Hanging Out with Vampires

Vampire illustration by Sanford Kossin from Beyond Fantasy Fiction (1953)

As promised, an apolitical post this time around

What is it about vampires that so captures our imagination? Lately I’ve unearthed a couple of old vampire PC games that used to keep me up into the wee hours. I buried myself in the puzzle getting them to fly on my Steam Deck, and have been drinking in once again their ambiance and action. One is Vampire: The Masquerade – Bloodlines, released in 2004; the other is Dark, released in 2013.

(Before I go on, let me say that playing these games with joysticks is sooo much better than with mouse and keyboard, especially when traversing those spiral stairs in Maximilian Straus’s house in Bloodlines.)

The Steam Deck puzzles for running each of these games have been absorbing  tasks, a welcome distraction from the headlines.

Neither game is supported in the Deck’s Arch Linux build, but for Bloodlines the adaptation process is fairly well documented here and there online. Which is not surprising, given the game retains an amazingly large and active fan base even now, 25 years after its release. In fact, part of my impetus for playing again has been the recent release of a few pretty amazing fan mods.

The most important of the Bloodlines mods is the “Unofficial Patch,” without which pretty much none of the rest would work. This patch fixes some bugs from the original game, also restoring character options, maps, and side quests that were trimmed for the game’s original release, but whose files remained in hidden folders of the program. Those restorations alone have extended the game’s life throughout the decades. It even restores a completely new set of endings for the story, for players willing to join the Sabbat.  Built on that patch, most Bloodlines mods follow the original storyline but add a few extra features such as extra clan choices or new side quests.

Of the Bloodlines mods, War Games is the first I’ve encountered that completely ditches the original story line and maps, replacing them with a World War II mission. When I first played War Games several years ago, the code was still somewhat buggy but playable. Since then it has been smoothed out quite a lot. Granted, without a professional budget, the mod’s voice acting remains minimal, sometimes jarring—the result a mix of dialog that’s sometimes human voice, sometimes AI, and sometimes merely text dialog. Frankly I prefer the text, with my mental ear filling in, especially for Sebastian LaCroix, who plays a minor role here but a central role in the original game.

Preludes I and II are a pair of more recent mods that have blown me away with their quality is Preludes I and II. A Preludes III is in the offing, to continue the trilogy. Preludes together are a story line placed immediately before the events of the original game—and that includes a couple of significant spoilers, so you should definitely play the original beforehand. As a part-time labor of love, the trilogy’s development progresses in fits and starts, and II still has a couple of side quests that remain unfinished. But even now, that pair of mods is so, so satisfying, with some real surprises. I’ve talked with the developer a bit by email, and plans for Prelude III have me very excited.

Turning to the second game … getting Dark to run on the Steam Deck is a much more difficult task. The game is much less popular, to say the least, so there’s nearly no discussion online of Linux adaptation, and virtually zero of potential Steam Deck use. In fact, had I not also tried the game on a Linux desktop installation, I’d’ve had no clue as to why it was launching nothing but a black screen on the Deck.

But on the desktop, I discovered that starting up the game first opens a Kalypso Media pop-up that connects to their website, and you have to click “Launch” on that pop-up screen to load the game. I ventured a guess that the Deck was choking on that pop-up, and I searched online for a way to disable that. Eventually I discovered a tactic of adding a “127.0.0.1 launcher01.kalypsomedia.com” line of text to the end of the Deck’s “/etc/hosts” file, redirecting the pop-up to the Deck itself as host, instead of the online site. Yeah, it sounds pretty arcane to me, too, and locating that hidden “hosts” file wasn’t easy. So you can imagine my satisfaction when it worked.

Honestly, part of why I enjoy dicking around with these tech puzzles is the gratification of subverting a system, making it do things outside its intended parameters. (See my “Playing the Oddball Options” post for some examples of subverting some TCGs.)

I mentioned above that Dark is “a much less popular game, to say the least.” Frankly, it gets hated on quite a lot, and I understand why: The dialog and voice acting are hackneyed noir; the story line is utterly linear, the movement options are sometimes frustratingly limited, and you’re pretty much forced to develop the character’s skills into a few specific choices, because the combat skills are lame. It’s clearly not an open-world first-person shooter.

