Tuesday, October 31, 2023

Cha'alt X-Cards

 

Cha'alt X-Cards have arrived!!!

The idea happened, we playtested it, and now it's a thing on DriveThru (for FREE)...

Here's the PDF on DriveThruRPG.

As a friend on Facebook said, instead of "No spiders," it's more like "More sleaze, please!"

Imagine empowering players to make the game more awesome just by holding up a card - without disempowering the Game Master.  

This is a way of creating Cha'altian sessions that could all too easily revert back to vanilla D&D.  I know... I created Cha'alt and even my imagination sometimes falls back into the comfortable rut of standard fantasy tropes.

And remember, you don't have to use Cha'alt itself to benefit from those Cha'altian vibes.  Use Cha'alt X-Cards with Lamentations of the Flame Princess, Dungeon Crawl Classics, Neon Lords of the Toxic Wasteland, or any game that values eldritch, gonzo, science-fantasy, post-apocalypse, humor, sleaze, pop-culture, and grindhouse exploitation!

In my estimation, this is even bigger than forever improving D&D combat with Crimson Escalation... this is a concept that takes the hobby of roleplaying games in exciting and new directions.  

Fiction first... for real!

It's a free PDF, so I hope you give it a try.  I'm currently busy custom-making Cha'alt X-Cards for friends, fans, and supporters of my work.

Enjoy,

VS

p.s. Cha'alt hardcovers are here.  Details and weekend badges for VENGER CON III: Revenge of the OSR are here.  And if you want a tentacle-made set of Cha'alt X-Cards by yours truly, paper is $15 and wood is $20 + $5 for shipping for one or multiple sets:  Venger.Satanis@yahoo.com


Sunday, October 29, 2023

His Arduous Journey Into Night

 

Ok, I was wracking my brain trying to think of what I should run for yesterday's game.  

Very soon, I want to create some kind of Cha'alt + Wretched New Flesh scenario, running it for my group and then self-publishing it through The Red Room... or letting them publish it themselves (I don't really care, as long as it gets out there to fans of both Cha'alt and Wretched New Flesh).

A few interesting details came to mind, but the stuff that was supposed to gel in order to fashion an entire adventure just wasn't coming.  Time was running out, unfortunately, so I didn't think I'd be able to get a Call of Cthulhu type scenario ready by the game.  It's Halloween season and with my 5 kids, there are so many activities happening that free time is precious few at the moment.

But then the night before the game, I buckled down because I knew I had to get something on paper as time was running out.  And then an idea for another investigative, Lovecraftian horror scenario entered my brain and I feverishly wrote it down.

That's what we played yesterday.  Well, sort of... I have my own Call of Cthulhu hack that's perfect for a rules-light D20 Game Master like myself.

Same characters.  We lost one player, but picked-up two more.  Here's the roster of PCs...

  • Aleister Bird - artist who dabbles in the occult, really good with his hands and capable of stabbing people with his paint brushes.
  • Jack Hawkins - ex-cop turned private eye who's a marksman
  • Ha'akeem - the son of a wealthy Arab diplomat who consults for Two Jacks Detective Agency, knows sleight of hand, likes to gamble, and wears a turban.
  • Billy "Knuckle Samich" Cannoli - low-level mob enforcer who provides security and drives the investigators around in his car.
  • Finneus Smythe - university professor and amateur parapsychologist who wears a fedora and pencil-thin moustache.  His sexuality is questionable.  


I'm not going into a ton of detail for this scenario, similar to last session report because I'll be self-publishing these two adventures.  I also came to another decision that I'd been waffling over... what to run for this March's Gary Con?  

I keep being pummeled between the twin forces of consistency and variety.  I don't want to run all one thing the entire con, but I also think running a wide variety of stuff during my six-session shift is a mistake.  

On Saturday morning, I'll be running the first scenario, and Saturday evening I'll be running the second.  The other days, I'll either be running Cha'alt, Alpha Blue, or a mix of both!

The situation is as follows - last month, a person was murdered on each night of the full-moon (I'm going by standard Buffy/Angel full-moon cycles that last three consecutive nights).  This month, the full-moon phase has just started and the person murdered the previous evening was a friend to the investigators - Finneus Smythe's player took it upon himself to engage with this bit of roleplaying, suggesting that he had a somewhat closer relationship with the deceased.  

