Friday, September 25, 2020

Battle Report: Last Days - The Screw You Gang VS Jay's Crew

Are you ready for some zombies? Because I finally got a real game of Last Days in, with another person, and boy was it wild. Buckle up!

The Crews:

For this game, I brought my Screw You Gang: (which was featured in my first solo game).

Velma (Leader) armed with a chainsaw and magnum

Daphne (Survivalist) armed with a SAW and a knife

Fred (Tough Guy) armed with a semi-auto and heavy blade

Shaggy (Tough Guy) armed with a pump action shotgun and heavy club

Scary Doo (Dog)

 

And Jay's Crew:

I don't completely remember what all he had, but I do remember that his boss had a shotgun, Sarge was a Sarge character with a High Powered Rifle, he also had a Dog, two Gang Members he called the Safety Twins (one of with had a shotgun), and one other guy. Sorry, but he didn't email me his list.

 


Set-Up and Deployment:

For this game, Jay brought a lot of terrain and I provided a little bit. We had two building that we could enter and set them up across from each other with a bunch of barricades and vehicles in between them, as well as my little pond.

With that done, we put the Salvage Tokens out like you're suppose to, with one ending up in the house.

After that, I we did deployment. I know, we kind of messed that up. So, I set up in cover, as I didn't want to get shot off the board in the first turn. I, once again, split up with Daphne and Fred behind the diner and Shaggy, Velma, and Scary behind the APC. Jay deployed his group with Sarge and this boss behind the house and the rest of his force kind of spread out along the edge, mostly in view.

Once we got set up, we then put out the zombies. We learned something with that, let me tell you.

 

The Game:

During the first Menace Phase, Jay was getting stared down by the zombies. They didn't reach him right away but he had to focus on them right quick. Meanwhile, I won initiative and chose to be the Aggressor. I started slowly moving my group up to the diner and around the APC, and Jay started moving into the house and towards some of the Salvage Tokens. After that, Jay took some potshots at some zombies while I decided to hold off of firing.


During the next Menace phase, Jay gets swarmed. He gets a few from Noise Tokens and the ones that are already out there are getting in his face. I won initiative again (I'll keep doing this through out the game) and again chose to be the Aggressor. I start having Daphne climb up the diner, Fred comes out from behind the diner, Shaggy, Velma, and Scary come out into the open. Meanwhile, Jay has gotten Sarge up into the attic of the house and continues to zip around, moving his dog in front of the diner. During the shooting phase, I find out Sarge is armed with a high powered rifle. I mean, find out the fun way...

 

After this, things get a little hazy, so you'll have to bear with me. Sarge takes out Shaggy, in one shot, and goes Locked And Loaded later. Velma ends up taking out Sarge with her Magnum, ending that threat. Most of Jay's crew is stuck not far from his deployment zone, trying to break off from the zombies, and collects a Salvage Token. Jay's dog engages Fred and takes out a bite. Next turn, Fred rolls a 6 for damage and makes him into dog meat.

What changed the whole game was Daphne. She gets up to the roof of the diner and gets close to the edge. And then starts the hail of bullets. With her position and the terrain, she's got almost the whole board locked down. Jay now had to work around her and I was able to press him. Fred got taken out, as did Scary. For Jay, I took out two of his other goons and it was getting hard for him to do anything. He lost his Salvage Token because I took out the guy who was carrying it, right by the board edge. His leader had to kick a zombie off of him and then fell back into the house. While Daphne could see him, I decided to give him a break and agreed that he couldn't be shot.



And then we got to the Break rolls... 

 


Results:

With both of us down by three members, and him having one more than I, it was really close. But, he Broke and I didn't. I ended up winning and collecting all of the tokens. Thankfully, this was just a one-off game so it won't matter in the long run. It was really a chance to learn about the game.

 


What did we learn? Well, we weren't putting out enough Noise Tokens, and as such, there weren't nearly enough zombies. One thing that made a huge difference was us screwing up the climbing rules. In most of the other games I've played, your models can “hang out” between turns and complete a climb as long as it takes. If we had been doing everything right, I wouldn't have been able to get on top of the diner. However, I'm going to be making some ladders... There were a few other minor things (forgetting when to roll Courage/Horror checks, etc) but we did a pretty good job of getting the rules down.

 


While I do like winning, it was a very close game. If I hadn't taken out Sarge as quickly as I did, I would have been screwed. If I had rolled poorly with my Noise Tokens, I could have been easily swarmed by zombies. If Jay had rolled better in the Shooting phases, he wouldn't have been as slowed down and able to get more tokens. Until the last turn or two, it really felt like it could have gone either way. 


Jay and I have agreed to try playing some more one-off games before starting a campaign. And after that campaign, we might run a Seasons campaign. So, stay tuned.


 

Friday, September 18, 2020

In Depth: Hunter: The Reckoning

 

A while back, I wrote a review of for Hunter: The Reckoning. I suggest you go back and read that review so you've got the basics.