But it ticks off three check boxes for me. Firstly, I like “walking games,” a category in which the experience of the journey is the whole point. Journey and Dear Esther are the epitome of the form for me. So Dark’s linear plot is satisfying. Secondly, I love puzzle solving, and I find traversing each locale in Dark thoroughly engaging. That the product includes a handful of separate “Challenge” maps outside of the main game adds to that satisfaction. And finally, the vampire’s shadow powers in this game feel so frickin’ cool! As a result, I can ignore the fact that I ought to be able to climb a particular hedge and can’t, or jump to a particular fire escape and can’t, for the sake of a game that let’s me jump halfway across the screen as an embodiment of shadow.

YMMV

Okay, before closing out this post, let me touch on something I absolutely hate about Bloodlines and find a bit irritating in Dark: the excessive objectification of females.

Yes, the vampire is a seductive, predatory creature in fiction. It is effectively a sort of incubus or succubus, and its prey is often drawn in by that sexuality. I’ve no complaint about the same being true in a game. As long as it’s true for all genders.

But you can’t swing a dead cat in Bloodlines without hitting a female hooker, and nearly every back alley has some woman performing fellatio on some guy in business clothes. Add in that one of the cheat codes is specifically for breast size, and the design team seems a stereotypical bunch of horny teenage boys with power fantasies. In fact, the release of Bloodlines 2 for decades while the publishers purged that game of the original developer.

Dark is less problematic overall, though I find the stereotypical “rescue the princess” ending an annoying unnecessity.  But the especial crime is a lascivious statue of two women intertwined, gratuitously placed for a near unavoidable encounter in the game’s very beginning. Dark highlights anything you can interact with, and this is the first, but clicking it results in the protagonist’s infantile reaction, “Pretty! Pretty!”

So, Bloodlines makes me cringe upon stumbling across a gratuitous blow job or topless back alley character anywhere in the game. Dark makes me grit my teeth at that one spot, and frown that the female club owner at the story’s beginning becomes the protagonist’s “plus one” at the end.

Those things having been said, I do recommend Bloodlines for its many, many options for repeated play, Dark for the feel of the game and its inventive story line and downloadable content. And I especially recommend playing each with joystick controls, which the Steam Deck makes quite nice.

Frankie & Pudge Meet Apep

Back in February of this year (2025), I mentioned here, in “Fey and Fedoras, Nixies and Noir,” that my old college buddy Tim Ryan and I were using the Fairyland Confidential solo mystery game by Teapot Dome as a GM-less framework for play-testing the d4ce rpg. 

Before I go any further, let me repeat that the biggest crime here is that Fairyland Confidential has gotten so little love on DriveThruRPG. I’m asking you to go fix that right now. It’s PWYW (pay what you want), so please, go now to get a copy, play it, and give it 5-stars. If you can’t yet play it, trust me and give it 5 stars anyway. (drivethrurpg.com/en/product/286295/fairyland-confidential)

Though I bought the game, I’m prevented from rating and reviewing other publishers’ products on that site, so I’m relying on you. (And maybe message Teapot Dome Games that I recommended their product.)

Over the course of the past six months of Mondays, Tim and I had worked through a half-dozen permutations of Fairyland Confidential’s fantasy/noir crossover mysteries, and were preparing to return to our old Bookmark Cyberpunk campaign. But the urge to continue role-playing with Tim’s Frankie Blair (bar owner) and my Pudge Mallone (bouncer) was too strong. So we decided to continue their adventures, replacing Fairyland Confidential with the GM-less oracle Cut Up Solo: Carnacki the Ghost-Finder (a randomizer of text snippets from the public domain Carnacki tales.)

With both of those frameworks, the GameMaster’s Apprentice core deck has been handy for added details such as character motivations, etc.

An aside: Though the oracle products tend to use the terms “Game Master” and “GM,” I prefer the gender-neutral term “game host” as a better descriptor of the job.

