In My Hot Little (Virtual) Hands

Yesterday, those of us who were lucky enough to be part of the Dresden Files Role Playing Game playtest received a special treat from Fred Hicks of Evil Hat: .pdf copies of the (mostly) finished game.

Guess what I spent last night reading?

I’m not done yet, but I wanted to talk a little bit about my first impressions of the game. Keep in mind that not everything in these files is quite complete; of particular note, the introductions and indices are blank, the short fiction by Jim Butcher isn’t in there yet, none of the page references are completed (page XX), and a few – but not really all that many, from my initial look – pieces of art are missing. That said, here are my initial observations.

The books are gorgeous. The layout is attractive and readable. It’s busy without being distracting or illegible. The marginal notes are a nice touch, being comments from Harry Dresden, Billy the Werewolf, and Bob the Skull from the game world. They entertain, give insight into the game world, and help to clarify some rules points.

The books are big. Combined, we’re talking about nearly 700 pages. Now, from my initial glance, it seems like you might not actually need the Our World book, as all the rules for actually playing exist in the Your Story book. Having said that, the Our World book contains all the statted creatures and characters that you might want for running the game. For example, you can create a changeling character using only the Your Story book by making up the powers and abilities of a fey of a given type in conjunction with the GM, but the Our World book will give you a list of different types of fey and their powers and abilities, so you don’t have to do that work. And it’s always nice, speaking as a GM, to have a bunch of statted NPCs to throw into the game spur of the moment. You might not need Our World, but I really, really think you’re going to want it. Especially if your a Harry Dresden fan, just as a reference book for the world.

City building is substantially fleshed out, with more detail and structure, to help you create the kind of setting you want to play in. The running example is Baltimore, and it turns into a very interesting place as it gets Dresdenified.*

The section I went to pretty much right away was Spellcasting. See, during the early playtests, Wizard characters pretty much walked all over other character types, not so much because of their powerful, but because they were so flexible. A Wizard could, with a little time and effort, be great at anything, which caused them to overshadow other characters from time to time. The specific issue was with Thaumaturgy, which lets Wizards do pretty much anything they can imagine. I wanted to see if this was dealt with in the final version.

It is dealt with. Wizards still have their signature flexibility, but the price of using magic is higher. They get worn out and damaged (and possibly crazy) faster, which leads them to husband their resources more. The difficulty of accomplishing some of the bigger things with Thaumaturgy is increased, meaning that, if you want to do this, you’re going to be spending more time, more effort, and taking a bigger risk to get it done. I think it’s a very nice balance that lets a Wizard accomplish almost anything if they have the time, materials, and dedication, but limits what they can do within the game to things that are simpler and don’t step on the toes of the other characters.

That’s about all I’ve got for now. I haven’t finished reading both books (did I mention 700 pages?), but plan to do that this weekend. So far, I am very impressed with what I’ve got in hand. Kudos to the folks at Evil Hat for putting together such a fantastic game, and thanks again to Fred for making these files available to us playtesters.

It’s got me wanting to run a new Dresden Files game in Winnipeg.

 
 
 

*Yes. That’s a word, now. Why? Because I said so. Back

Its Time Come Round At Last…

Check out this press release.

Yep, after much work, the good folks at Evil Hat are on track to release The Dresden Files RPG at Origins this year.

In two big books.

This is big news for me, because I started this blog as a way to fulfill the terms of the Disclosure Agreement for the Bleeding Alpha Playtest of the game, and I know that everyone in the playtest group has been looking forward to the release anxiously.

I won’t be at Origins, but I will be at GenCon. Guess what I’ll be buying.

Catching Up

Man, I have got to get on a more regular blogging schedule. Sorry for the neglect, folks.

Been a bit of a busy time round my place the past few weeks. Here’s what’s been going on:

Dresden Files RPG

Not a lot happening on this front. I’ve been lurking on the Burner list, and reading some blogs, and of course reading the new cut of the rules. The only real rules bit that’s come down so far has been the city creation stuff, and it’s pretty similar to the version we Bleeders saw. It’s nice to read the list and see that a lot of the Burners are having as much fun with it – and discovering as many cool things about it – as I did.

