Sunday, 11 February 2024
Solo Stakes
Night’s Black Agents: Solo Ops is more than just the set-up for a trilogy of scenarios. It provides the rules for the GUMSHOE One-2-One System—adjusted to fit the setting of Night’s Black Agents—and the means for the Director to create her own. Just like Night’s Black Agents and the GUMSHOE System, an Agent in Night’s Black Agents: Solo Ops and the GUMSHOE One-2-One System has two types of Abilities—Investigative Abilities and General Abilities. Investigative Abilities, such as Cryptography and Negotiation, are used to gain information. If the Investigator has the Investigative Ability, he receives the information or the clue. General Abilities, like Driving and Sense Trouble, are more traditional in that their use requires dice to be rolled and a test passed to determine success or failure. Night’s Black Agents: Solo Ops then deviates from this in order to account for the fact that there is only the one Investigator rather than many as in Night’s Black Agents. With multiple players, all of the Investigative Abilities would be accounted across the Investigators. Not so in Night’s Black Agents: Solo Ops. So, when an Agent lacks an Investigative Ability, he can instead turn to an NPC or source for help as a Contact. A Contact can be written into a scenario, but an Agent can convert an NPC into a Contact or a player can create one during play. In Night’s Black Agents, Investigative Abilities have pools of points which can be spent to gain extra clues about a situation, but in Night’s Black Agents, the Agent has Pushes, which the player can spend to gain the extra information or a benefit. This applies to any Investigative Ability and could be used to gain the Agent extra information using the Interrogation Investigative Ability, gain greater insight into a suspect using the Detect Bullshit Investigative Ability, and so on. An Agent begins a scenario with three Pushes and can earn more through play.
In Night’s Black Agents, General Abilities also have pools of points, which are then expended to modify dice rolls for tests. In Night’s Black Agents: Solo Ops, General Abilities have two six-sided dice, which are also rolled on Tests. Tests are rolled when there is the possibility of failure in a situation, such as getting past a doorman to break into a suspect’s office or fleeing from the inhuman monster found in said suspect’s office, and are divided into two types. In either case, the player rolls the dice one at a time and totals their values. This is important because some Tests can be overcome with the roll of the one die rather than two dice. The Challenge is the more complex and more interesting of the two.
A Challenge gives three results—‘Advance’, ‘Hold’, and ‘Setback’. The ‘Advance’ is the equivalent of ‘Yes, and…’ and indicates a successful attempt with an extra benefit. This benefit is called an Edge and can prove useful later in the investigation. In addition, if the Challenge was overcome with the roll of a single die, then the Investigator is rewarded with an additional Push. The ‘Setback’ is the equivalent of ‘No, and…’ and indicates a failed attempt with an added Problem that will hamper the investigation. The ‘Hold’ lies somewhere in between with the Investigator no better or worse off, and also without an Edge or a Problem. It is also possible for the Investigator to suffer an Extra Problem in order to gain an additional die to roll in the hope of gaining an ‘Advance’. A player can gain extra dice for a Challenge by accepting an Extra Problem or having his Agent perform a Stunt, which uses dice from another General Ability. This requires a little explanation of how it works and it depletes the use of that General Ability until the Agent effectively rests. Effectively, what a Challenge does is codify a set of narrative outcomes that can help or hinder an Agent, whilst still pushing the narrative of the scenario forward.
In comparison, a Quick Test requires a simple roll to gain an ‘Advance’ result. The structure of Night’s Black Agents: Solo Ops and its scenarios presents Challenges in clear test boxes, and both Edges and Problems as essentially cards that are given to the player to add to his Agent. Fights, chases, infiltrating a base, and so on, are all handled as Challenges. Night’s Black Agents: Solo Ops is action-orientated, so there is the possibility of an Agent getting killed. The consequences differ greatly between Night’s Black Agents and Night’s Black Agents: Solo Ops. In Night’s Black Agents, the death of an Agent can easily be replaced whereas in Night’s Black Agents: Solo Ops, the death means the end of the investigation and the scenario, so whilst fights are dangerous, they are not lethal—and that applies to the NPCs or vampires as much as the Agent. The Agent can suffer debilitating injury or loss, but can recover through the ‘Take Time to Recover’ action. Similarly, the antagonist, whether mundane or monstrous, is not killed, but suffers a loss that will benefit the Agent in some way, represented by an Edge. However, this only applies in the early scenes of a scenario, and as a scenario progresses, fights and confrontations become increasingly deadly.
