Showing posts with label antagonists. Show all posts
Showing posts with label antagonists. Show all posts

Sunday, 8 May 2022

The Rule of 4 (Many Mansions)

Cthulhu is an infra-dimensional entity that has only a conceptual existence within the human “R-complex,” the brain stem and limbic system left over from our primordial reptilian ancestors. This is why he appears only in dreams, high-stress encounters (such as shipwrecks), and artistic impulses. He is attempting to create a critical mass of believers so that he may “emerge from R’lyeh” and open the eyes of all ... [p91, Trail of Cthulhu]

In my Father's house are many mansions: if it were not so, I would have told you. I go to prepare a place for you. And if I go and prepare a place for you, I will come again, and receive you unto myself; that where I am, there ye may be also. John 14:2, KJB

Last time I discussed the ground rules for Many Mansions. This week it's the OPFOR, and to discuss them I'm going to talk about the Rule of 4.

The Antagonists come in all shapes and sizes. Small and creepy, large and squamous, impossible to comprehend and so on. The chief thing to bear in mind whenever designing OPFOR, no matter what the setting, is that they have:

  • Power, appropriate to their function within the narrative.
  • Goals.
  • Assets, to be used to achieve their goals.
Power, in context, doesn't necessarily mean POWER. It means they have some means, preferably a thematic means, to affect the course of the plot. Or, as everyone's favorite lich Xykon would say, 'Power equals power. Crazy, huh? But the type of power? Doesn't matter as much as you'd think.' 

So what do we already know about the OPFOR? 

Well, they are operating within Kingsport, that dream-ridden coastal New England town. We already know a little about Kingsport, thanks to Lovecraft and various other RPG books that describe Kingsport. We're not going to take all that information as gospel; we're going to make this Kingsport our own. That said, it's useful and time-saving to borrow some of what we'll need from other sources.

[Brief aside: let's say this wasn't Kingsport. What then? Borrow from the real world and use that. I can't begin to tell you how useful having, say, the Times Atlas of Geography, the Penguin Atlas of Ancient History, or the replica 1930s A to Z Atlas and Guide to London are. Having texts like these in your library exposes you to aspects of the real world you may not have realized existed, and are an incredible source of inspiration. Can't buy? No problem! This is why sources like Gutenberg exist.]

We also know that the big bad is Cthulhu, which in turn means that the ultimate OPFOR is going to be directly serving Cthulhu's goals in some way. Whether they're human cultists or from the cold, unfeeling depths of space, time and nightmare, they work to achieve Cthulhu's goals.

Added to that - because this is always true, no matter the setting or ruleset - it's useful to have a ground-level set of OPFOR that aren't the ultimate badasses. These are the grunts, the also-appearing-in-this-narrative, the supporting cast. These guys aren't working on Cthulhu's behalf, nor do they really have any idea that Cthulhu exists or has goals. Their sole purpose in the narrative is to muddy the waters, and if in the process they give the characters a few easy victories, so much the better.

If this were Dungeons and Dragons, and the main objective of the scenario is to breach the walls of Castle Ravenloft and put an end to that wicked tyrant Strahd, then the ground-level OPFOR are the random encounters in the forest on the way to Castle Ravenloft. Or maybe some luckless bandits, fellow adventurers, Vistani or other folk the characters meet along the way.

So having established these basic principles, what next?

Next is the Rule of 4, which works like this:

Whenever designing OPFOR - or for that matter anything else, whether it's the town the adventurers start in, the organization they work for, or the theatre which they notice as a potential adventure location, design four highlight points and no more than four


Monty Python and the Holy Grail

The average player's attention span is short, and yours is not any better. You could go deep in the weeds and design twenty different things about the OPFOR, but who apart from you will ever know it? Even you won't, not really; in the heat of play you'll forget half your notes and curse yourself later when you realize you could have used the Thing, dammit, the THING, and never did.

That's why you limit it to four. You can remember four things. So can the players. That means come next week, or the week after, when they encounter whatever-it-may-be, they'll remember, and you'll remember, that this encounter relates back to the information they gained in the first episode. If they learned twenty things in that first episode then your chances of them remembering any one thing is virtually zero. Four, on the other hand, is doable.

For every one of the four things you detail, you can then add four things that are their specific highlight points. Four begat four begat four, and before you know it there's a plague upon the land and everything's Marmite forever and ever, amen.

