Showing posts with label Into the Odd. Show all posts
Showing posts with label Into the Odd. Show all posts

Sunday, March 22, 2015

Into the Odd Islands

Shortly after my copy of Into the Odd arrived I was pleasantly surprised by the announcement of a pick-up game for the system over Google Hangout. I jumped at the chance and was joined by two others, one of whom had worked on the book and created some of my favorite illustrations--Kamil Wegrzynowiz. God I hope I spelled that right.

One of the many things I love about Into the Odd is that the setting is an idea, a feeling. It's not locked into a time or space, and although it's traditionally played with a tech level that varies between 17th and early 20th century, our GM for this game had pushed it farther into the 1930s. And with a more North American feel to the people and the architecture, which was also interesting.

Levels exist in Into the Odd, and I was allowed to use a character I'd used before, meaning that he was no longer a Novice but a Professional. Broke in terms of cash, Vargas is loaded in terms of weapons and Arcana.

Kamil played Quinn Parfait, a Novice who came equipped with a pick-ax and a set of manacles. I was never sure if he'd recently busted out of a chain gang, spent time as a slave, or was perhaps an underworld bounty-hunter. His Chilling Cloud Arcana caused us some problems, but I tell you what: his quick-thinking and pick-ax proved useful.

Ben played the lovely but modestly-dressed Eloise; also a Professional, armed to the teeth (machineguns!) and holding some Arcana herself. Eloise proved to be very charismatic and more than willing to use her mental and physical charms on the easily manipulated.


We had to pay a little extra to get the captain of a little boat to take us over to the Tavek Islands, because nobody wants to go there. The islands are way out in the Deep Country and known for lousy weather and marshy land. But the weather was decent when we arrived, and we were immediately greeted by an old, wheelchair-bound, shotgun-toting Elder with a posse of bodyguards.

While I questioned Elder Glenda about locations of interest on the islands, Eloise walked over to the bar, Stella's Bar and Boarding House. Her goal was to gather up some intern-hirelings to accompany us, but it was slim pickings. Eventually she made an impression on a young kid, who talked like he read too much fantasy or lived in a ren-faire.  His name was Billy, but she gave him a saber and that became his Adventuring Name: Saber! His voice reminded me of Amy Sedaris, which cracked me up.

In the meantime I'd discovered that the town had a sort of local deity, Marsh Man, and that there was a derelict ship we could investigate, as well as the mansion of what used to be the wealthiest family in town. That sounded promising from a cash-looting perspective, so off we went.


The Belgott Estate, mysterious figurine, skull with butler's cap.

The mansion had a very Gothic, haunted-house feeling to it that I greatly enjoyed. We liberated a locket with a picture of Stella (of Stella's Bar) and a bunch of fine china which we piled into a Bedroll TreasureSack(tm), quickly reducing value of said china. Then we came upon a filthy den of Lynxes which attacked us and nearly killed "Saber", so we had to kill them all which felt a little like killing cats. That bothered me some but didn't seem to bother Eloise at all as she gleefully machine-gunned down the whole cat-family.



We came upon a bedroom that was eerily clean and intact but when Saber walked in, the door tried to swing shut! Only Quinn thought to jam the door, which he did with his pick-ax. That might have saved Saber, as the room went nuts and it became apparent there was a poltergeist in there. However we weren't afraid of no ghost, and after it quieted down we got Saber and looted the room. That's when we found desiccated bodies in the closets, and the red butler cap that we convinced Saber to wear.

Additional weird loot included a small marble-grey stone sphere, baseball sized, which was clearly Arcana but we couldn't figure out, and a sketch-book journal full of disturbing drawings which had belonged to Sam Belgott.


The biggest problem we ran into was a statue that we found in a dry bathtub. Quinn deduced it was Arcana and tried to connect with it, but the entity inside it was very strong and very malicious. It took control of him and he immediately used his Chilling Cloud to encase Saber in ice. I used my Bone-Magnet to try to pull Quinn towards me and knock the statue out of his hand, but he resisted and I failed. Eloise saved us all by knocking Quinn to the ground and pulling the statue away from him. Into the treasure-sack it went. We used a torch to melt Saber out of his ice-shell.

