. This can only damage the atmosphere, and thus the game.

Remember, the whole point is to provide an experience at the table which everyone enjoys. It's not to play the scenario exactly as written. Nobody ever does that. The Director might skip a scene, the players might not engage with the plot in exactly the way the writer intends. That's perfectly fine. The idea is to have fun. So long as you're doing that, everything else is optional.

Since this bit does involve spoilers, in ZQ:

Each zalozhniy has a mortal wound that would have killed them if it were not for supernatural intervention. If they suffer this wound a second time, they are killed outright. For example, a zalozhniy who is “supposed” to die from a stab wound is destroyed if stabbed in the right place; a zalozhniy who was originally destined to die in a burning house can only be destroyed by incineration. Discovering a zalozhniy’s true death requires investigation, but if the agents can deliver the right type of attack (often with a Called Shot), the creature is instantly destroyed

When I first read that, I thought it was brilliant. Creepy. Totally in keeping with the aesthetic. Then I gave it some thought, and asked myself how I was going to communicate that bit of lore to the players. Then I asked myself how the players were supposed to use this information. 

GUMSHOE is ultimately about piecing together clues to unravel plot and resolve story. Say this is a murder mystery: in the room with the cooling corpse there is always something that indicates the identity of the killer. It might be blood spatter and forensics, or a written note clutched in the corpse's hand. There's always something. That means as Director you need to be able to look at any given situation and, without effort, think of a couple of clues that lead to information. The players then use this information to resolve the scenario's dilemma. You never want to hide information, or present information that the players cannot use. Note I say cannot. If the players do not use information, that's their own problem.

Problem: What about someone whose chosen death no longer exists in the modern world? If someone was supposed to be trampled to death by European bison, will cows do? If so, how do you manage that without playing the Benny Hill soundtrack in the background?

Problem: What about a heart condition? Drowning? Electric shock? Extreme allergic reaction? There's a lot of ways to die. What counts as dying before your time? Hell, what's 'your time'? Is it just old age or is there something more to it?

Problem: How do you investigate someone's true death? It's not as if you can pull an autopsy report off the official file. There can be no autopsy; there was never a body to cut up.  If you know that Mack the spec ops veteran was last seen when an IED took out his vehicle, fine. Except that doesn't tell you whether he died of explosive damage or heart failure or something else altogether. You'd have to get close enough to the target for Medicine or Notice to work, and if you're that close then the vampire probably has its fangs in you already.

So I began to wonder whether or not this mechanic was worth keeping. It's cool and I like the idea, but I'm already finding ways to bork it. If I can do that then the players will definitely do the same. Or, worse, they'll never find out about this mechanic and so never use it.

I'm not saying the idea's unworkable. I'm saying I can't make it work for me. So I can either tinker with it until it does work - which, as I mention above, is a really bad idea - or I can cut it. If I cut it I have to replace it with something that does the same job, but which I can make better use of.

So what does this mechanic do? Is it vital? Is there another way to get the same result?

It provides an instakill mechanic. Vampires can be killed by other means, so it's not vital. I can think of other ways to get the same result.


My fix: every vampire has a time they're supposed to die, but didn't. If Mack the spec ops veteran was supposed to bleed out at 1.45 pm and 43 seconds, then that's when he's most vulnerable. If someone delivers a killing blow at that split second (called shot), the vampire dies outright. The vampires know the moment of their own death and are incredibly paranoid about it, making sure they're in a safe place at the appropriate time. At that very split second each day the distortion field expands in the same way it does when a zalozhniy feeds. So if the players pay attention to those moments when the vampire seeks a safe place and their distortion field blorps, they can work out the best moment to attack. 

Enjoy! Next week, something different.

