Tuesday, December 13, 2011

Morgan's Dead of Winter 2011 Adventures

This is the 3rd Annual Dead of Winter Horror Invitational.  I had gone to the 1st event several years ago.  The idea behind Dead of Winter (DoW) is to focus on horror.  When I had attended the 1st Dead of Winter, I had a blast.  The hotel was a wreck and the trip to the Brookdale Lodge was like the opening to a horror movie (The Shining).  Many things went wrong, I but I had a great time.

Since this convention is focused on horror, I will try to explore what that means.

Minimum spoilers below about the games I was in.



1. Sat 11am-3pm.  (game ended 2 hrs early) Bryan Hitchcock's Camp Wicakini (Savage Worlds Horror).
The counselors at Camp Wicakini didn’t sign up for pissed-off spirits and zombies, but that’s what’s in store for them in this Slasher/Zombie homage. Got brains?
The game was fun, but the scenario lacked sufficient story.  Basically, we had camp counselor hijinks, horrible things happened, and we all died.  I don't know if there was any solution to our predicament.  The hostile force just chased us and mowed us down.  There was no clue as to how we could defeat the hostile force.  I was actually hoping for an act 3 where we would combat a greater evil once we were all turned -- and we had 2 more hours left to play.  But that wasn't the case.  Bryan had created ID cards for all the camp counselors which were our character sheets, printed a beautiful color map of the camp site, and created magnetized character pogs.  Great props, but I felt like we were in one of those big budget movies where they spent all the money on special effects and forgot to spend a bit more on the script.

So, was this horror?  There were horror tropes such as dead bodies, undefeatable evil,  over-sexed teenagers, misbehaving camp counselors, and indifferent adults.  The shock of "Friday the 13th" comes from the unexpected and gruesome deaths.  This taken to the extreme are the "Final Destination" movies.  But this is shock horror, akin to throwing a cat in your face, a quick adrenaline rush, but quickly forgotten.  So, it does fit in the horror genre, but it was Hollywood teenage slasher horror, not something deeper that mined the psyche.

Once upon a time, I played in a Cthulhu game and we complained that is wasn't scary enough, so the GM took it into his head to start killing characters.  Well, my response is, that isn't horror.  I can kill droves of characters in D&D and it wouldn't be horror either.

The scariest moment for me in the game was when some characters found a blood trail and had to follow it to a refrigerator.  I wished the game proceeded to crank up the spookiness, but instead it headed into action, so all the creepiness switched to action.  I found that certain descriptions and situations create a horror atmosphere.  Having just a dead body laying on the ground isn't very scary, but a blood trail from a body having been dragged around a corner is -- and having to follow it because you cared about that person and wanted to know/not know what had happened to that person.

The game ended with a TPK (total party kill).



2. Sat 7pm-1pm.  Gil Trevizo's Black Site (Delta Green)
There’s a black spot on the map, a dark corner of a war of shadows. The black site is older than this war, its concrete walls having borne witness to “sharpened interrogations” and “dirty work” long before the CIA arrived with its “Human Resource Exploitation.” Its gates are never opened, and the men in black hoods and orange suits taken out of Gulfstream jets and marched inside never see sunlight again. After tonight, neither will anyone else who remains inside the black site.
Gil's game started off a bit slow.  We had a lot of material to cover.  Gil did a lot of research about rendition sites and interrogation techniques.  Since we worked as interrogators, we had to go over all the material. There were two solo scenes where I got to run one mission by myself and Bryan H. ran another.  That left the other 3 players as spectators.  Eventually, all the characters wound up in the same location and all hell broke loose.  But I felt that the setup with solo adventures just left all the other players out in the cold.  It would have been better if each mission required multiple characters -- that would have kept all the players involved -- or have the players play the NPCs temporarily.

Gil tread the thin line of realism and torture porn and was able to stay on the correct side of the line.  This is where the horror came in.  Do you do what you know to be wrong as a human being?  Would you buck the system and be punished for it?  Would you do bad things for the greater good?  People tell white-lies to smooth situations over.  Does this extend to torturing people to save lives?  What would you do?  What would your character do?

The best two moments for me in the game were:
A. The Mexican standoff between various characters as the situation started to go out of control.
B. Hearing June G. select torture elections like items from a Chinese take out menu:  I'd like a cold room, no lights, white noise, sleep deprivation for 60 hours, shackles, and maybe some light slapping.  And this was for a prisoner that they "knew" was innocent.

The game ended with a TPK.

The horror, the horror...
                          -- from Apocalypse Now



3. Sun 10am-4pm.  Eric Zimmerman's Strings Attached (Little Fears: Nightmare Edition)
Mumble Monsters, the latest craze sweeping the nation. Robby Winthrope, the kid who has everything was the first to get one. Now everyone is getting one. It’s the only thing on your Christmas list. They’re cute and adorable. And they talk to you at night. The puppets just want love and warmth. And they’ll rip it out of you anyway they can. Hey, does anyone know why Robbie’s been absent?
This is one of those games where the players made the game a wonderful experience.  I thought everyone was Excellent (as in Bill and Ted).  I played a kid obsessed with cowboys and wore a cowboy costume even to school  -- his name was Budd America and he was born on the 4th of July.  June G. had the smartest 6 yr old in the world -- she was able to hack into the Toys R Us inventory and billing system.  She was smarter than all the other characters put together.  Patrick I. was the soccer jock who got into 8 fights in 2 days and sent to the principal's and nurse's office multiple times per day.  Tom I. played the responsible 11 yr old, our voice of reason.  Nik G. played the angry kid who was most likely to grow up to be a drug dealer-- "Wanna buy a Ho-Ho, buy a Ho-Ho for a dollar?"  My favorite was Kris M.'s not-so-bright big/outcast kid  -- the big quiet kid who could beat the crap out of you and threw snowballs loaded with rocks.

The plot was pretty simple.  The kids want the latest expensive toy even though they may be dangerous exactly like Ralphie in "A Christmas Story" who wanted the Red Ryder BB Gun and everybody tells him, "You'll shoot your eye out."

The game was a lot of fun and definitely a G rated movie, appropriate for everyone.  Was this horror?  Was "Bride of Chucky" horror?

The game ended with a ZPK (Zero Party Kill).



4. Sun 6pm-10:30pm. (game ended 1-1/2 hrs early) Morgan Hua's Dread of Winter Horrible Invitational (Dread)
You are invited to the First Annual Dread of Winter Horrible Invitational located in the Brokedown Lodge — so poor and rundown it can’t afford an “N”.  You arrive at night during a thunder storm.  There are five tables in a log cabin with seven people per table – you sit at the one with the unnatural cold spot.  A roaring fire burns in the gigantic fireplace that sends smoke into your eyes. The power goes out. Despite all of this, you begin to play a game and everything starts to go wrong, horribly and dreadfully wrong, and there is no escape from the Brokedown Lodge.
Modified Brookdale Lodge Sign
At the first Dead of Winter, I thought The Brookdale Lodge would make a great setting for a horror game.  People told me all their horror stories as we traded war stories about broken toilet handles, holes punched into walls, defective wiring, missing urinals, soggy carpets, moth-eaten sheets, mattresses that tried to eat you like in the movie "Nightmare on Elm St."  You can almost see the faded elegance and grandeur that used to entrance Presidents and Movie Stars.   The bar had old photos of these famous guests to remind the riffraff that this place used to be important.

Shannon told me at the 2nd Dead of Winter, the rooms were better and things were fixed up and the kitchen was open and they actually served a decent meal in the Brookroom.  WTF.  So, I wanted to bring back the horror to The Dead of Winter.  It would be wicked fun to run a game about the Dead of Winter at the Dead of Winter.  I wanted to run the game in the last time slot, so people would have a chance to explore the whole place.  I wanted the table at the Cold Spot.  I was going to use all the ghost stories about the place, the rumors, the history, the lies, the truth, and some GM glue to make some sense out of it.

I wanted people to relive the horror of the 1st Dead of Winter and for those who missed it, to experience it for the first time -- in a bad way.  The players will play themselves and the character sheet asks for the First Name only.  I did this just for players that were uncomfortable about playing themselves and wanted to have some distance from really playing themselves.  I didn't ask for the Last Name.  If a player said they were uncomfortable playing himself or herself, I had an out by saying that they're playing someone with the same first name and is very similar to them, but it isn't them.  Also somebody might get really weird-ed out if they died.  But I did put a "Next of Kin" on the character sheet to re-enforce the idea that they might die and to make them think it was them.
Another recent fire at the Brookdale
Unfortunately, the Brookdale Lodge got shut down due to fire code violations (no surprise as various parts of the Brookdale burn down every year), so Dead of Winter got moved elsewhere.  I then had to scramble and generate a map of the Brookdale (couldn't find one online) and looked through my photos and photos online to find pictures of various places in the Brookdale.  One of the reasons I wanted the table over the Cold Spot was because it was part of my plot.  I even had a bit where I would ask the person sitting near the Cold Spot if they wanted to pull from the Jenga tower if they wanted to switch seats with someone else.  I had hoped for some sort of pulling war -- just for a change in seating.  Oh, well.
The Brookdale in a recent fire
Now that Dead of Winter won't happen at the Brookdale anymore, I don't think I'll run this game again.  It probably has the best appeal to those who had gone to the 1st Dead of Winter (If you can get six 1st DoW alumni together who are interested, I could be convinced to run this for you).