Don't think for a second your four are the only elements in the narrative. The players will also be adding theirs, consciously or unconsciously. If they think, say, that the Deep Ones are somehow behind the [whatever it may be] then presto! They are. Same goes for any other element of the narrative, whether it's a question like 'is there a back door to this place?' or 'I wonder if the cops are secretly working with the bad guys.' If the plot element fits, wear it.

How does this work? Let me show you.

Many Mansions Primary OPFOR (Kingsport)

Peculiar storms swirl out at sea, concentrating on Pilot Island. It's said the lighthouse keeper at North Point knows more than he's telling about those storms, but whether he does or doesn't folk are becoming concerned at the strange mists and unseasonable squalls out there.

Empty mansion houses once the home of Kingsport's merchants and traders cluster in the West Town. Year after year another family dies out or moves on, and the grand mansions and beautiful gardens they once enjoyed go to rot. Strange lights can be seen there after dark, though most dismiss this as idle talk of the superstitious.

The Antique Emporium on Hall Street is where the Circle of the Sun meet, after hours. They say they're a civic organization like the Odd Fellows, but you suspect there's more behind that bland façade than meets the eye.

The Hollow, that odd low area between three hills, cobbled and ancient, hides something foul. Three people have died in suspicious circumstances, and the last had time to babble something about the Green Foulness before she expired. What uncanny thing haunts the Hollow?

Four things. Four leads to chase up . At this point you don't need to know a great deal about any of the four beyond the details given above, since the whole point of the ground-level OPFOR is to delay the characters and give them something to think about before the characters encounter the primary movers-and-shakers. 

However with this information you can start salting the dig site, layering tempting nuggets of lore that lead to the primary OPFOR. The storms at sea make the news. Peculiar chanting is heard at the Emporium, or unfamiliar lights seen in those mansions. Depending on which of those nuggets the characters like the look of, you then start adding four things to the primary OPFOR the characters want to chase after.

If they concentrate on the Hollow, then the Hollow is where you add those four new things. If the Mansions, then add four things there, and so on. Always give the characters something to chase, but you don't have to push them towards something they're not interested in. 

Which brings me to:

Many Mansions Ground-Level OPFOR (Kingsport)

The Rowdy Yates gang of loafers and bullies have a hate for [pick a character] and follow them around like wolves haunting sheep. What is their problem, and is there anything [character] can do about it?

The allegedly Haunted House on Harbor Street has been a local legend for forty years. It's said the vengeful spirit of the murderer's wife stalks those creaky corridors. Nobody's ever been able to prove anything one way or the other - sounds like a challenge!

Patrolman Donaghue of the local police is making things very difficult for [pick a character] and will roust them at any opportunity. If Donaghue shows up, things are about to get much more complicated.

Miskatonic University Students calling themselves The Magicians, after the Tarot card, are hot on the heels of some mystery or other and seem especially interested in Kingsport for some reason. No matter where the characters turn, there The Magicians are. What do they want, and what do they know?

These four aren't necessarily supernatural; in fact, only the Haunted House has any connection with the outré, and even then it might be a blind alley. However, they all give the characters something to think about, to strive against.

Moreover there's enough blank space for character growth and development, on the players' terms. Why does the Rowdy Yates gang have a hate for [character]? Do you, as Keeper, need to know why? No. Not at the outset, anyway. All you need to know is that they do have that hate, and will work to fulfill it. It's between you and the affected player what that hate means. If none of the players are interested in exploring the Rowdy Yates angle then the whole business can be quietly shelved after a brief appearance or two. If they are interested then the Rowdy Yates gang gets its own four new things to explore.

Unlike the primary OPFOR you need to know a little about the ground-level OPFOR. You need to stat these out, to a degree. You need to have a rough idea what's in the Haunted House. However, you don't need to kill yourself with work at the opening. There's only so much the players will accomplish in the first scenario. They aren't going to knock out all four elements in a couple hours at the table.

Say we were talking about the Haunted House. Yes, you need to know what haunts it. You need rough stats for it, a concept of its power set. You need a floorplan of some kind for the house itself. All those things will be necessary if the players decide to make the Haunted House their primary objective in the opening scenario.

If.

