My Games

Thursday, September 13, 2018

Vortekka One-Shot Play Report / Adventure Module Outline

While my home group has unfortunately not been able to meet in months, my roommate and I had some friends visiting from out of town and we got to run a one-shot with them! I GMed the game, set in my Vortekka micro-setting. We used Dungeon World, which I have never played before but have wanted to try for forever, so that was cool! I'm writing this as sort of a hybrid play report and Adventure Module Outline, since I think it's simple and straightforward, but also was a lot of fun and I could see myself running it again, and I hope other people can get some value out of it as well. While I think it worked as a one-shot, I also think it would be better spread out over a few sessions.

Premise / NPCs
Players are privateers aboard The Brown Bowser, with the mission of discovering new islands for colonization and for the acquisition of lost treasures, gold, and other resources. In addition to players, a few core crewmembers are:

Captain Noah “No Face” Fairman: His entire head and face is covered in bandages. He uses three parrot-shaped golems as his eyes; one blue, one red, one green. He is not especially large but is a ferocious hand-to-hand brawler and sharpshot. He wears an elaborate rainbow-colored frilly coat, a tall hat, and a curly gold wig. He appears friendlier and more relaxed than one might expect from a Captain, but has a low tolerance for insubordination and will turn ruthlessly cutthroat at a moment’s notice, if necessary. No Face is actually a Shark. He intends to take their treasure to an island dominated by sharks and kill the rest of the crew.

Cowan: A zapatotian mercenary hired as security officer and second-mate. He is disliked by much of the crew, in part due to racism, and in part due to him being a hard-ass. He is frequently seen swinging from the masts of the ship. Except for a clear disdain for Diego, he does not otherwise express his feelings towards others openly. In addition to his natural weapons, he is a master of phalanx tactics with a spear and shield.


Diego Jaramillo: First-mate. Casually dressed, bronze skin, short black hair, long hoop earrings, wears a lot of makeup. A drunken lay about, but brilliant ship and airplane pilot, decent fighter, and charismatic gentleman. He has a dark past; he was once a captain, but after a mission gone horribly wrong, he was demoted. He will avoid discussing this, but when drunk, or if he gets to know players better, he may reveal how his ship was somehow erroneously routed to a dangerous island, and most of his crew were killed and his precious cargo destroyed. Has an adversarial relationship both with Captain No Face and Cowan. Cowan may develop a begrudging respect for him if organized by the players against No Face. On the other hand, No Face was in fact the one who secretly organized the mishap on Diego’s ship, and sees Diego as a loose end. He insisted on Diego as his first-mate to kill him off once and for all. 


Characters
Oskar: A swashbuckling rogue with a magnetic energy sword known as the omni-sword. He dresses elaborately and flamboyantly with the full accouterments of a 17th century-esque gentleman. We used the mutant playbook from adventures on dungeon planet, where we re-flavored the "mutations" as abilities from his omni-sword, and I just wrote some custom moves for it. Played by my roommate (referred to as R).

Wilhellem: A scientist and technologist with an all-terrain, amphibious and aerial mech suit. I used the mechanic playbook from Inverse World. Played by our male visiting friend (referred to as M)

Lana: A wizard who desires drink and adventure. Not content to read from arcane books, she wants to explore the islands of the vortex and discover new magics first-hand. This was the only core Dungeon World playbook of the party. Played by our female visiting friend (referred to as F).

Play Report
  • I wrote a quick-and-dirty weird science fantasy island generator for this one-shot and pre-generated 4 islands. I knew that there was no way the players would hit all of them in a single one-shot, but I wanted there to be options. Of course I rolled for the largest one, so the bulk of the adventure was on the island or on the ship.
  • Randomly roll islands (either in advance or as needed) using island generator. This can go indefinitely. As the session is wrapping up, Captain No Face will lead the ship to the drop-off colony, which has been overrun by sharks. If the players realize Captain No Face is a shark and mutiny, or manage to escape the shark colony alive, they “win”.
  • Roll 1d12 for random encounter between islands. (NOTE that in this one-shot, the players only traveled to one island, but for a longer adventure this is what I would have done)
    • 1-4: nothing happens. 
    • 5-6: 1d6 small or 1d4 medium aquatic or aerial hostile creature.
    • 7: 1 massive or 1 large and 1d4 medium/small aquatic or aerial hostile creatures.
    • 8: Dangerous natural phenomenon (waves/storm/rocky/etc.).
    • 9: Friendly ships, merchants, prey aquatic or aerial creatures.
    • 10-11: 1d4 small hostile pirate ships.
    • 12: Large hostile battleship and 1d4 small ships.
  • For each island, there should be some conflict:
    • The captain wants to take more resources than would be sustainable for the island’s ecosystem.
    • The ancient relic / natural oddity is more powerful than the captain is letting on. He will feign ignorance, adamantly disagree, or authoritatively shut down any conversation on the matter.
    • The live specimen is being kept under inhumane (but survivable) conditions.
    • The Captain demands they avoid an encounter with a friendly human ship. He either provides no explanation and demands obedience, or makes a weak/speculative argument like it may be a trap or something seems “fishy”.
    • The Captain forces the party/crew to do needlessly risky things and holds no regard for their lives. This should be towards the end of the session, when the Captain wants to thin out the crew to make the inevitable betrayal easier.
  • Below is the one island that my players visited this game, but if you like this, in the island generator post that I linked above you'll find three others.
Island 4 (Large)
A partially submerged island covered in a vibrant, metallic-colored coral forest. The corals produce usually pleasant humming and singing noises.
Apex Predators: Starfish-shaped robots harvest the coral, without discernment for other present lifeforms within.
Threat 1: Large robots disguised as coral which trap threats to the apex robots.
Threat 2: An underwater hive of flying bee-like pistol shrimp which have evolved to ballistically propel themselves by producing sonic booms, as a means of rapidly targeting prey within the coral forest and avoiding the traps of disguised robots.
Threat 3: Packs of raptors with vibrant metallic colors and frills which disguise them within the coral.
Non-threat 1: Pteranodons with sharp beaks and claws capable of chewing through hard coral. They are only dangerous if threatened.
Non-threat 2: A photosynthetic, slime-like yeast which has developed a symbiotic relationship with the coral. Can provide sustenance, but also causes inebriation or intense hallucinations.
Non-threat 3: A metallic gold-colored tree which produces a multi-metallic-colored tropical fruit pollinated by the flying pistol shrimp. The fruit contains a chemical harmful to the slime yeast, and by extension the coral forest itself. Seemingly an invasive species outcompeting the coral for the same ecological niche.
Treasure: 1200 gold value in slime yeast, to be sold as a recreational drug or as medicine.
Conflict: While the metallic trees were eventually going to overtake the coral forest anyway, collecting so much yeast will give the trees an even larger advantage. The trees will overtake the island faster than the ecosystem can adapt, and the ecosystem will collapse. Additionally, the captain will be draconian in not allowing the crew to consume the slime, threatening death, while flagrantly abusing as much of the slime as he wants. Eventually a crew member will be caught stealing slime and the captain will force them to walk the plank. 