Before we get too much further, I hate to admit that I don't have too much experience with running Hunter games. One of the main problems with White Wolf games is that they can be very intense and requires tons of preparation from the Storyteller. I don't know how to explain how much work you have to do before you even begin to have players creating your characters. This goes double for a Hunter game. Unlike a game of Werewolf or Vampire, which included several built-in villains and enemies, Hunter uses every other White Wolf game as antagonists and enemies. In the Hunter core book, they mention vampires, werewolves, wizards, ghosts and zombies, and fae. In the core books of each of those games, there's usually the “good guys” that the players are part of and then the “Bad Guys” that oppose the organization that the players are part of. The most classic example is from Vampire: The Masquerade with the Camarilla and the Sabbat. When you do Hunter, there's no difference between these two groups, not to mention the various vampire clans. In Hunter, vampires are vampires. Of course, if you really wanted to, you could have your Hunter group exploring the subtly of vampire politics. But, I think you should just play Vampire if you want to play that. Or pick up the pre-Hunter hunter books.

This brings me to another important point: The level of detail in the old World of Darkness. By the time Hunter came on to the scene, the WoD had been around for some time with tons of source books and lore. Because the old WoD is now gone, you can't find a lot of source books anymore. Even when they were in production, there were so many to read. These days, with the World of Darkness Wiki, you can look up just about anything you might need. Assuming someone has taken the time to type out the details. Of course, it is your game and you can make up whatever you want or need. I would dread playing a Hunter game with an experienced Vampire or Werewolf player... If you get a detail wrong, you'd have to deal with it and I hate that sort of thing. Unless it's an honest mistake. I freely admit I like the lore and cannon of games and don't change it lightly. And with the Old World of Darkness having so much lore and history...

 

Hunter Source Books -

I'm not going to talk about the core book, as you need it to play, and you should probably review it on your own. Instead, I'm going to take some time to explore the books I've read and what I think about them.

The Player's Guide:

This is an important book for both the players and the Storyteller. Not only does it add Flaws and Merits to the game, it does add a lot of stuff about making your character. The most important thing is the addition of the two “lost” Creeds (the Hermit and the Wayward), but also Bystanders (that I mentioned in my review). The book gives you options for gaining new Edges and even on changing your character's Creed. I'd like to point out that changing something like a Creed is almost unheard of in other White Wolf games, and having it in Hunter shows just how human the characters are.

The Storyteller's Handbook:

This book provides almost no rules information, but it's critical for a Storyteller. It helps you build better monsters. It helps you navigate the World of Darkness and gives you tips on how to run the game in depth. It even gives suggestions for how to run a game for characters in prison. It also gives you some tips on how to use the Messengers and what exactly they are. While that might seem disappointing for people looking to expand on the monsters, there are other books for that, as I'll discuss below. All in all, the book is a very good resource for people trying to figure out how to start a campaign of Hunter and keep it going.

The Storyteller's Companion:

This is one of the books I just mentioned. The book gives you more rules and abilities for the monsters. It changes the mechanics for the monsters from the core book back to their own systems, which is a little weird. While it provides a wealth of new powers, the book is very thin, only 64 pages long. I think it's the smallest Hunter source book out there. However, it was coupled with the Storyteller's Screen, which may explain why.

If you're going to pick up the Enemy Books, you're going to need this book. All of the powers from this point on are adapted to their systems.

The Creed Books:

As there are nine Creeds (when you add in the two Lost ones), that means there's nine of these books. I don't want to break down each one (I might in a Sources Say, if there's enough interest), so I'm going to give you a summary of them as whole. I own all of them and I've noticed they are laid out almost exactly the same. Each book begins with a series of Hunternet posts (or Creed website) trying to explain who and what Hunters are and what each Creed is. From there, it has a series of additional Hunternet posts, journal entries, or something similar, that come in three different “Voices” or characters. Each of these characters we follow are our way of seeing the three different “camps” or philosophies of the Creed. They are almost universally the Conservative camp, the Moderate camp, and the Liberal camp. Keep in mind that all of this is just flavor and setting, no rules, and takes up roughly two thirds of the book. After that, you get new Natures, Demeanors, Edges, and each Creed's “super power.” Every Creed now gets a power unique to them that reflects their aspect in the war. After that, there's a brief bit with the profiles of the characters you've been reading about in books.

In the end, I think these books are worth having. They can help players understand their Creeds and give them new options to explore. For the Storyteller, there's new Derangements to give to characters based on their Creeds and some potential antagonists for the troupe to encounter in the form of other Hunters.

The Enemy Books:

Again, I'm just going to give a quick summary of each book for now. I will do a full review of each book in Sources Say in the future.

The Walking Dead gives details about ghosts and zombies. Almost all of the book is Hunter-net posts that include arguing, bickering, and a flame war or two. While it does provide some information about what other Hunters have encountered, I felt cheated. The last part of the book provides a few more rules, including rules for Mediums, I don't feel like it's enough. Okay, it does offer some details about what's going on in the spirit world and some advice for running the undead, it just doesn't feel like enough. I feel like there's too much information for players compared to what the Storyteller gets. It's like, is this book for players or Storytellers? If it's an “enemy” book, shouldn't it provide more information to a Storyteller than the players?

The Moonstruck details werewolves and other shape-shifters. That's right, now you have stats to you for the other shape changers out there. Including werecrows, which I didn't even know about. It also gives them some very powerful rituals that can really hurt your troupe if they rub these creatures the wrong way.

The Nocturnal gets into the vampires in Hunter games. There's a lot to vampires that just gets a mention in this book. If you don't know, there's two big groups of vampires in oWoD and they're very different. However, looking at them from the outside, I don't know how obvious those differences would be. The book does a fair job of giving you different perspectives and encounters between hunters and vampires in the first two thirds for the book, which should help you if you're a veteran VtM player. The last third of the book gets into the powers and personalities of the vampires, which is worth the cost.