So, the PCs took up the adventure, and began their investigation.  Same as before, Chicago 1929.  I didn't forget the sanity checks this time!  And by the scenario's end, there was a whole lot of shaken, not stirred going on.

When I run these scenarios at Gary Con, I'll have not only revised them slightly but will provide some period color in the way of props (or at the very least, pictures).  I almost included some non-plot related period action, but decided against it due to not having foreshadowed it from the beginning.  Something I'll rectify when I'm running it at Gary Con.

All in all, the game was a success.  It was nice diverging from Cha'alt... and yet I feel myself being drawn back into my eldritch, gonzo, science-fantasy, post-apocalypse, humorous, sleazy, pop-culure, grindhouse exploitation campaign setting.

Speaking of which, I decided to put the Cha'alt X-Cards [info about that here] on DriveThruRPG.  It should have final approval and be available to download for FREE tomorrow.

Thanks for reading,

VS

p.s. I've still got Cha'alt hardcover for sale - get a deal here!  And, of course, there's July's VENGER CON III: Revenge of the OSR in Madison, WI - grab your weekend badge here!  If you're inquiring about getting your own custom, tentacle-made set of Cha'alt X-Cards, email me at: Venger.Satanis@yahoo.com


Friday, October 27, 2023

The Call of Crimson

 

A few of my gamer buds online have been asking me about my d20 hack of the Call of Cthulhu RPG...

Well, here you go!  Do this, and you'll be playing a rules-light investigative horror RPG worthy of H.P. Lovecraft himself.

  • Every PC gets 10 HP per level (if this is a one-shot with medium to high challenge, make the PCs 3rd level).  You're unconscious at zero HP and lower, up to your level in negative numbers.  Go beyond that, and you're dead.
  • AC for normal, unarmored humans is 10.
  • Every PC gets 1 point of luck per level that can be spent throughout the scenario.  Spending a point of luck allows that PC to re-roll his failed die result.
  • Choose an individual special skill that has nothing to do with your character concept.
  • When attempting an action, favorable circumstances yield Advantage (roll twice, take higher result) while unfavorable circumstances yield Disadvantage (roll twice, take lower result).
  • The target # for skill checks is 15 (assistance yields Advantage).
  • When attempting an action, roll a d20.  If your character would have that skill (you may have to justify it with a recollection from your character's past), add your level to the roll.  
  • Sanity - if a person sees something unbelievably shocking or just plain scary, make a saving throw (your save is 20 - character's level).  Each failed save means the PCs gets worse...  1st failed save means character is visibly shaken; Disadvantage on all rolls for the next hour.  2nd failed save means he's developed a lasting phobia (choose as appropriate), as well as, some kind of off-putting mannerism or tic.  3rd failure means permanent insanity and unable to function as an investigator.

Ok, that's all I've got so far.  If something else comes up during play, I'll add it to the list.

Again, nothing revolutionary.  Just my attempt to make Call of Cthulhu play like Advanced Crimson Dragon Slayer.

VS

Tuesday, October 17, 2023

Call of Cthulhu one-shot [session report]

 

Well, it finally happened.  I ran something other than Cha'alt for my face-to-face gaming group.

This time, especially considering the season, I decided to run Call of Cthulhu.  Except, it was my own rules-light, O5R hack of the game using Advanced Crimson Dragon Slayer as a model.

In a 3.5 hour game, I think each player rolled maybe 4 or 5 dice.  So, the system was virtually invisible, which is exactly what I wanted.

Instead of the usual character creation which can burn up to 30 or 40 minutes of game time, I opted for pre-gens.  After all, this was a one-shot (or was it?) and why bother the players with character generation if they're never going to play these characters again?

Last Gary Con, I decided to make my life easier by coming up with a one-page list of available characters - each having 3 or 4 sentences describing that character's concept (including name, class, race, background, etc.) along with relationship ties to both the setting and other PCs.  

