I'll do the same as I did before for this, as its also quite long. The intial section on rules changes prior to the game is in a separate thread elsewhere.
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Character Creation:
It was my turn creating a character this week and I was a bit unsure what direction to go in; should I try and create/use one of the example characters from the draft game, or go for a new one. In the end, I sort of went for a third option – attempt to recreate a character from a different game that would actually fit into Fallen.
The character in question is Isabelle Montgomery, my Victorian big game hunter from the Company of Crimson LRP. The Fallen version isn’t exactly the same as the Company one; they’re more cousins ;)
So, once again we started with a period and an idea and worked backwards to the Fall. Issy fell because of her fascination with exploration, discovery and adventure. The setting would be Pulp Victorian Africa (late 19th Century, but not specifying too much). She was found in the bush by tribesmen, alone and confused, in her mid-teens. They took her to the local white missionaries (brother and spinster sister), who adopted her and raised her as a foundling. She lived with them for many years, but was always sneaking off to be with the tribe because their life was far more exciting. When her adopted parents died of malaria, the tribe took her in.
In terms of Ties, I decided on Loyalty (to those she regards as friends and family) and Africa. In terms of Talents, we discussed this a bit and came up with a Unique Talent called “Spirit of Africa” (not completely happy with that name, but it will do for now). This gives her a real feel for the land and the creatures in it, quite literally; she knows before the weather changes, when something bad is coming, above and beyond the normal awareness. In terms of normal talents, we went with Lie of the Land (tribal hunting, tracking and survival skills suitable for the bush; importantly no guns) and Accomplished Young Lady (reading, writing, singing, piano, embroidery; a reflection of her tutelage by the missionaries). At the beginning of the game, she’d be in her early twenties.
…
Rich asked for twenty minutes to come up with a few ideas for the game. We’d already discussed that I was going to bring Issy into the game that morning so he had some ideas, but she’d developed into a somewhat different beast to the one from the Company and he wanted time to rethink. He could see two potential pathways the game could take, so he jotted down a few guiding sentences for himself and sketched a few NFCs. This is what he wrote down:
Scenes:
Awakening – Shamanic ritual.
Scene 1 – Visitors. Explorers retracing steps of previous expedition.
Explorer: Victor Talbot, expedition leader. Brass:14, Explorer. Has maps, notes and an article on what was discovered previously (crystal skull, in the British Museum, discovered in the lost city of Kalukima in 1857 by Thomas Leslie; and he wonders why we tease him constantly about an Indiana Jones obsession).
Scene 2a – Return to the past – old missionary house.
Scene 3a – Camp: Explorers off to find city
Scene 4a – Stampede?
Scene 5a – Jungle perils. Dinosaurs in the jungles?
Scene 6a – The city: traps, perils, crystal skull. Can take the skull or just touching will give starlight.
Alternative path:
Scene 2b – Journey to Britain across Africa
Scene 3b – The sea voyage. Pick pockets, pirates
Scene 4b – London
Scene 5b – The museum
…
Awakening:
Rich asked me what I wanted from the Awakening. I mentioned that some sort of coming of age ritual might spark it (yes, we watch too much Bruce Parry). This was narrated from a very traditional viewpoint, with Rich talking me through what was happening and asking for my reactions. This wasn’t exactly how I’d envisioned Awakenings working, but as Rich was in charge, I went with it. It mostly matched what I would have done (comes of nearly eleven years of marriage, I suspect), but it did feel a little passive.
We talked about this afterwards and it became clear this needed clarification in the written game – the GM (if there is one) and the other players are there to ask questions as the focus character describes what happened, to flesh out the background and give everyone a sense of what is important to the player’s view of their game. That concept was in my head, but not on the paper and that’s exactly why games need to be run by other people.
Issy had her coming of age ritual (a rather mundane affair where she ate some roots from the tree that had been there as long as the tribe, completely non-hallucinogenic, but interestingly had a star painted on her forehead by the tribal shaman as her totem). Having brought some shards of mirror from her previous home (the missionaries house, shut up after they died), she had her Awakening when she saw the star on her forehead. She saw her fall and scatter, but couldn’t see where the bits landed. Then everything went black in the mirror and she went back to partying.
Again, we were going to diverge from the game as written as there was only the two of us and go straight from the Awakening to the game proper. However, the initiation ritual would be a good place to move on to someone else.
The Game:
Scene 1: Visitors.
