I didn’t mean to run a Liminal mini-campaign. My original plan was to run Prodigal Son and The Haunting, to a) try running someone else’s adventure, and b) to try my hand at Liminal.
But the players were
enjoying their characters and had questions about their backstories and I
didn’t want to run more one-shots without exploring that. I also wanted to draw
it all to a close (because I don’t like extended campaigns).
So this is what I did. (Click here if you’d like to see the Trello board we used. I’ve moved some of the GM-facing bits over that the players didn’t see—I originally had them on a separate board and only copied them over when I needed to.)
Loose ends
We had a fair number
of loose ends after Prodigal Son and The Haunting. These
included:
- What was Charles Gardner up to?
- What was Ariadne doing with the knife?
- Where was Mark Northcott?
- What was going to happen with Sir Tatton Northcott’s library?
And that’s not
including the questions in the character backstories:
- Who were Ygraine’s parents?
- What had Naomi’s mentor done? And where was he?
- Who had destroyed Stephen’s pack in the Lake District?
Focussing on the
characters
So rather than give
the characters cases to solve, I created problems for the characters to deal
with while I worked out a narrative that linked their backgrounds together.
Here’s what I decided:
- Naomi: Naomi’s mentor (Dr Belnap) was secretly a member of the Shrivelled Rose (mentioned in passing on Liminal p.210), seeking their own twisted vision of human perfection.
- Ygraine: Ygraine’s parents were a high-ranking politician’s wife and a Fae of Queen of Hyde Park’s Court. However, her mother had actually been taken by the Winter King and was trapped in his realm.
- Stephen: Stephen’s pack had been killed by Dr Belnap (assisted by Charles Gardner and a crazy vampire called Suzy Shrike) and then experimented on as part of the Shrivelled Rose’s plans.
- Aaron: The vampire that set Aaron on his dark journey and into the Liminal world was Suzy Shrike (Charles Gardner’s associate).
Problems problems
Some of the problems the players faced:
- The ambitious vampire Ariadne (from Prodigal Son) approached Stephen with information about the murder of his pack. In exchange, Ariadne wanted Stephen to show her how the knife of Lethe works…
- Sir Tatton Northcott left his library (and a peculiar cabinet) to Naomi in his will. However, the Council of Merlin approached Naomi and suggested that it would be good for her if she gave them the library instead. But the players don’t trust the council…
- Having experienced two ghost realms (in Prodigal Son and The Haunting), the Crew decide to hide the library in another ghost realm in Leeds. They find a potential realm near the City Varieties music hall, but how to get into it?
- Becoming trapped in a ghost realm at Hardknott Fort and rescuing innocent bystanders from the winged horrors hidden within. (I wrote this up as an encounter here.)
My preparation for each session was to create a list of events and moments that I thought might happen, or that I might introduce to complicate things. I tracked these using a checklist in Trello (on my GM board), which I found worked really well. (At the end of each session I asked the players what they might want to follow up on, which gave me something to plan.)
At the end of one
session the players asked if I knew what they would do. I told them I had no
idea—but that I had created a situation (populated with people, things and
events), and then I simply reacted to their actions. While I had an overall
direction in mind for the things I knew they were interested in, I had no sense
what they would do from scene to scene.
Colourful
characters and unpleasant artefacts
I created numerous
NPCs for the PCs to interact with. These included:
- Holly Greenwood—Fae owner of a crystal shop opposite City Varieties in the centre of Leeds.
- Tiberius—an immortal Roman legionary (“I don’t know why I’m so old; I just haven’t died yet.”) and living in the Lake District.
- Karen White—fearless reporter on the trail of our heroes.
- Jurgen Heim—dark wizard, er I mean evil wizard of the Shrivelled Rose.
- Ethel Beardsley—the nun with a gun.
- Hannah Smith—PhD student who took a shine to one of our heroes.
- Suzy Shrike—the crazy vampire who sleeps in a coffin of dirt.
- Dr Cartilage—Edinburgh’s ineffectual Council of Merlin representative.
- Creepy kids—in the fae world (these had no stats or anything—just a photo of the Midwich Cuckoos and the description “creepy kids” on their Trello card).
- A lazy, video-game-playing and junk-food eating (and ensorcelled) fae lord.
Not all of my NPCs
entered play, but that’s okay as I’m sure they will appear in another game one
day.
I’ve been creating
weird and unpleasant artefacts for Tales of Terror for years, so it was inevitable that some would find their way
into Liminal.
Gideon Stem’s cabinet of homunculiThe card for the creepy tooth egg - A ghost bottle (created just for the game)
- Dr John Dee’s skull signet ring
- An egg made of human teeth, with a heartbeat. (This was a fae court, magically imprisoned by the Shrivelled Rose. Maybe I should write a Tale of Terror about that.)
I did these with
cards on the Trello board, with a description and a photo. The players had
access to the Trello, and they also added details or photos, which was great.
