Saturday, August 28, 2010

Third Session: Afterword

As the train approached Carson City, it stopped short. All the Deseret who were on the train disembarked, and began walking west. Initially the party was confused, until the Engineer informed them - the train had reached the front lines and would go no further.

Spread out between the party and the city stood a long line of Deseret military tents. They quickly learned that the Empire of California and the Nation of Deseret had a history of conflict over this region, and that Carson had traded hands between the two powers on multiple occasions. They happened upon Carson the night prior to a Deseret attack on the entrenched Californians. At first they moved forward to the town just to meet the Rail Baron's deadline, but on the way they met with a new figure, the Robber Baron.

This new Baron was entrenched among the Nauvoo soldiers, masquerading as one of their military clergymen, manipulating them into attacking Carson. The Robber Baron was just enough like the Rail Baron that they party knew they were related in some way, but much more arrogant and flippant. He told the party that they would be helping the Californians defend the city, and that he would provide them with "certain boons" if they did as they were told.

So, the party was allowed to cross the Deseret line, to enter Carson, and after some quick negotiations with the Californian military, to help secure its defense.

Thursday, August 26, 2010

Third Session: IthinkIcanIthinkIcanIthinkIcan

The party jumped the first train Monday out of Salt Lake City. Unfortunately for them, Johnny Appleseed had visited Temple services the night prior. There, he prevented the execution of a young woman accused of adultery. Appleseed managed to get the young lady out to where everyone else was staying without incident, but a few inhabitants of Salt Lake City saw her joining the party as they boarded the train.

The Nauvoo asked enough people enough hard questions to finally suss out where the supposed adulteress had gone, and quickly moved to respond.

Meanwhile, the party enjoyed a few hours of scenic countryside as they rode along the rails. They saw tall grasses full of pheasant that lined the tracks, small scrub towns along the railroad, and the rise and fall of telegraph wires... wires that carried a message down the line to the next town with an appreciable group of Nauvoo Soldiers.

When the train passed the small town of Bethlehem, Nevada, a force of 20 cavalrymen dashed out in pursuit of the train, intent on stopping it and getting the accused woman back...

As the game started, I laid out a series of 3x5 cards labeled as the different cars of the train. I did it like this for a couple of reasons. One, I wanted the players to have a clear picture of where they were on the train, and where the train cars were in relation to each other.




As the night went on, this became more important. See, the train was a dynamic actor in the night's game. When the train turned, I'd shift the car(d)s so people could get a clear idea of how the turning affected what they could see. Each turn started with the train taking an "action," determined by random roll. I got some great ideas for this from the brilliant Matt Sheridan, so I owe him a lot for this session. I only regret that there were so many cool ideas and too few turns to use them all.

Anyway. John Henry and Rufus were hanging out in the Livestock Car with Appleseed (Appleseed's player couldn't make the session, unfortunately). Teddy was moving around between the Passenger, Lounge and Observation cars, while all the ladies were resting in a private car leased by Molly Brown. The Nauvoo stared by riding along the train in 5 groups of 4, each trying to get on a different car along the length of the train.

Almost immediately, Rufus bailed out of the train and shifted into the Rider, while Teddy and John Henry climbed to the top of the train. At the rear, Anna-Maria shifted into her Four-legged Feral Female Form. The fight that progressed was... interesting, to say the least. The Nauvoo Soldiers did fantastically well when attacking, but miserably when rolling checks for things like climbing and staying atop the moving train. A handful of them died by falling between the cars, and many others were simply knocked from the train and out of the fight.

Eventually, all of the swarming Nauvoo soldiers were dispatched, though none of the party managed to escape unscathed. After the last enemy was driven from the train, the Rider and Anna-Maria both collapsed from exhaustion.

Fortunately for the party, none of the passengers were able to clearly identify the soldiers, and Molly was able to convince them that a group of bandits had attacked and been repelled by her associates. The train continued on to its final destination, Carson City.

Thursday, August 5, 2010

Interesting People: Without Peer

The Rail Baron

-Note-
We won't be playing for a couple weeks, so I think I'll go back to filling the blog with information about the background/setting until I have new session summaries to share.

The enigmatic "Baron" has been around since the foundation of the group. The first Ghost Rider, Doc Holliday, received his contract from the Rail Baron. For many years, the Baron had no contact with the group, up to the point that he instructed Holliday to pass the mantle of the Rider on to its new host.

As far as the group has been able to ascertain, the Baron is a demonic entity. Locked within the iron rails of America's railways and Snakebacks, he travels in style on a black iron train. Primarily the group has met with the Baron on or around a railway, but he seems to be able to manifest away from the rails - for a limited time, at least.

