Monday 16 September 2024

Where is Desk 17’s office?

As part of session zero for Other London: Desk 17, I get the players to create Desk 17 itself. I’ve created a worksheet where the players answer simple questions (Where is Desk 17’s office? What’s weird about it? And so on.), choose their support team and select a couple of stunts.

And it crossed my mind that I could give players a menu of options for the location of Desk 17’s offices.

Ideas for where you might find Desk 17

Inside Marble Arch. This has form, as three small rooms were genuinely used by the police from 1851 to 1968.

The London Necropolis Railway station on Westminster Bridge Road. We are using this in our current game.

Mappin Terraces in Regent’s Park Zoo. Constructed in 1913-14, the hollow spaces inside were once used for the aquarium – but are they now Desk 17 offices?

Tony Hisgett from Birmingham, UK, CC BY 2.0 <https://creativecommons.org/licenses/by/2.0>, via Wikimedia Commons

Above Mornington Crescent tube station. Mornington Crescent has pedigree – it not only houses the secret entrance to Charlie Stross’ Laundry but also the Peculiar Crimes Unit (from Christopher Fowler’s Bryant and May series) is located in offices above the station (until they are destroyed in a bomb blast).

In Centre Point. Converted to residential flats, much of the tower is now empty (led to its being called one of London's "ghost towers")

In the BT Tower. In the old revolving restaurant, perhaps?

No Swan So Fine, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons

50 Berkley Square is supposed to be the most haunted house in London. Desk 17 would fit right in.

The Kingsway telephone exchange, hidden in tunnels deep below Chancery Lane tube station.

Or some less salubrious ideas (particularly when you’re channelling Slow Horses):

  • Below a Soho massage parlour
  • Above a chicken shop
  • Behind a candy store
  • On a barge in Surrey Quays.

Monday 9 September 2024

Scenes in RPGs

I started roleplaying in the 1980s, went into a deep freeze in the late 1990s and didn’t come out until about a decade ago. “Scenes” were one of the new things indie games brought to TTRPGs, and I still find them tricky.

It doesn’t help that many RPGs don’t explain scenes properly. It seems like “scene” has become a specific piece of TTRPG terminology that is subtly different from its usual meaning. And everyone assumes that everyone knows what is meant when they talk about “scenes”.

As a result, it can be a bit of a muddle. This is my attempt to unravel that puzzle.

Dictionary definition

According to Google, there are two meanings to scene:

  • The place where an incident in real life or fiction occurs or occurred.
  • A sequence of continuous action in a play, film, opera, or book.

The first definition is straightforward, but when you start thinking about the play/film/opera/book definition, it gets a bit trickier.

Back when I helped out with the local pantomime, everyone knew what scenes were. Scene one was the big opening scene. Scene two took place in front of the “greys”, the grey curtains pulled across the stage that hid the backstage crew changing the scenery. When scene two ended, the greys opened to reveal scene three. And so on. A two-hour pantomime might have no more than nine or ten scenes.

In movies, scenes are often shorter. So rescuing Princess Leia in Star Wars becomes many scenes: the room where Luke persuades Han to rescue her, the turbolift, the detention centre, Princess Leia’s cell, and so on. Again, these are all location-based as they are different sets.

But in a roleplaying game?

Well, they vary. Some use scenes, some don’t. Some use scenes in a specific way, some use the term but don’t really define them.

Trad and other games

Broadly, in RPGs, trad games don’t use scenes. They might mention them, but they’re using them in the sense of the first dictionary definition: they’re a place or location.

So in Traveller, Call of Cthulhu, Liminal, D&D, Runequest, ALIEN, and the like, scene doesn’t have a particular meaning.

Scene-based games

Some games build scenes into their mechanics. Many of these are GM-less, and the term ‘scene’ is used when a player controls what’s happening.

(I’m sure many other games use scenes. These are the ones I am familiar with.)

