I’m sharing this interview with creator Paul Matijevic on Friendly Neighborhood Gamer not only because it’s a good interview but because there might be a few reading this who didn’t catch the Kickstarter and might want to get hold of a copy. I’m assuming (me and my buddy ASS) that it’ll be available as a PDF at some point through DriveThruRPG and whatnot.
To my various players: I will be planning on running this at some point. The angst of school coupled with the angst of Old Ones is beyond tempting.
This is the write-up for the third playtesting session for the Dresden Files Accelerated Edition. All the players were present for this one and I think much fun was had by all.
The scenario is designed to be deliberately open-ended — it can be played as a stand-alone adventure or can be hooked into a larger campaign if the group decides to carry on beyond the playtesting requirements; either way, one more session should resolve the primary Euphorium plotline (who’s making and selling it, how, why, for what benefit/group/purpose, etc.).
As it stands, I’m fairly sure we’re going to need to split the UK and US contingents because scheduling is a pure bitch with a total time-zone difference of 7 hours and players with weird and wonderful work schedules. That’s life beyond the time-rich college-age, I guess. We’ll figure it out.
I kicked around the idea of starting a whole nother blog for tabletop stuff, but was convinced by various people (and my own instincts) to just keep things all together here. Those who prefer one type of post over another can simply pick and choose, and I don’t need to muck about with a whole new identity thing in a whole new corner of the intertubes. I like this particular corner.
Anyway, here’s session three. Yes, there was finally some combat!
The character pictures have been cribbed off the internet and all credit where credit might be due — my players found them, sue them if you must.
DFAE Playtest – Session 3
Cieran Muldoon, Wyldfae Undertaker to the supes of Seattle Korbin Stevens, Chaotic Good wizard and research professional Jeremiah Tooms, Small-Time Mortal Street Criminal Sasha Travis, Streetwise EMT (and were-Crow)
Euphorium for the masses
Session 3 begins where Session 2 left off.
Korbin and Linda and the Loony in the Library
We cut back to Korbin Stevens, whose absence from the previous scenes is explained in a short flashback.
While at the Lois Lanes he receives a call from Linda Phyllis, the ever-helpful librarian from the Restricted Occult collection in the social sciences/anthropology wing of the U-Dub library. She claims to have found a volume she thinks Korbin would find very useful in his research – and to anyone but Korbin, it’s obvious Linda has a thing for Korbin and is (mostly) trying to find an excuse to see him again. Korbin, however, is blissfully oblivious – but he does head up to the library.
Linda has just offered Korbin a cup of coffee in the librarians’ break-room when one of the handful of students working in that part of the library begins to act out violently, ripping up the book he was reading before hurling it away from him and starting on another. The librarians and other students are shocked, of course, but Korbin has a feeling this might be another Euphorium event. The other librarian (not Linda) tries to call the security desk downstairs, but the phone makes an ominous crackling FZZZZT noise and produces a puff of smoke before going dead. Looking innocent, Korbin moves away a few feet, but the [wizard’s hex] damage is done.
The student carries on hurling books in random directions. A couple of the students flee. One decides to capture the meltdown on his phone for immediate upload to YouTube. One crouches down under a desk. And the last student, a blond-haired girl, merely sits where she was, gazing at the ape-shit student as though she’s watching a particularly pleasant romantic comedy. When the ape-shit student hurls a book at her, yelling unprintable imprecations, she merely shifts aside to avoid it but doesn’t otherwise react.
As this is going on, Korbin [clearly begging the GM to have something horrible happen to him one of these days] decides to use the Sight on the violent student. [DFAE has mechanics for this. Korbin fails the roll, but decides to apply some stress to it and manages to nudge it up into a success.] [The GM now knows to ask for additional stress bonuses to be applied BEFORE the roll, so that she doesn’t have to describe the same Sight event twice in two different ways.]
What he sees is confusing, but that’s the Sight for ya. Where the angry student’s head should be, Korbin instead sees a hole, like a tear in the fabric of reality, and through that hole he sees a field of tall, purple, poppy-like flowers under a dark violet starless sky. Instead of the flower-head, however, these plants have a large eye which weeps a deep purple-black sap. The plants appear to be being scythed down (literally) in sheaves, and as they fall, they scream. Korbin is fairly sure he’s seeing into a section of the Nevernever.
