Saturday, October 26, 2013

Morgan's BigBadCon 2013 Adventures

Overall, I really enjoyed BigBadCon.  The focus seems more in the area of independent RPGs and LARPs. My favorite two experiences were Jason Morningstar's The Climb and Shaun Hayworth's Lotus Blossom's Bridal Path.  The other games were a lot of fun too.

The only one thing I would change about BBC is that I would only allow 2/3 of the seats as early sign-ups and then let the other 1/3 seats be filled by first-come, first-served sign-ins.  This would encourage more people to attend BBC.  I think making 100% of the seats as early sign-ups fills all the games early and people sign up for more games than they can play in.  One Chinese phrase is "Your eyes are larger than your stomach."  I think that is true for the sleep-deprived gamers who sign up for games -- they sign up for more games than they can play.

Minimum spoilers below about the games I was in.

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Three Kings

Date/Time - Oct 4, 7:00 PM - 1:00 AM
Format: RPG
GM: Paul "Bezultek" S.
System: Achtung! Cthulhu
Maturity Rating: PG-13
Number of Players: 6
Game Length: 6
Characters: Provided
Description:  1939. The Nazis occupy Czechoslovakia.  You, and other members of the British intelligence service Section D, will parachute into Czechoslovakia. Your mission is to contact the Three Kings, leaders of the Czech resistance movement.  The game uses the Achtung! Cthulhu setting, based on the call of Cthulhu mechanic.


I saw the Kickstarter for this game only after it was funded and was curious as to the game.  I'm a fan of Godlike, so Cthulhu and WWII also interested me.

I met Paul at other conventions and he's a strong player, so I wanted to see his GMing style.  After picking our characters, Paul handed us our sealed orders (in a manila envelope).  Inside was background information on our mission and our identity papers.
The identity papers was our character sheets in a booklet format.  Paul was nice enough to put credits on the back thanking Gil T. for the idea.  See my comments on Gil's game: Here

We were a mix of Allies: Brits, Americans, a German, and a Czech.  Our mission was to contact the Czech resistance and to perform a mission for them.  We parachuted behind enemy lines wearing German uniforms. Well, we spent 4 hours trying to contact the Resistance and failed miserably due to bad die rolls.  This is when "Trail of Cthulhu" (ToC) players shake their heads and wag their fingers at Call of Cthulhu (CoC) players.  But I actually liked the failures.  It was actually pretty entertaining and interesting.

In our game, our leader decided to play a bad Nazis and round up the villagers and question them about the Resistance.  My character had a high psychology skill, so I could figure out if they were lying or not.  When we found someone who was lying about the Resistance, we would take them into another room and "question" them.  In the other room, we would reveal ourselves and try to convince them that we were there to help.  Well, all three of us in the room failed our persuade rolls.  The villager would then say, "Oh, as I've told you many times before, I know nothing about the resistance.  I can't believe you Nazis would go through this charade to get me to tell you something I know nothing about.  Nazis speaking in a British accent and pretending to be British spies.  I tell you, I know nothing."  That was pretty entertaining.

In ToC, a player would just do a spend and succeed.  How boring.

But the downside was that we spent 4 hours just to get our mission from the Czech Resistance, so Paul had to skip the middle of the game and we just went to the end game.




He Who Laughs Last

Date/Time - Oct 5, 9:00 AM - 3:00 PM
Format: RPG
GM: Dave Sokolowski
System: Cthulhu Dark
Maturity Rating: Adult themes
Number of Players: 6
Game Length: 6
Characters: Provided
Description: Hollywood – Your friend Becca’s tragic suicide has brought you together, but still doesn’t make sense. Perhaps her job as a personal assistant to a wildly successful comedian is related? Cthulhu Dark is a rules-light, atmosphere-heavy game system of supernatural horror and weirdness. Fans of modern horror encouraged to apply.


Dave has run this game several times and has been preparing it for publication.  All of the characters are people in the movie business: Actors, Stunt Men, Body Guards, Special Effects Experts, etc.

I really enjoyed  the system.  Each character had about six areas of expertise (a house rule).  The official rule gives you a single profession instead.  You get to roll 1d6.  If you try an action in your area of expertise or is related to it, you get to roll another 1d6.  If you want to risk your sanity, you can roll another 1d6.  You look at your highest die roll.  1 = barely successful, 6 = extraordinary success.  But if your sanity die is the highest die roll, you have to roll 1d6 and if it is higher than your current insanity, you increase your insanity and go bonkers. If your insanity goes reaches 6, you go incurably insane.  You may also risk insanity by re-rolling and adding an insanity die if you already haven't done so.

There were two great moments in the game, detailed in the spoiler section.