I gave every player a sheet containing all the possible characters.  Since I made more than enough characters, there was not only a decent amount of choice, but if something happened to one of the PCs, it was assumed that the non-chosen PCs were sort of hanging around in the shadows and could be played in a pinch, so no one had to sit out for even a short period of the game.

Worked fantastic for Cha'alt at Gary Con, but I think it makes even more sense for something like Call of Cthulhu.  There was a 7-person investigative team that formed Two Jacks Detective Agency.  Some investigators were part-time consultants, so it makes sense for only a handful of agency personnel to tackle any particular assignment.

I had 4 players and each chose a pre-generated character with instruction to invent some little character detail on their own, that wasn't written down for them.  This gives players some creative control while allowing for customization and future roleplaying opportunities.

The PCs included (this is the truncated version)...

  • Jack Hawkins - Private eye and co-owner of Two Jacks Detective Agency + marksman 
  • Jack Princeton - Private eye and co-owner of Two Jacks Detective Agency + plays the piano
  • Billy "Knuckle Samich" Cannoli - Mob enforcer and hands on security + good cook
  • Finneus Smythe - University forensics professor and amateur parapsychologist + took boxing lessons from Billy


I started writing this homebrewed scenario the day after our last game and it took me until the morning of our actual session for me to say that it was "done."  Something like 6 pages of notes, descriptions, key NPCs, eventualities, clues, timeline, and so on.

It was literally double )in some cases triple) the amount of preparation that I'd spent on any session of the Cha'alt campaign, but that's the nature of the beast with RPGs like Call of Cthulhu.  If there's a way to "wing it" and still have a reliably satisfying investigative horror game, I don't know what that looks like.  If you do, teach me!

I might release my house-rule hack for Cthulhu as a free one or two-page PDF sometime down the road.  And since the adventure is already written, it's a no-brainer to self-publish the thing in the near future as a system neutral scenario.  Would go well with The Outer Presence of any Lovecraftian investigative horror RPG.

The scenario took place in 1929 Chicago.  It involved the mysterious disappearance of a retired shipping magnate.  I'm a huge fan of Masks of Nyarlathotep, so this adventure was reminiscent of that campaign.  I suppose if a group had already experienced the first session or two of Masks but not the rest and wanted to give it another try (sometimes, groups break up at inopportune moments), this could be a satisfying re-introduction.  

I won't go into too much detail, but I felt it went well and everyone seemed to have fun.  After the adventure was over, the players told me it was a success, so that was encouraging.  Shaking off the cobwebs, I suppose I still have the knack.

Towards the end of the session, things started to get weird.  That's when I should have asked for a sanity check or two, but in my slow descriptive build-up, I forgot to pull the trigger and only realized the missed opportunity when things were back to normal.

There were a few moments where we stopped to view what was happening through a Cha'alt lens... "Now, if this were Cha'alt, we'd just start lapping up the milky-green goo dripping off those tentacles," or some such.  Good times!

Predictably, there was a civil disagreement about what to do with the evil cultists at the end - hand them over to police or deal with them ourselves?  I remember that hotly contested dilemma from back in the day when I was running my Call of Cthulhu campaign almost 20 years ago.

In two weeks, I'm going to run something else in the horror vein... and could possibly continue the Cthulhu game with the same players + new people since I'll be hosting that meetup game at the local library, instead of my house.  I did that specifically to give some new meetup folks a chance to game with us.

If I did stay with my own take on Call of Cthulhu, I would write another scenario for the same cast of characters.  The revolving PCs inside a fledgling detective agency just worked too well to abandon the idea.

Ok, that's it.  Thanks for reading!

VS

p.s. Yeah, it's not until July, but my Madison, WI old-school RPG convention, VENGER CON III: Revenge of the OSR, is currently selling weekend badges!  Also, I still have Cha'alt hardcovers for sale - I need to sell a couple dozen more trilogies before kickstarting Book 4 of the Cha'alt trilogy.  So, order yours today. 


Monday, October 9, 2023

"Prophecy Mine" [Cha'alt one-shot session report]

 

I'm so glad that I ended my Crystals of Chaos, 9-month and 17-session Cha'alt campaign before leaving for vacation.  After 3 weeks, I come back to only two players being available... which wouldn't have worked.  And not sure about next week, either, but I'm going to schedule a session.