He closes his Sight and ponders his options for a moment, then decides that the safest course of action for everyone would be to knock the violent student out.
One excellent roll and a sleep spell later, the student collapses in a heap mid-swear word and begins to snore. Korbin knows he only has a few minutes until sunset, at which point the spell will likely unravel. He tells the other students the kid has clearly been working too hard and must have had some kind of breakdown, then hauls said kid into a surprisingly well-practiced fireman’s carry and dumps him on the couch in the librarians’ break-room.
He barely has time to wake the kid up and offer him some strong coffee before security shows up, in the form of a huffing middle-aged officer who thought the last place anything strenuous would ever happen would be a University library.
When questioned, the kid reveals he has no memory of becoming violent. He does hope he didn’t hurt anyone, and then admits he’s been taking ‘smart drugs’ to do better and stay awake. Maybe those are having unfortunate side-effects? Korbin is relatively sure the young man is telling the truth as he knows it.
Long story short, Linda dresses the kid down as only a librarian can but tells the security officer that the matter need go no further provided the student pays for any damaged books.
Korbin decides he’d better try to join up with his friends and let them know what just happened. His research date appointment with Linda will have to wait. [The research is relevant to Korbin’s backstory and trouble, not to the current scenario.] On his way out of the library, he notes the young blond woman is no longer there.
Discussion, Theory, Analysis
He joins the other PCs at Muldoon & Sons, and as they are discussing the evening’s rather packed events, Jeremiah (having woken up) attracts their attention to a news story he just caught on his phone, which states that a young blond woman was found dead at the U-Dub library a few hours ago. Her picture matches that of the woman Korbin saw in the library (the one who was presumably on Euphorium).
Impelled by Sasha, who is extremely unhappy at the rising body count, the PCs decide that the Euphorium needs to be examined in more detail and reach out to their contacts:
Sasha hands a vial over to a (mortal, not in-the-know) lab tech acquaintance of hers (“Bob”), not expecting much but figuring it can’t hurt. The tech reports back that the vial contains water, a little alcohol, something unknown, and something else unknown that is a lot like blood but not really – perhaps something synthetic? Maybe it’s True Blood, heh heh. And can he have another vial to examine because this stuff is super interesting and he’s never seen anything like it before? Wisely, Sasha refuses.
Cieran hands a vial over to the person he routinely uses to inspect… unorthodox… substances. [A forensic scientist working in ____ who also happens to be a changeling (based on the ‘Bones’ tropes). The GM makes recurring-NPC notes for both squints.] Said squint’s report is not much more helpful: water, alcohol, something unknown but probably from the Nevernever, and something else unknown that is but isn’t quite blood. Cieran immediately deduces [correctly] that this last element is likely White Court vampire blood – though this is not scientifically confirmed as yet.
Korbin, meanwhile, does his own examination of the Euphorium. Rather than trying to analyse its composition, however, he decides to try to trace the vial’s origin. [For playtesting purposes, this is run as a particular kind of ritual whose main purpose is to move the action forward to a new scene or location.] Korbin succeeds with style [we got a lot of those during the session, though sadly none were from the GM], and with a few hours of concentration and a series of increasingly large-scale maps manages to track the vial down to an abandoned industrial complex on the outskirts of town.
Jeremiah, not blessed with ‘squint’ friends, takes the day to catch up on some sleep.
A few other things happen during that day. When she comes off duty from her fire station Sasha is very unsubtly told by a couple of cops to back off the Euphorium business; she recognizes one as one of the off-duty policemen at the Hot Lips, and clearly he recognized her too. She gives them as much attitude as she dares, but is left angry and a little shaken. Cieran spots – and easily shakes, thanks to his Pathfinder stunt – some goons watching his place of business, presumably sent by Rhonda McLaine to make sure he, too, keeps his nose out of White Court affairs.
Jeremiah, meanwhile, receives an aggrieved and whiny phonecall from Devlin, demanding his phone back. Amused, Jeremiah agrees.
That evening the PCs meet up at the Lanes to compare notes before piling into Korbin’s ageing (but difficult to hex) Saab and heading for the nastier part of town. Having grown up ‘on the streets’, Sasha has heard of the area and can tell the others that it has a bad reputation. Even most desperate among the homeless tend to avoid it, for no reason anyone can directly point to. It’s just got a bad aura.
