Tuesday, December 22, 2015

Morgan's Dead of Winter 2015 Adventures


Dead of Winter Horror Invitational 2015

On the way to Placerville, I saw signs for $1 bag oranges at a truck parked off the road.  Well, it was a double bait and switch.  The bag only had 4 small oranges, or you can pay $4 for a 8 lb bag (with about 20 oranges).  The sample slices she handed me tasted sweet, so I bought the bigger bag.  Well, the big bag of oranges were different from the samples -- they weren't as deep orange (more pale yellow inside) nor as sweet. Double bait and switch.

So, if you see a lady selling oranges on the side of the road for $1 a bag, skip it.  When I told my brother this story, he said, "Oranges aren't in season.  That should have been a clue."  So, I should have just drove away on the first indication of a scam.  e.g. if the person is already willing to do unethical marketing practices, what's to prevent them from doing something worse?

One of the highlights of DoW was having Monday breakfast at Sweetie Pies.  I got the smoked turkey wrapped around asparagus (diced) with extra crispy hash browns and cinnamon and walnut toast. Food was much better than Mel's and only slightly more expensive.  It's a sad thing to say that Mel's put the Carrows (across the street from the Mel's) out of business in Placerville.  It's sort of the battle of the meh.

This time, I didn't do any sight seeing before DoW, but I brought my ski equipment and went skiing for 4 days afterwards.  It snowed Sunday, so I got to ski on powder on Monday and found some powder between the trees on the other days.
Heavenly Ski Resort on Monday
Heavenly Ski Resort on Weds, mostly empty of people

Kirkwood on Thurs, it took me hours to find this powder stash.
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Saturday 11am
Game System: Call of Cthulhu 6th Ed.
Scenario Title The Phantoms of Black Knife Ridge
GM: Badger McInnes
Variations: Some house rules
Power Level: You got callouses on yer hands from workin’ the range, or a sharp eye and smooth trigger finger
Number of Players: 6
Description: It’s November, 1901 in Black Knife Ridge, Oklahoma. The west is still wild out here, but folks from the East are starting to make the pilgrimage, what with all the money comin’ in from oil stakes and the like. Normally Black Knife Ridge is on the quiet side, but on this day, a special guest is rollin’ into town; singer Daisy Nash, giving a one-night performance during her country spanning tour. The locals are all a titter about the show, the dance hall is gonna be packed, and wouldn’t you know that the sheriff is off in another county today.

Gonna be a busy night.

The Phantom of Black Knife Ridge is a Wild Weird West scenario concerning a little bit of murder, quite a bit of snake oil shenanigans, a whole lot of corruption, and a big ol’ shitstorm of danger. Slap on those smoke wagons, grab your deputy badge…oh, and ya might wanna pocket that Elder Sign, too.

I enjoyed the game, but I felt the pace was a bit slow for me and the game fell in the standard template of investigate, find big bad, and blow it up.  For me, the most enjoyable bits were the character interactions.



Saturday 7pm
Game System: Reports from the Zone (The Veil)
Scenario Title: The Electric Psychopomp F**k Brigade vs. the Deranged Discotheque of the Damned
GM: Matthew Grau
Variations: None
Power Level: Paranormal Drug Addicts
Number of Players: 6
Characters Provided: Yes
Description: In this mash-up of Fear & Loathing in Las Vegas, Trainspotting, and Naked Lunch. Characters are drug fiends who have discovered the “Zone,” a place where they’re so altered that they see through reality. The world they’ve discovered is strange and dangerous, filled with existential threats, and they’re kind of the only ones who can do anything about it. However, they have to use a lot of drugs to do that, and that naturally makes them less… effective.

Fortunately, their crippling addictions have also given them new paranormal abilities to aid them in their fight – but these abilities also help drive deeper and deeper dependence. The Characters’ impaired judgment may easily lead them to make unsound choices – the horror is both external and internal.