The Baron isn't bothering to hide his intent toward the group. He's instructed them that important things are on the horizon, and that he wants them to make sure that "events unfold the way they were intended." The party doesn't yet know what this refers to, but each place he instructs them to visit seems to peel back another layer of the mystery.

Recently, the party discovered that the Rail Baron isn't the only creature of his kind, merely the only one they've ever encountered. In Salt Lake City, a fortuneteller warned Roosevelt that the Baron and his 9 brothers are spread across the continent. Their most recent addition, the group's defeated enemy Thomas Edison. At that time, the fortuneteller also provided Roosevelt with information about how to kill the Baron, should he need to, and the means of doing so: a rosewood box containing five vials of the black blood of Samedi. When she passed the blood to Roosevelt, she warned him that only a Baron can kill a Baron, and that they are only vulnerable when they are hiding in their homes. In the case of the Rail Baron, only when he rides the Hellbound Train back home.

Tuesday, August 3, 2010

Interesting People: Buffalo Soldiers

So, I fought with this post for a bit. I wanted to make it an "Under the Hood" post, since it deals with game mechanics quite a bit. See, the Buffalo Soldiers are (ideally) the characters on deck for our currently missing player Eddie. However, I hope to use them as NPC's even if Eddie can't make our games - otherwise, people just get to see some of his basic abilities from the onset.

Buffalo Soldier In The Heart Of America.
Originally members of the 10th Cavalry Regiment mustered at Fort Leavenworth, Kansas, the Buffalo Soldiers were drawn up in the years preceding the Civil War. During the Union's days of westward expansion, the regiment earned its name from the native warriors they clashed with. During the Battle of Utah, the regiment was a part of the Northern Fork, one of three armies that attempted to pierce the heart of the rebellious Utah territory. Years later, the regiment fought valiantly during the war between the States, though they were not a part of the ill-fated Second Battle of Gettysburg.

In the aftermath of the Civil War, the Soldiers broke up. Some remained in the military, clawing up the ranks to the position of officer, while many returned to their home states. Others settled out west, living alongside the Deseret and natives that they once fought. A group of "ten old guns" waited, though. Like the musketeers of legend, they kept their skills honed and uniforms hidden, until the day that the Union would need them again.

All for One, One for All
In the winter of 1895, the old guns of the 10th were approached by Magog. He requested that they follow Mr. Roosevelt on his westward journey, with explicit instructions to keep themselves hidden from Roosevelt and his companions unless absolutely necessary. That in mind, the ten Soldiers struck out through the trail blazed by Theodore, keeping just far enough behind not to be noticed. Riding together, the ten men became one again - as a regiment, they were always greater than the sum of their parts.

Under the Hood: The Buffalo Soldiers
Unlike all the other characters in IT: A, the Buffalo Soldiers are not an individual. They are a group, and being a group means that they get abilities that step outside the normal rules a bit.

For starters, the Buffalo Soldiers have a number of "boxes" next to the Hit Points line, equal to the current number of Soldiers in the group. When the Buffalo Soldiers' HP is reduced to zero, the character does not die, but a box is checked off. This represents the group losing a member, and thus reducing its overall effectiveness. For each Soldier lost, actions are rolled at a 1 point penalty. This doesn't mean that the individual Soldiers lose skill, but that their overall morale weakens.

-NOTE-
A quick note to add. As far as Morale goes, the Buffalo Soldiers only take penalties when they are reduced below 10 members. The penalty only persists as long as they have 9 or fewer members, and they don't get bonuses to actions for having over 10 members... though that might be a decent ability for them to purchase down the line. Say... "Well Led"? a 1 point bonus to rolls for each officer in the group? I've got a comments section, let's see what you have to say.

Second, the Buffalo Soldiers can split up. The Soldiers can break into 5 man groups. Initially, this means the Soldiers can break into two 5 man groups, who can act independently from each other. As the number of Soldiers increases, so does the number of groups they can break up to form, but each group can only take a single action per turn.

Third, the Soldiers start by sharing a single set of statistics and skills. If a Soldier dies, the player can replace it (or add new Soldiers) in major cities through a successful Contacts check and the expenditure of a Character Point (for the uninitiated, these are the XP of our game). For 3 character points, an Officer can be added to the group, to add a new member and bring a skill up by a level.

The following are the other special abilities the Buffalo Soldiers start with:

Fighting On Arrival, Fighting For Survival
A group of Soldiers can reroll dice, equal to the number of members in the group, per turn. No reroll may be rerolled - the second result is the final one. This reroll applies to single dice. For instance, any skill check can be rerolled once, as can a roll to hit, but individual damage dice may also be rerolled.