The Spellbound fills you in on the Mages in the World of Darkness. Of all the enemies Hunters face, I think Mages are quite possibly the hardest to use. They look human but they aren't. They don't exist in the same reality of us. To them, reality is mutable. And that is something really hard to nail down in a game. Again, the first two thirds of the book are about how Hunters and Mages interact. And, again, there's two different groups at play that have radically different goals. The last third gives more powers, as always, but does its best to help you understand the “human on the outside, completely not on the inside” element of Mages.

The Infernal is a unique book in that there's nothing about the Demonic in the earlier books. At least, not directly. You see, after White Wolf did Hunter, they made Demon: The Fallen. Yep. Full Edge Lord Mode Engaged. However, the demonic does make for a unique and interesting antagonist for the Hunters. They're new, they're different, and they are very, very powerful, if left alone for too long. The first two thirds gives you different groups of Hunters to follow and different kinds of Demons they're up against. One of them is very, very tragic, so be warned. There's a lot to learn about these foes, so be very careful about including them in a game, especially if you have players or characters of a religious bent.

Survival Guide:

This book is misnamed. It's a “World Tour” of the World of Darkness, as seen by a handful of Hunters. Each continent is covered by one person, giving only their experiences in some areas. However, it is very well written and contains quite a bit of information from just those small entries. It's all good to see how the Imbued are a global phenomena. As this was written in late 1999, it isn't accurate to the world today, but the basics are probably still good. It's also good to see them looking beyond America, even if it's just bits and pieces.

Unlike The Walking Dead, I think having this book contain almost nothing but stories and player information as forum posts works well. Part of that is because the book is very focused and doesn't get distracted. The characters, even the racists, are engaging and present the information in a captivating way (even if you want to punch them in the face). Also, they even say it's a “player's guide” and was released after the Storyteller's Companion and was the second source book for the game.

I would suggest picking this one up because of the New Dijon incident, which is referred to in other books. It's also worth it just for the stories inside.

Holy War:

You might think of this as a sequel, or companion, to the Survival Guide, as it deals with the one part of the world they didn't cover, the Middle East. Keep in mind, when the Survival Guide was written, that area of the world wasn't as important to most Americans. Then 9-11 happened, and oh boy, did we sit up and take notice. And there in lies the rub. Hunters in the Middle East get a host of different powers, are at more risk than any other Hunters because of what's happening in that area, and are much more complex than Hunters in the other parts of the world. Now, I'm not saying that they're not and this is a bad idea, I just wonder why this area is so important. Faith is a big deal in Hunter. The books are littered with biblical quotes and the Middle East is the birth place of not only the Bible, but the Torah and Quran and the faiths connected to them. Could this be the reason? If so, that's fine. I'm not sure how I feel about all this religious stuff, but I do have to say that it does fit with the metaplot they've been developing. Since this book was part of The Year of The Scarab, it's clearly an attempt to fit something related to the Middle East into the Hunter series. As they had also released Mummy: The Returned that year, I would have rather had something more related to that instead of this. Then again, it could be that the Middle Eastern Hunters were more important because the End Of The World was suppose to start in that part of the world. Who knows?

Utopia:

This is a very different source book, as it takes the game in a very different direction. The book is all about “winning” against the forces of darkness. Which is why it isn't exactly canon. Okay, it's not about a total victory, but the beginnings of one. I honestly don't know how I feel about this one. I might need to do an deeper delve into it in the future...

Fall From Grace:

Oh boy... This book... This book is pretty much your “end game” book for players (not campaigns, see below). As you might remember, the powerful your Hunter gets, the more insane they become. This book gives the Storyteller options on how to handle that and tips for giving out Derangements. The major thing is that it explains what happens when the character is getting ready to get their 5-point Edge. It gets messy. You see, your character has the option of becoming a direct servant of the Messengers. Or simply forces themselves into that level of power. Or, and this is a doozy, makes a pact with a demonic being for more power. Yeah. Since Demon: The Fallen wasn't released until after Hunter, it makes sense that they had to slowly slip them in here and there. And this is one of those places. And given the biblical feelings of the Hunter line, it makes sense to have being tempting these “Chosen” and trying to corrupt them.

The beginning of the book has three stories showing different ways the hunt has effected people. Notice that these are stories, not Hunter-net posts and flame wars. And I feel the book is better for it. I've felt that the Hunter world is best presented in the form of fiction, rather than the ramblings of people online. Unfortunately, the people they got to write the tie-in novels weren't that good or couldn't make a story engaging enough for a full novel. Now, when you read the stories in this book, keep in mind that they're going to extremes. Harsh language, disturbing images and topics, all that good stuff. I do think they went a little too far, but it's not too bad.

Urban Legends:

This book is a good one for long running Hunter campaigns. Why? Because it gives the Storyteller some curve balls to throw at the group. And it expands the World of Darkness. There are rules for mutants, Mummies (who had been skipped so far), and “Anomalies” so you can cook up something even experienced players haven't seen before. There's ideas for unique monsters that they've already seen (atypical werewolves, vampires, demons, etc), there's rules for places with serious bad ju-ju, and so on. They also give some details of Fae, who never did get their own source book.

