Showing posts with label The Hood. Show all posts
Showing posts with label The Hood. Show all posts

Friday, 17 February 2017

Sovereignty (Part Three)

More actual play from my dining room, as we continue with our short campaign of The 'Hood, despite being a man down.

The Cast: A Quick Reminder

  • Mr. Benson the Bastion: caught in the undercover war between a merciless FBI agent and a psychopathic rival gang boss, he has to question whose side he is on; played by Elaine.
  • Daddy Longlegs the Matriarch: his children have been caught in the cross-fire once too often, now he's getting down to business; played by Guy.
  • Vince the Shark: with business looking very bad, a stay in the hospital to recover from food poisoning seems like a holiday; played by the absence of Dan.

Before this session, Dan had let us know that he might not be able to make it, so we were prepared to have a possibly-final session without his character. During the week between sessions, I'd had some ideas for the way the story could develop, but I needed the players co-operation in these things, even if they didn't really know what they were co-operating with. I asked them some questions about NPCs in their backgrounds (The family of Mr. Benson's henchman Turk, the mother(s) of Daddy's children and Vince's family members) and sent them each a Love Letter for their character, reproduced below.

Friday, 10 February 2017

Sovereignty (Part Two)

An Actual Play report for the second part of the face-to-face game of The 'Hood being hosted in my own dining room by me: sweet!

The Cast: A Quick Reminder
  • Vince the Shark: Sunday was not a good day for Vince, as he hospitalised one of his debtors, the business of the second burned down and his third was assassinated in Mr. Benson's penthouse; played by Dan.
  • Daddy Longlegs the Matriarch: Daddy managed to keep his head above water and even turned a small profit on the day, with the help of his kleptomaniac children; played by Guy.
  • Mr. Benson the Bastion: after having two bodies removed from his penthouse in one day and losing 2 out of 3 of his best lieutenants to a combination of injury and betrayal, what he'd like most is a restful night; played by Elaine.

Image result for santa monica night

That rest will have to come at another time; as the long summer evening slowly turns into night, Mr. Benson acts on the tip-off that the police are going to hit him later today, so he prepares to receive guests. Across the road from his building at the Big O Donut Restaurant, Daddy sidles up to his contact on the force, Officer MacCaffrey to see what he can learn about Frank's death in the restaurant fire, while not far away in his pawn shop, Vince studies the phone he stole from Frank.

Saturday, 4 February 2017

Sovereignty (Part One)

This is the first part of a three -part Actual Play report for the short campaign of The 'Hood taking place at my home with friends who live in the region, prompted by Guy "The Teaspoon" MacDonnell.

Taking place in a little-known district of Santa Monica, CA, the prime movers in our story are:

  • Vince the Shark: he's really a nice guy who only got into money lending as a way to help a relative with a tragic back-story, but now he has interests in businesses across the 'hood; played by Dan.
  • Daddy Longlegs the Matriarch: the father of many children, three of whom stay close by his side at all times, looking for any opportunities that arise; played by Guy.
  • Mr. Benson the Bastion: a tough mover and shaker who oversees the streets below from his penthouse, sending out his minions to shape the 'hood to his will; played by Elaine.

Sunday, 13 July 2014

Barf Forth Britannica: Principles of The 'Hood

In the last two articles about MCing The 'Hood, I covered the agenda of play and what you should always say, so this time I'm going to tackle the principles: you can play The 'Hood straight out of the principles in Apocalypse World, you just need to add that grungy, contemporary urban twist.

Barf forth Britannica
Thanks to Gregor Vuga for that phrase: to be clear, The 'Hood is not set in Britain, but I am, so that's what I wrote about, the situation I've been familiar with all my life. Throughout the text, I've made a deliberate effort to not to refer to specific locations, currencies or national figures, but ultimately my own identity bleeds through in the text and informs some of the assumptions. You can substitute any national identity and create a game with its own highly distinctive feel, as long as you commit to communicating that essential difference to the players: every major city in the world has a set of hot issues that are as unique to it as a fingerprint, so wherever your 'hood is, you have to fill the characters senses with the experience of living there. Grab a soundtrack, some authentic snacks and drinks, create a stock of photos of the places, the people and the products which define that area & culture, then barf that all forth at the table (please, not literally when it comes to the snacks & drinks.)