Strength In Numbers
Any skill check or roll to hit that equals the current total number of Buffalo Soldiers is considered a Critical Success. Note that the Drama Die of Critical Successes can also be rerolled via "Fighting On Arrival, Fighting For Survival."

This is where the Soldiers start off. Like all the other characters, as the game progresses they can purchase new (probably overpowered) abilities, as I concept them.

Monday, August 2, 2010

Second Session: Shpadoinkle and Salt Lake City

Part the First

In the aftermath of the "audition," the group quickly determined that the only way they'd reach Carson City in time would be to ride like madmen over the Rockies to Salt Lake City, where they could catch one of the Snakeback trails. These serpentine railways were built on the bones of the failed transcontinental railroad, built to the whims and specifications of whichever local community decided to foot the cost of construction.

Fortunately, during the height of the Kingdom of Deseret, they built extensive lines between their largest cities. Salt Lake City's Snakeback offered the party a nearly straight shot to Carson City, which would shave weeks off of their journey. With that in mind, everyone bundled up in the warmest clothing they could lay their hands on and struck out.

The first few days of their journey were relatively uneventful. Everyone had purchased enough supplies to not have to worry about hunting or scavenging for food, and the multiple layers they were bundled in kept the cold at bay.

Early into the party's third day of travel, they came to the ruins of Fort Suttor, built in the '50s during the Utah War. When the Mormon pioneers declared their independence, the Union left dozens of these forts throughout the Rockies. In the aftermath of the war, many of the forts fell into disrepair, and Suttor was no exception.

The party decided to search the fort for supplies. Splitting up to search the infirmary, barracks, and officer's bunks, they quickly discovered recent tracks in the snow... bare footprints (Okay. So, for a while we had trouble. I said "bare" footprints, they heard "bear" footprints. We got it resolved soon enough). While they were examining the tracks, the ladies in the barracks were attacked by something that was lurking in the dark.

A moment later Teddy came upon three more of the creatures, feasting on the body of a local hunter. Once, they might have been simply cannibals, but by the time the party encountered them, they were nigh-supernatural things controlled by a lust for human flesh - Wendigo.

The group dispatched the Wendio quickly, sustaining only a few injuries in the process. Searching the bodies, they found a handful of Deseret coins, and identified the leader of the creatures as Alferd Packer, a notorious local who had been arrested for cannibalism before.

Part the Second
Leaving Fort Suttor behind them, the party rode hard out of the mountains, going for several days without sleep. Their horses exhausted and near death, they rode into the edge of Salt Lake City as the sun was rising on a Sunday morning. Even from a distance, they could hear the peal of bells and rumble of organs, and could see as a small army of pilgrims wandered into the city from nearly every direction.

Knowing that they wouldn't be able to get a train in Deseret on a Sunday, and not wanting to draw too much attention from the Nauvoo Legion, the group decided to stay over in the Black Quarter - since the Kingdom of Deseret considered Africans the cursed descendants of Ham.

While there, they gained intel from different sources. At a public bath, the ladies learned of a Confederate soldier in Salt Lake City to address the Council of 50. At a gin-cellar fortune teller, Teddy and John Henry learned that the Rail Baron was wielding them like pawns, and that they could kill him if they fought him on his Hellbound Train, and that he had 9 brothers in the States, both North and South. Rufus learned that even in a theocracy, there are still back alley places to find hard drugs, and that while he might not have any old enemies, the Ghost Rider certainly does.

Under the Hood: Weapons

Hey! Who wants to see some actual game content?

When I decided to run another Interesting Times game, I wanted to use it as an opportunity to play with weapons, how weapons work, that kind of thing. In the past, we've just sorta randomly grabbed damages for weapons when we needed them, and didn't bother to do any research about the kinds of guns that would have been available at the time.

Since I use IT games as a sandbox to try out new ideas, I figured that starting with real-world weapons would be a great way to think about how guns work and how to make them more interesting. That being said, this is the weapon list I developed for the players the day before our first session.

Word and Blogspot aren't playing nice, so here's a .pdf link!

So, most of these weapons are based on real firearms that would have been available at the time. I took a little bit of creative license to fill some gaps in the lineup, and to make sure that similar rifles didn't feel too 'same-y.' Prices were either estimated around similar era prices, or made up to represent the quality/damage of the gun.