At the Movies

Date/Time - Oct 5, 3:00 PM - 7:00 PM
Format: RPG
GM: Morgan Hua
System: A Penny For My Thoughts
Variations: Streamlined with less psycho babble.
Number of Players: 4
Game Length: 4
Characters: Created in play
Description: Players will pick a movie that they haven’t seen yet, but have seen the trailer. We’ll improv our way through our own version of that movie.

The plan was to pick a movie, but that didn't happen and we picked superhero-noir as a unifying theme.  The reason I like to pick movie trailers is that it sets the mood, setting, and characters.  Without such an agreement, A Penny for My Thoughts sometimes runs off the rails.   I wanted to run with 4 players since the GM actually participates, so that's 5 players.  Unfortunately, I thought one player was a no-show, and I let a friend of one of the players in to fill the game at 4 players.  After I explained the mechanics, the no-show showed up, so I let him in the game.  By the end of the game, the narrations were beginning to get a bit long.  Thus reinforcing my thought that Penny should be max out at 4 players.  The narrations went a bit wild too as it looked like one of the players was getting punch-drunk from lack of sleep and started spewing out a stream of consciousness that sometimes made sense.


The Climb

Date/Time - Oct 5, 8:00 PM - 10:00 PM
Format: LARP
GM: Jason Morningstar
System: Custom
Maturity Rating: Mature themes
Number of Players: 5
Game Length: 2
Characters: Provided
Description: Six climbers are on an illegal expedition in Bhutan. They are close to the summit, but only three will ascend – who stays and who goes? The Climb is a structured freeform larp in the Nordic tradition.

This game was brilliant.  Jason put three blankets on the ground that represented 3-men tents.  GM + 5 players = 6 players.  He turned off the lights and handed out one flashlight per tent.  We started with two players in each tent.  He also put up a soundtrack of blowing wind and snow.   At the 40 minute mark, there's a Chinese weather report and 5 minutes after that, there would be break in the storm and at that time, 3 players would head to Camp IV and from there 2 of the 3 would Summit.  Because of the sound track, we could only hear muffled conversations in the other tents.  Before the 3-man team leaves for Camp IV, each player has to put a coupon in a folder.  Each player can put in either a help or hinder coupon.  45 minutes later, the sound track would end and that would signal the end of the game.

In this game, only two people put in help coupons.  The result was two deaths, and injury, and a successful summit.




Lotus Blossom’s Bridal Path

Date/Time - Oct 6, 9:00 AM - 3:00 PM
Format: RPG
GM: Shaun Hayworth
System: Tenra Bansho Zero
Maturity Rating: PG-13
Number of Players: 6
Game Length: 6
Characters: Provided
Description: Toki wa Sengoku – an age of warring states. The world is stained by hundreds of years of continuous war, with no end in sight. This is but one tale of many in the land called Tenra. . . a tale of war, loss, and struggle. . . a tale of pain and bravery. . . the tale of Lotus Blossom’s bloody bridal path.

The Ayanokoji and Takatsukasa clans have been at war for many decades. It is a war that has cost the lives of many men, destroyed many rice fields, caused much pain and suffering. It is a war that has cost Lord Ayanokoji the life of his son. It is a war that must end.

Lord Ayanokoji is so convinced of this fact that he has made a decision to sacrifice one of his most precious treasures: the kugutsu named Lotus Blossom. He is sending this priceless treasure to the lands of his longtime enemy to marry the young lord of the Takatsukasa: the dashing Lord Shinji. It is the hope of Lord Ayanokoji that this gift will serve as such a gesture of goodwill that the heart of his enemy will be softened, and that this bloody war may be brought to a final conclusion.

But there are those who wish to see the war continue. Bandits who prey upon the dead and dying. Neighboring kingdoms rightfully fear a possible alliance between these two powerful nations. Samurai and warriors who have given themselves to hate and cannot let go of their swords. Even the inscrutable Shinto Priesthood have their own reasons to oppose the coming peace.

Lotus Blossom’s bridal path will be paved in blood.

At first I was worried that the world was a mish-mash of every conceivable anime concept possible.  Most systems like that fail. I didn't know that this system was very popular in Japan and is over 10 years old, so it has been extensively tested and updated.  When I mentioned my concerns about the world to Shaun, he said he had the same concerns, but it actually works, and he's right, it does.

I highly recommend the game and system.  It is designed for one-shots and to finish in one sitting.  The escalation of skills and abilities is all focused towards a climatic ending.
The game starts off with individual introductions, called Zero Act, a technique that Duane O'B. uses in his games.  We get Aiki chips for creating cool moments.  Points can be awarded by either the GM or other players.