Between inertia and analysis paralysis, I chose to run more Cha'alt, which upon reflection, just seems stupid.  That's like being on a cheesecake diet for most of the year and then when you're off the diet, you decide to eat cheesecake.

I mean, there's literally dozens of RPGs I own that I could have run, that I probably should have run.  On the other hand, I do love cheesecake... and Cha'alt.  So, here we are.  Another Cha'alt one-shot, but this time in-person (as opposed to the virtual one-shots I run once or twice a month on Roll20).

Oh yeah, a small but deciding factor was my custom, hand-made Cha'alt X-Cards [YouTube video showing all 8 of the finished cards] which would be finished by game time (Saturday afternoon).  We ended up only using 2 of the 8, but that playtest experiment was fruitful, as I believe you will see by the end of this session report.

Ok, my two players started the session with new 3rd level characters - Nix the salty and crusty, chaotic, ambidextrous demon thief and Ha'arumph the half-orc, also chaotic, always positive but a bit dim warrior with a giant spoon-shaped weapon named Soulnier the Castrator in which Ha'arumph can project his smoldering, volcanic intensity.  Once the half-orc's player, Steve, started voicing the character, I saw him as an orcish Simple Jack from one of my favorite comedies, Tropic Thunder!

Both PCs lived in Kra'adumek and had been day laborers, recently promoted to troubleshooters by the Purple Priests of that city-state.  This halfling with a gimpy leg ushered them to the Great Temple where they were blessed and told of their mission - explore an old crystal mine.  All the crystals were gone, but signs and portents indicated that something strange may be happening in the caves and tunnels of that old mine.  

While in the temple of the Purple Priests, they noticed a "holy water" font filled with zoth and a familiar saying carved just below one of many Lovecraftian Gods - "Where there's fuchsia, chartreuse cannot be far behind."  This is something the PCs had heard throughout their lives.

The adventurers hired a couple of reptilian riding spiders which cut their time in half.  I don't roll for it often, but decided to check and see if the Fuchsia Putrescence (borrowed and slightly altered from The Islands of Purple-Haunted Putrescence) would be seen overhead.  Sure enough, it was.  

The PCs narrowly avoided getting scooped up by a tentacle and devoured by the gargantuan floating thing above.

Shortly after, they made it to the mouth of the cave.  It soon forked, and the thief scouted ahead, noticing 3 humanoids who were using advanced technology (a sort of ultra-vibrational tuning fork device) to pry a particularly large and hard to get at purple crystal from the wall.  

Just before the PCs made their presence known, everyone heard a female cry for help coming from the other tunnel.  The PCs hid, hoping the humanoids would pass by without noticing them.  Sure enough (since I rolled a 1 for the NPCs' perception check), they didn't see shit.

That's when the PCs decided to dig that ostrich-egg sized purple crystal the rest of the way out, using the warrior's sharpened spoon weapon that he could heat up.  It eventually popped out just as they heard even more insistent screams from a woman.

Taking the crystal with them, the PCs checked it out.  They found a woman stuck halfway in a smaller tunnel.  And the 3 humanoids had pulled the female's pants down (she was still wearing her underwear) and who knows what would have transpired if not for their timely intervention.

With a quip and flashing blades, the battle commenced.  Wounds were taken on each side, but Nix and Ha'arumph easily prevailed.  Then, they unstuck the woman and got to hear what she was about... a recently escaped slave who noticed a glowing banana about 9-feet inside a smaller tunnel.

Using the smaller Nix and the spoon weapon, they fished out a novelty, banana-shaped crystal rimmed jaccard.  Nix took that, being a thief [it's so unbelievably useful that a crystal rimmed jaccard grants the thief using it Advantage when employing the tools of his trade], and gave the woman, Parev, the 40 talons they took off the dead NPCs.  Parev wanted to join their little band, hoping strength in numbers would allow her to survive.

On their way to check out her screams, the PCs had bypassed another tunnel to the north.  So, they backtracked to see what was down there.  A slumbering creature covered in tentacles!  They left it alone, proceeding to other areas.