I'm going to describe the process I went through in designing the game in detail.  If you plan on playing in it, you should skip the Spoiler Section marked below.

The game went very well, but we ended 1-1/2 hours early.  I could have thrown more obstacles at the players to extend the game, but Gil T. turned into a Jenga pulling monster and I sensed that everyone else had become very much afraid of pulling, as we already reached 25 pulls.  So, if I sent more obstacles, Gil would be the only one pulling and that wouldn't have been fun for anyone else.

In the end, it was another ZPK and everyone got to go home.

I felt honored that both Gil T. and Jack Y. (he play tested since he was running his game opposite of mine at DoW) wanted to beat me up at the end of the game -- for putting them through so much horror.


Spoiler Section Start

Brookdale Lodge, way back when
I first went online and found all the ghostly stories and histories about the Brookdale Lodge.  The Brookdale is well-known for being haunted, so I highlighted and marked all the spooky occurrences in the Lodge.  Most of the occurrences happen in specific areas of the lodge.  I basically sorted the occurrences by location.

From this, I got a list of locations and ghosts.  Prominent in the stories were room 46, gangster tunnels, and the sad story of Sarah Logan, a little girl who's ghost plays in the Brookroom and appears in the bar, asking strangers if they can find her mother. I wanted to tie these major elements together.
The Brookroom
There were never any gangster ghosts at the Brookdale, but since Al Capone aka "Scarface" used to visit the Brookdale, I thought it would be cool to have gangster ghosts.   What's a gangster tunnel without gangsters?
Alphonse "Al" Capone
There were supposed to be 49 ghosts inhabiting the Brookdale.  So, what could be holding all these ghosts here?  Something unimaginably horrible must have happened to anchor so many spirits here.  Or something powerful must be holding these spirits here against their will.

I then hunted the internet for pictures of period gangsters and period people for the ghosts.  I have these craft scissors that leave a wavy edge when you cut paper, when you use these scissors to cut out pictures, they sort of look like over-sized postage stamps.

I also didn't want the ghosts to be one-dimensional.  If I were a ghost and stuck at the Brookdale, I would want to do as much as I can to escape.  So, I decided some of the ghosts were victims and not necessarily hostile.  Manifestations could be a cry for help or a hint to visitors as to the solution of their escape.

The next step was to figure out all the relationships between the ghosts and the "event."  I decided something horrible had happened and something was holding all the spirits here.  Where this anchor was had to be hard to find and hard to get into.  I decided it had to be in the gangster tunnels and underneath the Cold Spot.  The Cold Spot was a manifestation of the anchor.  People have explored the gangster tunnels before and had sealed it off because it was dangerous.  So, the anchor had to be hidden behind one of the walls in the tunnel, otherwise other people would have found it.  Well, we have Al Capone, and I remembered Geraldo Rivera's hunt for Al Capone's vault all those years ago.  So, it was going to be Al Capone's vault.

Next was to figure out what was in the vault.  Well, we're dealing with ghosts here, so it had to be something horrible that was done to someone.   But who would Al Capone hate so much that he would put in a vault instead of just whacking them?  Someone he loved.  Someone he loved that had betrayed him.  But if Al Capone just put his wife there that would just create a ghost, but not some anchor.  Then I realized, Al could bury both his wife and her lover in concrete (cement overshoes) together, but apart, always inches apart from each other, never able to touch.
I wanted to give a clue to the players, so the lovers were encased in concrete except for their left hands.  The two left hands would work if they were buried facing each other.  One hand had a wedding and engagement ring on it; the other hand was ringless.

This want and desire that was unfulfilled would fuel the ghost anchor.  It would hold all the ghosts here even Al Capone's when he dies.

I then had to tie all the other locations and ghosts to this event.  Why is room 46 and room 45 so haunted?  Well, what if the ghosts are just trying to give a clue to visitors?  Well, the vault has a combination lock.  What if the ghosts were trying to give hints to the safe's combination?
Log Cabin/Game Room


George the Lumberjack
Axe in Log Cabin / Game Room
There's a Lumberjack ghost named George according to the internet and just by pure coincidence, in the Log Cabin where we gamed in there was an axe hanging over the door.  I found some period pictures of lumberjacks and found one with an axe that matched the one over the door, so that was my ghost "George."  He is forever stuck chopping wood until someone breaks him of his ghostly spell.  Once that is done, he could help the players.

In the Mermaid room, a girl was said to have drowned there and because of that, the pool was drained and closed.  Her ghost is supposed to haunt the Mermaid room.  Well, at the 1st DoW, the pool was not drained and it was filled with scummy water.  A window in the Mermaid room looked into the pool and condensation ran down the window and algae grew on it.  Drawings of gangsters, people in cement overshoes, mermaids, men in old fashioned diving suits, and a bad drawing of Humphrey Bogart decorated the mural walls.  The Mermaid room also has an entrance into the Gangster Tunnels, but bricked up and hidden inside a cabinet (for real, I didn't make this up).
Mermaid Room
Drowning Girl re-enacting her death
Drowned Girl
I wanted the Drowned Girl to be one of the innocent victims of Al Capone's ghost.

The bar in the Brookdale was a favorite hangout during DoW.
Lloyd, the bartender from the Shining, would serve drinks unless the players pulled to get the "nice" bartender.  He would also be able to give cryptic hints to the players.  And he always puts their drinks on their "tab" and knows what room they're in without asking.

Also Sarah's ghost is supposed to approach strangers there and ask for her mother.  It's pretty sad, considering that Sarah's mother is buried in the vault. The little girl will never find her mother without the player's help.  I decided that once Sarah is re-united with her mother by touching both her mother's and mother's lover's hands (maybe it's her real father, maybe it's George?), the anchor would be drained, the Coldness would dissipate, a smell of gardenias (which sometimes appears in the Brookroom) will permeate the vault, and all the ghosts can be freed.

The gangster ghosts would be led by Al Capone and he would do anything to keep his vault secret.  Once Al Capone, showed up at the Brokedown, he pulled other gangster ghosts to him and now runs the Brokedown as his little ghost kingdom.  I could use gangster ghosts every once in a while to keep the players on their toes.  I could also use them to threaten the players if they were close to finding the vault.  The solution was to whack Al Capone first.  Once Al was dead, the other gangster ghosts, now outside of Al's influence, may want to be freed, unless another gangster ghost steps up to the plate and takes over.

This is the main plot, so how does that tie in with the players?

I wanted the players to relive their 1st DoW.  I had them travel to the Brokedown Lodge and arrive in chronological order. Those who arrived in the afternoon could explore the Lodge and experience some of the ghosts.  Those who arrived at night had the fog, thunderstorm, and washed out roads to contend with.  Expensive room rates, lousy rooms, uncomfortable beds, etc.  At night, I would get to haunt them and give them a restless night.

In the morning, they would head for their first DoW game.  To be really screwy and meta, they sit down to this DoW game.  I start explaining the rules again, etc.  But this time I tell them that the ghosts will not let them leave the Brokedown Lodge.  They are stuck and if by the end of the game they do not escape, they are stuck here forever with the other 49 ghosts.

To explain why they can't interact with the other people at DoW, I had to phase shift them into a "ghost" plane of existence.

If someone died, I didn't want to totally knock them out of the game, but I didn't want to tell them that explicitly.  If a player died, he/she would become a ghost and can could help or hinder the other players when they drew from the Jenga tower.

To help the players, I gave motivations slips to them which told them when they can earn a "reward" token that allowed them a free pull.  The motivations slips actually gave them hints as to what to look for and as each motivation slip got resolved, the players got a sense of accomplishment and advancement in the plot.

I also wanted to hand out spook points.  As they saw horrible things, I gave them spook points.  Every three must be turned in for a random insanity.

One fun trick was suggested at the play test.  When the players realized that they were in a game, in a game, and the GM disappeared.  Jack Y. asked if the GM notes were available for reading, so they can get out of the Brokedown Lodge.  Of course, I can't give the players the notes, that wouldn't be fun.  But either Jack or someone else asked, "What if it was just pages of 'You're going to die'?"   That was a stroke of genius.  So, in my GM notes, after I explain to the players that they're stuck in the Brokedown Lodge, I put two pages of "YOU ALL DIE" repeated over and over again, inter-spaced with a smattering of "THERE IS NO ESCAPE."  The remaining GM notes, I kept in a different folder.

Spoiler Section End


Monday, October 10, 2011

Morgan's BigBadCon 2011 Adventures

This is the first BigBadCon. 