On the other hand, if they don't, then feel free to add other elements to the Haunted House in your spare time between scenarios. They can even be thematic elements; say, Patrolman Donaghue dies on the same street as the Haunted House and is added to that hideous domain's repertoire. Perhaps you expand the basement, or add a secret tunnel that leads to other locations, magical or otherwise. You have time. 

If the players decide not to go to the Haunted House at all, your work isn't wasted. Maybe the specter of Patrolman Donaghue switches locales, or that extra basement is added to a different OPFOR location. You can afford to be flexible. Your players never get to see how the sausage is made.  

I hope you see the developing pattern. Eight things total, four of which are ground level and four of which are primary OPFOR. Any one of those items can be further developed with four more characteristics, but only if the players show interest. Otherwise after a brief appearance any one of these things can be put to one side. Perhaps the Rowdy Yates gang all die in the Hollow, victims of the Green Foulness, whatever it may be. Perhaps Patrolman Donaghue is transferred out of Kingsport after that unfortunate brawl in the coffee shop. The Haunted House on Harbor Street might burn down. Any or all of these things might happen, to close out an unprofitable side plot and also to emphasize the importance of the main plot.

Now let's round this off by talking a little about power, goals and assets, and how they affect the rule of four.

Going back to the Rowdy Yates gang, and without adding four new characteristics for the moment (though we could, and it might be fun), what power, goals and assets do they have?

It's not reasonable to suppose a street gang made up primarily of loafers and lowlifes control the hidden secrets of the universe, or even the hidden secrets of the coffee machine down at Screamin' Beans Coffee House. However, they do affect narrative (in their limited way) which means they have power, goals and assets. So what are they?

  • Power: there's a lot of them. They have buddies. Their buddies have buddies. If you put one or more of them out of commission then one of those buddies will try to avenge them.
  • Goals: they want to push [character's] face in, humiliate them at every turn. Why? Decide that with the player's cooperation. This doesn't mean they always want to beat [character] up; slipping a mickey in their drink or marking up their car might be just as fulfilling.
  • Assets: Not much (they're basically Credit Rating 0) but one of them has a car, another's uncle has a fishing boat, and a third has pals on the police force (Donaghue, maybe?) so in a pinch they're both mobile and capable of punching a little above their weight, occasionally.
Moreover if the Rowdy Yates gang becomes more important in future episodes then they might worm their way into better power and assets, say by striking a bargain with the Circle of the Sun or encountering the Green Foulness and surviving, with strange new gifts granted them after their confrontation. 

Anything is possible.

That's it for the Antagonists. Next week: the Setting!



 


Sunday, 26 August 2018

Who Are We Fighting? (Bookhounds of London)

When I wrote last week about the start of a new Ars Magica game, I was reminded that once upon a time I designed a store for Bookhounds of London using Ars Magica as an example. Thus began du Bourg's, a genteel and gently decaying establishment devoted to the sale of incunabula of all kinds.

This time I'd like to talk a little more about adversary design, using du Bourg's as an example.

Du Bourgs, like the covenant in Ars Magica, is a settled, established location. It has a history, institutional memory, roots in the community. Unlike a traveling band of murder hobos, a bookstore can't solve all its problems by sneaking away in the dead of night to begin a new life somewhere else. It has to deal with its enemies as they arise, and will probably have to deal with them more than once.

The big difference between antagonists like these and the band of orcs a bunch of murder hobos meet once, stab to death, and never think about again, is that these are recurring threats. Over the course of a campaign the investigators must expect to deal with these threats, but not necessarily defeat them.

It's useful to divide these antagonists into groups, as follows:

Minor Recurring (Normal)

Major Recurring (Normal)

Minor Recurring (Thematic)

Major Recurring (Thematic)

In any game the Minor players are going to outnumber the Major ones by a factor of at least two or three to one.

Notice I've divided the groups into Normal and Thematic. Every setting is going to differ slightly in its definition of Normal; Swords-and-Sorcery Normal is not the same thing as Victorian Paris Normal. However in broad terms all Normals are alike, just as happy families are all alike.

Consider: every setting, whether it's science fiction, horror, historic, or wildly ahistoric, has a few elements in common. There is some form of Authority - it might be legitimate or illegitimate, but it's there. There will be agents of the Authority who are sent out to enforce its will, collect taxes, and do all the other things that make society function smoothly. There is some form of Anti Authority, whether actively criminal, like the Mafia, or closer to the freedom fighter model. Or, like the Triads, the Anti Authority can be both criminal and freedom fighter at the same time. The Anti Authority will also have its agents, sent out to enforce its will.

