Showing posts with label Nights Black Agents. Show all posts
Showing posts with label Nights Black Agents. Show all posts

Wednesday, April 16, 2014

So, what does that stat do again / Coming back to World of Darkness


I've been running Night's Black Agents, a Gumshoe game, for nearly a year now, and other Gumshoe games (Fear Itself, TimeWatch, Trail of Cthulhu) for longer. I've become familiar with  the system, how it works and how to make stuff up on the fly. It's now my 'go to' system. 
It used to be World of Darkness, though. I learnt to GM by running Vampire: the Masquerade. The first game I ran to an actual conclusion was a Hunter: the Reckoning/Mage: the Ascension mash up. I loved the games and the Storyteller/telling systems. 
I still have a great fondness for them, and hold them in high regard. 

So I've been thinking about what I would like to run once NBA finishes. I decided that I would like to run Mage: the Awakening. I've always had a soft spot for Mage, and would like to do something with the nWoD game. 

I play almost exclusively over Google+ Hangouts these days, and we use Google spreadsheets as character sheets. This means that there's a one off exercise of transcribing the character sheet to a Google Sheet format. 
I did that this weekend, and realised that WoD games, and Mage: the Awakening in particular, are really complicated. 
Keeping track of three different types of damage - Bashing, Lethal and Aggravated? Awakening also throws in Resistant damage as well, for four(!) types. 
Tracking Willpower, Morality trait (Wisdom in Awakening), Mana, Gnosis, Paradox, spell tolerance and Virtues and Vices is a massive drain on the player and storyteller before you start adding temporary health, speed, initiative and defense bonuses. 

I don't think I can do it anymore. It just seems like so much effort. 
Which is a shame - the settings and a lot of the game conceits are excellent.

Sunday, January 19, 2014

Night's Black Agents / Tap That

I continue to enjoy Double Tap, the Night's Black Agents expansion from +Pelgrane Press Ltd

By 'enjoy' I mean 'be continually inspired and engaged by'
It is one hell of a book.

The first half (90 pages) is player facing, and expands on the wide range on cool things that players can do, use or blow up.
The book would be worth the cover price alone for this section.

The second half (30 pages) is director facing, and offers a range of pre-made people, places and perils (OK, monsters) as well as story ideas and tips.
I would probably have paid money just to get 30 pages of quality this high.

If you play Night's Black Agents, I urge you to get this book. There is not a wasted word or filler paragraph in its 120 page count.

Excellent work +Kenneth Hite, +Will Hindmarch, +Kevin Kulp, +Christian Lindke, +Gareth Ryder-Hanrahan, +John Adamus, James Palmer, Will Plant and Rob Wieland.
Please keep producing work of this calibre and then take my money.

Saturday, August 31, 2013

Allow your darlings to be murdered / Knowing when to let an NPC go

There's a decision that shapes a GM, one that separates the men from the boys, the wheat from the chaff, the good from the bad.
You've put in time and effort creating a Non-Player Character for your game. You've not just statted them, you've woven them into the very fabric of your game world. They have a name, a back story, concerns, interests, a personality, goals, hopes and fears.
This is a recurring antagonist. A nemesis. Someone who your players love to lock horns with, who they curse in the day and ally with in darkest need.
Then the players just kill them. Usually in a summary fashion that in no way hints to the greatness of this character.

What do you do? Let the character die? Move on? Start again?
Or snatch them from the jaws of death, resurrect them off screen or retcon their survival?

This is the test.

I recently had to make this decision, twice, in my weekly Night's Black Agents game.

I created the first actual vampire the players were to meet, who was supposed to thrash them within an inch of their lives before dying himself or fleeing or driving them off.
They pretty much cut his head off in the first round of combat with him, dropping him instantly.
OK. That's fine. He has healing powers and is supposed to be hard to kill and fucking scary. Fair enough. Let them have their victory.
Their surveillance cameras picked him up walking around and killing Mafia henchmen with his bare hands some ten, fifteen minutes later. That put the wind up them.

The next time they meet him, some four sessions later, they were sufficiently wary of his recuperative abilities to nuke the site from orbit. They wheeled a bomb disposal robot, packed to the rafters with C4, into the building he was in and remotely detonated it.

I spent the next week agonising over what to do.
He was a vampire with supernatural speed, reflexes, resilience and healing. Of anyone could have survived, it would be him.
But that would be a spit in the face to the players. They'd put everything they had into making sure that they killed this guy dead. It would be unsatisfying to deprive them off that kill.
But what about the narrative function that the NPC was supposed to serve? And what about all the effort I put into building him?

