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Showing posts with label The Yellow King. Show all posts
Showing posts with label The Yellow King. Show all posts

Friday, 13 November 2020

"The Bloofer Ladies" (scenario)


A little late for Halloween, here's a short adventure seed for a Victorian horror campaign, possibly but not necessarily something like Tremulus, Call of Cthulhu or The Yellow King. This adventure assumes some background:
  1. The player-characters were previously involved, months or even years before the events of this scenario, in an adventure such as “The Night of the Jackals” in Cthulhu by Gaslight (see video playthrough below), or any scenario which ends with a mansion being gutted by fire. 
  2. The villain of "The Night of the Jackals" adventure is now in a mental asylum in Hampstead.
It’s not necessary for you to have run that specific adventure, just as long as there has been some earlier scenario that ended with a house fire. That ought to be easy enough to engineer in a Victorian horror/investigative campaign!

An invitation to the theatre
It is Tuesday, 4 August 1891. Bram Stoker (44 years old) sends a message asking the characters to come to the Lyceum Theatre at lunchtime to talk about some eerie experiences. It is feasible that at least one of the characters has met Bram Stoker before (at a dinner party, perhaps, or at their club) but that’s not essential for the scenario, as long as he could know them by repute.

The Lyceum is in Wellington Street, off the Strand, with the Wellington pub on the corner. As the characters arrive, Henry Irving (53 years old) is rehearsing a scene in a play Stoker has written. Stoker is business manager of the Lyceum but is not yet established as a novelist, though he recently had some lukewarm reviews for The Snake's Pass.

Irving is not impressed, disparaging Stoker in front of Annie Oakley (31) and her husband Frank E Butler (44) who are both crack shots with a .22 rifle and are on a break from Buffalo Bill’s Wild West show, which is currently touring Europe.

Irving finishes the scene, one where he comes up behind the actor playing Jonathan Harcourt (sic) who cuts himself while shaving. In character as the Count, Irving reaches for the blood on Harcourt’s cheek but recoils from a crucifix around his neck.

‘Take care,’ says Irving, putting little feeling into his delivery of the lines. ‘Take care how you cut yourself. It is more dangerous than you think in this country. And this is the wretched thing that has done the mischief. It is a foul bauble of man’s vanity. Away with it!’

Stoker, watching from the stalls, jumps up brandishing a copy of the script. ‘Then you break the shaving-glass, Henry.’

‘Oh? Why don’t I do this while I’m at it?’ And Irving slowly tears up the script. ‘Absolute twaddle, Bram. “The children of the night, what music they make.” Pah.’

‘Well, maybe if you said it with an accent…’

‘I know how to read a damned line. And as for “Count Wampeer – ’

‘Vampire, please.’

‘It’s been done to death in the penny dreadfuls, old chum. Warney the Wampeer. Forget it. I might as well stick a stake through my career and bury it as play this old hokum. Just stick to managing the accounts, will you? I say this as a friend – you have no more talent as a playwright than McGonagall has a poet.’

Stoker’s story
With Irving’s criticism stinging his ears, a flushed Stoker takes the player characters to his office. There, if distracted from his public embarrassment, he explains why he asked them to come and see him.

In 1885 (on October 24th to be exact) Stoker went to look at the wreck of a Russian ship called the Dmitry, which had been washed ashore at Whitby. There was a coffin broken open on the sand and he remembers the crest: a crude copper symbol, a rozeta solara with a serpent or dragon curled over it.

Stoker goes on: ‘A large black dog raced across the sand and started barking at me. I conceived the notion that it was warning me off the casket. Probably it was nothing of the kind. Perhaps the beast was merely made nervous by the smell of death. But it gave me an idea for a play I may one day write.’


That was six years ago, and Stoker had almost forgotten it until an incident near Hampstead Heath a couple of weeks ago:

‘It was evening. I’d emerged from the Heath after a long walk and was looking around for a pub. I was wandering deep in thought, so I don’t know the road I was on. A carriage pulled up and a man and woman got out. The woman was beautiful but very pale, and stared ahead of her as though in a dream. She wore a cloak, under which her dress was white. The man, whose face I scarcely noticed though I recall he was tall and gaunt, led her into the driveway of a large house. I had the impression the house was unoccupied, though I couldn’t see it for the high hedge that surrounded the property. As I crossed the road, I happened to glance at the open carriage and saw that it bore the same symbol inside the door that I saw on the coffin at Whitby: a serpent on a rozeta solara. At first it didn’t register, and I had gone a few yards before I realized where I’d seen it before – or thought I had, for I had barely glanced into the carriage. I hesitated, and had a mind to go back for another look. Then the man came back out of the drive.