We then convert Aiki chips to Kiai points based on our Fates and die rolls.  Spent Kiai points add to your Karma which let you increase your Fates.  It sounds complicated, but it works as each step powers up your character.  Since the only way to gain Aiki is good role playing, good role players get awarded power ups faster than power gamers.

The game is played in scenes with intermissions where characters power up.  At our final boss battle, one PC was rolling 48d6 on a single attack.






The Only Good Bug is a Dead Bug!

Date/Time - Oct 6, 3:00 PM - 9:00 PM
Format: RPG
GM: Morgan Hua
System: Nemesis/ORE
Number of Players: 6
Game Length: 6
Characters: Provided
Description:  Mars settlement went dark and your squad of Space Marines have been sent in to find out if Bugs have infested Mars.
Your mission: find survivors, kill bugs, and get out alive.
Solider, what else do you need to know?

Would you like to know more? See below.

The game is set in the Starship Troopers movie universe.
The system is ORE which is a very deadly game system that uses up to 10d10. As a Space Marine, you’ll have state of the art weapons and armor, but if you bite it, you might have to play a Civilian.
This is not a pure combat game. It will be part investigation and part combat as your squad tries to figure out what’s really going on. If you don’t, you might all just die.

I play tested this game and ran it at KublaCon and Celesticon, so this was the last time I was going to run this game.  I wound up on the last timeslot of BigBadCon. Due to gaming fatigue, I wound up with only 3 players even though 6 people had signed up.  Since I had a full squad as PCs, running the game with only half a squad would be a challenge as they would not have all their full complement of equipment or skills.

I think this game turned out ok, but not as good as the previous times I ran it.  Sorry, Chris O.  I don't think the game was as good as it could have been.  This run felt a bit rail-roady to me, but since it's a Paul Verhoeven movie, you can't end the game by just leaving the planet in the 2nd Act without facing the big baddie in the 3rd Act.  The producers spent a lot of money on sets and special effects and the audience who paid for a ticket need to get their monies worth.

Detailed construction of the game in the spoiler section below.

Thursday, September 05, 2013

Morgan's Celesticon 2013 Adventures

This year, I was only able to pre-register for one game, the early signups was at midnight and I went to bed before then.  When I woke up at 3:45am, only one game that I wanted to play in had an open slot.  So, I had to register for all the other games and brave the shuffler.  Funny thing was that I actually got into all the games I wanted to play in.  I used a GM's priority slip for Jeff Yin's game, but didn't get in, so I showed up 1/2 hour early and got lucky -- I was 2nd in line and two people didn't show up.

The facilities at Celesticon were great.  Every RPG had their own room.  The open gaming and tournaments were in clean, well lighted places with excellent air flow.  Each of the RPG rooms had several pitchers of iced water and stacks of cups and they were continuously refilled.  At other cons where they put a urn of water in the hallway, the cups and water always ran out and the spillage and drippage always left a mess.  The bathrooms at Celesticon were continuously cleaned and supplied with paper towels.

I had a really good experience this year at Celesticon.

In this article, I'm going to focus on GM style and pacing.

Minimum spoilers below about the games I was in.

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The Only Good Bug is a Dead Bug!

Saturday 9 AM in Alexander Valley for 6 hours
GM: Morgan Hua
Type: RPG
System: Nemesis/ORE
Players: 6
Provided: All characters provided by GM
Power Level: Pre-Gen
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Mars settlement went dark and your squad of Space Marines have been sent in to find out if Bugs have infested Mars.

For some reason, when I submitted this game online, I thought the word limit was something like 150 words, so I cut the description way back.  Then when the games were posted, I noticed I had the shortest game description for any game.  Oops.

Actually, without the Starship Trooper / Aliens mashup reveal, I think it made the game more interesting and surprising.  I try to wear a t-shirt related to the game I run.  The observant players seem to pick up on this.  In my Scooby-Doo game, I actually changed t-shirts between acts.  Each t-shirt showed the character progression for the next act.  For this game, I wore a "Weyland Industries" t-shirt.   Several players commented on that in this game and the game I ran at KublaCon.  So, yes, if you pay attention, you might get some meta-game info.

For convention games, I like the standard story arc pacing of rising tension, several minor conflict/resolutions, and a big climax at the end.

I think the pacing of this game wasn't as good as the one I ran at KublaCon.  I think the KublaCon game was creepier and more Aliens than Starship Troopers and this game was more action oriented Starship Troopers than Aliens, but since this game was supposed to be a mashup of both, I guess it didn't matter. 

I'm a visual oriented person and I have very good memories of movies and scenes from movies.  So, for me, these games play out like a movie.  Sometimes I wonder if my players see what I see in my mind's eye.  From my writing experience, one thing I learned was that a scene slows down when you use more words and a scene speeds up when less words are used.  The same in a RPG game.  When the GM starts describing things, the scene slows down and when less words are used the scene speeds up.  For building tension and anticipation, you need more words.  During action scenes, the less words the better, unless you're in that slow-motion action shot where every detail jumps out at you as unspeakable violence happens to someone -- then speeds up again.