GMless games

Games without a GM often use scenes as a way for each player’s character to have spotlight time. Other PCs may be in those scenes, but everyone at the table knows who the spotlight is on during the scene.

Fiasco: Each character gets four scenes where they are in the spotlight. Fiasco confuses things because players can decide whether to “establish” their scene (set it up – who is there, what’s going on) or “resolve” the scene (decide on its outcome – the other players establish the scene). Much as I enjoy Fiasco, I find this fairly counterintuitive in play – particularly when a player chooses to resolve.

Follow and Kingdom: Ben Robbins uses scenes in his games to “… shine a spotlight on your character to see what they think and do…” In both games, the player decides who is in the scene, where it takes place, and what’s going on. Then, you play to find out what happens.

Unfortunately, these games don’t clearly state the one piece of advice that I find makes a scene really sing: to know what your character wants from the scene. (They may not get it, of course.)

GM-ed games

Hillfolk and Good Society both use scenes.

Hillfolk has a strict player turn order. When it’s your turn, you create a scene involving your character. You establish it as with other games (where, when, who and so on) – and if it’s a dramatic scene, you decide on the emotional reward you want from another character.

(Hillfolk also has other types of scenes, but dramatic scenes are the main ones.)

Good Society uses scenes for roleplaying, but fails to explain clearly what they are or how to manage them. As a result, scenes felt directionless and saggy and dragged on too long.  I talked about this when I played Good Society.

Most Trusted Advisors uses “scene” liberally throughout the text, but it doesn’t explain what they are. However, from my experience of running Most Trusted Advisors, I think it would benefit from more rigorous scene discipline.

Tips for scenes

So for these types of games, these are the questions that whoever is establishing the scene needs to consider:

  • Where is it?
  • When is it?
  • Who is present?
  • What is going on?
  • What do I want?

And for me, the last point is the most important in helping to keep scenes punchy. If you know what you want going into a scene, it’s much clearer when the scene is over. (And I find it helps to tell the other players what you have in mind, so they can react accordingly.)

Games that get muddled

Some games use scenes liberally in their text (e.g. Blades in the Dark and Monster of the Week), but they don’t have much of a mechanical effect, so the fact that they’ve not defined what a scene is doesn’t matter too much.

Unfortunately, the same isn’t true for other games.

Fate Core defines a scene as “A scene is a unit of game time lasting anywhere from a few minutes to a half hour or more, during which the players try to achieve a goal or otherwise accomplish something significant in a scenario.”

Scenes are important in Fate mainly because a character’s stress boxes clear after each scene. But what is a scene? That’s left to the GM, and isn’t always clear, despite the advice above. I don’t know if rescuing Princess Leia from the Death Star is one or many scenes in Fate. Is rescuing the princess enough of a goal? Or can you break it down into smaller scenes? (Such as blagging our way into the detention centre, escaping from the detention centre, and getting back to the Falcon) As far as recovering stress goes, this difference could be critical. (I might do it either way, depending on the tone of the game.)

Lady Blackbird allows characters to refresh their dice pools by having a “refreshment scene” with another character. Lady Blackbird doesn’t explicitly say what these are but suggests that they’re quiet moments with other PCs. (I really like these as a way to encourage roleplaying between characters – it’s such a lovely design.)

Going back to Star Wars, Leia’s moment with Luke aboard the Millennium Falcon just after Ben Kenobi’s death is the sort of thing I imagine when I think of a refreshment scene. (And Luke has clearly refreshed his dice pool as he mans the Falcon’s gun turret and blasts away at the incoming TIE fighters.)

And it’s not just me

And it’s not just me! This recent post on substack and this thread on RPGnet suggests others are thinking about this as well. I had already earmarked this as something I wanted to reflect on after playing and running Good Society and Most Trusted Advisors earlier in the year. These posts have, however, prompted me to finish this post.