The exact nature of these groups depend on the setting. In a post-apocalypse setting where the planet is just recovering from some major catastrophe, like a zombie outbreak, Anti-Authority probably outnumbers Authority. In a feudal setting there will be very fierce competition to set one faction or another up as the Authority. Equally there will be different kinds of Authority within the setting - a religious Authority, say, and a non-religious one.

In every setting there is weather, there are other intelligent creatures, there is disease, there is decay. There is the urbis, there is wilderness. You can probably think of a few yourself without too much effort. The point being all these things can be Minor or Major Recurring antagonists.

The Dragonriders of Pern series posits that a major recurring antagonist is Thread, a microfilament spore that rains down from the sky, effectively making the weather a major recurring antagonist. Alan Hyder's Vampires Overhead destroys the planet with giant vampire bats from space that devour us all, leaving only a few humans alive - and those humans become the recurring antagonists, predating Walking Dead by more than a century. Wyndham's Kraken Wakes turns the oceans of the world into recurring antagonists, and so on.

You can make anything you like a recurring Normal antagonist. They don't all have to be at daggers drawn with the players - they just have to come back again and again, and oppose the players' schemes.

The other type of recurring antagonist is Thematic. This differs from the Normal in that a Thematic antagonist reflects the Theme of the campaign. In Night's Black Agents the Thematic antagonists are the vampires, ghosts, Renfields and other damnable creatures of the night. In Call of Cthulhu the Thematic antagonists are cults, ghouls, Deep Ones and other elements of the Mythos. It's not simply that in a horror game you have horror things - it's that the antagonist fits the core activity of the setting. The Nodes and Mooks that work so well in Nights Black Agents are completely out of place in Cthulhu, just as Cthulhu is out of place in a slasher flick.

So let's go back to du Bourg's, and think about those antagonists.

Normal, Minor:
  • That One Weird Customer. Maybe it's the smell, his lack of respect for personal boundaries, or his obsession with a particular genre or author, but it drives the characters nuts. He just won't go away; perhaps he's protected by Mister Bourg, or perhaps he's rather more familiar with the locks and bolts on the doors than he ought to be.
  • The Water Pipes. They knock, they leak, they freeze, they burst. Nothing anyone can say to Mister Bourg gets the place re-plumbed; it's a maze of old pipes and patch repairs everywhere you look. Is your section flooded again? Better call the plumber.
  • The Rival Book Scout. How does he always get to the latest sale or trove of rare books before you do? Is the man psychic? Whether he is or isn't, he's the reason du Bourg's hasn't had a Windfall by now.
Normal, Major:
  • The Rival Store. It's not quite as old as du Bourg's, and hasn't got its storied history. What it does have is staff that know what they're doing, premises that aren't crumbling to bits, and prices that are better than du Bourg's. Some of our oldest customers are being tempted away - and that has got to stop.
Notice what's happening here. None of these antagonists need a gun to threaten the characters. What they do is complicate the players' lives in ways they can't easily anticipate or thwart. That, and they all play into the greater theme of the campaign. I could have had a local criminal group as an antagonist, but the whole point of Bookhounds is sale and retail. It makes more sense if the antagonists reflect that.

On to Thematic, Minor:
  • Maher-shalal-hash-baz, the cat. This is a minor Mythos entity that takes the form of a cat. Exactly how that happens is up to the Keeper, but for the purpose of this example I'm going to assume the redoubtable hunter was taken over by Brood of Elihort, and occasionally drops a few spidery white creatures in darker corners of the building. The Brood are building something, and this time it's not a man-homunculus; it's some kind of device, or living machine. What purpose does it serve - and why is it here?
  • Dust Things have infested the sole remaining copy of D'Erlette's Ghoules and they want someone to find this long-lost book. They keep trying to possess customers and older staff members in an attempt to get them to reveal the location of the book, but it never works. Their possessed victims blurt out some occult gibberish and collapse, expelling the Dust Things.
  • Diana Wisbee, a member of the Fraternity of the Inner Light who keeps trying to persuade the bookshop to let her hold seances and talks on occultism. If the players let her, something goes wrong - perhaps she annoys the Brood, or summons up actual ghosts, or just gets horribly drunk and starts talking nonsense. If the players don't let her, she keeps coming back again and again, trying to get them to change their mind.  
Thematic, Major:
  • M. Etienne du Bourg, founder and alchemical experimenter, really does wander down in the basement. This mummified lich still has some interest in the business - that's why he insists on the yearly meeting - but books aren't his primary concern any more. He doesn't mean anyone any harm, but his experiments need supplies and might have unforeseeable consequences. Do the investigators help or hinder his research? What will he do in response? 
Notice I'm not adding stat blocks to any of these, or assigning them abilities. Whether Normal or Thematic, these aren't killers nor are they necessarily in direct opposition to the players. Leaky pipes aren't going to leap out in the dead of night, knife in hand, to stab someone to death. 

