Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
We had our first session last night, and I typed up some actual play notes... it was great fun!
Player (pseudonyms to protect the guilty) :
Character
Ron : Rugo, a spy, singer, and playwright
Steven : Ardl, a living Adonis actor and Senator
Sara : Tulia, a Darkened Path adept and Rugo's older sister
Ed : Hulcion, a giant (Gift of the Rhino) Uldish singer and merchant
A City of Knives and Whispers, Notes on Session 1:
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Plot Synopsis by Scene:
__An Alley Fight Ensues__
While returning from a night of Hedonistic excess[1], Rugo was waylaid
by a group of hoodlums in a dark alley. Rugo's profoundly loud voice
and proficiency with his dagger held them at bay while his compatriots
joined the fray. The fray was short-lived, with Ardl scaring away some
of the men while Hulcion really demonstrated why giants are scary folk
[2]. The ringleader had his legs unfortunately broken [3], and Tulia
sicced a zombie rat after him to find out the where he retreated-- the
turf of the Trafficker's Guild. Tulia tried to follow the tracks in,
but was noticed by private guards and let the issue drop for the time
being.
Comments:
[1] I thought about giving Rugo a -1d penalty to represent drunkenness,
fatigue, and whatnot. But Ron was already kind enough to take the brunt
of the opening scene, and I felt bad about double-hosing his character.
[2] I was surprised how combat effective our characters were, though
the system clearly advantages offense, as Tulia's later wounding
demonstrated. Overall, I was quite happy with the "declare-everyone
rolls-resolve" mechanic and the speed of the system.
[3] Here we start seeing our first characterization-- Ardl and Rugo
wanting to appear legitimate, Tulia displaying her inner darkness, and
the brother/sister dynamic between Tulia and Rugo (which, in my
opinion, would only benefit from being played up even more). Good stuff.
__An Interlude with Fools__
Back in their theatre, Ardl and Rugo are met by their elderly
apprentice Rolf [1], who gets them up to speed about some lazy workers,
upcoming Senate meetings, and other gossip. Ardl is inspired to action
by this, and spends several hours the next day confronting, inspiring,
and properly motivating his underlings [2]. In fact, this shameful
display, the uncertainty in the city, and his own brilliance has
inspired Rugo to compose a new epic, perhaps his grandest yet
conceived-- with over Fifty speaking roles![3]. The Guild as a whole
senses the fervor and sets itself to inspire new loyalty and employ new
tradesfolk, with Hulcion spending his days singing (literally) the
praises of the Guild throughout the town [4]. This strategy may yet
yield results, though the rush of new support has thus far been limited
[5].
Comments:
[1] I needed a mouthpiece, and the image of an old, loyal man who
(would that there was nobility) have been a court jester was inspiring
to me.
[2] It was good to give Steven a chance to scheme and emote, and to see the first use of Company-level mechanics in play.
[3] I liked the focus a magnificent new play gave to our Company
actions, and it will help direct the plot for some time-- while secret
scheming goes on, the overt scheming of arranging a gala will be going
on as well. Great stuff.
[4] Ed is the first to try and get the Company a bonus on the roll
through action, which is good stuff. The image of the singing giant is
dear to me-- I wish I had artistic skill to sketch the images in my
brain. I can see that keeping track of what actions you can do to help
the Company rolls will become increasingly important.
[5] The first Company roll failed-- which is okay, I think. Steven and
Ed bumped it up a bit, but it was still only a 70% chance of success.
It shows that Company dice pools are limited, and getting all the
characters working to improve the odds is desirable.
