Corporate Takeovers And Vibe Shifts In My Game Of Heart: The City Beneath

In the latest session of Heart: The City Beneath that I ran with my every-other-Sunday group, they completed their first full delve (well, technically second, but the first one had training wheels on it and was more of a “learn to use the system” tutorial than a proper delve). Since they’d figured out the final puzzle at the end of the last session, they were able to do just a couple quick rolls to wrap it up. One of the players had a beat that required gathering resources in such a way that set the delve back and managed to roll the same number for both the stress they inflicted on the delve and the stress they added to the delve, which was hilarious to see. That note was immediately followed by a sour one (for the players) who emerged from their first delve to find out that the mysterious fallout one of the players had acquired in a previous session had caused the landmark they were heading towards to be transformed from what they were expecting into something they weren’t. Which, in our game, meant that they found an entire base of corporate goons where they were expecting only a handful hanging around the periphery of a thriving community of other delvers. This was fitting since the person who most wanted to avoid the employees of this corporation (called 3Q) was the one who got the landmark-transforming fallout, so it was a punishment for them specifically, but I managed to slip in a few things for my other players. All-in-all, it was a great moment to mark the start of the session.

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The First Descent Into The Rotting Heart

One of the things that got me through this past week of exhaustingly busy days at work was thinking about my game of Heart: The City Beneath. I admittedly did not have much time to let my mind sit idle or even concern itself with anything other than the project I’ve spent thirty-six of the last sixty hours working on, but what time I did have that included free conscious thought was directed toward that game and the fun place we left it after our last session. True to form, we spent a lot of time roleplaying and only a little time on an adventure. We did get some major fallout, though, since the one player who’d managed to avoid any kind of fallout the first time around wound up getting a wee bit stressed the instant the party started their adventure. It worked out pretty well, though, because I got to do something super fun for me AND the character who got the major fallout had an ability that allowed them to make progress in their delve despite the horrible failure that resulted in said fallout. Everybody won!

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Telling Human Stories In Heart: The City Beneath

I’ve now run two sessions of Heart: The City Beneath and I think I definitely picked the right game for this group. We’re moving at a glacial pace, compared to how the game is built to run, but that’s because we’re doing some pretty heavy roleplaying. We’re also still getting used to the game and I’m still introducing my players to the various systems and rules involved it, along with carefully setting expectations as we go, so I’m really not that worried about our pace. I’m making sure to separate the game’s mechanical concept of “a session” from the actual runtime and pacing of our gaming sessions since it would really undercut the utility of several moves and the pacing of the beat system if we completely abandoned our rate of play and strictly adhered to the period of time on specific days that we gathered to play the game. I mean, I had a powerful figure in the world give my characters “An Answer” as part of their payment for the tutorial mission (meant to help them all solidify their character’s goals and provide them with a bit of information they could use to kick off their character’s journey) and we spent almost half the session roleplaying through everyone’s answers. A quarter of the session went to talking about how the game worked and translating the things we were discussing into more concrete terms for the players and the last quarter was smaller bits of roleplaying and the final stages of the tutorial delve. We filled almost four hours in the blink of an eye and we were even down a player.

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My First Session of Heart: The City Beneath Is In The Can

After so many months of preparation, it finally happened. I ran my first session of Heart: The City Beneath. As far as first sessions go, it was a bit rough at times, but considering this is the first time any of us played the game and was the first time our group was roleplaying together (since we never played our icebreaker game), I think it went pretty well. We may not have made it through the entire mission I sent them on in order to give them something to do as we all settled in to the game, but we made it through most of it. They killed a nasty beast, made it through their first delve, and started to repair a bit of magic integral to the Haven they were going to be passing through. We also learned about fallout, about stress rolls, about using the character sheet for Heart in Roll20, and about risky and dangerous actions. I’m hoping sessions will move a bit more quickly in the future, so I can attempt to stick to my goal of getting all five of my players through at least one beat per session (or one beat equivalent of progress since Major and Zenith beats take a bit more setup and work to be met than a Minor beat would). I know they’re all on track to get at least one met by the time the “session” has ended when they return from their mission, get paid, and rest up a bit, but I think it’s possible that my players might not bite at the opportunity for some of the less mechanically-oriented beats and I might need to help cajole them into it.

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We’re Finally Starting Heart: The City Beneath Next Session

We finally finished The Ground Itself. Our final ten showed up as our second draw and then, as we wrapped up the game, I moved us into talking about what our first session of Heart: The City Beneath would look like. I checked in with my players, asked about some thematic stuff, and then pushed us into talking about characters and how to tie all the excellent worldbuilding we’d done to the systems and nouns of Heart. While Heart was in our minds the whole time we played The Ground Itself, we were still using a bunch of the nouns that I’d come up with for the core worldbuilding proposal, not to mention the plethora of nouns we produced in our game, so we had to slowly work through the mechanics of Heart and lace the disparate elements together. It required some careful work, since we were also pushing through character creation at the same time, I had a hard out an hour before our session was typically done, and I had some other stuff going on that was distracting me, but we got through most of it. I’m sure there’s plenty more that will need to be done on the fly as we play, but that’s just part of the game. Can’t have it all built out beforehand or else we’re not leaving room for us to play the game!

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Going Off The Rails After Adding Trains

I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.

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Burying Heart: The City Beneath Within The Ground Itself

I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.

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There’s a Lot of Creative Heart in My Heart: The City Beneath Group

Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.

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Worldbuiling Without Building Anything

One of my favorite parts of preparing for the start of a new tabletop game is the moment when everything crystallizes. Whatever errrant thought, subtle influence, or bright flash of inspiration you needed arrives and suddenly it all makes sense. You can see the strings the world dances upon and understand the way everything moves within it. It is the moment when you go from wondering what might be and pondering unknowns to knowing what is and looking for what might change. In the world I ran in a few Dungeons and Dragons campaigns starting back in 2019, this moment came as I was taking a break from my then-panicked preparations to do something fun and relaxing. I was watching Spider-Man: Into the Spider-Verse on Blu-ray not long after it was finally available for purchase and the whole campaign setting crystalized around the idea of missing heroes. It was a fairly simple idea, but that last piece of information fitting into the puzzle meant everything else clicked into place as well. Suddenly, I knew what was going on and what everyone was motivated by. It was a relevatory moment and something I’ve enjoyed every time something like it has come up any time I’m considering a story, be it something I’m writing, a tabletop game I’m putting together, or even just a video game I’m playing.

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Enhancing Your Games By Stealing Ideas From Other Game Systems

I was listening to some old Friends at the Table Patreon content (it is so much easier to access now that I’ve got an RSS feed to pull from and am using an actual podcast app to pull it instead of flipping through patreon posts like I just assumed I had to for every podcast I’ve supported prior to March of 2023) and I heard one of the players talk about some of the lessons he has learned over the years from his experience playing tabletop games and taking comedy classes. He said that some of the best advice he’s ever heard was that, after you spend a bunch of time mastering a creative skill, that you should go do anything else for a few months so you’ve got things to pull from when you return to the improvisational or creative skill you’ve learned. The broader context that this came up in was about preventing yourself from becoming too focused on one type of game or play experience. Play a lot of different things and then, when you return to the thing you want to spend a lot of time on, you will be better at it for having enriched yourself with other experiences. This is something I’ve always felt was true of pretty much every form of creative work. Spend some time honing your chosen craft and then spend time learning about a lot of other things so you have information to pull from when creating things. This is why I’ve spent so much time reading about various bits of history, different occupations, and generally learning about how the world works and why it works that way. Everything informs my writing, so the better I understand anything other than writing, the better my writing will get.

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