From Lanes to Planes
They park near the complex, which turns out to be some aerospace-related facility that is now closed down and unused. Jeremiah goes on ahead to scout the area and try to narrow down what building they might be looking for, based on Korbin’s pointed “sort of that way” instructions. His Sneak roll is so good that he entirely avoids the two armed guards, locates a likely-looking building, and leads the other PCs to it without tripping any alarms.
The building in question seems to be an administrative and warehouse building, with offices at the end where the PCs came in. Following Korbin’s magical tracking sense, they venture carefully into the back of the building, passing some recent signs of use as they go (new candy bar wrappers, discarded fast food bags and soda cans, etc.). The PCs all have a vaguely uneasy feeling, except for Cieran who apparently is not fazed in the slightest [and appears to be sliding closer and closer to Winter, as subsequent events will show].
After a few tense but uneventful moments of exploration, Jeremiah (in the lead) spots a key-pad locked and alarmed door with a camera mounted above it. He stops the group and examines the setup, which seems to be one of those cheap systems the user can link to their smartphone. The PCs ask Korbin whether he can hex stuff on purpose, or does it only happen when he doesn’t want it to, and after a successful roll Korbin proves that it’s the former; the light on top of the camera winks out and the keypad turns off.
The PCs stop to sense the air around them. Korbin, occupied by his tracking spell, senses nothing in particular. Jeremiah hears several people on the other side of the door, as does Sasha, and Cieran gets a feeling of thin-ness from somewhere up ahead that usually signals a weak spot between the real world and the Nevernever.
[Around this point the GM asks the players to confirm what weapons they brought with them. Sasha has her First Aid kit and nothing else. Korbin has his magic. Cieran has brought his silver Fae-made sword, a slim blade which looks perfectly capable of murder. And Jeremiah (who does have access to a gun but chose not to bring one) proudly brandishes his favourite weapon: a pool ball in a long white tube sock.
[And here, in a nutshell, we have the difference between Cieran – ages-old scion of Faerie nobility and (so it is rumoured) possessed of dragonsblood, however reduced his current circumstances may be – and Jeremiah, a barely out of his teens scion of the streets and unknown (but probably unsavoury) parents. This is probably also where the PCs suddenly gelled as a group of PCs, staring at each other in a darkened corridor and trying to laugh quietly enough to avoid alerting the guards. Great moment.]
[Also at this point, Sasha’s player had to leave but agreed to allow the remaining players to semi-play her, provided nobody threw her into gaping pits of lava or otherwise got the character killed.]
Jeremiah, in fine Stealthy fettle this evening, does another amazing roll and manages to crack open the door and peer inside without attracting anyone’s attention. He sees what the GM describes as an industrial kitchen and the players immediately describe as a meth lab (not far off the mark, as it turns out). The large room also contains a TV, currently showing a football game that’s being watched by two armed guards and a better-dressed, sharper-looking guard who is probably their boss. Beyond them, working at prep tables covered in distillation and cooking equipment, Jeremiah spots three odd-looking figures: two look like short, wizened children, and one looks like a shrunken, angry Danny de Vito. “Oh,” says Jeremiah’s player [completely accurately, as it happens], “He looks just like a goblin!” He also sees some commercial-sized fridges, some cabinets and lockers, a stack of plastic tubs and wicker trugs, and a second door.
Here’s a screenshot of the Roll20 map I sketched out with my amazing freehand drawing talents (as it stands at the end of the session). Names were added for a modicum of clarity. It’s not van Gogh but it was certainly more than enough for the game. Click for larger version.
Finally! A Fight!
Some planning ensues. A diversion is needed. The guards must be separated, ideally drawn out, and then disabled so that the PCs can examine this meth lab more closely. (Sasha’s previously-stated plan was to try to disrupt the production of Euphorium by eliminating or adulterating one of the unknown ingredients, if they could be found. Presumably this kitchen is where said ingredients must be.)
Jeremiah and Korbin make their way down the corridor, into a warehouse and loading area, and to the far side of the second door leading to the kitchen. Cieran and Sasha (veiled by Cieran) wait near the kitchen door. Then, subtle as ever, Jeremiah bangs loudly on the door and prepares to kosh whoever comes through it.