An Agent also has Mastery Edges which are attached to specific General Abilities. These reflect both the Agent’s intensive training and experience, but also how capable the Agent is in terms of the cinematic genre of Night’s Black Agents: Solo Ops. They typically provide a one-time effect which ignores the rules in a particular situation or grant a bonus to the dice rolls on a Challenge. For example, ‘The Nick of Time’ is a Preparedness Edge that enables an Agent to have done something retroactively that helps him in his current situation, such as planting a bomb, bribing a custom official, reconnoitring an avenue of escape, and so forth, whereas ‘Intuition’ for the Sense Trouble General Ability grants an extra die on a Challenge. An Agent begins play with three Edges and discards them after use.
As in action films, there are consequences to an Agent’s activities. These are tracked by three cumulative factors. Heat is gained for public fights or explosions, people getting hurt, and committing criminal acts, and as it rises, it can trigger Problems that affect an Agent’s progress or actual Challenges. Injury represents physical impairment, whilst Shadow determines how aware the supernatural threat is of the Agent. It is gained by encountering supernatural entities, attracting their attention, thwarting their conspiracies, and recalling previous encounters with vampires. The latter is important for the Agent for the three scenarios in Night’s Black Agents: Solo Ops, since she begins play suffering from amnesia. Shadow will also Problems to an Agent’s progress, but can be lost by killing vampires or fleeing to another city, or suppressed by using garlic or crossing running water. Both Heat and Shadow can also trigger another effect, and that is Blowback. This can be a repercussion, retaliation, or unintended consequences of an Agent’s actions and is typically framed as a Blowback scene that the Director inserts into the narrative.
In Night’s Black Agents, an Agent has the Stability General Ability, which is used to measure an Agent’s ability to withstand the supernatural abilities of the vampires he will face, as well as those of the other monsters that he might encounter—demons, ghosts, and ghouls, as well as Renfields. In Night’s Black Agents: Solo Ops, the Agent instead has the Cool General Ability. This is used to overcome stressful situations and resist the compulsions that a vampire might place upon an Agent. Mechanically, it will use Challenges in most situations and poor results will trigger problems for the Agent. Many of the powers and effects that a vampire can have on an Agent are modelled through Problems.
For the player, Night’s Black Agents: Solo Ops presents a good explanation of how an Agent is presented, how the rules work, and on how to play. This includes details on tradecraft and notably, the ‘Bucharest Rules’. These are akin to the ‘Moscow Rules’ that guided Cold War operations in Eastern European and they are similar, but given a suitably vampiric twist for Night’s Black Agents: Solo Ops. They emphasise that although the situation is dangerous and that the Agent can die, he can win, that he needs to be proactive, he should follow the money and use HUMINT, build networks of contacts and allies, and always know where the exit is. This is supported by several factors. First, that the play is more about interpreting the clues found rather than the finding of them (and that if unsure of where to go next, looking for more clues is always a good choice), and second, that the Player Character, the Agent, is the hero of the story. This is contrasted by the fact that Night’s Black Agents: Solo Ops literally pulls the safety net out from under the player. No longer can he rely upon his fellow players and their Agents for advice or help. Barring contacts and allies within the game, the player and his Agent is on his own. That is a scary situation for the player—in addition to his Agent facing vampires—and the player is being asked to be proactive from the start of a scenario to the end. In other words, he is always in the spotlight.
