Friday, November 8, 2024

In which we revolt!

 May entry into the 11/24 Blog Carnival: Haves and Have Nots.

Revolution as a Game of Power: Running Revolts Through Faction Intrigue

In TTRPGs, revolution often means upheaval, chaos, and the rearrangement of power structures. Yet, there's no need to think of revolutions as purely mass-based uprisings. Drawing inspiration from settings like 700 Lordly Houses, I take a different approach: presenting revolution as a complex dance of factional influences, rivalries, and the tactical moves of a few skilled operators—namely, the players.

Revolution as a Network of Influences

Revolution can be seen as a struggle not only of the “Have Nots” rising against the “Haves” but also of competing factions jockeying for control, influence, and survival. This is a more localized, faction-oriented perspective, where individual agents—be they nobles, spies, or mercenaries—can have a significant impact. By focusing on factions rather than masses, players can engage with revolution on a scale that can be both digestible and intensely personal.

Why Small Groups Matter

In a faction-driven game, the actions of small groups are the levers that push change. This doesn’t mean the players alone can start or end a revolution; rather, they influence pivotal figures and factions whose decisions ripple through the fabric of society. For example, one lord’s choice to back a rebellion might turn the tide or fracture alliances. A revolutionary movement may rely on noble houses, secret guilds, or even criminal syndicates, each with their own interests and methods. As the players work with (or against) these factions, they impact the revolution in a way that feels organic and impactful.

Running a Revolution in Faction Turns

Using faction turns, as outlined by Of Cats and Books, is an ideal way to track the progress and status of various revolutionary factions. In these turns, factions make their moves: recruiting allies, making power plays, spreading influence, or crushing dissent. When players act, they influence a faction's standing or affect another faction’s plans directly, giving them real agency in the revolution.

Faction turns can unfold on a time scale that best fits your table, creating a timeline that charts the revolution’s growth or collapse. The players’ actions determine how their allies fare, who gains or loses influence or resources, and where the tipping points might occur.

Influence over Mass Action: The Key to Revolutions

When thinking of a revolution as a series of factional maneuvers, a single band of heroes isn’t responsible for winning or losing. Instead, they are agents of influence. Consider a few ways players can affect a revolution without leading a mass uprising:

  • Targeted Sway: Players can sway key NPCs within factions, negotiating or persuading them to join, remain neutral, or withdraw from the revolutionary movement. Instead of fighting in the trenches, players maneuver behind the scenes, manipulating those with direct control over the masses or at least small clusters of them.

  • Strategic Strikes: Just as in Blades in the Dark, where individual actions impact larger factional standings, players can conduct missions against specific targets. This could mean sabotaging supply lines, assassinating a tyrant’s right-hand agent, or liberating a charismatic revolutionary imprisoned by the ruling class.

  • Moral Manipulation: Revolutions often pivot on ideology. Players could spread misinformation, inspire loyalty, or discredit rivals to shift public perception and morale. This is where Night’s Black Agents-style investigative and manipulative gameplay shines, as players engage in the war for hearts and minds rather than swords and shields. The Vampyramid is your friend!

  • Personal Alliances and Betrayals: In a world like 700 Lordly Houses, allegiances are delicate. If players help a faction rise in the revolution, they’re setting the stage for power grabs and betrayals down the line. The revolution becomes less about one side winning or losing and more about who gains what in the aftermath.

Examples of Faction-Driven Scenarios

  1. Betrayal at the Banquet: The players receive intelligence that a noble who sits on the fence between the ruling power and the revolutionaries is attending a private banquet. If they can sway or sabotage this noble’s allegiances, they could pull an entire family or network into the revolutionary cause or away from it. Success or failure here shifts the balance of power within the revolution. I might suggest Festivities if you need ideas.

  2. The Assassination of a War Architect: A brutal general is leading oppressive measures that have kept the revolution contained. Removing this figure could change the tide. The players are tasked with planning and executing a subtle assassination, knowing that every faction involved will have its own reaction.

  3. The Smuggling Chain: Factions often rely on supply lines and resources to operate. The players are hired by a faction to secure a route for smuggling arms or block a rival’s trade routes. In this scenario, players become the nerve center of factional warfare, making tactical decisions that impact the success of larger movements.

Conclusion: Agency and Balance

By presenting revolution as a series of factional skirmishes, rivalries, and negotiations, the process becomes something dynamic and immersive rather than a grandiose mass movement. This also preserves the tension and challenge for the players, as they never have total control but remain essential to shaping key events. In this approach, players are neither the entire revolution nor just passive witnesses—they are influencers, tacticians, and decision-makers. This style keeps revolutions interactive and allows for a balance of political intrigue, tactical moves, and high-stakes choices, providing a unique and layered game experience.

 EDit 11/20 to add:  Let's Talk Clocks is another helpful tip ... and Red Hand of Doom provides good insight on how to run those massive war campaigns by playing the party.