For such a simple, one might say not overly intelligent plan (considering the guards are armed with Uzis and the PCs have one sword and a pool-ball-in-a-sock [and Korbin’s magic, of course]), it succeeds brilliantly. The PCs continue to roll like the heroes they are while the GM remains apparently unable to roll higher than zero. One guard pokes his upper body through the door and in a swift one-two, Jeremiah koshes him (aiming for the head but hitting the shoulder) while Korbin reprises his earlier sleep spell and knocks him out cold. Jeremiah and Korbin then hit the deck in order to avoid a handful of shots fired by the guard boss. Jeremiah grabs the first guard’s Uzi, deciding that a gun might not be such a bad thing to have after all.
Meanwhile, the second guard comes out the other door into the hallway where Cieran and Sasha are waiting. Cieran lunges at him and does so well he is able to skewer the guard through the forearm and make him drop his weapon. Sasha nips in and kicks the Uzi down the corridor, then changes her mind and runs to pick it up.
Jeremiah decides it’s time to get in the kitchen. He ducks, dives and rolls his way into the prep and cooking area. The two wizened child-like creatures are moving away in alarm, heading towards the back wall of the room, but the Danny de Vito-like goblin is ignoring the commotion and carrying on with his distillation. He seems quite intent.
Korbin, for his part, reckons it’s time to take out the guard boss. He crafts a masterful illusion of a grenade which he lobs over the half-wall that separates the kitchen area from the guard area, aiming at the place where the guard boss seems to have taken cover. He succeeds so well (against a terrible roll from the target) that the guard boss believes he’s hit and passes out.
At the same time, Cieran rips his blade out of the second guard’s arm and plunges it back in, this time directly through the heart. It’s a quick death. Barely pausing, Cieran enters the room and notes that the ‘grenade’ apparently didn’t do any damage whatsoever, although the guard boss is out cold on the floor next to the TV. He’s about to tie up that loose end for good when Sasha grabs his arm and stops him. Cieran shrugs and moves on.
Jeremiah, now in the middle of the prep area, stands up, brandishes the first guard’s Uzi, and yells “Freeze, suckas!”
The wizened child-like creatures ignore him. They are staring intently at the back wall of the room, which begins to shimmer as though through heat haze. The de Vito-like goblin has finally backed away from his cooking, but instead of joining his underlings by the slowly coalescing portal, he heads towards the commercial fridges.
Cieran notes with satisfaction that his hunch was right: the two sous-chefs are undoubtedly opening a portal to the Nevernever. He strides across the room to examine the stack of tubs and trugs. In the latter he sees the remains of plant stalks. In the former, he sees piles of what look like eyeballs sitting in a dark purple, sap-like liquid.
The session had to end there, because it was getting rather late for the poor UK players. Thus endeth the third of the minimum number of play sessions we needed to get done for the playtest.
With the need to get at least 3 sessions in before November 20th and my DERPing out on the rules being in my inbox, we’re trying to pack the sessions in a little more snugly than I would usually do. So here’s the write-up of session 2.
Two players were absent at least part of the session, but the low-level, low-action, roll-lite pace I’m setting to keep my players sane (since they’re new to Fate and/or the Dresden Files) means it’s pretty easy for characters to come and go. It’s working. And as an aside, I’m really liking the Virtual Tabletop (in this case Roll20) experience. Sure, it’s not direct face-time tabletop, but it actually does work. More on that some other time. (In other words, probably never. My regular readers know what that means by now…)
DFAE Playtest – Session 2
Cieran Muldoon, Wyldfae Undertaker to the supes of Seattle (present for 2nd half of session) Jeremiah Tooms, Small-Time Mortal Street Criminal Sasha Travis, Streetwise EMT (and were-Crow)
Euphorium for the masses
We left our doughy doughty adventurers having just purchased a vial of Euphorium from Devlin MacNamara, the not overly bright trust-fund kid. Session 2 starts where session 1 left off.
Cieran gets a call from work and has to leave [the player was going to be late]. Similarly, Korbin is drawn away to deal with something off-camera. [We may play this as a flashback at some point because Korbin’s A WARDEN IS WATCHING ME trouble could use a little in-play definition and hate-building (if that’s what happens).]
