Thursday, December 18, 2014

Morgan's Dead of Winter 2014 Excellent Adventures

Again, due to weather and time, I didn't get to visit the Foresthill Bridge, but I got to visit the Haggin Museum in Stockton and see the Alex Ross exhibit.  The Haggin Museum is a small museum situated in a nice park.  It contains some historical displays about the early days of Stockton and a fine art collection.  I was in there for about two hours.

I used to read comics when I was a little kid, but stopped.  Only later as an adult, I noticed the excellent photo-realistic art of Alex Ross in Kingdom Come and that had gotten me back into reading select stories such as The Dark Knight Returns, Aliens vs Predator, The League of Extraordinary Gentlemen, and Requiem: Vampire Knight.

The art of Alex Ross was very interesting and the museum included Norman Rockwell and J.C. Leyendecker pieces that influenced his work.  And the Haggin collection has over 50 Leyendeckers, the largest of any museum.

Shannon M. and I went through the museum and Frank F., uninterested in comic book art, decided to skip "The Jewel of Stockton" and visit a Starbucks instead.  So much for getting some culture.  :-)

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Sunday 11am
Game System: Call of Cthulhu, 7th Edition
Scenario Title:
The Woebegone Winter
GM:
Josh Clark & John Castillo
Variations:
Modified sanity rules
Power Level:
Plain ol’ Humans
Number of Players:
6
Characters Provided:
Yes

Description: A family treks across the 1850′s American frontier to lay claim to a plot of land bursting with gold, but what they find once the snow starts to fall should have stayed buried.
Players:  Badger M.  Dovi A.  Gil T.  Jack Y.  Matt A.  Morgan H.

An amazing game.  I guess I'm becoming jaded by CoC games that follow the template of follow the clue trails, figure out how to kill the big bad, and then confronting the big bad.  Well, this game was way different.  

The players were excellent and we picked the right scenes to highlight and pulled in the right PCs at the right time.  It was one of those games where everything clicked and worked out.

The game was full of surprises brought on by the players.  Some gems were:

Dovi wrapping his fleece jacket into swaddling and playing a crying baby audio from his cell phone as he rocked the "baby."

Gil started as the most hated PC and wound up being a favorite and the only survivor.


Saturday 7pm
Game System: Call of Cthulhu 6th ed
Scenario Title
: Pale Harvest
GM:
Badger McInnes
Variations:
Maybe
Power Level:
Competent Officers
Number of Players:
6
Characters Provided:
Yes
Description: Los Angeles, 1950. In the late 40s, the Los Angeles Police Department created what became to be known as the “Gangster Squad”- an elite group of police officers, reporting directly to Chief of Police William Parker. Their job: to combat organized crime in LA, and to eradicate mob boss Mickey Cohen. Given wide latitude, you and other members of the Gangster Squad were able to use any means necessary to stamp out the mob.

That’s your official duty, anyway. But Chief Parker has called you and a few of your fellow officers in with an assignment that he says he needs to bury in the books of the Squad (which itself is buried in the LAPD’s finances). Seems some teenage girls have been gone missing. One body has been found. The press hasn’t gotten a hold of it yet, but it’s only a matter of time before they do. And the last thing the department needs is another Black Dahlia PR disaster. Your assignment: find the girls. Find out who’s kidnapping them. Bring them to justice. By any means necessary.

Note: This Call of Cthulhu scenario deals with sensitive topics of an adult nature. Strong investigative elements and role playing emphasized. Mature players only.
Players:  Anthony B.  Morgan H.  Shannon M.  Jill S.  Gil T.  Jack Y.

Another great game with great players.  I'd seen the movie "Gangster Squad," and enjoyed it.  We basically played the characters from the movie, but instead of busting Mickey Cohen, we were solving a CoC mystery.

I was entirely immersed in the police procedural and loved it:  multiple clue trails, red herrings, dead ends, interrogations, bribery and murder.  What was there to not like?