At BigBadCon, we get to signup for all the games we're interested and there isn't a shuffler. The great news is that I know my gaming schedule before I even show up. Compared to KublaCon where you have to hang out and try to crash into every game, this was a great relief. It was nice knowing when I had to wake up the next day vs getting up early to try to get into a game and then finding there aren't any open games and that you could have gotten a few more hours of sleep. The bad news was that some people didn't show up for their scheduled game and we had empty seats. I hear that they're working on an electronic waiting list for next year.

Also, the gaming rooms were shared by 4 games. Cloth partitions worked pretty well to cut down the noise. I did notice that the rooms with partitions that went all the way to the ceiling were quieter vs the ones that were 2 feet short of the ceiling. Also ventilation was fine for the first game of the day, but the later sessions were over warm and stuffy. For the games near the door, the temperature and air quality were better. When I was playing in an evening game in the back corner, it got very uncomfortable. This room had the sound barrier that didn't reach the ceiling which allowed better air circulation, but that didn't help. Also it didn't help that some people had closed one of the doors to cut down the noise. Luckily, one of the other games ended and we moved to a table near the door. Hopefully, a solution for the ventilation could be solved next time. In one room, I think I saw a back "Exit" door. I wonder if we can open that?

I had a good time. Games I had to try to get into at KublaCon and CelestiCon (and sometimes failed) had open slots. And you don't have to deal with the Shuffler Gods. Definitely a good thing.

Minimum spoilers below about the games I was in, mostly my impressions and analysis of various systems.



Fri 4pm-10pm. Travis Smalley's The Isle of Dark Silk (Legend of Five Rings).
A small delegation from the other Great Clans is being sent to Mantis lands in order to bring news of the fall of a hero in a distant battle. However, they are blown off-course and marooned on a small, sparsely-populated island.
Legend of Five Rings was written by John Wick (also known for 7th Sea and Houses of the Blooded) and won best RPG in 1998 at Origins.

I've never played Legend of Five Rings and I've heard that Travis is a very good GM, so I signed up.

Legend of Five Rings is a d10 system, much like Godlike and Exhalted.

  • In Godlike, one roll of a handful of dice determines the initiative, success, location and damage of an action -- based on matches. e.g. if you roll 10 dice and get 10, 8, 7, 7, 7, 5, 3, 3, 2, 1, you will generally use the three 7s and compare it to other people's rolls. The number (7) is the height and the number of matches (3) is the width. The person with the widest roll goes first, with ties broken by the height. In combat, the width determines damage. There is a maximum of 10 dice rolled.
  • In Exhalted, you roll of a handful of dice and count number of dice that roll 7 or above and count 10s twice. e.g. for the above example the total would be 6. In combat, the number of successes equals the attack damage. There is no limit to the number of dice you can roll. You sometimes wind up rolling 20 to 40 dice.
  • In Legend of Five Rings, you roll a handful of dice and pick several dice to sum up. e.g. in the above example, if the die roll was 10k3 (roll ten dice and keep three), you would keep the 10, 8, 7 and have a total of 25. Under most circumstances, the 10s exploded. e.g. you roll an additional d10 and add it to 10 for that single die and continue until you don't roll a 10. A target number determines if an attack is successful or not. You can volunteer to increase your difficulty level to potentially increase your damage. There is a maximum of 10 dice rolled; you discard any extra dice, but for every 2 dice you had to discard, you get to add an extra die when you roll damage. e.g. you were supposed to roll 13k3, but you're only allowed to roll 10k3, but you now get an extra d10 when you roll damage. For damage, you roll another set of dice much like D&D where you roll to hit and then roll for damage, but most weapons only let you keep one or two dice. If you had increased your difficulty level, you are then allowed to roll extra dice, but not keep more dice, so that increases your chance of doing more damage, but doesn't guarantee you do more damage. e.g. your weapon does 2k2, but you threw away 3 dice and also increased your difficulty by 2 ranks, so you roll 2k2 + 1k0 + 2k0 = 5k2. Damage is equal to the total of the two highest numbers.

In Legend of Five Rings, there are various clans that are split on blood lines and philosophies (similar to the Houses of the Blooded). Some clans specialize in combat, some in magic, diplomacy, etc. The world is a mishmash of Feudal Japan and other Asian cultures. There is an honor, glory, and taint statistic. Honor is internal (similar to Bushido RPG, 1979). Glory is external (similar to fame points in other RPGs). Taint is whether you're infected by spiritual pollution (similar to Chaos in Warhammer and sanity points in Call of Cthulhu).

There are things from Asian Hell that break out from the underworld to flood the world above with evil creatures. Jade draws out this underworld taint much like a sponge and also can affect evil creatures (similar to holy symbols vs evil creatures).

I found the clan specialization structure artificial and odd. One clan specializes in diplomacy. But don't all clans have to have diplomats? Another clan specializes in magic. Don't all clans require magic? So, yes, each clan has its own diplomats and magicians and warriors. So, why this artificial delineation?

One of my favorite game books for Feudal Japan is Sengoku. The system is horrible, but a very good historical and gaming source book. I purchased the hardback and the PDF and found out that they shrunk the PDF when they printed the hardback (to a regular hardback book size vs the standard oversized RPG hardback), some maps and side bars are almost impossible to read. The font is something like 4 point. Go with the PDF or paperback. There's also various typos sprinkled throughout the text.

This was the first game of the day and I actually arrived 10 minutes late. I had dropped by my parents home in El Cerrito from the South Bay and timed the drive as I passed the Oakland Airport exit. The drive was only 21 minutes. I had allowed 1 hour to get to BigBadCon from my parents home. The traffic was horrible. The good news was that I still arrived in time to get into the game, the bad news was that I wasn't the last player to arrive. Also there were two no shows, so we started with two characters short.

Though I was very familiar with Feudal Japan; I had run a Sengoku period game for over two years, there was enough of a world difference that we had to ask for clarification about some major things such as the importance of Jade and its effect on Taint. These things are "well-known" in the world, but for new players we had to have things explained to us.

I can see that an action adventure Legend of Five Rings scenario would work best for a convention game, but an intrigue based one might be harder due to all the background required to understand the clan differences that would be taken for granted.

Travis's game was an investigative action adventure. The plot was interesting and the horror elements well done. The "worms" worked really well and added to our paranoia. The only issue I had was that since we were outsiders and the world is such a closed society based on status and station, the NPCs were very closed mouthed and that reduced the amount of role-playing available. I went to a village bar and no one wanted to talk, so the only way to investigate was to get physical facts (rolling dice and noticing things) vs talking to people (role-playing).

I liked the "roll and keep" system, but it also shows its age. It is a refinement of D&D. One dice (vs die) roll for attack, one dice (vs die) roll for damage. You total up points for damage, but since you roll multiple dice for damage, hit points are in a larger range such as 50. As you take more damage, you take penalties for actions.

In D&D there are multiple types of pole-arms and each have their own statistics and various dice for damage.  People laughed at Gygax's table of pole-arms. Nobody really cared about Gygax's pole-arm porn. As gaming systems are evolving, streamlining seems to be the keyword. Legend of Five Rings only uses d10s, so the only variation you can have is multiple d10s or adding or subtracting a few points such as 2k2 - 2. So, there's no reason to have several dozen different pole-arms, the differences between each one is slight.

The "roll and keep" system also has one small issue, you have to add multiple dice and some people are slow in adding or are prone to making mistakes. This slows down the game, especially during combat -- when you want the game to be fast and furious. I also experienced this with my Ghost in the Shell game. We were lucky that this game was scheduled early in the Con. I think if this game was on Sunday, it wouldn't have flowed as well.



Sat 10am-2pm.  Ben Hartzell's The Lost Capricorn (Hollow Earth Expedition).
You're on Dr. Nowak's experimental submarine "Capricorn." He claims it can make it to the North Pole and back, but it has never been attempted before. There are a thousand things that can go wrong, but isn't the risk why you signed on?
Hollow Earth Expedition was nominated for Best RPG in 2007 at Origins.

I've never played Hollow Earth Expedition and Ben is in one of my regular gaming groups, I signed up for his game without hesitation.

Hollow Earth Expedition is set in pulp 1930s with dinosaurs, lost cities, Nazis, and extinct cultures, all inhabiting a "Lost World" hidden within the core of the earth.

The system can use either d6s (actually d2s) or special Ubiquity dice. When you roll a d6, 1-3 = failure, 4-6 = success. So you add the number of successes. If your number of successes reaches a specific difficulty number, you succeed. The Ubiquity dice come in 3 colors (white, red, blue). The white dice are numbered 0-1 and are equivalent to 1d6. The red dice are numbered between 0-2 and equivalent to 2d6. The blue dice are numbered between 0-3 and are equivalent to 3d6. The Ubiquity dice reduces the number of dice you have to roll.

You also get style chips where you can spend them to increase the number of dice you get to roll, reduce damage, or add automatic successes.