For the Director, Night’s Black Agents: Solo Ops explains how the rules work and gives advice on how to run the game. This applies not just to the three scenarios in Night’s Black Agents: Solo Ops, but also in general as the advice includes a guide to creating and designing vampires, conspiracies, scenes, Challenges, Problems, and more for her own scenarios. This includes a full range of sample Challenges. Night’s Black Agents: Solo Ops still employs the ‘Conspyramid’, the pyramid structure used to map out the vampire conspiracy, with the vampire leaders of the conspiracy sitting atop both the structure and the organisation and the base containing the outer edges of the conspiracy. However, here it is much narrower, reflecting the tighter focus upon the single Agent and his investigation in Night’s Black Agents: Solo Ops. The advice throughout the section for the Director is fulsome.
Half of Night’s Black Agents: Solo Ops is dedicated to its three scenarios. The protagonist for these is Leyla Khan, an ex-MI6 officer who has been a thrall of the vampires of the vampires for several years at the start of the first scenario. Not only will she have to confront her former masters, but she will also have to deal with the consequences of her own half-remembered past and its own monstrous activities. The antagonists are vampires, Linea Dracula, descended from Vlad Tepes and surprisingly ‘vanilla’ in terms of their design and abilities. This, though, works for an action-horror like that of the three scenarios in Night’s Black Agents: Solo Ops because it does not complicate the story or the antagonists. Plus, there is plenty of scope for the Director to modify them if she so chooses. That said, the Director could easily ignore the vampire aspect of Night’s Black Agents: Solo Ops and create scenarios focusing on more traditional espionage stories and they could be as tense and as exciting, though not necessarily as horrifying.
The mini campaign opens in classic The Bourne Identity style in ‘Never Say Dead’. Leyla Khan is in hospital with no memory of how she got there and very quickly she receives a message that someone is coming for her. ‘Never Say Dead’ is about escape, discovering the first hints of the vampiric conspiracy that Leyla has been enthralled in for the past few years and a conspiracy within the vampiric conspiracy, and perhaps arm herself to take the conspiracies down. Having escaped Hungary in ‘Never Say Dead’, Leyla Khan begins to do what she is trained to do and that is follow the money. In ‘No Grave For Traitors’ this leads her to Spain where she gets caught up in a drug war and from there follows a courier to London and an auction for a number of odd antiquities, and ultimately to their strange origins in Transylvania. Although there is plenty of action, there is more of an emphasis on investigation in this second scenario. The third scenario, ‘The Deniable Woman’, Leyla is given a mission by her former employer, MI6, to look for a missing agent in Moscow who has his own preoccupations. The investigation leads in another direction away from the central conspiracy, though it is tangentially connected. All three scenarios are very good, being tense, fraught affairs with a mix of exciting action scenes and tight interactions. Some of the scenarios are truly memorable and consequently, definitely not worth spoiling. All three are part of the same conspiracy involving Leyla Khan, but together, they do not form a beginning, a middle, and an end. They are definitely a beginning, perhaps with a middle, but leaving the end for the Director to create.
All three scenarios in Night’s Black Agents: Solo Ops are well organised. They include a backstory and an overview of the objectives that Leyla will be aiming to attain—even though she may not be aware of them at the beginning of a scenario, entry vectors for Leyla, a flowchart of the scenes, its cast, and then the various scenes with their associated Challenges and Problems and Edges to be gained through play. Each scenario’s range of Problems and Edges is given after the end of the scenario. Each scenario ends with a discussion of its aftermath and possible Blowback scenes and consequences. ‘No Grave For Traitors’ and ‘The Deniable Woman’ also add starting problems which the player can choose from as a consequence of her ongoing story and confrontation with her past.
One aspect of Night’s Black Agents: Solo Ops—and also of Cthulhu Confidential—is that the GUMSHOE One-2-One System and having a single player and a single Game Master, is that it can be played online just as easily as it can face-to-face. Playing online means losing a certain degree of interaction between the players and the Game Master, both because of the technology and the loss of visual cues that act as a buffer, but Night’s Black Agents: Solo Ops and GUMSHOE One-2-One System ameliorates that because its focus is always on the one player and the one Game Master and their focus is on each other.