Address yourself to the characters, not the players
Stay in the fiction: when you've got something to say about it, communicate that information to the characters, through what they can see, hear and what they know. The characters have lived in the 'hood most of their lives, so they already know all the in & outs of it: you don't need to describe things to them as if they were fresh and new, just tell them what's what. "Look out Slick, that's Turk crossing the road coming your way with a couple of his crew; he probably wants a word with you about bringing Mint onto his patch. Maybe you should have stayed off his street today? Too late now though, here they are."
As with Never to Die, the progenitor of The 'Hood, you're playing the whole environment the PCs live in: you're not just their mates, relatives and rivals, you're also the bars, the shops, the houses, the streets and even the traffic on them. When you're MCing, you're being the 'hood in the same way that someone else is being the Fallen, the Schemer or even the Voice, so own that identity and speak through it: "The traffic is shit, like every car in the 'hood is going the opposite way to you, almost as if they know what you're planning and want to get the fuck away from it."

Make your move, but misdirect; make your move, but never speak its name.
Tell the story through the moves you make, not the mechanics that demand them: the moves are just the middle-men, allowing an easy passage from one situation to the next. Moves only happen for a reason and what they do should be told through the fiction, not as hits and misses: keep all that behind the curtain when you're narrating what happens. When you turn up the heat, it's because the story demands it, not because the dice do: there are choices open at any point, the dice just decide which path the story goes down, they aren't the reason for it going down that path. If the Mint decides not to give you a break on the money you owe him, it's because he's had trouble with some other non-payers today and he doesn't have time for your shit, not because you rolled a 4: the dice will decide what the fiction is, even retroactively.

Look through crosshairs
The PCs lives are their own, but everything else? That's all yours. Take all those NPCs and the streetplan and find ways to burn them: users, hoes and debtors are a good place to start, but everybody in the 'hood has an agenda and they aren't all going to get what they want. A good first session kicker is to take something the players have put on the map and wreck it: close it down, burn it down, demolish it and salt the earth where it stood. An even better kicker is to turn an NPC on them: have their own sister turn them into the police, let their best friend try shooting them because the PC is getting in the way of the NPC's business. Make the players deal with this shit and show them that when they give you something to play with, you'll light the fuse on it and throw it back at them.

Name everyone, make everyone seem human.
Look at the streetplan, look at who lives there, look at how they relate to the PCs, but think about what they do when the PCs aren't around. Everyone in the 'hood wants something, even if it's as simple as being left alone in peace to make it through another day, so use that when the PCs want them for their own business. It's fine to say things like "You're just rocking up to Mo in the middle of the day, while he's working at the supermarket, and asking him to hold the package for you? Yeah, he's this close to losing his shit with you and thinking about all the favours he's done for you in the past, so he's not in the mood to listen right now." If they push it, they can make trouble and if they don't blow that, then they can make the move they came to make, but don't let them assume that the NPCs are always there for them whenever they want to do something.

Ask provocative questions and build on the answers
You've been doing this since the start of the game, so keep doing it: the Debts PCs start with creates a whole history between the PCs, which is then built on via the streetplanning. Whose houses are those? Who lives there? How long have they been there for? What's nearby? What isn't? Keep asking the PCs questions about the day they're having and the history behind it:

  • "Who's that in front of you in the queue at the checkout? What was it you wanted to ask them?"
  • "Can you remember the first time you kissed Puppy? It was just after he'd broken up with his boyfriend and whose fault was that?"
  • "Your normal boozer is The Three Lions, but today you're propping up the bar in The Mermaid; even the barkeep, Hooch, seems surprised to see you and says 'What brings you in 'ere then?' There's a puzzled frown on his face as he asks."
Respond with fuckery and intermittent rewards
Give the PCs what they've worked for: which isn't to say that you should always reward them, but their effort should always pay off, including the times they totally balls everything up and bring a metric fuckton of trouble down on top of themselves. When they mess up badly, remember it, then throw it back at them at the worst possible time: keep an eye on who they owe payback to and why, then hit them full in the face with both barrels. Even when they get what they wanted, they're living in the real world, so there are always strings attached and it won't last forever anyway. It's fine for things to work out in their favour once in a while, but mostly they're like the frog thrashing away in the jug of cream trying to stay afloat: maybe if they keep at it long enough, they'll be in butter, but only if they get the chance to keep kicking.

Be a fan of the players' characters
If the player's work hard at something their characters are doing, then respect that and respond enthusiastically: don't shut them down, don't cock block them and don't take away what makes them cool. The Fallen is a bent cop and they'll stay a bent cop until they go down or get burned, even if their own force starts investigating them: it's good that they come under the spotlight like this, but it's up to the player how this plays out for their character. Are they going to lose some heat? How? Maybe split their takings with a colleague who suspects them? Maybe frame someone else for what they've done? Whatever course of action they take, be a fan of that plot-line and commit to it as much as the player does: play the NPCs who get involved and portray their reaction fairly, but don't use them to just say no to it. Even if the players come up with the dumbest, least workable plan in the world, let their characters play it through and portray the outcome fairly: be supportive and enable their schemes, don't dismiss what the players are contributing.