Since I wanted a fast paced game, I supplied a number of visual aids, so I didn't need to describe every scene in detail.

I'm running this game one more time at BigBadCon.  After that, I'll detail the construction of this game at that time.


Imp-possible odds

Saturday 7 PM in Alexander Valley for 6 hours
GM: Travis Smalley
Type: RPG
System: Storyboard
Players: 6
Provided: All characters provided by GM
Power Level: Small, small elementals
Rules Knowledge: Beginners Welcome
Game Content: Teen
Oliver the elementalist never really wanted to be a hero. He wanted to help villages whose wells dried up and whose farms were going barren and maybe scare off the occasional group of bandits with a flashy display, but he was a apprentice of modest goals and modest abilities. Two years ago, when a broken cart axle made him late to his own apprenticeship graduation, he managed to become the lone healthy mage after a serious assault and a royal kidnapping. With some sneaking, some ingenuity, and a whole lot of luck, Oliver managed to save the princess, earn himself the title of 'Court elementalist', and great renown! But he didn't do it alone - he was assisted by his six small elemental imps, who have become not only his companions and assistants, but best friends. He's been tutored by the best mages the kingdom has to offer, and is blooming into a competent young magus. However, when he's invited to represent his entire plane in an interdimensional competition, he isn't allowed to say no, although it's incredibly obvious he's far out of his league. Without his imps to help him, can he pull victory from the jaws of defeat?! Well, no, actually. Flatly no. He's going to need some help to place, let alone win. And if he doesn't place, the Magical Authorization, Generation and Exploitation council will strip his home's right to access magical energy from conventional sources! As tiny magical creatures, this is very worrying for his little friends, and so there's only one thing for an imp to do - Cheat. Cheat like the dickens.
This was a very fun game.  We were underpowered imps with a few days to rig several contests so our master would win.  Lots of good and smart players.  Travis does many things well.  In horror games, he does amazing clue trails and description of creepy things.  In this game, his rendering of NPCs were pitch perfect.  He does the voices and mannerisms so well that we can understand all the nuances and subtexts.  He also has a great understanding of a satisfying story arc.  In this game, we spent a lot of time understanding the contests and working our imp shenanigans.  By the time we rigged the first three contests, I was worried because it looked like we were going to run out of game time, but Travis deftly gave us a way to quickly rig the last few contests which didn't feel too rushed.  So, we not only finished the competition, but we also resolved some issues in the home plane having to deal with the Princess, the M.A.G.E council, and Oliver's familiar.  So, that was pretty amazing.  I think we ran over by a half hour to an hour, but it was worth it.

The trick Travis pulled was that the last few contests were narrated by the GM, so less time was spent on player interaction.  This way we sped through lots of story in the remaining time that we had.  What made it engaging was that the narration relied on what we had previously done, so it wasn't like we were watching a pre-recorded ending, but the unfolding of something that we, as players, had set into motion.  And the endings that we got fully rounded out the adventure we had started on, so it was very satisfying.



After the End of Days

Sunday 4 PM in Alexander Valley for 6 hours
GM: David Weinstein
Type: RPG
System: All Flesh Must Be Eaten
Edition: 1
Players: 6
Provided: All characters provided by GM
Power Level: Provided Normals
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
So much for the world as we know it. Nobody knows where the Weeping Sickness started, but it's effects have been roundly final thus far: highly infectious secretions, fever, and an eventual comatose state. Victims didn't stay comatose, though. Called, 'Weepers', they woke up with a sole mission: spread the disease by any means possible. You are some of the last uninfected, making a desperate run for the coast, where rumors of a holdout have given hope for a future -- any future.

I had played in David's game two Celesticon's ago and really enjoyed his game.  Last year, Jill S. told me what a great time she had playing in David's game last year, so I wanted to get the David experience again.

This game was very creepy and scary.  Players would partially open a door, then after a quick glance, close it and lie to the other players that there was nothing to be found.

David said his philosophy was that he put up the sign posts, but left the driving to the players.  With half an hour of game time left, we seemed to have escaped, but from looking at the story arc, I knew we were only at the end of Chapter 1 and I said this out loud.  Then David confirmed this and said we were only done with Act 1 of 3.  Shannon and another player had to leave the game since they'd already promised to play in a scheduled Battlestar Galactica game with four other people.  So, we got through the splitting off of those two characters in the remaining half hour.  The rest of us wanted to continue with the game.  So, David dropped Act 2 and we actually sped through Act 3.  We finished 1-1/2 hours later and I was very glad that I did.  The story arc was glorious and amazing.