As good as it is very much all about Leyla Khan and it does leave her story hanging, unfinished. There are rules for a player to create his own Agent, but that really, is the focus of missions created by the Director rather than those in the book. It is possible for the three missions to be played using a player-created Agent, but this will require some adjustment upon the part of the Director. The three scenarios in Night’s Black Agents: Solo Ops are really the start of a campaign, rather than a complete one. Essentially, it is up to the Director to create the next parts of the campaign. She is given all of the tools and advice to do that, but at the same time, it is disappointing not to be able to pick up where ‘The Deniable Woman’ left off and quickly find out what happens next. There is another scenario for Leyla Khan, ‘The Best of Intentions’, but that is all so far. There can be no doubt that a sequel to Night’s Black Agents: Solo Ops, bringing her story to a close would be more than welcome.
Physically, Night’s Black Agents: Solo Ops is very well presented and written, and the artwork is decent. The book itself is a pleasure to read.
In comparison to the earlier Cthulhu Confidential, Night’s Black Agents: Solo Ops is a much tighter, more focused affair. This is due to it being focused on the one protagonist and the one antagonist, essentially, the single Agent and vampires. This also has the consequence of making Leyla Khan’s story more personal for the player and more involving. The result is that Night’s Black Agents: Solo Ops provides a great playing experience, tense and exciting, telling the player to, “Buckle up, you’re in the spotlight now and your fate truly is in your hands” all in readiness to make his Agent the star of their own action-horror film.
Sunday, 22 October 2023
Terror for Two Again
Sunday, 20 August 2023
Terror for Two
The aim of Cthulhu Confidential is to take a player and a Game Master “down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. He is the hero; he is everything. He must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honour—by instinct, by inevitability, without thought of it, and certainly without saying it. He must be the best man in his world and a good enough man for any world.” And it is specifically a player and a Game Master, for Cthulhu Confidential is designed to be played head-to-head, with the player and his Investigator delving into a mystery, the Game Master helping to facilitate this and tell the story of the Investigator’s efforts. Published by Pelgrane Press, Cthulhu Confidential is set in the same world as the publisher’s Trail of Cthulhu, the roleplaying game of Lovecraftian investigative horror, but with major changes—most of them mechanical. This is to facilitate the change from the clue-orientated nature of Trail of Cthulhu using the GUMSHOE System and for several Investigators to the single player and single Game Master and the GUMSHOE One-2-One System. In addition to including the new rules, Cthulhu Confidential includes a guide for the Game Master to create her own GUMSHOE One-2-One System scenarios, a guide to Cthulhu Mythos and Cosmic Horror for beginners, and three scenarios. These are the highlight of Cthulhu Confidential, each with a different protagonist and by a different author, and each bringing noir horror and a different code of honour to another city in the thirties and forties.
Cthulhu Confidential assumes
that the Game Master and player alike are familiar with both roleplaying and
the cosmic horror of H.P. Lovecraft’s fiction. There are introductions to both
in the book, but they are not its starting point. Similarly, there is a set of
Starter Notes for the experienced GUMSHOE System Game Master in the appendix,
but again this is not the starting point in Cthulhu Confidential. This the
nature of the Investigator and the investigative process for one. Just like
Trail of Cthulhu and the GUMSHOE System, an Investigator in Cthulhu Confidential and the GUMSHOE One-2-One System has two types of Abilities—Investigative
Abilities and General Abilities. Investigative
Abilities, such as Assess Honesty and Research, are used to gain information.
If the Investigator has the Investigative Ability, he receives the information
or the clue. General Abilities, like Driving and Shadowing, are more
traditional in that their use requires dice to be rolled and a test passed to
determine success or failure. Cthulhu Confidential then deviates from this in
order to account for the fact that there is only the one Investigator rather
than many as in Trail of Cthulhu. With multiple players, all of the Investigative
Abilities would be accounted across the Investigators. Not so in Cthulhu Confidential. So, when an Investigator lacks an Investigative Ability, he can
instead turn to an NPC or source for help. In Trail of Cthulhu, Investigative
Abilities have pools of points which can be spent to gain extra clues about a
situation, but in Cthulhu Confidential, the Investigator has Pushes, which the
player can spend to gain the extra information or a benefit. This applies to
any Investigative Ability and could be used to spring the Investigator from
jail on a bogus arrest using the Law Investigative Ability, persuade the doorman
at a suspect’s office that you have not been asking about his whereabouts, and
so on. An Investigator begins a scenario with four Pushes and can earn more
through play.