Mutant City Blues

I’ve had a few people say that they’re interested in trying this, but we’ve had scheduling issues. Summer is actually a pretty hard time to schedule games in our group. Especially pick-up games or one-shots. Many of the people I play with have kids out of school, and vacation trips, and all sorts of other things that come up in the summer. They’re willing to schedule around the regular, ongoing campaigns, but trying to shoehorn in a one-shot is difficult. Hopefully soon.

D&D 4E

I’m working on putting together a 4E campaign to start next year some time, probably after the Player’s Handbook II is released so that there are plenty of option for my players. However, people have been asking me to run a campaign – even a short one – and I wanted to try out the rules and get some familiarity with what works for me and what doesn’t. So, I started a campaign.

I sent out invites to eight people, hoping to get four. I got seven of the eight, plus one person asked to bring in a buddy. Yeah, I’m running with eight people. It’s a real crowd.

We’re using the Scales of War Adventure Path being published in Dungeon Magazine. We probably won’t finish it by the time I’m ready to start the new campaign, but it’ll give everyone a chance to have a taste of the system over a longer term than demos and one-shots. And I’ll get better at the game.

I’m not going to talk too much about the game – we’ve only had one session, and that was very combat heavy. What I do want to mention is the ease with which I was able to beef up the adventure to match my party. The adventure is written for five character; I have eight. It took me no more than an hour to go through and upgrade it to be a fair challenge for my larger party. Mostly, it just involved adding a few extra monsters, but I did have to add some traps/hazards, and I had to level up a solo monster to be a good challenge.

Under an hour. Sweet.

I also had to increase the treasure the way it talked about in the DMG; that took a little more guesswork, because the adventure had 14 treasure parcels to hand out, not the normal 10, so I had to increase the default numbers in the DMG to figure it out, but it was easy.

Anyway, it looks like it’s going to be fun.

The Dark Knight

Man. I love this movie. The performances, especially Heath Ledger’s Joker, are very good. The look is a little (well, a lot, really) brighter than Batman Begins, but there’s still the same sense of urban malaise that you need for Batman.

But the realy treat is the writing. The Nolans just get Batman. They get the rage and the obsession, which are easy, but they also get the hope and the diappointment, which are harder. Lots of times, they don’t come through.

But they do in this movie. You ache for Bruce Wayne fighting against the obsession that is overwhelming his life, all the while knowing that he has to give in to it if he wants to be able to live with himself. There are several moments throughout the movie where he reaches up to the light, hoping to leave the darkness behind, but, in the end, he always goes back to the darkness. He chooses to go back to the darkness. This is especially apparent in the last scene of the movie.

And the twisted, co-dependent relationship between Batman and the Joker is spot on. The Joker even sums it up at one point, saying (and I’m paraphrasing here), “We’re going to keep doing this forever. You won’t kill me because, well, you don’t do that. And I won’t kill you because you’re too much fun!” There are also a number of “jokes” by the Joker that simply happen and don’t get commented on, like the burning fire truck and the sign on the side of the semi trailer during the Harvey Dent assassination attempt. I like that the Nolans trust the audience enough to get these jokes, without having to shine a spotlight on them.

All in all, a great movie. If you like Batman, go see it. Even if you don’t like Batman, this movie may change your mind.

The West Wing

After talking to Jane Brooks, of MyLeftFootloose.com, at some length about Aaron Sorkin series, I started rewatching The West Wing. I’ve just finished the second season, which ends with one of my favourite episodes: Two Cathedrals. It’s a very powerful episode, with a lot of different threads coming together, and it ends with Jed Bartlet about to announce that he’s going to run for another term. The last eight or so minutes really stand out in my brain, because it’s set over the Dire Straits song, Brothers in Arms, and ends without Jed announcing that he has changed his mind and is going to run.

Another instance of Sorkin’s genius with storytelling, in my opinion. He often doesn’t show us the moment, because that would be anti-climactic. He shows us how you get to the moment, and then backs off to let us finish the job ourselves. He has the skill to lead us along with him, so that we know exactly where he’s going, and the trust to let us go the last distance on our own.

