The Descent Into The Rotting Heart Ends With A Slow Fade

Last night, after several months, many delays, and little bit of ad hoc scheduling, my remaining two players and I wrapped up our campaign of Heart: The City Beneath. Both remaining players hit their zeniths, we wrapped up the last trailing bits of story, and then did a post mortem since the player whose character had died/zenithed-out last session was around and available. It was a long night for all of us since we moved back our planned start time an hour, used up the the entire hour and a half of game time we’d set aside, and then wound up talking through the end of the game and what we’re going to do next for another hour. I was thoroughly exhausted by the end of all that and still am a full day later. Still, I’m glad we got to do it and I’m looking forward to a relatively quiet weekend without needing to run any games (though I will be playing in one, most likely, and doing some preparations to play in yet another game). I could use a bit of a break this weekend, after the last few weeks I’ve had, especially because I’ve got a new game to start preparing.

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The Penultimate Session Of The Descent Into The Rotting Heart

One more session of Heart: The City Beneath behind us and now we’re down to the last two players of a group that originally had six. One fell by the wayside immediately, before we even began the second session of our worldbuilding game. The second left after she realized this game was not for her and that she needed more time in her weeks. The third left when her character died a single session after the second left and she decided to reclaim some time for herself rather than carry on. The fourth has now stepped aside, one more session later, as his character finished a transformation that has been brewing since that first worldbuilding game. The final two players are both on the cusp of their own ends, each carrying a Zenith move they have either already used and are seeing play out or are saving to use at the right moment, whatever that might look like. Things are coming to a head and every single roll holds the potential to spell the end for each character, as it did for the fourth player’s character. Still, the story holds us all bound and determined to see it through and. at the very latest, in just another week from when this post does up, I will be writing about how it all came to an end.

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The Best Session Of Heart: The City Beneath I’ve Ever Run

I ran what will probably be the final “downtime” session of my Heart: The City Beneath game. I put “downtime” in quotation marks because it was supposed to be a rather low-tension session that quickly became anything but that. Sure, our Descent Into The Rotting Heart campaign was split into two groups (last session, two party members stepped into a Fracture and the other two decided to stay in the haven adjacent to the Fracture), but they were both heading for some rest, some healing, and what was supposed to be a little bit of setup for their final delve. Instead, the party outside the Fracture went on a violent rampage that went so much better than it had any right to go, thanks to it being pretty much normal violence against our two tankiest characters while the group inside the Fracture started out following the program and then one of them quickly devolved into a series of bad roles and fallouts that not only sealed the Fracture off from the rest of the world but doomed their character to a cursed, ironic end. I’d planned to keep the session short, in the one to two hour zone, since I was super exhausted and didn’t want to tax myself, but then we wound up using the full length of the session instead. It was wild from start to finish and, in my opinion, the first time I, my players, and Heart were firing on all cylinders.

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What Comes After Heart: The City Beneath

Well, we finally did it. My players in Heart: The City Beneath hit their first Zenith beat (the one I’ve been working toward with the player who wanted to withdraw) and another got assigned the group’s first Critical Fallout, which we’ve altered just a tiny bit from its as-written description because the player and I agreed it would be more interesting to give him and his character something to work on as a potential end/major alteration to his character that he won’t be able to remove. It felt more fun than just killing his character off, anyway, though I suppose we’ll see how that goes when we next meet in the middle of April. Our next session was due to happen on Easter Sunday and while none of use are impacted by the holiday, two of the players will be traveling that day and largely unavailable, so we’re skipping that session and picking up in three more weeks from the “brushing off the dust” moment we left the game at during our last session. It was fun to bring an end to the Corporate Invasion moment, given how it all played out, but I’m glad we were in the middle of that arc/delve since it allowed me to provide my players with all of the information and impetus the players would need to move their characters towards the final stage of their arc. So now we’re gearing up for this final push, to see where everything comes to a close.

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Working Toward The Zenith Of My Heart: The City Beneath Game

After less time than I expected, I’m working toward the conclusion of my Heart: The City Beneath game. As it turns out, everyone really dug the vibes of the world we built and the game as a whole, but no one other than me and a couple of my more experienced players was ready to handle the much more open-ended nature of the game’s mechanics. I’ve been struggling a bit myself, partly due to the distance between sessions over the last couple months and partly because we’ve wound up way more focused on character arcs and overall story than the punishing Stress and Fallout system of Heart really allows. With a couple exceptions (one of which I tend to discount offhand because of the unique situation of the player character involved), most of the players wouldn’t want to see their character die. They’d be disappointed if they came to any other end but achieving their Calling or exiting the game via a Zenith ability, so I was holding back a bit. We were also all incredibly new to this game as a whole and didn’t really set ourselves up for success when we were starting out. After all, Heart is incredible for one specific type of game and its a rough hack for any other type. You don’t need to use all the horror stuff, of course, since you can freely make up your own fallouts and describe things however you want, but the game is built for selfish characters bent toward goals that end in either horrible self-destruction or some kind of horrible destruction of something else. Without those, the whole system starts to feel a bit off.