In Trail of Cthulhu, General Abilities also have pools of points, which are
then expended to modify dice rolls for tests. In Cthulhu Confidential, General
Abilities have one or two six-sided dice, which are also rolled on Tests. Tests
are rolled when there is the possibility of failure in a situation, such as
getting past a doorman to break into a suspect’s office or fleeing from the inhuman
monster found in said suspect’s office, and are divided into two types. In either
case, the player rolls the dice—if his Investigator has more than one—one at a
time and totals their values. This is important because some Tests can be
overcome with the roll of the one die rather than two dice. The Challenge is the
more complex and more interesting of the two.
A Challenge gives three results—‘Advance’, ‘Hold’, and ‘Setback’. The ‘Advance’ is the equivalent of ‘Yes, and…’ and indicates a successful attempt with an extra benefit. This benefit is called an Edge and can prove useful later in the investigation. In addition, if the Challenge was overcome with the roll of a single die, then the Investigator is rewarded with an additional Push. The ‘Setback’ is the equivalent of ‘No, and…’ and indicates a failed attempt with an added Problem that will hamper the investigation. The ‘Hold’ lies somewhere in between with the Investigator no better or worse off, and also without an Edge or a Problem. It is also possible for the Investigator to suffer an Extra Problem in order to gain an additional die to roll in the hope of gaining an ‘Advance’.
For example, Dexter ‘Dex’ Raymond, the Private Investigator presented as the first protagonist in Cthulhu Confidential has been hired by the wife of Lorenzo Calderone, nightclub owner and suspected mob associate. She wants a divorce and suspects her husband of cooking the books to reduce her settlement and alimony. She does not think that the real account books are kept at home or the nightclub, but at the office of her husband’s lawyer, Crispin Grimes. To get those books, Raymond needs to get past the doorman and into the office. So, the Challenge could look like this:
COOKED BOOKS
Stealth
Advance 6+: You get past the doorman and into Grimes’ office where you find the account books. No one knows the books are missing and when they find out, who took them. Earn Edge: ‘Crooked Books.’
Hold 3-5: The doorman does his rounds just as you are about to break in and you are not going to get past him now.
Setback 2 or less: You initially get past the doorman, but just as you are about to get into Grimes’ office, he spots on his rounds. Triggers Challenge ‘Flee the Building.’
Extra Problem: ‘There was this one guy poking around…’
EDGE: ‘Crooked Books.’ You got the account books Mrs Calderone wanted, so case settled. But if you keep a copy yourself, it could keep her husband or his lawyer off your back.
PROBLEM: ‘There was this one guy poking around…’ The theft puts Lorenzo Calderone and Crispin Grimes on edge. A Push is needed to successfully use any Interpersonal skill with both.
