Overview of the Ripper Game
These are some notes to give an impression of the Ripper game to the
outsider (or to a potential new player). The campaign has had two
groups of PC's, with much overlap, but a large difference in
action.
-
The Police Investigation:
The first PC's were collected by Inspector Grimmond in October of
1888 to deal with the more high-brow aspects of his investigation
into Jack the Ripper. His lead was that an Egyptology student
named Merriweather had six months earlier written cryptic notes on
Limehouse and listed exactly the dates of the Ripper murders thus
far.
To decipher this, Grimmond contacted Dr. Stringham through his
police work and the noted author Stephen Edwards (whose racy
novels were about as intellectual as Grimmond's reading got).
Edwards recommended Professor Hayward as a more thorough expert
on occult beliefs and rituals.
Later, the journalist Violet Woodhull was inducted after she
was exposed to a little too much of the truth.
-
Hawksquill's Circus:
After they were targetted by a group of would-be killers, the PC's
opted to retreat to Hayward's home in Scotland. There they faced
even more mystical opposition which resulted in Hayward's death.
Edwards, Stringham, and Woodhull were estranged from Grimmond for
his violent behavior.
Upon returning to London, these three were whisked away by Amelia
Hawksquill, who recruited them to her side. Hawksquill apparently
served as a covert advisor to many personages high in the
government, and she had a certain mastery of the occult. Under her
direction, they opposed various forces at work in London.
-
The Loose Company
On Feb 17, Hawksquill played the bait in a over-arching plan to
entrap the mystical figure of the Black King (incarnated as the
blackmailer Charles Milverton). The plan seems to have
succeeded, but Hawksquill and Milverton lapsed into
catatonia after the trap closed.
In her absence, the company have organized themselves as a group
of equals. Their loyalties are divided at this point -- trying to
continue Hawksquill's work without being certain of her goals.
Hawksquill's compatriots in the government, known as the
Diogenes Council, have asked
them to take over her work.
But they also received note from Inspector Grimmond, after his
murder, which implicated one of the Diogenes Council to be a mole
leaking information to criminals.
-
Hawksquill Returned
After a visit with Sir Richard Francis Burton in Trieste, several
questions on the mystical situation have been answered -- but many
new questions arise. It appears that a sorcerer of great power is
manipulating events in London.
When the company investigated this, though, they became trapped
during a seance at the lair of Fu Manchu. They escaped, but only
by the sacrifice of Edwards. When they awoke from the seance,
Hawksquill had returned in Edward's body.
What she/he will do now remains unknown.
The Game Contract
At its heart, this game is mostly about the mysteries presented, and
the dramatic conflict with the strange forces found. In the terms
used in rec.games.frp.advocacy,
I would describe this as somewhere between a Dramatic and a Gamist
contract. Features of the game:
- Structure: Game sessions often start with the PC's
investigating some mystery -- which could be a physical crime,
the actions of some covert group, or the riddle-like clues of a
mystical plot. The PC's have a lot of latitude in following up on
threads here, but are often in confusion as to how or why things
work because of the magic.
After a culprit is found, the conflict is usually played out in an
self-consciously dramatic style. This frequently follows the
style of ``pulp'' action. The PC's are protected from permanent
harm except in extreme circumstances. In recent times, this
dramatic play has been dominated by the use of Tarot cards by the
players to influence the action (see below).
- History: The background for the game has been intensely
researched, both by players and GM's. Essentially, the more you
read about the period, the more you will find out about the game.
The plot of the game centers around many real historical figures,
such as:
John Dee,
Nicholas Hawksmoor,
William Blake,
Sir Richard Francis Burton,
The Golden Dawn,
and of course, Jack the Ripper. As you can see from the
references above, the collected detail is enormous.
- Magic: There are no rules or even concrete description of
how magic works in this game. The players are dealt tarot cards
at the start of each session which can influence events, but there
is no concrete system for what it means. Instead, various
symbolic actions by the characters have consequences for the game.
The symbolism is drawn mainly from tarot and alchemy. The
characters control magic by taking symbolic actions, aided by the
player use of meta-game tarot cards (see below).
Most magic occurs during seances, where the characters try to
concentrate and find themselves in contact with various places and
forces. The strength and nature of these seances is controlled
largely by tarot cards used by the players. Incidentally, the
main GM (Chris Lehrich) has been doing PhD work on various magical
practices in the History of Culture. The magic in the game is not
quite the spiritualism of the period, drawing heavily on older
traditions.
- Pulp: The game also borrows features from certain 'pulp'
fiction of roughly the period, primarily the character of Fu
Manchu. Fu Manchu is a major villian at the center of the plot,
while Mycroft Holmes and his brother Sherlock have appeared as
minor characters. Still, these are more the exception rather than
the rule. 90% of the history and characters are from real history
rather than fiction.
What is borrowed more from pulp is the dramatic sense. While the
mysteries can meander in speculation and confusion, the action is
almost always dramatically timed.
Rules
We are using the 5th edition Call of Cthulhu rules.
The players designed characters as usual, then added 100 points of
background skills. The definition of background skills here is
skills in which you have not already put points -- the intent being to
round out the characters rather than create overly powerful
investigators.
In addition, for the last few months we have been using Tarot cards
similar to Whimsy Cards in the original Ars Magica .
At the start of the session, the GM shuffles a Waite (standard) deck
and give everyone 3 cards face-down. The players keep these secret,
and can use them any time.
To use them, the player shows the card, and describes a result which
should happen that is in line with the interpretation of that card's
meaning. The intepretations will come straight from the Waite
deck. For example, ``Victory'' is a pretty standard interpretation
for 6 of Rods -- a player could use this card to succeed over an
enemy. As long as everyone more-or-less agrees that the results is
(1) plausible, and (2) fitting for the card, then what the player
describes will happen.
The Major Arcana are more powerful, and in some confused
way relate to forces actually present in the game-world. Thus when
one is used, the player must make a POW roll for his character:
essentially for control of the forces at work. The player then
describes to the GM what is meant (as above), and the force in
question enters the situation. Of course, an 01 POW roll will mean
that the interpretation you put on it is almost certainly going to
apply; an 00 roll is going to get you in trouble.
John H. Kim