  •  The players investigated the island, encountering all the wildlife. After running some analyses (and consulting with Diego and Captain No-Face), they learned that the slime was extremely valuable, and made it their mission to extract as much slime as possible. They also learned first-hand about the intoxicating effects of the slime, which was quite fun ;). The captain gave them 24 hours to extract the slime.
  • There were 4 major pockets of slime. They had to clear out each area of threats so that a safe and efficient pipeline could be established. Their actions, or spending time coming up with plans, would affect how long it took to clear out each pocket.
  • They learned that by extracting the slime, they were creating an imbalance in the ecosystem. They decided that they did not want to destroy the ecosystem of the island, so they had to clear out a proportional number of trees to counterbalance the amount of slime they extracted, nearly doubling the time and creating additional complications.
  • After encountering and defeating the apex predator, they were able to extract enough slime to satisfy the captain in just the nick of time.
  • Upon returning to the ship, Captain No-Face throws a party in honor of a successful mission. While he consumes as much slime as he could want, he does not allow anyone else to sample the goods. 
  • The players stumble upon Cowan and Captain No-Face getting into a heated argument. They hear shouting, followed by violent noises. They rush in too late, and find Cowan's body brutally torn apart, the office covered in blood.
  • No-Face tells the party Cowan had gone crazy. Oskar follows No-Face to discuss the matter further, while Lana and Wilhellem investigate the office.
  • In their investigations, they discover that the official documentation of the Brown Bowser's status as a privateer ship have been falsified. Additionally, they find a magical shark tooth.
  • Simultaneously, Oskar, not convinced by No-Face, engages him in a duel of honor, where No-Face removes his bandages and reveals himself as a shark.
  • The other players, hearing the conflict, rush to his aid, and they all face off against No-Face and his parrot golems. 
  • Lana magically activates the shark tooth. It turns into a magical sword, but shark teeth in the pommel cut into her hand, embedding the sword into her.
  • The party manages to kill No-Face and keep the ship and slime, Diego survives, but Lana's fate is left uncertain.
The Breakdown
Given that this was a setting I've never run before, and a system I've never run before, and M and F have little RPG experience, I was worried about how this was going to go, but actually everyone had a really good time! In retrospect I wish I had just developed one island and put more depth into it, since for a one-shot of course they weren't going to get far, but still they really liked the island. I also felt like I hadn't utilized the NPCs as well as I would have liked, but again I think for a one-shot that's to be expected. I will definitely say that R crushed it! He and I have been roleplaying together for nearly 2 years now and he's always been great, but he really nailed the character concept with Oskar right away, and that kept the game exciting and engaging.

In regards to Dungeon World itself, I thought it was a fun system and I want to play with it more, but also I struggled with the reactive nature of the player/GM relationship and I don't think I leveraged the system to full effect. I also ignored a lot of the GM moves and other mechanics that felt like obvious stuff I would have done anyway, but I wonder if that would have changed the experience if I had stayed closer to those rules. While we discussed the bonds during character creation, they also didn't really come into play during the one-shot. In a longer game where character progression is determined by fulfilling bonds maybe things would have been different, but in a one-shot with limited time, the idea of fulfilling bonds seems at odds with a D&D-style adventure. That being said, even with just this one one-shot, it was clear to me how this system applies a "storygame" approach to a D&D framework that I think is really cool. It feels like a similar thing to what I was trying to do with my WIP LotFP: Decyphered game, where I attempted to fit the design philosophy of the Cypher System to a D&D framework.



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