Monday, October 3, 2011

Cursed Mansion

My 6d6 solo game is progressing slowly, so I decided to post first part of it, and to write it down as I go. So, here it is!

Peter needed the money. That why he accepted the challenge of the old countess. 10.000 USD for anyone who spends the night in the cursed mansion seemed like the easy money at first…

Game mechanics: The goal of this adventure is to survive the night in cursed house. I used the blueprints of Andrew Carnegie House I found on internet as the map of the mansion.
To achieve the tension, some cards in the opposition deck received Time keyword. These cards will be 1d6+0 from 7:00 pm to 9:00 pm and later from 6:00 am to 7:00 am, 1d6+1 from 9 to 11 pm and from 5 to 6 am, 1d6+2 from 11 pm to 1 am and from 3 am to 5 am and 1d6+3 from 1 to 3 am. This way, adventure will be more and more dangerous as night progresses until the which hour, and then the tension will slowly lower till morning.
7:00 pm As soon as Peter entered the mansion, door closed and locked behind him. It felt strange, since he was shore that he came here alone. But then he decided not to pay attention. It must have been someone playing practical jokes, or maybe just the wind closed the door… There are several other doors in this house, and if they are all locked, one can always break the window…

Game mechanics: I created this investigator using 70 points worth of cards. Since he has to survive one night inside the house, there will be no healing in this game, so I decided to give him more life cards then it is usual for a standard game. Life cards: Faith (Atheism) +2, Problem Solving +2, Quick Wits +1, Memory, Will Power, Self-Confidence. Skills: Gather Information +2, Alert +1, Search, Engineering. Knowledge: Natural Philosophy +2, Culture, History. Pistol, 9mm.

7:05 Leaving the entrance hall, Peter entered the main corridor of the building. Corridor was empty aside for the old, mice eaten sofa in one corner.

Game mechanics: In this solo game, I decided to use different movement system then in original 6D6. Instead of squares, I will use room as unit movement. So using walk speed, my character will move into new, previously unexplored room in 5 min time. This represents opening doors and investigator looking around to see where he is, remembering position in the house, etc.

7:10 From main corridor, wide stairway lead to the back yard. Mist was slowly gathering outside, but one could still see through it. On the other end of the yard, city was still busy. One more reason to forget the locked front door…

Game mechanics: Whenever investigator enters new room, two cards are drawn from opposition deck. In this case, cards drawn were Liberty and Mist. I interpreted them as if investigator is free to leave the mansion through misty back yard. Then I checked how thick the mist is, using Alert skill (1d6+1) and rolling against Mist card (1d6+0 in this early hour). I was victorious at the roll on so mist is scarce and can be seen through. Mist card can be seen as object, so mist stays in this “room” permanently and will be there the next time investigator enters back yard.

7:20 Peter returned to the main corridor, that was still as empty as before.

Game mechanics: Whenever investigator enters a room he has already visited, he has to roll against room resistance (set to 1d6+0) to see if anything changed there from his last visit. Investigator will roll 1d6+3 from 7:00 pm to 9:00 pm and later from 6:00 am to 7:00 am, 1d6+2 from 9 to 11 pm and from 5 to 6 am, 1d6+1 from 11 pm to 1 am and from 3 am to 5 am and 1d6+0 from 1 to 3 am. If he beat the room resistance, nothing changed. But if he lose roll on, he has to draw number of cards equal to the number of pips he lost by. For example, if room would roll 5 and investigator 3, investigator will draw 2 new cards, that will combine with the ones already existing in the room to picture the new situation. Investigator can move through 3 previously explored rooms in 5 min time, but has to roll for each of them.

7:25 Next room our hero entered seemed to be a study (persecute investment). He spent some time looking through the papers and discovered that last owner of this house neglected his business. Instead, he lost all his money betting on sport events.

Game mechanics: once I determined that this room is study, I was shore that this is narrative event, so that I can use all cards I have, with the restriction that each card used that was not in the pool at the moment my hero entered a room costs 5min of time. Using cards from the pool cost nothing.
In this case I used my
Search and Gather Information +2 from the remaining cards (spending 10 minutes) and tried to beat the room (persecute investment, total 2d6+0). I rolled 11 against room's 7, winning by 4. Therefore I was able to take 4 new cards that will further explain the room. I got neglect, riches, abuse, competition. Using common sense and knowing that this room is a study, I interpreted them as mentioned above.

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