Sunday, 7 August 2016

The Long Con: Gentleman Jack (Trail of Cthulhu, Bookhounds of London)

My scenario, The Long Con, won a Silver Ennie at GenCon this year. As I wasn't there and didn't have the chance to speechify or thank people, let me get a few things out of the way before passing on to the meat and potatoes:

Thanks to Simon, who originally let me develop this for YSDC and then took it under Pelgrane's wing.

Thanks to Paul, who helped me bring The Long Con to life at YSDC to begin with.

Thanks to the Pelgrane team, from editors (hi Cat!) to artists, who collaborated to put all this together.

Thanks again to the original playtest team, Chris, Jillian, Jym and Mary. Much fun was had!

Thanks to a certain Shoggee, who sent me a book about Yokai for Christmas and so inadvertently kicked all this off.

Thanks especially to all of you who voted for The Long Con!

I don't have a whole lot of time today, as it's tech rehearsal for the play I've been directing - opening night's this Thursday, hope you bought a ticket - so I'm going to spend a little time talking about some movies I find inspirational, and which helped me create the character of Gentleman Jack, one of the significant antagonists in the script.

One of the main inspirations for the character's style and personality is Sir Richard Attenborough's performance as Pinky, in the 1947 movie Brighton Rock. I'm amazed, frankly, that YouTube hasn't a decent clip of his performance. It's a smasher. Graham Green, the author who wrote the novel on which the screenplay is based, wasn't convinced Attenborough could pull it off. By the end of filming, he admitted he'd been entirely wrong. Pinky, the quiet, cunning razor-killer, is Gentleman Jack, at least as far as personality goes.

However for those Keepers out there looking for other period films to help them develop a Bookhounds game, I thoroughly recommend these two gems:

Night and the City, directed by Jules Dassin, starring Richard Widmark as the scheming Harry Fabian. Nothing conveys the seamy underbelly of the city more convincingly. Those opening scenes with Fabian on the run grab your attention, and it stays grabbed from that moment to the killer ending. Apart from Widmark, who's a smasher, Googie Williams and Francis L Sullivan, as a sleazy night club owner and his scheming wife, and Herbert Lom as a crooked wrestling promoter, give standout performances. But really there isn't a bad performer in the bunch. A must-see.

The Blue Lamp. 1950, with Jack Warner, in iconic character PC George Dixon's first appearance. Dixon would go on to be a mainstay of British television, but this first film outshines anything seen on the gogglebox. Both this and Night use London's street locations to stunning effect, but the standout here is Warner's Dixon. There's a reason why this copper became the face of British policing. Another must-see.

But enough of all that. Let's take a look at Gentleman Jack for a moment, and think about what might happen after the scenario.

Whatever happens, Jack is going away disappointed. I won't spoil why, but if you've read the Long Con you know he doesn't get anything he wants, and may end up arrested. What would someone like that do to get revenge?

Probably something very nasty, with razors. But first he'd like the protagonists to have a taste of the humiliation he endured, so to that end consider the following forgery:

The Book of Vampires, Monstrous Ghosts, Sorcery and the Seven Deadly Sins. First published 1802 by a German printer, this book discusses Demonology and Occult, is written mainly in German with some Latin, and is in good condition overall with some minor damage to the leather binding. To a collector, it might be worth as much as £25 (or close to £1000 in today's money). In Bookhounds terms, it's a Windfall.

Or it would if it were real, but it's not. Jack had one of his forger pals create it, and it's a pretty good facsimile. It takes 2 points of the appropriate Craft or Forgery abilities to work this out.

Jack's plan is this: he gets someone to pretend to be a rich buyer, possibly a ghoul confederate with appropriate body-warping magic. This rich buyer spreads the word that he's on the lookout for that book. Then Jack lets it slip to the protagonists that he knows where a copy can be found, for a price. Let bygones be bygones, says Jack; why let past troubles stand in the way of present success?

Jack steers to the protagonists to the copy, and lets them make the presentation to the client. Then, horror of horrors! The 'rich buyer' discovers it to be a forgery, and threatens to sue. This definitely counts as a Reversal in the shop's fortunes, if the protagonists let this go ahead.