Our return to town was bittersweet, for though we were able to sell some of our lootings for good cash and were promised Free Drinks Forever by Stella for giving her the locket we found, the townsfolk and parents of Billy were full-on angry at us for bringing him along and nearly getting him killed. Even though he was easily Most Improved Character and had discovered his own inner strength! I sweet-talked Elder Glenda and she agreed not to banish us from town, but they were staring daggers at us.


Felt a twinge of concern at selling the Malicious and Powerful statuette to merchants who will be taking it to Bastion, but a shilling is a shilling. 

*Future exploring companies can find us camped out at Stella's.*

Wednesday, January 7, 2015

Illustrated Ideas for the Arcana of INTO THE ODD

I was reminded of an old computer game called "Arcanum: Of Steamworks and Magick Obscura" after my first game of Into the Odd. Some research revealed that I still had the documentation, and dozens of Arcana ideas were found. Here are the first of many that provided inspiration, re-imagined for Into the Odd.

First, let us contemplate the Key Principles of Arcana:
1. They do new things.  
2. They encourage creative and risky use.
3. They aren't something you'd want to use all the time.

Turns out the Key Principles, like all Key Principles, aren't so easy to follow. I did my best but if you have suggestions for improvement, please let me know by Comment, Email, Private Message, Sky-Writing or Teletype.

One last thing, a reminder from The Rules Themselves:  "Characters that are open about the Arcana they carry will find themselves the target of collectors, thieves and con artists."  You have been warned.



Chapeau of Magnetic Inversion

The Chapeau combines a top hat and an electrical coil to create a strong magnetic field. Bullets, fragments, arrows and blades that are made of iron or steel are rerouted away from the wearer when it is activated. Care must be taken around magnetic items of the wearer and his party; horrific consequences may also occur if used near someone who has been tattooed with iron-based ink.

+1 Armor vs bullets, pellets, arrows, darts, fragmentation, blades.


Illus by Stephen Beat

The Aether Bombast combines technology and arcane forces to create a formidable weapon.  An intensely hot "bolt" of pressurized plasma is fired from a compression cylinder; it can be fired out to great distance, and very accurately. The effect on organic matter is horrific, and the damage it can do to synthetic materials is impressive. Rate of fire is very slow, maintenance on the device is virtually impossible, and it should be used with care on airships and water craft. It should never be fired in a submarine unless self-destruction is the goal.

Heavy Gun (two hands), d12 damage. Cannot move and fire. Flashbang effect on those not wearing eye protection when fired. Sets target alight, d6 damage for 1d3 rounds. Burns through most materials.



The Mechanized Arachnid is roughly the size of a dog when extended and active, but folds into a small compact shape for ease of transport.  It has "large extendible claws to aid in subduing any opponents" but it can also be used to carry small items (such as healing salves or timed explosives), recover small items that are out of reach, and map areas that are currently unreachable or too dangerous for one to map oneself.  The claws are extremely sharp and the Arachnid can get red-hot from the pressure of its miniature steam engine if left activated for too long, so care must be taken around animals and children. It vents steam, and while it is not a loud device, neither is it quiet.

STR: 12, HP 10, Fast, d6 damage. Can Scurry up steep inclines and through small holes. What the Arachnid sees, the owner can see IN THEIR MIND.



The Necromizer taps into dark powers beyond the edge of our understanding and combines that with galvanic technology to raise the very recently dead and compel them to fight mindlessly by your side. This is especially useful when you are the last one standing, but can be helpful if even one or two of your party has fallen in combat.

The Fighting Dead will mill around aimlessly for a few minutes after the fight is over, and that is when they must be dispatched with bullets to the head or machetes to the neck. Otherwise an odd light will appear in their eyes, they will assume disturbing facial dispositions that imply evil cunning, and they will try to maim you and kill you, in that order.

Dogs tend to bark at people carrying a Necromizer on them, milk tends to spoil around the Necromizer, and babies are sometimes born with very sharp teeth if the mother has been in contact with the device.