In comparison, a Quick Test requires to simple roll to gain an ‘Advance’ result. The structure of Cthulhu Confidential and its scenarios presents Challenges as clear, black boxes of test and both Edges and Problems as essentially cards that are given to the player to add to his Investigator. Fights and both Horror and Madness, key elements of the two genres for Cthulhu Confidential—noir detective stories and Cosmic Horror—are handled as Challenges, typically using the Fighting General Ability for combat and the Stability General Ability when confronted with something horrifying. This is another place where Cthulhu Confidential differs from the multiplayer Trail of Cthulhu, because in Trail of Cthulhu, the Investigators can afford to lose one of their number, whether from a fight or madness, and such a loss is easily replaced. Not so in Cthulhu Confidential. Here a loss means the end of the investigation and the scenario, so whilst fights are dangerous, they are not lethal—and that applies to the NPCs or monsters as much as the Investigator. The investigator can suffer debilitating injury or loss, but can recover through the ‘Take Time to Recover’ action. Similarly, the antagonist, whether mundane or monstrous, is not killed, but suffers a loss that will benefit the Investigator in some way, represented by an Edge. Encounters or confrontations with horror work in the same fashion, although a ‘Setback’ will penalise the Investigator with a ‘Mythos Shock’ Problem. These cannot always be countered with the ‘Take Time to Recover’ action and instead require an Edge capable of countering a ‘Mythos Shock’ Problem. This is not to say that the Investigator cannot die or be sent mad, but this does not happen mid-story. Instead, it can become all too much at the end. This is especially so if the Investigator is left with a ‘Mythos Shock’ Problem or two or more that he has been unable to deal with in the course of the investigation. The remaining Problem cards will affect the narration of the investigation’s outcome and ending, typically in downbeat fashion to fit the twin genres of Cthulhu Confidential. If the Investigator survives, his player can retain these Problems to carry over into the next scenario—some he has to and some he can choose—and they will continue to influence the Investigator’s efforts until addressed. Even at the start of the first scenario, an Investigator has an ongoing problem, although the player is typically given a choice as to what that problem is.
For the Game Master there is advice on running the GUMSHOE One-2-One System. This covers guiding the player (gently) and avoiding the sticking points common to mystery and investigation scenarios, taking into account the nature of its single player and Investigator play style. This includes advice on running both sources and challenges and there is similar treatment on creating scenarios, building Challenges, and designing Edges. This is backed up with numerous examples which the Game Master can use for inspiration as well as model for her own scenarios. The appendix for Cthulhu Confidential includes a Rules Quick Reference, a Handout for New Roleplayers, lists of sources for all three protagonists, a guide to solving cases, sample Player Characters from other GUMSHOE System roleplaying games in the GUMSHOE One-2-One System format, such as an Ordo Veritas Agent from The Esoterrorists and a Mutant Cop from Mutant City Blues, and a set of generic Edges.
Two thirds of Cthulhu Confidential is dedicated to its three
investigations and their protagonists, settings, and Problems and Edges. The
three Investigators are Dexter ‘Dex’ Raymond, a Private Investigator in Los
Angeles, 1937, obviously inspired by works of Raymond Chandler and Dashiell
Hammet; Vivian Sinclair, an investigative journalist
and lady detective in thirties New York, inspired by Kerry Greenwood and
Dorothy L. Sayers; and Langston Montgomery Wright, an African American invalided
veteran Private Investigator in Washington D.C. towards the end of World War II,
inspired by Walter Mosely and Chester Himes. Each Investigator is accompanied by
detailed descriptions of his or her sources and exceptionally good write-ups of
their respective cities—Los Angeles, New York, and Washington, D.C. The
write-ups are so good, they are better than the actual supplements dedicated to
those cities previously published for Lovecraftian investigative roleplaying, and
in the case of Washington, D.C., the definitive guide Lovecraftian
investigative roleplaying, since no sourcebook has been published for the city,
let alone an actual scenario. In addition, all three authors—Robin D. Laws for Dexter
‘Dex’ Raymond, Ruth Tillman for Vivian Sinclair, and Chris Spivey for Langston
Montgomery Wright—address the social and cultural aspects of their settings. So,
there are discussions of whether Dexter ‘Dex’ Raymond should be a ‘straight
white guy’ or not; of Vivian Sinclair’s bisexuality and how to handle violence
against women; of handling the racist attitudes that Langston Montgomery Wright
will face. The advice is excellent throughout, being inclusive and helpful.