No, what they will do is spill water all over that squizz someone's been working on. Or make a particular room uninhabitable. Or make that wooden floor just slippery enough that someone falls. Or … 

See, the things that people remember about their day-to-day lives aren't the number of times they kissed their spouse goodbye in the morning, or smiled at a stranger. No. They remember when the car wouldn't start, or they missed the bus, or a co-worker stabbed them in the back. It's the way we're wired; we remember slights more than we do favors.

The job of an antagonist is to keep rubbing away at that old injury. The One Weird Customer turns up at the least opportune moment. The pipes don't burst on a nice sunny day when there's plenty of time to deal with the problem and a dozen plumbers practically on the doorstep asking for work. No, they burst when the shop's busy as hell, in the depths of winter, when you can't get a plumber for love nor money. Rubbing away, rubbing away - until the moment something breaks.

After all, the whole point of an antagonist is to break things. It's the players' job to fix them.

Enjoy!


Sunday, 2 April 2017

The Opposition (GUMSHOE all)

There's an interesting idea hidden in the back pages of Edom's Basic Field Manual: the Oppyramid. According to the manual the Oppyramid's a 'tiered menu of plot twists or enemy actions that the Director can throw in as needed. In this case, it models the action of the Opposition as it uses the stolen Dossier to bring down Edom.'

Regardless of which game you play, how often does it happen that the Opposition has goals, and actively pursues them?

More often than not the Opposition is static. It has a main location, and a presumed objective. Taking Masks of Nyarlathotep as an example, in the extreme there can be a huge network of Opposition cells and bases around the world, all working towards that objective. Yet when encountered those cells and bases never seem to have schemes on the go, or some vital task that they're performing for the organization. They exist to be destroyed and then provide clues which in turn let the characters go forward in the plot.

In many ways they resemble the Dungeons and Dragons games of yore. There is a Dungeon. You mighty heroes go down into the Dungeon, beat up the inhabitants, take their stuff - in this case, their clues - and, once finished, the heroes go on to the next Dungeon. Some Dungeons are harder than others, but the pattern is broadly the same for all.

What if you were to adapt the Oppyramid for other games, and give the enemy an active personality?

In order to attempt this let's go back to Bookhounds, and the setting previously discussed in which Stanley David Fentiman and his wealthy ally Sarah Montgomery are scheming towards different but related goals, as follows:

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.
Further for this to work there need to be stakes of some kind, a wager that the characters cannot afford to lose. In Dracula Dossier the continued existence of Edom is the stake. In Bookhounds the character's livelihood, and their store, is the stake, and therefore keeping track of its Credit Rating and thus its Windfalls and Reverses is going to be paramount.

In theory the continued existence of the world can be a stake, but that seems a little too metaphysical for a mystery game, and GUMSHOE is at its heart more mystery than horror. Which is not to say that there's no horror in Trail of Cthulhu, just that its attraction lies less in sloshing buckets of grue than it does the solving of puzzles that lead to the grue.

No, for this to work you need something tangible. Something the characters can perhaps afford to lose, but don't want to. In Dreamhounds of Paris this would be the spark of creative madness; again, something that the character can lose, but will fight to keep. For other games it might be heroic reputation, or more prosaically a chest full of shiny loot. Regardless of the setting, as Keeper you should be able to identify this thing; if you can't, you will need to rethink, as this indicates a significant campaign problem beyond the scope of this post.