This book is best used when you've been running a game and find yourself tending to cycle through the same type of enemies over and over again. Or, you have a campaign focused on one type of enemy. This book allows you to have something different pop up and make the characters question things all over again.

First Contact:

This book deals with the other hunter organizations (see below) that exist in the World of Darkness and how to include them in a Hunter game. This is useful as one of the groups is Project Twilight (see below), who are members of law enforcement, someone that Hunters might interact with at some point. They do give you rules for making your own “Twilight Division” for law enforcement groups in whatever country you might live in.

These mortal hunter groups are also useful to have information on, and possible interactions with Hunters, if you're going to run a game that constant monster enemy. If you're going against vampires, for example, you might want to introduce the Inquisition. These human hunters could act as friends or foes in a game, depending on how things go.

The organizations presented here are each focused mostly on one particular type of enemy. The Inquisition is trying to take down vampires, Project Twilight targets werewolves (as they're eco-terrorists) and vampires, The Arcanum were a group that focused on the study of the supernatural including vampires, ghosts, and mages (and their source book is from Mage), and the Dauntain that were Fae that fought against other Fae. It's complicated. The book finishes with a handful of secret societies that seem to come from most of the other lines.

Time Of Judgment:

This is it, the end of the line. And the end of the world.

This book gives you three different scenarios for the End Of The World, each one based on the primary Virtues of the Imbued (Zeal, Mercy, Vision). This scenarios aren't about stopping the end, and doesn't really give much about how the end comes, but how to deal with things during the Last Days. Since this book also includes the conclusions for Changling, Demon, Mummy, and Kuei Jin, I suppose you could use any of those to explain the end. Personally, just from a quick check, the ones from Demon offer some pretty interesting options. It also discusses the reactions of each of the monsters from the game to the end, cutting off or empowering Hunters, and having humanity able to react normally to the supernatural. If you want to end the world, I'd suggest picking up this book and planning this out from session one...

 

Other Source Books -

The following are some books for other White Wolf books I've picked up and found useful. This isn't an exhaustive list, but you can look at it as a starting point.

Hunters Hunted (Vampire: The Masquerade):

This a very old Vampire supplement, dating all the way back to 1992, and lays the ground work for three different hunter organizations (two of which are further detailed below). The book was a chance to have your players take on the role of normal human hunters, or you could use it to create hunters of your Vampire players, and outlines several different philosophies for hunters.

While extremely dated, the book does have some good information for a modern game. As I mentioned, there's a list of philosophies for hunters, which you can use for your own Hunters or as suggestions for characters in how they think about the hunt.

The organizations covered here appear to be revisited for Hunter in the source book First Contact as well as source books for their respective game lines.

The Inquisition (Vampire: The Masquerade):

An expansion on an organization discussed in Hunters Hunted, the Inquisition gives a much more in depth history of the group and some additional powers. The Inquisition shows that not only have some people been aware of vampires and other supernatural creatures, but that they've discovered how to hurt and kill them. As vampires and the other creatures are aware that the Inquisition is still around and might give the Hunters a scapegoat for a while.

Project: Twilight (Werewolf: The Apocalypse):

I picked up a copy of this a few years before Hunter had come out and never had a chance to use it, so I sold it. Recently, I had a chance to pick up another copy for dirt cheap, so I did. Now, with Hunter out, I have a use for it.

PT covers the US Government's attempt to deal with the supernatural, covering the FBI, the NSA, and mentions the CIA. It also reveals the infiltration of the supernatural into the US government. While focused on werewolves, it does have mention of vampires and mages. 

 


Recommended Reading -

Please note that the source books each have a list of things to read and watch. I'm adding more modern media to the list here.

The Watch Series by Sergei Lukyanenko:

This is one of my all time Urban Fantasy book series. Well, the first three. The last three are okay but not as good as the first ones. I think it best shows how the World of Darkness would work, but with all of the “monsters” organized into two camps: The “Good” guys and the “Bad” guys. While these are inhuman vampires, werewolves, and mages are no longer wholly human, they still come from humanity, that have had the veil pulled from their eyes. I feel like this is perfect for not only understanding the monsters in Hunter, but the Hunters themselves. If you haven't checked out this series, I strongly recommend it. If you don't have the time for the books, there are movies for the first two books (Night Watch and Day Watch) that do an adequite job of presenting the concepts for the books. Of course, they take things in a very different direction, but they're not terrible.

 

 

Recommended Viewing -

Watchmen:

I hope you're not surprised by this selection. I've seen people compare Hunter to super heroes and that's not a bad parallel. However, I think this movie (or the comic, if you're up for it) is perfect in showing what happens to a troupe of Hunters as they continue down their paths. If you want to, try to assign Creeds to various characters. And I believe Rorschach is the path of all Hunters as presented in the books. So driven by their mission, they can't even operate in normal society anymore. Think about it while you're watching the movie.

Dog Soldiers:

Sure, this is an action horror movie, but it does show a team of soldiers going against a pack of werewolves. It's not a bad thing to watch and get ideas from. It can also show players that werewolves travel and fight in packs, something to keep in mind. Since it's a horror movie, a lot of the characters die over the course of the film.

Ghost Machine:

Another action horror movie, this time with some sci-fi elements, this one involves a ghost. There's a minor romantic angle that some people may not like, but I thought it was okay. I think it does a good job of showing the motivations of a ghost, as well as the horror of what ghosts can do.