Then each Investigator has his or her own scenario. As Dexter ‘Dex’ Raymond,
the player will investigate ‘The Fathomless Sleep’. Fast-living society girl
Helen Deakin has fallen into catatonia and her smouldering sister wants to know
how this happened in this classic, hardboiled tale of blackmail and dirty money
with a dollop of weird mysticism. In ‘Fatal Frequencies’, Vivian Sinclair helps
out Sadie Cane, whose fiancé, George Preston, disappeared three days after a
murder in his apartment block. What has George got himself messed up in? Langston
Montgomery Wright investigates another disappearance, that of Lynette Miller, a
riveter, in ‘Capitol Colour’. Last time her father saw her, she had a new job,
secret, but highly paid. Where has she gone and what does her disappearance
have to do with the war effort? All three scenarios are excellent, detailed and
involving, and should keep the player and his Investigator intrigued and
enthralled to the end.
Physically, Cthulhu Confidential is a crisply presented black and white book.
It needs a slight edit in places, but is well written and engaging. It is not
extensively illustrated, but what artwork there is, is not only good, but also
captures the shades of grey in the three North American cities and both the
protagonists and antagonists the supplement depicts. The use of period maps and
other illustrations also enforces each setting’s sense of place.
Cthulhu Confidential provides an intense roleplaying experience. It has elements of classic solo play because of its set-up, especially in the structure of its Challenge mechanics and the Edges and Problems gained through play, but the intensity comes from working with the Game Master and interacting with the NPCs she depicts and doing so alone, pushing the player to rely upon himself and his Investigator’s Abilities rather than having to work with other players and their Investigators. Of course, the involvement of the Game Master means there is more flexibility and scope to adapt when investigating a mystery than there would be in a solo adventure. The end result is that Cthulhu Confidential provides an enthralling and engaging means of play and a one-on-one experience that pushes Lovecraftian investigative roleplay closer to its cinematic and literary influences and models.
Friday, 10 August 2018
Free RPG Day 2018: A Cable’s Length from Shore/On a Bank, by Moonlight
As well as being written for use with Cthulhu Confidential, ‘A Cable’s Length from Shore’ is also set in another of Pelgrane Publishing’s settings, that of Bookhounds of London, in which the investigators attempt to keep the wolf from the door by tracking down the right books and finding the right customers for them. As a GUMSHOE One-2-One Adventure, ‘A Cable’s Length from Shore’ comes with a single pre-generated character, Phyllis Oakley, a dealer in rare books. When not in the slightly odd bookshop she owns, Miss Oakley scours second-hand stalls, private auctions, secret bibliophile clubs, and more to find the special titles her clients want, sometimes turning to her contacts—lesser book-hunters and traders and barrow-rummagers—who might put a book her way. In return for a few quid that is… One of her best contacts was Alf Fulbrow. Unfortunately, he died six months ago, having drowned according to his daughter. Yet who left a rare occult book on Phyllis Oakley’s doorstep as the scenario opens?
What follows is a solid, well done plot, one that will not be unfamiliar to devotees of Lovecraftian investigative horror. This is no criticism though, for both said plot and the investigative process are presented with exceptional clarity and aplomb. Not just in the presentation of the scenario’s scenes—both core and alternate—but also the character of Phyllis Oakley, the challenges she might face, and the Problems and Edges she might acquire in the process. For the most part, an investigator in Cthulhu Confidential looks very much an investigator in Trail of Cthulhu, possessing a mix of investigative and general abilities. Her investigative skills allow her player to search for and discover core clues, whilst her general abilities represent more physical actions. Besides these, she also begins the scenario with four ‘Pushes’, each Push representing effort to gain more information, manipulate others, apply her knowledge, or change the narrative to her benefit. In addition, she can also call upon a Source, a NPC or acquaintance, upon whom she call for help and information. Though this can cost her a Push, it enables Phyllis to access a skill or knowledge she lacks. She has a handful of Sources, which nicely add to her background, as does the Problem she is suffering from. This might be debt or it might be a poltergeist haunting her shop, there being four to choose from at the start of the scenario.
Throughout the scenario, there are opportunities aplenty for Phyllis to gain more Problems as well as Edges, the latter being temporary advantages. These might last the entire scenario or they might last a scene or two. They are typically gained as the outcome of facing a challenge. These require dice rolls using Phyllis’ General Abilities and typically give three results—Advance (success), Hold (success, but), or Setback (failure). Sometimes there is a choice of Problems, but overall, the number of Problems that Phyllis can gain over the course of her investigations far outweigh the number of Edges she might gain.