Once you have that you need a group, organization or force that threatens the thing the characters don't want to lose. Exactly what this is shall depend greatly on the kind of game you're running, or the setting, and we're using Bookhounds as an example.

In Bookhounds there's the Ring, a loose group of booksellers and professional antique dealers determined to rig the auctions for their benefit. As a long-running set of antagonists the Ring's goals are directly in opposition to the player characters. If the Ring wants to rig all the auctions, the players' shop must suffer. Also, as it's a loose group of individuals rather than a disciplined organization the Oppyramid and its resources can vary considerably. One vendor might rely on the charm offensive, another on breaking bones, another on theft. That gives you all kinds of options to choose from.

But why have the Ring when you already have Fentiman and Montgomery? Because you're going to want to let the players have a few triumphs along the way, and if they keep beating Fentiman and Montgomery then they'll stop taking them seriously as antagonists. Better to save those two for those moments when a devastating, brutal takedown is called for.

So in this scenario the Ring acts as minor antagonists and appear mainly in the initial story arc. They help set the scene and give the players something to whet their appetites with before the main course. Later, when the Ring has been defeated, the characters can move on to meatier fare.

The Oppyramid is a layered series of responses from the opposition, starting low and ending high. So in the Edom files a Level One Response might be to break into or steal one of Edom's minor assets, and a Level Five is burn a key Edom site to the ground. Level Six assumes Edom has been utterly vanquished and that the players are all that is left, but for purposes of this example we don't need a Level Six. If it ever gets to that point in Bookhounds the characters are probably dead.

There are several different responses at each Layer, becoming fewer as the threat becomes more significant. So at Level One there might be half a dozen different responses, while at Five there are only one or two.

In this example we're using two sets of antagonists, one being the Ring and the other being Fentiman and Montgomery. Ideally we'd know a lot more about the powers and assets of both those sets of antagonists, but this is just an example so we're going to let that slide. However it should be remembered that knowing what the antagonists can bring to bear will help determine what they do at any given response level.

Since this is a layered example the Oppyramid will be as follows:

Level One (Ring): The Rumor Mill. Your enemies in the Ring spread malicious gossip about your Bookshop or a recent Windfall your shop enjoyed, telling everyone who'll listen that the shop sells forgeries. If this gets as far as the police, the shop will suffer a Reverse no matter what the outcome of the court case; mud sticks.

Level One (Ring): Friends in Need. An ally of the store - an NPC Occultist or Forger, say - is being persecuted by members of the Ring, who want the ally out of business or disgraced. The characters have to protect or lose their ally.

Level One (Ring): Petty Theft. One of the Ring pays a small-time Rough Lad to hang around the characters' shop and steal some of the merchandise. Nothing too valuable; the intent is to disrupt business rather than cause any real damage, though the Rough Lad may not be too cognizant of the finer details. The characters need to get this Rough Lad off the premises, preferably with diplomacy since force will only provoke the Rough Lad into gathering some of his friends for some real damage.

Level One (Ring): High Bidder. The Ring has suborned one of the auctioneers at an auction house the characters regularly attend, using this ally to ensure that the bids always go their way. The characters will need to deal with this auctioneer or suffer a penalty to their Auction pool every time they go to auctions here.

Level Two (Ring): The Seduction. One of the shop's most important regular clients is being wooed away by the Ring, with promises of special deals and hitherto unobtainable prizes. If this client is persuaded to change allegiance, the shop will suffer a Reverse.

Level Two (Ring): Awkward Squad. A member of the Ring with limited Mythos knowledge but unshakable self-confidence tries to use Magic against the characters, and it does not end well. An uncontrolled entity, Mythos or otherwise, is now causing chaos in the neighborhood, and it's up to the characters to do something about it. Thanks to the Ring's interference, it may be possible to redirect the entity against the Ring member who summoned it. This may be a Megapolisomantic event, if this kind of Magick is used in-game.

Level Two (Ring): High Stakes. The Ring sets out to persecute the characters at every Auction they attend. The characters suffer a 5 point loss from their Auction pool, so long as this is in effect. However this lockout can be broken if the characters persevere, and should they win even one auction the Ring pulls back and ends the lockout.

Level One (Montgomery): Discreet Enquiries. One of Montgomery's allies or assets starts making enquiries about the characters and their business. Can they be trusted? Are they as good as they say? Impressing this ally somehow will lead to a Windfall for the shop.