They found a pool of zoth with several humanoids (the slavers who Parev escaped from, in fact) around it.  The leader, Blood Beard, about to plunge his sword into the zoth in order to enchant it with ichor of the Great Old Ones.  The PCs went in another direction before engaging with them.  They found a petrified worm and just around the corner two braziers making the entire area fragrant with peach incense.  That system of tunnels and caves terminated with a fuchsia door. 

Nix and Ha'arumph spent a decent amount of time on that door, trying various ways to open it.  Some techniques were so ingenious, I almost caved, but there was a specific way of getting that fuchsia door open.

Eventually, they guessed... or at least assumed that zoth might open the fuchsia door.  Not wanting a direct confrontation with the humanoids in the zoth pool cave, they devised a plan.  One of them would lure the humanoids out, and the other would draw the sleeping Lovecraftian creature down the tunnel so the two would intersect.  

I had each PC roll a d6.  If a 1 was rolled, their plan would breakdown at some point leading to potential disaster.  Steve, usually the worst roller at our table, did not disappoint.  He rolled a 1, but I reminded him that if he tapped one of the Cha'alt X-Cards, that would yield a point of Divine Favor so he could re-roll.  He pulled the eldritch card, and rolled a 3 to counteract the critical failure.

I described how the sleeping tentacled thing's psionic-shadow rose and followed him as the half-orc attempted to mind-meld with it. Then, as planned, the two factions made contact.  I wasn't sure how to adjudicate the battle between mythos spawn and NPC slavers; so, I had each player roll a d20.  Nix's player rolled slightly higher.  I described the head-slaver, Blood Beard, as the sole survivor, withdrawing his glowing magical blade from the shadow thing.

It only took a couple rounds for the PCs to dispatch Blood Beard, since he had been wounded by the creature.  Then, they looted the bodies.  Aside from some gold and a set of miniature thieves tools, there was a cerulean ring, it's jewel dancing in the faint light of torches and mystic crystals.  The PCs didn't have a sorcerer, nor time to discover it's magical nature, but it makes water taste like fine worm wine to the ring-wearer.

Having the overgrown spoon weapon dripping with zoth, Ha'arumph hit the fuchsia door again, and this time zoth droplets were visibly absorbed into the door, it shimmered, and opened.  Inside, all was blackness.  

They walked through and found themselves exiting a nearly identical door into a nearly identical cave which they'd just left.  However, this door was chartreuse.  And instead of peach incense, the braziers issued a citrus lemon-lime fragrance.  Oh, and the petrified sandworm was no longer petrified.  Wisely, the PCs decided to creep past it with ludicrous success - to the point where we all speculated if the worm might be blind.

Realizing this was some kind of parallel universe, the adventures retread their steps to see what else was different.  Their first inclination was to see if another crystal was there.  It was, but this time, it was a fuchsia crystal.  So, they liberated that and kept going north to find a couple of cultists guarding a malevolent entity summoned by their High Priest.  For now, the monstrous demonic creature was trapped inside a magic circle.

Nix and Ha'arumph surprised the cultists, but had difficulty finishing them off, mostly due to Steve's infamously terrible rolling.  I suggested maybe drawing another Cha'alt X-Card from the pile, and he obliged.  This time he drew sleaze and described how Ha'arumph quickly stripped Parev's clothes and pushed her into the cultist - who was so shocked that he involuntarily grabbed her naked breasts and proceeded to motorboat them as the half-orc warrior hacked into him from behind.

Not wanting to be left out of the sleaze-making, I described how the summoned creature's tentacle went through the backside of a distracted cultist standing near it... into his ass and out his mouth.  It took a round to shake the dead cultist from its tentacle.  If Colin had been there, I know I could have wrangled a "gross" out of him.  ;)

Realizing how formidable the summoned creature probably was, the PCs made an expeditious retreat.  The cultists pursued the PCs all the way back to the chartreuse door... where the sandworm was waiting.  They discretely snuck past (they originally rolled so well - two natural 20s and a 19, so I had no problem letting them sidestep the worm).  However, the High Priest and his cultist companion weren't so fortunate.  The sandworm ate the High Priest and I believe Ha'arumph decapitated the cultist.  

