Fellowship Session 11 – The Fellowship and the City of Chains

The Fellowship arrives at Chains Crossing.

Masks PA, Session 17, “My Head Hurts from Screaming – 2019-12-01

The team has had several months to track down clues bout Invictus. Ember does science. Palacine works on Colin. Sil makes connections in school. Everyone fights some invictus-powered criminals.

The Smartwood Kids: Session 5 (Halloween, pt 2)

We (myself, Kaylee, Sean, and Zoe) continue the adventures of Marzipan, Kenilworth, and Zoology Smartwood, as they defend the town from alien invasion on Halloween.

Fellowship Session 10 – The Fellowship and the Haunted Mountains

The Fellowship tries to make it through the mountains surrounding Chains Crossing.

Fellowship Session 9 – The Fellowship and Mist-wolves

The Fellowship sets out for the city of Chains Crossing.

Fellowship, Session 8 – The Fellowship and the Trials of the Macqul Taxat

Conflict comes to the Fellowship and the People of the Air.

Fellowship, Session 7 – Under the Shadow of Corruption

The fellowship spends downtime with the People of the Air.

Fellowship, Session 6 – The Fellowship and the People of the Air

The fellowship encounters the Heir and their people.

Fellowship, Session 5 – Escape from Red Valley

The fellowship makes their way in a Long Journey away from Red Valley.

Fellowship, Session 4 – The Fellowship and the General

The Fellowship confronts Siflae, the Overlord’s Ohir general, and Ekki of Bornaer, most-skilled of the Overlord’s harbingers.

Minecraft – Underwater Edition

The family and I spend a bit of time playing Minecraft. One way we spend that time is on Testertopia, a realm server we can access via Switch, Windows 10, iPad, Android… whatever.

Just lately, we found an ocean (finally), and after battling it out with some Guardians for control of an ancient ruin, we got the necessary stuff together for a new… thing.

A really pretty thing.

Basically, a new base in the middle of the ocean, underwater, in the middle of a coral reef, with a permanent breath water effect for about 60 or 70 blocks in all directions. It’s great. Here’s some pictures…

Fellowship, Session 3 – The Fellowship and the Red Valley Forges

The Fellowship enters the Forges of Red Valley.

Fellowship, Session 2 – The Fellowship and the Angry Mob

The Fellowship leads civilians through the city of Red Valley in a bid to escape through the ancient Forges.

Masks: Phoenix Academy – Session 16 – Invictus Sucks / Tater Tots in Space!

The group argues about what to do about Invictus, and finally settles on sunbathing, snacks… and blowing up a space ship.

The image for this session goes with events at around 2:15:00, give or take.

Also, check out 2:20:45 for a preview of Masks: Phoenix Academy – The Musical!

Fellowship, Session 1 – Under a Falling Sky

Stage two of character creation. Everyone starts off in an inn’s common room. Then we drop a thousands of tons of rock on the city.

Fellowship, Session 0 – The World Fully Formed

We’re off on a new adventure! Time to save the world with Fellowship.

Scum and Villainy post-game analysis, and What’s Next

(Spoilers: what’s next is Fellowship, 2nd Edition.)

Scum and Villainy, Session 16, Risky Bid-ness

The crew tries to auction off an Ur warship without getting killed by everyone in the sector, simultaneously.

Scum and Villainy, Session 15/16, The Warship

The ancient undersea Ur ruins are not, strictly speaking, ruins.

Masks: Phoenix Academy – Session 15 – Regroup, Fail, Repeat

Intro Video!

It’s Kaylee’s birthday, and the end of the first week of REAL LIFE high school for our players, so between birthday cake, rehashing school, decompression, and half the team needing an early bedtime for marching band practice the next morning…

… and introducing some totally amazing character art I got commissioned for the girls (art by charcooll on Instagram) …

It was a pretty short session. Thank goodness we’ve had the good play-by-post action going on.

It’s gym class, and S.U.R.G.E. has everyone fighting annoying opponents in 1v1s. It doesn’t go well, but hey: everyone gets potential?

Also: Palacine thinks everything going wrong is her fault.

Hogwarts RPG

Spent the afternoon playing Hogwarts with the kids. Elici Davies (fifth year Hufflepuff), Emma Quinn (1st year Gryffindor), and Will Finnegan (third year Ravenclaw) are ‘siblings’ fostered by the same magic-friendly muggle family.

I asked them for something weird that happens on the train ride (while will studied “A New History of Hogwarts” and ate chocolate frogs and Elici made corrections in her Potions book), and Emma/Zoe told us about the turtle drawing on the cabin wallpaper that animated and started turtling around!

In seconds, dozens of animals were rising up out of the wallpaper all through the train car, causing chaos. Elici went and got the prefects, Emma gathered up animals, and Will took some guesses about what might have caused it; his best guess – a much BIGGER version of a transmutation/animation spell that had rippled out and affected the train.

We have… a mystery!

Masks, Phoenix Academy play-by-posts, Sessions 14.1, 14.2, and 14.3

We’ve had a looooooong stretch where we’ve been unable to play Masks with my daughter’s group. To deal with the withdrawal, I ran solo play-by-post things with each player, both to move some plotlines and, at their request, get some time with their boyfriends. It went really well! (Some players take to PbP better than others, and I’ve never been great at keeping such things up in the long term, but for this, it was pretty awesome.)