So, on to some of the special rules. All pistols, unless otherwise noted, can be "burst" fired. When you burst fire, you can hit multiple targets, suppress them, or focus fire on a single target to gain the Traumatic property (more on that in a moment). All Rifles have the Sharpshooter property. When you take an action aiming with a rifle, you roll an additional damage die if you it. All shotguns have the Traumatic property (see, told you so). Traumatic weapons roll explosive damage die, i.e. roll the die again and add to the initial result if you roll the target number. So, if your gun has Traumatic (8), a roll of 8 or higher is rerolled and added.

Some of the other special rules confer additional bonuses. For instance, Quickfire allows you to burst fire without the normal to-hit penalty. Other special rules add complications to the weapon's use. Complicated Reload requires an additional action to reload the weapon, while Heavy has a Strength requirement to use the weapon normally - otherwise, you have to spend an action readying yourself to fire it.

If anyone has any questions or comments about the way weapons currently work, feel free to post a comment and I'll try and answer anything you're curious about!

First Session - Hotel Colorado

Participating Characters
Theodore Roosevelt (Nick): Police Chief of New York City and avid outdoorsman.
John Henry "Doc" Holliday (Phil): Dentist, Gunfighter, and demonically possessed bounty hunter
Johnny "Appleseed" Chapman (Eli): Venerable herbologist, floramancer, and burgeoning green man.
John Henry (Swampy): Hammer swinging railway worker and part-time Vodou houngan
Anna-Maria Talbot (Roxxy): Werewolf of negotiable affections and caretaker of Doc Holliday.
Margret "Molly" Brown (Jenny): Wife of industrialist J.J. Brown, socialite, debutante and weekend bareknuckle boxer.

New CharactersRufus C. Terwilliger (Phil): Double-amputee cavalry soldier and the next host of the demonic Ghost Rider.
"Here we go again..."
The game started with the characters scattered across the United States, nearly a decade after they fought (and defeated) the megalomaniac Thomas Edison. For many years, they had all been gradually falling out of communication with each other, but late in the winter of 1894, a series of events began that would bring them back together.

For different reasons (Roosevelt's desire to hunt, Henry's need to flee pursuers, etc), from different places, and starting at different times, all of the characters were drawn to a single point on the map - Estes Park Colorado. Though they came from the corners of the Union, left at different times, and travelled via different means, they all converged together at the Stanley Hotel. Still unopened, the hotel stood in a massive game preserve in the shadow of the Rocky Mountains.

The only person who knew explicitly why they were drawn to the hotel was Doc Holliday. A few days prior, he was contacted by the Rail Baron, an enigmatic entity who held his contract as the Ghost Rider.

The Baron told Doc that his services would no longer be required, the terms of the initial contract having been fulfilled. The Baron hinted that there were big things on the horizon that would require some new blood in the Rider's seat, and that Doc would have to 'pass the torch' to this new Rider. This new host was in the employ of the hotel, an opium addicted bootblack who ate only enough to survive and spent the rest of his wages at the Hotel infirmary.

"An audition, of sorts..."
While the Stanley brothers were not expecting anyone to arrive at the as of yet unopened hotel, the presence of Molly Brown and Teddy Roosevelt quickly convinced them to open a few rooms to their uninvited guests. While the ladies and Mr. Roosevelt set up at the hotel and prepared for dinner, John Henry, John Chapman, and Doc Holliday went back to the servant's housing, where Holliday passed the spirit of the rider to its new host. Holliday died shortly thereafter, while the Johns tried to explain the circumstance to the new Rider.

That's when the Baron appeared again. He told the trio outside that they should get ready for an "audition, of sorts." Meanwhile, at the opulent dining table inside the hotel, Roosevelt and the ladies saw as several of the dinner guests and all of the servants were violent possessed by spectral entities.

The party fought and defeated the possessed hotel workers, through combined gunfire, fists, claws, and the flaming blade of the Ghost Rider. The fight ended with Roosevelt and Molly tag-teaming a poltergeist that seemed to be in charge of the possessing spirits, killing it by skeet-shooting a silver serving platter as it passed through the ghost.

Afterword, the Baron reappeared, applauding their efforts and saying that they 'got the job.' Then sternly instructed them to get to Carson City, Nevada within a week... which for anyone else, would be impossible.