I find the philosophy between David Weinstein and Todd Furler on the opposite ends of the spectrum and both work.  David lets the game run at the pace the players want and Todd Furler runs his games at the pace that he wants.  Act 1 of David's game felt very natural and fleshed out.  The players were very careful which dictated a slow pace and he didn't rush us.  His attention to descriptive detail matched our slow pace.  Again, the more words the slower the game.  But the details brought reality into the game and scared the heck out of us.



The River Belle

Monday 10 AM in Alexander Valley for 6 hours
GM: Jeff Yin
Type: RPG
System: Deadlands Noir
Players: 6
Provided: All characters provided by GM
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It's 1924, and six strangers awake to find themselves on the River Belle. How they got aboard the delta's most luxurious vessel, or what they were doing before, is all a blur...

Gil T. and Jason F. told me about playing in an earlier Jeff Yin game similar to this.  Jeff Yin gets his sister (with very legible hand writing) to write in invisible ink character skills and advantages and disads.  The skills are revealed with a UV light pen as we try to succeed in various tasks.  Jeff would tell us to reveal a skill at a specific line (such as line 8) when something happens. It's an interesting gimmick.  Gil's game at Dead of Winter last year required different versions of character sheets with more and more skills revealed as we progressed through the game and recovered our memories.  Skills were also revealed as we tried to do various tasks.  After watching the play of both games, I think the disruption to the pacing of the game wasn't worth the attractiveness of the gimmick.  It actually wears a bit thin as the GM fumbles around for your skill or in the case of this game sometimes telling players to reveal the wrong skill.

I still really enjoyed this game.  Jeff did excellent NPCs (The Turk and The Sketcher were outstanding) and the ecosystem of the River Belle was really interesting.  Near the end of the sixth hour (we had a hard stop at 4pm because the closing ceremonies were at that time, so we couldn't go over), Jeff skipped one combat scene and we got to act in the finale which was great since I've seen too many games where the whole ending got narrated.  So, Jeff was smart enough to skip enough stuff, so we could interact at the very end of the game and determine our own fate.

Monday, July 22, 2013

Morgan's GoodOmensCon 2013 Adventures

I haven't been to a Good Omens Con for a while.  I found that the short time slots just gives you a good intro to a system and a very short and simple scenario.  But this year, there were a number of good GMs running games and so I signed up.  I don't have the game descriptions since the game events have been removed from End Game's website already -- it's only been one day since the event on July 20th.  Both Rich and Gil won't be running the games again, so there are spoilers below in detail.




Ocean Blue
GM: Rich Taylor
System:  World of Darkness
Duration: 4 hours
Players: 5
Paraphrased Description:  You're the crew of a modern nuclear submarine and have been assigned to retrieve a cold war era's satelite's payload -- undeveloped film.

Interesting game and enough paranoia to keep us on our toes.  We had a good group of players and I think we did everything right.
I got to play the scientist in charge of developing the film payload.

After finding the payload and developing the film, we found a picture of a giant space goat-eyeball looking down on the midlands of America. The Captain of the Submarine fainted on seeing the picture and fell sick for a short time.  The sub then got attacked by a strange underwater creature which got scared off by a torpedo.  Then two crew members went missing. We found one dead and eaten, but his uniform was neatly folded.  We found the other hiding in an empty torpedo tube with a savage bite from a Piranha-Shark-Man.

We eventually suspected the top officers in the crew and weren't sure whether it was the Captain, the XO, and/or the Master of Arms who turned into this creature.  We also weren't sure if it was a conspiracy.  But once we got enough evidence on the Captain, we tried to get the XO to relieve the Captain of his duties.  We didn't want to be labeled as mutineers.  In the lab, while showing the XO the evidence, he turned into an Ogre-ish creature and we beat him up.  We stabilized his wounds and restrained him.  We then took his side-arm and broke into the weapons locker, took weapons, and jammed the weapons locker closed.  Once armed, we revived and questioned him and he told us about his duty to protect the Captain as he now knows his true nature and they were awaiting the arrival of the Hydra for more instructions.  After the interrogation, Shannon's character shot the XO twice in the head.  Through the combat and interrogation, my character had video taped everything that had transpried as evidence -- I didn't want us to be tried as mutineers. We called the Captain to the lab telling hiim it was urgent and the XO needed him.  We then ambushed the Captain, he turned into the Piranha-Shark-Man, and we shot him multiple times.  Once dead, he reverted back to human form, just like the XO.  The good news was that I had recorded everything, so when crew members rushed in to figure out what was going on, I could play it back.  We were still thrown into the brig, but once back in port, we were recruited into a secret military hunter society.