Sunday 11am
Game System: Call of Cthulhu 6th Edition
Scenario Title:
Thirty-Five Miles to Jalalabad
GM:
Gil Trevizo
Variations:
None
Power Level:
Wives and Daughters
Number of Players:
6
Characters Provided:
Yes

Description: It’s been five days and three thousand dead since the column left Kabul, where not long ago you were drinking madeira wine and watching the men play cricket amidst what then seemed a bastion of the British Empire. The men had taken Afghanistan back in 1839, all for Queen, country, and the greater profit of the British East India Company. Now, just three years later, the men had lost Afghanistan, lost your homes in Kabul, and perhaps lost all your lives. As the snows deepen and the tribesmen snipe from the mountaintops, rumors have spread that the women and children will be allowed to surrender. Nonetheless, your husbands and fathers have spoken and it will not be: a proper Englishman would never allow their woman to fall into the hands of these rapacious savages, not when the column is so close, just thirty-five miles left to go before safety awaits at the garrison in Jalalabad.
Players: Marcus F.  Janaki S.  Shannon M.  Morgan H.  Skylar W.  Scott M. 

Another really good game.  This time Gil has taken some mechanics from independent storytelling games and put them in CoC.  Given the historical context, Gil gave us scene cards where we read out the historical event and we made up a scene with our characters.  This added or subtracted points from our bonds.

More great players and the incredible Gil, who ran this game again right afterwards to replace Dovi's game (who had gotten very sick with the flu).  Gil was also sick and I would be surprised if he still had his voice the next day.

Kudos to Skylar who played an amazing Grand Dame, the epitome of British stiff upper lip, unperturbed by almost everything: from a starving death march to gunfire by Afghan savages.

The game was unrelenting and grim.  Perfect for DoW.



Sunday 7pm
Game System: CASTE
Scenario Title: The Dust Lust Bust
GM: Arthur Stone Wallis
Variations: Historical
Number of Players: 5
Characters Provided: Yes
DescriptionSan Francisco, 1849. The discovery of GOLD at Sutter's Mill has created a worldwide panic of immigration. Once a backwater Spanish missionary village of less than a thousand, the City by the Bay as become a vibrant boom town...more than a quarter of a million souls have arrived in less than a year. Abandoned clipper ships choke the harbors, their crews running to the gold fields along with their passengers...only to return scant weeks later, wealthy or penniless. Crusty West Virginia miners rub elbows with East Coast industry magnates in the saloons, risking fortunes on the turn of a card.

In mere days, a disaster of terrible proportions will befall this fledgling city. 

Far from the diggings on the American River, where Christ is Lord and men pull wealth from the earth, a war of commerce is being fought in the boardwalk-lined streets of San Francisco. What little law there is must be swift and brutal, as the rules of warfare have not yet been written here. 

Players will take on the role of various immigrant personalities in this tumultuous time and place, just before the famous disaster. With a level playing field, a certain saloon is out earning its rivals to a vast degree. Chinamen, former slaves, and other unscrupulous types have been seen coming and going in the night. Solving this mystery would be worth a lot of money to the waterfront saloon league...but don't expect any help, and steer clear of the law.


CASTE is a system of merciless chance, and deep humanity. Easy to learn because it is so hard to forget. Bring your love of character development, history, storytelling, and at the bottom of the bag pack your blackest cruelty. Just in case...
Players:  Morgan H.  John C.  Marcus F.  Andy V.  Basil B.

CASTE is an interesting system.  It uses tarot cards instead of dice.  Character classes fall into suits of the tarot deck.  If you draw your suit, you get a bonus.  Face cards and Major Arcane cards have special meaning.  The only flaw is that you use a standard tarot deck and for the cards with special meaning, you still need a lookup chart.

Another fun game with great character interaction.

Marcus played a great Chinese character and had the best bits.

The mystery did keep us guessing until I figured out which movie we were in.  But it was the character interactions that were fun.

A good end to DoW.

Sunday, October 26, 2014

Square One RPG Day, Oct 26, 2014

Delta Green - No Church In the Wild

Sunday, 26 Oct 2014 11am - 6pm
GM: Gil Trevizo
System: Delta Green RPG (Playtest)
Number of Players: 5
Characters: Provided

One year ago, a platoon of Guatemalan “Kaibiles” commandos was sent into the Congo to capture or kill Caesar Okeke, an African warlord wanted for numerous human rights violations carried out by his army of child soldiers. The entire platoon disappeared, along with the Delta Green agents leading them, who were there to end Okeke for a wholly different order of crimes against humanity. Now the lost unit’s radio has been reactivated and is broadcasting strange transmissions in an ancient language never before spoken by human tongue. A-Cell is sending you into darkest Africa to silence that radio, terminate Okeke, and contain any preternatural threats at all costs.

