I'm super excited that w00hoo has started a short campaign of Blood & Water with his home group, which has given me the kick to get the book finished and published, so to whet your appetites, here's an AP report he made about a convention session that took place at Furnace in 2013:
"I've got in to the habit of running a slot 0 game at Furnace, because talking out of character is for the weak and I don't play Netrunner. The last couple of years it's been Fiasco, and while I had that amongst the gold in my bag I fancied something different. I've played a few games of Blood & Water, James' 'Being Human' homage and really enjoyed it, to the point of even making a character sheet blank for it after the last game. This was handy as having decided I'd try running it I found I couldn't find it anywhere. Still, the rules are minimal and I'd put them down the side of the sheet so I figured I'd wing it from there.
Being Human is a TV show where three outcast supernatural monsters share a house (a ghost, a vampire and a werewolf) the game keeps the premise - supernatural outcasts share a house, but allows you to create whatever monsters you fancy. It runs well with 3 and up although I'd probably worry about trying it with many more than 5. I grabbed my minimum three players to be quorate - Nick, Jules and QoT and we went up in to the dark (I presume there are light switches for upstairs at The Garrison _somewhere_ ) and got going.
The game needs character gen at the table and does this from a blank sheet, it's always felt quite quick as a Player, but seemed to drag a little as a GM, I'm guessing this is a mix of perception and my lack of time with the game. The rules (I'd finally found them 5 minutes before game start) suggest deciding the house first, but we all looked at each other and decided we'd never done it like that (as I type this I'm now not so sure of that...) so instead we started by deciding the basics of the three monsters, figuring this would allow us to identify the house 'owner' and from there we could sort out the house. (I'm now positive we haven't done it like that because it did give the house 'owner' a lot more control over what was there than I remember before.)
Nick refused to play a Troll (even an internet one) no matter how much we insisted and ended up with a Bass Player in a Metal Band who'd been turned in to a demon when a fake spell their manager had tricked them in to casting during a show turned out to be a real summoning.
Jules went for a catholic priest who'd gone to Lourdes to be cured of (what turned out through play) to probably be cancer but instead had become a zombie, he was linked in to the other characters by having been the local priest and ministered to the Bass player when they were both human.
QoT had a supermodel who had never swum before attending a swim suit shoot and when immersed in natural water had apparently drowned but actually turned in to a water nymph. She was the nominal owner of the house (a big place in an Alderley Edge equivalent) although it was in her sisters name, the sister had been the girlfriend of the Bass player and the nominated sacrifice of the manager thereby linking everyone together.
The Demon, Giles, could do stuff with hell fire but looked quite demonic (big hooves, little horns) he was strong, but couldn't enter holy ground and generally had problems with religious symbols. The Zombie, Bobby, was strong and hard to hurt but needed to be within half a mile or so of religious places to have any powers and smelt somewhat. The Nymph, Sylph, could create water bursts to attack things and do some other water stuff but was constantly dogged by newts and frogs turning up around the place. As you can probably guess I can't remember all the strengths and weaknesses they chose (these define the mythology around the monster that has been chosen, there's no limit but the sides have to balance, same number of weaknesses as strengths. They don't have to compliment each other though) I don't think we had much use of them outside of colour which is partly why I can't remember them.
Each outcast has a reason they can't be around humans and one for why they don't just live with their own kind.
Giles had his demonic looks keeping him away from humanity and couldn't live with demons because demons are evil. Bobby was dead and buried as far as his congregation was concerned, plus looked somewhat decayed, and there was the smell, he couldn't be with his own kind because he'd never found anyone else who had risen from the dead. Sylph was dodging the tax man as she was legally dead, and, the good old, everyone thinks I'm dead reason. She couldn't be with water nymphs because they all smelt of fish and used seaweed as clothing which was just icky.
Rounding the characters out they also have a thing they want but can't have and a thing they have but don't want. The suggestion is that one of those is a very human centric thing and the other more supernatural.
Giles wanted to be in a metal group again, but had the whole being a demon issue. He'd also ended up with the Keys to Hell (in an amazing GM gift which is a common and very appreciated part of Nick's general play) which he had to hold on to because you can't just leave the Keys to Hell lying around, a kid might pick them up or something. Bobby had his old vestments which he couldn't dispose of because of the guilt, he had lost his Faith and couldn't believe while he was still undead. Sylph wanted to be adored and famous again, but was dead and in debt. She kept being visited by water nymphs who it seemed could spring out of any person sized pool of water.
Finally (I mentioned there was a bit of creating to do didn't I?) the new bit to me. Each house mate has a to do list, a couple of things that they'd want or need to deal with in the near future.
Giles wanted to audition for a band and something I've forgotten. Bobby needed to attend his mentors funeral and had to deal with bumping in to his old 'housekeeper' who might have recognised him. Sylph had been asked to swim with the cheif Nymph and had to deal with a letter that had arrived addressed to her sister.
We were good to go."