What I really liked was that for a 4 hour game, we were able to have pretty good investigation and we had doubts as to whether the Captain was really the creature or whether he was being framed.  The military structure also prevented us from taking the law in to our own hands without good proof -- if we were wrong, we'd be in deep trouble.  The players did a great job, everyone acted smartly.  I also did my best in trying to show everyone the giant eyeball in space and everyone was a good sport and took a look even though they knew they were going to have to make a stability check -- good role players.  :-)



The Guns of Cap Gris Nez
GM: Gil Trevizo
System: Godlike
Duration: 4 hours
Players: 4
Paraphrased Desccription:  You're part of D-Day.  Your mission is to silence the guns of Cap Gris Nez.

Gil at the beginning warned us that because there's only 4 hours, there won't be much complexity and it'll be pretty simple and straight forward.  This game was the prequel to a game that Paul, Shannon, and I played at KublaCon.  So, we were stoked to enter Gil's world of Godlike again.

Basically, we were the characters from Saving Private Ryan, except we were all slightly damaged and twisted with Talents.

When we played at KublaCon, Gil gave us a choice of getting equipment, training, or R&R where we can gain some Will Points and if you include another player, they would gain some too.  Due to time constraints, Gil only let us do some R&R.

My character was Private Caparzo (played by Vin Diesel).  The write up was more Riddick than Caparzo -- Hyper-body with homocidal sociopathic tendencies.  I was released from a mental institution, where I was being evaluated for a Lobotomy, so I could join D-Day.  So, for my R&R, I decided to return to the mental institute and kill my evaluating doctor.  Gil asked me whether I wanted to take someone along, so I had to choose between Paul's sniper who God told to kill bad people (I was worried that bringing him would be a bad idea since I didn't know if I would be considered a bad person), the Rube-Goldberg guy with a Psychic Healing machine (didn't think this was good idea either as he might think I have something against doctors), so I brought Shannon's Private Reiban character with me (he had a invisible psychic dog that kills people) and he decided he'd sic his bad dog on the whole hospital staff.  After killing the doctor, I found my paperwork and the whole squad's paperwork.  We were all slated for Lobotomies because we were all psycho killers of one sort or another.  I destroyed the paperwork by starting a large fire.  Shannon had already killed the rest of the hospital staff -- way to go Shannon.

So, we were really The Dirty Dozen played by the characters from Saving Private Ryan

D-Day was just a meat grinder as every landing boat got sunk except for ours and another.  We spotted a few German talents.  One exuded an oil slick and another was the human torch.  We just barely stopped our landing craft in time, but the other boat became a quick flambe.

We fought for every yard of beach and after many deaths (I was on my 3rd character at the end -- Private Mellish a Jewish SpiderMan who shot spider web from his butt.  I tried to web some German Talents but only succeeded in mooning them), we finally got to the cliff side at the end of the 4th hour of gaming.  We never got to the guns.

My favorite bit was the R&R and finding out how messed up the whole squad was.  The beach landing was such a meat grinder it showed us the horror and hopelessness of combat. 

I had run my own version of D-Day before with Godlike and I put them in an almost to scale beach assault.  The beach actually ran from one end of the table to the other before you get to the cliffs.  In D-Day, it was 200 yards of beach during high tide and I only let the players move 10 yards (2 squares) a round.  Gil was nice to us and it was only 60 yards to the nearest Germans and he let us move much further, depending on our Run result.

Below was my D-Day setup.
Morgan's D-Day Setup (not Gil's) And, yes, I use green plastic army men for figures in Godlike.
D-Day diagram (from Morgan's D-Day game, not Gil's)

Monday, June 03, 2013

Morgan's KublaCon 2013 Excellent Adventures

Again another very good year for me at KublaCon.  The shuffler gods were very good to me and all the games I was in were excellent.

This time I'm going to talk about Great GMs and one of their particular strengths and what that brings to the table.

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D-Day, the Fifth of June

Game system
Godlike
Start time:
FRI, 6:00 PM
Category
RPG
Duration
8 Hours
Event ID
02007
Location
2071-A
# of Players:
6
GM / Judge
Gil Trevizo
Description
June 5, 1944: This day the soldiers of the First United States Army Group set upon a mighty endeavor, to storm the beaches of Calais, liberate occupied France from the yoke of Nazi tyranny, and begin the Allied invasion of Western Europe. As the main amphibious force crosses the narrow straits between Dover and Calais, you, the men and women of the Third Talent Assault Group are to join the American 9th and 21st Airborne Divisions to parachute deep behind enemy lines, take key positions, and hold them against the onslaught of German infantry, panzer, and SS-Ãœberkommandogruppe that is certain to follow. History will forever remember this place and this moment: Calais, the Fifth of June.