I love it.

GenCon Indy

My friend, Clint, and I are leaving very early tomorrow morning for the drive down to Indianapolis. We’re going to GenCon. Now, this isn’t something new for us – this will be our eighth trip down together, I think – but it looked for a while that I wasn’t going to get to make the trip. It worked out that I can, and I am almost as excited for this one as I was for the first one.

Anyway, I may be able to do some updates from GenCon, so check back. Of course, I may not be able to, so you might be disappointed. But I’ll try. And if any of you happen to be at the show, come on by Booth 1701, where I’ll be doing booth weasel duty for Pagan Publishing and Dagon Industries. I’ll be happy to say hello, and try and sell you some Cthulhu-related merchandise that you really don’t need, but really really want.

That’s about it for now. I promise not to take so long to post again.

First the Blood, Then the Fire

Looks like the second round of the Dresden Files RPG playtest is about to get underway. While the first round was the Bleeding Alpha, this one is the Burning Alpha, and it’s got a new graphic:

DFRPG Burning Alpha Playtest

DFRPG Burning Alpha Playtest

[EDIT: I am a moron. I haven’t been able to figure out how to put a graphic in this post yet.]
[EDIT: Got it. I think.]

We who were involved in the Bleeding Alpha are getting to see the files and try them out, and still talk about them, but the focus on this round is really on new folks trying out the game. The canny Evil Hat contingent is setting up a special mailing list for the Burners, while still encouraging us Bleeders to use our list.

So, what does that mean for me?

I don’t know that I can get the old gang together for another extensive playtest – it’s summer, now, and people are scattering. Also, I’ve run some number of one-shots and short adventures in the past several months, and people are starting to push me to do a longer campaign again. I don’t want to start a campaign using a test ruleset, so…

Besides, I’m still trying to find the time to do a test run of Mutant City Blues.

Still, I’m going to be reading the revised rules, and I’ll probably talk about some of the changes here. I may even revisit some of the play reports and characters, to show how they would change in the new rules.

Also, I encourage the new playtesters, you Burners out there, to send me a link to anything you post about the game. I’ll put it up here, and we can help keep people up to date on what’s happening.

The blood has been spilled. Now, the fire will purify.

Deep Gratitude

Now that our Bleeding Alpha Playtest phase is winding down, I want to thank my players for their dedication, willingness to try new things, good feedback, and just being great, creative players.

  • Thanks to Sandy, and Anne Carriere’s iron filing packed snowballs.
  • Thanks to Kieran, and Lucky Firth’s eagerness to sell his mortality to the Bramble King.
  • Thanks to Chris, and Paul Roman’s surly and world-weary acceptance of all the crap he had to go through.
  • Thanks to Clint, and to Christian Manger’s tug-of-war conversations with Madelein de la Neige.
  • Thanks to Penny, and Rowan Aurelian’s willingness to blow up her own head to make the magic work.
  • Thanks to Vickie, and Elaine de la Roche’s remorse over using the shotgun on the Mad Cowz.
  • Thanks to Fera, and Gerhardt Rothman’s trick with the car antennae.
  • Thanks to Tom, and Elias “Legion” Thorne’s willingness to throw himself into any physical threat he could find.

It wouldn’t have been nearly as much fun without all of you.

Thank you all.

Game On VI: The Final Friday Game

Characters

We rejoin our intrepid heroes outside the Legislature, having followed their now-functioning magical compass to the building after leaving Mad Cowz territory. The compass has stopped working again, and is just spinning in circles*, so they can’t get a good pinpoint on their quarry, the warlock Demissie. There follows some discussion about whether to go in immediately, or to wait until after nightfall, when the civilians will have cleared out.

In the end, they decide that it’s too dangerous to wait, and need to go in now. But how to bring all their hardware with them past the metal detectors and sheriff’s deputies guarding the entry? After significant debate, they decide that Rowan will veil herself and carry the weapons in, after the other three have already entered. This works fine, but shorts out the metal detectors and crashes the computer at the security station because of the magical interference. Not a huge deal, but enough to make the characters nervous.