Underworld:

You might as well called this “World of Darkness: The Movie.” Because it's not far off the mark. In fact, White Wolf sued, that's how close it is. That said, I would suggest watching the first two. The fourth and fifth movies can kind of show why the vampires have the Masquerade, but they're not the best. The third is something that some people love and some people hate. No matter what you think of them, the do a good job of showing how vampires and werewolves could operate in the modern world.

Kolchak: The Night Stalker:

There's two different versions and I'm only going to talk about the original. Sure, it's old, it's hokey, but it's got a really good Hunter vibe. You have a believer out there, finding the supernatural, and no one believes him. There's also your classic monsters; vampires, werewolves, and more than one evil cult or magician. There's curses, monsters, and one guy out there to tell the truth. Sounds like a serious drama, doesn't it? Well, it's not. It's played for laughs. It's a horror comedy and it really works for me. If nothing else, you can recycle the plots for your own troupe. Werewolves on a cruise ship? Good luck killing them!

 

Starting Your Hunter Game:

This is discussed in depth in the various books, but I thought I would offer my own ideas. What I've done is create a document that includes some disclaimers, rules and guidelines for character creation, and a couple of questionnaires.

I did the disclaimers because there's a lot, and I mean A LOT, of racism, sexism, bigotry, and all sorts of other stuff in the books. I just wanted to make it clear that I don't support those things and that people be aware of it. I did the guidelines and rules because of Twilight. Yes, I seriously say “NO VAMPIRE BOYFRIENDS!” That damn series... Anyway, I also had some other things about the characters because I had some ideas about how I wanted to run the game. I'll talk more about that in a bit.

Now, I put in the questionnaire from the core book for characters, with some minor changes and additions. The one they give isn't bad, but I did have a few things I wanted to ask about. The second questionnaire was one to help people figure out what Primary Virtue their character might have. I would have loved to have done a much longer one, as well as ones to figure out exactly what Creed the character would have, but I just couldn't come up with enough questions. Well, at least ones that wouldn't be too obvious.

I did all of this for the same reason you should. You need to know what kind of characters you're going to be having in the campaign. In most other games, the person behind the screen can come up with an idea and then the characters can adapt to it. White Wolf games aren't like that. They're much more focused on the characters and their motivations. And unlike other White Wolf games, you don't have a community structure to motivate or control the players and their characters. As such, it's super important to know what kind of characters people want to play.

Since you can't completely plan everything out, what do you do? What I do is pick the location we're going to play. I choose my hometown because there's a lot of fun to take what everyone is familiar with and twisting it to something darker. Also, there's a fair amount of dark history here that I can tap into. It also makes it easier to map things out.

Next, I've been doing some research into the supernatural history and seedy history of my town, as you'll find that there's usually some crossover between the two. Let's face facts, a lot of criminals die horrible deaths and those can lead to ghosts. The best part of doing this, is that you don't actually have to create too many hints or stories, you can use real ones. I strongly suggest that you be respectful, as you shouldn't be a bag of shit. But, imagine what it would be like to have your troupe finally figure out who has been haunting the old library and putting that soul to rest. Or bringing down a century old gangster and human trafficker. By using these things, you bring the terror home as well. They know these places. They've been there. And they're going to have a totally different feeling about them now. Plus, it helps with the hardest part of running a Hunter game: How to get them into the Hunter. Unlike the other World of Darkness games, with mentors and groups, Hunters don't have shit. So, if I suddenly got the power to see ghosts, I would start investigating ghost stories and do what I could.

When you need to get them out there, use the news. Drop stories about wild dogs, people vanishing in a park, a bar burning down, whatever. While your Hunters are probably going to be proactive, they'll still need something to find. You don't want them to always being on patrol and running across the Monster Of The Week, because you've got a game specifically for that (that's also named that). Instead, you're going for personal tales of horror, bringing it into their lives. If a character has kids, have them tell the character something that makes them think that there's a monster on the loose. Maybe they saw something or heard something. Make the Hunter almost crap his pants. And then throw them for a loop. They can go out looking for one thing and find something completely different.

Because there's a lot of comparisons between Hunter and super hero media, you shouldn't be afraid to borrow ideas from them. Look at low level stuff, the early days of heroes, when they had to be worried about the villains finding out who they were. Imagine having a vampire or werewolf or ghost find out where the character lives, discovering their family. If things are slowing down, feel free to throw in a past enemy (or someone connected to them) at them, by attacking or even threatening their families. Eventually, your group will come to a crossroads: either they give up the hunt or they give up their lives as they are. And that's when you'll be ready to give them their 5-point Edges...

I do have to say that there is a few things you can plan out in advance: the power players. While the dead don't seem to be very organized, most of the other monsters are. As I mentioned above, each of the oWoD games came with a built in antagonist for the players. Well, in Hunter, you have to deal with both. Not only would you have to have a good idea of who's in charge of the Camarilla faction of Vampires in your city, but you'd want to have an idea of any Sabbat and Anarch terrorists in play as well. You'd want to know who the most powerful werewolves and other lycanthropes are in the city and if Pentex is involved. And so on.

My suggestion is to figure out their places of power are, their hunting grounds, and the like. Once you've got that figured out, work on the top of the organization and then connect those places to those people. Think of it as a level in a video game, with each step up this ladder as a “boss fight” but don't frame it like that to your players. I'd suggest looking into how very mafias and criminal organizations operate and use that as a framework for the organizations. I tend to find that once you know who's in charge, it helps set the tone for the organization as a whole.