Think offscreen too
Stuck for what to do next? Take a look at the streetplan and the cast of NPCs: what are they going to do now? The 'hood and the PCs' lives are just one tiny slice through the rich variety of life that's taking place in their town every minute, every day: remember that you're playing the 'hood as if it were a character of it's own, so make it real, make it move, make it hungry and then see what it gobbles up and spits out. Flip back and forth between big picture (the world outside the 'hood) and small picture, create a dynamic between what happens on the streets and what happens in the world at large.

Sometimes, disclaim decision making
When it's your call what happens next, don't always make the decision based on what you want to see or what you believe ought to happen next, try one of these:

  • What would an NPC do? Check through the cast of supporting characters and ask yourself how they would react to this situation; when you get an interesting answer, you've got what happens next.
  • What do the players want to happen? Just come out and ask them what they think should happen next as a result of what the characters have done: why did they just do what they did? What did they expect to get out of it? How do they think the NPCs are going to react?
  • What were the stakes? What did you say would happen in this situation? If you set stakes for a move, then honesty demands that you apply those stakes as agreed.


Friday, 20 June 2014

Rooting for the Underdog: A View of The 'Hood

I've been asked a few times what the inspirations of The 'Hood are and people have pointed to various sources such as the films of Michael Mann or TV shows like Breaking Bad and The Sopranos but to be honest, I haven't watched a lot of those and I think you have to scale down your expectations quite a lot to get the most out of the game.

There are quite a few sources of influence on the creation of The 'Hood, but there's no one thing which is a perfect model of it, so I can't point you to a particular film or TV show and say "Do it like that." The premise has been stitched together from bits of British TV programs such as East Enders, The Bill, Misfits and Minder (the latter mostly remembered as the original series from my childhood) as well as a few films like Shallow Grave and Trainspotting. Mostly though, the game is an attempt to model real life, not fiction, and a lot of it comes from newspapers, documentaries and my own experiences of living in some pretty rough areas where drug use, prostitution and the black market were right there on my doorstep.

The motto of The 'Hood is 'Big Fish in a Small Pond' and that's the way to play it: the PCs, like real people, are the stars of their own personal dramas, but pretty much no-one else gives a shit about them. You don't have to go too many streets away before you come to a place where nobody has even heard of them and some other chumps are doing the exact same things to different people. In The Writer's Tale, Russell T. Davies talks about techniques for getting the audience to care about the characters but sums it up with this profound thought: the audience will care because that's the character you're choosing to show them. Watching a TV show is an investment of the audience's time, so they come to it ready to care about the characters; so with an RPG, we care for the characters we create because we've invested our time and effort in creating them. They don't need to be important, powerful or influential, as long as we are sufficiently interested in exploring their life and seeing the world from their perspective for a time.

The 'Hood is like a microscope that places a drop of pond water under its lens and shows the teeming, myriad life within: take a moment to look at your streetplan and think of it from that perspective before getting down into it. Whatever is on there is what the players and the characters care about; if someone cares about something, they need to put it on the streetplan. Say what your prep demands.  The streetplan is almost a storyboard for your game and it tells you what needs to be threatened in order to motivate the characters; fronts follow from the streetplan, so it also tells you who is doing the threatening. Don't be afraid to have threats that start out small, even inconsequential, just trust that they will get bigger as soon as one of the PCs really screws things up (hint: they will.)

The PCs are dishonest, but the game isn't: play honestly and remember that to do it, you have to do it. All the basic moves are situational, in that they reflect or trigger a situation within the story. In order to ask around, a PC has to start by actually asking someone about the thing they want, so they need to explain who they are asking and how they contact them. The same goes for lying low, there has to actually be someone who can help the PC before they can make the move, which brings me to making trouble.

Honesty demands that you think about what a PC is asking for from an NPC and what the relationship is between them: if a PC seeks help from someone whose name is already in their payback box, then that NPC might not be inclined to listen, so the PC needs to see if they're making trouble. This is especially true if the PC has just taken heat from something violent and public: if you knew the police were throwing everything they had into finding the person on your doorstep, would you let them into your house to hide? How much trouble are they worth? Sometimes the PC won't be in a position to make trouble until they've tried and failed to do something else: for example, if they've just tried to rip off a mate by arguing the toss with them, that mate might not be inclined to give them the time of day afterwards. Patching up a damaged relationship is part of the conversation that is the game: just because someone isn't in your payback box doesn't mean you can't do them a favour to keep them sweet and get back into their good books.