They meet down in the washrooms in the basement, near the cafeteria, and gear up. Rowan tells them that the building was constructed according to mystical principles, and lays out a few of the big ones – the giant statue to Hermes on roof, the sacrificial star pit, the main stairs with three sets of thirteen risers, the statues of Hermaphroditus, the use of the golden ratio in the structure, the statue of Moses with horns…** They decide, based on what they know of Demissie and his flavour of magic, that the most likely place to find him is in the star chamber with the Hermaphroditic pillars at the bottom of the sacrifice pit.

They don’t find any sign of him down there, but Gerhardt notices that the urns by the pillars have been moved slightly, and people seem to avoid walking through the centre of the star. They do some more investigating, but don’t find anything else of note, and start attracting the attention of one of the security guards when Rowan starts moving the urns around.

Faced with this, Rowan decides to risk using the Sight. She finds a bench near the wall, sits down, and opens her third eye. She sees the place as an ancient temple to the power of Hermes Trismegistus, the Thrice-Great God of Magic, and manifesting the union of the male and female, divine and mortal, in the form of Hermaphroditus. She also sees a tortured ghost, wrapped in barbed chains, bound to each of the twelve pillars in the place, and magic gathering at a bloodstained altar in the centre of the star, presided over by a dark, malevolent shadow.

She closes her third eye and blasts at the centre of the star, deducing that the black shadow she saw was Demissie. Unfortunately, her blast isn’t powerful enough to break the veil and ward that have been set up. Demissie responds with a mental attack, sending the shrieking ghosts he has slain into her head, and rattling her a fair bit.

Taking his cue from Rowan’s attack, Legion launches himself at the middle of the star, but is blocked by the ward, formed out of tortured, bound spirits, which wrenches at his brain. Gerhardt uses his kinetomancy to smash all the urns, thinking to break the circle that way, and Elaine starts clearing the civilians and security guards from the room.

Rowan, already very taxed by the magic she’s been throwing around, pulls out all the stops and tears away the wards and barriers around Demissie, revealing him and his small table of ritual implements in the middle of the room. He responds by loosing the twelve bound ghosts and sending him at the heroes. Gerhardt tries to topple the pillars of the room to break up the magical flows, but loses control of his kinetomancy, sending a destructive pulse of force out in a broad splash rather than a focused blast. This topples a couple fo the pillars, splits the marble floor, and tosses everyone around a bit.

Legion and Elaine make short work of Demissie once his defenses are down, and Rowan drives herself almost to collapse banishing the ghosts. The threat ended, our valiant heroes run for the hills before the security guards get it together enough to detain them.

And they all lived happily ever after, because it’s just a playtest.

Comments:

  • While there are detailed rules in the playtest package for hexing equipment, they’re pretty involved. The author suggests instead to just wing it, which I did, and it worked fine.
  • After three sessions, the two spellcasters were getting pretty good at figuring out how to do off-the-cuff magic, including tapping into the power of the Hermetic Temple to power their stuff.
  • The minion system from Spirit of the Century works nicely for things like the twelve ghosts attacking our heroes in a very cinematic vein, but I’m not sure it’s got the entirely right feel for the books. Then again, I sure wouldn’t want to run the final battle from Summer Knight or the zombie-stomp from Dead Beat without it.

So, those are the six playtest sessions done. I’m taking a bit of a break from Dresden Files now; just writing up a report for Evil Hat, and then taking a breather. Six sessions over three weeks is a lot, and I need to put it aside to avoid burnout. Besides, I’ve been pushing a number of other games in our group off the schedule for this one, and we need to get back to them.

Having said that, my group has expressed interest in a continuing game, so we will be back again.

And I’m probably going to start talking about the other games I run or play in on this blog, so you may find something of interest.

Don’t be strangers.

 

*Thanks to Demissie sensing the destruction of the decoy doll and throwing up a veil.

** All of which are real.

Game On V: The Last Monday Game

Characters

We pick up back in Assiniboine Forest, just after nightfall, in the killing cold, after killing another ogre. Christian and Paul have a heart-to-heart about how Christian’s a FRIGGIN’ GHOUL! While this is going on, Anne spots shapes moving in the shadows, surrounding our heroes.