GODLIKE is a game of super-powered role-playing set during the Second World War. After the first superhuman appeared in 1936, over 150,000 “Talents” have since manifested across the globe by 1944. With their abilities, the Talents can overwhelm mundane enemy soldiers, but those same abilities make them vulnerable to other Talents, and even the most powerful Talent can be killed by a single lucky bullet. In GODLIKE, you play characters that are larger than life, but the war is always larger than you.


The amount of prep work and attention to detail for this game was amazing.  The combat system in Godlike is very deadly, so Gil pre-generated over 20 characters (I think he said 40). I've run Godlike before and I had to generate various NPCs with powers; It was a lot of work and requires a spreadsheet to keep track of the build points.  Well, in addition to that, Gil also photoshopped pictures for all the PCs and NPCs.  In my games, I just grab appropriate pictures from the internet for the character portraits.  Gil actually matched up period clothing to the correct portrait angles and color corrected the pictures.  That lead to a seamless portrait with nothing out of place.  I had run "Castle Bravo" and that didn't include character portraits, so I decided I wanted John Wayne, Peter Lorrie, Danny Kaye, Spencer Tracy, and Basil Rathbone in my game as PCs.  Well, I didn't find any with them in Navel uniform, so I had to photoshop them myself -- that took hours and I did a passing job; I found I could hide imperfections by zooming in and cropping out my errors.  Also no one noticed I mainly used the same navel hat several times.  Knowing this, I know that Gil spent days just doing the portraits.

Gil gave us period maps, complete list of equipment, and command hierarchy.   He had also done a lot of research on the D-Day invasion.

All this prep work immersed us in the time period.  What this buys the GM is the authority to tell the players, "Yes this is possible, No that is not possible."  The verisimilitude gives the GM the authority to dictate various things without argument from the players.

I really enjoyed the game.  My two favorite set pieces were the Sniper and the Beach where we had to make very difficult moral decisions.  "That's some really f*cked up shit." and that's a quote from my character.




Fallen Sons

Game system
Unknown Armies
Start time:
SAT, 9:00 AM
Category
RPG
Duration
4 Hours
Event ID
22008
Location
2013-A
# of Players:
6
GM / Judge
Todd Furler
Description
This event is for mature players. A much-loved citizen of a small Kansas town has lost his life in the War on Terror. The players are townspeople who must, among other things, determine how to respond when a hate group announces that they will picket the soldier's funeral.

Please note that players will be exposed to the rhetoric of a real-world hate group for part of this adventure.

Again amazing prep work.  Todd knows his characters backwards and forwards and sideways.  He gave us  pages of background information for our characters and a relationship map to show how we were connected to the other people in the town.  He also gave us real newsletters from the hate group.

But I'd like to focus on Todd's control over the game.  I've heard a lot of good things about Todd's GMing and I wanted to experience it firsthand.  First, he gives a very strong explanation of how he runs a game like a movie production.  This explanation really sets the tone and his authority as producer and director of the game, so when he decides to cut a scene and move on, there is no argument.  This is a great method to control pacing and game time.

It took about an hour to go over the game rules and our characters.  Though that left 3 hours of game time, we had a very satisfying and enjoyable game.  The reason for that was the tight control of scenes by Todd.

In another first, Todd was able to do a flash forward and then a flashback.  It takes a lot of finesse to do that as most players may have an issue with fait accompli.  With the flash forward, the fate of a character was set and then it was up to that player in the flashback to seamlessly merge the timeline.  I think with a more difficult player it might have been a complete disaster.

Todd also does some interesting things with the Fight, Flight, Freeze responses when your character loses control and he takes over.

I can see why Todd likes to run 4 hour games as that is enough to get a full story arc for his gaming style.  Most of us GMs take either 6 or 8 hours to do the same thing.  Bravo.



Our Little Town

Game system
Nemesis (One Roll Engine)
Start time:
SAT, 5:00 PM
Category
RPG
Duration
7 Hours
Event ID
42111
Location
2070-A
# of Players:
6
GM / Judge
Matthulhu Steele
Description
You wake up in a quaint hotel in a quaint little town. You don't remember checking into the hotel. You're trying to recall what happened before you arrived here. Hey, why is the door locked? Is there anybody out there? Hello?

Our Little Town is a game of psychological horror among six strangers. These are normal, interesting and competent people who find themselves in an unusual situation. Nemesis uses the One Roll Engine from Wild Talents and Godlike, customized for horror.


Matt also did a lot of prep work.  In this game, we were only given character portraits to pick characters from, then he handed us multi-page character sheets with extensive backgrounds.

In this game, the six strangers never really stayed together.  Matt was a master of parallel action and scene switching.  Throughout the game, there were at least 2 to 3 groups separated from each other doing parallel actions and it all flowed together very well.