Our first CUS Carnacki adventure in the Fairyland Confidential setting begins with this three-snippet prompt: 

disagreeable sort of slithering sound
I slammed the door
run in the complete darkness

We’re starting at Frankie’s bar. Is the joint open? CUS has a Yes/No dice roll option, and my roll says Yes, but I rolled boxcars, suggesting more than a simple affirmative. We decided it meant still open but Last Call. So while Frankie is putting away bottles, Pudge is telling patrons at the tables to drink up and go home. 

Who are those patrons? I roll a couple of dice for how many. It says “5.” Tim’s GMA draws give a few details, and we decide there’s:

  • Millie, a former mine manager whom we cleared of murdering her boss, in an earlier adventure, now drunk as usual; 
  • three nameless gangsters; and 
  • a fairy named Snare, who’s taking payment for a delivery of Oberian Brandy from Minnie Hargrave (a smuggler we helped out in another previous adventure). 

Pudge sends one of the gangsters to the bar to settle up their tab.  

Tim’s imagination turns that CUS prompt into … A woman comes slithering out of the bathroom on her belly like a snake, leading a wave of darkness. 

Pudge rushes to slam the door before the darkness floods the room. (Which action nicely fits line 2 of the prompt, right?) Typically I’d call for an Athletics skill roll, but Pudge is an ex-boxer, and Tim agrees that Martial Arts qualifies here. We decide the difficulty is Formidable (d8s). Success!

Did that contain the darkness? Yes/No dice say No. Tim decides this means inky blackness begins erupting out of the snake lady herself, and we’re all in the dark. 

Time to flee the bar with some Difficult (d4s) Perception skill rolls (in d4ce, the smaller the die, the better): 

  • It seems Millie is too drunk to even notice what’s happening;
  • The gangsters stumble around but can’t find the door, so they pull knives (only a fool uses a pistol in the dark); 
  • Snare, despite whatever magical attunement, also fails;
  • Pudge fails to find his way back to protect Frankie; 
  • Frankie also fails, but with a 1—d4ce treats that as an experience point—so we figure Frankie at least realizes where everybody else is, especially the snake lady.

We figure it’s time for a new CUS prompt: 

The great tread came
about seven feet high and
a half passed, quietly

O-o-ka-a-y then. That sounds ominous.

Let’s have some Perception rolls, d4s again, to track that huge thing treading quietly through the darkness.

  • Millie fails, but a roll of 1 suggests that she now knows something—so we hear her scream; 
  • The gangster at the bar knows its location, by sound; 
  • The other gangsters are clueless;
  • Snare has the same results as Millie, and cries out;
  • Pudge still can’t even find the bar where Frankie stands; 
  • Frankie rolls several successes, and knows exactly where the seven (“and a half”) feet tall thing is. 

We let Frankie make a roll for his Fairyland Lore to identify it. (There’s no Fairyland Lore skill in the d4ce core rules, but we’ve been to the fairy world on cases more than once over the past six months, so he invented the skill for his character awhile back. I call Pudge’s version “Streetwisery, Fae,” for similar knowledge, but with a twist.) 

Frankie’s success means he dimly perceives the figure of Apep, shedding the skin of the snake lady like an ecdysis in rags and earrings. He’s holding Snare by the neck in his right hand and Minnie by the arm in his left. Apep’s focus is on Snare. 

An aside: How did we decide on Apep, I hear you wondering. Well, given (a.) Tim’s snake lady idea; (b.) the darkness; and then (c.) the “great tread, quietly” of something seven (and a half) feet tall, to my mind an avatar of that Egyptian god seemed to suit.

Having heard Minnie’s scream, Pudge heads toward it, blindly through the darkness. He’s stepping in a boxer’s pose, left fist up for contact, right drawn back for a haymaker. Pudge bumps into Apep and swings (Herculean, d10s) and fails, swiping through empty air.

Frankie is desperately wracking his brain for what to do. Tim asks me, “Remember that case we solved a couple of months ago about the evil Faerie Queen Abraxis, where someone anonymously left her crown here for safekeeping? Did we ever give that back?” I didn’t think so, but we let the dice decide. Sure enough, it’s still here! 