Let me tell you a story.
Back in the late 90s I played in a Vampire: the Dark Ages game. I was playing a 7th Gen Brujah based on the Crusader Tancred de Hautville, who was a lot of a bastard. One of the other players was a 7th Gen Tremere who specialised in the Thaumaturgical Path of Fear. This becomes important shortly.
For some reason we were fighting a horde of flesh eating zombies in a tunnel network beneath London. It turned out that the source of all of these
Undead was a Celestial Chorus mage (don't ask me why, I still don't know to this day). He told us to stop killing the zombies, or he'd have to stop us.
So we attacked.
Our tried and tested tactic was for the Tremere to use the Path of Fear, which reduced the targets dice pools by a sizable amount, often preventing them from acting, and then the rest of us would beat the shit out of them.
So, the Tremere used Path of Fear and rolled well, reducing the Mage's dice pool by 9 dice. This pretty much guaranteed his death. The rest of us surged forward.
At this point the Storyteller starts panicking and tells us that the Mage is teleporting out of the tunnels.
Well, this is patently impossible, not unless the Mage has an Arête score of 10 (Arête is the measure of a Mage's magical might. A score of 3 let's you throw fireballs. A score of 10 literally makes you an actual God), which is highly improbable.
But the Storyteller informs us that, yes, the Mage is a God and can create a fully functioning universe in 6 days or less.
He rolls his one dice, gets a success and has the Mage escape.
Fucking atrocious! 

To this day I find this deeply unsatisfying. I'm getting that empty, gnawing, hollow feeling in my stomach just thinking about it.
If only I could roll back time and punch the storyteller in the gut and shout "how d'ya like them apples?!"

Back to Night's Black Agents...
Should the vampire escape?
No.
They found his severed arm in the rubble of the building, and the rest of him stuck in a collapsed bolt hole in the cellar.
Their play paid off. They get the rewards. My NPC gets to be interrogated, and if they're sloppy he may escape (sans arm). He'll probably die. That's fine.

Thursday, August 15, 2013

And Fear and Paranoia will be out watchwords / Disturbing players sleep with Night's Black Agents

I'm currently running Kenneth Hite's Night's Black Agents, a Gumshoe game focusing on investigation, spy thriller tropes and vampires, over Google Hangouts. It's a fantastic game.
It sounds a bit weird at first: Jason Bourne alikes vs vampire conspiracy in a high octane thriller setting that focuses on investigation. Actually, it sounds a bit confused.
It doesn't run like that. It runs like a classic spy thriller, with an added level of scary shit at every level.

The core book is mostly a toolbox with every component needed to build and run a custom game.

  • Design your own vampire - satanic, supernatural, alien or mutant
  • Build your own conspiracy, with a step by step guide on how to move from street/gang level to world spanning mega conspiracy
  • Move through Eastern Europe like Liam Neeson through a gang of human traffickers
  • Support and ultimately betray your friends and allies
  • Different modes of play from ultra realistic Dust to hyper paranoid Mirror, psychologically damaging Burn to high action Stakes

Sofia, the capital city of Bulgaria
I've set my game in Bulgaria, one of the poorest and newest members of the European Union. It's an ex Communist state once part of the USSR. It's a gateway to Asia, Europe and the Middle East. It's government is incredibly corrupt. Border controls are virtually non existent. Organised crime is unchecked and run by ex members of the Communist Olympic Wrestling Team who found themselves suddenly unemployed and with the only marketable skills of being able to hurt people. Assassinations are common in Bulgaria, often happen in broad daylight in public places and can involve rocket launchers.
Honestly, as a setting, it's a gift.

I'm loving the creativity and verve that my players are bringing to the game. It's the first time that I've played with four of them, so there was a lot of unchartered territory as far as the group dynamic goes.
So far the team have:
  • Extracted an informant and hurt a number of Bulgarian Mafia goons in the process
  • Watched a human trafficking deal go bad, killed a load of surprisingly agile and hardy Germans and crashed out a bit when one got up again after having his head virtually severed
  • Blown themselves up when they placed a propane canister and an M60 in the same confined space they were in
  • Followed a trail of death and destruction as they played catch up to a sadistic killer who was tracking them down
  • Blown up some cop cars as they fled from the scene of a brutal murder they didn't commit
A genuine Bulgarian Mafia
boss and ex wrestler


The players have been writing up the sessions as In Character journals, which I'm very happy with.
The notes of paranoia in there make me feel like I'm doing a good job.
We're seven sessions in now, which is much further than I thought we'd get. Often these things lose momentum, but we still seem to be going strong. It'd be really good to see this game through to the bitter end.

