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      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
  • Merchandise
  • DriveThruRPG Affiliate Link
  • Patreon

Aaron Einhorn

Anton and Luther

July 22, 2021 //  by Aaron Einhorn

Anton and Luther

We’re trying something new for the blog this week, giving you a spotlight on some of the NPCs who have appeared in our shows. First up, the duo of Anton Lupescu and Luther Sorbo, from Season One of Something… Something… Dragons.

Anton and Luther are life-partners, who have been a couple since the days when they first met Professor Lorrimor during an affair with a cursed carnival. Both of the two had been with the carnival beforehand, but they hadn’t met until Lorrimor’s involvement, so they credit him with their getting together.

They arrived in Ravengro just a day late for the funeral, but they were friends and companions through the party through most of the investigation of Harrowstone prison. During that investigation, Anton became romantically involved with the Professor’s daughter Kendra, and the three are now a polycule with Anton functioning as the hinge. Anton and Luther both first showed up in Episode 9 “Welcome to Ravengro“. Below are their character sheets as they appeared upon their exit in Episode 34 “Rest in Peace“.

Anton Lupescu

Anton is charming, charismatic, beautiful, and if you have any sense at all, completely untrustworthy. Anton is a Witch, who gains power from the Death Patron through his familiar Crow. Crow has a name, but it can only be pronounced in Abyssal, and sounds a lot like demonic screeching, although it is literally just the Abyssal word for “Crow.”

As a Dhampir, Anton’s resistance to Negative Energy served as both a benefit and a hinderance to the party as they dealt with the undead. Fortunately, Thalia’s ability to selectively channel Positive Energy kept Anton from the worst effects.

Unfortunately, Anton’s reliance on Enchantment spells meant he was not of great use fighting the undead of Harrowstone, but he did aid the party with the use of his hexes and spells as much as he possibly could.

Luther Sorbo

Luther is tall, dark, and somewhat sober, but a generally pleasant fellow. He is a hunter, bonded to the wolf, Silver, who he shares a great deal with – including a secret. Luther is not just a man, but is in fact a Skinchanger of the wolf variety.

In combat, Luther favors his bow, although he is equally adept with the axe he carries. He is not afraid to use magic. He knows that he is not a clever man or charming man, but he is usually content to let Anton do the talking for the both of them.

Luther is fearless in battle, and generally selfless. He is also completely head over heels in love with Anton, and would be more than willing to die for him.

Category: NPC Spotlight

Dance Like You’ve Never Been Hurt

June 10, 2021 //  by Aaron Einhorn

illustration by William Macke

Her footsteps echoed up the empty staircase as she made her way to the dance studios on the fifth floor of the building. She had a shoulder bag slung over one arm that held two pairs of shoes and socks that came to her mid calf. The lights were dim in the staircase, as befit the fact that she was technically here long after the building was closed. But it was part of the campus of NYU in the City That Never Sleeps, so as far as Kennedy was concerned they really should have been prepared for someone to use the studios at 3 a.m. Not that the dim light bothered her.

Even though she was inside she could feel the moon high in the autumn sky outside. It was nearly full but not quite, pregnant with anticipation and the promise of what was to come. Her moon sign, her auspice, the Galliard moon, and she could feel its song beating in her heart.

That was why she was here. It had been months since Fya had left, and while her ID had let Kennedy into the buildings for a short time afterwards, once tuition stopped being paid, the ID no longer allowed Kennedy access to the studios. It had been months since she had been able to get access to a proper dance floor – and with how busy the Pack had been, it hadn’t even been like there had been time to regret not dancing.

But they were back in the City, back from the deep Umbra, and whatever terrors the Wyrm had to throw at them were still distant. There was only so much time you could spend in preparation and study. With the Galliard moon high in the sky, she had to dance.

Fortunately the only locks between her and the studio space were mechanical, and no match for a well-placed claw. Shifting just enough for claws to appear on a single hand was still novel to her, but while her jacket was dedicated to stay with her while transforming, a full shift into Crinos would have destroyed the shorts and sports bra she currently wore beneath the black leather coat.

Her wandering mind kept her occupied until she realized she was in the studio. The mirrored walls, the bars along the edge of the room, and most importantly the floor and the soundproofed walls, the window showing the moon outside, high in the sky.