Don't feel like you have to map out all of the intrigue right away, or even expect that it's going to come up in the game, as you will want to adjust to the players and their characters. Just have a rough map and be ready for anything. Once the characters discover that vampires are real and they're bad news, I bet you're going to want to have something ready for that. Maybe they'll be happy with removing a minor player and then want to deal with something else. Or maybe you're tired of them dealing with zombies and need that change of pace. The more time you invest now, the happier you'll be in the long run. Just don't get overwhelmed. 

 

Okay, this has gone on long enough. If you want to play this game, I hope this was helpful. If you were on the fence about it, come on over and join us. I think you'll fit in just fine...

Friday, September 11, 2020

Let's Review: Dracula's America

What is it?:

Dracula's America is a Gothic horror meets old west 25/28mm scale miniatures game for two or more players published by Osprey Games.

 


 

The setting:

It's 1875 and North America is much different place than the one in our history. President Abraham Lincoln was advised by a mysterious European noble who makes the US Civil War much, much worse. The war grinds to a halt and a group of freedmen fight behind the lines inside the South. After a long and bloody war, the CSA is defeated and starts a guerrilla war against the Union.

Not that things are going well for the Union. In one night, President Lincoln and his cabinet are killed and the mysterious noble takes control and becomes “President For Life” after declaring martial law.

Of course, this nobleman is in fact Count Dracula and is doing all of this to gain and keep control. Now, there's all sorts for terrible and horrible things going on, with magic and nasty creatures bumping around.

Note: there's actually a lot of background covered in a short amount of pages.

 

 

The system:

The game uses several different dice (d6s, d8s, d10s) for actions and decks of playing cards for initiative. And if you roll the top number on one die, you can re-roll another. Honestly, I'm getting some really strong Deadlands vibes. And they only increase as I read.

In a turn, you draw a number of cards equal to half your current posse, plus one if the Boss is still around. Then, when one of your cards comes up (going in descending order from Aces), you can choose to give one model two actions or two models one action each. The actions are about what you would expect; moving, shooting, fighting, as well as an overwatch type action that's becoming common in a lot of skirmish games these days. Once you're out of cards, or everyone standing has gone, it starts all over again.

Combat seems to be pretty straight forward and models can be unaffected by an attack or taken out in one hit. That's right, hits, not damage. There's two states a model can be, before being removed as a casualty, but it's going to come down to making saves when you've lost the original roll.

As much as I can see the Deadlands influence in the game, I'm starting to see some 40k cropping up here. I don't think I've seen too many games with saves besides that one lately...

Models have three ranks: Hero, Veteran, and Novice. If you're familiar with Zona Alfa (which I'll get to, eventually), this might have seen something like this before. Depending on the rank of the model, you roll X amount of the dice you need. Every 5+ is a success and the model with the most successes wins usually. What that boils down to is that the higher the rank, the better the chance of success.

When it comes to building your forces, you have several different ways to do it, and I have to say, I kind of like it. The first way, and probably the way you should start, is you pick a maximum number of models, equipment them with what you can see, and play the game. This is clearly for pick-up games and learning how to play. And I think that's a good thing. Next, you can build a force with a $100 limit, including their equipment. You pay more per model depending on their rank (or Grit as the game calls it), so you can go for the minimum of four if you want an elite force and a maximum of ten if you want to have a bunch of less reliable dudes.

I'll discuss the third way of making a posse in a little bit.

When it comes to equipment, there's a healthy list of guns and a few other things but no melee or hand to hand weapons. I was a little surprised by that however I do understand why they might want to just be like “naw, you all fightin' with shootin' irons.” I'm kind of disappointed by this, as many of the models I'd like to use are carrying swords, axes, or aren't carrying any visible weapons at all.

Now, about that setting... With the stuff above, you can just use this game for some shootouts without magic and monsters, just have a bit of fun. However, if you really want to play the game they've sold you, you'll be sucked into the setting.

There's six main groups in the core book (and it looks like there's more in the expansions) with each representing a different side of the conflict going on. You've got your “good guys” in the Twilight Order, who are monster hunters that can summon a lady gunfighter angel. Opposite them, you have the Red Hand Coven of vampires that appear to associated with President Dracula. When it comes to the South, you've got the Congregation, made up of freedmen, Abolitionists, and Voodoo priests. And opposite them you the Dark Confederacy, who summon their own war dead to keep fighting for the Southern Cause. Finally, you've got the Skinwalker Tribes, who are Native Americans that use lycanthropes to fight against the Palefaces. And on the other side of them, you have a demon summoning railroad baron's group of the Crossroads Cult. Not that you have to play one side or the other in these conflicts, as it looks like none of them get along very well.

When you create a posse for a campaign in the setting, you get a total of six dudes (including a Veteran Boss), two of which get to change depending on the faction you're choosing. The Red Hand Coven, for example, gets some vampires to play with. This is also where you're going to start dealing with the magic and monsters in the game. Of course, even if you're not playing with the Factions and all this, they can pop up, but a lot of the groups have access to something like werewolves, demons, zombies, and the like.