Paul conjures some light, catching all the wyldfae in their furs, feathers, and beads stalking through the dark winter forest. They freeze for a moment, then Crazy Tomcomes in and extends the invitation of the Bramble King to join him at his court for an audience, as Christian had requested. They agree, and follow the fae company to a mound of brush in the middle of the forest, and through a stone doorway into the Bramble King’s hall. Along the way, Anne warns the others about the dangers of faerie food and drink, and how fae cannot lie or break a promise.

It’s a cross between a faerie mound and a native lodge, with a huge central fire-pit and blankets and tapestries hanging on the wall. There are scores of fae inside, dancing, drinking, and eating, and they all go silent when the characters enter. Crazy Tom announces them to the Bramble King, a two-foot-tall, porcupine-like little man seated on an antler throne on a little dais carried around by a troll. He invites them to sit with him around a sumptuous feast, which none of them touch.

The war council doesn’t go very well. None of the four wish to pledge themselves to serve the Bramble King (except Lucky, but he doesn’t want to swear anything until he hears the reciprocal pledge), and the Bramble King doesn’t seem to want to offer anything unless the oaths are made. He even tempts Anne with a cure for her sister, but she doesn’t trust him enough to bite. Finally, the Bramble King sees that he’s not getting anywhere, calls them all cowards, and vanishes along with his court and hall, leaving our heroes sitting in the snow and dark.

Now they’re pissed.

They retire to Archangel Fireworks to talk about their options and to load up on supplies. They decide that they’re not going to walk away from a battle between the faeries, internal matter or no, and that they really want to show up the Bramble King. So, they go off to First Folio to see if Artemis Black has a copy of the Unseelie Accords and the Covenant of the Consecration of the Two Waters. The Unseelie Accords fill roughly a hundred volumes, too much for them to get through in one night, so they go looking through the Covenant to see if they can find a loophole.

And find it they do. The actions of the Winter Court constitute an external invasion against the Assiniboine Ramble, one of the protected powers of the Consecration of the Two Waters, and the mortal casualties show that the engagement is spilling over onto other protected parties. With the proper invocation and sacrifice, it is possible to gain the blessing of the Two Waters to act as champions and intercede in the matter.

With that idea, everyone goes and gets some money for the sacrifice, warm clothes, and weapons, and they all meet at the Forks, where the Red and Assiniboine Rivers meet. Out on the ice at the confluence, Paul conducts the ritual sacrifice and asks for the blessing of the spirits. He gets it, and uses his Sight to confirm that the Two Waters spirits are pleased.

Then it’s back once more to Assiniboine Forest in the cold and dark, to the closed portal to the Nevernever. Paul tears it open with only minor problems for him and his companions, and they troop through into the stronghold of the Winter Court noble leading the attack. After a desperate run through the snow while being chased by rimehounds, they get to the lodge of the noble, and demand entry. When the doormen are a bit too slow to respond, Christian takes the decision out of their hands, and the door off its hinges.

Inside, after a little conversation, they are faced by a very angry Sidhe noble and his two ogre guardsmen. Things go rapidly to hell, and Lucky winds up putting a bullet through the noble’s forehead with the single shot he manages to get off before his gun stops working*. In the ensuing astonished pause, Christian pops the head off one of the ogres, and Paul demands that the Winter Court leave off its invasion in the name of the spirits of the Two Waters.

With the fae thus cowed, our heroes beat a hasty retreat back to the mortal world and warmth. The cold snap breaks, and each of them receive an amulet from the Bramble King. Three of them reject the gift, but Lucky seeks out the Bramble King and pledges himself to his service**.

And everyone lived happily ever after***.

Comments:

  • It is incredibly fun to GM conversations with the fae. I made it a game to see how few of their questions I could answer, shifting the topic, responding with questions, and turning to new people to speak to. Throw in a few straight answers to keep ’em guessing, and it’s a hoot.
  • Nothing moves a story forward like a pissed-off PC.

* I believe he spent five Fate Points on that little trick.

