KapCon Round 2 – Pleasures of the Flesh

Warning Label:I’m reviewing the KapCon games I played in some detail. There will be spoilers that make it impossible to play the game, and I will be naming names of people I played with and things I both liked and disliked. If you think you’ll be offended, I suggest you stop reading now and go hug a Panda.

I have spilt a lot of virtual ink already trying to get to grips with this scenario and why it hasn’t been coming together. At Fright Night itself, I felt like it almost, just about, very nearly did. Sitting down at the table at KapCon I was still ambivalent about many of the core choices that needed to be made in order for a functional scenario of whatever kind, and so in the end I didn’t really push the game much – I let it be character driven.

The characters that were spawned by the randomised cards were pretty similar to the previous couple of runs – a mix of regular folk without too much really going on. The first spark of any life for any of the characters came from one James Plunket and Ruth Harper quickly and gently on that spark trying to get a fire going. James played an old school misogynist bastard with a long-suffering wife, and Ruth played the man with whom she was having an affair. I think the entire group really enjoyed the adventure unfolding and giving his character the walloping he deserved! As with most outrageous characters, he consistently won or placed the ballots. I’m not sure what that says about humanity.

These two characters idled along in their domestic drama, with increasingly cool and interesting cameos from the uber-feminist character played by Auryn. Who knows – if either of the other two players had seemed aware of the unfolding domestic drama, we could have chucked out vampires altogether and had some real characterisation and interest going on. But, alas, they mostly retreated into their own little separate stories, and in the absence of a consensus I wombled on with my plot.

Crucially, this divergence meant that the game fragmented into split narratives – the basic structural problem with the first play-test. Naturally, my horror-GM instincts when you have players alone is to pick them off, one by one. EPOCH doesn’t really allow that, and so instead I kept passing up golden opportunities to put the screws on, and punish the loners.

I think this is effectively a story/structural limitation of EPOCH – it can’t handle group fragmentation very well. The GM is always contriving within the fiction to either stage multiple simultaneous-but-separate challenges, or gently redirecting players back into the same fictive space. In real terms, you’re never safer than when you go off alone to investigate the whatever.Abandoning or more adroitly circumnavigating these systemic limitations and pushing the loners could have rescued this game.

So much for my side of the problems. The players in an overtly character-driven game must also bear some responsibility for the ill-functioning of the game. The warning signs were big, and early, when one of the players responded to my briefing of a group of pensioners from South London by creating a Northern Irish Catholic Priest whose main schtick was to rail against corruption and vice. That, my friends, is a very challenging choice for a character in a game entitled Pleasures of the Flesh. You can pull it off – by highlighting their inner torment over their rhetoric, and their weak nature. Or you could not pull it off and seem to miss the whole point of the environment.

Then, once we have a strong story forming in the opening scenes, you need to jump on board, especially when you’ve had your chance to frame something interesting for yourself and passed. Now, that story was also problematic, inasmuch as it has very closed possibilities. A long-term affair is found out – in order to have an interesting next step, there needs to be a lot of possible collateral damage on the table. There wasn’t.

I was late with pushing my story front-and-centre, but not as late as the players were in noticing it. I gave them 4 NPC companions, plus one from James, and I’d killed all 4 in mysterious circumstances before anyone started to get suspicious. The most sinking moment was when the question was finally asked about where Eileen had got to (the missing 4th), another player asked “who?”, clearly having not been paying attention to the other half of two separate conversations they’d had. Now, you could argue that means simply that my NPCs weren’t memorable enough, but when there are only 4 and all 4 are gone, you might expect some kind of response.

In a lot of ways, it is the inertia of the players that perturbs me more than my failures to railroad them into my plot. Given a free choice, the people they created were, on average, boring. If I asked any of the players whether they would read a book about the character they chose to play… I’m not sure that I’d get much of a positive response. The problem here is too much choice; given a completely blank slate, the players are trying to create something from a blank starting point, without much idea of what the scenario will require. James was really the only one able to spontaneously generate an interesting (albeit, monstrous) character, and Ruth was savvy enough to piggy-back on that creation. Is this a basic limitation of player ability?

I think it would be an interesting exercise to sit down with a group of gamers and ask them to sketch, with no other information, someone interesting. I really wonder how that would turn out. In Pleasures of the Flesh, it turned out badly.

