Thursday, 13 December 2012

Conspiracy of Shadows/Warhammer crossover

So I've been reading Keith Senkowski's Conspiracy of Shadows RPG on the train and in the very rare spare moment I've been getting recently. It is an intriguing little indie game, in which the players taken on the roles of a small cell of heroes opposed to a dangerous conspiracy that seeks to plunge the land into despair and darkness. Rules-wise, it seems fairly light, and uses the same mechanics for both combat and personal interaction, which is...different. Like Conspiracy X, it also has a chapter on creating your cell - i.e. once all the PCs have been generated, you also determine where your cell is based, their contacts and resources, etc.

Inspirations for this game are many. Senkowski lists, amongst many, the movie Dark City, the RPG Delta Green, and the X Files televsion series, although the milieu is very much a fantastical one, albeit of a darkly gritty nature. Personally, it reminds me a little bit of The Legend of Sleepy Hollow. The adventurers are relatively low powered, with little or no access to magic. The civilization level is pitched at what I'd call Late Renaissance.

The world Senkowski has created in one that bears no small resemblance to Eastern Europe, particularly Poland and Bohemia, during the 1500s. However, this also means it ought to be relatively easy to port the system wholesale straight into the Warhammer Old World, which purports to enjoy a similar technology level, and is also besieged by the forces of Chaos, creating instant fodder for conspiracies.

One of the things I liked about early Warhammer Fantasy Roleplay (WFRP) was the idea of adventurers being roped into foil the foul schemes of Chaos cultists. With every edition of the game, it seems to be creeping closer to the battle miniatures game and losing much of the dark and grisly trappings that clad it in the late 1980s. CoS still has this, but something about the proposed campaign world irritates me.

It may be because I travel to Eastern Europe regularly, and while the world of Polonia sounds like Eastern Europe on paper, it does not 'feel' right. It is like something that has been migrated out of a textbook, which is fine if you don't spend a lot of time in the region, but somehow rubs you up the wrong way if you do - another good example is the Robin Hood milieu as envisaged by those who have not spent a lot of time in England.

I'm not here to bash Polonia however. What struck me most about CoS is how easy it would be to port this to the Duchy of Kislev, the WFRP world's pseudo-Russia. You could keep the mechanics of the system quite easily, and go from there. The cell of adventurers could be either native Kislevites or visitors from further afield. This would have the additional advantage of using a world that many gamers are already familiar with, and I certainly find that the more ease the players have with the setting, the more comfortable they are playing in it, even if they are not using the rules originally designed for it.

This idea will stay on the back-burner for a while yet. I'm hoping to GM some Hot War in the near future, and possibly some HeroQuest, before I get into Conspiracy of Shadows. But once I do, I'll be testing it in Kislev or one of the eastern provinces of the Empire.

Monday, 10 December 2012

Review of Red November

It's been a bit quiet on this blog lately, largely because I've been horrendously busy, but as we're approaching 50,000 page impressions, I thought I'd do a little bit to help these along with a quick review of Red November from Fantasy Flight Games.

Red November is a co-op board game about gnomes trying to save their experimental submarine from sinking. It is highly reminiscent of some aspects of Battlestar Galactica, but does not require as much time to play and is not as complicated. I successfully taught a six year old to play it, so there you go. Each player takes on the role of one of the gnome crew, running around the submarine trying to fix problems and save it from disaster. The gnomes need to stay alive for 60 minutes in order to be rescued.

Time is measured on a track around the board. Each action, from opening a hatch to fixing the missile system, takes up time. On the one hand this is a good thing, as burning time brings you closer to your goal. On the other, it is bad, because the more time you spend on a task, the more additional event cards you have to pull, and the more likely that something else will go wrong while your character is busy.

You fix things by deciding how long you want to spend on the task: between one and 10 minutes. You then need to roll that number or less on 1d10. You can raise your chances by using additional items, like a crow bar or a tool box, which usually give you a +3 or +4 bonus. You get assigned extra equipment in the course of the game, or can spend time in the sub's Equipment Locker to draw more items from the deck.

In addition to all this, there is the booze. Bottles of vodka/gin can be swigged to give your gnome the courage to enter burning rooms to put the fire out, or just give you a generic +3 bonus on fix it rolls. However, they also mean your gnome becomes increasingly intoxicated, growing the chance that he will pass out at an inconvenient moment, resulting in an automatic loss of 10 minutes.

The turn order is also very innovative: the player whose character is highest up on the turn track - i.e. has spent the least amount of time - always goes first. This way you can end up with multiple turns, especially if your colleagues have drunk themselves into a stupour.

Many, many things can go wrong with the sub. There are three tracks which measure how deep the sub is, increasing pressure on the hull, how hot the reactor is, and how much air is in the sub (fires burn this up, naturally). If any of these tracks gets to critical, it is game over (cf Battlestar Galactica). In addition, sometimes you receive a critical disaster task, which gives the crew 10-15 minutes to fix something or lose the game anyway. In addition, the sub can catch fire, get flooded, doors can jam, and it can even be attacked by a giant squid!

This is a really fast game. In our first effort, our reactor over-heated and the sub blew up inside 15 minutes. On the second, we did well with three gnomes, winning the game for the loss of one gnome (my character, who passed out in the air pump room which then got promptly flooded).

Red November can be really tense too: there were a couple of occasions in the second game where the entire game pivoted on one roll of the dice. There are never periods of downtime while you're twiddling your thumbs, and it is rules light enough that there is little scope for the analysis paralysis that some games occasionally suffer from. It does not have the same level of crunch as Battlestar Galactica (not that I'm knocking BG - it is an awesome game with the right crew to play it). You could describe it a Battlestar Galactica 'lite' if you will.

Traitor mechanic? Not really. There is scope for a gnome who has an aqualung to escape from the sub once the countdown passes a certain point. If the sub sinks, he wins. If it doesn't, he loses. It is a calculated gamble based on an assessment of the situation at the time. But there is no plotting against the other players.

Overall, I really like this game. Plus it is easy enough for the kids to both get stuck into it.