Trivia
and other notes
  • Freeland and Francis, the Stanley Brothers, invented a steam powered car called the Stanley Steamer. It held the landspeed record mile (28.2 seconds) for an automobile from 1906-1911, and no steam car beat its time until 2009.
  • The Stanley Hotel is one of America's famous "Haunted Hotels." It served as inspiration for the Overlook Hotel, and was the filming location for the teleplay of The Shining.
  • Other guests of the ill-fated dinner included John Harvey Kellogg, Wovoka the Paiute leader who would later found the Ghost Dance, Windham Thomas Wyndham-Quin, 4th Earl of Dunraven, and the Earl's personal guard "Texas Jack" Omohundo, Jr. Kellogg was present to construct facilities for tuberculosis sufferers, while Wovoka and the Earl were both former landowners that the Stanleys purchased the land from (the Earl in the real world, Wovoka in ours).
  • Unlike the former Ghost Rider, Rufus has no legs. When he summons the rider, his Nightmare literally rides up from out of the earth beneath him, and the two are fused together in a tangle. Because of this, Rufus cannot dismount while he is the rider... though why would a cavalryman ever want to?
  • The Rail Baron is based on Henry Morrison Flagler, a railroad tycoon and partner in Standard Oil.

Sunday, August 1, 2010

The Road So Far: The Second Battle of Gettysburg

So, we started the IT: A game a little early. Several people didn't show up for a game, and I was chomping at the bit to run something, so I decided to start the players off with a prelude to our main story. Since one player was bringing a new character into the group, I thought it would be cool to run a prelude that introduced everyone to who the new character was, and to show them what led him to his ultimate fate as a member of their order.

This is the prelude of the Half Soldier, an opium addicted former cavalryman. He fought for the Union during the Battle of Utah, and met his initial fate during the Civil War, at the second battle of Gettysburg.

The character in question is Rufus C. Terwilliger. Born and bred in Arkansas, Rufus joined the Union Army at a young age. During the Battle of Utah, he earned the rank of Lt. Colonel, and led a cavalry regiment during the initial years of the Civil War.

The Windup...
In the run-up to the prelude, Rufus was a part of Company B, a brave group of cavalrymen who fought on the western edge of the war. Company B primarily jousted with other horse soldiers, interrupting supply lines and exploratory advances above the Indian Territories. Unfortunately, when the Confederates attacked Gettysburg, General Meade and his men were driven out. Desperate for reinforcements, they called up all of the scouts and rough riders of the Union army. Company B was one of the groups brought to muster.

Meade had a simple plan to retake Gettysburg. The infantry at his disposal would charge the entrenched Confederate soldiers, while cavalry would hit the flanks of the defender's lines. The charging cavalry were meant to focus primarily on the Puckle guns, rapid fire weapons from Europe that could cut the heart out of any forward charge. Company B was instructed to hit the south-west flank of Gettysburg. There, they would hit Devil's Hill, a steep peak which afforded artillery a commanding field of fire.

The Pitch
Before dawn the next day, Rufus led Company B into the woods west of Devil's Hill. He split his forces into three groups. The first were skirmishers, who would charge into the flank of the Confederate infantry with Terwilliger. The second were sharpshooters who would ride along the battle line, targeting officers and the loaders of the dreaded Puckle guns. Lastly, the dragoons would hold back by the treeline. Their heavy guns were to be employed against enemy cavalry and artillery as it presented itself.

With that battle plan in mind, Company B rode through the forests west of Devil's Hill, and awaited the infantry charge that would signal their time to ride...

SWING... And a miss.

The first stages of Company B's attack rode out without a hitch. The Confederate scouts in the woods were shot down without hesitation, mercy, or problem. The soldiers stood ready to ride against the Confederate invaders, eager and ready to retake Union ground.

When the infantry line charged up towards the earthwork defenses of Gettysburg, a cry rippled through their line, which was quickly taken up by Company B's horses as they charged out of the woods towards the far flank of Confederate Infantry. Terwilliger led his saber-swinging men down into the exposed flank of the enemy, while behind him his Lieutenants broke off to engage as they were instructed.

And that's where the battle began to turn. While the skirmishers clashed into the back of the Confederate line, chopping at riflemen and murdering Puckle Gun crews, while the sharpshooters picked off priority targets along the artillery line atop Devil's Hill, while the dragoons fired a fusillade into the responding charge of Kentucky Light Lancers, something terrible was being readied for the battle. The first Air Force readied for war.

And a miss. And a Miss.

For a while, it looked like Company B was winning the battle single-handed. The skirmishers led by Terwilliger had driven off nearly half of the infantry, while the dragoons killed almost all of the light lances of Kentucky. Unfortunately, that's when the Confederate unveiled the hammer and anvil that would win them the day.

From Devil's Hill, a barrage of artillery rang out. Unlike every other shot that had fallen from the Confederate lines, the shells of Devil's Hill had a bizarre, musical quality to them - like Waterford Crystal thrown against a wall. Where the shells landed, unnatural light and energy erupted, ripping the land apart. With a choral sound, thousands of soldiers from the North and the South were ripped down through rifts of greenish light. The artillery on the hill wasn't just killing those it hit, it was ripping them down into some unfathomable place between the spaces of dimension and time.

