30 March 2022

Actual Play - Splinters of Hope: Mechanus

First of what I hope will be a couple of one-shots visiting the planes (see Great Planar Scavenger Hunt) I also took this as a personal project to get better at running one-shots. My natural home is long run campaigns so there were a couple of learnings for me in this.

The pre-game brief was: "elves are dying, you are one who has answered a call for aid by the local temples trying to do something about it - whether for coin, glory or favours I leave to you. Only steer I would give at this point is
- build someone who can work as part of an adventuring band - no lone wolves
- you will be venturing out onto the planes so will be far from your networks - a character who's whole schtick is their networks will likely be cut off from those
Build classic adventurers of whatever stripe, going to run 5e, start at level 3. This is going to be more puzzles and exploration than high crunch combat."

The puzzle, that they needed to figure out was that the thing, a long forgotten remnant from a lost elf world, was going to be crushed in the turning of the gears of Mechanus. The players would get a 128 cog 'local atlas' list and then eliminate various places the thing could not be and arrive with a singular location. I hoped that the process of elimination would allow exploration of the nature of Mechanus and flex the unique conditions of the plane.

I built this as a hex-crawl to give lots of freedom to discover new things. The players got an opening clue, an oracular vision that the thing they sought was going to be lost in 30 days.

Some sample clues I thought up:
Clue 1: access is lost abruptly, which eliminates all the slow turning cogs (target cog must be one within an escapement group, moving suddenly at intervals).
Clue 2: the thing is still here, so is on a cog which has a long turning cycle - eliminating any cogs that have cycled within the time frame since the item was lost.
Clue 3: it is on a cog unoccupied by locals - modrons, formians and inevitables all fully adapt the cogs the occupy, consume or use everything they find.
Clue 4: the thing is still accessible today and therefore is not on a cog with a climate that would prevent decay - either hot/dry or very cold or bare metal.

Mindful of the three-clue rule, I tried to make sure that there were multiple routes to get to the same answers.
- players thinking it through themselves
- interviewing locals for how things work around here
- accessing local observatories or archives to do some research
- doing observations of the cogs

** What worked well:
- Captured the flavour of Mechanus, the gears, the strange terrain, the 'not in Kansas any more' side. I think those that participated really felt they got a jaunt to elsewhere. The instant nightfall, instant dawn shift was a good part of that.
- The few mechanics I threw in to make the place feel different worked well - checks to cross the between gears and average damage in combat.
- The mission / central puzzle was interesting enough that it kept folk engaged and let them explore the environment.
- Great fun role-playing was had; two completely different flavours from the pair of core groups that went through.
- Feedback on the NPCs was good, interesting and reflected the locale well.
- The different groups founds lots of different ways to eventually get to the answer which showed it did not bottleneck too badly anywhere.

** What needed improvement
- I tightened up the launch significantly, the first run burned a chunk of time getting to 'boots on the ground' which was my fault. They got background briefing and 'why this matters' flavour which is good for long-form campaigns, needs to be skipped for one-shots. Start in media res - "you step out of the gate. The reason you are here is..."
- Need to clear more time so be ruthless with interactions. The flip-side of having fun with NPCs is recognising when the interaction is no longer giving them fresh info or moving things along. At that point zoom back out and wrap it up, otherwise it can be a time burn that leaves you squeezed later on.
- Kill random encounter tables - they were good sources of flavour, great for multi-session crawls, great for me getting my head around the setting, not good for one-shot format. You can see the Mechanus Encounters table I created here.
- Better clue hand-outs to really highlight critical information.
- Inject energy with combat, hazards as needed. Particularly with a puzzler, if the players get stumped you can either feed them the answer which doesn't feel great or kick them into a different activity which ramps up the energy but also sets their minds working on something else. When they return to 'what were we doing?' after the combat then someones subconscious will likely have some fresh thoughts to get them going

Group 1 - In House Testing Team: Ran the theory with a stats generated average group of nameless adventurers led by a Cleric of Kord

Group 2 - Scholars and seekers
Quogon - tortle cleric of twilight
Nar Norsa - firbolg druid
Jan - dwarf ranger
Lykoe Errie - high elf Warlock
Ivy - eladrin Oath of the Ancient Paladin

Group 3 - Planars
Parvina Loren - Human Barbarian
Kayleigh Evendur - Valkerie Paladin from Ysgard
Dak'hal - Githzerai Monk from Limbo
Leddwi - Gnome Warlock (Celestrial patron)
Zanna "Muffins" Tusen d'Sivis - Gnome Druid

** Most favoured moments:
- The Scholars, independently came up with a pair of wise old scholars, a scout for hire and a pair of lore-hunting elves - when these seekers of knowledge ran into some of the sages that dwelled in Mechanus there was a wonderful meeting of minds and deep discussions
- When the Scholars stepped out and caught sight of the skyful of gears for the first time, there was a beautiful OC table-wide in-draw of breath and an IC flask of hard liquor was handed around
- When the planars figured out that their attacks were doing average damage every time - "I hate it but I love it"
- The Planars, unaware the mission would be Mechanus, cooked up the most chaotic bunch possible, hailing from Limbo, Ysgard and other points on the opposite side of the Great Ring. The table masterfully played them *hating* the place, with laser-tight mission focus so they could get the hell out and go home.
- Both groups like the sites they ran into - these are written up in the Hinter-Cog sites post.
- The Guvnors gravity clipper: every party, given the choice between trekking out to the cog once it was identified or taking the scary short cut of a ride on the Guvnor experimental gravity clipper took the ride. This was fun, recognising that a gravity sling-shot around the flat, double-sided gravity of the cogs that are sometimes at angles to one another would be a both something fanatical mathematicians would try to master and would be nerve wracking to put in practice.
- I was pleased the players came up with an in-hindsight obvious question of 'which cogs will complete a turn soon' (compared to my thought of which ones have not completed a turn yet. This let them narrow down a shortlist and skip another filter.

So, despite some squeaky moments and sessions ending in a rushed montage once the objective had been found, I count these as success - people got to see Mechanus and it was fun.

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