If you hang around my social media presence (or Ken’s, whose twitterings are to mine as Dracula is to a small fruit bat), you may have seen this funky diagram floating around.
It’s a map of every (or nearly every) node in the Dracula Dossier and the connections between them. I ostensibly built it as a proof of concept to show that you can start anywhere in the campaign and theoretically fight your way through that chain of clues all the way to Dracula, but mainly because I had gone a bit mad from cross-referencing annotations, which is why it looks like something you’d find in Renfield’s cell.
(It’s done, by the way, in Scapple, a very simple mind-mapping program. There are doubtless other more powerful and/or cheaper apps that do the same thing – I know people who use Campaign Cartographer – but Scapple was both easy and already on my machine, so I went for the lazy option. There’s a free trial of Scapple if you want to play with these maps – and it even exports straight into Scrivener for all your Edom-fanfic needs.)
That crazy mish-mash of a chart is utterly useless as a reference, of course, but mapping the nodes visually can be a handy tool for the harried Director. Here, for example, is a snapshot of a campaign that’s just started.
The players have decided to investigate annotation CU120. That annotation references the Jewelled Dagger, the Satanic Cult, Carfax, and Dracula’s safehouse network. Last session, the players began by using their contacts in Sothebys to research the provenance of the dagger. They then poked around Carfax and the old safehouse network, where they ran into the MI5 Agent and got warned to stay away from matters that don’t concern them (Make Inquiries on the Edom response pyramid). Unperturbed, they guessed that there might be hidden, unmapped tunnels leading to the cellars of the old Carfax building, and spend Network points to obtain ground-penetrating radar gear from the Seismologist.
So, what’s likely to happen this session? What should the Director prepare for? They haven’t followed up on the Satanic Cult lead yet, but if they do, the Psychic will probably come into play as an occult expert or the heir to the cult. If the Agents question him, he’ll point them at Coldfall House.
The Seismologist is currently just a background character who provided them with useful gear (dropping “canon” NPCs in as Network contacts is a fantastic way to enmesh the players in the world of the Dossier), but as soon as they realise he knows something about Operation Edom, he can point them to his old work colleague, the Retired Computer Boffin.
The Mole Hunt Who’s Who
Here’s a map of who-knew-who (or who was “supposed” to know who) during the 1977 mole hunt.
You’ve got Cushing right in the middle, as the liaison between Five and Six. He’s got all his contacts and experts in London on the left side of the map, and the ongoing mess in Romania on the right. (Look at the Sculptor, off on her own unconnected to any other node – she’s a wild card in the investigation, a backchannel to connect any other two nodes.)
You can use these maps to plot different facets of the investigation. For example, say one of your players is really excited by the prospect of black magic, of forbidden tomes and underworld sorcery, and another one wants to get into the investigation of the war on terror and keep things relatively low-key and gritty. By pulling a selection of appropriate nodes into a map, you can find places where these two spheres of interest intersect, so both players get what they want out of the campaign. Here, I’ve grabbed a bunch of campaign elements that I know pertain to either the occult or terrorism, and smeared them across a canvas to see what suggests itself.
Right away, we’ve got a clear line of inquiry that runs from the DIFC Tasker through Holmwood and the British intelligence establishment through the Black Site stuff in Bucharest and into Al-Qaeda in Rum. We can hook in some occult elements along the way – maybe AQIR have gotten hold of an earthquake device (presumably, the one left behind by “Van Sloan’s” team in 1940. And that Spirit Board, sitting in the middle of the map – it’s tantilisingly close to the “Black Light” Black Site. The idea of interrogating people from beyond the grave could be fun, and reminds me of the Dead House in Munich.
We also have a bunch of smaller clusters or wholly unconnected nodes. Has the Archaeologist uncovered the Scholomance? Is the Caldwell Foundation operating out of the British Library? What’s the deal with the Bookseller?
Here’s a more evolved version of the same map, and the Satanic Cult comes to the fore.
You can see how they’re pulling the strings on both sides of the war on terror. Through Philip Holmwood (Minion version) they can influence Edom’s choice of targets. Through the Tour Guide, they’ve put the Medievalist (now an AQIR sympathiser) in touch with the Bookseller who supplied the Earthquake Device. The Caldwell Foundation is carrying out its own investigation, using the Psychic as a double agent – but the Cult are making arrangements to flip the Psychic by providing him with his longed-for copy of Le Dragon Noir. Maybe if the Agents can intercept the Smuggler, they can stop their plan and keep the Psychic on the side of the angels.
The Archaeologist is still off to the side, not really linked into the main plot. That’s fine – I can drop hints and foreshadowing relating to him that might never pay off, or I can bring him onstage later on if the campaign’s heading for a big setpiece involving the Scholomance or Zalmoxis. Similarly, I’ve left the Enigmatic Monsignor floating – I’m suddenly taken with the idea that the Black Site Interrogator’s off-the-books dabbling in necromancy have plunged him into religious terror, and the Agents could flip him by posing as priests and reawakening his lapsed faith. (Glancing at his writeup, I note that Ken has serendipitously given him an older brother in the priesthood – I might retask the Enigmatic Monsigor for that role).
Note the Arms Runner’s connection to Leutner Fabrichen and from there to the Syrian General. If the players get bogged down, I can have them run into the Arms Runner, giving them another avenue of investigation that’ll lead back to my main plot.
The other key map to your campaign, of course, is the Conspyramid. As you play through, keep building the Conspyramid from the bottom up as a tool for pacing. For example, here’s how part of the Conspyramid might look in this case.
I’ve added the Romanian Ministry of, er, Cult-ure as a Level 3 node to bridge the gap between the Tour Guide/Bookseller and the Cult itself.
(The upcoming Dracula Deck of cards works great for this sort of visualisation, too, if you don’t want to spend hours entering every node into Scapple again after forgetting to save the first two times, he muttered bitterly. Here’s a Scapple document containing every single node, also available in XML.)