Combat is determined by rolling a handful of dice and totaling the number of successes. Armor and defense subtract from this number and any remaining successes become damage. Weapon damage range from 1d to 2d with maybe a plus or minus. Keep in mind that a +1 is the same (probability-wise) as +2d . So, a plus or minus is very powerful in this system. e.g. 1d+1 = 3d.

Hollow Earth Expedition is 10 years more recent than Legend of Five Rings. If the evolution of RPGs is simplification, then we have it here. If the difference between weapons is rolling a few more dice, the difference between knives whether it is a bush, bowie, machete, katana, or saber is minimal; they all do 1d (or whatever the damage is -- I don't quite remember the exact number from the game), so there's no need for extensive tables for various, but similar weapons.

We started the game short one player, but I don't think it mattered.

Ben provided us with pre-generated characters. We only had to pick a character portrait from a customized stack for each character. The stack contained both genders and sometimes different races. We had a variety to choose from. We also had to make up a name for our character.

My character was a native that hated "City Folk." The rest of the expedition were mostly White, so I decided to tell them a fake name that translated to "White Men Suck" and proceeded to teach them how to say it multiple times and loudly. The expedition members mainly called to me when they needed help or were in trouble, and I wouldn't answer them unless they called out my name several times, so that worked out pretty well. :-)

We had a fun game and had a great time meeting lost civilizations and giant creatures.

The one flaw in the system appeared at the very end of the game. We were escaping from a very perilous situation whose success all depended on one die roll. The whole party put in all our style chips and we got to roll 19d. We only had to roll a total of 7 to succeed. We rolled 3. We should have died, but Ben was nice and only stranded us on an island full of Nazis. Instead of rolling the 19d, we rolled a combination of red, white, and blue dice which statistically should be the same was flipping 19 coins. Someone did mention on a blog somewhere that one issue with the Ubiquity dice is that the whiff factor is higher, but statistics tells me different and it should have been equivalent. The chance of getting 3 or less with 19d is about 1 in 475. Or if we rolled 1d1000 and rolled a 2 or less.



Sat 6pm-3:30am.  Matt Steele's Safehouse (Call of Cthulhu).
A joint operation between the Royal Canadian Mounted Police and the US Bureau of Investigation ventures into the Monashee Mountains west of Trail, British Columbia. Their goal? Bring in American mass-murderer Silas Corbin.
Shannon told me that Safehouse was one of the creepiest games he's ever played and that I should sign up for it. Matt has always delivered a great game, so I had no hesitation in signing up and looked forward to this game.

Call of Cthulhu won best RPG in 1982 at Origins.

Call of Cthulhu (CoC) mainly uses 1d100 to determine success. In combat, it follows the D&D model of roll to hit and roll for damage, except it uses 1d100 for the "to hit" die roll. Damage requires a variety of dice. CoC is now 30 years old. The main complaint is that CoC has a giant whiff factor.  Most characters who are considered competent in a skill will have a statistic of 25%. Under normal, non-strained conditions, they will succeed in their skill automatically, but under pressure, their success percent is only 25%.

My character was a veteran Texas Ranger (now in the Bureau of Investigation) and his success with a Rifle was 35% and his Bowie knife was at 25%. He had seen multiple engagements and was well respected.

Matt did a great job in keeping the tension up. The high point for me was the "tortured soul" and the big shoot out at the end.

We had almost accomplished our task when our Tracker decided the person under arrest "had to die." He fired twice and missed. My character already on edge and a few points short of going insane, opened fired and hit the suspect. The Mountie shouted to us, to stop. The Tracker opened fire again and missed the suspect but hit my partner (an underling in the Bureau). My partner opened fire with his shotgun at the suspect, but missed and hit the Mountie. I open fire again and hit the suspect. Behind us, the Big Boss monster shows up and sends several of us over the edge to insanity. My character loses the use of both his legs and has a delusion that he's at the Alamo and is fighting off Mexicans. He shoots the suspect again and kills him. The Tracker, now insane, thinks I just killed his best friend and advances towards me with his bowie knife. I shoot him, but he's still standing. My partner hits him over the head with a sap, but he doesn't go down. He tries to slash at me with his knife but misses and buries it in the tree I'm slumped against. He tries to grapple the rifle away from me and doesn't succeed. But we're too close for me to use my rifle, so I let go and whip out my Bowie knife and slash the Tracker. He falls over unconscious. The Mountie runs over to me to stop me, but I try to slash at him too, shouting about Mexicans. My partner, now realizes that I went over the bend tries to sap me, but misses. The Mountie then impales me in the heart with his saber and I die. They try to administer first aid on the fallen Tracker, but they're too late, he has bled to death.

I was the first character to die, and I killed one bad guy and one character. There should be an award for being the first to die and killing another character beforehand. :-)

This was like a movie, where all hell breaks loose and people wind up shooting each other and when the smoke clears, you wonder what the heck happened. Weren't we all friends?

I think this creaky 30 year old system works for CoC because of the whiff factor. I got lucky and rolled really well and got several impales during combat. The Mountie also got a very lucky impale. The accidental mis-fires of characters shooting each other worked really well at the end.

If you think about it, in CoC, you usually can't kill boss monsters with firearms. And the CoC creatures usually don't miss. You're at the complete mercy of these unworldly creatures.

I had a great time. Even though the game ran over by almost 2 hours, I was still wide awake at 3:30am. Thanks Matt.



Sun 10am-4pm.  Morgan Hua's The Carnival Magic - A Haunted Cruise Ship (Dread). 
The Carnival Magic vanished enroute to the first season's Carribbean Voyage, then re-appeared during a tropical storm. The storm is preventing any type of coordinated rescue effort. Your elite investigative team will be helicoptered in.
Dread was published in 2005.

I was introduced to Dread at the first Dead of Winter in a game run by Kristin H. Afterwards, I knew I had to run a Dread game and introduce more people to it.

I had play tested this game and it took two 4 hour sessions with my gaming group, so I scheduled this as an 8 hour game. We finished the game in 6 hours.

Dread uses a Jenga tower for any type of resolution. If the tower collapses, your character dies. The tower is then reset, but with 3 blocks pulled per dead character, so it starts off less stable.
Addendum 12/8/2019, I ran with less than a full table, 3 Players instead of 6, so I started with 10 blocks pulled to seed the instability of the tower. I believe the original seeding was only 6 pulled blocks. In this situation, I only increased the number at reset to 10 + 1 per death. In retrospect, maybe I should have used 10 + 2 per death, but even with 10 + 1, I got 4 deaths (2 were heroic deaths, deliberate knocking down of the tower to get an extraordinary result), but the tower was pretty stable after the last death, so 10 + 2 would have been slightly better.

I highly modified Dread for my game.

I had a colored Jenga set and wanted to use the multiple colors and the special d6 that came with the set. The d6 specifies restrictions on which blocks you can pull.

I wanted to streamline character creation and didn't want to focus on character relationships. So, I threw out the one page questionnaire for character creation, but I wanted to still add some character motivation and personality. I used various short cuts to satisfy these requirements.

For character creation I did the following:
  1. Select a character portrait. I had about 40 famous actors from iconic movie roles. If the player recognized the portrait, then they can get a personality and occupation without much work.
  2.  Addendum 9/7/2012, I don't tell them how many replacement characters there are, but I do tell them backup characters are available.
  3. I had a list of skills. The player gets to pick one skill and I get to pick another to round out the character. The skill had two aspects. The first aspect is if the character does something they have a skill in, they don't have to roll the Jenga d6, but only needs to do a normal Jenga pull. The second aspect is that I had special Reward tokens. If they have a special Reward token, they can spend it to do something superhuman with their skill.
  4. Random motivation slips. I had made slips of paper with various motivations and if a character succeeds in fulfilling their motivation, they gain a reward token. Every slip of paper required the player to come up with a name that they showed me. This was actually a GM trick on my part. On some slips of paper, there were motivations that involved other players and this was a way for me to hide this fact from the players since every player had to give me a name. I also used the NPC names during game play. The motivation slips were uniquely numbered, so the player only had to tell me what their number was and I could look it up on my master list.
The Jenga tower works very well to increase tension, but I also wanted to add an additional horror element to the game, so I added Spook points. I handed these out when characters ran into some grisly death or horror. When they collected 2 (originally was 3), I trade them in for an "Insanity" slip. Addendum 12/8/2019, I changed it to 2 which created more pressure and worked much better.

I created a list of insanities and put them on slips of paper. When someone gained an insanity, they randomly drew a slip of paper. Some insanities involved other players, but I didn't want the character to select someone and show their hand, so I would instruct them that the "offending" character would be to their right or left. The insanities were uniquely numbered too. I had a master list.