Anyway, for the sake of completeness, here’s are links to the three “between” arcs that happened.

Session 15 tonight! I am excited.

Scum and Villainy, Session 13/16, Under the Sea

The crew gets memish.

Scum and Villainy, Session 12/16, Breaking Bad

The crew storms a Wrecker’s stronghold, while the Wreckers watch.

Scum and Villainy, Session 11/16, Lend Me Your Ears

The crew brings much-needed parts to the Wreckers’… wreck.

Working on a Thoughtful Representation of Drug Addiction for Masks

Hello! Things have been a little quiet on the Masks RPG front lately, because the end of summer is bananas for all my players. We haven’t been able to play face to face, but each player is getting a little Play-By-Post action in (which I’ll figure out how to share), and in the meantime I’m also working on some mechanical stuff to deal with some action that came out of our “Silver Masque” homecoming session.

Inspired by a ‘homecoming’ article in the Masks Fan Favorite fanzine, I added a plotline where alien agents of Vanquish (a looming threat in our Outsider’s backstory) were introducing a super-drug called Invictus into the city’s black market.

As a point of reference, here’s the original “when you first consume Invictus” move from The Fan Favorite fanzine.

When you consume Invictus, roll +Freak.

On a hit, describe the first thing you realize you can do with the powers from the drug.

On a 7-9, the GM will lay out how the power has an unexpected complication or danger.
On a miss, the drug doesn’t (seem to) take, but you’re wracked by an uncomfortable sensation. Mark an appropriate condition. [Doyce adds: Give Invictus influence over you.]

(I also add Invictus influence as a possible 7-9 consequence, but only if the “unexpected complication or danger” side effect is ignored by the players and allowed to run its course. Not to be too cold-blooded about it, but from a manufacturer’s point of view, a drug isn’t any use if it isn’t addictive.)

Anyway, a couple of the NPCs and one PC were exposed to the drug. One of the NPCs (a powerless ‘beacon’ character who’s dating the Outsider) got powers that seemed to ‘stick’, permanently.

A couple sessions later, the players discovered that it wasn’t that the powers had become permanent; Colin was still using the drug.

So. That’s now a big plot for the team – getting Colin away from the drug, and tracking down the supplier/source.

Since the PCs are working to get Colin out from under Invictus’s influence, I worked up a more in-depth look at long-term use of the drug.

(Some of this isn’t relevant, since Colin is an NPC, but I’m messing around with the move, just so I have some idea of what’s going on.)

When you’re addicted to Invictus, either physically, psychologically, or both, Invictus has Influence over you.

  • It can use its Influence to shift your labels by making you believe you know how the world works.
  • It can and will use its Influence to Provoke you to rash action.
  • The roll to reject Influence against Invictus is always -Conditions.
  • Per the original Invictus rules, you may have super powers while Invictus has influence over you.
  • To retain those powers, Invictus must be given influence over you at the end of every session, instead of giving influence to someone on your team. If you do so, keep your powers. If Invictus already had influence over you when you do this, Invictus shifts your labels (always Freak up, Mundane down, even and especially if this would give you a condition for shifting something that can’t shift).
  • You never keep your powers if Invictus does not have Influence over you. The rumor that you can is a lie told by Invictus dealers – the powers never ‘stick’. Ever.

You can choose to remove Invictus’s Influence as the result of successfully rejecting its influence, but that influence can (and probably will) come back as the result certain 6- rolls (or even a 7-9, if you ignore the impending threat). The only (mechanical) way to permanently remove the threat of Invictus Influence is using a “permanently remove someone’s influence” playbook advance – assuming that advance is also reflected within the fiction.

Somebody can help you remove Invictus’s influence (again, not permanently – only you can do that), if you are currently free of Conditions. The roll will probably be either +Freak or +Mundane, depending on the fiction, rolling against Unleash Your Powers results. If they successfully help you remove Invictus’s influence, they mark potential, and you gain Influence with them.

  • You can always give Invictus influence over you for a +2 on any roll, including a roll you have just made. If Invictus already has influence over you, it will shift your labels instead (1 up, 1 down), and then give you a condition.
  • You can give Invictus influence to use any other playbook’s move you don’t have, “just this once.” Take a condition.

Certain special moves (Alien tech, Moment of Truth for appropriate powers or if used personally) can also permanently cure Invictus addiction in a target, if curing the addiction was the specific point of using the move.

There were also two other parts of the move that I removed for now:

  • If someone Comforts and Supports you while Invictus has influence over you, on a 6-, Invictus may now have influence over them. (You can roll to Defend them from this.)
  • If someone get s 6- while using their powers/influence to remove Invictus’s influence, the consequences might extend Invictus’s influence to them.)

I tabled these two parts of the move for now, because they’re deprotagonizing and maybe problematic. I think we’ll talk about this and if the Invictus plot gets “big”, we can talk about the drug mutating and these two threats evolving into the move. I’m not doing it if everyone isn’t on board with that threat.

And that’s where we are right now. Palacine is about to dive into the challenge of getting Colin clear of Invictus.

Scum and Villainy, Session 10/16, Mine, Mine, MINE!

Getting the salvage is a lot easier than getting away with it.

Scum and Villainy, Session 9/16, Ghost Ship

The Wreckers’ have a salvage job for the crew, if they can get their first…

Scum and Villainy, Session 8/16, Down Times, Fast Times

The crew relaxes after a crazy job.