Last weekend I played a session of Vornheim, using a PDF on a netbook as the physical copies were still at the printer’s. The preparation and first impact with the game has been discussed already here, what’s missing is some kind of play report and conclusions.
Except the conclusions are right here, and the report follows: if you like any of urban adventuring, random tables, sandboxes, the OSR, improvisation or preparation as opposed to using a premade heavily described setting, get Vornheim now; it’s probably the most-bang-for-the-buck RPG product I’ve ever bought in my life. If you ever plan to run some kind of city adventure, or you like random tables, still get it. I actually recommend it to any GM that can spare a handful of euros both to be aware of what can be done in terms of how handbooks can do to support your game and read important bits of RPG theory that somehow till now managed not to be published. Just start a short campaign in Vornheim to acquire a taste for it, throwing stuff at your players faster than they can cope with, and see what happens. The city will cope with your initial clumsiness.
V:tCCK is also a stunning example of how to write a setting describing what the characters and players interact with, instead of describing the whole of it. While this might be initially seen as shallowness by a non-OSR perspective, it turns out to be its greater strength. What stuck me, and that contributes to making V:tCCK so awesome, is that it doesn’t describe Vornheim. It gives you a method to create one, two, infinite Vorhneims. They are never going to be the same, but they’ll never be different.
And now, some short commentary on the game. Andrea, if you’re reading, stop now.
My players rolled two new pcs, and with some kind of NPC-ex-machina the session started with an airship mooring on a mast on a Vornheim tower. Their weapons have been immediately taken care of by the police and, thanks to a rat-trap seller they managed to get directions to Zord tower.
Actually the bad reaction roll got them bad directions and kinda got them lost in the tower,(roll) ending up being assaulted by a damsel feigning distress and her accomplices. After the damsel (hf t3), fighting with a sword previously camouflaged as a shirt whalebone, fell under dagger blows and her goons ran away, the party managed to befriend a nearby (roll) glassblower, that allows them to hang out in one of his empty storerooms in exchange for some help in the shop due to a really teary story narrated by Pyeerroo. The “damsel” is searched and, together with money, a (roll) golden statuette of a bicephalous pig is found in her moneybag. The statue is so going to be a recurrent McGuffin, leaving behind a trail of corpses.
Pyeerroo is Andrea’s halfling thief, strangely resembling Hannibal Smith as they both love when plans come together and smoke cigars. Except Pyeerroo’s cigar is never lighted as he’s poor and can afford just to chew it a little bit.
In the room they manage to stabilize their “wounded comrade” and to interrogate her. Tuns out she’s a member of (roll, roll, see below) the Mob, the biggest thief guild in town, with hands in many other businesses as well. Tara (that’s her name, I watched some Buffy recently) barters some information and promises of collaboration for her freedom. The party manages to win her trust and admiration by giving her stuff back. Except the sword, so now PCs have illegal weapons again
On the way to the tower they met (roll, roll, roll) Gruk, a half orc physician and surgeon that uses modern techniques. Modern as in “they work and kill less patients”. After a short discussion about them being dark skinned southerners and what that means for Vornheimans, they befriend him and tell him that they’ll visit him soon. Then they start to climb up the tower, looking at the various establishments inside, with Pyeerroo ending up in the unlicensed brother at the end of the session.
They’ve been exposed to a number of things unmentioned: slow pets puzzled them but then somehow realized that it’s just a way to show social status by wasting time, architectural elements like towers and bridges, megastructures, gardens, and the Wyvern well.
Anyway, they never mentioned the serpent reader to anyone. Yay paranoia.
A player asked for feedback quipped:”it seems like Eberron”. Actually they meant Sharn. The fact that they couldn’t remember Sharn’s name says a lot.
Anyway, here are the guilds for thieves and physicians I came up with, from small to big, following the method described here.
- Black Fist
- Comrades of Empty Pockets
- United Bakeries (the baker’s union is just a cover, but they still make good bread. Don’t go for their meat pies unless you like human flesh tho)
- Blind Eye
- The Ring
- Dagger & Thaler
- Magnificent Beggars’ Kingdom
- The Mob
- Vorn Devote Healers
- United Unions of Physicians & Musicians (due to restructuring of the building they shared they ended up joining forces)
- League of Amputators, Leeches and Cuppers
- Surgeons and Physicians Convivium