__A Profound Sense of Unease in the Forest__
Throughout the week of bolstering support, Tulia was troubled by
strange feelings of fleeting magic coming from the nearby arcane wood
of Tiefuld every dusk. Finally, she shared her feelings with the group,
and despite a difficulty in pinpointing the source of the magic, they
gear up and set off into the darkening woods [1]. Before they find the
source, though, they find Tulia's hideout-- which is a place of death
and darkness that worries Rugo [2,3]. There they find strange scorched
footprints that lead them to a clearing in the wood, with a ring of
smoking fires and a group of shrouded figures. Tulia tries to sneak in
to investigate, but a spear-wielding guard obstructs her-- and stabs
his spear through the very flesh of her arm [4]! Rushing to her aid
[5], our band of miscreants tears through and frightens away the group
of guards, and just in time to stop and restrain a Flame Dancer who was
busy setting Hulcion on fire. After some threats, cajoling, and finally
offers of amnesty, the Mage reveals that his group is from the Sage's
Guild and is performing experiments to map out the goings-on of the
city in great detail. He guards the map jealously, but not quickly
enough for the master of the word, Rugo, to start composed a mnemonic
ditty to keep the knowledge fresh in his brain [5]. That matter
resolved for now, our band retreated from the wood to heal their
injuries and prepare for the day's Senate meeting.
Comments:
[1] I really want to make Tiefuld creepy and uneasy, even for mages
like Tulia-- what force is preserving it? But I didn't want to belabor
the point too much in the first session, so I mostly brushed it aside.
[2] Luckily, Tulia's magic is itself creepy enough to help me recover
that mood, and the possibilities for sibling interplay are great. On a
side note, maybe this comes from Ron's improv training, but his
"concerned/horrified" face he makes when making comments like "I check
in the hut, and I'm not happy about it!" just makes me laugh every time.
[3] Here we start seeing that dabbling in magic can pay off. Steven has
a good selection of spells, giving him a generalist nature that the
other characters don't really have. I regret I didn't give him any
interesting info or lowered difficulty for seeing perfectly in the dark
night and fighting. Remind me next time, Steven.
[4] As I mentioned above, combat can quickly be very deadly. If, as was
my plan, the Flame Dancer had focused on Tulia instead of Hulcion, she
could have been in deep trouble. Then again, a huge giant lumbering out
of the shadows might break anyone's focus.
[5] Great unorthodox use of a skill.
__A Sunny Senate Day__
While Hulcion and Tulia sleep off their injuries, Ardl heads back into
Tiefuld along the path he traced, and comes back to the tower of
Smokemass in the clearing. At dawn, the Sun flares brightly, and
Senator Satavo of the Sage's Guild, descends in all his naked glory.
Quickly settling into political repartee with Ardl [1], Satavo plays
down any unease he might feel about his followers being scattered, his
secret discovered, or his naked glowing flesh. He borrows some suitable
(not bloodied) clothing from Ardl, and accompanies him to the Senate.
Given the circumstances, how could he turn down Ardl's suggestion that
Ardl himself welcome Satavo into the Senate [2]? At the Senate, their
is a commotion about Senator Ogoro of the Trafficker's bringing a pale
Ob-Lob advisor with him, but to the surprise of many senators, Ardl
(advised by a murmering Rugo [3]) supports her continued presence. The
meeting proceeds, and a conflict between the Miners, Merchants, and
Traffickers becomes apparent, concerning a gold and gem mine and
Dindavaran trade arrangements. It is clear that the Cultivators Guild
thinks the Merchants are overstepping their bounds, and retaliatory
acts may be soon in coming... Meanwhile, some deft wordplay by Ardl
postpones discussion of the upstart Performers to another day. Which is
good, because the Guild has reason to believe that several Trafficker
spies have infiltrated their ranks, and the leaders need time to decide
what to do about it [4].
Comments:
[1] It's nice for Steven to get a chance to chew the political scenery,
and I _really_ like Satavo as a continuing character. Trying to make
him a savvy and worthy opponent is going to be hard- Steven tends to
play the political games well.
[2] Again, more scene-chewing and some nice maneuvering that will come
into play later... I wonder if the other Sage's were annoyed that he
spurned their introductions for a Musician's?
[3] Great way to throw yourself into the scene and provide some color, Ron.
[4] A successful roll at gathering information, and some Company decisions to be made. Good stuff.
General Comments:
* I'm liking the system. It's fast, relatively straightforward, and
there's been few times yet where I've felt that the rules are
constraining my creativity.
* I think our premise for the game is good, and I think we're all
filling in the blanks. Next session, I'd love a few scenes of
player-player interaction to get the relationships more established.