I think this all worked really well. One issue was that I didn't hand out enough Spook points and only near the end did 4 characters get an insanity. Also the level of insanity went up equally when all the characters were bunched together as they all saw the same gruesome sight. I think I would modify this in the following way. I should hand out 1 to 3 Spook points, depending on the level of horror, but allow characters to shake them off by drawing blocks. Each block drawn reduces the number of Spook points by one, to a minimum of 1.
Addendum 9/7/2012, I don't allow them to shake off the insanity unless it is the 3rd point, then I let them draw to avoid the 3rd point only.
Addendum 12/8/2019, changing the tipping point from 3 to 2 fixed the problem. Also there was no need to increase the amount of Spook points. It worked best when the tower was unstable and then I created a situation that would hand out Spook points. At that time, some Players would draw from the tower, others would take the Spook point.

What would of helped is that I should have given more spooky descriptions during the game. (Jack Y. mentioned this after the game. Thanks Jack). Then I could have set the mood more and handed out more Spook points. I did have a few gruesome scenes, but I should have sprinkled out some more disturbing things as they explored the Ship -- which would have fit in the setting. Generally, I start with more descriptions at the beginning to set the mood and then speed up as we head towards the resolution. But in a horror game, it makes sense to describe some horrible things as characters get mangled. Also a player death should cause the witnessing players to gain Spook points.

When a character dies, I confiscate their motivation slip and any reward tokens. I leave the Spook points. The replacement character would have already been on the Ship for some time and would have seen unsettling things. In the game, I let the player reset their Spook points with one draw. In retrospect, it should be one draw per Spook point because the tower is now reset and should be stable enough for multiple draws.
Addendum 9/7/2012, I don't allow them to remove any existing Spook points between character deaths.

The good thing about Jenga is that you can estimate how stable the tower is and you know when you can push the players to draw more blocks. As the GM, you can also ratchet up the tension by delaying major confrontations until the tower is more unstable.

Near the end of the game, I made the mistake of giving one of the new characters the Demolitions skill (I wanted to be funny since the character was Beav from Leave it to Beaver) which they used to kill the Boss monster. In retrospect that was ok, but I shouldn't have allowed him the Reward token so easily. The right solution for the next time I run this, is to put human hostages in with the Boss monster, so that explosives is not the easy solution.

Gil T., Matt S., Jack Y., and Dovi A. are master of props. Mike G.'s The Tower was the first game I was in that had a slideshow intro. That was so cool, I wanted to do the same thing. I can't compete on paper props, so I've went digital.

For my game I created five multimedia files. Sean N. was nice enough to bring his projector and sheets of butcher paper and tape (to make a wall screen). You rock Sean!

I was able to download various video tours of the Carnival Magic. I stitched the 8 video segments into one 4 minute video. This helped set the setting, but the commercial was too cheery for the mood I wanted to set. So, instead of making this part of the briefing, I showed this video first as an ad the characters may have seen on TV.

Second, I had created a slideshow explaining the background of their mission. I found a spooky soundtrack to go with the slides. This slideshow lasted 1-1/2 minutes.

I then handed out floor plans of the Carnival Magic. I had downloaded them from the Carnival website.

I then played an audio file of the distress call which was only 44 seconds. I made this audio file from free software that let me mix multiple audio tracks. The audio file consisted of nine audio tracks. I had bought a set of CDs with special effects tracks and I was also able to find some needed audio from the web. I had to record one track with my Laptop microphone. For some key elements, I deliberately lowered the volume to the edge of perception.
Addendum 9/7/2012, I have to make sure the speaker volume isn't too high because then they can hear too much on the first audio file.

I then asked the players if they wanted more info. If they did, they had to pull from the tower which I expected them to do since the tower is now fresh. I played a second audio version of the distress call. I had upped the volume of the hidden audio elements in this second audio file.

Their helicopter then reached the Carnival Magic. I had found on the web a video of a floundering cruise ship. The video was so cool, I had to use it. The only problem was the video was shot during the day. I took the video and added a dark green filter to make it look like it was viewed from a pair of night-vision goggles. I tried to match the green to various night-vision pictures I had used in the slideshow earlier. Once I was satisfied, I generated the new video file. This file was 3-3/4 minutes long. Only about 2 minutes were necessary, but people are so fascinated by it that they watch the whole thing. It's actually very scary.

In total, the multimedia intro/show was about 12 minutes long, but it set the mood and setting very well. I didn't want to use any more multimedia once the game started. The star of the game was the Jenga tower. Mucking with more multimedia during the game would just disrupt the mood. I had pictures of things to show during the game, but I didn't want to rummage for a picture on my laptop, so I printed the pictures instead.

Part of the trick for running Jenga is to get the players comfortable with pulling and to destabilize the tower. So, early on, I want them to pull and to get used to pulling. Also most of the fun is in pulling and getting that adrenaline rush.

In my game, only Jack was a veteran Dread player. Everybody else was Fresh Meat. I saw hands tremble on first pulls. After the first 1-1/2 hour, everyone was standing. Nobody wanted to sit at the table.

One issue came up which may not be a problem; It would depend on the type of game you want to run (more of this later). I let the players pick from the stock of 40 character portraits. Players were shocked when I told them if the tower falls, you die. But then I told them that I had replacement characters. I had engineered the character creation to be easy and swift.

Part of the fun is to not wanting to die. But after a while, you realize that dying isn't so bad and also dying resets the tower and makes it easier for other players. For veteran D&D players, not dying is so ingrained and hard to break, that it works against them. In this game, I think I may have had too many replacements. Maybe I should either limit the number of replacements or at some point of no return, set a deadline where no replacements are available.

In games where you do not get replacements, the mood is more dire. In games where replacements are easy, the mood is more like "Final Destination" where deaths are extremely entertaining, but with less emotional impact.

Maybe the right move is to take the unused character portraits off the table and only bring a couple back when someone dies. Then they're not conditioned to think that they're easy to replace.

But dying confiscates their Reward tokens which are hard to attain, so at some point, they don't want to die. Also, each death causes the reset to have more blocks taken out at the beginning. I limited the number to 12 blocks, but maybe I shouldn't limit it at all.
Addendum 9/7/2012, I don't limit the number of pre-drawn blocks anymore.

In my play test, six characters died. At BigBadCon five characters died. So, maybe it's not much of a problem. 6 * 3 = 18 blocks. Most Jenga towers can go to about 26 pulls before collapsing. I can have no limits to the initial blocks pulled on a reset and not limit the number of replacements.

One problem I had was that I forgot to throw some preset encounters at the party (I blame four hours of sleep. Damn you, Matt. That was a great game Sat night!). I had additional encounters up my sleeve and totally forgot about them. In the play test, the party went through more dangerous parts of the ship and I threw some of these encounters at them. At BigBadCon, there were several players who were very good and took very safe routes through the ship and avoided potential encounters. They also knew where to go without help. In my play test, the players weren't that familiar with a ship, so the preset encounters also gave them needed information. These encounters would have added to the mood and helped tie in more of what was happening into a more cohesive plot. In game, some of the events and encounters may seem random, but they aren't.

Another issue was my Jenga d6 had a "reverse" which doesn't make any sense in the context of the Dread game. I originally thought maybe it would mean that the player had to roll again and use both restrictions on the die, but would probably be too harsh and that block may not exist. So, during the game, I said to re-roll, but it came up several times (it's only 1 in 6, guys). (Jack also mentioned that I should figure this out for next time. Again, thanks for the suggestion, Jack.) Someone mentioned that maybe they should use their off-hand. I really like this idea. If you roll "reverse," you can draw any block, but it must be with your off-hand. Which also means I must ask every player what handed they are at the beginning of play.
Addendum 9/7/2012, Reverse now means you must use your off-hand only. I ask for their handedness at the beginning of play. One person actually told me he was ambidextrous, so I forced him to declare one hand as his normal hand.

I had a good time and I hope everyone else enjoyed it too. And from some of the comments, I think we'll have other GMs running Dread in the future.

Monday, September 05, 2011

Morgan's CelestiCon 2011 Adventures

I'll try to keep out spoilers for the games and only mention elements already "spoiled" by the GM's description of the game published in the catalog.



1.  Gil Trevizo's Götterdämmerung (Delta Green), Fri 6pm.
Berlin 1945: With the city surrounded by the Red Army, a lone glider flies into the
flames and ruin, carrying a group of Allied agents, haunted veterans on a final
mission that will take them from this world at war to a land of dreams, where the
SS and their occult research division known as the Karotechia have built Project
HODDMÍMIR, the final gambit to escape their reckoning. Mature themes, adult
complexity.
At KublaCon, I tried to get into this game and the shuffler and wait list failed me, Mike G, and Shannon M.  We all wound up in Jill's game instead.  Well, Gil said he was running the game at CelestiCon, so we all tried to get into Gil's game again and we all made it this time.

Gil again shows why he is one of the top GM's in the Bay Area.  Unbelievable props, well paced story, and interesting choices for characters to make.  The game is set near the fall of Berlin at the end of WWII.  For props, he created the most amazing German SS id booklets for us as character sheets, secret sealed orders, period music, customized GM screen with scenes of Der Fuhrer, maps of Berlin, and a miniature model of a glider.