Left to their own devices, Jeremiah and Sasha ponder what to do with this vial of swirly purple stuff. Jeremiah is about to chug it when he realizes (with Sasha’s help) that a) he doesn’t know what it’ll do to him, b) he might not want to bogart the only sample they have, c) it could kill him, it’s killed other people, d) it’s a pretty safe bet it’s got some supernatural mojo in it, and if it doesn’t then it’s got some pretty advanced chemical effects in it, which comes to the same not-good-news-thing (see c) and e) Korbin and Cieran might not be too happy, and they can both probably break him like a twig if he makes them mad enough.
What they can do, however, is try to climb up the dealer ladder to Devlin’s supplier and so on up. Sasha is keen to do this because she is concerned at the number of people Eurphorium could be killing (directly via the ‘embolisms’ and indirectly via the anger and violence it seems to cause). Jeremiah suggests stealing Devlin’s cellphone and trying to figure out which one of his contacts might be the supplier. After all, says Jeremiah, “He’s a dumb-ass trust-fund rich kid and he doesn’t strike me as overly bright. For all we know the supplier is in there as Joe Schmoe Euphorium Supplier!”
[Because I had portrayed Devlin as exactly what Jeremiah assessed him to be, I went with this being a compel of Devlin’s NOT OVERLY BRIGHT aspect and Jeremiah handed over a FP for Devlin.]
The pair thus decide to steal Devlin’s cellphone. However, since Jeremiah just lifted Devlin’s wallet not one half hour ago, J can’t exactly walk back up to him and try it on a second time – even someone as NOT OVERLY BRIGHT as Devlin would be suspicious.
Sasha decides to create a diversion while Jeremiah sneaks around to approach Devlin from behind. The diversion consists of Sasha loudly and vociferously playing pinball – this is mostly designed to attract the attention the Heckel & Jeckel and the bouncer twins, but as it turns out her Distraction Via Pinball roll is epic and ends up attracting most of the patrons in the Lanes. (As a side result, Sasha racks up the new high score for that machine and the player notes on her sheet that she seems to be quite competitive when it comes to games.)
Jeremiah successfully makes his unobtrusive way over to where Devlin was sitting, only to see that Sasha’s distraction is *so* good Devlin has left his seat to watch the game… and has left his cellphone lying unguarded on the table. Jeremiah grabs it. He ponders grabbing other stuff, only to realise it would be a little too obvious who the thief was, considering recent events.
Phone acquired, he ambles over to the bar, nonchalantly buys a drink (with his own money!) [It seems Jeremiah is a perpetual “I forgot my wallet” kind of guy], then signals Sasha that he’s got the goods. Sasha finishes her game and joins him outside.
Aware that Devlin is likely to figure out pretty quickly what might have happened to his phone, the pair leave the Lanes and head to a nearby coffee shop to examine the phone. As expected, one of the first entries was: Angel R – E sup.
Jeremiah decides to tap his contacts to see if he can find out where Angel might be found. He’s heard the name before, connected to a mid-level drug dealer in town, but that’s about all. The cover story agreed-upon by Jeremiah and Sasha is that they’re trying to get in on the Euphorium trade – which, given Jeremiah’s mantle, is not a bad idea. Cut to the PCs meeting up with one of his contacts on an outdoor basketball court.
It’s Jeremiah’s turn to roll epically and said contact, Ebenezer Duckworth (who clearly must hate his parents) [and which explains why the GM will never ask the players to name an NPC ever again], crumbles under the onslaught of a success with style. He not only tells the PCs exactly where Angel can be found that evening, but also calls Angel ahead of time to vouch for them.
So Jeremiah and Sasha make their way to the Hot Lips, a strip joint on the seedier side of town. It’s still early in the evening so there are few patrons, but those include several off-duty cops (bought and paid for, the PCs wonder? [Seattle has DIRTY COPS…]), a handful of average joes, and a flashily-dressed Hispanic man with a brace of muscle guys who can only be Angel.
