Jump to content

Undercover_Guildsman

Members
  • Posts

    9
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Undercover_Guildsman's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

8

Reputation

  1. That gels with what we received. The module looks very neat too.
  2. On a slightly related note, 'Into the Bayou' really reinforces for me a dark comedic tragedy theme for Gremlins, that becomes less comedic and more tragic the more you read and internalise it. Gremlin life appears to have been written to the work of Thomas Hobbes, most notably Leviathan, wherein he notes: "Whatsoever therefore is consequent to a time of Warre, where every man is Enemy to every man; the same is consequent to the time, wherein men live without other security, than what their own strength, and their own invention shall furnish them withall. In such condition, there is no place for Industry; because the fruit thereof is uncertain; and consequently no Culture of the Earth; no Navigation, nor use of the commodities that may be imported by Sea; no commodious Building; no Instruments of moving, and removing such things as require much force; no Knowledge of the face of the Earth; no account of Time; no Arts; no Letters; no Society; and which is worst of all, continuall feare, and danger of violent death; And the life of man, solitary, poore, nasty, brutish, and short." Obviously, there are key differences here, but the central theme of 'a time of war', and lack of security can be implemented. On one hand there is an element of comic relief to their portrayal, but on the other a deeply disturbing story of colonisation, colonial views of indigenous cultures, inequality, and social determinants of Western notions of 'success'. Just wondering if these themes were intentional, or whether I'm simply over-thinking things. I have ideas germinating about having a Gremlin campaign that focuses on the negative impact of humans coming through the Breach.
  3. Just wanted to leave some feedback and encouragement regarding the Penny Dreadful ' 'Til death do us part'. I've started running it and I have to say t does an excellent job of showing why this is a distinctly eerie setting and that 'Malifaux-City-normal' is anything but. My players were incredibly surprised from the outset (one mentioned he'd never encountered this premise ever for a module) and they are all really engaged in seeing this through. I intend on picking up 'The hand that feeds' for the same reasons, but wanted to commend this module to you all.
  4. Hilarious. Of course you could have some fun with a Bokor marching a host of (un)dead Gremlins in to collect the bounty on all of them. Gives a whole new meaning to 'sell his grandmother for the right price', doesn't it? I picked up 'Into the Bayou' yesterday and on my initial flip through the book I think I'll like it a lot.
  5. This is very handy information that makes for some interesting decision-making in my campaign. Do you know how much each Gremlin is worth?
  6. I'm about a fortnight away from getting 'Into the Bayou' but wanted to ask: is there any official Guild policy on Gremlins? For example, does the Guild see them as a menace? Have they ever authorised a bounty system (eg Scrip for Gremlin ears as proof of kill); are they interested in eradicating or at least making the Gremlins fear the Guild, or do they just leave them alone?
  7. It's taken a little time to become accustomed to the difference in play style that TtB affords, but I can see the benefits. In many other games, a campaign is a long affair (I've run eight to nine year campaigns in the past) and if the PCs are relatively stable in attendance and there aren't many character deaths then you really get a deep slice of a single aspect of the game. In TtB, I see an advantage to playing a number of sessions with certain types of Fated in a particular theme, and then be able to explore the city from a completely different angle. I noticed this most keenly when I recently started a second TtB group. My first group are trying to live in Down Town (above a Saloon) and mingle with a certain class of citizens because of the composition of the party (Dabbler, Showgirl, Sawbones). The other group are living in the Slums (an Overseer turned Grave Robber, and a Drudge turned Guard). There are massive thematic and narrative differences that make each group distinct and enjoyable. I'm now looking forward to when we resolve the Destiny Steps and I get to explore two other styles of game. By then I'll have a better handle on the setting so I'd like to run a game deep in the Quarantine Zone, or in the Bayou (where a trip to the 'big smoke' is a major journey).
  8. I've been interpreting the 'session' fairly loosely. The one-shots are turning into two-night sessions at this point as the game world is becoming more evolved and the Fated are making new friends (and enemies) and starting to do a lot of self-directed activity. I basically state that after each adventure's end there is a month to six weeks of 'down time'. As they live at a Saloon (and do side jobs for the owner to reduce the rent) they need to pay bills (relieving them of Scrip), work on finding cures for their ailments (the last adventure had the Showgirl come back with Haunted +1 so she needed to investigate how to remove this), and any other 'regular' jobs that pay the bills (the Doctor has a Guild contract to attend public executions and sign the death certificates if another doctor can't make it). The way I approach this is to run the two sessions (one adventure), and then the next session becomes a series of smaller scenes for down time, book-keeping, and other interesting hooks that allow me to foreshadow the next adventure (or the one after that). We advance Pursuits, etc during this session too. It's handy because whilst I'm dealing with one player's narrative (I have a three player group) the others are rummaging through source books for the more mechanical aspects. It seems to work really well at the moment, but I would understand that larger groups might need to devote an entire evening to the 'bridging' or down time as I suggest it. Hope this is useful.
  9. I can also recommend 'Dawn in the Bayou' a one-shot in one of the Wyrd ezines for your Gremlin campaign. The main issue is obviously how you link the modules together. For example, I started my new group with 'The Whispering Affair'. At the end of that, they attracted a bit of Guild attention (which they really don't want). A contact gave them a job to transport some moonshine out to the Bayou to help them lay low (this happened in downtime). At the open of tonight's game, they are getting off the train, handing over the moonshine, and then the plot hook for 'Dawn in the Bayou' will occur. I might even then run 'The Hand that Feeds' with the rationale that they could stay out of the city for a little while longer, and then they can return in time to be part of another one-shot in the city. For my other group, they rescued an NPC who has shown up in a downtime scene with some tickets to the Star Theatre Revue that she won. She give them to the Fated as a belated thank you for the job they did involving her. When the Fated headed off to the theatre, I ran 'A Night at the Star'. I'm sure you've already considered these types of linkages, but thought I'd share my experiences in case they are helpful.
×
×
  • Create New...

Important Information