So, there's some “yikes” stuff in this book that makes me a tad uncomfortable. The first one is the Native Americans. Skinwalkers are part of Navajo tradition (if I'm remembering correctly and Wikipedia proves me right) and they ARE NOT GOOD PEOPLE! In addition, the Wendigo is from Canada and kind of... Odd, in terms of history. Throwing these in here feels disrespectful. No one is perfect, and games involving alternative history don't have to be historically accurate, but... Come on, man! Also, the whole Native American thing feels a bit last minute, as they only get bows for weapons. Nevermind the plethora of ranged weapons that the Native Peoples used all over North and South America... I just... It doesn't feel researched at all, you know?

The next “yikes” in the Confederacy. I get that this was released in 2017, but, still... I will grant them that they are clearly suppose to be Black Hats, I'm just not sure if it was a good idea to include them, given the amount of racist pricks involved in gaming. If you've been to a game store, you know what I'm talking about. When you add in the Voodoo of the Congregation, it just gets worse. I think all of this is because the author is from the UK, which might give a different perspective on the whole thing. (Nevermind the fact that the UK was an a kinda, sorta ally of the Confederacy, in case you didn't know.)

I'm not trying to harp on this too much, just think of this as a warning if you've got issues with any of this, okay?




Is it worth it?:

This is a really tough call. On the one hand, it's a fun little game that lets you choose if you want to play with or without horror elements. However, on the other hand, it's not quite filled out as much as I would like because you can turn the horror “on and off.” If it was just a $20 Osprey book, without the horror, I would recommend it right off the bat, as it is, I'm going to give this a real “maybe.”

If the setting sounds interesting to you, I would say go for it. If you want a pure western minis game, you'll have to find something else, unless you can find a copy for cheap.

Having looked through the book several times, I still do don't know how I feel about it. I think the system is interesting, but feels incomplete. I like the idea of the setting (the monsters and stuff) but it also includes some stuff that gives me pause. I'm also not sure how much I like the “bring the miniatures you want BUT there's a ton you're going to want to buy from my friend...” thing that's going on here. I know you can play without them, or use proxies, it's just that I don't feel like the get the whole experience without them, I guess.

Friday, September 4, 2020

Getting Started With: Last Days: Zombie Apocalypse

Hello and welcome to Getting Started With...
In this series, I talk about getting started with games of various kinds that you can find. And today we're going to talk about Last Days: Zombie Apocalypse!

Step One: Buy the books!
I say “buy” because people will just try to find PDFs without paying for them. While I understand that (I really do), you have to pay for things if you want people to keep making them. As such, I say buy the books.
Which books? Well, there's the core book, the Seasons expansion, and the first issue of Blaster. I say you'll want the core book and Seasons, but let me explain. You need the core book because, well, you can't really play without it. Now, since its a two player game, you could split the cost between yourself and friend. I'd suggest one of you buys the core book and the other buys Seasons. I suggest you pick up Seasons because the main game is going to get boring fast, especially if you're going to be playing it a lot. The Seasons book also gives you rules for solo play, so if you don't have someone to play with, you'll need it.
When it comes to Blaster, that's a tougher thing. The first issue (and only at the time of this writing) gives you rules for the Old West and it's obvious that the next Timeline that's coming (Age of Steel) will be using some of the same rules. I'm sure someone will argue that it's to get people to keep buying the magazines but I do think that there's another reason. It's to save space. Only so many pages, you know? Now, the other problem is that Blaster has stuff for four more games, which might be useless to you if you don't play any of them. I just play one other one, so the cost was easier to swallow, but it's up to you. Of course, I suspect that there's going to be a collection of the Timelines that have been hinted at so far (old west, medieval Europe, sci-fi, and the European conflicts of the early and mid 20th century). Because since not everyone is willing to buy the magazine, it makes sense to sell it in one big book. Hopefully with some corrected errors.

 


Step Two: Pick Timeline
As I just mentioned, there's now modern times and the old west. However, I think you could play the game in any era already with some hand waving. No reason why you can't have a bunch of barbarians and stuff with melee weapons and maybe a bow or two. So, settle on when you want to have the game take place. Which will bring us to...

Step Three: Build your force
Once you're picked when your games are going to take place, you'll probably want to figure out the kind of team you want to play. There's only three different Leaders and each one plays differently. While you don't have to be WYSIWYG, you can think about what you'll want for the next step. If you're thinking about running a biker gang, you'll want to look for those kinds of minis. If you want to play Scout's Guide To The Apocalypse, you'll want to look for those. And if you're wanting to play the remnants of the military or police forces, you'll need minis that look like that. While I am a big fan of WYSIWYG, you don't have to be. And don't be afraid to play test with some proxies before you spend any more money.
You also have to figure out what line will carry the unusual things like bicycles, motorcycles, and horses if you're planning on using any of those. I have found horses and motorcycles (both with and without riders), I'm yet to find any of bicycles. Not that I've looked too hard, but still.