[At this point Cieran’s player joins the session.] Cieran, meanwhile, has dealt with his work emergency. He’s also received a phonecall from one Rhonda McLaine, manager of the Hot Lips strip club, asking him to meet with her at the club. [Shocking coincidence!] Having taken care of a few problems and loose ends (i.e. corpses) for the White Court Vampires (WCVs) in town, he knows the Hot Lips is a WCV enterprise, belonging specifically to Portia Vermeer (aka Portia Starr, local ex-exotic dancer and porn idol), the daughter of Geoffrey Vermeer (head of the WCV in Seattle). One-on-one meets are not uncommon when dealing with not-entirely-legal business, so he agrees.
Jeremiah and Sasha have joined Angel at a table, with the muscle moving to a nearby table and paying close physical (if not mental) attention. Angel, primed by Ebenezer, is urbane and almost friendly. Almost. As he is asking what they’d like to drink, Cieran comes in and walks past their table on his way to the back of the club (where the offices are).
Jeremiah, with his DID I SAY THAT OUT LOUD? flaw, is unable to repress a “Fuck me, what are you doing here Cieran?!” Angel notes this and looks suspicious, but the moment is smoothed over. Nonetheless, the muscle are now watching Jeremiah, Sasha and Cieran. The tension goes down quite a bit when Cieran is allowed into the rear part of the club (the door is guarded by a bouncer).
Angel, Jeremiah and Sasha make medium-talk based on their cover story (How did you hear about me? What do you want? How much can you actually sell? You do know I’m a dangerous drug dealer and can have your arms ripped off if you annoy me… etc.). Some rolls are made and passed.
Meanwhile, Cieran meets with Rhonda McLaine in her office. She gets straight to business – she knows what Cieran is, he knows what she is (a mortal working for the White Court), there’s no dancing around. Given their long and successful business relationship, she says, she would like to emphasise that the Euphorium project is a White Court thing and that other parties (namely Cieran and any ancillary Fae) should kindly keep their noses out of it.
[A little heavy-handedly, the GM points out that Cieran’s involvement in ‘the Euphorium thing’ is only 48 hours old and that all he did was ask around discreetly among his contacts.]
Cieran, not best pleased internally, smiles charmingly as Rhonda (or at least his glamoured face does) and assures her that he’ll take her request under advisement.
Knowing her limits (or not caring?), Rhonda nods and dismisses him from her attention, returning to her ledgers.
[It should be noted at this point that a number of Cieran’s customers in town have been known to refer to him as “The Cleaning Lady” – which does NOT sit well with Cieran. It’s looking as though Rhonda might be one of those people.]
Cieran leaves the office. As he does, he notices a neat pile of smallish cardboard boxes at the other end of the currently-empty hall and decides to investigate. When he sees that each box is sealed with biohazard tape, he decides to simply grab one, throw a quick veil over it and calmly walk out with it in his hand.
This is accomplished. Business concluded, Cieran leaves the club.
Meanwhile, Sasha and Jeremiah have concluded their negotiations with Angel, who has a few requirements for prospective dealers – one of them being quotas, and of course payment up front for the ‘product’. He expects them to move 200 units a week, but as their first week will be a trial period, he decides to let them have 40 units (by ‘have’ he means ‘buy’) and see how well they do.
As nonchalantly as they can, the PCs explain that they didn’t come armed with that much cash. This does not score any points with Angel, but he agrees to give them until the club closes to come back.
Somewhat panicked, Jeremiah and Sasha leave the club and explain their quandary to Cieran, who is waiting outside. Cieran, to whom four grand doesn’t mean much, simply nods and says he’ll be back (he’s Fae, he’s got a lucrative business, and he has the MONEY MEANS NOTHING TO ME (UNLESS IT’S GOLD) aspect). (There’s a fun moment when he un-veils the box he’s holding and says “Is this what you were trying to acquire?”).
Having figured out that making a deal with Angel only to fail to show up/pay up might not be the wisest course of action, the PCs get their money, which they hand over to the bartender at the Hot Lips just before closing time. (Angel is long gone, but the bartender knows what they’re there for.) In return, they get a box just like the one Cieran ‘acquired’.
The 3 PCs repair to Cieran’s funeral home (“Muldoon & Sons”) to check out the boxes. As expected, each box contains 40 vials of Euphorium, neatly packed in foam slots.
