Showing posts with label st advice. Show all posts
Showing posts with label st advice. Show all posts

Saturday, December 20, 2008

Running Sabbat Fights - an examination of a recent game event

Recently, a nearby game ran a big Camarilla fighting the Sabbat  event.  A city,which was previously Anarch, fell to the Sabbat, and the Camarilla domain nearby decided to organize an effort to take it back before the Sabbat dug in.  

I think the STs did a pretty good job.  However I wanted to offer my thoughts on what they did right, and what they might have done better.  I also want to hear what happened with groups different from mine, so I can build up a better picture.   I did manage to talk to a person who acted as both a PC in the background and played NPCs with extensive Sabbat experience, who have me his perspective.

The game is ordinarily 20 - 30 players, either local or visitors.  I think they had something like 70-90 total for this, based on eyeballing the crowd. (Edit: another player estimated 50 - 70, possibly not including late arrivals) The STs decided to not scale up the threat, and simply make the enemies smarter.  I'm not exactly clear how successful this was.

Non-Combatants/Influence

The STs asked some players as well as STs from other games to act as STs for scenes.  I think they were suprised by the number, since they ended up asking somebody to run the non-combatant masquerade covering portion without giving them any real instructions.

This lead directly to a significant amount of boredom for the players working to use influence.  Sure, we used influence to cover up the masquerade.  But there was no real influence use opposing us, despite the use of the dark epics system.  I would have liked to have seen Sabbat lasombra manipulating influence and prepping things from their end, so that it could have been a combat of influence... their sheriff deputies being blocked by our police contacts, The Camarilla media cover ups being avoided by their video bloggers.  

The ST, who had been given limited instruction, narrated a partial Sabbat fight when the Sabbat shadow stepped (a form of teleportation between shadows) in, but was unwilling to push very hard with it. So the Influence mongers fought for one round, against doppelgangers, then magically fell asleep, and it was called flavor.  A small and relatively weak Sabbat Pack, a group of shovelheads, or war ghouls would have been interesting.

On reflection, if no real challenge was going to be thrown at the influence mongers, their efforts should have been handwaved, with each individual getting a chance to do describe something great and creative they did with influence, and they should have been given the opportunity to play Sabbat NPCs.  

Combat Groups

There were three combat groups, each at different levels of ability.  The most powerful characters fought the most powerful NPCs.  The least powerful fought shovelheads (mass created indoctrinated vampires who are meant as a numerous distraction rather then a serious threat).  I believe this was a good strategy to allow players of different levels of experience and different abilities fight participate.  Some players acted as STs or NPC shovelheads. I am not sure to what extent that worked, but I will edit this when I find out.  I would guess that numerous PCs acting with unfamiliar sheets may have delayed matters.  That of course assumes they had pregen sheets. (edit, they did not, but made base characters, or had them made for them. )

Celerity/Extra Actions

Combat in a lot of cases lasted in real life several hours, and in game several seconds.  A lot of this has to do with a pernicious power... Celerity.  Celerity allows multiple actions within one round.  While in character the character acts faster, out of character, they act slower.  I believe, for massive combats, it may be useful to simplify celerity, and have the  third and fifth levels function normally, and the 1st, 2nd and fourth levels (which give extra actions, though the 1st may or may not depending on the game) give extra traits, or a retest.  This would have two effects.  It would speed up combat actions, and it would prevent celerity from giving those who had it more time with the STs then players who lack it.  

The game however did simplify the off-hand action, which in the mail rule book allows an additional action if one risks extra traits, to give an extra trait, and adjusts the amount of extra traits bid based on wether one has the merit, Ambidexterous, and a relevant ability aptitude (like firearms: double pistols).  I believe that an extra trait is not enough, when comparing to two handed weapons, and advocate an extra trait along with an additional point of damage, but I digress.

 Horror 

I believe the game did a relatively good job at creating a sense of horror, from the stories I heard.  The Sabbat in one location attacked a high school dance, simply to terrorize mortals and the Camarilla.  One Sabbat member killed a girl a Kindred was trying to help escape with a shot to the head that splattered the would be rescuer with blood, then taunted them by saying something like, "you can't save everyone, isn't it a pain to be noble?"