Cover of ID booklet
At a recent MiniCon, I played in Matt Steele's Dr Who Torchwood game and got the left-over character and that character had the most cool and useful abilities.  This time, I again got the left-over character and I think I got one of the buried treasures again.  I think we have in our minds several stereotypes for characters and it bias us towards certain choices.   Good GMs do not give you boring pre-generated characters.  So, I think no matter how boring the outward template is, there's always something cool underneath.


Inside page of ID booklet
















Using movie stars portraits (photo shopped with SS uniforms) was the right move for our character sheets.  Gil mentioned he could have used real pictures, but thought it would be too creepy.  I think using movie stars make this game a "fun" movie vs. a glorification or re-enactment.  It sets the right tone.  We are movie stars and heroes trying to stop another evil plan, not Nazi war criminals.  An "Inglourious Basterds" meets "Cthulhu."

At one point, the party had to decide who would go into the dream lands.  In most games, if the party is split up, one team may wind up holed up somewhere with nothing to do whereas the other team would get all the action.  So, I had to ask metagame-wise about this.  Gil actually said that the other two times he ran this, the party did get split up and he had prepared for this.  So, we split up the party.  I thought that since the game was about the dream lands, that going into the dream lands would be the more interesting than staying behind.  After the players made their character decisions of who went and who stayed behind, I decided it would make more sense to stay behind.  The good news was that out of character we got to see what happened in the dream lands, so we didn't miss the coolness happening there.  I stayed behind with another character and got to kill Nazis.  After seeing what had happened, I think I made the right decision as my character didn't have the skills to deal with the dream lands whereas the other characters did.

In the end, we saved the world and had a great time doing it.



2.  Dovi Anderson's Have Ship, Will Smuggle (FATE, Star Wars), Sat 9am.
Setbacks and differences of opinion have left your crew on the verge of selling off
the ship and going your separate ways. But every smuggler worth his spice
would be crazy not to compete in Thespa the Hutt’s Gunrunner’s Gauntlet, a high
speed, high risk scavenger hunt set to rage across the galaxy. Perhaps the
winning ship’s 6,000,000 purse and lucrative contract position is just what you
need. High roleplay/storytelling game with mature themes.
At KublaCon, people kept raving about Dovi's Star Wars game, so I used my priority slip to get into his game.  Again props galore.  Music, opening credits, pre-generated characters, card games, encryption puzzles, tons of NPCs with portraits and customized space ships.  Dovi showed that he knew his Star Wars universe inside and out.

Dovi is also one of the top GMs of the Bay Area.  He was able to balance the screen time for every player.  We made our own choices as to how we would gather cargo for this Gunrunner's Gauntlet.  We begged, borrowed, and stole our way across the galaxy.  There was also character tension, so near the end of our mission, there was a shootout between characters.  Gil T. and Matt S. faced off each other and by luck shot each other simultaneously.  We also had to decide whether to hand over our cargo to the Rebel Alliance or not.  We also got cameos from the original Star Wars cast.

We didn't save the world, but we had a great time robbing it.



3. David Weinstein's In space, no one can... braaaaiiins.... (All Flesh Must Be Eaten), Sun 2pm
Something has happened to Science Mission 1! Perhaps space is a more hostile
environment than anyone has imagined! Can the brave captain and crew, along
with the scientist and his family, survive the nightmare of Space Zombies?
Celesticon 2011 Program Book Cover
David's game was featured on the cover of the CelestiCon program book.  David really got the mood set right with music from Forbidden Planet and rocket ships from the 1950's.  The game was campy and humorous and everyone played their characters to the hilt.  We had the oversexed captain, the rebellious second in command, the over-logical robot, the ship's cook, the absentminded scientist, and the scientist's beautiful daughter.  The planet looked like flecked styrofoam and there were zombies in addition to other subplots and complications.  I was glad we went back to visit the palace -- David pulled out the prop "box" for us to see.  What are Zombies without brains?   Another great game.



This time, we didn't save the world, but we saved Earth.



4. Morgan Hua's Protect At All Costs (Ghost in the Shell: SAC), Sun 8pm.
You work for Chief Aramaki of Public Security Section 9. You're on the graveyard
shift and rarely see the Major or Batou, and they make jokes about your team as
being Section Point Nine. Your team is sent to protect a visiting Prime Minister. A
simple baby sitting assignment, what could go wrong?
This was my homebrew system for Ghost in the Shell.  It ran this game for about 1-1/2 years (once every two weeks) for my regular crew of gamers.  I was worried because this game was scheduled on the 3rd day of a con and late at night.  I was worried that no one would show up or people would be dead tired.  From looking at the signup sheets for other people's games, they would either be filled or not at all. The good news was that my signup was full and there was only one no-show that got filled by a walk-in.  The bad news was that people were tired.  My system required some addition of handfuls of dice and groupings of dice.  I could tell that people were having problems aaaadding nuuummbers.

Also it was a homebrew system and I wanted people to create their own characters.  The system is pretty simple and dynamic.  The character creation is very open ended and I could tell that people got stumped as to what to do.  It also didn't help that 2 people were not familiar with the Ghost in the Shell universe (http://en.wikipedia.org/wiki/List_of_Ghost_in_the_Shell_mecha#Mecha, http://ghostintheshell2ndgig.manga.com), so creating characters from scratch would be even more difficult.  If I run this again, I think I should offer the alternative of pre-generated characters.  Before I ran it for my group at home, we watched several episodes of the Anime and I think that helped give everyone a common view of the world -- too bad there's not enough time for that at a con game.

The game started a bit roughly as one of the characters decided to attack an NPC right off the bat (which surprised me) and another decided to be cute and send porn through a planted bug.  The attack failed and the PC wound up unconscious on his living room floor and the people on the other end of the listening device immediately shut off and "burned" the listening post.

Once the players figured out how serious this world was, they got into gear.

The group did great planing and covered multiple contingencies.  The only flaw I felt was that due to the nature of planning and coverage, some characters would always be left out of the action.  For instance, the characters were on security detail, so it is necessary for the characters to be spread out, covering all aspects of a location.  When something happens, only a few could respond and the other characters are left out.  I felt a few players didn't get enough screen time and I felt bad about it.  (Dovi, I need to figure out how you do this.)

In the end, they completed their mission, but didn't completely figure out what was really going on.   They found bits and pieces of info, but didn't follow up on all the clues.  I think being unfamiliar with the universe hindered their investigation.  At one point they reviewed video to look for a possible suspect and failed, but they didn't use the same technique elsewhere -- where they could have picked up a different suspect's trail since in that instance they had a complete description.

I didn't want to tell the players how to investigate or spoon feed them clues.  I felt as part of RPG, they were free to do as they pleased and follow the avenues of investigation they deemed important.

It is the free form collaboration between players and GM that generates "gems" in a game.  There were quite a few:  Twin synchronized pole-dancing Padme's in Geisha outfits, a trapeze strip, Cyberbrain Condom's, and a fantastic action sequence involving silenced 50-caliber rifles, hand-to-hand fights in active camouflage suits, falling elevators, and a surprising reveal when they take the camouflage mask off the dead guy at the bottom of the elevator shaft.
Imagine two of these pole dancing in mirror image sync with large Japanese fans and stripping erotically.  Also broadcast in multiple feeds from various angles to all the team members as part of their surveillance.

As June mentioned, I don't think we would have gotten some of these gems with pre-gens.  So, there's this trade off to consider.

In the end, I felt there was much more room for improvement.  Maybe this isn't the right scenario for a Con game, maybe 4 players would be better and give everyone the right amount of screen time and give me more time to help people customize their characters, maybe 8pm on the 3rd day of a Con is bad for an investigative game with lots of dice.  I'm not sure.

The characters saved the Prime Minister and didn't, but that's another story.


Tuesday, May 31, 2011

Morgan's Most Excellent KublaCon 2011 Adventures

The last time I ran a game at a con was at DunDraCon XVI. That's 19 years ago. Shannon, the consummate salesman that he is, talked me into running a game at KublaCon this year.

Below are no spoilers about the games – mostly about my impressions about the various game systems and the event.



1. Wilson Zorn's Apocalypse World: Red and Green. Friday 2pm.
No one is sure what life used to be like, but it was better. The great Golden Arches attest to that. The Fertile Bowl, an overstatement of a name, is the best hope for those wanting safety and supplies - but also a great target for those wanting to steal those. Nearby the Redlands are kicking up dust as a new Hard-Holder is amassing untold power. And The Locusts are coming. And then there's the usual Black Rain and Red Winds and Psychic Maelstrom. Life's a bitch. And then... 
I was waiting to signup for Jack Young's Godlike game at 6pm. Shannon told me that the signup forms were posted early and people would line up to get into the non-shuffler games. So, I showed up at noon and found out that registration didn't open until 1pm and that it looked like signup sheets didn't get put up until an hour before the scheduled game. Darn, now I have 4 hours to burn until the signup sheets showed up. I ran into Noam and Mark and they were milling about, so we decided to try out Apocalypse World, one of the games on my "to try" list. Wilson was in the gaming room with only one signup. All three of us crashed the game, but told Wilson that we couldn't stay for the whole game and asked if that was alright with him. I guess we had Wilson over a barrel considering he only had one player (sorry Wilson). During the game, Shannon calls and tells me the signup sheets for Jack's game was up -- near 3pm, so I run out and find 4 names already on the signup sheet. At one point Noam had to leave and he thought for good, but then he dropped back into the game. I left early to play in Jack's game. Random people would show up, make noise and leave. So, considering the circumstances, Wilson had a lot of adversities to overcome. There was no way Wilson could bring his A-game with all these distractions going on.