As Jeremiah nods off in his armchair, the other two discuss theories and next steps. Sasha is adamant that this drug enterprise needs to be stopped if at all possible and that finding out more about how it’s made, what it contains, what it does and whether there’s some kind of ‘antidote’ is absolutely essential. Cieran doesn’t really care one way or another (it only seems to be affecting mortals), but he sees that it’s important to Sasha and decides that makes it somewhat important to him too.
He remembers that one of his contacts told him a high muckety-muck White Court Vampire was in town to visit Geoffrey Vermeer (the local WCV head), and suddenly wonders whether this whole drug thing might not be one huge all-you-can-eat emotional buffet laid on in the muckety-muck’s honour. [Note: White Court vamps feed off emotions rather than blood, which would be much too crass for them. Not to mention that it goes right to the hips.]
In any case, given the fact that the Hot Lips is clearly one of the distribution centers for the Euphorium, it seems a fair bet that the White Court is involved somehow, whatever their motives may be.
First off, the Interface Zero kickstarter. If the name means nothing to you, this KS might not be for you. Me, I knew immediately and I am throwing some money at them because tabletop frenzy. And because cyberpunk. And because I like Kickstarter. Click the pic for the KS project page.
I had this discussion with several different groups over the last few weeks, namely how I love Kickstarter and how they either don’t like it or don’t trust it. I get that, and I’ve heard some of the horror stories. I’ll just say that for myself, I don’t view it as ‘I’m buying a stake in an enterprise/company, so I should get to share in the profits’ (as some people I was talking with have said). I view it as providing undemanding patronage to someone whose work I feel deserves support. And I use the word patronage advisedly. (Yes, I support several Patron endeavours too.)
Every successful Kickstarter I’ve ever supported (all dozen or so of them) has provided me with a product, or will shortly provide me with a product, or might someday provide me with a product but I don’t really mind whether it ever does or not.
Wait, what? Ysharros has so much money she can afford to just throw it away on projects that might never come to fruition?
Not quite. I’m not rolling in cash by any means, but neither am I living at the poverty line. I have enough that I can donate some to charity… and can use some to support projects where a) I believe in the author/entity, b) I believe in the product, c) I believe the endeavour deserves support in the form of some cash, whether or not it ever comes to fruition, or d) all of the above.
I’m careful about what I back and I don’t see Kickstarter as my cheap-games and game-related-products grocery store. That’s why I don’t get mad if there are delays — shit happens. The reason people (ok, ethical and honest people) do Kickstarters is because they have a cool idea and can’t quite afford to fund it themselves. The reason I support those Kickstarters is because I agree that their project is a cool idea and I am happy to lend a hand to support the net volume of ART and CREATIVE ENDEAVOUR available in the universe.
So yes, I Kickstarter for philosophical, not economic reasons. And I’m perfectly happy with that. YMMV.
Next up, a completely not game-related personal planner. I pledged last year and I’ll be pledging to this new effort too because I approve. Do I follow everything Ms. Trinidad tells me to do? No, but I’d probably be better-organised and a lot less anxious if I did. Will I try to do better? For sure. And I get to help someone else get one as I get one? Awesome! Quote:
Why another Kickstarter?
I started this company wanting to give the world a tool that I wish existed when I was feeling lost.
From day one, we have offered the PDF for anyone to use for free; we launched our Pay-it-Forward program, a program that allows people pay a planner forward to a stranger in need at half the cost; and we’ve given thousands of Passion Planners to 84 non-profits all around the country.
But we want to do more.
Now, on our two year anniversary, Passion Planner is taking one of our biggest steps forward. Today, through Kickstarter, we are becoming a Get-1-Give-1 Company.
Every time you purchase a Passion Planner we are going to give one to someone in need. When you invest in yourself, you will also be investing in the dreams of someone else.
Even for someone as resistant to organisation as I am these little planners are awesome, so I thought I’d put this out there for fellow stationery addicts or organised wannabes. Apparently we are legion.
If only I had read this post by Fred Hicks before I wrote this one a couple of days ago (and if only I weren’t so behind on my blog reading). I could just have linked it then, as I’m doing now, and said “Go read this. This is why I find Fate & variants exciting and playable and useful.”
It doesn’t deal with the same question and may even be apples v. oranges v. pears, but in the context of the discussion that ensued on my G+ post link, it does hopefully answer some questions regarding what Fate (and FAE) are and what they’re designed to do, and where that differs from what other systems are designed to do.