Rufus watched as the sharpshooters charged the hill, and he watched as they were cut down. Cannons were loaded with the same warped stone fragments that had rained down on his lines, cannons that erupted into the charge that tried to take the hill. Rufus saw Burley, the Lieutenant in charge of his sharpshooters, take a saber of that same bizarre materiel through the throat.

The Lieutenant Colonel threw caution aside, and led his last soldiers in a charge against the hill. Behind him, the dragoons put fire down to suppress the enemy, as Terwilliger charged forth in the last seconds of his military career.

Before he every reached the summit of Devil's Hill, Lt. Colonel Rufus C. Terwilliger was shot. A cannon blast, which would likely have killed another man, ripped through his left leg. His horse was killed a moment later, and fell, crushing the bones of his right leg in the impact. Only through the immediate and capable ministrations of a Union doctor was he able to survive.

From that day forward, though, Rufus was a half-man. His legs amputated at the knee, he could never ride again.

Or so he thought.


Wednesday, June 30, 2010

Interesting People:and will come out to deceive the nations which are in the four corners of the earth, Gog and Magog

...to gather them together to the war: the number of whom is as the sand of the sea."

Known by the codename Magog, this agent is a representative of a new organization within the United States interested in preserving the nation. Operating beyond the normal realm of warfare, this company will gladly employ espionage, assassination, and outright sabotage to ensure the protection of the Union against a world of potential foes.

As the son of one of the company's founders, Magog has much to prove. Of all the company agents, he is the most willing to utilize the extra-normal abilities of people worldwide. If they can be swayed by promises, money, or outright threats, Magog will do everything in his power to ensure that the Union has an arsenal of interesting people at its disposal.

Interesting People: See No Evil, Hear No Evil


Already a celebrity in 1895, the young Helen Keller is an influential, controversial figure in the United States.

Breaking away from her parents, Helen moved to New York city with her companion Anne Sullivan at the age of 11. Already a celebrity due to her amazing development despite physical adversity, Helen was a media darling. Pulitzer saturated the market with stories of the "Child born in darkness," permitting Helen and Anne to live comfortably in the capitol city on residual income alone.

Unfortunately, in 1892 Anne Sullivan died during a labor riot outside the capitol, a collateral casualty of strikebreakers trying to suppress a worker's demonstration outside Rockefeller Center. The loss of her companion tortured young Helen, and she fled to the only other group that suffered as much as her in that springtime conflict - the Socialist Workers Group of America.

Now, Ms. Keller is both spokesperson and mascot for the worker's movement, and can always be found at the shoulder of Eugene V. Debs, the movement's leader. With Deb's elocution and Keller's pitiably story, they have increased the membership of the movement fourfold in the last three years.

Helen has one other, much darker, secret though. Since she suffered her crippling illness in 1881, Ms. Keller has been cut off from the sights and sounds of the world, living literally in silent darkness.

Into that darkness, a things found its home. A cruel, capricious thing, which whispered to Helen when none others could. Over the years, this spirit has become one of the foremost influences into Helen's life. Indeed, it was likely the spirit that orchestrated the murder of Anne Sullivan, in order to foster hatred and loneliness in Helen, and to drive her to an upcoming political force.

Known to Helen as either "the Phantom" or "the Dark Man," the spirit has recently become strong enough to act through her, directing her actions to its whims. Whether it is a solitary creature, or one that follows the guidance of something more malevolent, has yet to be determined.

Saturday, June 26, 2010

A preview of coming attractions...

Worth its weight in gold.

Closeup: The Confederate States

Tougher'n a Ten Cent Steak
Following its victory in the "War of Northern Aggression," the Confederacy entered into a prolonged period of growth and development. Bolstered by the Union reparations, and strong ties to European powers. For several decades, the Confederates experienced a period of industrial revolution that transformed it from a primarily rural nation into one of the most advanced nations worldwide. A steady stream of airships carry goods and soldiers from the enormous cities of Atlanta and New Orleans, and ports along the gulf teem with ironclads. Savannah in particular benefited from Confederate development, becoming an American cultural center as highly regarded as Paris and London in the international community.

Unfortunately for the South, in the latter years of the 19th century European opinion has begun to turn against it. Its staunch refusal to reverse its stance on slavery, and a strongly militaristic outlook, has lost the Confederacy some of its strongest overseas allies. The Wiemar Republic and England in particular have moved away from the South politically, choosing to ally with the Union instead. Of all the Confederate's former allies, France alone remains an unwavering supporter of the Confederacy. Presidents Boulanger and Forrest meet frequently, seeing in each other a kind of kindred spirit.

