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Obsidian Portal Campaign of the Month November 2023: Violet Hill

Saddle up, Browncoats, and take a gander at the goods in this November’s Campaign of the Month — Violet Hill, by Jonathonathon. It’s a veritable ‘Verse of slick design, custom rule-mechanics, and unique Firefly/Serenity storylines developed over many iterations by a husband-and-wife team and it’s just plumb pretty. Fire it up and let’s get this bird in the air!

Salutations, Jonathonathon and congratulations to you and your gaming group on winning Campaign of the Month! Please tell us a little about yourself, how you found your way into roleplaying games, and how your group found each other?

Thank you! I’m really excited you guys took notice of the campaign and selected me! Sorry the site isn’t mobile friendly, my most recent ones will be through!

A little about me: I’m Jonathon and when I’m not scribbling game notes I work my day job as an eCommerce manager. I’m an omnichannel digital marketer but mostly specialize in analytics. I found my way into tabletop games in college when I worked at a grocery store. While I was working a register for my shift, my coworker pulled out a Players Handbook for D&D 3.0 and I started asking questions. Eventually she invited me to a game and that was my first experience with a ttrpg.

My current (and only) PC is my wife, and we actually met because of gaming. I ran into her then-boyfriend on our college campus one day when I was late to class and we chatted for a few minutes. He briefly mentioned a game he was running and asked if I was interested, so I showed up and joined his group where we met. It was a BESM game set in the Outlaw Star universe.

I used to have a pretty regular group for a while but we all grew apart, so mostly I just run games for my wife now. We try to get in a session on weekends when we can scrape together a few hours. Unfortunately it’s tough to bring in more people with an inconsistent schedule and heavily homebrewed mechanics.

Your campaign, “Violet Hill” is set in the universe of the Firefly TV series, using the Serenity RPG mechanics. Could you give us a few, brief highlights for those unfamiliar with the setting and game system?

Sure. We use the old Cortex system, not the most recent and probably more widely known Cortex Prime. The system uses a die rating of d2 through d12 and every trait in the game can be measured on that scale (with the exception of Assets until an alternate version of the system was released in a later publication called Big Damn Heroes). What we love about Cortex is the plot point system. It rewards players for cool descriptions and ideas, and in turn they can use those plot points for things like minor story edits. I like the system because it actively encourages players to be more involved in the game. After you get to know the system, it’s also crazy easy to write and stat for.

What’s the story of “Violet Hill,” so far?

We’ve run this campaign around half a dozen times now, so there’s quite a bit. We first played a pretty traditional Serenity game but I really like running high powered fantasy games. So I started working on a rule set to bring a high fantasy vibe into the world. Thus the “Red” game was born. It was the idea that the Alliance had released a compound which caused people to develop unique powers. The “Red” game ran through a few iterations of mostly super-hero-esque Serenity fun but my wife and I continued developing the story and iterating on the concept.

Eventually every color of the rainbow became its own mutation with unique attributes and the story of “Red” continued to evolve. My wife and I used to trade off running games and we would build on the cannon that we wrote with each successive game. Where we wound up with it is that Red is a fraction of the genetic material of an advanced alien race that the Alliance is trying to understand and control. The alien race that are the progenitors of the mutation have incredibly advanced abilities and technology but their motives have changed from campaign to campaign. At first they were just explorers that happened to accidentally get captured and experimented on.

In our most recent campaign, they’re a pacifist race being attacked by another conquering alien race but have embraced pacifism so completely and for so long they’ve long since lost the ability to defend themselves. Most of the race believe that if they can’t escape the alien invaders they should resign themselves to their fate, but a splinter faction searched the universe for an answer and found humanity. As we all know, humans have a long history of gruesome experience in war and were ideal candidates to fight back. So this small sprinter faction began implanting a small part of their genetic material to mutate humans in the hopes that they could rally an army just powerful enough to save their species. The campaign tells the story of the humans that have been drafted, their quest to overthrow the Alliance to unite humanity, and return to the home galaxy of their alien benefactors using their advanced technology to fight back the invaders.

The alien mutations mechanics described in “Violet Hill’s” wiki are very intriguing. Where did this idea come from and how has it played out, in-game?

Just the desire to bring a superhero/gritty fantasy element into the Serenity universe, although we began exploring the powers further with each campaign iteration. Early on the mutants were identifiable by their eye color which changed when they were exposed. It was a quick and easy photoshop effect we could apply to customize character pictures a little and give PCs bonus XP for. We took to just calling them by their color after that. Reds were superhero lights at first, then we developed different stages of mutations with more powers. After the Red campaigns we moved on to the color Violet. These mutants had higher highs than the Reds but more complications. A big part of their abilities were naturally forming hive-like structures which lent itself well to the crew-style game Serenity was based on. We also wrote custom assets to support this mechanic, further building on the system we’d already established.

The rules have lent themselves to some truly epic moments in game: saving a colony on the Rim that’s out of water by drawing it from nothing, growing biomechanical ships with technological capabilities far beyond what humanity has achieved, growing an additional organ off the brainstem to control an entire army of mutants directly, boarding ships by “jumping” onto them in the middle of intense space battles, and much more. It’s definitely a different tone and feel than the show but there’s still plenty of six shooters and swearing in mandarin to go around.

Your Obsidian Portal profile shows that you have been on the platform for quite a while and have experience with a wide variety of games. If you had to narrow it down, what would be some of your favorites and why?

