Introduction
This is the first game I played with my spreadsheet driven version of Lovecraft’s Revenge. See this post for further details on the framework and rules. Note this adventure only lasted a few scenes.
The Game - Tate's Tragedy
I was going to do the narrative for the scene followed by the spreadsheet output but putting the output between the scenes broke the narrative too much so have put it at the end for those interested. I didn’t copy all the stuff the spreadsheet generates as it has about 30 lines per scene. I do a very brief summary of the generator at the end of each scene. I must be a frustrated writer as I could not help flesh out some of the scenes with additional narrative.
What I do like about Lovecraft's Revenge is there is no expectation you will reach the goal. This game is no exception so don't read on.
Oh, and it is set in current time and also where I live – Brisbane Australia.
Opening Scene
“After 10 years at the Museum and 30 years as a guard you would think I would be used to late nights,” he thought.
Today had been slightly different; his mind had been restless as though he should know about something but could place it. He had got a message from his mate Brownie for a drink at the Fox after work
“Why not? And a bit of lubrication may get rid of this anxiety”.
The Fox was only a few hundred metres down the road but after half that distance he was certain he was being followed. A young waitress was almost directly behind and after so long in the security game, he could just tell she was an amateur at it. He let her follow for a little longer and then turn around with the intent of finding out why she was following him.
“Gotcha!” he exclaimed as he turned around and got up close.
She seemed surprised by his actions but made no move to go.
“Why are you following me?” he forcefully asked.
Silence.
“Come on, why?”
“The Yith are crossing time again,” she said quietly, almost as if to herself.
“What?”
“The Yith are crossing time again,” she repeated.
Oh great, a fruit loop. Just want I don’t need right now.
“Whatever”, he says, resigned that he wasn’t going to get his answer. “Just go away.”
And with that his turned around and headed to the pub.
Brownie was at the bar and was already a few beers in. He didn’t look happy to see Tate.
“Hey, Tate. No easy way to break it to you. You know I still am in touch with Carmel…I know you haven’t talked to her in years, ever since she got caught up in that cult.”
“Yeah.”
“But I got a message from a friend of hers that she must be in trouble. She hasn’t heard from Carmel for weeks. She went out to Tara to trace down something or other and was supposed to come back. But nothing. She has dropped off the Earth. No one seems to know where she is mate. I know you still care.”
It was true. Although Carmel has changed so much over the years and contact was minimal, he did still care.
“Ok, I’ll think I’ll take a few days off work and go and see if I can find out anything.”
Brownie gave a look of relief – his friend was not such a bad sort after all.
Spreadsheet
5 complications but only the last one real that was a Being Stalked task that was passed by Tate with YES + more so I assumed he knew he was being followed and got something about what might be going on. The goal is to search for a family member. I have tried to add in a bunch of stuff (e.g. cult) to tie into what may occur later one. The next scene was in the Outback so chose a town about 4 hours away (Tara).
Scene 1 – Tara
Tate drove to Tara the next day and was there by lunchtime. He was always surprised on how dry everything was after a 4 hour drive inland. The sunlight was stark, the landscape colour muted. But beautiful in its way.
Tate asked around at the few shops and the bar but only one shopkeeper remembered Carmel and had no further info. Tate rang Brownie over dinner.
“Mate, I haven’t found out much at all.”
“Well, Tate, I’ve been asking around here and it seems there is a farm she may have gone to – I have it about 20 k’s down Roaches Road. Maybe worth a look”
“Thanks mate, talk to you tomorrow.”
It was dark outside and Tate was not looking forward to driving at night with the chance of hitting a roo. But better to drive there now than wait another day. The drive was uneventful but slow as he stated checking gate signs after a while. Finally he came across one with weird symbols all over it. It was a possibility, what with Carmel being in a cult and all.
He went through the gate and onwards to the farmhouse. No lights. He went in the front door and started looking around. It looked like no one had been here for ages. He was in the kitchen when suddenly he heard a whoosh sound from the dining room. Suddenly a long flame flicked into the room from the hallway. The house was on fire! All Tate know is he had to get out of there. He went back out the way he came but it was already hot and smoke filled. He fell over in a faint and cut his arm badly on a side table. He managed to stagger upright and get out the door.