Tossing her jacket to the side she closed the door, and pulled out her iPhone, plugged it into the speaker system built into the room, and blasted her warm-up music.

Over a dozen years of training and habit made her feel wrong not stretching before she started to dance, so dutifully she went through her stretches. Calf-raises, lunges, seated stretches, the routine was automatic to her. As natural as breathing. Of course, now that she was Garou, pulling a muscle was hardly a serious setback, and although she was outside of her “prime” dancing years at the advanced age of nineteen, she was in better shape than she had been even when she was expected to take the O16 championship at Worlds two years ago.

Feeling a slight sheen of sweat begin to coat her skin, Kennedy decided she was ready. She was agitated, full of passion, full of Rage. “Ye’ve got an unquiet mind, dove,” her teachers would tell her. And they were right. Sitting and waiting and talking was for others, it was never Kennedy’s style. Liam and Emily? They were the thinkers in her circle. She was like Brian, always ready to jump into a fight, even before her First Change.

Which is why she forced herself to lace up her soft shoes. With a selection on her phone, the gentle melodies of the slip jig began to come over the speakers. Taking her position, she forced herself to stand stick straight, hands locked down at her sides, feet turned out as she waited for her time to begin the dance.

There was passion in the slip jig, but it was a dance of being airy and controlled. “In that, it was like the Changelings,” she thought. Memories of Lord Devon Mayfair invaded her mind as she moved through the dance. Some of those memories were from her recent meeting with him in his new form, but she knew some were from her ancestor – the White Howler who he had enslaved in his previous existence, and who in turn earned her the right to wield the Klaive she now carried.

She hadn’t even realized that the song was over until she found herself bowing to the non-existent judges. “Stupid girl,” she thought to herself. “Letting yer mind wander like that. Focus on the damn dance.”

Kennedy looked around the empty studio. “Fuck it.” Trying to stay focused and do the dances to their proper forms was an exercise in futility. She wanted to punish the floor with her dance, she wanted to work herself into a state of sweaty exhaustion. It may have simply been Mother Luna calling to her through her Auspice sign, but with the passion she was bursting with and the way her mind kept drifting, she needed to either fight, fuck or dance herself into oblivion. The first two were irresponsible, no matter how tempting they might be. And the latter meant that the only dance that was going to satisfy her was a Treble Reel. Quickly she changed into her hard shoes, set her phone to play the Dropkick Murphys, and began to dance.

As her body moved through the studio, feet hammering into the floor in complex rhythms and patterns, Kennedy let herself go. Her form was perfect, every step hitting the beat in perfect time. It was a prize-winning performance, although no one was there to see it. But as she lost herself in the dance, she lost herself in her memories too. Her body knew what to do, even as her mind went back to all that had happened over the past year. Fighting trolls and Black Spiral Dancers. Nearly dying at the hands of a damn leech who drained her blood at a distance using magic. Watching her friends fight and nearly die battling an impossible creature that warped reality. None of her pack died that night from the Nexus Crawler, although there were scars earned that night, but she had to watch as Lishta sacrificed herself.

Why? Why would she do that? They had barely known each other, but there was something about the Dancer Galliard that had called to her. Maybe it was the ties in blood from Kennedy’s own White Howler ancestry. Maybe it was just an attraction to her lithe form and dark hair. But there might have been something there, even though they were on different sides of this war. She’d never know, because Lishta was dead.

Thoughts of Lishta led to thoughts of Fya. Her runner’s body, her short stature, the mischief in her eyes as she learned about the world they could explore together. She had left months ago, but Kennedy still thought of her. But of course she had left, everyone left. Or they died.

Everyone. It had been so long since she let herself remember, but the memories were there. The alley. Liam, Emily, Katie, Brian, and Bridget. They were young and invincible.

Kennedy’s thoughts swirled around her mind as her body whirled around the room, feet beating a stacato pattern that could be heard even over the punk rock music.

She told herself that she had blacked out. But that wasn’t the truth. She remembered everything. Every moment as Brian stepped forward to confront the five men. She watched as they tore Brian’s throat out, the blood splattering across the alley.

It was the splash of Brian’s blood on her skin, the scent of his death that triggered the change. Kennedy had been angry before, but that was the first time she felt her Rage. The change was as natural as breathing and the creature that killed her ex-boyfriend was no match for the nine-feet of angry muscle and blazing red fur that was on it in a second. The one that had done the killing was drunk on Brian’s blood, and never knew what killed him.