Matt printed cards for The Veil.  The collection of cards made up your character.  For various tells for talents, you needed to write on the cards.  Too bad Matt made really high quality glossy cards; it was hard to write on them as the ink/pencil didn't quite write on the high gloss.  A matte finish would have worked better.

This was my favorite game that I played in at DoW.  We each got to play various drug addicts with each drug of choice giving us benefits.  Matt also did a great job of DJing various decades of music. Some of the music references were beyond me since I wasn't much of a pop music kind of guy -- I grew up playing the violin and listening to Mozart, Bach, and Vivaldi.



Sunday 11am
Game System: Call of Cthulhu
Scenario Title: U-29 is Alive
GM: Gil Trevizo
Variations: Home rules
Power Level: Normal people
Number of Players: 6
Characters Provided: Yes
Description: October 1918. The war is lost for Germany, but the Kaiser continues to feed the meatgrinders of the Western Front and crew after crew is lost on the bloodied seas of the Atlantic. Now the admirals have ordered one last foolhardy mission, to venture deep into enemy waters and “recover” the missing boat U-29, an experimental submarine lost over a year ago. Aboard its sister boat, U-31, the doomed crew will sail into black and forgotten depths and learn the silent secrets hiding beneath unfathomed waters for uncounted years.

I liked that this game gave us a lot of options even though we were stuck in a submarine and had a very rigid command structure.  Gil spent a lot of time researching WWI submarines and the social structure at that time.  I appreciated that and enjoyed the mini-lecture on the those subjects, that said, we spent 1-1/2 hours covering those subjects before we got to start playing.

I think part of the flaw was Gil trying to be true to a HP Lovecraft story (which I haven't read) instead of just taking it as an inspiration.  Frank mentioned to me that it didn't really matter if it was a WWI submarine vs a modern day submarine.  I think he was right, then you don't need to explain the social structures, the drawbacks on the submarine, etc.

For me this game was a close second to Matt Grau's game.



Sunday 7pm
Game System: Nemesis
Scenario Title: Welcome to the Clown Motel
GM: Morgan Hua
Variations: Highly Modified (Simplified Nemesis)
Power Level: Silver Miners, Bikers, Military Personnel, and Old Folks.
Number of Players: 6
Characters Provided: Yes
Description: The Clown Motel is located next to the Tonopah Cemetery.  Tonight is the night of the Blood Moon.  Who will survive the night at the Clown Motel? Players will have multiple characters as they uncover the history and mysteries of Tonopah from 1902 to present day.

WATCH THE VIDEO: https://plus.google.com/102965936034306571485/posts/TZNgzJ7f2Eb



I wasn't able to play test this game before DoW and I was experimenting with various things.  The game ran a bit short: 4 hours.  Part of it was I had four players instead of the six I was expecting and I didn't spend any time explaining Nemesis which generally takes about 1/2 hour.  Almost all of the players knew the system except for one player and he said, "Let's just play, and tell me what to roll." I also made the bad guys too powerful and they wiped out PCs faster than I expected -- more about this in the spoiler section where I breakdown the complete scenario.

Sunday, November 15, 2015

Morgan's AetherCon 2015 Adventures

This free convention is completely online with painting contests, video panels, quiz contests, and of course, online RPGs.  I played in four games and listened to two panels, and one one prize at the quiz contest.

I had a good time, below are a few issues I ran into:

An issue with AetherCon, a virtual convention, is that the players and GM are in different time zones. The schedule is a cryptic GMT-05.  Unless the players or GMs can figure out when events are run in their local time, there's a danger of no shows.


Their website is also a bit cryptic with no FAQ, so be prepared to spend time figuring out where things are and what you might need to download.  Various GMs may use Roll20 or Google Hangouts or Skype, and I've seen issues where players don't have their tech figured out and winds up being a time-suck as the GM waits for the player to solve their tech problems.