The fire was still raging as he started back to his car. With the house fire casting its flickering light over the nearby area, his eye was drawn to a bag lying nearby. He retrieved it and looked through the contents but it did not make much sense – some shoes, clothes, a book. But there was a box and when opened has a pistol that had seen better days – so much so Tate doubted it would work. The pistol had marking scratched into its sides but Tate didn’t think much of them.
The book had Carmel’s name written in the front. He was on the right track. The book seemed to be one published by some cult or other. He flicked through it and some sections were underlined but it didn’t make a lot of sense to him. But tucked into the book as a bookmark was a brochure for Carnarvon Gorge. He did not have much else to go on so it looked like another long drive. After some rest.
Spreadsheet
First complication was a Hazard - Fire/chemical/hazardous waste that was just passed. Second complication is a special – Unexpected Advantage - that reduces the difficulty of the next task. The final challenge was Solve a puzzle difficultly 4 and Tate had none applicable skills. Difficulty would be increased by 1 due to light wound from the fire, but reduced by 1 due to a complication reducing difficulty. The related skill was ranged so made the solve a puzzle symbols on a pistol. Failed just (No, but) and assumed failed task so no clue (would have allowed another go on a zero).
Scene 2 – Carnarvon National Park
The next day once again saw Tate on the road. An early start saw Tate he checked into a campsite at Carnarvon Gorge at lunch. He had been to that same campsite with Carmel and his parents when they were just children. The sky was overcast and menacing as he began wandering the campsite asking if anyone new anything about Carmel.
Being followed in Brisbane had spooked him. Tate was sure he was being followed again. He caught glimpses of someone between caravans that seemed to be spying on him. He began to stealthily move from place to place, trying to shake off the follower. To no avail. Asking people if they could see the follower he got strong denials.
“They are all in on It,” he thought. “They must be.” Furtively he sneaked to the last few caravans but his wild look deterred anyone from wanting to tell him much. He did get out of them to check an abandoned caravan round the back of the camp.
This caravan had seen better days and was unlocked. He went inside and in a frenzy searched for anything that may give him a clue. A woman had obviously lived in the caravan for a while and he found stuff that he knew Carmel liked. Finally he stumbled upon a shopping bag with a bunch of maps, sheets and pictures. It was Virgin Rock at Springsure! The photos of the rock were covered in symbols, matching those on the pistol.
Tate raced back to his car and drove up the highway to Springsure, only a few hours away.
Tate raced back to his car and drove up the highway to Springsure, only a few hours away.
Spreadsheet
A failed complication of Imaged Trouble that required stealth. The outcome of the failure I ruled was an insanity test (it makes sense with the imagined trouble). Tate failed and so is slightly insane. The Solve a puzzle challenge takes place in an abandoned Lean-to (made it a caravan) with Contacts as the skill. A pass. But no idea on the Big Bad/Villain. There is a chance you cannot roll for recovery after a scene and this happened here so Tate remains slightly insane for the next scene.
Scene 3 – Springsure
In his crazed state Tate drove directly to Virgin Rock. It was still daylight but with heavy clouds the air seemed tinted with malevolence. The face in the rock loomed larger as he got closer to the carpark. There was none else at the this tourist spot, it was too quiet and so the winding path up to the Rock assumed an overshadowing by an evil presence from all sides. In Tate’s state barely noticed but something in his mind was still rational and he slowly and carefully made his way into the bush. It was hot and humid with sweat stuck to his shirt as he made his way up the foul-like path. The base of the rock face was a steep slope covered in light bush. The face in the rock loomed menacingly above him. In his state it no longer looked natural and did look like the Virgin Mary, but no image had he ever seen had such a hateful look. An overwhelming sense of dread penetrated into Tate’s mind. He looked up just in time to see rocks tumbling down at him. He ran but was not fast enough and the rocks broke bones and tore large gashes into his flesh as Tate lapsed into unconsciousness.
Spreadsheet
Location is the hills and the end challenge was a Rocky Outcrop so Virgin Rock was a good choice (I pick the real location based on the randomly generated location). Complication was Cautiousness that Tate passed. The challenged was Safety Endangered with Ranged as the skill. Tate failed really badly (a dead result) but due to Tate’s high fortitude (willpower etc rolled into one – bit like the Two Hour Wargames Star Power). I bumped this to badly hurt. As he failed and this was the second failed clue, that is the end of the adventure.
End scene
Tate wakes up in a bed and sees a nurse hovering nearby.
