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Wednesday, July 17, 2024

New Salem: Renaissance V&V Module - Alone into the Night and Organized Crimes

This is the last of the V&V module retrospectives just because these are the last of the modules I own (I also own the villain sourcebooks but those aren't as useful for my purposes here). This time we're looking at Alone into the Night and Organized Crimes, both from Ken Cliffe (also responsible for HONOR and the Super-Crooks and Criminals supplement) and with art from Patrick Zircher. I hadn't realized until working on this series just how much content V&V had from 1982-1985 - 21 items from the rulebook through the Trouble for Havoc shared system adventure with Superworld and Champions). Since I didn't get them all at once but in pieces from 1983-1994. These two came at the end of that, purchased when one game store bought the stock of another disorganized game store and had these somewhere I could see them (along with TOTEM). 

Again we are looking at Zircher art, which is always so crisp and clear
There are two really nice splash pages in AitN I'll add later

The two modules aren't linked so I have to tackle them separately 

Alone into the Night is a collection of three solo adventures for GM and 1 PC, which is a style of play that works very well for supers. Super characters have a high degree of presumed competence, a wide latitude for how they can solve problems, but a clear set of expectations on what they are supposed to be doing (which V&V tries to reinforce with it's Alignment and Charisma systems). All three have a mystery element to them, but the first is a sort of horror mystery, the second a crime story, and the third a more standard comic book nonsense. None are great as mysteries because the author doesn't know how to structure them in a way that doesn't feel railroady. 

This makes the first (co-created by Kent Pauling) is a series of set pieces when it should more properly be an expanding incident: in the 1930's there was a serial killer in Our Fair City named the Garrote who, um, garroted people, and left pennies on their eyes. Shot by a police officer who stumbled onto a murder scene, Garrote escaped observation and vanished.  Since the murders stopped he was assumed dead. Rumors have swirled in the decades since that  the Garrote's costume and weapon were hidden in the cornerstone of the then under-construction Mayfair building. That time capsule is being opened 50 years later. There are 5 people who have an exceptional interest in the contents, several of which are tied up in a legacy/blackmail scheme. But instead of there being a roughed out timeline and motivations there are a lot of crimes the hero can't stop, murders they can't prevent, and a set piece fight scene at the end (admittedly in a neat locale). It just feels forced. 

The second is a political/business thriller, but it too is a series of set pieces of a different type -The PC has to be at the movie theater in their secret ID for the reporter on the run to drop an audiocassette into the hero's pocket before being shot down in front of them when exiting the theater, clutching a card with an address on it. Nothing the PCs do will save the reporter. Capturing the gunmen won't reveal any more information than what is already on the tape. The card leads to a "hero vs. hero confusion battle" where the PC encounters a grim vigilante pretending to be criminal to infiltrate the gang scene, but reveals where the person named on the tape is hiding. No other path will let the PC know where the <checks notes> industrialist leader of a major corporation... might be. Then the PCs is assumed to confront the person who ordered the killing, and fight his super-bodyguard as the industrialist tries to escape and disappear. Again it's all so forced, like 1990's level railroading a decade early.

I do want to give props on one thing: these two both give breakdowns of what happened in the playtest games and while #1 ended exactly how the story would have ended in any comic book with the player unable to stop the events, the second ended with a legit PC failure that doesn't read like railroading but the stakes of the adventure being explored and failure having ramifications. But the getting to there doesn't feel fun. 

The third is just a mess. Like literally a mess. Like "of course the player-hero will not understand much of this when he/she sees the computer printout. It's always amusing to see a player deal with the frustration of attempting to decipher a possible set of clues." level mess. The adventure is full of indecipherable data, lack of clues, and then responding to another attack. Since the villains plot is both high stakes (control of Canada) and absurd (by murdering all the candidates for Prime Minister via his super villain team), it's just <tosses up hands in frustration> 

There are two workable ideas here but both need a ton of work. And in all cases the 1980's convention of writing up the adventure as if it were fiction for the GM, who will enjoy learning things as they go and being surprised by the endgame in their prep, is rampant. (And happened in HONOR too....). At these there are modular and fill and common need. 

The on to Organized Crimes... which is a very odd beast. There is absolutely no introduction, to the GM. It opens directly with the PCs assisting with a high speed chase between fleeing robbers and slowly opens into a highly organized smuggling ring with the leader, the Organizer, and his group of super-muscle who are... ummm... kinda emotionally disorganized. The PCs are eventually able to disrupt the Organizer's smuggling ring but he escapes and starts a new plan to pit the local criminal gangs against each other and then consolidate the remnants and claim total control of the city's underworld. The players trying to stop this is disrupted by members of the Organizer's villain group (escaped but partially disbanded) who seek revenge on the heroes. And for some reason the Organizer's back up HQ is in a circus in NYC Central Park, with the PCs having to fight circus members at the end. 

There's no way this modular, and it forces a lot of assumptions into the setting that might not fit the campaign. If this were presented the way Dawn of DNA was, with the Organizer's moves appearing disconnected, and his henchmen (and wow do the Midnight Men look like the Deviants from DNA in dynamics...) being somewhat of screw ups leaving him open, this would work better. Or if we just ended the adventure at the end of part one. Or if Part 1 and the Midnight Men also had a circus theme and the villain was the Ringmaster and not the Organizer... all of these options would make it more coherent. 

You could make the argument that updated any part of these could work for an NSR game - save for AitN part 3 the stakes are low enough that they could be inserted into play for a session and be followed up on. But there's a lot of reworking needed, or integrating these ideas into the campaign world before you start (as I did for the 3E Emirikol game). 

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