The Good
Hm. I'm going to be honest here. The Confederates are one of my two major "Bad Guy" nations, so I'm not going to stress the good about them. There are a few bright spots, though. Satirist Samuel Clemens in Mississippi works against the Confederate government, by both publishing seditious pamphlets under the pseudonym "Mark Twain," and by financially supporting rebellious groups of escaped slaves led by the pious John Jasper. "Twain" is a perpetual thorn in the side of the Confederacy, particularly due to the actions of his young terrorist wards. To the west, a mysterious man dressed in the uniform of a Texas ranger rides as a vigilante. This "Lone Ranger" has become something of a horror-story for Confederates in the region, particularly those who abuse the native population.

The Bad
For what little good there is in the Confederacy, there is plenty more bad. Bloodthirsty military commanders stand poised at the border, ready to fall upon the Union at the first chance they can get. President Forrest's political party gains new members with each passing year, and nearly half of the nation's money is dedicated to growing its already massive military. This leads many to believe that the Confederates are preparing for a strong expansionist bid, with the North the most likely target.

Unlike the halted effort of its northern neighbor, the South has an aggressive homestead movement. The New Mexico and Arizona territories are home to pioneers, and prospectors hoping to replicate California's success mining the southwest. This westward expansion frequently brings the Confederates into conflict with the natives of the Pueblo Nation, typically resulting in battles with teams of southern cavalry.

The Weird

The South is home to some of the most concentrated supernatural weirdness of all North America. In the intractable lands of the bayou, monstrous creatures both great and small threaten insignificant communities, while psychics and voodoo priests terrify those in the nearby cities.

Of particular note, the vengeful spirit of a murdered slave visits those arrogant enough to summon him. To date, there have been none able to survive the visits of this hook-handed "Candyman." Meanwhile, a mother/daughter team of fortune tellers drift around the eastern edge of the Confederacy, predicting doom and great suffering for the nation.

Working alongside Mark Twain, the elderly Harriet Tubman toils to bring slaves to the relative freedom of the north. Known by her
nom de guerre Moses, Tubman is the best Pike (trafficker of slaves) in all the Confederacy. Having suffered a massive head trauma in her youth, Moses now possesses powers of precognition that allow her to circumnavigate the patrols that stand between her wards and freedom.

Tubman's constant ally, Mark Twain, has in recent years become something of an oddity himself. Twain possesses a piece of parchment -- impossibly large if ever fully unfurled -- which contains a replication of the real world, albeit in two dimensions. Like a satirical deity, Twain observes the movements of the creatures on his "Flatland," hoping to glean insight into the three dimensional world.



Friday, June 25, 2010

USA 1895: The Ugly

Whoa! I totally forgot something!

Following the passage of the Civil Rights bill, a far-right group of Republicans broke away from the party, to form the Liberty Party. Unable to come to terms with the new status of black Americans, they formed an ultra-conservative, ultra-religious group interested in ousting the current government and overturning its recent rulings.

Led by former Millerite (don't worry, we'll get to them soon enough) Apollos Hale, the Liberty Party is a recent, but fervent, addition to the Union's political landscape.

Note
Okay, I'll admit. The Liberty Party in IT:A is probably influenced by a current beverage-themed group of US citizens. BUT! The name and concept actually come from a book by Allen Steele, so I'm still staying true to the spirit of the game.

Closeup: The United States

America, Fuck Yeah!

Following its defeat in the Civil War, the Union suffered a series of setbacks. The loss of goods produced in southern states, combined with enormous war debt and crippling wartime reparations to the South, forced the Union into a prolonged state of economic depression. For the whole of the 1870's and into the 1880's, the Union endured an immense financial burden.

Many important civil projects were halted due to lack of funds. The fledgling Homestead Act was stopped in its tracks, preventing large-scale westward expansion into Union controlled territories, and construction of the Overland Route halted, leaving the railroad half-built.

Because the territories were largely cut off from the central power of government, the Wild West remained wild. Native nations were able to maintain control of their ancestral lands, and many planned cities degraded into the status of ghost towns. Larger towns and cities undertook their own railway construction projects, hiring native labor to connect themselves to the large cities of the east. The Union's railways became a tangled mess of tributaries, branching off of the iron trunk of the incomplete "Trans-Continental Railway."

The Good
In recent years, the Union has become able to balance its debts. Industrialization in the Union will always suffer from the economic strife of the Depression, but it is gradually catching up to the level of neighboring nations like the Confederacy and Canada. In large part, this is due to a trade agreement with Wiemar Germany, which requires the craftsmanship of Union steel for its massive "Metropolis" project.

