Friday, December 05, 2025

Morgan's Illusion Horror Con 2025 Adventure

 


An online free convention. I only signed up for two slots on Friday because a friend decided to run a small invite only RPG convention on the same weekend. I got into one game.

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Friday Dec 5, 10am-2pm

Jamais Vu
System: Kult: Divinity Lost
GM: Dave - gmdave78
2 Players: a.pseudonym (Eric), Morgan Hua (Sophia)
Pre-generated characters provided.

Content Warnings: Disassociation, Depersonalization, Mundane horror, Dissociative amnesia, Acute mental illness, Hallucination, Breakdown of social order, PVP, Death, Violence, Loss of identity.

Eric and Sophie wake up in their suburban home and find that the familiar has become unfamiliar. They remember everything about their life but find themselves unable to attach any emotion to it. Even everyday objects become terrifying aberrations as the couple slowly drifts into insanity.

Before the sun sets that day one of them will be dead.

It was an interesting play test. We did mess with the GM's head a little. I (male) played Sophia (female). And a.pseudonum (female) played Eric (male). GM kept on mixing us up because our voices didn't match the PC and we had to correct him. Heh. GM will still tweak the game to improve it, but I enjoyed it.




Tuesday, November 18, 2025

Morgan's KublaCon Fall 2025 Adventures


KublaCon Fall moved to Burlingame from Santa Clara. Attendance level doubled. No free parking across the street at the abandoned theater parking lot. But RPG GMs got an amazing door prize (instead of the normal KublaCon pin which I never really cared for). This beauty lists for about $50.
GMs also get to sign up for games early, just like the VIPs who pay extra for this same privilege.

Overall, a pretty good convention.

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Nov 14, 2025 Friday 1-7pm (6 hrs, took 5 hrs)

A-Paw-Calypse Meow
System: Year Zero Engine
GM: Morgan Hua
5 Players: Katie O’B, Gee R, Zachary P, Marty C, Heather U-K
Level: Pets of Rich and Famous People, Animals can talk to each other.
Pregens provided.

You play Jackie Chan's Squirrel, Samuel Jackson's Parrot, Snoop Dogg's Cat, Paris Hilton's Chihuahua, and Gary Busey's Dog. Your human is at some charity event and they abandon you at the hospitality suite. As the world spirals into collapse, you must work together to survive and travel to your wormiest heart of darkness. Tone: Darkly Humorous (Dale & Tucker vs Evil, Evil Dead 2, Shaun of the Dead, Animal Farm) Content Tags: Horror Tropes, Apocalyptic, Cannibalism, Harm to Animals, Drug Use (light), Political Satire (definite), Fowl Language (possibly)

I had a great table and we laughed throughout the 5 hours. As per other runs, whoever picks Wild Thang kills it every time. So far, this run had the most non-stop laughs. Comedy is so much harder than horror. I think the table nailed it.




Nov 14, 2025 Friday 8pm-midnight (4 hrs, took 3 hrs)

Into the Odd
System: Into the Odd
GM: Sean Nittner
5 Players (2 empty seats):
Morgan Hua (as Benedict Jongler - The Axe).
Steven K (as Gizzard Wicherspin with faithful dog, Rags).
Max B-H (as Other Benedict - The Sneaky).
Pregens provided (actually characters created at table, but it was very, very quick).

A rules-light, flavour-heavy roleplaying game of industrial horror and cosmic strangeness.

Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above. You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers.

This was actually the scenario in the book, but Sean started us at the bottom of the dungeon.

A great group of Players and we actually made it out in 3 hrs because we found an unlikely exit. I do want to say that the setting for Into the Odd is very cool and interesting because you have no idea as to what you're seeing and what things are, so everything is unsettling and bizarre. I really enjoyed this game.




Nov 15, 2025, Sat 9am-Noon (3 hrs)

Rustborn Bastards
System: Mörk Borg
GM: Dan Frederick
5 Players: Ty M, Chad R, Angelo S, Jacob S, Morgan Hua.
Pregens provided.

Mad Max at sea? Wasteland Degenerate + Cy_Borg at sea! 3 hour game run by designer / writer of Rustborn Bastards game.

The GM is the author of the system and is Kickstarting the game. The art is really good and like other Mörk Borg compatible games, the random tables are very imaginative.

I had fun. The GM brought minis, half-sunken rafts, sunk ships, whole ships, and other props. It was more or less a tactical combat game and we did 3 combats. The setting is sort of Water World.