Then they released what are known as hell hounds, monsterous supernaturally adjusted and empowered dogs with an appetite for blood, into the dance.  

However I am not sure, to what extent, the players were challenged by their own inhumanity and monsterous nature.  The Sabbat are monsters, but when telling a story about the Camarilla fighting them, they can be effectively used as a dark reflection.  They should place Camarilla players in a situation where they have to choose between horrible choices... being unable to heal in combat, or killing a innocent person.  Letting a Sabbat pack get away to continue their rampage, or levelling an inhabited apartment building.  

Which brings me too.

Humanity

I know many STs make players throw challenges to keep their humanity after killing Sabbat.  Perhaps just as many don't.  After all, it can be argued that killing the bad guys is good.  I disagree with the later however.  

Vampire is not a game intended to have moral absolutes, or easy answers.  Actions can both be ostensibly good, can be completely justified and nonetheless morally damaging.  This is because of the nature of the beast.  I'll be writing a larger essay on this issue, but I believe fighting Sabbat justifies humanity challenges because the violence, and bloodshed, and killing strengthen the beast.  Keeping one's morals is about feeling guilty, and I'd let any person kill Sabbat and not feel guilty, assuming they agreed to lower their humanity.  Because it's not about who you kill.  It's about the fact that you chose to kill.  

In any case, I don't know the extent that people were encouraged to throw chops (edit some did, but perhaps not everyone who should have), but I did, and felt guilty for injuring the Sabbat and seeking glory, instead of working to help others escape.

Pre-event stuff

there were several things that happened prior to the event night that I thought deserved comment.  

One PC, intimately involved in the planning process, had been asked if they were willing to have their character screwed over by the ST, without details.  They agreed, and the ST decided that they were attacked and controlled by dominate to give information before finally breaking free.  This lead to some great scenes for a variety of players, and an ongoing storyline for some of those in the know.  

Also the Sabbat spent the previous game doing some general attempts to breach the masquerade and damage Camarilla interests, in an attempt to create problems for the Camarilla and probe their responses.  They attacked a hospital transformer (with no real effect on hospital function), a blood bank, and a bus (making the blood driver's blood boil from a distance).  Frankly, I thought the blood bank attack was good, but the rest seem disjointed and ineffective.  I would have liked to see some more effective attacks that served as double threats, as well as attacks that .  Sabbat dressed as police using disciplines and shooting people in shopping district.  ghouling and releasing animals from the Oakland zoo.  Making a Berkeley Lecturer's blood burn. Driving an Armoured Car into a Police station. 

Additional Thoughts

Having talked to a few people who witnessed combat.  I think I can say that the STs were not as well prepared as they could be.  Elders who should have been wily enough to challenge powerful PCs... or better yet, simply avoided them and reaked havoc.  As well, more STs would definitely have served the game better.  Shovelheads attacked in small groups, and were easily defeated, instead of being a real threat.  Finally, there was a lack of ST communication.  A set of Radios would have allowed the STs to keep in touch.

I also think that differing options that the STs didn't attempt would have been interest.  A Player who was unhappy with his PC volunteered to have him be killed by the Sabbat, and ended up playing a shovelhead.  I think it would have been interesting if that PC had been replaced by a Sabbat member.  The same player could have had an integral role, acted as an informant, and otherwise disrupted the Camarilla.

I think it would have been interesting if the victory was more pyhrric, with more Camarilla dead, more infrastructure destroyed, more breaches to cover, etc.  It seems like everything happened incredibly neatly, and aside from the volunteer I believe there was only one PC death.

There were also no assassination attempts.  I think attacking (and possibly killing) one of the PCs in charge would have made the story more interesting either way.

I also wonder, if things had gone differently, and the Camarilla had lost, If that would not have made for a better story.  Less satisfying for the players in the short term... but they were attacking like the Sabbat, in a series of nightime raids by groups on holdings of the other side.  In a toe to toe match, the Sabbat has the greater martial focus, so mindless violence should tilt the advantage in their favor.  The Camarilla could then plan and scheme and succeed by clever strategems instead of brute force.  