Oh yeah, either just before or during the PCs' retreat, the half-orc used the purple and fuchsia crystals to mind-meld with the demonic thing trying to break out of the magic circle.  Steve rolled a 19 (in 17 sessions, no one had ever seen him roll anything higher than that), so not only did he repel the demon's psychic force (that I was fully prepared to let a disastrous roll crush the half-orc's already simple mind), but also glean an insight as to how they might get home, in case it wasn't obvious.

By now, I would hope that several of you might have guessed the solution - hold the fuchsia crystal up to the chartreuse door.  That's what the half-orc did, and the door opened, allowing them to return to their own universe.

Getting back and being "home free" was pretty much the ending.  I didn't have anything beyond that planned.  We got a late start, so that was a three-hour session.

Delving into the Cha'alt X-Cards some more, instead of earning a point of Divine Favor (which appeared from that session's vantage point to be "the middle man")... the end result was diverting failure into a more prosperous direction.  Both times Steve played a Cha'alt card, he attempted to turn a bad roll (or result) around.  As it should be.  Sure, an anti-climax may be possible, but shouldn't that be the exception, not the rule (all things being equal, at 3rd level, most straight-up rolls are 50/50).  

Essentially, if we decided to continue along that route (doing away with the Divine Favor's re-roll), the "cost" of finding a silver lining to the current situation's cloud was coming up with a way to make the game more eldritch, sleazy, etc.  

After all, what is Divine Favor if not the gods of Cha'alt nudging reality in a way that's favorable to the adventurer implementing it?  Since I, as Game Master, step-in to the role of Cha'alt gods, it's ultimately up to me to decide just how much help to give the PCs and what that looks like when the smoke clears.

Just the way it was organically used in the session took Cha'alt X-Cards in that direction.  I'm excited to see what happens the next time we use them.  Now that I'm aware of that possibility, I'd be happy to forgo Divine Favor (and the resultant re-roll) instead of offering a celestial offramp that mitigates whatever failure that PC is currently wallowing in.

Basically, what I'm trying to say (at least partly) is that even if a Divine Favor reroll was unsuccessful, an aspect of my GMness feels bound to give the PC a leg-up.  And if that's the case, then the Divine Favor is rather superfluous.  It may not be what the PC or player intended, but something good will no doubt come from altering the fabric of reality via Cha'alt card narrative influence.

Hey, at least I'm consciously aware of my bias.  Favoritism, like privilege, isn't a dirty word.  And neither is "design."  As in, this is the way I've designed my game, my adventure, my campaign, the way I Game Master.  It's tailored to my specifications.

I feel like so many GMs are pushed and pulled, swayed this way and that by their unconscious mind... unaware of why they make the rulings they do.  Oh sure, we all have dice to fall back on, but if I may quote another favorite movie John Carpenter's Prince of Darkness... "He lives in the smallest parts of it.  In the atoms... smaller... invisible... he lives in all of it."

By that I mean, even with clearly defined parameters and success or failure determined by rolling, the GM has too much power, too much control to remain absolutely neutral.  Over time, absolute neutrality is an impossibility.  

In fact, I would caution GMs from clinging to the falsehood of neutrality in favor of consciously helping to create the type of experience they'd like to see.  We're not the sole author (don't forget the players are there, too).  However, it is our story.  In this case, I feel the need to clarify that "our" means GMs take an active part in it, and are most likely the prime creator - but that doesn't mean the GM owns it fully or that other narrative contributions are meaningless.

Did someone say PSYCHOCOSM?!?

Even though I would have liked a break from Cha'alt, I'm happy we went back there, into that world.  But I can almost guarantee that the next time we play, it'll be a different game.  No matter how much I love cheesecake, I still crave other desserts - and this week, it's apple-cider donuts!

Thanks for reading,

VS

p.s. Do you have your weekend badge for VENGER CON III: Revenge of the OSR yet?  If not, don't wait.  You do NOT want to miss an entire weekend of non-woke gaming with some of the most outrageous, controversial, and awesome gamers in the hobby today!  Additionally, I've still got Cha'alt hardcovers for sale - details right over here.