Nov 15, 2025, Sat 1-9pm (8 hrs, took 4 hrs)

Quest for the Holy Grail
System: Monty Python Cocurricular Mediaeval Reenactment Programme
GM: Angelo Sphere
6 Players: Ojas T (left after 3 hrs), Lewis W (son), Nicholas W (father), Scott W, John B, Morgan Hua.
Pregens provided.

This educational opportunity will afford participants of English medieval history to accurately portray the grail quest given to Knights of the Heptagonal Table in 925 A.D. Characters provided. If you have your own set of CMRP random number generators, extra merits for you!

The GM also plays the HoLE (the show runner). When I read about this I wasn't sure about it, but playing it, it worked. Though I did find the game very random and not as funny as I had hoped. I didn't laugh that much, did smile here and there. There are demerits and they're not as bad as you'd think.

There's also some events where the PC is sent to "time-out" for 15 mins of real time via a timer where the Player just sits out of the game. I understand what that is for, but didn't like it. If it was a side skit for that one PC instead, I would have liked it more. I don't like game mechanisms where the Player is forced to do nothing. Even though it acts like penalty box, it's not labeled that and you do get bennies for sitting out. But if the tradeoff is missing 15 minutes of play for in-game bennies, I'd prefer to play.

I'm happy to have played this game as I was curious about it. My curiosity is now satisfied. This game wasn't for me.




Nov 16, 2025, Sat 10am-4pm (6 hrs, took 6 hrs)

Stowaway
System: Blade Runner RPG
GM: D D Blake
6 Players (1 empty seat): Travis M, Nick J, Jay M, Ric C, Morgan Hua (as Inspector Renaux)
Pregens provided.

SFO Spaceport security footage shows an unauthorized arrival sneaking off a ship from one of the off-world colonies. Some kind of animal, quadruped. So what? Why have you, an LAPD Blade Runner 340 miles away, been rousted from your comfy bed in the middle of the night? .... Beginners welcome, but please be familiar with at least one major IP source: Blade Runner, Blade Runner 2049, or Blade Runner: Black Lotus (the latter is usually free to stream on Amazon Prime).

GM decided we would make our own PCs. I had run Blade Runner before, but never generated a PC. The other Players were new to Blade Runner. I swore we took 2 hrs making the PCs. It didn't help that the newbies had questions about every step and there was a lot of table talk. GM spent a lot of time describing the world and nuances for our education which also took a lot of time. It was educational, but slowed down character generation.

Once we started the game, it was enjoyable. It was a good table of Players.




Nov 16, 2025, Sat 4-8pm (4 hrs, took 3 hrs)

The Celestial Algorithm
System: Star Trek Adventures 2e
GM: Michael M Kelly
6 Players:
Andrew F (as Cpt Pike)
April F (as Una - 2nd in command)
Yune L (as Lt Ortegas - Pilot)
Paul M (as Dr M'Benga - Chief Doc)
David M (as Spock - science officer)
Morgan Hua (as La'an - head of security)
Pregens provided.

Players will get to choose their favorite Starfleet crew: Captain Kirk and the Original Series characters, or Captain Pike and the Strange New Worlds bridge crew, as the USS Enterprise faces the challenges of this published introductory adventure. Second Edition rules will be taught. Beginners welcome!

This was the new Starter Set's scenario. It's pretty good. We had a good table of Players, all Trekkies, but I was the only one familiar with the system. I've run STA 1e. The GM was actually trying 2e out himself, but he knew the rules pretty well, he only had to look up what skill was needed for tractor beams.

GM had the whole SNW crew and TOS bridge crew. SNW crew was about 12 PCs, TOS 8 PCs. I voted for the SNW crew because there was more variety. One Player never saw the SNW series. So, he picked Spock as his PC. He did an excellent Spock.

STA 2e is more streamlined than 1e, but then we didn't do any combat, so I'm not sure how 2e works without the challenge dice (d6s for damage and special effects). I did feel the Momentum cycle (gaining and spending) almost got in the way of the storytelling. We were focused on the Momentum pool and just rolling dice vs doing Trek technobabble. Our group got good at the Momentum cycle. When I first played Modiphius 2d20 system, it took a while to get the hang of it. I did push the group to spend Momentum when they were reluctant to, so maybe that helped. During the game, we only failed one die roll which led to a major complication. But most drama came from rolling 20s. We didn't get any 20s early on, but near the end, we got several in a row which made it more exciting. 





Sunday, October 19, 2025

Morgan's MRCon 2025 Adventures


A free online convention, focusing on published or to be published Miskatonic Repository scenarios. All the scenarios I played in had good ideas for settings or good setups, but a few had issues in scenario design: mainly pacing as to when things happen or not enough interactivity with NPCs or the environment.