Step Four: Buy your minis (if you haven't already)
Some of you, like myself, probably have almost everything you'll need to play this game, or almost everything. I have a ton of minis I picked up because they looked cool but didn't know when or if I would ever be able to use them. Of course, I didn't have everything I needed, as I didn't have 20 zombies in the right scale. They were on my list but I never got around to them.
If you're going to be buying minis, you'll have to keep track of scale. For those of you who know about this, or already have everything you need already, feel free to move on.
When it comes to scale, there's two major ones that work for Last Days: 25mm base/28mm scale and 30mm base and scale. I use these based on the size of the bases the minis go on, as there's much more to it. In short, you've got 25/28mm standard (or “non-heroic”, 25/28mm heroic, 30mm standard, and 30mm heroic. The main difference between standard and heroic is the size of the heads, hands, and etc. Really, heroic is slightly larger than standard. For example, the standard 28mm stuff I have looks shrimpy next to my Warhammer 40k, which is 28mm heroic (mostly). I also have trouble with SpineSpur when I was getting into it because it described itself as a “32mm scale” game. I have no idea why. To add even more complexity, there's also differences between manufacturers and even models in the same line.
To summarize: pick your base size (25mm or 30mm) and keep an eye out for things labeled “heroic” and “standard/non-heroic” or not labeled at all. Once you pick that, you've got it made.
I only bring this up because I had some trouble with my Hasslefree heroes and some Reaper zombies. The zombies were comically huge compared to the heroes and it made them way easier to hit. If you don't care, that's fine. I do and I thought I would share.

For the next part of this, let's talk about where to get minis. There's a bunch of different companies and games. I'm going to skip Games Workshop, as you'll either have these models already, and if you don't, they're about the worst option financially.

Reaper Miniatures:
I've been buying Reaper minis for years and have a ton of them thanks to their Bones Kickstarters. Now, if you want a super cheap option for a crew, you can probably just order a bunch of Bones and have at. While I do like Bones, I don't use them for minis games, simply because they're a little wonky and don't always have bases. That said, they're great for D&D and the like, when you have a grid mat.
If you're wanting to play a sci-fi or modern (or even old west) game of Last Days, you want to look up the Chronoscope line, which is roughly 30mm heroic scale. I suggest searching for the following keywords: Hero, Heroine, Zombie, Zombies, Survivor, and Biker. These are where I've found the best minis for this game. They have a “survivor” series inspired by the first Zombieland film, a collection of minis inspired by SuckerPunch, a super hero series, and so on. If you're wanting old west minis, they have the license for Savage Worlds, which includes the classic Deadlands setting. There's also a “Gunslingers and Cowboys” boxed set of ten minis which should be more than enough for one player, maybe even two.
When it comes to zombies, there's only three sets of three minis each that really work for modern: Zombie Strippers, Zombies: Doctor, Nurse, and Patient, and Urban Zombies. Watch out for that last one, as they're over sized for 30mm. There's also five or size single zombies, so you can have some variety as you get to the 20 you need. Just make sure they aren't armed.

West Wind Productions:
While I do like the ideas these guys put out, I've only bought one set of minis from them and found them lacking. However, if you want to make a biker gang, and have people on motorcycles, the stuff from Road Kill has that. It also has nuns with chainsaws. If you can find them. The ones I have are a little bit bigger than my Reaper stuff, so the mins are roughly on that scale, no matter what the packaging says.

Hasslefree:
I only have eight of these minis, but they are good quality. All of their minis are 25mm non-heroic. They have a huge line of “closely resemble but are legally distinct” things from all sorts of media. They also have a huge line of zombies. However, they have a serious supply problem. And if you order something from them, you could be waiting for months for your product. If you find a third party that's still carrying them, I would suggest picking them up if they have what you want. However, as a lot of third parties started dropping them, it might be hard to get what you want.

Zombiecide:
I remember seeing this when it was a Kickstarter and thought about getting into it. I didn't have the funds and I don't know if I really need another game that I'll play once a year. I'm pleasantly surprised to see it's still going and has a ton of stuff for it. If you're looking to get into both Last Days and Zombiecide, this isn't a bad idea. You can find stuff for this game easily online, including stuff for cheap if you don't mind used. As the minis are 25/28mm scale, you'll be able to use them with just about everything else on this list. I bought Walk Of The Dead number one and was pleased with the quality and price of the minis. While there's not a lot of variety (you get three of each mini), it doesn't really matter when they're zombies.

The Walking Dead:
I remember getting into the Walking Dead comics right before the Governor was introduced and gave up on it just before Neegan. By then, TWD had taken over everything, including gaming. While I don't have any of these minis, I have heard they're okay. Plus, they have units on horseback. 



Step Five: Play some simple games
Trust me when I say that I know the temptation to just start going with all the toys you've got in the books. And I know how easy it is to make mistakes and fall into bad habits because of it. I strongly believe in play testing before you sit down to play a full game, especially with someone else. You can test out the models you want to use, how the equipment and weapons will work, and how often you're going to be able to kill those zombies. Break all the rules and test each character that remotely appeals to you, so you can work out the list you want to play. Do some random rolls on tables, see what pops up. Since Seasons adds in solo games, you can go through a whole campaign by yourself and have some fun with it. Just take the time to learn the rules.



Step Six: Buy the terrain
If you've read the books, or my reviews, you've seen that there's a bunch of different refuges and that there's a mission that requires you to have them. So, you need to track down some buildings to use for that. You might have some already but you'll need several more. There's several companies that make some you can use, but you need to make sure that you can put stuff inside of them, as required. If you're coming to this game from fantasy gaming or even sci-fi gaming, you'll need some other terrain. Dumpsters, trash cans, barrels, rubble, barricades, fences, and all that stuff. You'll also want a lot of this stuff, so guns aren't overpowered.

And there you go. Those are all the steps I think you should take to get started with Last Days. What do you think?