Events registration is on the warhorn.net site, but when you click on the "home" link for aethercon on the events page, it takes you to the warhorn.net/aethercon page which has no information as to where any of the conference rooms are.  There's also information about having to use AnyMeeting, but no information as to whether that needs to be installed.  Well, I found the links to the conference rooms on the AetherCon home page.  So navigation is horrible.

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White Out

Friday, 13 Nov, 3-8pm (GMT-05)
Outbreak: Undead (2nd Edition)
The icy chill surrounds you, the quiet and desolate landscape of the arctic Yukon is shrouded by high winds and blizzards pouring through the glacial valley.
Large, hairless dogs were chasing you and your sled dogs throughout the night. Now you, and your dogs are hungry, and you only have a few ounces of gasoline left for the furnace back at camp, what do you do? Can you reach salvation in time?
GM: Christopher J De La Rosa
Minimum Amount of Players: 2
Maximum Amount of Players: 4
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

This game was actually run at noon local time.  The GM thought it was at 3pm.  I emailed the GM and luckily, the game actually happened at 1:30pm.  I happened to walk by my computer when the GM tried to call us and we actually had the game.  Chris was a good GM and the other player was also pretty good.  So, I had a good time and enjoyed the game.

The system was a bit crunchy and there was a lot of math where you're multiplying numbers and adding bonuses for skill checks.  The system is a percentile system with d5! which was innovative.  d5! = 1d6, but a 6 is equal to a 5 that explodes.  So, if you roll a 6, it's a 5 and you roll another d6 and add to the die roll.  So, you can get 1, 2, 3, 4, 5, (5 + 1 =) 6, 7, 8, 9, 10, (5 + 5 + 1 =) 11, etc.  Whereas other exploding dice skips specific numbers, for example 1d6 which explodes on 6's = 1, 2, 3, 4, 5, (6 + 1 =) 7, (6 + 2 = ) 8, 9, 10, 11, (6 + 6 + 1 =) 13, etc, skips all multiples of 6 because if you roll a 6, you roll another 1d6 and add it to the previous 6s that were rolled.

What I didn't like about the system was there was a lot of math to add an extra 3 or 6 percent to a skill (out of percentile die roll), it seemed like a lot of work for some minor bonuses.

What was interesting was each degree of success/failure (every 10% on the die roll below/above the skill check = 1 degree of success/failure) can re-enforce or cancel an action.  It is like the adjustments CoC 7th did to fix the "whiff" factor of combat where nothing happens.  So, even if both sides of combat misses, if one side misses more than the other, the degrees of missing can cause damage to the one worse off.  e.g. in combat, person A has 2 degrees of failure, the person B has 1 degree of failure, then it actually means that person B will have one degree of success.

The GM is also allowed to take some successes away (for game balance) and use them later in the game.  This is a cool idea.  e.g. an early death to a PC can be avoided and the threat is saved for a later part of the game when the GM can cash in the successes for more dramatic purposes.



Blessed Are the Damned

Friday, 13 Nov, 9pm-2am (GMT-05)
Call of Cthulhu
The stars are right and the Old Ones walk the Earth again. Mankind teeters on the edge of extinction.
A small band of nuns from St. Teresa's Abbey will attempt the treacherous journey to New Vegas Outpost along the remnants of old Route 66, the so-called Devil's Tail. They will risk cannibals, cultists, and nameless horrors all to rescue one girl - a girl who may just be the key to man's redemption - or his final doom.
GM: Ed Possing
Minimum Amount of Players: 3
Maximum Amount of Players: 5
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

I had fun in this game.  It was more pulpy (think Mad Max: Fury Road) than scary.  We had a lot of good role playing and good fun.