‘It was like looking at a moving image in a zoopraxiscope. He was at the hedge bordering the property, or so I thought, but as I turned my head he was already passing me. And as I then looked back it was as though another blink had occurred, and he was already climbing back into the coach. It rolled off and was swallowed in darkness. It was most odd. It seemed to me as though he had either moved at unnerving speed, though he seemed merely to be walking at a normal pace, or else I experienced a series of momentary blackouts. For a moment I thought of looking in the driveway of the house to see what had become of the woman, but my nerve failed me. At any rate, I abandoned all thought of a pint and went straight home. Then yesterday he saw this piece in the paper.’

He hands them yesterday’s Westminster Gazette:

A HAMPSTEAD MYSTERY
The neighbourhood of Hampstead is just at present exercised with a series of events which seem to run on lines parallel to those of what was known to the writers of headlines as “The Kensington Horror,” or “The Stabbing Woman,” or “The Woman in Black.” During the past two or three days several cases have occurred of young children straying from home or neglecting to return from their playing on the Heath. In all these cases the children were too young to give any properly intelligible account of themselves, but the consensus of their excuses is that they had been with a “bloofer lady.” It has always been late in the evening when they have been missed, and on two occasions the children have not been found until early in the following morning. It is generally supposed in the neighbourhood that, as the first child missed gave as his reason for being away that a “bloofer lady” had asked him to come for a walk, the others had picked up the phrase and used it as occasion served. This is the more natural as the favourite game of the little ones at present is luring each other away by wiles. A correspondent writes us that to see some of the tiny tots pretending to be the “bloofer lady” is supremely funny. Some of our caricaturists might, he says, take a lesson in the irony of grotesque by comparing the reality and the picture. It is only in accordance with general principles of human nature that the “bloofer lady” should be the popular rôle at these al fresco performances. Our correspondent naïvely says that even Ellen Terry could not be so winningly attractive as some of these grubby-faced little children pretend—and even imagine themselves—to be.

There is, however, possibly a serious side to the question, for some of the children, indeed all who have been missed at night, have been slightly torn or wounded in the throat. The wounds seem such as might be made by a rat or a small dog, and although of not much importance individually, would tend to show that whatever animal inflicts them has a system or method of its own. The police of the division have been instructed to keep a sharp look-out for straying children, especially when very young, in and around Hampstead Heath, and for any stray dog which may be about.

“The Westminster Gazette,” 3rd August.
Extra Special.

THE HAMPSTEAD HORROR. ANOTHER CHILD INJURED.
The “Bloofer Lady.”

We have just received intelligence that another child, missed last night, was only discovered late in the morning under a furze bush at the Shooter’s Hill side of Hampstead Heath, which is, perhaps, less frequented than the other parts. It has the same tiny wound in the throat as has been noticed in other cases. It was terribly weak, and looked quite emaciated. It too, when partially restored, had the common story to tell of being lured away by the “bloofer lady.

Stoker himself cannot remember other details, such as where the house was, but hypnosis or even just careful questioning would help. For example, he was on the north side of the heath and he said the carriage was soon lost in the darkness, meaning the house must have been quite near to where the electric street-lights run out.


Investigation
Things the characters can find out:
  • The house turns out to be the burnt-out ruin of Kandahar House, which in this scenario is located on the Bishops Avenue in Hampstead, east of which the newly installed electric street-lighting peters out. 
  • The names of the two abducted children were Sally Vane and Jimmy Murdin. (Whether they can be rescued or are already dead depends on the bleakness of tone you're striving for.)
  • The symbol Stoker saw (he sketches it) is Romanian and is the ancestral crest of the Counts Vârcolac, a noble house now thought extinct.
At the ruined house
The players have been here before, and will remember the house when a family was living here (Colonel Hollingsworth’s, in the original scenario), so there is something melancholy in seeing the sooty brickwork, charred timbers, blistered paintwork and weeds growing through the weather-ravaged ruin. The smell is of dank ashes, brick dust and decaying wood.

The stairs are unsafe but can be used with caution to reach the upper stories. The characters find evidence that somebody has been searching the house: fallen rafters that have clearly been recently moved, cupboards that largely escaped the fire but that show signs of having been broken into, and so on.

The “Bloofer Ladies” will be encountered up in the vast cavernous space of the attic. They are to all intents and purposes vampires, though in our campaign that’s a science fictional effect (engineered retrovirus) rather than a mark of the undead.


Count Vârcolac is long gone. The characters may encounter him eventually, but not in this scenario. He left his “brides” here to search for an item in Col Hollingsworth’s collection of ancient artifacts. It doesn’t much matter what that item is; it can be a MacGuffin for a future adventure.

