Demon Hunters RPG – Stacking Aspects

One of the mechanics I love about Cortex Plus games is the way in which the way complications rise and fall with the narrative. With the right rolls your d6 mildly irritating can step up to d12 mortal enemy and back down again over the course of an adventure or sometimes even a scene. The same is true of physical complications, a flesh wound could be aggravated all the way to bleeding out without the need to introduce additional complications. Coupled to this is the dice pool mechanic, if an advantage or complication is relevant to your roll you can always add it to your dice pool before rolling.

Demon Hunters incorporates elements of Cortex Plus but, at its core, is a Fate derivative. Because of this aspects, while always true, have a single value (d6) and require either a free invocation or a faith point to incorporate into a roll. 

The below draft rules modification shifts the mechanics slightly more towards Cortex Plus by allowing for the creation of aspects with die values greater than d6.

Stacking aspects

Aspects that are narrative associated can be stacked together, creating a single combined aspect. Physically link the individual aspects together by drawing a line between them or stacking them atop one another. When invoking stacked aspects choose from the following

1. Invoke each aspect separately as per the standard rules at the cost of one faith point per aspect. Each aspect invoked adds 1d6 to your dice pool.

2. Invoke the entire stacked aspect for the cost of one faith point. For each individual aspect after the first increase the size of your bonus die by one step.

For example during a scene the following scene aspects may be in play

1. Stampede of people

2. Raging fire

3. Choking smoke

4. Demonic hieroglyphs 

The first three of these are narratively linked to one another, the fire that was accidentally started (because no Demon Hunter would ever start it on purpose) has built to an all encompassing maelstrom. These aspects can, if desired, be linked to one another. The fourth aspect stands alone and cannot be linked with the others.

Doyl, our demon Hunter, is trying to escape from the cultists chasing him but he’s not particularly sneaky or athletic so it’s going to be difficult. With plenty of faith points he could invoke the first three aspects to add a mighty 3d6 bonus to his roll. Unfortunately he’s only got one faith point, having relied on them rather heavily earlier in the scene. He invokes the stacked aspect to gain a bonus d10, hopefully enough to make his escape.

At this point astute readers will be noting that the standard 3d6 bonus will average a higher roll than the d10, so why bother with the stacked aspect? The answer is simple – cost, a single faith point rather than three while still making use of a wider range of the aspects in play. 

During the playtesting I’ve done with this rules modification I’ve also noticed a secondary bonus – it encourages greater player engagement with scene aspects. Knowing they can get a larger bonus for the same cost drives both the creation of aspects and their creative use. It is also intuitively balanced, there’s nothing to stop the DM from creating or invoking stacked aspects using demon dice.

As always I’d be interested in anybodies thoughts or comments on this.

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RPGaDay August 18th

Demon Hunters18th) Which RPG have you played the most in your life?

In terms of total hours it would have to be Torg, I was in a long campaign of it and have run a couple of campaigns of it. Total play time would be around a year and a half of weekly sessions and GMing time would be similar. While I love the setting I’ve slowly drifted away from liking the rules, they are very much a product of their time (early 90’s) which is why I’m stoked for Torg Eternity. The update looks like it has succeeded in keeping the feel of the game while also introducing a more modern approach to many of the mechanics.

As for the one that I just keep going back to then it has to be Demon Hunters from Dead Gentlemen Productions. Again, there has been a new edition recently and while I’ve not played it as much as I’d like it does lean itself more towards my current mechanical inclinations. I can pick up that game with essentially zero notice and throw something together there and then. Plus it is just pure, unadulterated chaotic fun. Perfect for both one shots and a series of short adventures.

RPGaDay 2017 7th August

7th) What was your most impactful RPG session?

Once again another difficult question to answer as while I can think of numerous impactful games many of those came from looking back after a campaign and seeing how the story arcs had come together. I could mention my first campaign of Torg which saw my bitter ex-cop descend into darkness to become the very thing that had broken him in the first place. Or I could talk about the excellent Smallville campaign by Stephen of Step into RPGs where my ordinary, boring and completely un-powered sidekick character ended up having to step up because those who should have been saving the day were too distracted with their own messy relationships (seriously, Smallville is amazing and such an underrated system). Or I might discuss my introduction to Legend of the Five Rings where my samurai went from having everything he could have dreamed of to a tragic tale worthy of the pillow books of Rokugan.

But those are campaigns and the question was session. Which goes to a game where I was GM rather than players. A Demon Hunters adventure where the players decided to metaphorically turn left instead of right. We hadn’t even started the adventure but were in what was the transition period from the previous mission. One PC was recuperating, having recently been turned into a vampire. The rest decided they wanted to get flowers for her and being a rookie GM I made an offhand comment that that section of the Warehouse (an interdimensional essentially infinite storage space) had been declared off limits for some reason or another. I’d been trying to redirect them back to the job at hand (I’d yet to come across the idea of “Yes and…”), instead they ventured off into the unknown assuming the comment was a plot hook.

We’d not even started the adventure and they’d already managed to break it. I was flummoxed. I could handle players getting creative in solving puzzles or side stepping encounters but bypassing the entire adventure? That was new and from the look on my face they knew how much they’d thrown me.

So I did the only thing that was fair, I literally screwed up my notes, admitted how much they’d evaded my prep and called a 10 minute beer break. Looking back I can’t remember the details of what I’d planned but I can tell you that the adventure we ended up with was far more creative and entertaining. It eventually led to the Chapter imploding in on itself with the vampire PC giving in to her hunger for blood and turning not one but two of the other characters after having been attacked. We ended on an epic fade out with the Chapter fighting amongst themselves in a grand library while trying to rules lawyer their way out of a Demonic contract.