His friends, however, knew. Kennedy would never know if they had met a Garou before, but they knew enough to be afraid. They fought, but it barely mattered. The Galliard Moon had been high that night, and Kennedy was in a full on Frenzy as she tore through the leeches. She had howled with Rage and a newfound sense of freedom as she looked down on the bodies of her enemies at her feet.

And then… then the memory she had been suppressing for so long. Katie freaked out at the sight, and in a blind fury ran towards Kennedy, swinging her purse as some sort of stupid, ineffective, improvised weapon. The Beast that rode Kennedy in that moment only saw Katie as another threat, not knowing the long nights that Katie had practiced with Kennedy, the secrets they had whispered to each other, the first kiss they had shared when they were thirteen before Katie decided she didn’t like girls “that way.” The Beast remembered none of that, it only saw a threat, and it thrust a heavy clawed hand straight through the slender girl’s body.

Tears poured down Kennedy’s face as the memory came back, as she danced across the room. Four songs had played already, and she was exhausted, but she would not… she could not stop. She danced like that was the only thing left in her life, and maybe it was.

Liam and Emily tried to run, but the Beast only saw them as prey and it easily overtook them, tearing them apart with a powerful combination of tooth and claw.

But Bridget… the girl Kennedy had crushed on for over a year, the girl who Brian had left her for, causing her to be jealous not over her ex-boyfriend, but jealous of him for being with her… she simply cowered before the monster.

Perhaps… perhaps if that had not been Kennedy’s First Change… perhaps she might have recovered her senses.

Perhaps. But that was not what happened.

Kennedy howled a scream of pain and rage into the empty dance studio as her muscles gave out. She collapsed to the floor, exhausted, hurting, filled with impotent rage.

“When the fuck does it get easier?” she asked no one in particular, the empty studio surrounding her. “Is any of this worth it? The pain, the loss, the death?”

The moon shone its light on her. Giving her no answers. And Kennedy Donovan, known to her pack and the Garou as Blood-on-the-Dance-Floor simply collapsed to the floor, crying out her pain and sorrow. Later, perhaps even later that night or morning, she would again be a warrior for Gaia. A Galliard of the Fianna. A part of the Trail Mix pack. But in that moment, she was just a girl who had lost nearly everything she knew and loved.

“Live like there’s no tomorrow. Love like you’ve never been hurt. And dance like nobody’s watching.”

Category: Blog, Vignettes

Safe, Sane, and Consensual

May 20, 2021 //  by Aaron Einhorn

One of the things that most of us like about TTRPGs is our ability to leave the real world behind. We can examine strange worlds, imagine having incredible powers, fight off monsters that we would be powerless against, and otherwise do the impossible.

The other thing is that we can experience things that would be utterly terrifying and horrible in a safe environment. In that regard, a game session is not unlike riding a roller coaster. There is an illusion of danger, but it still has the safety valves on.

But sometimes the fears and dangers are close enough to the real world that they can hit the fears and anxieties not just of the player characters, but the players themselves. This is especially the case when the dangers they face aren’t just fantastical ones, but brush up against real-world horrors. After all, bad guys in games do some horrible things, and a Goblin threatening to eat a child can really hit the buttons of a player who has a history of child abuse.

Recently, in Episode 39 of Something… Something… Dragons, we ran into just such a case, where something happening in-game pushed the buttons of one of the players and they made use of the X-Card to say “No, stop, I can’t handle this.”

We’ll get to the specifics of the X-Card below, but what I really want to talk about is the fact that we had an X-Card, and why, and why it was set-up ahead of time.

As a GM (or Storyteller, or Referee, or whatever term your particular game uses), you have a phenomenal amount of power over your players’ imaginations. After all, you control not just the world that their characters are in, but also their perceptions of that world. You control the narrative and essentially everything that isn’t left up to the roll of the dice (and even that you have some say over). Your players willingly give up that control, based on trusting you. Because by default, the only control they have otherwise is to say “No,” and walk away from the game, which ends the fun for everyone.

But there should be a step before that where they can say not just “Yes, and…” or “No,” but have an ability to say “Yes, but….” And where they can tell you when you’re getting close to their limits without pushing past them.