Matt had a really good feel for the right amount of screen time for each player, when to switch between groups, and how to keep the tension up.  In some games, I've seen other players get bored when it isn't their turn.  This doesn't happen in Matt's games.




The Only Good Bug is a Dead Bug!

Game system
Nemesis/The One Roll Engine
Start time:
SUN, 10:00 AM
Category
RPG
Duration
6 Hours
Event ID
72004
Location
2062-A
# of Players:
6
GM / Judge
Morgan Hua
Description
Mars settlement went dark and your squad of Space Marines have been sent in to find out if Bugs have infested Mars.

Your mission: find survivors, kill bugs, and get out alive.

Solider, what else do you need to know?

---
Would you like to know more? See below.
---

The system is ORE which is a very deadly game system that uses up to 10d10. This is a mash-up of Starship Troopers and Aliens. As a Space Marine, you'll have state of the art weapons and armor, but if you bite it, you might have to play a Civilian.

This is not a pure combat game. It will be part investigation and part combat as your squad tries to figure out what's really going on. If you don't, you might all just die.


The game went very well for me.  I incorporated feed back from my play test and those suggestions pushed the game up a notch.

In my games, I like to incorporate some video at the beginning as a shortcut to set the mood and setting.  A picture is worth a thousand words.  I've been in some games where the GM must take a lot of time explaining the world and society.  Two minutes of video can cut out half an hour of exposition.  In my Ghost in the Shell game, half the players never saw the Anime -- and I wasn't prepped for explaining the world to them.  I wished I had a short video segment where I could have shown them what the world was like.  So, that was a big fail.

This time, I had a video clip from Starship Troopers and I also created a video of Felix Baumgartner's supersonic jump from space.

This also helps in the case a player admits that they've never seen Starship Troopers nor Aliens -- which happened to be the case, this time with Jill S.



Hell Rides For Delamar

Game system
Boneslingers
Start time:
SUN, 7:00 PM
Category
RPG
Duration
6 Hours
Event ID
Pickup Game
Location
Brdrm-2
# of Players:
6
GM / Judge
Duane O'Brien
Description
Getting by as an undead gunslinger is tough. You hope this job in Delamar will give you a chance to lift your burden. It's time to kill some bad men.

Delamar was one of the most notorious towns in the old west. It was known as The Widowmaker. You're going to find out why.

You'll be playing undead gunslingers in a setting called Boneslingers. If you've played The Putrescent Seven, this setting is an evolution of that game.

Bad things will happen in this game.


The shuffler wasn't good to a large number of us on Sunday night, but Duane was nice enough to run a pickup game for us.

Again lots of prep work.  Maps, painted undead gunslinger minis, extensive character backgrounds, period poker cards, and a great looking GM screen that's a wooden period desk-set.

So far, I haven't been disappointed by any of the games that Duane has run.

I'll only go over one aspect of how Duane runs a game:  Character selection.

In the game The Island Of Misfortune, we were asked seemingly random questions and then characters were assigned to us.

In the game, Goblin Ninjas Flipping Out And Killing Like A Hundred Guys, we generated characters and then did our signature vignette.  And if during the course of play, we recreated it, we would gain bonus dice.

In this game, Duane made each player do a small vignette and asked pointed questions about the character we're playing.  He'd take notes and then through some magic, decides which character fits us. 

I think the refinement of doing a small vignette and asking us who we are in the scene worked much better than just asking questions and it made character selection a part of the game.

This method for character selection works really well.  So far, I haven't been disappointed.




TS Emulator V2.2

Game system
Paranoia XP
Start time:
MON, 10:00 AM
Category
RPG
Duration
6 Hours
Event ID
112004
Location
2044-A
# of Players:
5
GM / Judge
Matthulhu Steele
Description
Greetings Troubleshooters! On this mission you will be accompanied by the next generation of BotShooters - bots designed to replace Troubleshooters for those rare dangerous missions. Now with the upgraded Emulator V2.2 circuit installed, these bots will learn to act just like the Troubleshooter they are assigned to. Soon these new heroes of Alpha Complex will walk, talk, shoot and act like real Troubleshooters.

Hail the Computer!


Again lots of prep work.  Multi-page character sheets.

Comedy requires perfect timing and perfect timing must be Matt's Talent.  I laughed so much in this game, I had to wipe the tears away.

Again, lots of split scenes and parallel action.  All the trouble shooters started out in different parts of Alpha Complex and had to get to the Briefing room.  Hilarity ensued.

Wilson Z. never played Paranoia before, but I think he was a natural.  If Wilson didn't have to leave early for his flight home, he would have won one of the prizes that were handed out.  Sorry, Wilson.