It was amazing and taught me a lot of vital lessons about GMing.

Future Projects

With Project Cassandra edging ever closer to completion I’ve been given some thoughts as to what I want to work on. The length of the list was rather surprising, I didn’t realise I had accumulated notes for so many ideas already.

Niska’s Race – A Firefly Adventure. Having run this at multiple conventions it’s about time that I wrote this up and put it online for others. I’ve got a partial draft of the adventure, what it really needs is some focus on the structuring and what information needs to be presented for others to run it.

Demon Hunters Adventures – Again adventures I’ve run in the past that I’d like to get out for others and again I’ve already got a partial draft to work from. For these I’d love to be able to get them released on drivethruRPG as some sort of semi-official / recognised adventure for the system. First step though is writing then I can worry about layout / publishing.

Neon Blades, cyberpunk reality TV – Aim is a lightweight system with a focus on the idea of looking good over all else, hence the idea of some sort of reality TV show focused on a team of operatives. I’ve got the initial outlines of a system but it’s lacking any details, so in keeping with the theme of style over substance for now.

The Fallen Mountains –  I’d still like to flesh out my Legend of the Five Rings setting  to the point of it being a resource for a future game. Likely to be a slow ongoing process as I detail characters, events and locations.

The Delve, Leverage / Cortex+ hack – The idea for this actually came from a series of images I got through JEShields stock art patreon. The idea is of a group of fantasy dwarves trying to break into a wizards vault. Thinking more along the lines of D&D style fantasy than Tolkien with magic being relatively common. At the moment just an idea, first step will be to go over the original game again and see how much can just be used as is.

Cortex+ hack based around the adventures of soft toys –  Another vague idea for the moment, could probably be achieved with just some custom distinctions  and renaming of a few elements. Originally inspired by a DoubleClicks song called Lullaby for Mr Bear.

Powers, PbtA followup to Project Cassandra. Again a vague idea for a thematic follow-up to Project Cassandra using a hack of the Apocalypse system  dealing more with the consequences of gaining powers in a world dominated by global conspiracies. Will hopefully incorporate some ideas from an old Cortex game  where powers regularly went out of control  with devastating and tragic consequences.

Ten Years

For the most of the month, Facebook Memories has been notifying me that September 2016 marks 10 years since I moved to Glasgow. Which also means that it’s been almost 10 years since I made a decision that would, in many ways, come to define me outside of my professional life. I became a tabletop gamer. Sure, before that point I’d been a gamer, hell I’d even done a fair share of RP, online and at the Nexus LARP (Madbay forever!). But until I joined GUGS I had never sat down and actually rolled the dice. Since then…

I’ve fought invading Cosms and witnessed the power of bacoffee,
Flown the width of the ‘verse for a quick profit,
Battled Demons with coffee and a smile.

I’ve walked the path of bushido,
Raced the wastes of the apocalypse,
Been inconsequential yet saved the planet,
And fought the Great Enemy in the name of the God-Emperor.

I’ve been President of GUGS,
Run games at the Nationals.
I’ve played with people from around the globe,
And flown across it to game with them in person.

I’ve guested on podcasts,
Published a game (TowerFall: http://www.drivethrurpg.com/product/183370/Tower-Fall-Micro-RPG),
Am nearing completion of a second (Project Cassandra: https://lunarshadowrpg.wordpress.com/games/project-cassandra/),

And I’ve come to loathe D&D.

Not too bad for 10 years, especially considering all the things I’ve probably forgotten to mention, I can only hope the next 10 are as eventful.

Demon Hunters / Faith Corps: Tonal Conditions

Just a quick post to highlight a hack over at Spirit of the Blank, where Mike Olson has been sharing some details about using the Faith Corps system (aka the Demon Hunters system) for running Star Wars. One of the aspects he’s tweaked is the way conditions work, introducing the idea of predefined, character specific mild conditions. It’s a hack that I really like, especially for convention games where it provides players further insight into their character. This is especially emphasised by the fact that Mike has eschewed from the approach of describing physical harm but instead favours emotional responses to stress. For Star Wars it really fits with the tone of the films, where characters tend towards taking only a small number of moderate (or greater) injuries while also being constantly stressed by the scene or antagonists.

All in all it’s a compelling tweak and one that I’m likely to incorporate in future, both when running Demon Hunters and when designing my own systems.

Gateway 2015: General Roundup

A few Thursdays ago (3rd September to be exact) began the journey that had resulted from one of my wackier ideas of late, I set off to Gateway 2015, one of the Strategicon gaming conventions run throughout the year at the Hilton at Los Angeles Airport. For those that don’t know me this was, all in all, a rather wacky idea for the simple reason that I live in the UK and I was basically going to the other side of the world just for the gaming convention, having set aside only a single day of the trip to be a tourist.

Why would I undertake such a trip? Because of the fine folks of the Happy Jacks RPG Podcast, and the rather amazing community that has grown up around the show. Since leaving Glasgow three and a half years ago the amount of gaming I’m doing has drastically reduced and those games I do play in are primarily run online. I miss face to face games and most of all I miss doing them with friends. So I flew five and a half thousand miles for the chance to play in games with people I only knew online and from podcasts. Sounds crazy right?

Turns out while it was crazy it was also one of the best weekends of gaming I’ve ever had and all the people I met were genuinely brilliant fun to be around and I got to have a great time in the games I played in / run. I’m aiming to do separate posts for the three games I ran (Project Cassandra, Demon Hunters: A Comedy of Terrors and Firefly) but first a quick round up of Gateway itself.

Continue reading “Gateway 2015: General Roundup”