**No mechanics on that, because it happened essentially out of game.

***But only because this was the last playtest session.

Game On IV: The Second Friday Game

Characters

We rejoin our heroes in the aftermath of their little excursion into Mad Cowz territory, as they decide that, to speak to someone who can give them the name of the warlock conjuring the shadow spirits, they will need to speak to the Council of Ghosts. Midnight finds them at the door of the Vaughn Street Jail, trying to talk their way past the guardians to speak to the Tribunal. When that didn’t work so well, Rowan used a secret word entrusted to her family to gain an audience – a one-use phrase that was technically her father’s.*

Inside, they made their case to the Tribunal, who agreed to help them in exchange for a single favour from each of them. After some waffling, they agreed, and the Tribunal brought out the ghost of one of the warlock’s victims. They persuaded him to tell them the name of the warlock (Demissie), and the fact that it was a man, before the Tribunal declared the audience at an end.

On the way out, one of the ghosts solidified enough for Legion to see that it was one of the muggers who had murdered his girlfriend. The dead man told Legion that their story wasn’t over, yet, and that he knew where to find Legion.** Legion kept his cool and headed outside.

Out on the street, our heroes were attacked by more shadow demons – Rowan had said the warlock’s name, making sure she knew it well enough to use it for magic, and he apparently heard her. She was almost torn apart by the first demon, while another kept Legion tied up. Rowan barely managed to get a shield up around her in time to keep the thing from tearing her throat out – it still savaged her shoulder – and Gerhardt used his kinetomancy to pull the antennae off all the parked cars in the area and pin the thing to the ground long enough for Rowan and Elaine to take it out. He then unloaded with both his shotgun and pistol on the one fighting Legion and put that one down, too.

They decided to spend the night behind a threshold, and Rowan didn’t want to invite a half-vampire and a guy full of demons into her parents’ home, so they all camped out at Gerhardt’s place.

In the morning, Rowan went off to do some research and perform a Thaumaturgic ritual to find the warlock, while Gerhardt and the Operation Clean Sweep folks started canvassing Mad Cowz territory with a written copy of the name. By the time Rowan had her locater compass, Gerhardt had narrowed down the area to a single block. They picked up Elaine and Legion, and went to take care of business.

Using the compass, they were able to identify the correct house, but Rowan was very leery about using the Sight to check for wards. She knew enough about the magic from Demissie’s part of the world to know that the wards would need fetish bags buried at each of the four corners of the house to protect it.*** They dug the bundles up, and she used the Sight on one to determine the nature of the wards, which left her vomiting on the ground, and knowing that they were designed to tear the soul out of people.

At this point, several of the others noticed that the streets were starting to fill up with a couple dozen Mad Cowz with baseball bats, and time started to become important.

Rowan tried to use her Thaumaturgy to deactivate the wards, but couldn’t control all the power they contained, and it splashed out****, tearing at the minds of everyone in the area. Our heroes weathered it fairly well, but nearly half the Mad Cowz collapsed. The rest started charging at the characters, who decided to charge the house.

When they burst into the house, they found a magical circle scribed on the floor in the front room with a doll in the centre. Rowan figured that this was what her compass was focusing on, and spent a few moments to examine the circle, seeing that it was created in haste, and that if the doll was acting as a decoy for the name, it would also be a good magical link to Demissie. By this time, the Mad Cowz were battering on the front door, and trying to climb in the windows while Elaine and Gerhardt held the door closed and Legion kept others from climbing in the windows.

Under the time pressure, Rowan didn’t spot the magical trap in the circle, which caused the ceiling, floor, and doll to burst into flame when she smudged the circle to break the decoy spell. Now trapped in a burning house with angry gang members at the front and back, having lost the doll, they decided to cut their losses and run for it.

Elaine fired her shotgun through the door and she, Rowan, and Legion made a break for it, while Gerhardt laid down covering fire. Legion took out the three remaining gang members at the front, and they made a clean getaway.

They followed the compass, now pointing (they hope) to the real Demissie, and it led them right to the Legislative Buildings, and the secret Temple of Hermes it contains.

Next week: Boss fight at the Leg!