Level One (Fentiman): The Cad. A female ally of the characters, preferably one with Occult or Mythos knowledge, is brought nearly to ruin by Fentiman's romantic excesses. Now the bounder's run off with something of real value, and the ally wants it back. Failing here means the characters lose the ally.

Level Three (Ring): Payback. One of the Ring goes make-or-break, determined to ruin the characters or go bankrupt trying. This rogue Ring member will not stop until he or the characters are done for. The rest of the Ring, while sympathetic, will not risk career suicide over this feud. The rogue Ring member will attend every auction the characters attend, bidding against them at every opportunity. Three successive auction victories here dooms the Ring member.

Level Three (Ring): Poisoned Fruit. A Forger ally of the Ring creates a near perfect copy of a grimoire the characters either own, or desperately need. If the characters own it, then it's the most valuable grimoire in the shop. The Ring intends either to sell this fake to the characters, or to break in and replace the genuine article with this forgery. Once this is done, the Ring will use its contacts to 'prove' the characters deal in forged merchandise.

Level Two (Montgomery): Pass the Test. If the characters succeeded at the Level One Montgomery challenge then that ally comes to the characters to give them a valuable commission; success here means that Montgomery will trust them with more important things. If the characters failed then they become aware that the ally is making the same offer to a member of the Ring; if they move quickly, they can get the commission before the Ring member does.

Level Two (Fentiman): Deadly Current. Fentiman challenges an NPC Occultist or occult minded ally to a Megapolisomantic battle of wills over a bad review the ally gave to one of Fentiman's articles in an esoteric magazine. However Fentiman has real power on his side, and if the characters aren't proactive their ally may end up dead.

This could go on for some time, but there's no need to. Notice how the responses are layered; the Ring, as minor antagonists, get to Level Two responses before the major antagonists start their Level One. By the time the Ring's either breaking or broken by the characters, the major antagonists are warming up to a Level Two response, and so on.

Note that not all the Oppyramid entries are antagonistic. Montgomery in particular is relatively mild compared to the Ring. Not all antagonists need to resort to blood and thunder straight away; they should react according to their personality, power and goals, which opens up a wide range of responses. If, as with Montgomery, achieving goals means buying arcane grimoires, why would she open negotiations by attacking people? Far better to negotiate or bargain, to begin with. Later, when things get more intense, Montgomery can get brutal.

I hope this was useful! Next time something completely different.

Sunday, 11 December 2016

Not Quite Book Review Corner: The Ruins (Scott Smith)

I spent rather more time than I would have liked in hospital during my recent UK trip, but it gave me time to read a book I'd bought to entertain me on the flight: Scott Smith's The Ruins (2006). It was one of three I'd bought, the other two being a Michael Slade and a Jack Higgins. I don't look for aesthetic or intellectual entertainment when I fly; I want something interesting enough to make it worth my while turning pages, and that's it. It's different when you're comfortable, awake and alert, but those three things are not what flying is all about.

The Ruins was an unknown quantity. I didn't recognize the author. I later discovered he's the guy who wrote A Simple Plan (1993), a thriller I very much admire, but at the time the name Scott Smith plucked no forgotten strings of memory. The Ruins is his second, and to date he's only written two. The man does not believe in rushing things along.

He's an MFA Fine Arts who's got a few screenwriting credits behind him, and is currently working on Civil, a TV drama-cum-thriller-cum God Alone Knows in which nation-shattering violence breaks out after a hotly contested election. He seems to prefer obscurity; he's given few interviews and in those interviews he says little about how he works or what he's working on. He likes bookstores. So there's a plus.

The Ruins begins deep in Mexico's tourist heartland. Four Americans meet a German and three Greeks. The German has a problem; he and his brother fell out after the brother met a pretty archaeologist and the brother ran off to join her at some dig out in the boondocks. Now it's almost time for their flight home, and the brother hasn't come back. What, he asks the Americans, do they think he should do?

To them this all seems like a fantastic side adventure with a hint of illicit romance. Besides, going out to see some picturesque antiquities was on their To Do list, even if these particular antiquities seem to be a not very remarkable mine far from the comforts of civilization. So they pack a hearty picnic lunch, rent a taxi, and zoom off to the ruins. Ignoring the taxi driver's Borgo Pass-style warning - 'this place no good. Give me fifteen dollar, I take you somewhere better.' - they get off where they think the footpath to the ruins ought to be. There their problems begin.