Monday 2 September 2024

The Dormant Accounts

I was listening to Writing the Universe (BBC Sounds) and Robin Ince was talking with John Lloyd about The Restaurant at the End of the Universe. They played a clip from The Hitchhiker’s Guide to the Galaxy which talked about depositing 1p in your own time and using compound interest over billions of years to pay for your meal at Milliways. And that made me think that if that was the case, there would be bank accounts here and there, slowly accumulating interest.

And then I wondered what that would look like if you stumbled on some of those accounts today. Then I wondered what sort of story you might generate from that, which is when I decided to turn it into an Other London idea.

As I didn’t have the answers, I decided on a faction. (I have no idea if or how this will ever make it into a game, but it’s a fun idea to noodle around with.)

Trent & Rochester & Associates

Concept: Legal firm managing the estates of the dead

Trouble: A troublesome heir who wants what’s rightfully theirs

Goal: Maintain the accounts until their owners return

Trent & Rochester & Associates (“the firm”) is a small firm of lawyers specialising in managing the investment accounts of those “no longer around” (a euphemism) to manage them. The accounts themselves are held in banks and other financial institutions. The firm merely manages them. The firm does not disclose how many “clients” it has, but charges handsomely for its services.

At least one account has been managed by the firm since it was founded in 1766. The firm has reportedly managed many others for over 100 years. These are not ordinary accounts.

Trent & Rochester was founded in 1766 by Thaddeus Trent and John Rochester after they graduated from Cambridge. They set up business in London, providing discreet financial services to specialist clients. In 1812, shortly before Mr Trent died at sea, the firm changed its name to Trent & Rochester & Associates. Rochester welcomed a new associate, Thomas Taylor, shortly after.

Since then, the firm has only ever had two partners. Currently, these are Timothy Thwaite and James Rochester (no relation).

Mr James Rochester (no relation): Wealthy aristocratic lawyer, partner in Trent & Rochester & Associates, skilled bureaumancer, recluse

Awesome (+4) at: Probate law, investment law

Skilled (+2) at: General law, bureaumancy, knowledge of Other London factions, wine, 

Bad (-2) at: sports, youth culture

Stress: O O

Rochester went to Harrow and studied at Cambridge. He spent ten years working in the City for a variety of investment bankers and law firms, where he was a promising high flyer. However, in an unexpected move, Rochester joined Trent & Rochester & Associates. Since joining the firm, he has become a recluse and no longer sees his family or old friends.

The inheritor

Seraphina Black is an art student studying at West College London. She has learned that her great-grandfather, Peregrine Black, was extremely wealthy and that his assets should have been hers – but instead, they are held by Trent & Rochester & Associates.

Unknown to Seraphina, Peregrine was one of the original members of the Golden Dawn. Peregrine was a Seer and predicted the rise of modern technology. His account includes detailed instructions for investing his wealth - for example, his last instruction was to invest in "Googol" in 2005.

Seraphina Black: Streetwise art student, I’m older than I look, I grew up in Tower Hamlets – of course I’m carrying a knife, I may have latent Seer powers inherited from my great-grandfather

Skilled (+2) at: Art, London street culture, surviving and scavenging, scrapping 

Bad (-2) at: Following rules, listening to my parents

Stress: O

Questions

  • Who owns the accounts?
  • How many accounts are there?
  • Will they return? If so, when?
  • Why do they need so much money?

Information, rumours and lies

  • The firm only ever has two partners, and its “associates” are little more than fake identities for Trent and Rochester (unliving immortals who take different names over the centuries)
  • Clients include vampire lords, angels, sleeping fae, or King Arthur
  • Isambard Kingdom Brunel had an account with the firm
  • The firm steals money from “dormant” bank accounts – there are no clients
  • The firm is struggling with anti-laundering laws and needs computer specialists to help with modern accounts
  • Some old accounts have been recently closed

Location: One Canada Square, Canary Wharf

Enemies: Modern banking laws, HMRC, The Order of the Gilded Reflection

Allies: The City of London, Lord Slyke, Lord Boston, The King of the Tangled Wood