At the annual New Year's Eve Eve
role-playing party, I ran Hollowpoint. This particular party has been
going on for over a couple decades now, and the spouse and I have
been attending for over a decade. December 30, we meet for RPGs of
all colors and sizes and usually run it con-style these years: GMs
prepare a short (~4 hour) adventure and characters if the system
requires any sort of elaborate character gen. Then the players are
divvied up among the GMs and then circulate, with some of the GMs
swapping in and out as needed. When we were young, we might have
managed 3-4 sessions a night (starting around 6-7 pm) but these days
we usually manage two, maybe three if one of the GMs is feeling
punchy and not quite unconscious.
This year, as I said, I ran Hollowpoint
using a very basic skin. I set it in a Forgotten Realms type fantasy
RPG setting. Rather than reskin the skills, I had each player pick a
fantasy character archetype (Fighter, Paladin, Wizard, Rogue, etc.)
and then their skills related to the abilities that archetype might
typically have (Kill for a Fighter might be a greatsword, for the
Rogue, poisons and daggers, for the Wizard, fireballs, etc.). The
characters were all adventurers with the Agency, which contracted
with clients to resolve problems they were having.
The mission for both session I ran was
that the Town of Northhaven had contracted with the Agency to deal
with a necromancer who had moved in, started robbing the local
graveyard, and caused zombies to show up and attack the town.
The first session went off the rails
the instant I had them name their characters. The first person to
speak named his character Elmo and immediately adopted the
appropriate voice. The others all jumped on this and soon I had Elmo
the kleptomaniac rogue, Snufalupagus the dual-wielding warrior,
Charlie the sneaking Rogue, and Big Bird the Bard. (Later, after
Charlie bought it, the Count joined us as the undercover agent.)
When we got to town, I also realized
this was the Agency you only called once. (This theme carried over to
the second group as well.) The mayor led the party into the Inn where
they were getting rooms and introduced him to Larry, the town drunk
who first saw the zombies. What was supposed to be a simple conflict
with the NPCs trying to Con the party into leaving immediately to
deal with the issue, culminated with Snuffy slamming her swords into
the bar and demanding an ale, Big Bird singing completely random
campfire songs in order to confuse everyone, and Elmo bodily throwing
poor Larry along the bar into cellar and announcing that “Everyone
needs to get in the *$*% basement or lose a *%&*$ ear.”
Leaving the mayor and the others locked
in the cellar of the Inn, the party leaves and encounters a cadre of
zombies wandering into down at sunset. After briefly considering
luring the zombies into the Inn (and setting it on fire), they
decided they would likely not get paid if the mayor died in the
conflagration. So, instead, they took the bells off the door into the
Inn and Elmo strung them onto the zombies. Meanwhile, Charlie found
most of his long-lost family among the zombies (his Complication),
Snuffy started mowing some of them down, and Big Bird played Pied
Piper and led them into Town Hall. Which was promptly locked and set
on fire. Just before the building burned down and the last of the
zombies bought it, they opened the door and let the few remaining
ones out, which started immediately retreating toward the
necromancer's home, bells ringing along the way. (See? The bells were
not completely random...)
Arriving at the necromancer's tomb,
they were met with a mess of skeletons setting up palisade and a
Death Knight (Snuffy's newly raised father, her Complication)
leading. Meanwhile, there are yet more relatives of Charlie among
these undead and the undead that come streaming out of the tomb in
retaliation. The party handles the Death Knight and his minions well
enough, Big Bird continuing her ongoing attempts to confuse the
enemies with random camp song lyrics. Charlie does succumb to the
onslaught of the undead retaliation to be replaced with the Count,
who has been serving as an undercover operative in the necromancer's
army.
The party descends into the tomb and
there encounters the flesh golem (Frankenstein's monster for the
non-D&D'ers). However they also see the necromancer disappearing
into a door at the far end, yelling about having to give chase or
save the mayor's son. At this point, they see the mayor's son hanging
by a quickly dissolving rope over a vat of acid (the conflict's
Catch).
Combat ensues, with Big Bird's
continued Con assaulting the monster while Elmo rigs his security
blanket (a Trait) into a lasso and saves the boy, just before the
rope snaps. The monster ends up with whatever was left of it's brain
fried into dysfunction by the ever sung lyrics.
Beginning the final confrontation with
the necromancer, the party marches into his laboratory. He is busy
casting a really bad-ass spell (Cool) while his collection of ghosts
turn their Terrorizing assault on the party. Elmo begins randomly
Taking vials and bottles from the necromancer's lab and mixing them
together, before throwing them at the ghosts. Snuffy is in her usual
bladed fury and Big Bird continues her aural assault. The party
eventually slays the necromancer and his ghosts and the muppets
return home to their well-earned money.
The second session of the evening fared
a little worse. Rather than homicidal muppets, this party consisted
of a necromancer (a former colleague of the enemy one), his grave
robber, his “corpse creation specialist” assassin, a pair of
rogues and a warrior. (I think, this session started at something
like 11 pm, so it's a bit more fuzzy for me.)
The plot progressed through a similar
set of scenes, though this group manged to kill everyone in the inn
without really getting information out of them. (Though the party's
necromancer raised them all, so they still had what they needed, I
guess...) They also simply slaughtered the zombies that came in,
rather try to corral them. Of course, their necromancer then raised
the newly re-corpsed into their own growing army.
This was the groups modus operandi for
the night: kill everything and then make it into their own undead.
The necromancer then used his own in-conflict successes to have his
army soak hits for the others as needed (Agent special ability).
There were two fatalities in this one, one being replaced with a
cleric, the other with a similar rogue (as I recall). The cleric used
Turn Undead (Terror) quite efficiently.
Overall, Hollowpoint worked well for
this one-shot style of fantasy RPG, however the trappings of the
genre hindered it a bit. A good number of my players were used to
D&D, Pathfinder, etc. and the weight those games place on
spending much time crafting a well balanced character and careful
resource management during an adventure. Since characters (and thus
their Traits) are supposed to be expendable, my veteran RPG players
were slightly less willing to embrace spending often and freely,
until the final combat. This left some of them feeling a little
frustrated early on, as even in their best skills they could not
match the length of runs I as GM would manage. This cleared up as
they began to realize that making a new character was not the time
sink it would have been in D&D/Pathfinder. Additionally, I had to
overcome my own reluctance to assault the weakest player in each
round. However, after the first round or two in each session, play
began moving much more freely. Everyone certainly seemed to enjoy the
free-form chaos that ensued.
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