Delta Green is a game of modern conspiracy and cosmic horror, setting government agents against the terrors of the Lovecraft Mythos. Published in 1997, an updated version of Delta Green is in production, and this game will use the latest rules still in development.

We played using Delta Green Beta version 3.0.  The system takes ideas from Trail of Cthulhu (Pillars of Sanity), Unknown Armies (Stress Notches), and Call of Cthulhu 7th Ed (Pushing the Roll) -- and tweaks them.  Those DG changes worked really well and I liked them.  One addition, kill % for grenades and machine guns didn't seem necessary to me.  Without the instant kill %, the average damage from 2d10 will generally kill anybody, so it's usually moot, also to roll the small kill percent (of 10% to 15%) most likely the 10's die is a 0 (= 10 pts), so the average damage with a kill is about 15 points of damage.

Thursday, September 04, 2014

Morgan's Celesticon 2014 Adventures

Kris and Lisa run a great convention and each year it gets better and better.  They give you a feedback form when you pickup your badge and they actively want you to give them feedback and they act on your requests.

I love how they do signups.  They open a few seats in each game for early signups and then the remaining seats are through a shuffler.  They look at the statistics for who gets in which game and found that anybody that signed up for multiple games in a time slot always got into a game.  And only people who put only one choice for a slot was SoL, but most people got into their 1st or 2nd choice games.  That is great since in other conventions, people keep on complaining about the shuffler.

This time my experience at the con highlighted a theme for me:  Failure is an option.

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Desert Places
Friday 6 PM in Carneros for 6 hours (ran for 6 hrs)
GM: Scott MacPherson
Type: RPG
System: Cthulhu Dark
Edition: 1st
Players: 6
Provided: All characters provided by GM
'They cannot scare me with their empty spaces
Between stars--on stars where no human race is.
I have it in me so much nearer home
To scare myself with my own desert places.'

Years after a horrible event, old friends and enemies reunite to solve a mystery. The answers they find will either save - or doom - the world. Heavy roleplaying.

Cthulhu Dark is a rules-light system that fits on one sheet of paper.
I was amazed by the props that Scott used.  Almost all of the props were found items.  He took booklets, videos, and other items that were authentic and created a game from them.  The clue trails were organic and made a good mystery.  Throughout the game, Scott had either period music or various snippets of special effects audio.

If Scott is running this game, you should signup for it.

More in the spoiler section, but player success or failure in the first scene sets up the 2nd and 3rd acts.  So, failure was an option.




Dead of Winter : A Crossroads Game
Saturday 10 AM in BG Foyer for 4 hours (ran for 2 hrs)
GM: Tyson Fultz
Type: Board
System: Dead of Winter
Players: 5
Provided: All characters provided by GM
Play the new Dead of Winter game by Plaid Hat Games.
It's a cooperative resource management game with a zombie theme.  The theme integration is great.  The flavor text on cards reminded me of The Walking Dead.  Each player has a hidden agenda.  Someone may also be a traitor who's agenda is to tank the colony.

The flaw of the game is that you roll your dice and you decide whether to scrounge for items or kill zombies.  Since the die roll is already made, you know you'll kill some zombies, but you risk getting injured or infected.  I prefer a more visceral zombie game where you gun down zombies on a tactical map.

In this game, we failed and died just as we were about to meet our victory conditions, so it was a nail biter.


Acthung Cthulhu! - Alien Transmissions
Saturday 7 PM in Salon 6 for 8 hours (ran for 6 hrs)
GM: William Lee
Type: RPG
System: Call of Cthulhu
Edition: 7th Edition - Quick Play
Players: 6
Provided: All characters provided by GM
February, 1942. The Second World War rages across the globe. The Axis Powers are at their zenith. Hitler's empire stretches from France through Ukraine. Night time bomber raids by the RAF are the only way the Allies can strike at the heart of Germany. But the Germans have constructed an advanced radar at Bruneval, France, directly in the path of RAF's bombers. The British Special Operations Executive plans a daring operation to send paratroopers to destroy the radar with the help of the French Resistance. But mere moments before their drop, the instruments on the transport plane go haywire. Strange transmissions come unbidden over the radio. Could there be something more dangerous than German soldiers waiting for our heroes at Bruneval? Acthung Cthulhu is a pulp-action World War II supplement for Call of Cthulhu. It invokes the feel of classic Hollywood war movies like Kelly's Heroes, the Dirty Dozen, and the Devil's Brigade, while mashing it up with Lovecraftian cosmic horror. Although no experience with the rules are necessary, a love for the genre is required.
The first thing we did was pick characters.  There were about 6 Canadian Commandos and 2 female French Resistance Fighters.  Since the whole table was male, I thought I would be different and picked the French Resistance Fighter with the least sanity points.  To my surprise, the other French Resistance Fighter was picked and two other non-combat heavy Commandos: one technician, one ex-lord, and the Capt who lead the Canadian team.  So, we were light on fire power.