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Oct 17 Friday, 11am-3pm.

Shadows of Sumnerville: Trick r Treat
System: CoC
GM: MinaFane (Mina Fane)
5 Players (one no show):
Vlad D (James Knot - Photographer - Indy Jones costume)
John L (Logan Lomax - Stage Actor - Baseball Player costume)
Brian B B (Nathan Ellis - Woodworker - Skeleton costume)
Morgan Hua (Moe - Athlete - Circus Muscle Man costume)

Halloween 1995. Connecticut. In suburbia, a group of high school freshmen gather to trick or treat even as their peers transition into parties and 'cooler' fare. However it is hard to be completely free from the pressure to impress others. Wouldn't walking up to to the darkness north of the river, into the ruins of old Sumnerville (and on this the scariest night of the year), be a way of proving they aren't little kids anymore? CW: child death, body horror, fire, mutilation, real world religion.

I had a lot of fun in this one. We got to invent our Halloween costumes and pick preset character hooks (family situations and such). This was a pretty well-written scenario. Everything made sense and fit together. Good GM also.




Oct 17 Friday, 4-8pm

Arkham Fire
System: CoC
GM: TallHalfling (Steve Anderson)
5 Players (one no show):
Daniel O'B (Vaughn - Recruit)
Tim H (Pierce - Mechanic)
Eerie P (Thorne - Medic)
Morgan Hua (Ashburn - Military)

A beautiful old Victorian house, up in flames. A frightened little girl, wailing for her mother. And a hundred-year-old mystery of grief, loss, madness... and fractured, fragmented Time. Welcome to the Fire Department in Arkham. Grab your gear. Buddy up. And try not to get lost in the smoke.

The idea of firefighters (instead of setting fires to erase evidence) as PCs was interesting, but the problem was the clues weren't interactive. We mainly wandered around collecting clues until we figured out what to do.




Oct 18 Sat, 11am-3pm

HMS Harbinger
System: CoC
GM: richard0101 (Richard Watt)
5 Players (one empty seat):
Brian B B (Rosalind Frankland - scientist)
Gray S (Officer Charlie Hopkirk)
Gerald M (Dave Ancell - engineer)
Morgan Hua (Enid Toynbee - WREN Photographer)

Pre-war, 1939. Investigators are among the crew and visiting brass aboard a Royal Navy submarine on its maiden voyage. Difficult decisions may need to be taken to avoid a watery grave. All naval training will be provided.

First half of the game nothing happened. The NPCs were a bit taciturn. Action did pick up in the 2nd half, but pacing was a bit stop and go. The game needed better pacing, more tension, more interaction with the NPCs. The inside of a submarine was interesting though. 




Oct 18 Sat, 4-8pm

The Dreams in the Workhouse (Preview)
System: CoC
GM: DeadWeirdoStudios
6 Players (one no show, one open seat):
Kevin K (Leonard Barnes - coach)
Moran T (Nancy Edison - student)
James C (Percy Winger - antisocial)
Morgan Hua (Nasir Nadir - accountant)

US 1920: Just east of the bank of the Occoquan River in rural Fairfax, Virginia lies the infamous Lorton Workhouse. Since its founding a mere decade prior it has gone from promising progressive institution to a legendarily oppressive prison where political prisoners face torture and hope goes to die. Is simple change in punitive policy all that drives this slide into darkness? Or is something truly sinister responsible for The Dreams in the Workhouse? CW: this scenario is set entirely in prison.

Pacing was a bit slow on this one too, but we actually did do stuff as we got used to prison life.




Oct 19 Sun, 11am-3pm (finished early, took 2 hrs)

The Doom That Came to Winchester
System: CoC
GM: Variorum (Wes Brandenburg)
5 Players (one empty seat):
David C (Sylvester Marchetti - bartender / elephant gun)
Robert F (Lionel Lapierre - horse trainer / boxer)
Joe M (Patricia Munoz - biology professor)
Morgan Hua (Erin Murphy - grandson of farmhouse owner)

The investigators arrive in an old farmhouse outside of 1920's Winchester, KY after one of them receives a telegram from their grandfather telling them that something isn't right on the farm, odd occurrences he can't explain.

The Doom That Came to Winchester is a soon to be released one-shot featuring lots of investigation, roleplay opportunities, potential combat and serious danger, and tons more, but I don't want to spoil the surprises.

I enjoyed this scenario. We had a good group of Players and a good GM. We finished early because we did some smart things and got some good die rolls. The game had good pacing.