Thursday, June 19, 2008

Plots for New Players

I've spent many nights thinking about plots for larps, and what works for established players and characters doesn't always work well for new players and new characters.

The classic plot in larp is something bad happening that must be fixed. What I'm going to call Stick plot. This can be the Orcs are gathering in the woods, or the Sabbat are invading, or a masquerade breach has brought hunters. Obviously there are embellishments, suprises, etc, but I'm talking basic structure.

In some larps, especially OWOD vampire, where I have the most experience, once players get to a certain level, instead of involving newer players, they will cut them out, because they will be capable of dealing with the problem themselves, and consider the new players to be a risk.

Often STs try to combat this by giving information to new players that the older players need, but new players generally don't know how to leverage their information into being involved in plot, and older players can simply threaten them if they don't give the information over. It's often hard to come up with ways for this information to be given, since influence rumors work better for people with more influence, not those just starting out.

Another method STs will often try to use is to limit plot to newer characters by OOC means, telling older players to ignore it. However stick plots are usually the business of city officers, which tend to be the more experienced players. Thus one way or another, the plots get brought back to the more experienced players, and the new players are often shut out.

There are ways to make such plots work, but it's difficult.

What I have found is that new players need a different type of plot. A Carrot Plot. A plot that gives them good stuff to deal with instead of bad stuff.

There are some things that make this work better. Something that other mor PCs can't easily get or take for themselves works well.

My preference is relationships with NPCs. It's hard for an experienced PC to take away an ally and keep it for themselves. Maybe the Anarchs in the city don't want to deal with anybody but the new Brujah. Maybe there is a gang of street kids that brings info to the Nosferatu. Or the Ventrue political scion has connections to the local Mob Boss. Maybe an NPC gives them access to influence, or the ability to grow influence. Maybe an NPC elder gives them a favor, one that they won't transfer.

This doesn't have to be ongoing. Especially if there are stick plots which require investigations, giving new PCs access precisely because they aren't famous and powerful often makes sense. A toreador neonate will know about the avante garde theater troupes private performance, and can get you in, but the Harpy is too establishment. The city college's wiccan group would be seriously weirded out by the Tremere elder's conversations about the four humors, but his young apprentice can quote buffy at them.

You can also give them other stuff, a bag of unset diamonds, a suitcase full of heroin, a counterfeit printing press, even a magical item that has a limited number of uses or can't be given to others. Give them the loot first, and ask them, "okay, now what do you do?"

If you are going to give them information, blackmail information, haven locations, knowledge of hidden passages in the elysium site, and knowing how to contact a secret society/cult is all great. Stuff which if revealed widely loses it's utility.

Then for new players the story is not inherently about the more experienced player's plot and if they can or can't be part of it, it's about what they do.

On the other hand, older players deserve stick plots. If they are regularly handling stuff, step things up. They've shown they can deal with stuff, and they should be expected to make their own opportunities.

But you give them carrots too. Poisoned carrots. Opportunities that will screw them as much as help them. And if possible you give new players the antitote.

But at the level of experienced players, of people with big sheets, you should set things up so they are competing with each other. Make there not be enough high level influence to go around. Say that something's happened, and there can only be one person with that 5th dot of Police influence, and they'll fight over it, and bring in new players as pawns to do it.

Of course plots don't need to be carrots or sticks for new PCs. Things can just happen that are interesting. One of my favorite plots from the game I ran was a magical music box that when opened forced the PC to rexperience the hours surrounding their embrace from their sire's perspective. In real time it took only a round or two. It would regularly disappear and reappear among the cities Kindred if they tried to lock it away for themselves, even vanishing from other Domains when taken there.

It forced new players to come up with their actual embrace. It served as a possible way for amnesiacs to learn about their Sire. I don't think more then one player figured out that it worked on humans too, showing them their birth from their mother's perspective.