The morning after the ritual, a time when the tribe would normally be sleeping it off, there was a great buzz of excitement as a large party of white men and native bearers were setting up camp on the edge of the jungle where the tribe lived. Being a friendly and curious tribe, not entirely unused to white people, everyone went to have a look. The visitors were somewhat surprised to see a white woman in Victorian clothing in amongst the tribes-people.
Being able to speak both languages, Issy was asked by the Chief to translate for him and Mr Victor Talbot (the expedition leader) invited the Chief and Issy over for a cup of tea. Bless him, he wasn’t very specific in his request because the whole tribe came over, singing hymns as they came because they knew from experience with the missionaries that singing these odd songs made white people happy.
In the course of conversation, Talbot showed Issy and the Chief what they’d been up to – they’d been to the lost city of Kalukima to see what was left of the fabulous treasures described by Thomas Leslie on his 1857 expedition. He even showed Issy a crumpled newspaper article containing a daguerreotype of Mr Leslie standing next to a crystal skull. Issy could see the paper glowing and knew that it contained her essence. This was a bit confusing to her at first, seeing as she could count only six or so years since she was found, but after the initial shock it dawned on her that it didn’t really matter.
She got a good look at the expedition maps and could feel the route to the lost city (Spirit of Africa success, with the help of Brass). Rich did some lovely descriptive work of how the Talent was working, here and throughout the game.
(On the topic of how people were treating Issy, we came to the agreement that the white explorers were treating her oddly, as you would expect, a white woman living native in the jungle. The tribe’s people were also treating her differently, but in a more “you’re all grown up now” sort of way. Solitude hasn’t done much up to this point, so I suggested that the more you have, the more oddly people treat you as your mopiness starts to bleed into your everyday behaviour.)
Issy had a choice now – go to London and the British Museum and try to obtain the skull there, or walk back in time to get it. In terms of character, the thought of London petrified her. It also presented her with a moral problem; she’d been “raised” by missionaries and considered stealing a great sin, so going to the British Museum for the skull could result in theft, especially as she had no idea how to get the starlight out of the skull (again, we were bringing in the Loyalty Tie as a character trait – she was being loyal to the beliefs of the people who took her in). After a chat with the shaman, who obviously knew what she was, she decided to walk her own path back in time and try to get to the lost city before Leslie and his expedition.
*Issy also talked to the expedition’s hunter, Charlie. He was reading a manual on African animals, but more on that later…
Points taken from this: rerolling tied rolls might get tedious; Rich rolled four in a row at one point. Maybe it needs to err on the side of the player – a tie becomes a minor success. It needs thinking about.


And the rest of it
Submitted by Lynne H on Sun, 18/01/2009 - 16:58.
Scene 2 – Slipping Between the Cracks
Knowing she needed somewhere forgotten, Issy headed back to her former home at the missionary station. It was all boarded up (what hadn’t been rogued away by her and the tribe) and the air of loss and neglect was palpable. Making her way to the room that she’d slept in, Issy stood and concentrated, searching for the light that was her essence (Between the Cracks, with Brass). Rich narrated this in a very Time Machine type way, which worked beautifully; the mission station was taken down around her and the jungle grew back until she felt she was in the right time and stepped out into the past.
Issy felt it would be best to avoid her tribe if she could; after all, it might be a bit awkward when she returned to her own time. She nearly got discovered after a screwed up Lie of the Land roll, but she managed to get away with it.
She got another fright when she realised that the Leslie expedition was not that far behind her on the trail. Now if there’d been other players, Issy would have wandered into the camp to interact with them so that the other players would have had roles to take (and Rich also mentioned that he would have given the tribe’s people in the previous brief encounter to players as well). But, seeing as there was just the two of us, she decided to double her efforts to get there first, which also nearly led her to a sticky demise.
Technically here we go to scene 5a
Scene 5a – Jungle Perils
What’s a Pulp Victorian jungle adventure without dinosaurs? Exactly.
Rich asked me to roll my Spirit of Africa (and we decided that if a GM asks/forces a roll of a Talent, the player doesn’t have to spend Hope to activate it but can still spend Brass). Issy got a really bad feeling about this, because the whole jungle was silent. Something big was out there hunting, something that Africa recognised but she didn’t. So she sat tight in her little bivouac and thankfully whatever it was wandered past (although she could hear it as it moved near by). Somewhat nervous, Issy used Spirit of Africa to make sure the damn thing had gone before she crept out to examine the large, bird-like tracks it had left behind.