STR 10, HP 6, damage as per weapon or d4 strangling/clawing. Frightening to behold and vomit-inducing to EVERYONE (except the owner of the Necromizer) as they have invariably soiled themselves upon violent death and are likely to be trailing intestines or brain matter.



Monday, January 5, 2015

One Possible Bastion for Into the Odd

I want to keep +Noah Stevens concept for the City of Bastion percolating, as I thought it worked very well for the episode that I was in. 

We approached by airship and it turned out that Bastion was a multi-level metropolis who's smells and vapors extended far into the sky, and far below ground.



Yeah that's a fin up top. And it's not to scale either!


I made an arcology that looks like a Chilean torta!

This child-like drawing helped me keep track of where we were, roughly, when we played the game.

The Frothing Gates are disgusting from what I remember, composed of swirling, falling sewage.

The Sky District had the best air but the worst red tape; customs and tax officials, backed up by armed guards. Luckily, they are amenable to a nice bribe.

The Voracious Crab-Birds are a constant threat to travelers, despite their impressive plumage and inspiring wing-span.  Guns and rockets are your best bet against them, but if they get in close, you can knife them like it's lunchtime at County.

The Temple District is a life-saver if you're trying to ditch the law, and it's pretty fun, too. Many gods, many temples, pilgrims, hustlers, robe-stands and henna application specialists abound! Obviously, keep an eye on your money at all times.

Saturday, December 27, 2014

Into the Odd Twice, Labyrinth Lord Generates Worst Vacation Ever

Many have been the games played in the last couple of months; at least, many by my standards. My Dungeon Crawl Classics campaign at Games Plus in Mount Prospect, IL, restarted, only to be placed immediately back into hiatus for the holidays.  I finished with the customized D&D 4th Edition game held at Chicagoland Games in Chicago, IL.  The D&D 5th Edition game, customized for Clark Ashton Smith's world of Hyperborea, is still going strong.  I enjoy the setting and the system, and I get to play with my wife and good friends while drinking beer or cocktails. Like all of my In Real Life games, it is rated M for Mature.

To look at this requires Maturity.

It is over Google Hangouts where my gaming has increased a great deal. I've gotten very comfortable with the format; I will always prefer to meet in person for a game, but when that's impossible, Hangouts is the way to go. I prefer it when the GM uses a tool of some kind (such as Roll20 or Paint) to show graphics, handouts, or maps but it no longer detracts from my enjoyment overmuch if those tools aren't used.

I'm playing in two long-running campaigns over over the wire: Fantasy Flight's Star Wars and classic, Game Designer's Workshop Traveller. I've also had the chance to play a great DCC module, Prince Charming: Reanimator and for the first time played a (very enjoyable) session of Labyrinth Lord.

I loved that we started the LL game "on vacation", which I don't think has ever been a start for an adventure I've been in. One of the characters had to pound around in the bucolic summer heat wearing plate armor as we investigated clues, explored a tomb, and sought information, leading to his oft-muttered "Worst Vacation Ever!"

I've been excited about Into the Odd for a while now, and finally had the chance to try it out with a couple of great GMs.  In the first case there were three players total and we ran through a dungeon-type scenario pulled from the game designer's blog. We had characters whipped up in a jiffy and they soon developed their own unique personalities, helped along by the weirdness of the environment, a shared near-death experience early in the adventure, and our general sense of paranoia and impending doom.  We ran through the whole dungeon in the time we had allotted and I was able to go through the process of "leveling up" with four quick rolls.


An interesting and diverse assortment of arcana.


The second game of Into the Odd was of a more free-form nature, and I will borrow generously from the report of our GM, Noah Stevens:

We were hired by Mr. Smythewick-on-Smythe, Comptroller of the Adventurers' and Post-persons' guild, to deliver 1 pound of fine green tea - likely magical.  "Viridian Tea of the Jade Brewmancers".  In addition, we have distributed amongst ourselves 100 chocolate bonbons, meant for consumption by Serpent Men (AND ONLY by Serpent Men! as we have since learned).
Both are to be delivered whilst Arcturus hangs in the Southern sky above Bastion, if we are to be paid.