Seems like a good time for another oracle prompt: 

he would gladly have
forward I flashed the light
(natural enough in his

Frankie opens the safe under the bar by touch (a roll of d6s), pulls out the crown, stands up, and puts it on his head. The room lights up, and Apep immediately focuses on Frankie (though he’s still holding Snare and Millie). Tim says, “Shit!” 

An Aside: Over the course of our years of GM-less play, we’ve developed a style in which, when one of our two heroes is in the limelight, the other steps into the role of whatever other characters they’re facing. So that was my decision for Apep.

A light like the sun (because Ra, Apep’s enemy, right?) flashes from the crown, and Frankie focuses it on Apep. Pudge takes a mere mortal’s swing at this avatar of a god (we decide on Legendary difficulty, d12s) and connects! Apep disappears.

Pudge grabs Snare and Millie as they fall. He turns to Snare, the elf’s shirtfront in his fist, and snarls, “You brought that thing in here! It came for you!” 

Tim says Millie cries out, “Pudge, you’re hurting me!” because I forgot to have Pudge let go. Also, I suspect, because Tim figured it was a dramatically appropriate detail, taking Pudge’s tension down a notch. (As I said, we sort of take turns with these sorts of game host decisions.) Pudge lets go, sheepishly apologizing, though he retains his grip on Snare.

Snare turns to glance at the crown but Pudge jerks him back, waving at Frankie to put the thing away. Then he drags Snare over to the bar and plunks him down on a barstool. 

Frankie says “Fess up or we take you to Minnie to sort it out.” Given that this is the first time Snare has appeared in one of our adventures, and that we’ve developed a close relationship with the smuggler Minnie Hargrave, he’s clearly newly in her employ. 

Time for another oracle. This time we took a whole five-line set, instead of just the three most suggestive ones: 

torn from my grasp with
lanterns; also some whisky
grapple. The wire was
his big chair—began
we had not heard those

Tim and I decide, after some discussion, that what best makes sense from Apep’s appearance and now “lanterns; also some whisky” is that Snare was in on some tomb robbing (lanterns to light the way, “whisky” to bribe the guards). At Minnie’s direction, no doubt, because it’s just the sort of job she’d take on for some rich gangster wanting a roomful of trophies. “His big chair” suggests an actual throne. 

Tim’s GMA deck says that Snare’s vice is “Dissembling,” so there ends up being some role-play and dice rolling for Pudge to shake the truth out of him. But it also says that the elf’s virtue is “Loyal,” so once we convince him that Apep is probably on his way to Minnie’s joint now, while she’s asleep, he says, “What are we waiting for? She’s in danger! Let’s go!”

We leave the fright-sobered Millie to keep an eye on things while we head out. 

And thus endeth the session. More to come.

Fey and Fedoras, Nixies and Noir

Product photo at Wargame Vault

I played some Fairyland Confidential tonight with my old friend Tim Ryan. It’s technically a solo game, using a poker card deck and dice to solve a Noir murder mystery involving gangsters and fey folk alike.

But we used that setup as a springboard for roleplaying a pair of characters doing the investigation—a speakeasy owner and his bouncer. Clear a suspect with the cards and dice; roleplay the encounter. If Tim’s gin jockey was the likely lead in the scene, I’d roleplay the NPCs, making calls for RPG skill rolls from a GM’s point of view. If my bouncer was the likely lead, Tim took the GM’s seat.

Our RPG of choice was the d4ce rpg, rules designed specifically out of love for Black Oak Workshop‘s sort of “mini fig” d4s.

I originally picked up Fairland Confidential on itch.io, but it has since moved to DriveThruRPG, as a PWYW title: Fairyland Confidential.

Here’s the thing. I feel the real crime is that the game has merely a 3-star rating there. As a publisher myself, I’m prevented from rating or reviewing things there. So I can’t give it the 5-star rating it deserves.

But you can. 🙂 Please do. Thanks.

Kiss Kiss, Bang Bang

Kiss Kiss Bang Bang coverRobert Downey Jr. as a small-time thief mistaken for a fledgling actor. Val Kilmer as a tough, gay private eye. More plot twists than a bag of four-dimensional pretzels in a tornado. The quintessential noir murder mystery in full color. This one goes to eleven, squared.

Buy Kiss Kiss, Bang Bang at Amazon