Socially, the Union has moved forward under the helmsmanship of President Benjamin Harrison. Now serving his second term, President Harrison was able to pass through a civil rights bill co-authored by the elderly Frederick Douglas. The bill grants full equality to black men living within the Union. This not only ingratiates the Union in the eyes of anti-slavery nations such as England and Germany, but also helps strengthen ties to rebel groups of slaves within the Confederacy. This also opened the door for the senatorial candidate Booker T. Washington, an influential man who stood at the head of the equality movement.

Due to the Union's inability to expand aggressively westward, the nation has been forced to establish an agreement with the native nations that are still largely prevalent in the territories. This has proved, though, to be an unforeseen benefit for the nation. With native statesmen an active part of government, the Union no longer has to worry about the threat of raids on its territorial holdings. This is in stark contrast to the Confederacy, which must fight bloody battles for every westward step it controls.

The Bad
The Union is not without its problems, however. In the aftermath of the war, it was forced to move the nation's capitol beyond the range of Richmond's guns. During a time of economic strife, the Union turned to oil baron J.D. Rockefeller, who pledged to rebuild the capitol in New York, financing a massive Plaza to contain the chambers of government. A clever, conniving man, Rockefeller later used the nation's debt to him to force the overturning of the Sherman Anti-Trust laws, permitting barons like himself to exploit the workers of the Union.

This led to the formation of massive socialist and labor unions throughout the North. Created in response to the barons' exploitative practices, the socialists have recently become large enough to be considered a third political party in the nation. Led by Eugene Debs, the socialists have proved a thorn in the side of the redevelopment within the Union, their violent strikes interfering with production across the industrialized cities of the nation.

Lastly, much of the Union's military strength is, by necessity, dedicated to securing the southern border. The Union lives in constant fear of a Confederate invasion, and in response has built one of the largest military forces on the planet. Native border guards patrol much of the Midwestern expanse, while ironclad riverboats stand on guard to the east.

The Weird
Strange things are afoot in the world, and the Union is no exception. The state of New Jersey has been recently plagued by a devilish figure that torments those who wander too close to the pine barrens. Steamships have been demolished whole-cloth by monstrous things lurking beneath the Great Lakes. Rumors of ghostly warriors decimating mining communities have begun to reach the eastern cities. Worst of all, a black train has begun to ride the twisted back ways of the Union rails, spewing sulfur fumes and the tormented cries of its passengers.

Thursday, June 24, 2010

Circa 1895

There's one big thing that I forgot to mention in my initial post. If you're a huge stickler for specific dates in your alternate history, this is probably going to frustrate you. The game tries to stick to a general era (i.e. early 1800s, mid 1800s, late 1800s) but we tend to fudge dates around in order to include particularly interesting people and events when we need them.

North America
Since most of this game will take place in and around North America, there are a few things that need to be clarified for the players.

First, and probably most significant, is that the Confederacy was the victor of the War of Secession. Utilizing their trade ties to Germany, the Confederates traded for airships that they used to control the battle of Gettysburg, which broke the Union force. Subsequent battles were similarly won via air superiority, and the Confederates forced the Union to recognize them as an independent Nation. Since then, the Union and Confederacy have entered into a sort of cold war, utilizing specialist agents and spies to foil each other along the border.

Weakened by the losses of the Civil War, the Union was unable to maintain control of the Territories. Some chose to remain under the umbrella of Union protection (Dakota, Montana, Idaho, Colorado, Utah, Wyoming, and Washington Territories), others threw in with the Confederates (Indian, , Arizona, and New Mexico).
California (and the region we know of as Nevada) follow a very similar path to the 13 original colonies. Initially built up by Spain, they declared - and won - independence from the homeland to form their own nation.

The Wild Cards
Both the Union and Confederacy have "wild cards," territorial holdings that are not entirely under their control.

The Confederates have to deal with the Republic of Texas, which considers itself an ally of, but not subject to the laws of, the Confederacy. The Union has the Kingdom of Heaven, a powerful Mormon conclave that controls much of the Utah Territory.

Both are content to work with their host nations, but act with their own interests in mind at all times.

For the Uninitated

This blog is dedicated to Interesting Times, a pan-generational alternate history RPG. In the spirit of Alan Moore's League of Extraordinary Gentlemen, many of the characters are taken from era appropriate fictional sources. Many others are based on historical figures, and a few come from basic concepts too cool to overlook, like the werewolf or the gray skinned alien.

For the time being, this blog will be dedicated to Interesting Times: America 1895. The content of the blog is specifically directed at the PCs, but if you're into bizarre history and fictional minutia, you might find something interesting there as well.

That said, once more into the breach!