The specific tool you use is going to be based on what is right for your table, but the important thing is getting these tools in place *ahead of time*. And the reason is that it both makes sure that you aren’t violating their boundaries and limits, and that it gives them the trust in you that you won’t. If they can trust that they’re safe at the table, they’re much more likely to give themselves over to the scene and the moment. And giving them the safety valve builds the trust that may well ensure that you never need to use it.

The important other half of that equation, of course, is to respect the tool. If you have discussed limits and boundaries and then violate them, or ignore the use of one of these tools, your players won’t trust you. And they shouldn’t.

Before looking at any of the specific tools, there are some practices that I think belong as a part of any game.

Pre-Game Talk / Session Zero

Before you start a campaign, a Session Zero is a good plan. This makes sure that everyone is on the same page and is trying to play the same game. It can include everything from what method of character creation, to which House Rules will be in place, to a shared background that the characters should have, but it can (and should) also discuss the tone of the game. If you’re playing a superhero game and one person expects Golden Age heroism, one player expect 60’s-style “Camp,” one-player is expecting 90’s-era angst, and one person expects a cosmic space adventure, someone is going to be unhappy.

Similarly, if you plan to explore mental illness or domestic violence through the campaign, this should be talked about ahead of time. So, figure out what everyone at the table wants and is looking for ahead of time, and you can make sure that you’re all on-board. For instance, I knew in Something… Something… Dragons that it was going to be horror-focused, so I made sure that the players were going to be ok with a certain degree of suspense and psychological horror. We had requests to avoid excessive gore, so we’ve done that. And we’ve had players express varying interest in romance and physical displays of affection.

Post-Game Debriefs

Now, I don’t think these *have* to happen every session – or at least they don’t have to be more than just saying “Everyone having a good time still?” But there should always be the ability to have them. And the debriefs can involve the whole table, or be one-on-one between player and GM. But it’s definitely worth suggesting them after an intense session (like we had at the end of Season One and the death of Thalia.)

So, with that in mind, here are a few of our favorite tools.

X-Card

The X-Card is one of the simplest tools, and one that can be easily implemented. It’s nothing more than a card with a large “X” on it placed where everyone can reach it. If anyone (including the GM) is uncomfortable with how a scene is going? They can just touch it, and the other people at the table are expected to change the scene (either fade-to-dark and skip the scene, or change what is happening). The person who activates the card is not expected to explain their reasons, but they may explain what exactly is being “X-ed” out. Maybe they don’t need the scene to stop, maybe they just need a particular description to be skipped over.

It also doesn’t have to be about something that they find disturbing. If most of the people are engaged in a serious role-playing scene, and one person is cracking wise about an episode of TV, someone might want to X out the silliness at the table.

The X-Card was developed by John Stavropoulos.

Lines and Veils

Lines and Veils is more of a “Session Zero/Debrief” tool than one that will come up in game. Instead, it’s a system of establishing boundaries for the story, and are usually defined by each player individually and then shared with the GM before the start of the game (or revised between sessions).

The distinction between Lines and Veils is that lines are a hard border for things that will be excluded from the game with no questions asked. This could include any specific topic and taboo, but common lines are child murder, rape or sexual violence, racial discrimination, but depending on your group, could even include more neutral topics like in-character romances. Veils are more “soft borders” where it’s not that the person objects to the content existing in the game, they just don’t want it to be explicit. If a player has – for instance – drug use as a veil, it’s totally fine to establish that the crime boss deals drugs, but you wouldn’t show an addict strung out waiting for their next hit. A very common veil would come to physical intimacy, where you would fade to black after an initial kiss and then pick up with the characters the next morning.

The Consent Flower

The Consent or Support Flower is designed around letting players communicate their current emotional barometer about a scene in a subtle, non-verbal way. On the table, there are three cards – one green, one yellow, and one red. As conceptualized, these were created with flowers on them, or the cards were designed to look like petals, but the colors are the important part.

The person activating the card will make eye contact with the person they are communicating with and tap one of the three cards.

  • Green: This card means “go ahead,” and possibly even “go further.” It’s a way of explicitly giving consent without verbally doing so.
  • Yellow: This card means “caution, but proceed.” It indicates that the scene as it is currently going is acceptable, and can continue at its current intensity, but should not be intensified. A good example of this might be when a player with arachnophobia is dealing with the party investigating the lair of a giant spider, as their way of saying “Your current descriptions are a little creepy, but they’re still in my comfort level. Don’t go any further.”
  • Red: Red means “stop.” The current scene is outside of their comfort level and should be pulled back immediately, and the intensity lowered or the scene ended.