Yeah I’ve been on OP for over 13 years now. OP was exactly what I was looking for since my games were moving from paper to the digital space unavoidably. At first I was a little resistant because I loved the pen and paper aspect of the hobby but practicality finally won out. OP is just such a convenient way to communicate with players and compile everything all in one place.

I love to try a little of everything, but I have a few stand-out campaigns that I really enjoyed and was inspired to run. I ran a Changeling: the Lost game about a girl who inherited a Goblin Market Stall from her grandmother and began acquiring supernatural powers through deals but was otherwise completely human. One of my wife’s favorite games was “Corporate Woman” which was run in Chronicles of Darkness, where she was a human that could wear supernatural templates like suits and used them to infiltrate different supernatural societies at the behest of a mysterious corporation run by an impossibly powerful administration. I’ve run a BESM game based on one of my favorite anime series, Soul Eater, which focused on a DWMA Meister and her journey through the academy. Adjacent to the Serenity system, I’ve run a Supernatural game where the players were supernatural creatures hunting other creatures that plays pretty similarly to Violet Hill. There’s quite a few, I like to bounce around a lot.

As for what’s next, I’m usually working on a few campaign ideas at any given time, but right now I’m writing a Pokemon Noir-style game inspired by the webcomic “Viridian City” (borrowing that name for the campaign) using the PTU system.

Do you or your players have any memorable moments, crazy twists, or favorite, Firefly-style quotes that were highlights during the campaign?

One of our campaigns involved a mercenary Captain with “Cold as the Black” but my wife, playing an Alliance-hating Rim folk girl, was set on bringing him out of his shell. They grew close over a dozen or so games until at one point they were planet side and her character was approached by a perfect duplicate of the Captain. The two of them merged back together (one of his abilities was that he could duplicate himself and never told her) because the original him was an Alliance Operative running interference for his clone and its crew. He had technically never met her before, but merging with his duplicate transferred all his memories and the Operative was pretty stunned by their relationship. She was pretty mad and it took a few sessions for her to forgive him, but they worked through it.

“Violet Hill” as well as some of your other campaigns, feature an innovative navigation interface with graphics that really help sell the themes and moods, as well as drawing attention to the information on which you want your players to focus. How did you create that layout and has it helped engage your players when they use the campaign site?

Wow thank you, that’s nice of you to say. I’ve got a pretty regular block of code I use to adjust the layout of the campaign then go into color schemas and particulars from there. I’m not all that great at coding and particularly terrible at anything art related, but I’ve been working a lot with MidJourney lately to create assets for my campaigns. It’s an amazing tool for GMs, I can’t tell you guys how much time I’ve saved from not having to comb through pictures for my games trying to find just the right one. It’s really streamlining how long it takes me to prepare. Viridian City is the first time I’ve incorporated layouts from MJ as well as assets to build a campaign, but it’s still very much a work in progress. Historically everyone that is in my campaigns is on desktop so that’s all I wrote code for but this time around I’m trying to make things more mobile friendly.

The setting lends itself well to just about anything — exploration, politics, ground combat, space combat, intrigue, heists, stealth missions, and good old-fashioned misbehavin’. What’s your favorite and what do your players like best?

My wife is all about relationships in games and lives for a great romance and getting to know the NPCs. I’m all about tactical encounters and creative problem solving. Our campaigns usually meet somewhere in the middle. Quippy dialogue and outrageous plans are also frequent additions, as the complication “Overconfident” is often responsible for a ton of plot points changing hands.

Obsidian Portal loves to hear the wisdom of winning GM’s. Do you have any tips or advice for writing stories, running games, building worlds, tweaking mechanics, or keeping the fun going that you’d like to share?

Find a way to make every game special. Most GMs I’ve met do that through story but I advocate for doing it in mechanics as well. When I run D&D games, I borrow a tradition from a friend of mine where he gives every player a wish to really customize their characters. It ensures each character is truly unique and something that no one has ever played before which we all loved. We evolved that into an “Ultra Point” system which allows players to buy up additional class features to really play a truly unique character by exponentially compounding character options. It’s also a great tool to round out a party for smaller groups as players started to drop off.

As you can probably tell from Violet Hill, I love to write custom mechanics to ramp up the campaign and then challenge myself to balance the game around them. I’ve known a lot of GMs that were staunchly against giving their players power and never understood why. I’d encourage GMs to let things get crazy from time to time. The more creative power you give your players, the more interesting solutions they’ll devise. The mechanics all come down to equations and probability, so it’s easy to let your players feel really powerful and still present a balanced (or challenging, or easy, or whatever you want) campaign to the table because everything else is under your control.

Lastly, and I know it’s probably been said to death but, one of my rules to live by is to play your way. It’s really discouraging to go to places like Reddit and other forums where “purists” believe games have to be played a certain way. If you have a great idea for a game you should go for it, and surround yourself with influences and people that inspire instead of criticize. Even if that’s not your cup of tea, when you read something from someone reaching out for inspiration to go a different direction than you would, be supportive instead of dismissive. What matters more than anything else is nurturing our passion for this hobby we all love.

Thank you for choosing Violet Hill as CotM for November!

Wellsir, it’s a mite late and the ol’ brainpan’s full of new know-how. So let’s call it a night with thanks to Jonathonathon on a bang-up job. Obsidian Portal is always looking for new nominations for Campaign of the Month, and you can submit your favorites here.

Also, keep an eye out for news on our Campaign of the Year competition, which is happening soon!

Award Winning!

Gold ENnie for Best Website 09'-11'


Silver ENnie for Best Website, Best Podcast 2012-2013
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