The locals in the village nearby are as unfriendly as it is possible to be without actually shooting them. The locals pretend not to understand what they're talking about, and don't encourage them to stay. However by luck and some deductive reasoning they find the right footpath, which has been carefully camouflaged with leaves and brush. Following that path they find a pleasant hilltop covered with greenery and beautiful flowers, surrounded by a wide strip of what seems to be burnt out landscape, not unlike a moat cut out of the jungle. They can see what seems to be a tent at the top of the hill, presumably belonging to the archaeologists.

In short order the locals arrive, and they are not best pleased. Many of them are armed, and more are on the way. The leader seems to be about to let them go, but then one of the Americans accidentally sets foot on the flowery hillside. That contaminating foot is enough, and they're all ordered to climb the hill. No questions, no going back: climb.

Then things really get weird, but to go any further would involve major spoilers.

This, like Smith's previous novel, has also been made into a movie. While I have not seen that movie the trailer gives me no confidence whatsoever, and I'd avoid watching the film before reading the book as it might ruin things for you. Rotten Tomatoes gives it a pretty mixed rating, for what that's worth.

I like smart horror. By that I mean I like the characters to be strong characters who don't do anything dumb for reasons that are transparently plot related. Everyone has to behave in keeping with their character and everyone has to make reasonable decisions. Not necessarily correct decisions - in horror there aren't many of those - but reasonable according to the facts available at the time.

This is very smart horror. Even the locals, who might otherwise be faceless cyphers, are interesting, and behave very much in keeping with a group of people who've found themselves living next door to Satan's Left Buttock. Having found a way to keep the wicked emanations at bay they dedicate their lives to ensuring nobody goes near, and if somebody does, they make sure the unlucky wanderers never get out. Perfectly reasonable, under the circumstances. After all, we know what happens when you rely on the authorities to solve your problem for you.

Seldom have I read anything quite so much in the present tense. The only comparable I have is Andy McNab, and you know how I feel about him. Yet in this everything relentlessly flows from moment to moment, less like a narrative and more like a rising flood, carrying everything before it. Nothing in this novel happens without you silently witnessing it; there are no off-camera segues.

The antagonist is pleasingly Lovecraftian. By that I mean it is unknowable, alien, and malign. You get the sense that it's just biding its time up there on the hillside, waiting for the locals' guard to drop. It voraciously devours everything it can get - birds, animals, insects - and human targets are o-so-tasty, but perhaps a little large and feisty to be swarmed in a frontal assault. So it resorts to trickery and illusion to get the job done, luring them into dangerous situations where they can be picked off one by one.

Narratively it reminds me of John Wyndham and while some of you may be leaping towards a certain novel I'm actually thinking of the criticism levelled by Christopher Priest, who called Wyndham 'the master of the middle-class catastrophe.' The main characters are all nice college kids with money and all the nice things that money can buy. They've had good educations, they're smart, they can handle themselves in most situations and soon they'll be going off into the working world.

Here they are enjoying an exotic vacation. Here they are going off to rescue their friend's brother from a silly romantic misadventure. Here they are climbing a flower-covered hill, threatened with death if they try to come down again.

One of them thinks wistfully about her nice things, left in the hotel back in Cancun. Perhaps the maid will steal them.

It all speaks to a kind of invulnerability middle class Westerners think they enjoy. Nothing can seriously go wrong, not to them. After all, they're on vacation. They're having a good time. They just want to go out for the day, have a picnic, see some scenery and go home again. What's so difficult about that?

The other two books I bought for the trip are long gone. I don't believe in carrying excess baggage, and I brought too much stuff home with me to want to burden myself with even a fraction of a kilo's weight. I don't think the Harris even left Bermuda's airport; I dumped it for someone else to find, and same goes for the Slade. I believe in being a Johnny Appleseed of books, and English pubs are quite good places to spread the love.

I almost took the Smith to Dragonmeet to pass on to some unwitting host. I didn't. I almost passed it on some other way - after all, I had three days in London after Dragonmeet before getting on a plane.

It's with me now, on my desk in front of me.

You don't get rid of the good stuff.

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.