‘A Cable’s Length from Shore’ consists of some twelve core scenes and some seven alternate scenes which together provide numerous paths of investigation and intrigue. Together they should offer one or two sessions of good roleplaying for Game Moderator and player alike. There are some nicely done creepy encounters too, which are only exacerbated by the fact that the Game Moderator and player are playing one-on-one, which makes for a more intense playing experience. Overall, ‘A Cable’s Length from Shore’ is a well-structured, well-written scenario that is easy to run and which deserves a sequel. In fact, Phyllis Oakley deserves an anthology of further adventures.
Where ‘A Cable’s Length from Shore’ is a quick-start for Cthulhu Confidential, ‘On A Bank, By Moonlight’ is a scenario for The Fall of DELTA GREEN, which adapts Arc Dream Publishing’s Delta Green: The Role-Playing Game to the GUMSHOE system. This is set in the 1960s when as the USA sends troops into Indochina and men to the moon, an authorised but unacknowledged national security black program known as Delta Green is tasked to hunt and destroy the Cthulhu Mythos. It might be the summer of love, but Delta Green agents must face unimaginable horror, learn things beyond the ken of man, and take actions which would damn their nonexistent souls, all to keep their family and their country from discovering the truth. What this means is that the investigators have more authority than in other roleplaying games of Lovecraftian investigative horror, but they have to be judicious with their use of that authority, primarily to ensure that their missions and the nature of the threats they uncover remain unknown to the public at large.
The quick-start includes an explanation of Delta Green and the GUMSHOE System in just five pages. It also includes six pre-generated investigators—two FBI Special Agents, a Treasury Department investigator, a Department of Veteran Affairs surgeon, a US Marine, and an archivist whose researches were just a little too left-field. One thing the players may need to do is define their investigators’ immediate family, but that is really only for roleplaying purposes in this quick-start.
The bulk of the quick-start is devoted to ‘On A Bank, By Moonlight’, a scenario which takes place in upstate New York in 1968. In the small town of Milltown two members of the same hippie commune die on the same night, one shot in self-defence by the police, the other in a car accident. Recovered from the scene was an idol similar to those found on previous Delta Green missions. The question is, how did they come to die, what were they doing with the idol, and does it have anything to do with the commune?
The investigation itself is not too complex and putting the clues together should not prove all that much of a challenge to the players and their investigators. Acting upon the information is more of a challenge—some of the commune members are surprisingly militant for hippies and there are other organisations with an interest in the commune too. Ideally, what should happen is that the investigators discover some of what is going on at the commune and infiltrate it just as whatever that is is coming to head and everything goes to hell in a hand-basket. And if the Game Moderator is not playing In-A-Gadda-Da-Vida as the investigators storm the compound, then she is not doing it right…
‘On A Bank, By Moonlight’ is written as an introductory scenario, designed to showcase the domestic—that is, the US mainland—side of Delta Green operations. Yet as a quick-start, it also introduces players to the investigative process and to the difficulties of handling the clean-up process, as well as introducing them to the true villains of the setting. It does a good job of all four.
Physically, Free RPG Day – A Cable’s Length from Shore/On a Bank, by Moonlight is well presented. In comparison, ‘On a Bank, by Moonlight’ feels more cluttered than ‘A Cable’s Length from Shore’, but it is given fewer pages. Thus, ‘A Cable’s Length from Shore’ feels more open and easier to run, certainly helpful given how the Game Moderator has to focus upon the one player. Of the two, ‘On a Bank, by Moonlight’ is let down by a couple of pieces of terrible artwork.
Free RPG Day – A Cable’s Length from Shore/On a Bank, by Moonlight presents two good scenarios and thus two good quick-starts. Both scenarios, and thus the book itself is worth getting even if you do not intend running either of them as quick-starts. In other words, Free RPG Day – A Cable’s Length from Shore/On a Bank, by Moonlight work as great additions to your campaign as well as a means to introduce their respective settings.