Thursday, October 09, 2025

Reading Tea Leaves and RPG Systems

One of my GM friends mentioned after playing The One Ring 1e, "Why do you think there's Hope and Shadow in the system?" This was a rhetorical question because he was critiquing the game we had just played in. He thought the GM was being too nice and didn't push the boundaries of the game. I hadn't thought about that. I was just optimizing my moves and trying to "win" the scenario without using too much Hope or getting Wounded.

"What?" I said.

"Why put Shadow in the system if the designer didn't intend us to use it? It's supposed to come into play."

He was right to a degree. It's there to be used, but probably not used to bludgeon us over the head with repeatedly. That would have been cruel and unnecessary and probably abuse of the system by the GM, but it should come into play.

This of course started the hamster wheels running in my head. Making me do a deeper analysis of various RPG systems. Why are certain things designed that way? Why are certain design elements present?

The other day, I played The One Ring 2e (TOR). The Journey system as written was pretty tough. We traveled from the Shire to Bree and it cost us 8 Fatigue. My PC had to take his helm off or else he would have been Weary. The system was designed to simulate being tired after a long travel. The Lord of the Rings movies had a lot of travel in it. TOR simulates it.

In Call of Cthulhu (CoC), there is a Sanity system. Hit Points don't increase over time, so the PCs stay squishy. You are supposed to lose SAN and have Bouts of Madness. Mistakes will kill you in spectacular ways. In one game, a PC put on magical armor without really knowing what it did. It sealed him up in it, turned translucent, and then he exploded, splashing blood and organs against the inside of the translucent armor.

Yes, as a Player, you want to make your SAN check and lose the minimum amount of SAN. So, you can survive to the end, but part of the fun is to actually go insane. I trust my Players to play out their Bout of Madness because it's the fun bit. The grinding loss of SAN for long surviving PCs is also fun to watch as the PC spirals down into madness.

Alien 1e RPG has a Panic system and it works brilliantly. It replicates the panic when something unexpected happens. I personally think during an action scene it's better than CoC's SAN system. Though the SAN system in CoC simulates the effects of long term stress better.

Delta Green has a great Bond system which simulates relationships at home breaking down due to stress at work. You can spend Bond points to reduce SAN loss. It's the cop who acts distant at home because he can't talk about his day job of looking at grisly homicide photos day in and day out.

I had designed my own version of The Walking Dead and realized that zombies aren't the threat, it's people. People cause more damage than anything else in The Walking Dead TV series. When Free League came out with their game, they realized the same thing. Zombies are only an environmental hazard. "Humans are the real monsters." I played the game and found that humans were very squishy, be prepared to have backup characters. I suspect the game wasn't that popular because people were looking for a first person shooter, not a game based on Havens, Factions, and Relationships.

When I played Vaesen, it felt like Monster of the Week until I used Campaign Rules (p.86, Chapter 6). The Headquarters adds continuity between scenarios and longer story arcs for the PCs. Too bad this was buried one third into the core book.

Mörk Borg is brilliant except you need to know that the key bit is The Calendar of Nechrubel, p.16. You have to activate Miseries even for one-shots. On the back cover is important information: "The world is dying, time is short. How will you face these last days? Robbing the graves for soil-stained wealth, or face down the apocalypse, hoping it can be fought?"

There's no instruction on how to use Mörk Borg. It has very flavorful random tables and a great online PC generator. If you read the rules carefully, the game is about an impending apocalypse and what your PCs is going to do in the face of that.

I played D&D 5e, Curse of Strahd. I was trying to build a flim-flam man who sold snake oil and used sleight of hand. I built a Vancian Mage focused on illusions. All the spells I found were mostly short term combat spells. I wanted to be able to Curse someone with the Evil Eye, but that spell only lasted 1 round. My most useful spell was Mage Hand. I concluded D&D was designed for tactical combat.

I was talking to another old GM friend and he told me he used to hand out XP for treasure which I never did because I thought it was double dipping. You kill the creature, get XP, then take their treasure, get XP. Well, he said, but then thieves can't just steal treasure and level up without killing things. Damn! I never thought of that. In our games, the thief just used their backstabbing skill to kill creatures and take their treasure. If you look in AD&D, there are XP awards for keeping magical items. By D&D 3.5, XP was awarded based on CR (Challenge Ratings), generally for only defeating creatures. The focus had shifted to killing things only.

Different systems emphasize different aspects. Various elements are important, so when I hear about someone new to a RPG system and says, "I don't like XYZ and I'm going to remove/change it." As if all systems are GURPS and you can swap parts in and out without affecting the whole game or the designer's intentions. I cringe.

I think people should understand what the game is about first. Then they can house rule stuff if they think it's broken. Some things are broken such as Alien RPG's panic cascade. All the GMs I know have house ruled a fix for it.