This entry was posted in Actual Play and tagged , , . Bookmark the permalink.

12 Responses to KapCon Round 2 – Pleasures of the Flesh

  1. Anonymous says:

    One question – did you use the complication deck, and if so, did any of the players draw from it?

    • mashugenah says:

      It was in use, and there at the centre of the table. Nobody even thought about using it, because I think they all found their own characters quite interesting. Without the impetus of losing audience ballots, it’s only yourself you have to interest.

      I can’t really avoid Ivan’s basic criticism of the scenario though, which is that it just not that suitable for EPOCH. I think that as a MotW scenario it would have worked pretty well though.

      • Anonymous says:

        Ivan might well be right. I’m not sure how the final scenario turned out – did you use any/many of my suggestions from the early draft?

      • mashugenah says:

        Well, the text I was working off for KapCon was Draft 7, so tracking whose advice got offered when is now non-trivial. That’s another reason why this scenario is getting shelved for now… I’m just tired of thinking about it. Each iteration seems like it should fix whatever was wrong in the previous, but at a certain point you just take a holistic look and can see that one way or another, there’s some really fundamentally problem preventing it from working.

  2. Interesting. In my experience, the ability of players to be proactvie in story creation is generally related to how genuine the power is and how far this power extends beyond their PCs. If you have players that are creating PCs from a blank slate, then those players really need to have power to define the elements of the story those PCs are about to tell. If there is a mismtach between what is expected of the players and what they can actually be expected to do, you get a series of ill-informed player choices.

    I find this is a scale too. You can grant certain abilities to players to make certain proactive choices accompanied by the genuine power to see those choices through, but it can actually be a difficult exercise in matching those two up.

    • mashugenah says:

      I generally agree with that. In EPOCH you try and stack the deck (literally) to get the kinds of characters you’re going to need for something in your rough story type, and then I think you’re trying to use the horror to pressurize those relationships. That’s why the hero/zero card is so important – it’s the end-point/result of how the characters have become enmeshed.

  3. Anonymous says:

    “I think this is effectively a story/structural limitation of EPOCH – it can’t handle group fragmentation very well. The GM is always contriving within the fiction to either stage multiple simultaneous-but-separate challenges, or gently redirecting players back into the same fictive space. In real terms, you’re never safer than when you go off alone to investigate the whatever.Abandoning or more adroitly circumnavigating these systemic limitations and pushing the loners could have rescued this game.”

    I think this is clearly acknowledged in the game. If you use a sandbox setup, you need to use the relationship cards to provide a structure for the players to interact. If you are using a locked box, then strangers can be used. Those are the rules of the game. Having players split up in any ‘con horror game has the same issue, either you run two stories, or you try and find a way to reunite the characters. How does it work in Dread?

    That said, many sand box scenario EPOCH challenges work okay if the characters split up (Fever Pitch, Sunshine Falls etc.) you just end up limiting the use of Hero/Zero cards – which isn’t particularly desirable.

    • mashugenah says:

      Yep, EPOCH gives advice on drawing people together; so for the FN run of the game, that pretty much worked out, with the group cohesive enough to run challenge phases and so on. Not so at KapCon.

      Dread allows you to just pick on anyone at any time and say “pull a block or something horrible happens”. So it would have done this scenario no problems at all.

      The one-on-one basic approach of a Vampire story was also a limitation here in a way not applicable to some of the others, which have mass horrors that pop out and attack people in different spaces simultaneously.

      • Anonymous says:

        Ah, so in that scenario in Dread, when the tower falls, only the character that pulled the block is eliminated?

      • mashugenah says:

        Correct. In Dread you work towards killing one character simultaneous with resolving the kind of global horror situation that’s covered by EPOCH’s horror track. If you need to kill multiple characters you can, but the mechanic is physically tedious because after the tower falls you rebuild it and then everyone makes 3 pulls for each character that’s been killed so far.

        So as a Dread scenario, all those people who wander off must pull or be fed upon or otherwise victimized, and you can do that one-on-one.

      • Anonymous says:

        Cool. Well perhaps that’s another system you might try for this scenario when you pull it off the shelf again in 4-5 years :) In the interim, I’m lloking forward to your next EPOCH scenario.

      • mashugenah says:

        Slight spoiler for the DOTS entry – but EPOCH was the answer to the problems I’d had getting that scenario to work. :)

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Connecting to %s