Then Jack steps in again, and says he can make the problem go away, if the protagonists pay him. Sure enough, if the protagonists pay, the problem goes away - because there never was a problem in the first place. Jack may siphon a hundred pounds or more from the protagonists in this way, possibly even returning to blackmail the protagonists again if he thinks there's a chance.

Of course, if the protagonists show fight or don't pay, Jack steps up his game and starts using razors and menaces to get the money he feels is his rightful due.

That's enough for today. Many thanks again to all who voted! I'll treasure this.

Monday, 30 March 2015

Villains (Escapist)



“So I won’t get away with it, huh? How many times I’ve heard that from dumb coppers, I couldn’t count … You’d give your left eye to nail me, wouldn’t you?” Johnny Rocco, Key Largo

Let’s talk about bad guys. 

If you’re the Keeper, Dungeon Master or whatever other hat of doom you’re wearing this week, you already know the problem: sometimes villains just leap off the page, screaming for attention as they blow up the world, but more often they just sit there, spineless slugs waiting for death. What went wrong, and how can you design a tabletop RPG villain that really catches the players’ attention?

The problem with villains is, too often they exist only to do one thing: be foiled by the player characters. Villains are punching bags, paper Nazis, colorful targets that sit on the far end of the shooting range and never shoot back, or at least not accurately. There’s nothing unique about them, nothing that makes the players think ‘I want to know more about this guy.’ If the players don’t feel engaged by the villain, they won’t respect him, and at that point the whole thing falls flat.

There’s a useful writing exercise for creating characters in fiction, which applies just as much to roleplay as it does that unpublished novel lurking on your hard drive. When designing a villain, think about the answers to the following questions:


  •  What is the villain’s name, age, ethnicity and gender?

  •  Name three physical attributes.

  •  List three favorite items.

  • Where does the villain live?

  •  How does the villain make money?

  • Where is the villain right now? What is he doing or saying?

  • What is a problem the villain faces?

  • What is a secret the villain hopes nobody finds out about?

  •  What is the villain’s core belief?

  •  What does the villain want, long term?

The first five questions on that list are self-explanatory. You need to know who the villain is and what they look like, or have on them at all times. You also need to know how much cash or capital they have, so you can work out what the villain has available to throw at the player characters. The rest of it wants a little explanation.

A villain is a character, with wishes, dreams and plans, just like everyone else in the game world. He didn’t just wake up one morning and decide, ‘I want to rob a bank today.’ The whole idea of robbing banks, or whatever it is the villain does, springs out of his desire to satisfy his long term goals. Maybe he wants to buy a house so he and his young wife and child can settle down, but he can’t afford it. Maybe he knows it’s a mob bank, and he wants to bring down the mob, so he figures hitting that particular bank is a virtuous act. Maybe it’s something else, but whatever it is, it’s tied to his core beliefs, and has the potential to satisfy his long-term wants. 

This influences everything the villain says and does, and he should take no action that fails to satisfy his wants. If he’s doing something, anything, it’s because the thing that he’s doing is important to him in some way: it protects a secret he doesn’t want anyone to know about, it solves a problem for him, it fits in with his core beliefs, or pushes forward a long-term goal. If it doesn’t do any of these things, then why would he bother? 

The bit about where the villain is and what he’s doing or saying is for your benefit. You need to be able to picture, in your head, what this villain is likely to do or say in any given situation, and often this means coming up with something on the fly. It really helps if you’ve worked out beforehand the kind of thing he’s likely to say in a particular situation, because you can use that as a jumping-off point to work out what he’s likely to say in other settings.

So how does this work in practice? 

I’m going to use an example villain from a Bookhounds of London campaign for Trail of Cthulhu. You don’t need to know the ruleset to understand the villain; for the purpose of this example, all you need to know is that Bookhounds is a horror game set in London, England, during the 1930s, and the core idea of the campaign is that the characters are booksellers dealing in occult tomes. That means the villain has to be interested in buying or collecting occult grimoires, for whatever reason.