Note:  Chat-GPT assisted with the compilation of this post.



Tuesday, November 5, 2024

In Which Strahd Must Die!

 Last Halloween I ran Death House for my party and some guests, including offspring.  Went VERY well.  I enjoyed it.  The party enjoyed it.  The kids enjoyed it.  So to continue the theme, THIS season I'm gonna run Strahd as a one-shot.  There is a SLEW of info out there to assist and I don't like ANY of it.  But I do like a little of ALL of it.  So I'm taking all of what I found and throwing it into my candy bowl, mixing it up and coming up with a fun, playable one night timed adventure.  I'm writing this BEFORE the session because I have the opportunity to.  I'll add the recap in the morning.

So what are my sources?  Let's start with The Count, The Castle and The Curse.  Trims the size of the facility.  Provides a good map.  And some interesting mechanics.  Stress level is AWSOME.  The escalating encounters seem like a good idea.  Time will tell.  The ticking real-time clock is perfect.  Not a fan of the "escape" goal, the start up nor the encroaching vampirism mechanic.  Trinkets might work out too.  We'll see.

Back in the Before Times Tim Bannock wrote some great notes for Strahd as a One-Shot.His goal posts are good.  His Ireena story is solid and playable.  His tomb descriptions are spot on.  And his resource citations are as well.  

Playing Curse of Strahd as a One Shot via James Introcaso’s Worldbuilder.  Step 3 and Step 4 are good, although I'm skipping the placement of an ally.

James Haeck’s articles at D&D Beyond: Strahd Must Die Tonight! and Strahd Must Die Again (And Again And Again)  These are both quite helpful, including the info on how party size and level.

Sly Flourish touched on it both in a video and in writing.  His approach includes an interesting "game" for the life of Ireena.  

Also using the three-step Strahd from Reddit

11/5 - Remember, remember!  It's been a week.  A week of Halloween, scary movies, football and session prep.  But I promised session notes so here we go.  

The party comprised Dakora (Wizard 9), Serynah (Sorceress 6), Thorn (Bard 6), Kaj (Paladin 6) and Rudolph van Richeten (Ranger 9.)

We started with the reading of the Tarroka during the carriage ride.  Unfortunately all three artifacts were to be located in the catacombs.  Strahd delivered his speech at the gate and the party entered the castle, suitably cautious and dare I say frightened.  Stone gargoyle's accompanied by REAL ones in the foyer kept them cautious and alert.  Down to the mess hall, through the larder (sighting a black cat which put them off their feed for a bit,) and into the cauldron room to which they assigned great weight.  Sarynah took the pointy hat.  It WAS Halloween after all.

Back to the larder.  Then down to the torture chamber.  Much caution in the flooded rooms.  And an encounter with Strahd.  He displayed his power, setting the stage for how bad the final battle would be without the artifacts.  Jail cell examined but the gargoyle at the end of the hallway was skipped.  Back up the trough the mess hall and into the organ room.  Another sighting/confrontation with Strahd.  Tension builds as the realization they're being toyed with sets in.

To the chapel.  Strahd watches from the balcony.  Party realizes they have only a little over an hour left and they pick up the pace, triggering encounters and missing clues.  Audience chamber.  The balcony. Up to the reception hall.  The study - which was, especially since van Richten was being played by a DM who'd run the entire campaign and was tickled with how the one-shot was bringing the legends together.  Serynah was finally recognized as Ireenah.  Sergei's story was shaping up.  Strahd was now more than just the BBG.  He'd "done things" that were brought home to the party.  The defaced paintings.  The hanged woman.  The aging child was discovered and presented quite a conundrum as the party was becoming quite flustered and pressed for time.  

They realized they needed to go down so I cut out the Hall of Heroes and allowed them to find the long spiral staircase down to the crypt.  Wanted to run the 30+ catacombs but instead went with a small eight tomb offering.  They found the three artifacts with two minutes to go and dashed to the chapel (which is where they'd been told they'd find Strahd.  BEST decision they'd made was to approach from the balcony.

(Note: they kept wanting to go back to the cauldron room and I meta'd them out of it.)

The two spell-casters stayed up whil the other three went down the stairs to face Strahd.  Battle took over an hour.  Lots of close rolls.  Very good use of feats and spells.  Well-timed healing.  Using the three-part Strahd I was changing him every 1/4 of his HP: physical changes and varied attacks.  My only regret was when he wnet into his final quarter I  opted for him to retreat to his casket (with his three wives.)  I changed him into a bat and he damned near made it until Serynah cast Web and he failed his ST.  My error in not allowing him to auto-save.  He then changed into a wolf but was unable to flee before the Paladin sued the Sun Sword to deal the final blow.  

"How do you want to do this?"  

"As I stab the blade into his heart I think of Sergie and whisper .... 'Good morning.'"

Thought it would take 4 hours.  Took 5.  And everyone left happy.  Will DEFINITELY run it again next year.  Stricter.

Questions?