The Haunting

Saturday, 14 Nov, 3-8am (GMT-05)
Call of Cthulhu
Boston is a city steeped in history, And one house in an affluent neighborhood seems to be cloaked in a shadow of mystery and misery. The investigators are hired to put a final end to bad mojo surrounding the home so the landlord can finally rent the home out again.
Open and shut case. What could go wrong?
GM: Jon Hook
Minimum Amount of Players: 3
Maximum Amount of Players: 6
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

This was an expanded and revised version of "The Haunting," a sample scenario available in most versions of CoC.  For CoC 7th edition, they replaced the scenario with two new scenarios and put "The Haunting" in the Quickstart rule book.  I read the scenario when it was in the 3rd edition and it was called "The Haunted House."  it's been years if not decades since I've read the scenario and since everybody I know has either read the scenario or played in it, I've never had a chance to play or run the scenario.

I thought this would be a good chance for me to play in an official CoC 7th scenario and see if I'm running the system correctly.  I had playtested CoC 7th and contributed to the kickstarter.  I had been waiting for the hard copy before reading the new rules as the Core book is 448 pages and the Investigator's Handbook is 283 pages.  But I'm currently running the new version of "The Horror on the Orient Express."  So, I've been spot reading the new rules as needed and found that some of the rules from the playtest were either changed or made optional.

Jon Hook runs a great game.  We also had a good table of players.  Afterwards, Jon asked how many people had played in "The Haunting" before and only Shannon had.  But it seemed at least half the players including me had read the scenario before.  So, it is a tribute to the players that there was little metagaming and we did some stupid non-metagame stuff to stay in character.

For me, this was the best game I played in at AetherCon.  And one of the best overall convention games I've ever played in.  Jon was masterful and I hope he gets to update the existing Quickstart scenario with his new extended and revised version.  It gave new life to such an old creaky, scenario.

It's pretty ironic that I find "The Haunting" a fresh and fun game.

Oh yeah, we had a TPK.  Also we ran out of time, so Jon had to narrate the ending.  This was a first for me, having a GM narrate a TPK -- this blew my mind.  But he was right, if you look at what was happening, it was most certainly going to be a TPK.



Live Publisher Q&A in The Coin and Quill with Chaosium

Saturday, 14 Nov, 3-4pm (GMT-05)
Reserve your table at The Coin & Quill and talk with the minds behind Chaosium about everything Call of Cthulhu.
Guest: Mike Mason
Guest: Jeff Richard
Guest: Michael O'Brian
Guest:
Moderator: Ron Blessing - Ron and his Amazing Friends
Well, the the panel started late and there were technical difficulties and one of the panelists didn't show up.  There were lots of dropouts and audio problems.

The panelists mainly pitched their products and it was mostly a waste of time.


Silva Nigre ("The Dark Forest")

Saturday, 14 Nov, 9pm-2am (GMT-05)
Cthulhu Invictus
Trouble is brewing in the dark forests of Germania, again.
Gangs of barbarian bandits have begun savagely attacking travelers along the Accius Path. The survivors are few; usually a single person is allowed to escape by the bandit chieftain. The survivor always carries a message to the Roman authorities, often in the form of taunts and defiance. The bandits have declared that the Black Forest is now a free kingdom, and they are demanding outrageous tributes of silver to allow the Empire use of its own road! Sergius, the local Roman prefect would give them steel instead!
Your group, elements of the 21st Rapax (or predator) Legion are being sent into the Black Forest to gather intelligence. A combination of Roman legionnaires, local auxiliary troops, and barbarians, it is your job to see what this business is about. Is this a small band of upstart bandits, or a host of hundreds starting open rebellion? Have they occupied the old campsite inside the Black Forest, which the legions used during the previous campaign? From where in the forest are these bandits striking? How many troops are needed for total victory?
GM: Shannon MacNamara
Minimum Amount of Players: 3
Maximum Amount of Players: 5
Length of Scenario: 5 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

Shannon enjoyed "The Haunting" so much he decided he wanted to run this game as CoC 7th vs the original 6th edition.  This was a playtest and we gave some useful feedback to Shannon.

It was a fun game, but a bit too much combat for me.  As Shannon said, this was a Sword and Sandals game, more combat than investigation.  We had some great players and some fun role playing.

Two of my characters were killed and the last one survived but went insane.


