#311
Sep 15, 2024
Books
This week I read:
cuneiform by Irving Finkel and Jonathan Taylor
It’s an little interesting book about cuneiform and the cultural context, but not so much a book to teach cuneiform; though it does have a listing at the end of syllable-signs, which is enough to transliterate words that sound sufficiently Akkadian (like “ba-ru-ka-du” = “barruadu”). If you were to be in a beginner’s cuneiform class, it’s probably the sort of introductory material that would be covered in the first one or two sessions before you get into the actual material.
I’ve ordered some of the books it lists for further reading, along with some other cuneiform, Sumerian, and Akkadian textbooks, to try to actually learn something.
Delta Green: A Night at the Opera from Arc Dream Publishing
This is a collection of unrelated scenarios of very different styles, there’s probably a scenario in here for any Delta Green campaign. I particularly liked one about a haunted house, that I might use to start my next campaign.
I want to begin with the player characters being Delta Green outsiders, who experience something weird and then get recruited. Music from a Darkened Room would work great with the PCs being private investigators (or even federal agents), asked by a contact to investigate a recent unexplained “suicide” that the authorities have swept under the rug. Along the way, they encounter some weird stuff (and possibly a Delta Green agent investigating the same matter), do well by surviving, and then get approached by some shadowy feds afterwards. It’s set in the 2010s, but looks pretty easy to transplant back to the early ’90s, which is when my campaign would begin.
Occam’s Razor from Stygian Fox
A collection of modern-day Call of Cthulhu scenarios which don’t involve any mythos at all, just weird mundane things. I backed this on kickstarter over 5 years ago, back when I was running a Call of Cthulhu campaign, and I did a poor job selling it to my players at the time: they thought it was a “gotcha”, taking advantage of the players’ genre-expectations to get one over on them. And yes, it is definitely playing with the genre-expectations, but the scenarios are still enjoyable mysteries.
A few things really stood out to me in this collection which I’m not so much a fan of.
Firstly, every (I think) scenario involves hacking into a computer, the book says the PCs can figure out the password becaue there’s (say) a big poster on the wall and the password is the name of the artist, or there’s a photo on the desk and the password is the location of the photo, and so on. But that’s kind of ignoring that there will, of course, be lots of other things in the room as well! Unless you describe only the plot-relevant things in the room, the players would easily miss the clue; and if you only describe the plot-relevant things, that feels like a point-and-click adventure game rather than a mystery…
Secondly, plots: the scenarios tend to assume certain things happen in certain orders, and that certain clues will be found. To mitigate this, the scenarios recommend lots of Idea rolls to deal with the players missing things. But Idea rolls are supposed to be rare, they’re for if either the GM or the player fucked up and we need to metagame a little to get things back on track. If your scenario relies on the player either passing a Spot Hidden roll (say) to find a clue, or passing an Idea roll to realise that they missed that clue, it feels kind of fragile. Follow the three-clue rule!
And thirdly, most scenarios have an NPC who becomes fixated on the most attractive PC and acts weirdly around them. I can see that working well every once in a while, but if you were to link the scenarios in this collection together into a campaign, it would be too much.
Despite all this criticism, I think there are some good ideas here, but it would just take a little work.
Roleplaying Games
The Halls of Arden Vul
We’re now 60 sessions into the campaign!
This was one of our more combat-heavy sessions, though the party crushed it as they’re pretty powerful now. They wiped out a nest of undead on the surface (a powerful spirit possessing the corpse of a long-dead adventurer plus his horde of 18 ghouls), and then they dealt with a bunch of giant poisonous spiders blocking a stairwell down to a deeper dungeon level.
I decided to retcon the abilities of a magic undead-detecting amulet they found a couple of sessions ago. The amulet glows if there’s undead within 100ft, but most parts of the upper and middle halls of Arden Vul have undead within 100ft—except when they don’t. It was kind of a pain to keep track of, the player had to keep reminding me, so I decided to extend the range slightly (120ft, to match spells like Detect Evil) but make it an at-will 3x-per-day ability instead of always on.
The players nearly found a well-guarded tomb with a bunch of treasure: they know roughly where it is, and this week they figured out two trick corridors that appear like they’d take you to it but just take you to traps instead. What they’ve not spotted yet is the secret door concealing the real corridor…
The One Ring
This week the players got the final two votes they needed to oust the corrupt Reeve of Bree.
One councillor was very concerned with wealth and status—specifically, his wealth and status—and intimated, without saying so directly, that a bribe would go a long way to convincing him to help them out. And it did.
The other councillor assumed they had come in response to the “help wanted” posters that he had put up just that morning, and the party decided to play along to get in his good graces. This led into a modified version of the To Soothe a Savage Beast scenario from the starter set, which took them into the Shire and then to the Old Forest, meeting Farmer Maggot and Tom Bombadil, and dealing with two ghost-dogs.
But the end of the campaign is in sight!
One player has been talking about running a Troika campaign for years now, and is nearly ready. Next week we’re going to do a short session 0 for Troika (before getting into The One Ring for the rest of the time), but they don’t have the free time to actually start running a campaign until late next month.
So there’s maybe 6 or 7 sessions left in this game.
I think next week I’ll inject some final drama into this local politics diversion, we’ll have the Summer Smoke Ring Festival to wrap up their time in Bree, and we’ll end with some new threat rearing its head, launching us into the third and final arc of this little campaign.
Link Roundup
Miscellaneous
- Interviews with and talks by Irving Finkel:
- Ancient Languages are Dead Useful
- eHammurabi
- KUR.NU.GI4.A