Showing posts with label Aeon Trilogy. Show all posts
Showing posts with label Aeon Trilogy. Show all posts

Friday, March 29, 2013

Bringing the Aberrant smackdown / Conforming to my players expectations

I am faced with a dilemma in my Aberrant game.
Do I actively try to kill all the player characters in one session, or not?

The game has been ramping up to the point where the player characters find themselves opposed to the local equivalent of the Avengers and the cliffhanger for the last session was the seconds directly before a direct physical confrontation.
The players have uncovered evidence that Utopia are not all they seem to be, and have effectively teamed up with a recurring villain to break into a Utopia facility and free a Terragen affiliated Nova.
Which has put them squarely at odds with Alpha Strike, the city's primary Nova team and Utopian agents.

The players have seen this coming from a way off, especially as we took a six month mid season break, and have started statting new characters because they don't believe they'll be walking away from this one.

Which is the source of my dilemma.
They expect me to throw everything at them and to wipe them off the face of the game world, which is exactly what a team like the Avengers should do to them.
Thing is, I'd be an irresponsible Storyteller if I just threw a straight fight at them. I have no intention of killing them, this is a story encounter as well as a set piece combat.
But they don't know that. They have to go into this presuming that they should be putting their affairs in order. They also can't be allowed to think that I'm going easy on them.

I'm going to have to kill one of them.
Which one?
The Adonis, the honourable and reserved tank?
Solar Flair, the narcissistic and slow witted fire starter?
Max Control, the arrogant and superior mind controller with Terragen leanings?
Tim Roley, the shape changer with multiple personalities?

They all bring something important to the group dynamic. They're a pleasure to play with and easy to place in situations.

Who should I kill?

Thursday, January 10, 2013

Two fisted tales of Adventure! / The best game ever

I often describe Adventure as 'the best game ever'. This is not just hyperbole. One of the authors, Bruce Baugh, commented last year that he and the other authors had "bottled lightening" with the book.

For a game that I originally only bought to complete my set of the Aeon Trilogy (including Trinity and Aberrant) it has had a significant affect on me.
If I had never bought Adventure! I would never have read Planetary or Hellboy. I wouldn't have been exposed to Pulp literature. It paved the way for me to appreciate and enjoy Trail of Cthulhu and read Lovecraft's work.
This book, this game fired my imagination like no other.

Why? What makes this game so God damn good?
Everything. The commissioned short stories (including ones by Warren Ellis and Greg Stolze), the setting - presented as journal entries, newspaper clippings, letters and notices that makes up the first third of the book.
The control that just stops everything from tipping over the edge into complete absurdity and keeps it running on that razors edge of genius.

It is the swinging 20's and everything is possible if you're willing to seize opportunity by the lapels and shake it until the good stuff falls out. Those with the initiative to make a difference can change present and define the future.

You play one of the Inspired: either a Daredevil, a Mesmerist or a Stalwart - a traditional hero possessed of luck and determination, a person with mysterious psychic powers or a demi-god, a man of bronze capable of impossible feats.

The second reason that the game shines is the system. It's based on the standard White Wolf/Storyteller system, with additions that fit the setting perfectly.

Stunts: The game rewards creativity and engagement with mechanical bonuses. Describe what you want to do. If you've put on effort you get a bonus. If it's cool you get a bigger bonus. If everyone at the table goes "whoa" then you get an even bigger bonus.
You do cool shit, you get could stuff. Fortune favours the bold and all that.

Knacks: The Inspired get Knacks. Not quite powers, not quite enhanced abilities. Both. Neither. Daredevils get Knacks that allow them to push the boundaries of good fortune, Mesmerists get powers of the mind to push and pull objects and thoughts and emotions whilst Stalwarts get to dodge bullets, lift cars and walk across deserts without water or shade with no ill effects.

Finally, Adventure! is a game of undisputable character. It oozes it from its every pore. It is bold. It is bright. It is everything you need from a game.

And it is being republished. Onyx Path Publishing, the successor to White Wolf, has bought the rights and are working on new editions of all the Aeon Trilogy.
I cannot tell you how excited I am.