Themed Panel in The Philosopher's Conundrum - Save vs Insanity: Masters of Horror

Sunday, 15 Nov, 1:30-3pm (GMT-05)
Grab a chair around the hearth in The Philosopher's Conundrum and take in the wisdom of the sages.
Guest: Shane Hensley - Pinnacle Entertainment Group
Guest: Mike Mason - Chaosium
Guest: Eddy Webb - Onyx Path Publishing
Moderator: Garrett Crowe - Threat from Galifrey

This panel was a lot more interesting and there were only one or two audio dropout issues.  Panel also started late because they waited for a late panelist.

This one has more content and has some interesting things worth listening to. Recordings of these sessions are available online. (I have no idea where, otherwise I'd link it -- again more bad navigation on their home website).

Tuesday, October 20, 2015

Morgan's BigBadCon 2015 Adventures



BigBadCon is the best indie RPG (e.g. non-pathfinder, non-D&D) convention.

This year there were a lot more private rooms and a good variety of food trucks so there was no need to leave the hotel to grab a bite to eat.  I only played one game in a shared room, the rest in private rooms.  I'm glad Sean got rid of the those room dividers, so even in the shared room there was good air flow.

Lots of good games and I ran into lots of people that I knew.

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Collision on I-81

Date/Time - Oct 16, 3:00 PM - 7:00 PM
GM: Todd Furler
System: Unknown Armies
Maturity Rating: Adult themes
Available Spaces: 6
Game Length: 4
Characters: Provided
What’s supposed to be a simple week of training starts off with a horrific car accident. And things get unimaginably worse from there.

Todd always runs a good solid game and this was no exception. We play normal people and things just got stranger and stranger until we realized we had to fix the anomaly.

Tod runs very well paced games and controls the time very well.  We ended on time and I felt as if the game ran its course.  Nothing was rushed and everything felt organic.

I had a very good time.



Morrow Project Fate Hack

Extraordinary Mission

Date/Time - Oct 16, 7:00 PM - 1:00 AM
GM: Dennis Jordan
System: Morrow Project-Fate Hack
Maturity Rating: Adult themes
Available Spaces: 5
Game Length: 6
Characters: Created at the table
“You know what the hardest part about being a Morrow Project recruiter is?” “Finding people that straddle the line. You know how hard it is to find a stable, compassionate, caring person…who hasn’t started a family or has close community ties?
“Then there is the other side of the line. We ain’t putting on a bake sale here. We need killers, men and women that will not even blink at the idea of using force to protect or even further Morrow’s goals, all for the greater good.”
“Take me for example…a former Force Recon Marine with degrees in Psychology and Engineering, with a passion for Krav Maga and ceramics.”
“So yeah, I love my job…and deserve a raise.”
So…in the continuing BBC tradition of taking classic games with a great premise but horrible mechanics, and hacking them up with equal parts Diaspora crunch and tiddly wink spirit , we are tackling Morrow Project this year. Morrow Project is a post apocalyptic RPG about a dedicated paramilitary organization that knows the USA will be devastated by a nuclear war and volunteers to go in cryogenic sleep in hidden bunkers across the nation, to rise up 3-5 years after the nuclear chaos to rebuild a great nation.
Dennis ran this game on short notice in place of Gil's game.  Originally Gil was going to run his Star ORE game which I really, really wanted to play in, but he had a family emergency and was unable to attend BigBadCon.

So a big thanks to Dennis for GMing.

The whole background behind the Morrow Project was that we were put into suspended animation and we're supposed to wake up 3-5 years after a nuclear holocaust and help put humanity back on it's feet.  Of course, things never happen as they're supposed to.

I loved the depth of knowledge that Dennis brought into the game.  What was curious is that he has so much technical detail, but Fate is such a low crunch game.  It's a sort of an odd system choice.

We spent a fair amount of time creating our characters and getting equipment, but I wound up rolling no dice in the game, so it didn't really matter what skills my character had.  This is the fault of nobody, but it just happened that the players were not Gung Ho kick-the-door-in players, but more cautious and rational.  I think we played very realistic and very smart for the situation we were in.