The game was interesting enough, but overall, I felt like I'd seen the movie before.  There's something about WWII games that fall into certain tropes.  I guess I'm waiting for something completely different.

There were some genuinely creepy stuff in the game.  So, that was a plus.

Anyway, the game was very entertaining as our Capt made a lot of mistakes and we wound up almost with a TPK.  We lost 4 out of 5 PCs and completed 4 out of 5 objectives.  The survivor was the Capt, but he became permanently insane; locked up somewhere in a Canadian Asylum.

Without the failures we had, I think the game wouldn't a have been as interesting.  So, failure was the best option.




Tomb of Paranoia
Sunday 2 PM in Napa for 6 hours (ran for 4 hrs)
GM: Morgan Hua
Type: RPG
System: Paranoia
Edition: 2nd Edition
Players: 6
Provided: All characters provided by GM
Tomb of Horrors vs Paranoia. I’ll be running Tomb of Horrors, but we’ll be sending in clones from Paranoia. Welcome troubleshooters, The Computer has found an anomaly. You will be outfitted to explore a strange region in Alpha Complex -- most likely the headquarters of Commie Mutant Traitors. Due to the dangerous nature of this threat, you have been granted more than your standard allotment of clones.
When I created this game, I thought it would be funny to send clones without magic and appropriate skills to defeat the Tomb of Horrors.  Their only tool was clones and unlimited lives, so I wondered how long this joke could go before the players would get tired of it.  When I ran this at KublaCon, the players wanted to finish the Tomb and had a great time.  The energy was up until the defeat of the demi-lich.  That game took the full 6 hours.

This time, I had several Paranoia veterans with high energy plus two newbies to Paranoia.  At the end, one of the newbies got into the spirit, but the other was more focused on solving the Tomb and was relatively quiet.  Near the 4 hour mark, the players only got through four rooms in the Tomb.  But I could tell their energy was flagging -- earlier I couldn't get a word in edgewise with all the laughter, now it was dead quiet --  and I asked if they just wanted to skip to the end.  They said, "Yes."  So, I fast-forwarded them to the last two rooms to face the demi-lich.  Though this group laughed louder than the KublaCon group, I felt everyone in the KublaCon group had a good time and they were more creative.



Problems, But a Witch Ain't One
Monday 10 AM in Carneros for 4 hours
GM: Jeff Yin
Type: RPG
System: Fading Suns
Players: 6
Provided: All characters provided by GM

While on a survey of Imperial lands, a Questing Knight and their companions must adjudicated conflicting claims of witchcraft.

The game was full according to the signup sheet, but only Jeff Yin, Jason F. and I showed up.  Jeff said he needed 4 players (out of 6) for the game to go.  This is the danger of a morning game on the last day of the con.  So, instead Jason F. pulled out his Star Wars X-Wing Miniatures Game and we played for two hours.

I've only played this game once.  Jeff never, and Jason owned the game.  I played the Rebels and they played the Empire.  Each side had 100 build points and we met on a field of battle in the midst of an asteroid field.  After a few rounds, my 3 rebel X-Wings shot down 3 (out of 6) Imperial Tie fighters and had them at a great disadvantage.  Jeff and Jason conceded.  The Empire failed.