“Where am I? What happened?” he asks.
“You’re in the Royal Brisbane and Women’s Hospital, you’ve been here for about a month. You were in a bad way and were airlifted her and operated on a few times to save you. You’re much better than when you first came in!” She smiled.
“Thanks” he said quietly.
Tate was discharged two months later after some further operations. He would always walk with a limp and his shoulder damage meant that his left arm had barely any strength and rotation. He did manage to go back to work. And Carmel. He didn’t find her and was reticent to actively continue to search for her. Brownie did not bring her up in conversation again.
Spreadsheet
Nothing worse happens and Tate gets better.
Verdict
Woo-hoo! Loads of fun! And the spreadsheet hung together without too much effort to use it, although I do need to add some notes so I remember how to run it! I do like the framework and can see how I can modify it and apply it to Pulp adventures and replaying scenarios. So I could be on a winner. I have already started another game with a different character. We shall see how far I get with that one. Interestingly enough, no horror in this at all and also only one complication encounter – there is about a 40% chance of an encounter for a complication. Ah well. Also, each of the three challenges in this adventure was solve a puzzle. I thought it was not that unusual as there is a one-third chance and three in a row is not too bad. But at the start of the next adventure I realised I had an error in the formula and the challenge was always going to be solve a puzzle 😊. Fixed.
Spreadsheet output for those interested
Opening Scene spreadsheet output
Who
|
Tate ONEAL
|
Where
|
City
|
Start Darkness
|
2
|
Day/Night
|
Night
|
No. complications
|
5
|
Name
|
Tate ONEAL
|
Level
|
Hero
|
Race
|
Human
|
Attribute Rnd
|
2
|
Physical
|
3
|
Agility
|
3
|
Mind
|
2
|
Fortitude
|
3
|
No. of skills
|
3
|
Skills
|
Contacts Investigation Interaction
|
Job
|
Patroller
|
Sex
|
Male
|
Age
|
old (50-70)
|
Height
|
average
|
Interact
|
Caustic
|
Physical feature
|
Hard of hearing
|
Trait
|
Shows pictures of his children/relatives
|
Motivation
|
survival
|
Origin
|
high population slum
|
Problem
|
Was cast out of their home community for discovering corruption among the clan/tribe leadership
|
Job motivation
|
Idealistic about the job
|
Weapon
|
Pistol
|
Armour
|
none
|
Complication:
complication
|
Being Stalked/Hunted
|
type
|
encounter
|
complication
|
Being Stalked/Hunted
|
difficulty
|
3
|
type
|
r
|
task Physical
|
Survival
|
task Agility
|
Driver
|
task Mind
|
Awareness
|
Encounter NPCs
Name
|
Meredith PONCE
|
Level
|
Random
|
Race
|
Human
|
Attribute Rnd
|
7
|
Physical
|
1
|
Agility
|
1
|
Mind
|
1
|
Fortitude
|
3
|
No. of skills
|
3
|
Skills
|
Interaction Interaction
|
Job
|
Hospitality
|
Sex
|
Female
|
Age
|
Young (< 21)
|
Height
|
average
|
Interact
|
Rude
|
Physical feature
|
Limb/hand replaced with prosthetic
|
Trait
|
Makes contstant references to popular culture
|
Motivation
|
glory
|
Origin
|
high-class
|
Problem
|
Living in the shadow of a heroic brother, wants nothing more than to do something important to make a name for themselves
|
Job motivation
|
Works for the party’s enemies.
|
Weapon
|
none
|
Armour
|
none
|
Complication result:
PC 1 +4 Yes and more
NPC 1 -4 No and more
Story Goals
Goal
|
Search for a Person
|
Details
|
Family
|
Clues
|
4
|
max failed clues
|
2
|
Scene 1 Tara
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Outback
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Night
|
No. Complications?
|
2
|
complication
|
Fire/chemical/hazardous waste
|
type
|
obstacle
|
complication
|
Fire/chemical/hazardous waste
|
difficulty
|
3
|
type
|
0
|
task Physical
|
Hostile Env
|
task Agility
|
Repair
|
task Mind
|
Trading
|
diff
|
result
| |
1
|
YES but
|
Safe but light wound
|
-1
|
NO but
|
Fire still going
|
complication
|
Unexpected Advantage
|
type
|
special
|
complication
|
Unexpected Advantage
|
difficulty
|
reduce difficulty
|
challenge
|
Solve a puzzle
|
type
|
obstacle
|
complication
|
Solve a puzzle
|
difficulty
|
4
|
type
|
1
|
task Physical
| |
task Agility
|
Ranged
|
task Mind
|
Awareness
|
Reduced difficulty offset by light wound
Skill/ NPC table
|
Ranged
|
PC/NPC number
|
1
|
OR level
|
4
|
Mods
|
0
|
Job affinity
| |
total d (att +skill)
|
3
|
diff
|
-1
|
result
|
NO but
|
Outcome: did not solve the clue. One clue failed attempt.
