Page 193 - Chronicles of Darkness
P. 193

the physical and temporal anomalies in whatever city you’d   Sequence
                 like to use for the Tale. You can use “mysterious person from
                 the future tells them what they do next” again, but that plot  A Glimpse of Mesmerizing Complexity (p. 216) 
                 device only works as long as they players enjoy it. If you use   Ghost Machine (p. 207)  Wake the Dead (p. 214)
                 it clumsily or overdo it, you’ll get eyerolling at best and “no,    Sister City (p. 201)  Urban Wandering (p. 235)
                 fuck this guy, let’s go to Paris” at worst. If the players do leave
                 the chronicle track, choose another Tale and nudge the story   Progression
                 back toward The Moon Window when possible. In any event,
                 The Moon Window works more or less as written.      The troupe needs to establish a reason for the group to be
                 The Moon Window  A Journey Into Time            traveling together, and depending on the size of the group,
                                                                  that might be the hardest part. A Glimpse of Mesmerizing
                    Searching the offices of NalCon should give the characters   Complexity begins with an uptick in traffic accidents, so the
                 ample opportunity to learn about Dr. Henry Girard and his   initial group of characters might be investigating this phe-
                 work. You can have the characters see the online video, asking   nomenon, traveling between accident sites but not nomadic
                 them to travel back into time, but at this point in the track   by nature. Once they have the chance to follow the strange
                 it might be better if they find the video on a NalCon server   devices into the Twilight factory and confront the gear work-
                 as part of The Moon Window, instead. You can still reveal,   ers, they have learned beyond a doubt that the supernatural
                 later, that Girard left it there for them to find because he knew   is real, it’s out there on the roads, and it’s very strange.
                 they’d be there, of course (the nice thing about time travel is
                 that it doesn’t matter when the time machine works, so long   A Glimpse of Mesmerizing Complexity 
                 as it works). The characters can go back in time, stop Girard,  Ghost Machine
                 and then learn that they, in the future, hatched this plan with   This transition might be the hard sell. The characters now
                 Girard, beginning with their involvement in disrupting the   need not just a reason to travel, but a reason to travel together,
                 tracks in Squares of the City.                   investigating strange stories of ghosts possessing machines. If
                 Wanderers                                        they started off the first Tale investigating the paranormal,
                                                                  this might be just another assignment (as an aside: the crew
                                                                  of a reality show dedicated to hunting down the supernatural
                    The road-trip chronicle is a lot of fun with the right group.
                 Traveling across the world, meeting new, strange beings,   might be superb cover for a group of monster hunters or
                                                                  God-Machine cultists). In any case, one of the characters
                 learning about the supernatural, and otherwise experiencing   might have a personal connection to one of the hauntings in
                 the diversity the setting has to offer can be very rewarding   New England and get the other characters to come with her.
                 for a troupe. This track sends the characters on a trip, not
                 just across the U.S., but into a different version of the U.S.   Ghost Machine  Wake the Dead
                                                                     The hook for Wake the Dead involves one of the
                 Themes                                           characters killing someone. You can run the Tale with the
                    Travel isn’t safe. The spaces between the cities are isolated,  wrongfully-dead person just being someone they know, but
                 unfamiliar, and dangerous (the sourcebook Midnight Roads)  it loses a lot of the impact. If you can manage to nudge the
                 examines this in detail, and the opening fiction, “Road  characters toward killing someone, it might be possible to
                 Gospel,” has some very God-Machine-like elements to it).  bring in a new character if one of the existing ones meets
                 In a road-trip chronicle, the players should always feel like  her Fate. Or, you might present the situation to a player
                 outsiders. They are always in unfamiliar territory, looking in  that you think would enjoy the roleplaying challenge — he’s
                 on things they aren’t supposed to see. With regards to the  killed someone that he shouldn’t have, has managed to
                 God-Machine, that means the strange, barely hidden plots  cover up the death, and now the dead aren’t staying dead.
                 that it keeps hidden via geography. The characters get to be  If possible, the ideal situation for the lead-in to Wake the
                 explorers, visiting new places and overturning new rocks  Dead would be for the death to happen during the first story
                 with every Tale.                                 (maybe the character gets mesmerized by the blip and runs
                    The trick is to make every new location feel different.  someone down), but for the full impact not to be realized
                 Unless you’ve done a great deal of travel, capturing the feel  until Wake the Dead.
                 of a new place quickly can be difficult. One way around that   Wake the Dead  Sister City
                 is to use the players’ experiences. Set the stories in places they
                 know about, and ask for familiar landmarks or restaurants.   Between the end of Wake the Dead and the beginning of
                 Do some reading online, not just about the history of the   Sister City, you need to get the characters to Seattle, as Sister
                 place, but its demographics, economic status, and cultural   City is one of the few Tales with a specific location. Fortunately,
                 identity. You don’t need a lot of depth or breadth here, just   Seattle has a lot to offer, and Wake the Dead offers a nice
                 enough details to make the place feel real.      method for crossing the country from Ghost Machine’s New
                                                                  England. Sister City is less travel-focused, but the characters
                                                                  are now crossing between two versions of the same city. If

      192
               Shards of the Divine-Building the God Machine Chronicle
   188   189   190   191   192   193   194   195   196   197   198