In all cases, of course, no explanation is owed beyond that which the person activating the card feels the need to provide.

Tayler Stokes created the Consent Flower.

These are only a few of the options available, and we’re not here to say which ones you should or shouldn’t use. That’s going to be something for each table to decide for themselves, and you may decide you don’t need any of them aside from a good Session Zero. You may decide you need to use several of the different tools. And that’s fine.

You’ll probably realize that a lot of the concepts from these different tools aren’t that unique or original in and of themselves. You will no doubt recognize these concepts from other places in your life. But hey, we’re gamers. We tend to like having rules and guidelines, even if we do end up wanting to break them. Also, to be frank, a lot of gamers have some social awkwardness, so having a system in place to communicate comfort can be a big boost above and beyond just expecting everyone to be able to read each other.

What is important is that everyone at the table be comfortable and feel safe and supported. That environment will allow everyone to enjoy the game more, and can even make it easier to push into difficult topics and themes having established where everyone’s boundaries are and knowing what is and isn’t off the table instead of blindly guessing.

It’s about communication and conversation. Which, after all, is the basis for good storytelling. Good gaming, everyone!

Category: Game Theory

Wait… They’re Dead?!?!?

April 29, 2021 //  by Aaron Einhorn

It finally happened. The Big Bad got a critical hit near the end of a climactic encounter. You rolled a Natural “1” on your Death Save. There was no last minute reprieve for your heroic last stand. And now? Now your character is dead.

For many of us, the character isn’t just a bunch of numbers on a sheet of paper (or electrons in a virtual tabletop). This was a character we had become invested in. We had hopes for their future. We had plans for what they would do next. We knew their backstory, from their childhood friends to their first fumbling steps into becoming a hero. And now, this story is over – in all likelihood, not in a way that we intended.

There are certainly people who will scoff at the deep feelings that many of us (or the players at our tables) might be feeling at this moment. Certainly those who are newer to gaming may think “Well, just write ‘Jr.’ at the end of the character’s name and bring in their kid,” or compare it to a video game. After all, when Link dies, you can just go back to the last time you saved, right? And certainly in many game settings, death can almost be a revolving door, with methods of bringing a character back from the dead.

But it’s not always possible. And feelings can be hurt. There’s going to be shock and denial, pain and guilt, anger and bargaining, depression… in other words, all of the same stages of grief we feel in the real world when someone we love is lost.

This. Is. Ok.

When you’re emotionally invested in a character, it’s normal to grieve the end of their story. It is a loss, and it can be a painful one. Even if the character had a “good death,” that doesn’t change that we can be sad about never getting to play them again.

So, what should you do in these moments? My suggestion is to treat the same way (although to a lesser extent) as you would for any other grief. Allow yourself to have these feelings. Seek out other people who have a connection to this character that you can share stories and anecdotes with. And if you need to cry a little? Go ahead and do that.

Role-playing games are a social activity, and are about forging the connections and relationships around the table through the medium of shared storytelling and gameplay. If you’re doing it right, you should feel something when a major character dies.

I also advocate after-care. As a GM, I think it is important to check in with your players regularly. In general, this can just be about checking how people feel about the tone of the story, or any house rules that are happening, or events that are regularly happening (or regularly not happening). But after a major event in the future of the campaign – and a player character death certainly qualifies – it’s perfectly acceptable to just bring the table together and ask “How is everyone doing?”

In Something… Something… Dragons, we did just that at the end of The Haunting of Harrowstone. I would have wanted to do that anyway, just because it was a turning point in the campaign, but it became doubly important because of events that transpired during the final session. Now, we were doing it for an audience, but even if we hadn’t, it would have been worth doing just for the check-in with my players.

But my biggest advice after a player character death is the same advice I give to people who are mourning the loss of a real person. Grieve, and allow yourself to grieve. But afterwards, continue to live. The old character is gone, and that is sad. But there are more stories to be told, and the friendships that were created around the table can continue. Pull out that backup character and start building your excitement for the next set of stories that can be created. As the Vision put it “A thing isn’t beautiful because it lasts.” Every character’s story will eventually end, so enjoy the stories while they’re available to you – around the gaming table and away from it.

Category: Game Theory

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