The Butterworth Hospital 
A private mental asylum in Hampstead run by Dr Algernon Mahler. Other useful NPCs are a burly male warder, Stackpoole, and a nervous young psychiatrist, Dr Hiram Carver.

Mounir Faez from the published “Night of the Jackals” adventure is a patient here. Faez is unable to take control of complex minds, but is slowly building a “hive mind” of insects he has captured. That’s just a seed you can build on or ignore as you see fit; it’s not an essential element of the scenario, though it could of course inspire Stoker (if the characters give him a full account later) to create the character of Renfield.

Notes
There are no real twists here. The characters go looking for vampires in Hampstead and they find them. OK then. In my campaign the surprise factor was that they didn't expect vampires (it's not a fantasy game, as I mentioned) and the fun was to be had in meeting Stoker & company and experiencing the retooled elements of Dracula. I tend to use my notes as a springboard for improvisation, and so rarely bother to pre-plan twists as I expect to use the "plot" as a McGuffin while the characters' actions and interplay create the story. If you're going to run the adventure, it will work best as the teaser episode of a longer search for Count Vârcolac, something like this.

Friday, 6 November 2020

I've been x-carded!


You know I mentioned a little while back that I was planning to run The Wars mini-campaign from The Yellow King RPG. Well, you didn't miss anything because it never happened. Why? I got my first x-card.

What dat, you ask? Here's what the Yellow King RPG has to say:
"Each player receives an index card with an X on it. When someone introduces subject matter that a player finds truly, personally fun-ruining, the player holds up the card. The player can either suggest that the troubling element be dialed back, or dropped entirely. You and the other players, as the fine and considerate people you are, accede to the request without pushback, adjusting the narration as desired."
In preparing for the first session I'd been assigning nicknames to the player-characters, who were all members of an infantry platoon in a sort of not-quite WW2 with bits of steampunky WW1. One of the players complained that one of the other characters' nickname was in poor taste. Don't worry, it wasn't some awful racist David Starkey offence; I'm not that insensitive to modern etiquette. It was pretty much in the same line as the name of the corporal pictured left, actually. But I don't do "no pushback" so I pointed out that squaddies in a brutal mid-20th century world war would not share the sensibilities of civilians in 21st century London. Taste would be very low on their agenda when inflicting a nickname on a new recruit.

In fact it helped me make up my mind to pull the plug on the game. It's always better to do that before wasting the players' time on a session or two, as happened with another famously crowdfunded RPG that I'd better not mention. It wasn't because of that x-carding -- I could easily enough have changed the character's nickname to something untroubling to that player -- but because it had been dawning on me throughout the character-creation process that the Wars campaign I wanted to run wasn't the one most of the players wanted to be in. Mine would have ideally been The Red Cavalry meets Kafka, and I'd have settled for Charley's War; the players were hoping for Kelly's Heroes (perhaps with a dash of 'Allo 'Allo) and would have settled for Fury. And it was quite enough work just to prepare the game; I didn't also want to have to stop and justify my creative choices every session against what one or other of the players might regard as good taste. Once you do that you start to self-censor, and then nobody is happy. Better to walk away.


We are back to the question of how sentimental and moral the universe of the campaign was meant to be. For me, there would be no heroes or villains. NPCs would say and do the sort of things I'd put into a novel, where nothing should be out of bounds. Attitudes would be harsh, soldiers brutalized, taste offended. Players who are accustomed to adventure stories in genre settings would not find that water lovely. (Case in point: listen at 24m 24s here to the Appendix N fellows describing how to efficiently ruin a fine Robert E Howard story for the sake of making it palatable to the dopiest readers.) Even if I removed the original cause of offence there'd be something else to complain about in short order, because the real problem was the disconnect between my whole gaming ethic and the players'. One player said to me, "This group prefers games where we survive and win." So of course they were never going to go for a campaign set in an endless war whose origins defied logic and where their characters' orders were (a brilliant touch by Robin D Laws, this) to report to their own side for execution.


Gumshoe-style RPGs like The Yellow King frequently liken campaigns to long-running TV shows. The shows I like best tend to be the ones that get cancelled, often before the end of their first season: Vinyl, Action, Journeyman, Aquarius, Cupid. Same with the kinds of games I'd like to run if I could. A couple of players might say they were great; most would find something else to do until the campaign wound up. To avoid doing lots of set-up work that ends up in the bin, I have to rein in my own preferences, keep an eye of the Neilsen ratings, and just do it "for the network". It means never pushing the boat out to try anything very startling, disturbing or original, but that's what RPG referees have in common with TV producers. C'est le jeu.