Wilson's GM style is to ask questions about your character during character generation, mostly in a round-robin order. Each character is a template with multiple choice answers, even character names. We would create small chunks of each character and read aloud what we've selected. This allows the whole table to listen in and collaborate. Wilson would ask you questions to clarify details about your character and relationships between characters. It felt like character generation took up about half our time, but it was the most interesting aspect of the game.

You have two aspects that are highlighted. If you use that aspect, you gain an experience token. After 5 experience tokens, you can turn them in for a new talent. This means that in one sitting you can ramp up your talents several times.

Mark had a 3 legged, triple jointed, mechanic that lived in a junkyard filled with lethal traps. Noam had a psychic Brainer in a old fashioned diving suit with a Freddie Kruger knife claw. I had a Hocus in a white suit and preached the Truth, we always told the truth no matter what -- not the smartest thing for a Post-Apocalyptic setting. The official signup (I don't remember her name) had a healing Angel with nasty weapon skills.

The setting is always an Apocalyptic setting, so unless the GM spends a lot of time world building, you'll wind up with a bad Sci Fi movie setting. Due to how fast you gain experience tokens, people ramp up skills very fast. So, an Apocalypse World game would run for probably 5 sessions before the characters are maxed out, so unless you plan on running multiple campaigns in the same setting, you wouldn't spend time building a highly detailed world.

Each character is a power in their own right, even though they all belong to the same Hold. So, each character had an introductory scene. Then the characters started to slowly find their way to the same scene. Due to this, there’s lots of wait time, as we switch from character to character. There were few character to character interactions. Lots of character to NPC interactions. Once we got to the climax, we were too busy firing weapons to interact.

I think Apocalyptic World at a con would work better if the characters were thrown into the same scene earlier with pre-set conflicts; it would have sped the game along faster.

But I finally was able to try Apocalypse World. Thanks Wilson, and I apologize for making your game not the best experience. I truly hope that your KublaCon was like Shannon’s: “After Friday, it only got better.”



2.Jack Young’s Godlike: The Wolves of St. Croix. Friday 6pm.
Winter, 1944. As the sky turns grey and snow blankets the French countryside, Patton’s Third Army creeps forward against orders during an uneasy winter stalemate.


Your Talent Operation Group has been assigned to vanguard elements of the 25th Calvary Recon Squadron, currently deployed in hills above the provincial village of Frahan. The last patrol sent to reconnoiter the surrounding forest hasn’t report in and you’re being sent into those dark woods to find out why.


The world of GODLIKE is a gritty, deadly, alternative WWII setting for mature gamers. Players play average soldiers gifted with extraordinary paranormal abilities known as “Talents”. These Talents set you apart from humanity and make you larger than life. But the war is larger than you.
Jack is a damn good GM. I’ve been in several of his games and he never fails to deliver a complex and engaging game.

Though the characters were pre-generated, we still spent over an hour going over the One-Roll Engine and reviewing our characters. A necessary evil.

In Godlike, each character has one talent, a super skill that makes each person ex-ordinary. We didn’t wear primary colored tights, but WWII army gear.

I found the combat system amazing. It is perfect for chaotic gun battles. I don’t think it’ll work for sword and shield games. Each player in round-robin declares their action. Then everyone rolls dice and depending on what is rolled, we see who goes first and the outcome based on how many matches you get and how high that number was.

People would shoot at the same target and it would get nailed multiple times even though it was dead 4 bullets ago. Targets you were aiming at, suddenly move out of range or die before you get to fire.

The only slight flaw is that since the declarations are done around the table, if you listen to the people declaring before you, you can meta-game and make your decisions based on what people ahead of you at the table have declared. Of course, the action sequence would be based on the to-be-determined die roll, but you get a slight edge. Good players should just look at the tactical situation on the board and act accordingly.

Gil Trevizo was waiting to signup for this game even before I was. I think he was the first name on the signup sheet. Gil’s character was a soldier whose talent was hyper-fast hand-to-hand combat moves.

As part of character generation, I decided I had a pet Badger named Valarie Heart and it became our squad’s mascot.

Jack: Are you keeping it a secret?
Morgan: It wouldn’t be much of a mascot if it was.
Jack: What do you do with it when you get deployed?
Morgan: I take it with me in my ruck sack.
Jack: Badgers are mean and nasty and wouldn’t like that and would make a lot of noise.
Gil: We dope it up with morphine.

Gil got an unanimous vote for best character in Jack’s game. In the big boss fight, Gil’s character gets set on fire from a distance. Instead of rolling in the snow to put it out, he runs all the way across the board (due to his hyper-melee skills, otherwise he would only be able to move a couple of feet), past several trees, a parked car, dead bodies, jumps a fallen log, past a half-track, over a Nazi, and then screams at the top of his lungs “Badgers GO First!” and punches the face of the Boss Monster. The Boss Nazi Monster draws a pistol and fires at the same time. Gil's brass knuckles caves in the Boss Nazi’s face as Gil takes a bullet to the head and both fall backwards dead.

Amazing GM, amazing system, amazing players.



3. Travis Lindquist’s Little Fears: Pop Goes the Weasel. Sat 1pm.
You've seen...well, things! Monsters under the bed. And then at school, some kids noticed. And you noticed them notice. And now you've got a club. Literally. And figuratively.


But Dennis, turns out he wasn't playing the same game as everyone else! He popped poor Mary, and now he's on the run, and you have to catch him! 
I had signed up for Travis’s “Notre Dame De Reims” as a backup in case I didn’t get in Jack’s game. I thought I could cancel out of Travis’s game once I got into Jack’s, but since I was playing in Wilson’s Apocalypse game, I felt really bad if I skipped out just to adjust my schedule on the Shuffler, so I mistakenly thought I still had time to do this between Wilson’s game and Jack’s game. The line at the PC’s for the shuffler was 20 feet long and people took their sweet time on the system. I spoke to one of the help staff and they said they would try to cancel me out of Travis’s game, but no promises. Well, it was 6pm and Travis’s game wasn’t until 8pm. Guess what? They didn’t cancel me out of Travis’s game. So, one day into the Con, and my signup weight was probably shot to shit since I played in two games and was scheduled for another where I didn’t show up. So, I was happy I got into this game through the Shuffler.

I had played in one of Travis’s game at Minicon. Unfortunately, for that game there were only 3 players for a Civil War: Jack, me, and some girl that didn’t do much. Shannon had played in the game previously and told me what a great game it was – how the Union and Confederate characters fought amongst each other in addition to the main nasties. I was lucky that Jack was in the game. Though we were both Union soldiers, we actually had a great animosity towards each other. He shot my horse and tried to shoot me and left me to die as a pack of unearthly creatures chased us. I still don’t know why I saved his character’s ass at the end, maybe because his character’s wife was one sweet piece of ass and she would never let me sleep with her again if I let him die. :-)

I had heard good things about Little Fears and wanted to try it. The feeling I had was “Monsters, Inc.” Closets that open to another twisted dimension with monsters in it. But we belonged to the Monster Bashing Club. Though we feared monsters, we hunted and killed them. That was why I thought it was more akin to a Disney movie than Nightmare on Elm St.

Character creation follows the fill out the questionnaire format. The questions are about what makes the character afraid, what they love, and their family. Characters go from 6 to 12 years old. We were allowed to pick from ages: 6, 8, 10, 12 with no duplicates. The problem is that unless you have children of your own or have read a child psychology development book, some players are unable to play children. At our table, one player showed up 1 hour late (dropped her stuff off early and said I’ll be back – we thought it was going to be only a few minutes) and played a 7 year old girl that was definitely much more mature than 7 – if anything, she seemed very much like an adult. When we took a break, she came back ½ hour late also.

The qualities were a bit unbalancing depending on what you picked. What would have helped would have been a list of examples. I picked athletic. That trait seemed to apply to too many tests.

The best moment I had was when my character ran across a fight between a character and a shape-stealing monster that had taken his shape. My character had been frightened enough to lose all of his care and speech, so he started clubbing one of the two kids to death – luckily I picked the right one (there were hints). The other children looked on in horror and tried to speak to me. Mute, I just kept on clubbing the monster into pulp. This also gave the other characters a horrible flashback to the hook at the beginning of the adventure. When I was finally calmed down, I could speak again and said, “Ok, done” and tried to hand the goo smeared baseball bat to the character that had reached through my madness and asked for the bat.