Cold Dead Hand 
Saturday 6 PM in 217 for 10 hours
GM: Shannon Mac
Type: RPG
System: Delta Green
Edition: 6E Call of Cthulhu
Players: 5
Power Level: Experienced yet mortal Spetsnaz (not heroic)
1991: The hard-liners of the Communist Party have ousted Soviet Premier Mikhail Gorbachev from power. As a result the Soviet Union is in disarray and many fear that the return of the Old Regime has increased the possibility of a nuclear war.
Don't worry. It gets worse.
Mother Russia has lost contact with Site 6, an ICBM silo far to the wintery north on the Taymyr Peninsula (Siberia) and needs politically reliable yet capable soldiers to investigate the matter.

The worst storm in years has hit Site 6.

You are all veteran Spetsnaz. Most of you have served together multiple times and on average the typical Spetsnaz has served at least two years in Afghanistan. Yours is a tight brotherhood with a distinctive chain of command (though that may not be fun at the gaming table so it will be likely loosely recognized unless we have a very hardcore group).

This Spetsnaz company is led by a Kapitan Kozlov, a senior LT named Babenko and a handful of Warrant Officers. Included are Strategic Rocket Forces technical advisors. The total size of the company is in the fifties so if your first character dies don't worry about a replacement.
I played in Shannon's playtest, so I didn't play in this game at Celesticon, but since the Acthung Cthulhu game ended early, I decided to drop by and say hello.  Andy W. was DJ taking care of Shannon's ambient music and sound effects.  Andy and I quietly snickered as this group totally F*ed up everything.

When we played in this game, we were very tactical and set up choke points and kill zones.  This group made a lot of mistakes and died left and right, top and center.

So, the question is, is it better to play a game effectively with few screw ups or totally F* everything up and have more interesting situations and massive death and destruction?  In the game I played in, I felt like we were Spetsnaz.  Watching these guys, it was like an episode of Gomer Pyle.  But it did look like they had a lot of fun.

So, failure is an option.




Drive-Thru Armageddon
Sunday 7 PM in Sonoma for 5 hours (game ran 6 hrs)
GM: Micheal Garcia
Type: RPG
System: Apocalypse World
Players: 4
Twenty years ago, the bombs fell, society collapsed, and we now live in the smoldering ruin. The radiation has made us all sterile, and humanity is doomed to extinction. Except now there is hope in the form of the first pregnant mother in twenty years. Too bad she is in the heart of an enemy hardhold. You have been tasked to get her out and bring her back so we as a species have a fighting chance. Load your guns, get in your car, and save the day. The fate of the whole human race is riding with you.
Take Children of Men, the Road Warrior, and Escape from New York, and put in a gasoline powered blender and hit frappe. The result: this game. You've got shootouts, car chases, and good old fashioned melodrama powered by the Apocalypse.
My Paranoia game ended early, so I dropped by hoping to pick up an empty seat, but no luck, so I stayed and watched the game.  I fell asleep twice and I hope I didn't snore (sorry Mike).  But I woke up in time to see the climax.

In the end, there was a very tense scene and almost everything went wrong.  Earlier in the game I watched the players roll success after success; finally, their luck caught up with them and they got a long string of bad luck, but then the tension level kept on rising as it looked like a TPK.  But Mike was nice and the players squeaked through the situation.

So, looming failure was a great option.




Sunday, August 24, 2014

Morgan's 2014 Square One RPG Day

Sunday, 24 Aug 2014 11am - 6pm (game ended at about 3:30pm)
GM: Mike "Aniki" Montesa
System: The Mountain Witch
Number of Players: 5
Characters: Created at the table
The icy peak of Mt. Fuji looms overhead, concealing a dark terror so great no one has ever attempted to confront it. Yet you have come.

More money than you ever dreamed of was laid at your feet if you would undertake the task that is sure to lead to your death. Yet you have come.

You are a ronin and you have your secrets. So do your companions.

You cannot trust them, but without them you will surely fail. Yet you have come.

Courage. Fear. Trust. Betrayal. All will be revealed when you face...

THE MOUNTAIN WITCH

Grab a seat in this classic storytelling game of doomed ronin going to meet their dark fates. It’s The Seven Samurai crossed with Resevoir Dogs in a full throttle session of this legendary game! No experience necessary, just bring your Awesome!
It was an interesting game, more because of the GM and players than the system.  When you want to accomplish something, you roll 1d6 and the GM rolls 1d6, tie goes to the GM.  The delta determines the degree of success.  Other players, whether in the scene or not can help or hinder based on available trust points.  They can also take over the narration for a trust point, but the outcome will remain the same.

So, basically, if you trust someone and give them a point, they can during your scenes, spend a trust point to help you and add 1d6.  If someone you trust betrays you, then each point they spend can subtract from your die roll or add to your enemy's.

If you want to duel someone, you then get no help from companions and both sides roll 1d6 and keep it hidden.  They then decide to either "hold" or "charge".  If one of the two players declare "charge" then the d6s are revealed and totalled up and compared.  If they both decide to "hold" then, they roll another 1d6 that is hidden.  On the 3rd 1d6, it becomes an automatic "charge."  This is to replicate samurai duels where it is all about honor and nobody can interfere.

The most innovative part was that we were given random hidden agendas and even the GM doesn't know what they are.  One card was a Traitor card.  But since there are 5 players and 6 agenda cards, it may or may not be in play.  So, during play, each player is allowed to narrate some scenes and those scenes help the other players figure out each other's hidden agendas.  The GM is also in the dark and he gives players opportunities to show who they are.

At one point the GM started a scene where one player was approached as if he was the traitor, but the PC reacted aggressively towards the insinuation that he was the traitor.  What was cool was that even though the GM guessed wrong, it created more paranoia among the players.

It was a fun game.  I'd definitely play it again.

Here was my character:


Wednesday, May 28, 2014

Morgan's KublaCon 2014 Excellent Adventures

This year the shuffler was bad to me.

Numerous people were complaining about shuffler problems and the late hours that some games ran to.  The only two games the shuffler gave me was Gil's game and Todd F's game, but I was in Gil's game until 4am and I missed Todd's 9am game -- due to oversleeping, I woke up at 9:15am.   So, those two first choices destroyed any chance of me getting into any games for the rest of the convention.

But I was able to crash two games and overall, I had a Great KublaCon.  I played in three excellent games: Badger's, Gil's, and Dovi's.  The Paranoia game I ran turned out incredibly funny and I had a great time running it -- I killed about 49 clones.

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Badger McInnes's (Altered) Resonance (Delta Green)
FRI, 6 PM - 12 AM     6 Players   

The howl of a bitter wind outside that fail to mask the screaming in...German?...coming front of you. A victrola leadenly plays music in the bathroom. Blood mixed with snow. Smell of a fire. A gun in your hands, but you don't know why, or where you are...

(Altered Resonance) takes place in the Black Forest Mountain range in Germany during World War II. The scenario begins in media res, with the player character's memories wiped. Who you are, what your mission is, and who you can ultimately trust will be revealed through the course of the scenario.

This game was pretty simple plot-wise, but the situation and player interaction made this interesting.  The gimmick in this game which was well done is that you don't remember who you are and our character sheets were mainly blank.  I've played in three other games with this gimmick and this was one of the better ones.  Two games I've commented on which had amnesia gimmicks were Jeff Yin's The River Belle and Gil's The Day the Whole World Went Away. As the game progressed, Badger handed out progressively filled out character sheets.

I liked the tension at the beginning when we didn't know who we were and what we were supposed to do.  Once we knew what our mission was, the game played out pretty predictably.  Still, a very good game.





Damon Gregory's SOS ISS Icarus (BRP)
SAT, 10 AM -  4 PM      6 Players   

ATTENTION! Incoming Distress Call: 'Urgent assistance is *bzzzt*ed! There are *bzzzzt*! HURRY! *bzzzzzt*'

You are a member of the First Responder team 'Hamilton's Heroes' who patrol the outer rings of the Sol System. 8 hours and 45 minutes ago your team received a Code 3, location is under attack, distress call from the ISS Icarus. The Icarus, a research and development station, lies between Uranus and Neptune. It's remote location generally keeps it out of harms way, so this call can mean just one thing, Pirates. A rare occurrence this far out, true, but there is money to be made in new technology on the black market and the Icarus is known to be working on some bleeding edge tech. As the team prepares for boarding, a thought, unspoken but shared by all, quiets the ship, please let there be survivors...this time.

Emphasis on roleplaying and quick thinking rather than gunplay. This scenario borrows elements from Delta Green, and involves adult themes. Mature players only.

This was an interesting game, but slow in a few parts.  Damon had great props.  My Carnival Magic game and Frank's Calling All Stations!!! This is Attu!!! were also in this vein of a distress call out in nowhere.

I loved how Damon had what initially looked like generic corridor map strips which folded out and became what was on the right or left of the corridor -- as we explored.  Neat.





Gil Trevizo's China Marines (Godlike)    
SAT, 8 PM - 4 AM    6 Players

Shanghai 1941: As news breaks of the attack on Pearl Harbor, a group of US Marines are pulled off their departing boat and 'volunteered' for a special mission: liberate the families of Chinese superhuman Talents that are being held by the Japanese to make the Talents fight for the Empire. Mature themes.

I'm not sure if the second edition fixes some problems with Godlike or Gil's hacks fixes problems with Godlike.  Several changes made the game more reasonable.  Gil's requirement that most talent skills requires a will point spend made the Godlike skills more reasonable. 

My main issue with using Godlike at a convention is that it takes too much time to explain the system.  Gil took about an hour explaining the system.

Lots of maps, props, and attention to detail makes Gil's game great.  His descriptions are full of telling detail.  He takes simple die rolls and converts them into effective and sometimes poetic imagery during the game.

The game ran to 4am and all the players were still at the table at the end -- and awake.

Yes, it was that good.





Dovi Anderson's Kellian's Fist (Fate Core - Star Wars)   
SUN, 8 PM - 2 AM     5 Players    

For years, you and your companions have honed your unique abilities on a harsh planet bathed in the light of a remote saphire star. Your master's vision has been singular and focused: to hide you from the Empire until such a time that your powers prove strong enough to deliver a mighty blow against it. (A prequel-free Star Wars Graphic Novel, mature minded players preferred).

Dovi has gotten really good with making his games more and more cinematic.  He shows us things happening off screen like a movie and he also does great Star Wars alien dialog and R2 whistling (which is totally amazing to me as I can't whistle at all).

Todd F. also makes his game cinematic by skipping from scene to scene and only highlighting key scenes.  Dovi also does this, but I think Dovi gives players more freedom of choice.  Todd's games are more scripted since he chooses the scenes whereas Dovi's scenes feel more organic and based on player choice.  Todd runs 4 hour games and his games are very tight.  Dovi's games are longer and maybe that is what gives us more time to play with things and make it seem more like a collaboration between Players and GM.

The character I picked was way different from the standard light saber wielding Star Wars character and I deliberately went way out of the norm just to see whether I could work with it.  It turned out great.  Of the three great games I played at KublaCon, this one edged out the other ones as my favorite.




Morgan Hua's Tomb of Paranoia (Paranoia)
MON 9 AM - 3 PM     6 Players




















Tomb of Horrors vs Paranoia. I’ll be running Tomb of Horrors, but we’ll be sending in clones from Paranoia.

Welcome troubleshooters, The Computer has found an anomaly. You will be outfitted to explore a strange region in Alpha Complex -- most likely the headquarters of Commie Mutant Traitors. Due to the dangerous nature of this threat, you have been granted more than your standard allotment of clones.

I was surprised, when I showed up at 8:50am, there were already 5 people in the room waiting for my game.  When the game started, I had my 6 players.  These were really dedicated gamers or there wasn't anything else open on Monday morning at 9am.

The whole idea behind this was that The Tomb of Horrors was a meat grinder, but with infinite clones, it doesn't matter and I thought it would be really funny as what is needed to defeat the Tomb are various magics which the players don't have.

I was surprised, the players actually finished the module in 6 hours and defeated the Demi-Lich Acererak.  Go figure.

The players were laughing throughout and I even got one player to lead the others in song.  The game was amazingly fun.




Sean Nittner's Under the House of Three Squires (Torchbearer)
SUN 4 PM - 6 PM     3 Players

I arrived at KublaCon on Sunday and didn't get into any games (other than the one I overslept for), so Sean was nice enough to take us to the 9th floor and run Torchbearer for a number of us.  The game was incredibly crunchy.  We had to keep track of every resource such as torches (which only burn for 2 turns), spikes, food, water, etc.

You also get hungry very fast and even bags of gold doesn't buy you much in the town with its inflated prices.

We got lucky and escaped with 4 barrels of fine ale, a Pomerano, and a scroll with magic spells on it.

My favorite bit was that my "Cleric" had sticky fingers and a lock pick set.  He likes to give final unction as he filches everything off your dead body. He actually has Turn Undead. Go figure.

It was interesting, but it wasn't my cup of tea.