When I heard about Brindlewood Bay, I thought what the hell? It's a murder mystery, but the scenario ends when a Player comes up with a plausible explanation and then you roll dice to see if you're right or not. But, but, but... That's just make believe and not a real murder mystery. Then one of my friends played it and loved it. He told me the game is about roleplaying nosey old ladies getting into other people business. The mystery solving is just an end condition for the scenario. Oh, ok, I get it. Now I want to play it.

Some games are obvious as to what you're getting into. I played Eat the Reich and loved it. Overpowered PCs killing Nazis. Hurray!

Some are not. I tried Dune and will give it another shot, but it's sort of a metagame. The game is designed to go from small (hand-to-hand fights), to armies, to galactic intrigue, but using a single system. A number of things are handled with just a die roll. I glanced at some of the campaigns and some of the chapters are handwavy meta-level events. Sometimes you have to send an army, but you can't roleplay that, but the rules cover that instance.

I have the Kult books. The lore is incredible and it tells you on Chapter 1, p.38 that the world isn't real. It's a prison for people designed to make them compliant. The jailers are Demons and Angels. I had a friend tell me he was playing in The Black Madonna campaign and was getting bored after months of playing. I said, "What?" I told him the premise of Kult. He told me nothing creepy was happening. What? Something has definitely gone off the rails.

One time, we tried Blades in the Dark. But it was a one-shot where we did a single score. The system was very meh and I didn't get what was so special about it. Once I read the book, I got it. It introduces Clocks and building out your Crew and Claims. It's more about growing your criminal enterprise.

Another one of my GM friends says he just sort of wings it when running a new system. But then we're not really playing that game, but his game flavored by the new system. Not exactly the pure experience I was looking for. It's any color you want, as long as it's black. So, why try a new system if we're not really playing it?

Before you run a game, you need to understand the system and what effects various parts create. You must understand the intention of the designer, then you can change whatever you want to your heart's desire. Some rulebooks aren't written very clearly or are badly organized, so some tea leaves need to be read for that complete understanding. Sometimes you have to run the system a few times before it clicks. Sometimes it's easier if you play it first. I was lucky with my first game of Mörk Borg. The GM made us roll 3 Miseries that had come to pass before we started the one-shot. And he explained the world would end with the 7th Misery. This increased the urgency for whatever the party was aiming to do.

So, For the love of God, Montresor! If you see some odd bit of rule that you're unfamiliar with, maybe there's a reason for it. Ponder before discarding.

Sunday, September 14, 2025

Morgan's Impromptu Con 2025 Adventures


Impromptu Con is a low effort con. Chaosium provides the Discord channel to post your games and some gift certificates as raffle prizes and some panels. If you run a game, you need to provide your own voice and VTT.

This was lightly attended, but fun nonetheless.

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Saturday 13, 5-7pm. (posted start time was 4:30pm)

Complex 347-5
System: CoC 7e - 1980's.
GM: Patricksmatrick (Patrick Corcoran)
Content Warnings: Body Horror
Tone: Survival Horror; isolated and running against the clock.
4 PCs: 
    hellraiser2269 (Joe) as Dean Rathbone - Nuclear Forensic Scientist, 
    g_angus_macleod (Angus) as Karl Kazmart - Structural Engineer, 
    halsgate (Moran) as Airwoman Emily Yanez - Fuel Technician, 
    Morgan Hua as Anthony Aroni - Air Force Missileer.
Duration: 3.5 hrs with midway break.

It’s the winter of 1984 at the Air Force Base in Brockton, Arkansas. The base houses a dozen Titan II nuclear missiles. About twenty-four hours ago, a fuel leak was detected inside one of the silos. Over the past twelve hours, ten Air Force personnel have entered the silo. None of them have returned.  You are the last hope to stop the worst from happening.

This was a survival horror game and we had a good table of Players. The author ran the game for us. We waited for a Player and GM had some technical problems just after we started, so game started a bit late. I enjoyed the game.




Sunday 14, 1-5pm (4 hrs, scheduled for 4-6 hrs)

Genius Loci
System: CoC 7e - 1925
GM: Morgan Hua
Content Warnings: Unenlightened Mental Hospital
Tone: Investigative, Save a Friend
5 PCs: (2 players, 1 no show, 1 observer)
yellowthreadst (Matt C) - Nevada Jones
kevin._h (Kevin H) - Wentworth Avebury

A colleague and dear friend admitted themselves into the Danvers State Hospital. Weeks later, a letter arrives asking the PCs to rescue him.

I had a good table of Players. With only 2 Players, the game finished in 4 hrs.