The problem was that the setting was supposed to be creepy and scary, but with the setup that we’ve killed monsters before, I felt that the fear level was greatly reduced. It would have been better if we were neophytes.

We filled out these forms for the character, but it didn’t seem to tie into the game very much. Not like Don’t Rest Your Head, where the questions are key to your character and story.

I think allowing people to pick different ages gave some variety, but it changed the chemistry because there were no peers. It would have been better to have most of the characters to be the same age and maybe one would be older and be the club leader.

The players were avg to excellent (Wilson Zorn was in this game too). The GM was imaginative. The game just didn't gel very well.



4. Wilson Zorn's Don't Rest Your Head: Rural People Have Dreams Too. Sat 7pm.
You can't sleep. It started like that for all of us, back when we were garden variety insomniacs. Maybe you had nightmares (God knows we all do now), or maybe you just had problems that wouldn’t let you sleep. Hell, maybe you were just over-caffeinated - or maybe it was the meth...but then something clicked. That was when you wandered into the Dark Forest and came across what locals call the Bizarre Bazaar, which was sort of like the Farmer's Market back home...except for the cloaked old woman with the long nose, big teeth, and flashing eyes selling children...and the local deputies who all look exactly like Barney Fife but with gunbelts...and the well-dressed mafiosi-looking men with clocks for faces...


This is Don't Rest Your Head but for the small town/rural set. We'll make characters together and explore those characters' dreams and nightmares - the real world, the one most of us only visit when we sleep.
It's Wilson again. I've played in both Mike Garcia's Don't Rest Your Head games which are excellent and I've played it two other times with different GMs which were more akin to Road Runner and Bugs Bunny cartoons, more dreamlike and less menacing. I prefer the dark and twisted.

Wilson's Don't Rest Your Head is set in a Rural Area instead of in the Mad City. He added his own Mythology which was great.

Wilson was on fire. The other players were top notch and I had an amazing time. One gal played a split personality mom that worked at a diner, J played a priest about to lose her church, and Victor played a loser art teacher retuning to his home town to one-up his town. I played a depressed farmer that was about to lose his farm who sleep walks and runs the thresher machine in his sleep.

I was floored by the gal playing the split personality when she stood up and did her scene in the diner. Well, that's a great performance. No one's going to top that. Then it was J's turn. She got the Archetype Preacher to fill the pews with spirits to listen to her speech and instead of just telling us what she was going to say and rolled some dice, she actually started a real sermon -- and it wasn't gibberish either. It was actually pertinent to the game. Holy Smokes.

Wilson's NPCs were spot on too. It was an incredible experience.



5. Morgan Hua's Grimm: Trick or Treat. Sun 3pm.
It's Halloween and your group of friends are going Trick or Treating. Your younger sister is tagging along and you're responsible -- and she vanishes -- on the other side of the train tracks, on the bad side of town. You and your friends search for her and wind up in Grimm. Grimm is full of twisted fairy tales and dark menace.


3rd-grade starting characters will be generated at the game. Character Archetypes are: The Bully, The Dreamer, The Jock, The Nerd, The Normal Kid, The Outcast, and The Popular Kid.


The tone of the game is dark with a overlay of humor as it is a world of twisted and fractured fairy tales. The juxtaposition of a serious dark world (that the children live in) with a deliberate tongue-in-cheek world overlay (which as players we will recognize on a meta-level) creates an odd dissonance.
By now, the Shuffler gods have decided I will have no more games, so I didn't get into any games on Sunday, but the good news was that I was running my game. I had run Grimm about 3 times for my regular group and that was almost 3 years ago. So, I re-read the rules and actually took pieces from those previously run games and created a new scenario for this game.

What I liked about Grimm was the setting. It's a twisted Brother's Grimm Fairy Tale land. Where as Little Fears is modern urban fantasy, this taps the myths. Also little children are more familiar with fairy tales. I enjoy the shock of discovery when you can map the twisted version of the tale vs the ones we well know.

The system uses a single d6. Well sometimes you roll two when you specialize -- I forgot about that until we started play and everyone had already pulled out a d6. The system is very simple and is non-crunchy and pretty stupid. If two kids wail at each other with fists, they won't hurt each other unless one gets very, very, very lucky. The result would be two kids rolling on the ground until they get tired. e.g. characters can roll dice until their face turns blue before they can hurt each other. Of course, monsters are much bigger and much more dangerous.

So it was time for my game and who's there? Wilson Zorn and June Garcia, and nobody else. Four no shows. June immediately calls the Shannon network and bang. We fill the table. We get the one and only Shannon McNamara, Bryan Hitchcock, and two guys who show up and say, "Is this D&D 3.5?" "No?" "Do you have room?" With fear and trepidation, I say, "Yes." But then I do the Shannon speech and see if I can scare them off.

I tell them it uses 1d6 ONLY. And that my gaming style is that there will be few dice rolls. I stare into their faces and see if they flee. They SIT DOWN.

Half an hour later, three guys show up and said they were registered, but their car had broken down. The dangers of carpooling. Sorry, we're full up.

When I run a con game, I have a timeline for each scene. To check for timing, I need to glance at my watch. I don't wear a watch anymore and generally use my cell phone to tell the time, but me flipping up my cellphone every once in while is a distraction, so I dig through my drawer of watches and the only watch that still has a running battery is a cheap plastic Shrek 2 watch with the Donkey on it -- perfect. If the game runs behind, I can cut scenes or hurry the players along. If I'm ahead, I can add extra scenes or let some scenes run longer. I finished my game at about 9:09pm. Right on time.

The game was fantastic. I had a blast and the interaction between the players was hilarious. At one point I was doing the voice for one of Humpty Dumpty's Guards and I suddenly realize I'm channeling Keanu Reeves's voice from Bill and Ted's Excellent Adventure -- WTF? Where did that come from?

The game came together very well and everything fell into the groove. Even the objects players brought into the Grimm world became significant and organic to the story -- I couldn't have planned it any better.

Everybody played their characters to perfection, even the two new guys who asked about D&D 3.5. There was even a moment when two players said the same line at the same time.

Bryan bought me a beer afterwards and told me that two games at KublaCon made it all worthwhile and one of them was mine. I'm stunned and humbled. Thank you Brian.

June afterwards gushed about my cracked and crazed Humpty Dumpty NPC. Thank you June.

I told Shannon, there's no way I can run this game again. If I did and it sucked, it would be a great let down. The game went from potential disaster to exultation.



6. Jill Stapleton's Call of Cthulhu: The Howard Project. Mon 10am.
It’s 1852 and San Fransicso is bursting at the seams. The Sherrif is overwelmed and organized vigilante groups regularly take justice into their own hands. Earthquake and fire are constant dangers and with no way to get water to the fires, the volunteer fire brigades fight ineffectually. In the midst of the chaos, rumors say that many of these fires are started by people… not as arsons, as the source: spontaneous human combustion. Other rumors are worse.
The Shuffler gods are on to me. I got into no games on Monday, but Shannon told me that everyone will be wiped out and you can easily crash a game. I really, really, wanted to play in Gil's Gotterdammerung game. I show up and June and Mike are already ahead of me on the wait list. No luck, but I get a spot in Jill's game.

I show up and there's no Shannon. He told me the Shuffler gave him a seat. I thought, it would be ironic if he didn't show up and I got his seat. The clock gets to 10am and finally Shannon shows up. We get Mike Garcia (he didn't get in Gil's game either), Shannon McNamara, Nick, Geoffrey, some guy who showed up late (and Shannon said he was one of the people who's car broke down yesterday), and I.

Hey, where's Wilson Zorn? It was getting to feel like Dead of Winter. At the first Dead of Winter, Shannon and I were in every game together and we had carpooled to the game together and we were sharing the same room. I told Matt Steele that there might be a murder before the end of Dead of Winter.

Jill's game was very well constructed. One of the smoothest Call of Cthulhu investigations I've ever been in.

Shannon's Vigilante and Nick's Volunteer Fireman were the best played characters.

My best character moment was when the creature latched onto my character. I had the non-combat character, with the least hit points, that doesn't carry any weapons and hangs back. And who gets attacked first? Exactly. :-)

Another top notch game.



7. Afterwards.

After gaming, a number of us hung out and socialized. We compared notes and talked about good and bad players and good and bad games. Since some GMs run the same game multiple times, we get to hear stories of the most amazing games and the most horrible disasters. Same game, same GM, different players and different results.

Shannon said, "50% GM, 50% Players." I think he's right. Also one bad player can sink the whole game. But several great players can elevate the whole table. Wilson's DRYH game and my Grimm game had that experience.

Shannon is now trying to get me to go to CelestiCon. We'll see.

I also have a really twisted wicked game idea for Matt Steele's Dead of Winter -- that should only be run at the Dead of Winter location. I had the idea at the first Dead of Winter, but now it makes even more sense to run it.