The players seemed
to enjoy running around the “real” world. We used Google Maps when scouting
locations, including City Varieties in Leeds, Hardknott Roman Fort, Holyrood
Park in Edinburgh. That’s one of the things I
like about a modern-day game—the detail is limitless.
Wrapping it up
The mini-campaign
ended up in a fae domain that the Shrivelled Rose had corrupted. The main
access was in the garage of an industrial unit, which the Crew sneaked into
(excellent usage of the False Face glamour trait—Liminal’s
version of Polyjuice potion).
The domain itself I modelled on Cragside, the National Trust property in Rothwell. The house was occupied by the fae lord of the realm (a lazy chap corrupted by the dark wizards from the Shrivelled Rose), while the stable block contained the laboratories—and a nursery away in the woods.
Final encounters
With their base in
the fae realm exposed by the Crew, the Shrivelled Rose decided to make a hasty retreat. The Crew released the fae lord from his
ensorcellment, freed his court from their tooth-egg prison, and stopped the
Shrivelled Rose from escaping.
We satisfyingly
conclude most of the character arcs:
- Stephen avenged the death of his pack by killing both Dr Belnap and Charles Gardner.
- Naomi cleared her name with the Council of Merlin by exposing her mentor’s crimes.
- Aaron faced Suzy Shrike and is accepted into P Division.
And Ygraine? Ygraine
learned that her mother was one of the Winter King’s brides,
and set off in search of answers…
About Liminal
As for Liminal
itself, I never found myself completely comfortable
with the rules and too often I wished that I was using Fate Accelerated
instead. Often I made something up whenever we hit a grey area, and we seemed
to hit those regularly. It’s not that Liminal is complicated, but
it is just complex enough that we spent more
time consulting the rules than I prefer.
I still prefer a
looser ruleset that I can handwave, and when it came
to creating winged horrors that attacked the PCs in a ghost realm at
Hardknott Fort, I ignored traits and abilities and simply decided on the
effects I wanted.
Liminal’s
core concept
There’s something
that bugs me about Liminal’s core concept though. In Liminal
the PCs investigate mysteries. The difference between Liminal and
other investigative roleplaying games is that the player characters are “liminals”,
someone between both the Hidden World and the real world. (Liminal’s core
concept is not explained until page 63 which describes what the PCs do in the
game.)
Liminal
comes with a good selection of character concepts (gutter mage, eldritch
scholar, changeling, and so on) and the four pregenerated characters described
above.
However.
All the pregens are
misfits, fitting neither in the ordinary nor the Hidden World. They all have
different reasons for that and they encapsulate the concept of being “liminal”.
But many of the character concepts feel like they’re all firmly part of the
Hidden World: Warden, Dhampir, Face, and Man in Black.
So what are the
differences between those in the Hidden World, those in the modern world and
the liminals in between? And should there be
consequences for going too far one way or the other?
Suggestions for Liminal’s
second edition
I know it’s early to
be thinking about a second edition, but these are the things I would like to
see in Liminal 2.0.
Core concept:
Put the core concept at the front of the book! Liminal is a
British urban fantasy rpg in which the players solve mysteries—this needs
to be one of the first things you read (and not on page 63). I would also like
to understand what the differences are between the modern world, the Hidden
World, and those in between.
Character
generation: Currently, Liminal character generation is mostly
mechanical: focus, skills, traits. I would like to see links and bonds between
the characters. Even the bare minimum of how
did you learn about the Hidden World? and how did you join the Crew?
would be a start. But I’d go further and include questions that bond the Crew
together.
Crews: Crews
are important in Liminal, and although we followed the process, we
struggled with our Crew’s goal and purpose. The process system should spit out
well-designed crews with compelling goals and purpose, so I think it needs
looking at. And maybe a section on downtime would be worth including.
Factions: I
would like to see each faction having goals and objectives (or maybe just
rumours of these) to give them direction and bring them into conflict with each
other. At the moment, they’re fairly static. How do they feel about the other
factions?
Layout: While
Liminal’s art is stupendous, the other elements of graphic design
aren’t as powerful. The font is a little small and the lines are too long—which
means it’s not easy to read (particularly for
someone like myself in their fifties). Either have a gap between paragraphs or a first-line indent, not both. And the tables on page 33 and 41 could be more
appealing. And I’ve mentioned stat blocks previously.
Skills and examples: More examples of things like social challenges (for example, intimidating and persuading) would help. We found that Lore was, without doubt, the most important skill—because it’s used both for casting magic and for general knowledge about the Hidden World, it gave the magic-using characters too much spotlight. Perhaps Lore needs splitting in two: Lore (knowing about the Hidden World) and Magic (using magic)?
A more thorough proofread:
I found quite a few typos and inconsistencies. Is it Melee or Melee Combat?
Hidden World or hidden world? Liminal could do with a more
thorough proofread.
Enough Liminal
for now
And that’s probably
it for Liminal from me for a while. It’s been a fun thirteen
sessions, but time to give something else a try.