(Coincidentally, one of the best LRP experiences we had was at a League of Crimson event, set in 1920s darkest Africa with an elderly Issy along for the ride. The dinosaur effects on the Saturday evening were fantastic, all achieved by sound and shadows as we quaked inside our tent. The fake blood that splattered up the front of the tent after one chap rather foolishly announced “just off for a slash!” was a wonderfully sticky highlight, as was the ref under the table doing the old Jurassic park table-wobbling thing in time with the footsteps.)
Scene 6a – The City
Being very, very careful, Issy made her way to the lost city and scrambled carefully down into the mile-wide crater it was hidden in. Even with an extra dice, I failed a Spirit roll and walked round a corner into the line of sight of another big lizard (player knows raptor not T Rex, character doesn’t really care; its big and was eating something but is now heading for her instead; Rich was going to give the dinos to players to control, had there been anyone else playing).
It’s amazing how critical successes know when you need them, because that’s what I got on a rather panicked Shadow’s Veil roll, disappearing at high speed through a wall into darkness accompanied by the satisfying sound of the dino smacking its face into said wall somewhere behind me. But fate is fickle and Issy completely failed to strike a spark in the velvet blackness of the building she was now in and was reduced to fumbling around, feeling her way along the walls (failed Lie of the Land, successful Song of Ice).
To cut a long story short, she found the skull and just touching it drained the Starlight back into her, catapulting her consciousness out in the heavens and then into blackness. Back came all her Hope and Brass and she was alone in the city again. (I’d spent 5 Hope and 8 Brass by the time I got to the skull; possibly I was being a little cautious with the Brass but I was interested to see how well two dice worked on their own)
Not fancying her chances against the big lizards, she used Shadow’s Veil to “feel” her way out of where she thought their range was. Problem with that was that when she got there, she couldn’t use Between the Cracks in that location because it was too well known and used by her tribe.
So off she went, back into the range of the dinos, definitely an abandoned region (at least she knew now why no-one really hunted these areas or went to the city; they had more sense). Rich narrated that it was much more difficult for her to pinpoint the right time on her way back because the place had no meaning for Issy, unlike the missionaries’ house (that and the fact she kept feeling dinos walking past her; he can be properly evil, my husband).
On her return to the village, the tribe greeted her happily (it wasn’t unknown for people to wander off for a bit after their coming of age ceremony), but something was distracting her. One of the young hunters has a book, the book Charlie was reading, and it was whispering to Issy. Wandering over, she flicked through the pages to find a poorly rendered sketch of a creature with a glowing horn…
(So, yes, next time we’re after Mokele Mbembe, be it dinosaur, rhino or unicorn. Apparently Rich has nearly a whole campaign mapped out for me already!)
All in all, a fairly traditional game, but very good fun. It was odd playing my own game and I was potentially more passive than I should have been, but I didn’t want to trample all over Rich’s vision of what was going on. It must have been fairly odd for him running it too.
--x Lynne x--
Lynne wrote: So, once again
Submitted by Matt on Sat, 24/01/2009 - 23:44.
So, once again we started with a period and an idea and worked backwards to the Fall
So, this has happened more than once? Is it worth formalising into the game text as a useful tool for getting people started and avoiding any "I can be anything, what should I be?" issues.
-Matt
Realms Publishing
In black and white
Submitted by Lynne H on Sun, 25/01/2009 - 11:08.
Yes, after it happened in the first play test I wrote it into the rules.
Once we'd identified an interesting period and a potential theme, it did make it much easier to work out a Fall that tied in to the character concept. I don't doubt that there will be times when you know what you want your Fall to be and can fit the rest of the character with that, but it never hurts to have alternatives.
--x Lynne x--
Constraints can be liberating
Submitted by Gregor Hutton on Tue, 17/02/2009 - 13:18.
Actually, I think constraints can be liberating, and help players focus on what they need to do to get a character for play.
If you think about games that offer "templates" (or "clans", "tribes", etc.) that i s really what they are doing. Now, while I don't think there need be "clans" of Fallen, it might be good to have a list of reasons, and the player is to pick one. Within the constraint of that "reason" the creativity of the player is better focused.
(Actually, thinking about it, this is perhaps also relevant for Ordinary Angels by Andy too. When playtesting that we "hooked" on to which stat we had maxed out, but we also had our articles of Faith. I know we hummed and hawed about some of them, perhaps a list of choices might work? Anyway, I digress!)
The good news is that I am near a printer, I have the latest PDF and I'll be at a con this weekend, which always helps me ring-fence off "gaming" time.