Friday, 13 June 2014

Keeping It Real: How to MC The 'Hood

Simmer down, I know it's been a while since my last post, but I'm back now, though not with an article on the design process of The 'Hood: this time, I'm going to move onto the philosophy that isn't explicit in the book but which informed the design decisions. In particular, I'm going to look at this from the perspective of MCing the game, as an understanding of the game's assumptions will assist potential MCs in making decisions during play.

First & foremost, what holds true for Apocalypse World mostly holds true for The 'Hood as well, with just a few tweaks here and there: the agenda remains the same, so make The 'Hood seem real, make the players' characters' live not boring and play to find out what happens. The streetplan of the 'hood is your best tool for making it seem real: you've got a map right there with everything important on it, as well as a list of important things that aren't on it but exist outside its boundaries. Make that plan the centrepiece of the table and when anyone does anything, ask them to point out where they are when they do it; better still, get them to show you how they get from A to B and fill in the alleys and shortcuts of the 'hood as you play. The streetplan shouldn't be a static document, it should change organically as the group discovers what it needs and adds it to the map; once in a while, ask the players a directed question, like "Who do you pass coming out of the bookmakers?" or "You bump into your cousin; where's he headed to?" Add further locations to the map or the list of places that are beyond it when they come up in the fiction.

Another tool you can use is a contacts list: ask each of the players to keep a list of who's on their character's phone and make sure you have copies of those lists. The contacts list is a double-edged sword: it establishes in the fiction who the PCs can quickly and easily get in touch with, but of course those same people can easily get hold of them. Making calls on the mobile/cell is a great way to frame moves like ask around, plan B, take the heat off and lie low, but also a great way to bring up the PC's payback box at the absolute worst possible time. Add some fun details to this technique by asking them what the ringtone is on their phone and whether they have different ringtones for different contacts: if you can have those tones cued up and ready to play, it's a great way to instantly foreshadow the badness that is about to come down on their heads.

The characters lives won't be boring if you're handing them opportunities and problems, so do both: better still, hand them opportunities that will create problems and problems that can be exploited as opportunities. Creating PCs and NPCs should have resulted in a bunch of potential triangles, so stir them together: look for ways the NPC's genuine agendas can trigger situations which threaten the PCs' livelihoods. It doesn't take much to bring the authorities down onto the 'hood or put an NPC in the cross-hairs of some of the bigger gangs that surround it; the ways different PCs are getting by are designed to overlap, so that the action one PC takes to protect their livelihood is liable to threaten someone else's. The default assumption of play is that someone is always going to be short and looking for a way to make ends meet again, so a major aspect of the conversation at the table will concern what it takes to restore a livelihood. If that isn't happening enough, look at the payback boxes of the PCs and see if there is a way someone can demand a favour from them that puts them into conflict with one of the other PCs:

  • The Heavy and The Ice put their reputations on the line and swear they will get the job done, but carrying through on that promise to an NPC can put them in direct conflict with The Bastion and The Fallen.
  • The Blur, The Go-Between, The Hacker and The Rebel all need some degree of secrecy to go about their work, so the last thing any of them wants is for an ex-customer to spill the beans: if an NPC starts telling tales in public, they'll have to deal with them, one way or another.
  • The Feelgood, The Merchant, The Pimp, The Schemer and The Shark all have a business model that needs customers who want what their selling: an unhappy customer might get one of their mates to make a complaint on their behalf, especially if their mate has the muscle or power to back-it up, like The Bastion or The Heavy.
Just like AW, everything follows from the moves, so keep things moving: learn to love the sound of dice hitting the table and make sure the players are rolling them when they should be. There are two big catch-all moves you can always turn to if the PCs want to try something uncertain and those are cover your tracks and take the hard way. I don't advocate making the players roll for everything they want to do, but any plan they embark on should certainly need at least one of those moves, especially if there are obvious ways it could go wrong: most times it's clear which move to use (burying a body in the woods is covering your tracks) but don't be afraid to ask "How are you doing this?"

Asking questions also saves you a lot of effort when you're responding to what the PCs do: there are questions implicit in the outcomes and consequences of every move already, mostly relating to who they've pissed off and how, but it's also a good way of checking that you and the players are on the same page. If they mess up, ask them "How does this go wrong?" but if they achieve what they set out to do, ask them "What does this get you?" You can think about the story as being the thing that gets you from move to move: the story follows from each move but it also sets up the next one. It matters what happens in the story, but you have to let the moves decide the direction for you and not be tempted to lead the story where you believe it should go. Talk, create, suggest, have a conversation, but use the extelligence around you (the AW rule book, The 'Hood rule book, the other players, your own prep) as well as your own intelligence and creativity.