Comments:

  • As the players gain familiarity with the system, they’re willing to try some neat things. It took a while for them to start getting used to the co-operative narrative aspects of invoking for effect and making declarations and using Fate Points to add things to a scene, but once they got it, they used it.
  • Magic use gets faster with practice. This is a good thing.
  • Everyone is worried when combat starts. This is also a good thing.

*Mechanically, Rowan’s player invoked her Heir to Secret Knowledge Aspect for effect, and said that her father had a special password that would – once and once only – allow the person who used it to obtain an audience with the Tribunal. Now there’s a good follow-up story hook.

**Mechanically, I compelled Legion’s Marked Man Aspect – not terribly functional in the short playtest sessions, but I wanted to see how it could be used to set up longer term stories in campaigns.

***She used her Lore skill to make a declaration to that effect, and pulled it off.

****Thanks to a compel of her Wizards’ Mistakes Are Big And Messy Aspect.

Game On III: The Second Monday Game

Characters

Second session started with me trying to rope Paul Roman into the action. His player wasn’t able to make the first session, so he was coming late to the party. I got to use another of my NPCs, sending Matthew Cross to talk to him. As the Voice of Anubis, Matthew knows a lot of the nasty things Paul has done over the years, and he came and told him that Anubis said that Paul should look into the cold and deaths as a means of balancing the scales while he can.

Paul didn’t like it, but he knows he’s in the hole as far as karma goes, so he trotted off to see Lucky Firth at the Public Safety Building. Lucky’s still having some difficulty buying into the whole mystical thing, so they spent a few minutes bashing their heads together, then Paul left his number with the detective and went off to find things out on his own.

He did this by talking to Crazy Tom, getting roughly the same information the others had got the day before. Then he went off to the Assiniboine Forest to summon the spirit of the forest for information, finding out a little more, and getting very, very cold in the process.

At this point, Christian’s character showed up, so we flashed back to the end of the fight the previous night, where Christian very carefully avoided giving any useful answers about his ghoulish nature. They also scouted around the area of the fight, looking for evidence of where the other group of fae had gone, but came up empty. Finally, they fled the cold back to their vehicles and home.

The next day, Lucky told Anne about Paul, and Christian went back to Crazy Tom to ask for an audience with the Bramble King. Tom reluctantly agreed to take the message to the Bramble King, but made no promises. Anne went to First Folio, looking for some research material, and ran into a gang of wyldfae trying to shake down Artemis Black for magic books to help them in their battles. She chased them off, and spent some time with Denizens of the Nearer Fields, by Salman al Rashid, learning about the vulnerabilities of the fae.

 The trio decided to go back to the forest in order to try and find better signs of the faeries in daylight. They met Paul leaving the forest at that point, and all retired to a Tim Horton’s for some coffee and to share information.

They went back into the forest near dusk and found the place where they’d fought the ogre the night before. Paul used the Sight to scan the area, and found the portal to the Nevernever that the fae had come through. While examining it, right at sunset, he felt a surge of power, and Anne heard the far-off call of hunting horns. Paul quickly conjured a barrier over the portal, and was rewarded with the impacts of several faeries on the far side before an ogre bashed his way through, followed by four Sidhe warriors.

The battle went in favour of our heroes again, with Lucky burning a whole stack of Fate Points on the final few gunshots, Anne laying iron filings across the portal to prevent reinforcements, Paul shutting down the portal’s magic, and Christian keeping the ogre occupied until everyone could focus on it.

And, once again, we leave our heroes in the dark and cold of the Assiniboine Forest after fighting for their lives.

Comments on this session:

  • Combats are getting easier for the players as they learn the ins and outs of the system. They’re expanding their tactics to try new things – for example, Anne drove off the wyldfae at the bookstore with a recording of church bells.
  • Someone with a lot of Fate Points during the climactic scene can really steal the show.
  • The patch rules for Evocation that were sent to the list recently work very nicely in play.
  • Players here in Winnipeg really understand what -50 C means. Just describing the cold to Paul’s player had him almost shivering when he knew he’d be out in Assiniboine Forest for hours working his ritual to summon the forest spirit.

All in all, things are working fairly well. Check back this weekend for the report on the next Friday Game.