Before leaving we purchased a purple Crocatoo from Mr. Oubilette, at his Fantastic Fowl Emporium.  Also released Odiet Thindo from gravest indenture via bayonet to Mr. Oubilette's abdomen.  Maybe.

A brief moment of air travel by Daemon Zeppelin, and the party docked at the Aerodrome of Bastion, on the Sky Level.  We landed, poisoned the customs agent (accidentally!) and dodged the tax-man.  After nearly getting pick-pocketed, we pressed into service a Deep One hybrid urchin boy named Bertie (possibly the son of a watchman).

Hugo's airship: How Does It Work

We hired Hugo the Aero-captain, and contributed to his untimely death by Crabbird, after destroying a lovely and aggressive mated pair with rocket and blade.

Between the Crabbird attack and the unwanted attention of the Guard, now approaching via airship and firing at us, we temporarily lost one member of the party. As well as permanently losing the previously mentioned Hugo the Aero-captain.

An arcanum, the Dust Mephit Engine, was recovered (still unknown exactly what it does, but it was the engine for Hugo's dirigible.  Odiet damaged the rune-markings in removal from the tiller).

We broke into a private dwelling on a rim-side balcony, and entered into the temple district to avoid the Guard and their Auto-Arquebuses.  Hid in and dealt with the temple of Doubloonus, and the High Priest, for several days but declined his offer of theological and economical intercessions.
Then we got all henna'ed up with currency symbols and dressed in robes (even the parrot) so as to stand out less, and struck out to find the Serpent Men and deliver our packages.

We entered into the Aviary of the Contemptuous Saint, where everything is a bit too tidy and neat.  A nameless Faepog came sidling by with Mr. Fiddler's (probably cursed) fiddle. Nobody came sidling by with my expended rocket, however.  
That's where we left off, until the next time...



One more thing--I played Metamorphosis Alpha today for the first time since I was in junior high school! It was a great time with a good crew; lots of action, investigation, and humor. I'll talk details about it in a future post.

Friday, December 26, 2014

Warlords of the Air

Airships, for A Contest Full of Hot Air

Let's talk about the big ones, the battleships, perhaps not seen since the Last Great War, perhaps yet to be built.

"With the cloud came a great thrumming sound, like many deep-voiced gongs being beaten rapidly in unison. The sound grew louder as the cloud began to fill the whole sky, casing a dark and ominous shadow over the Valley of the Morning.  It was the allied air fleet of five nations.

Each ship was a thousand feet long. Each had a hull as strong as steel. Each bristled with artillery and great grenades which could be dropped upon their enemies. Each ship moved implacably through the sky, keeping pace with its mighty fellows.

Ships with Imperial crimson suns emblazoned on their white and gleaming hulls.
Ships with great black double-headed eagles glaring from the hulls of deepest scarlet, claws spread as if to strike.
Ships with massive three-color flags spread on backgrounds of blue.
Ships with cannon and bombs and crews, their booming engines like triumphant anticipatory laughter."
--Michael Moorcock, The Warlord of the Air



Good times, bad times, you know I've had my share.

There are blimps and balloons and sometimes those are enough, but when you want to move huge cargoes or large contingents of men or mount cannons, then you need a rigid airship, a dirigible. And it has to be filled with helium or a helium-like gas, because otherwise you are floating through the sky in a huge bomb: Oh The Humanity.

They can of course also be used for luxurious passage from one city to another for those that have the guilders and gold to spend that way.  But imagine huge airships, bigger than the Hindenburg, and engineered far beyond that disaster-in-waiting. Rotors to compensate for the explosion of cannon; broadsides of guns and huge grenades to be dropped directly on opposing ships and forces.  And such a quiet way to deliver great masses of troops.

Moorcock suggested the evolution of recoilless guns "that can stand in the air and shoot much longer and more accurately than cannon."





Imagine what even one of these Airships of the line could do, if it was suddenly, through powers scientific and arcane, thrust into a world that was not as advanced, or had simply never seen something like it. The men on a ship like that would have to decide what they wanted to do with all that firepower and speed. Decisions: yes...