The takeaway is to think about the kind of game the players want. If we must see roleplaying campaigns as TV shows, the referee/GM is the showrunner and the players are the cast, sure, but they're also the audience. Ask yourself if this is going to be a show they'll stick with over seven seasons, or one they'll want to switch off after half an episode. Don't wait until they start to fling x-cards at you. An x-card means "I don't trust you to run this game" and the signs should be there long before you reach that point. You'll save yourself a lot of work if you're alert to reading the room, not blinded (as I was) by my enthusiasm for the campaign inside my head.

But here's one of those opportunities that playing over the internet has opened up. I don't have to find a campaign that appeals to the whole gaming group. Before, when we all arranged to meet up every other Thursday, whatever we played had to appeal to all of us. That was the equivalent of the network TV drama. But over Zoom, Skype, Discord, whatever, my campaign can be a cable show. There's a good reason you don't get stuff like Breaking Bad or Succession on ad-supported networks -- smaller audiences equals more quirkiness and more daring. So maybe I should be pitching the campaign concept and players can decide if they're up for it -- and for those who aren't there's always the other channel.

Judging by this review of The Yellow King by Mike Cule and Roger Bell-West, I have that x-card to thank for dodging a bullet. Roger mentions "the frankly intimidating amount of work it would take to run it well" and Mike alludes to the near-impossibility of improvising anything that could inflict shock or injury, which are the two metrics of damage to characters. I had already put in a full week just prepping the first session of The Wars, only to realize that what I really needed was another game system, a different war setting, and to invite only those players who were intrigued by the pitch. If you're worried about missing all the unsettling Ligottian stuff I had planned, though, I'll hopefully still find a home for it somewhere. Maybe in a scenario on this blog for Armistice Day -- if that wouldn't seem in poor taste.

Friday, 10 July 2020

Go with the flow


The referee of our latest campaign shared this (from Shamus Young's DM of the Rings on his TwentySided site) after I scored a series of critical successes that stopped the Big Bad dead in his tracks -- to the slack-jawed astonishment of everybody around the table.

The comic gave us all a good laugh, but like all good comedy it makes a serious point too. "We need to adjourn for a bit of re-writing." Not a bit of it! If something like Gollum getting shot happened in a game I was running my first thought would be, "Wow, didn't see that coming! I wonder where this will go now..?"

Roleplaying at its best is jazz, not an orchestra and conductor working from sheet music. The referee is one of the band, leading but not dictating -- which is the reason I don't like terms like GM. There need never be any pause for re-writing because there shouldn't be a prescripted storyline you're trying to shepherd the players through. Play to find out what happens, as they say. The story that emerges will always be more involving than a plot you wrote in advance because the players will be right there in the moment, not watching to see which clue or trope has been planted there for them to pick up on.

And consider too the campfire mythology of the game, the stories players tell each other afterwards. Occasionally I've seen players make astonishing dice rolls that allowed them to overcome a threat that looked almost insurmountable. Years later they'll talk about that kind of victory with much more passion than one where they found the magic whatsit that was the only way to defeat the evil whosis and they used it at the exact time the scenario said to.

The pre-planned finale is not roleplaying, it's the kind of story you get in a movie or novel. There you can't have million-to-one shots come off (much as writers strive to convince you they have) because there's no element of chance. Every outcome in a scripted story is (by definition) contrived. The USP of roleplaying is that genuinely unforeseen and unlikely outcomes do happen, and immediately get folded into the action. Celebrate that and use it, is my advice; don't try to shoehorn roleplaying games into the same genres and tropes that linear fiction is bound by.


I've been thinking about this because our group is about to try the Yellow King RPG mini-campaign The Wars. I get that it's all about playing in a genre, and I'm always willing to experiment, so I set out intending to embrace that. But what is the genre? (Genuine question, for anyone who's played the campaign.)

I started out looking at All Quiet On The Western Front and Charley's War -- and, yes, I know The Wars is not WW1, but the flavour is what I'm looking for. The trouble is, I can easily see the action moving from the very specific mystery-on-the-battlefield to other settings: home leave, quiet moments back at HQ, and so forth. Do I have to prepare injury and shock cards for every eventuality? The Yellow King system looks like it's intended for games where you've carefully set the rails beforehand, but what do you do in a game like that when the players do the unexpected? I could use a less prescriptive set of rules, obviously. One option is just to have generic -1, -2 and -3 injury cards and hand them to the players saying, "OK, that's the game effect; you tell me what the injury actually is." But the point of the exercise is to see what the YK system is like. If you've tried it out and can offer some tips, I'd love to hear your comments below.

There's a little bit more about themes like this in the latest episode of the always-excellent Improvised Radio Theatre With Dice. Mike and Roger cover some of the same ground as I have, only more winningly and in stereo. (If you enjoy their discussion, don't ignore the tip jar.) But before you scoot off to listen to them, I must make a very important point: