[Contenders] Marlon Filchester Memorial, 1914.

Joe Murphy's picture

Jens Povlsen is a colleague of mine with a history of GMing fairly trad games in Denmark. He recently tried a game of Dirty Secrets with me and Per Fischer. This wasn't entirely satisfying, so I thought Contenders would be wroth a try. Our group was me, Jens and Joe Prince. We'd hoped to bring a complete newbie along, but couldn't get him in time.

As this is Joe's game, I thought I'd coordinate instead to show Joe what I understood of the system and how a non-him plays and describes the game. The only rules change was that characters started with 2 extra points of traits, to differentiate them from each other a little more. I don't really know if this made much of a difference, to be honest.

As usual, we first picked a setting. I suggested 70s Vegas was underused, but left the choice to Jens. He picked a boarding school, and we settled on Yorkshire, just before the Great War. The sort of school where boys became men, and subjects tended towards the practical - like pugilism. Lots of opportunities for school bullies, Tom Brown's Schooldays, the end of the Raj and stiff-upper lip Edwardians.

As usual, a great deal evolved in play. I wasn't sure what role my PC should take, and so played through that - Gerald was rootless, with family back in India. He tried being a bully at first, then a tuck-shop liberating vigilante, but a Connection scene inspired him to try boxing to take his mind off things. Thus, my character didn't begin as a boxer.

Jen's character, Peter was a bully through-and-through. His opening Work was running a protection racket. He hired a boy to beat up a rich new kid, then stepped in and took the new kid under his wing. (I thoroughly enjoyed playing the toff). Peter knew how to use his fists from the get-go.

And JoeP's character was Porker, a fat kid mostly outside the tribal structure of the school. Inspired, perhaps, by a Connection (a girl in a nearby school), his first scene was Training (running up and down stairs). His promotion scene was an uneasy, double-entendre laden conversation with the gym teacher, Mr Eddison. Who, naturally, was a sadist.

We had two fights. The first was a boxing class with a little dirty fighting. Porker had been bribed to fight by Mr Eddison (because we needed an explanation for the purse), almost for Eddison's pleasure. Ick. Peter won, but a later scene implied Porker had at least gained the respect of others.

Trying to impress his family during a rugby game, Peter failed his draw. Two supposedly bribed kids shoved him to the ground, sneering "that was for Porker". The mechanics in Contenders are inarguable, but narration rights are still immensely powerful. And this was a cool example of a Connection scene without any conversation with the connection.

The second fight was between a newly-motivated Gerald and Porker. It started as a friendly, but Gerald took a couple of hits and resorted to street style - kicking the shins of the other kid. Porker didn't win every round, but JoeP won every narration, so instead of the usual to-and-fro, we had a single narrator.

Some other color elements were fun. Cash became Chocolate in play (and favors and cribbing homework). My characters connection took the form of letters and telegrams. We didn't spend much time describing the school or classes, but the isolation of the location was interesting. And the cliques and gangs were thoroughly unappealing.

Joe.

Questions, questions

Malcolm Craig's picture

Interesting stuff right there. What inspired the decision to add two more points right at the start of play? Was it purely to differentiate the characters? And how was it spent? Did people just throw it into hope and cash from the get go, or were there more subtle placements?

I like the idea of an Edwardian boys school as the background, it's certainly a setting that had never crossed my mind, but now that it's been mentioned, sounds full of promise. When you say that the cliques and gangs were thoroughly unappealing, do you mean that they were unappealing in a way that enriched the setting or unappealing in the sense that it was something about the game that left a bad taste in your mouth, a negative point in what seems to be a pretty good game?

I look forward to hearing Other Joes comments as well.

Cheers
Malc

Contested Ground Studios

Hey there

JoE PrincE's picture

It was Joe M's idea to add the extra points at the start of play. The idea was to give a brader contrast between characters. Because we're such good roleplayers I don't think anyone put them straight into Hope/Cash! I gave Porker Hope 2, Pain 2, Rep 3, Cash 1. Jens ramped up Peter's Pain I seem to remember. I don't think it made a massive difference to how the game played.

The cliques and gangs were most certainly unappealing in a way that enriched the setting, bullying, jockying for social standing, close enough to our own school days to be icky I think! We commented several times on the prison vibe the game generated.

The boarding school was a setting I'd have never come up with, but it worked very well. An inspired choice from Jens.

+++
JoE
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Prince of Darkness Games
Rock N' Role-Play....

Excellent

Malcolm Craig's picture

Thanks for the further info. Did the game actually reach the end point at all? If so, what were the outcomes and epilogues like?

Cheers
Malc

Contested Ground Studios

Hey, Malcolm. We didn't run

Joe Murphy's picture

Hey, Malcolm.

We didn't run through epilogues. I hadn't gotten to grips with my character, so I didn't have a sense of what would happen next. We also didn't reach particularly high Reps. And our various Hopes and Pains were more or less equal. So there was nothing to latch on to there.

Which was fine.