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My Unplanned Break From Heart: The City Beneath Has Ended

Six weeks after our last session, my game of Heart: The City Beneath has finally come back around again. We even got through a full session, even if our metaphorical table wasn’t entirely full. One of the players couldn’t make it, since they have been firmly knocked out by a pair of sicknesses that have left them unfortunately unable to do much without needing to take a nap to rest up. We didn’t get much further through the delve than we were before, but I think we made some good progress overall, especially after being away from the game for so long. In total, they dealt with a difficult fight (which was the result of a fallout one of the players gained right at the end of the previous session) and then started in on the rest of the delve. They have not made much progress, so far, since they’ve rolled incredibly poorly on every single one of their delve roles save the very last one. They’re not super happy about that, either, since that delve roll brought them right up to another difficult fight and they no longer have the moves they used to make the earlier fight less potentially hazardous. Plus, due to the player missing the session and their character having a fallout come due right at the end of the session before, they party is once again split up. There’s a group of three and two isolated party members wandering around on their own, hoping to eventually meet up again. It’s a rough spot for them to be in.

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Burning It All Down In Heart: The City Beneath

As I’ve mentioned many times before, I absolutely love the beat system in Heart: The City Beneath. Being able to take the choices my players make about where they want their character to go next and spin them all up into a larger plot for us to run through over however many sessions it takes is truly a gift, especially when I’m playing with five other players who are more closely aligned than they realize. I try to avoid calling attention to the beats each of them are picking, since I know some of the players want to be able to surprise each other and I don’t want all of my players thinking about the best way to build up each other’s beats or whether or not something has come up is for them or for a different character. I have no problem talking them out, of course, since we’re playing a horror game and good communication is key, but I generally don’t prompt my players to do that. At the mid-point of our last session, though, as we came back from everyone’s mini-sessions and the party reunited after being separated for almost in-game two weeks, I had my players read out their beats because it turned out that not only had several picked the same beats as at least one other player (with one major exception, but his journey is very different from everyone else’s right now), but they all picked beats that complimented each other. As it turns out, everyone (even the player with unaligned beats) wants to burn down the city they’re in or otherwise destroy the massive corporation at the center of said city, and they’re all picked beats that aligned with that goal.

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Preparing To Dive Back Into Heart: The City Beneath

Just in time to prepare for our upcoming session, I’ve finished running all of the smaller one-on-one sessions for all of my players from my every-other-week game of Heart: The City Beneath. I feel like I’ve managed to at least partially maintain the game’s tension and even add to it a little bit by giving each character some focused attention (to move their personal plot forward) and by keeping up a steady (if small) stream of information in the Discord server I built for my this group. I still (as of writing this) have a lot to do to finish preparing for the session since I actually know what the group is going to do ahead of time for once, but it’s work I’m genuinely excited to do since I’ve figured out how to tie the stories of all my players together in this moment. Maybe not permanently (the improvisational nature of our game makes that impossible to claim with any confidence), but enough to give us a major inflection point in the overal game as we walk up to and past what might actually be the halfway point of this campaign.

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Celebrating The Holidays In Heart: The City Beneath

Well, there won’t be my usual “Descent Into The Rotting Heart” post this week. We didn’t play last weekend, so I have no new story of adventure, horror, and the prices of each to share. What I do have is some thoughts about my approach to creating a “holiday special” since our next session was going to be on Christmas Eve and our previous session was in the middle of Hanukkah, both of which are major winter holidays and very good reasons for my players to not attend a session of Heart: The City Beneath even if I don’t really celebrate either of those holidays myself. So, instead of starting the next leg of the game and having to stop it partway through a Session for at least twice as long as usual, I’ve decided to take advantage of the fact that the party has gotten split up to do a bunch of smaller one-off sessions with each player. It will also help me solidify the narrative since we’re now about twenty percent of the way through the first (and possibly only) arc and I need to start pulling some of the threads a bit more tightly than I have been up to now. I’ve got a pretty solid base for what I think is going to happen and I’ve sprinkled in enough stuff for each of the players that I THINK I know where they want to take their characters’ stories, but it never hurts to solidfy this stuff hand-in hand with my players [the time between writing and posting this has proven this instinct to be correct since one of my player’s goals for their characters are super different than what I expected].

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When It All Falls Out In Heart: The City Beneath

In my most recent session of Heart: The City Beneath with my every-other-Sunday group (our campaign is called Descent Into The Rotting Heart, which is what I’m gonna use to refer to this game from here on out), things finally came to a head and then blew up. A bit literally. Turns out the “message” one of the players was supposed to deliver was a bit of a weird cursed energy bomb meant to disrupt the efforts of a capitalist extraction machine masquerading as a public benefits science corporation. They, unfortunately, went to deliver the message first and then went looking for other stuff, so they got a bit caught up in the blast as it went off. They survived, thankfully, one of them without even getting hurt in any way (my players roll their own stress and the result the delivery peron rolled was equal to the amount of protection they had, so they took no stress) and the other was only hurt in a way that made a great plot hook. This was, if you remember my last post, the Office crew, who were down their most capably violent member because the player couldn’t make it to the session and he had a beat that was going to take him out of the action anyway, so they’d just come out of a situation that should have gone very poorly for them but didn’t go TOO poorly. One of them picked up a bunch of fallouts, but they were all fairly minor things that should be fixable. I will definitely need to make sure they get more loot, though, since they did a lot less body-looting than I expected them to do.

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