  •  Stanley David Fentiman. Caucasian Male, in his early 30s.

  •  Tall. Wears good quality clothes that have seen hard use. Is missing two fingers on his left hand.

  • He always has a catalogue on him for a forthcoming book auction. Trench art RFC swagger stick. Webley Mk IV revolver, RFC issue.

Already you can see a bit of his history in what he wears and owns. He’s been injured at some point in the past; that suggests a catastrophic accident, or some kind of fight. The Great War isn’t that far off, and if he’s in his 30s now he could easily have been old enough to have served. The two RFC items indicate he was in the Royal Flying Corps, which means he can fly, and since one of the items is trench art, Fentiman’s probably quite talented as an artist. His clothes have seen hard use, which suggests he hasn’t the money to replace them when they get torn or worn out.


  •  Oxford, and is also a member of two London clubs, which is where he stays when he’s in the city.

  • Private tutor, formerly an Oxford don, disgraced and thrown out of his college.

He’s a very educated man, who formerly held a good position but now does not. That explains the good clothes, and why he can’t afford to replace them. He may also find it difficult to afford his club dues each year, but someone of his social status would probably hang onto those club memberships even if it means he has to eat beans for a month or two.


  •  Fentiman is confronting his enemies just before a fight, either in his tattered apartments or in a school room. “Dear boy, you ought to have a better grasp of grammar at your advanced age. Not that you will have an opportunity to improve …” [draws Webley]

  • Problem: he wants to establish a Satanic school of necromancy, but lacks the resources.

Satanic schools are a staple of folklore. Allegedly the Scholomance high in the mountains of Romania admitted ten students, each of whom was taught by the Devil himself. When the course of learning was complete, one student was sacrificed to the Devil as payment and the others were allowed to go free. Dracula himself is said to have studied there, and the Scholomance also turns up in World of Warcraft. 

Fentiman considers himself a master occultist, a true Satanic lord, but he’s also a teacher at heart. He wants to pass on his knowledge to future generations of occultists, but for that to happen he needs a lot of money, and also needs to conduct several powerful magic rituals. He may even need a school building, perhaps an old Victorian one that has fallen into disuse which he can then convert to his own purpose. 


  • Secret: he lost his privileges at Oxford when he was caught helping several of his student cheat; he was using the money the students paid him to buy occult books. He gets very angry if reminded of this disgrace.

Secrets can be very useful to the players. They reveal weaknesses, something that the characters can exploit to help them defeat the villain. In this case Fentiman gets angry if reminded of his fall from grace, and anger often makes people careless. Maybe in a critical moment the characters could use this information to upset Fentiman, at which point he starts making mistakes. That could be very bad for Fentiman, if he happens to be in the middle of a ritual or summoning.


  • Fentiman believes he is one of the most powerful occultists alive today, and one of the most knowledgeable.

Just because a person believes something, doesn’t make it so. Fentiman probably has some ability – unless he’s completely delusional – but there may be people more powerful than he, and more knowledgeable. He would probably be very upset if something happened to contradict his core belief.
·        
  • Fentiman wants to establish a Scholomance of his own, to teach others.

If there is such a school, then there are students. Fentiman probably has some picked out already, and if he ever gets this thing going then there will be more students, eager to learn. There may be a school building, perhaps some decayed old Dotheboys Hall, abandoned decades ago after an awful scandal. There may be staff, but what kind of person – or creature – is Fentiman likely to hire?

Consider this tactic, when designing your own villains. Find out what they want, what they fear people will find out about them, what they’re prepared to kill for. Once you know that, you know how to make your villain memorable, and then it’s time to make the player characters shake in their boots. There’s nothing more terrifying than a well-designed villain, out for blood!