Sunday, April 14, 2013

Sunburn Notice / Nights Black Agents game pitch

Somewhere in Eastern Europe Matt Damon, Liam Neeson, Daniel Craig and Tom Cruise have just been burnt out by their employers and left to die.
They're suddenly on the radar of a powerful and malevolent international conspiracy who will stop at nothing to silence them. Permanently.
All they have to keep them alive is their years of specialised military and espionage training, a network of informants and a cache of weapons and equipment.
Running isn't an option. They've got to take this fight to the very top of the conspiracy and bring the bastards crashing down.
The only problem, the bastards might be vampires. Or something worse.

Nights Black Agents is a game of hyper capable spies, secret agents and military specialists thrown against a horrific conspiracy. Maybe it's the agents of Satan, or aliens. Maybe a supernatural curse or genetic mutations from unethical experimentation.
Players take on the roles of these super spies, caught in between their old agencies, local law enforcement, organised crime gangs and the shadowy conspiracy. They must uncover a trail of clues and follow it to the top of the conspiracy before the conspiracy gets them.

It's kind of like: Taken, Mission Impossible III, Bourne Trilogy, Casino Royale/Quantum of Solace, Ultraviolet (UK TV series), the Prisoner, Alias, Prison Break

Sunday, January 8, 2012

The NoN List / One shot festive Gumshoe adventure

There's now no chance that I'll run with this idea for the next eleven months, so let's blog it instead.

Before I go on, its probably best if you watch the first Tom Cruise Mission Impossible film, in which Hunt and his team must stop stop a NOC list from falling into the wrong hands.

For a while now I've had a half formed joke rattling around my head about Santa assisting police with their enquiries due to his extensive Naughty or Nice list.
He has clearly established an effective and secretive international intelligence network, and uses the information it gathers to keep records on every person alive in the world today.
Therefore, Santa would possess information valuable to any criminal investigation.

It's a poor joke, but a terrifying espionage scenario.
Especially if that list falls into the wrong hands...

I intended to run this using the Esoterrorists rules with a tweaked setting, although I now think that Nights Black Agents would suit it better, being a Bourne/M:I setting already.
I'll reserve judgement on that until I've read through NBA, though.

The set up is; the players are active operatives for an intelligence agency - CIA, NSA, MI5, MI6, MOSSAD, KGB, etc.
They have been tasked with retrieving an encrypted hard drive from a defector. They are briefed that the hard drive is infinitely more valuable than the defector.
The deal goes bad; a third party intervenes, the defector is killed and the hard drive lost.

Information points to a mole within the players own agency, and they are implicated in the conspiracy.

You'll need to decide who the traitor is, who he works for and how the players can track him/her down, retrieve the hard drive and clear their names.

So, what's on the hard drive? Only the previous years Naughty or Nice list.
This is best played after Christmas Day, and should be delivered deadpan.
The Hard Drive contains one, massive, rich text document - a seemingly endless list of names, ages and addresses in table format, with three extra columns.
The columns are headed Yearly Average, Nice Deeds, Naughty Deeds.
It covers the previous Dec 25 through to Dec 24.
If they specifically look, the players can find their own names with a scarily accurate summary of their activities for that year, including details of any covert, top secret missions they undertook.
They can also find the names of their immediate family, their superiors, known operatives from rival agencies, world leaders and celebrities.
The list could topple governments, compromise national security and ruin lives.
The players may even question whether or not their own agency should possess the list.

It's important to play the game as straight as possible. The only joke is the origin of the list, everything else is deadly serious.

For a supernatural element, you can include disturbing midgets with twisted faces, high pitched voices and bleeding edge equipment who are competing against the players. 


Thursday, December 22, 2011

Conspyramid / Designing your insidious plot of evil

Pelgrane Press Ltd » Blog Archive » Night’s Black Agents Competition

The link above takes you to an article at Pelgrane Press's See Page XX, about the forthcoming Nights Black Agents and a tool for designing a Conspyramid - a hierarchical structure chart depicting a supernatural conspiracy from the ground level cells up to the vampiric menace organising it, that can have in game effects.

I absolutely love the idea behind it, and how it can be used in game. The concept itself isn't just limited to Gumshoe games, it can be applied to any conspiracy based story.
It's a beautiful idea.

I encourage you all to read it, and invest in NBA's when it comes out.
Actually, you can pre-order it now and get an advance pdf copy for free.