Scene 2 – Carnarvon National Park
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Mountains
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Day
|
No. Complications?
|
3
|
complication
|
Imagined Trouble
|
type
|
obstacle
|
complication
|
Imagined Trouble
|
difficulty
|
3
|
type
|
0
|
task Physical
|
Stealth
|
task Agility
|
0
|
task Mind
|
0
|
Skill/ NPC table
|
Stealth
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
3
| |
Mods
|
mods?
|
mods?
|
attribute
|
Physical
|
Physical
|
Job affinity
| ||
total d (att +skill)
|
3
|
3
|
diff
|
-2
|
2
|
result
|
NO
|
YES
|
failed. I will say a -3 is one point of insanity; -2 is a sanity test taken at -1
|
Difficulty
| |
1
|
Darkness Level/3
|
PC number
|
OR Fortitude
|
1
|
0
|
0
| |
no effect
| |
actually -1 so 1 point of insanity
|
Complication?
|
Yes
| ||
If last one:
|
Abandoned Lean-to
|
Haunted
|
2
|
challenge
|
Solve a puzzle
|
type
|
obstacle
|
complication
|
Solve a puzzle
|
difficulty
|
1
|
type
|
1
|
task Physical
|
Hostile Env
|
task Agility
|
Contacts
|
task Mind
|
Skill/ NPC table
|
Contacts
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
1
| |
Mods
|
-1
|
mods?
|
attribute
|
Agility
|
Agility
|
Job affinity
| ||
total d (att +skill)
|
5
|
1
|
diff
|
1
|
-1
|
result
|
YES but
|
NO but
|
Hooray.
|
Clue found!
|
1
|
Villan hinted?
|
No
|
Villan is…
|
No idea who is the Villan
|
Item:
|
No items
|
Post Scene
| |
Recovery?
|
No recovery - straight to next scene
|
Scene 3 – Springsure
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Hills
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Day
|
No. Complications?
|
2
|
complication
|
Cautiousness
|
type
|
obstacle
|
complication
|
Cautiousness
|
difficulty
|
0
|
type
|
0
|
task Physical
|
Stealth
|
task Agility
|
0
|
task Mind
|
0
|
Skill/ NPC table
|
Stealth
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
0
| |
Mods
|
-1
|
mods?
|
attribute
|
Physical
|
Physical
|
Job affinity
| ||
total d (att +skill)
|
3
|
0
|
diff
|
2
|
-2
|
result
|
YES
|
NO
|
complication
|
Safety Endangered
|
type
|
obstacle
|
complication
|
Safety Endangered
|
difficulty
|
4
|
type
|
0
|
task Physical
|
Hostile Env
|
task Agility
|
Ranged
|
task Mind
|
0
|
Skill/ NPC table
|
Ranged
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
4
| |
Mods
|
-1
|
mods?
|
attribute
|
Agility
|
Agility
|
Job affinity
| ||
total d (att +skill)
|
3
|
4
|
diff
|
-4
|
4
|
result
|
No and more
|
YES and more
|
Oh dear. Out of the Fight.
end of scene
And failed to find a clue.
Game ends.
Post scene
PC
|
1
|
fort successes
|
2
|
Emotional
|
Get better
|
Tired
|
Get better
|
Wounded
|
Get better
|
Sick
|
Get better
|
Insanity
|
Get better
|
Post Game
| ||
Successful end
|
N
|
<- change to Y or N
|
Deity appeared
|
N
|
<- change to Y or N
|
score
|
7
| |
result
|
10+
|
Cataclysmic disaster: All take a melee task Vs current darkness level
|
9
|
All characters take an insanity test
| |
8
|
Random character takes an insanity test
| |
7-
|
Story ends with no more adversity
|
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