I found this an interesting game, but I thought we spent too much time making characters.  In these situations, I would have preferred pre-gens.

Hey Gil, we were in a Dennis game with all this equipment and ordinance and we didn't fire a single shot.  :-)



Super Train

Date/Time - Oct 17, 10:00 AM - 2:00 PM
GM: Morgan Hua
System: Godlike
Maturity Rating: Graphic Violence
Available Spaces: 6
Game Length: 4
Characters: Provided
Allied Talents, WWII soldiers with superpowers, are notified by the French Resistance that a Nazi Super Train is loading secret cargo. Your mission, stop whatever the Germans are doing.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.

This time the players dressed up as German soldiers and ambushed the train at the station.  This was much different from the other two times where they attacked the train before it arrived at the station. But in such close quarters it was much more dangerous and 2 PCs got killed before the party decided to retreat hastily.  With backup characters they were able to complete the mission by attacking the disabled train a second time.

I'm probably not going to run this game again.  Inside the spoiler section is the description of the game and some images from the game.



Eagle’s Nest

Date/Time - Oct 17, 3:00 PM - 7:00 PM
GM: Morgan Hua
System: Godlike
Maturity Rating: Graphic Violence
Available Spaces: 6
Game Length: 4
Characters: Provided
Allied Talents, WWII soldiers with superpowers, are sent to capture the Eagle’s Nest, one of Hitler’s retreats.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.

I think most people can read between the lines and know that they get to kill Hitler.  This time, different characters killed separate Hitlers, so no one got to kill Hitler twice.

I'm probably not going to run this game again.  Inside the spoiler section is the description of the game and some images from the game.



Generation Starship (working title)

Date/Time - Oct 17, 8:00 PM - 12:00 AM
GM: Aaron Vanek
System: Songlines
Maturity Rating: Adult themes
Available Spaces: 7
Game Length: 4
Characters: Created at the table
This is a playtest for a new RPG system that uses music as a story guide. In this scenario, players will represent generations of one family line aboard a starship looking for a new home among the stars.
The game uses dice rolling for task resolution, but also elements of larping and creation/making.
Triggers: There will be elements of death (players represent a family line, so individual characters are going to die, hopefully of old age) and birth (sex is merely implied, however). Some of the songs might be very sad or at least emotional. There will be a few instances of CvC (character versus character) which could be intense or aggressively argumentative.

Aaron was playtesting his own system which is pretty interesting. There's several aspects to it. One is a playlist with an associated image. The song also determines the duration of a scene. At the end of the song, the players must have either fulfilled certain criteria by dice rolling or by role-playing. The system is interesting and pretty flexible.

Aaron designed the Generation Starship game to have a balance of 1/3 role-playing, 1/3 dice rolling, and 1/3 making. Making is basically writing a note, puzzle solving, or drawing a map cooperatively. Dice rolling consists of rolling dice and either pattern matching (a preset pattern) or getting a specific total.

Since this was a playtest, we found several things that were tiresome:
  • We were naming each generation and that got to be a chore when someone had 20 children and at some point, the previous generation dies off, so all that work was for nothing.
  • Each child also allows you to gain or lose aspects, but at some point, rolling 20 dice to add and remove aspects became too cumbersome.
  • Some of the die rolling reminded me of the game Escape, which is a fun game, but that game only runs for 10 minutes.  Die rolling for long periods of time and adding handfuls of dice became more of a chore than a pleasure.  The die rolling became "The Thing" vs the role-playing which should have been the thing.
So some of the problems were with the scenario (which Aaron will adjust) and not the system that Aaron was trying to playtest.  I think less die rolling and tying the die rolls to role-playing would serve the game better.  Maybe 10% die rolling, 25% making, and 65% role-playing would have been a better mix.

Overall an interesting, but mixed experience.



Treasure Trapped!

Date/Time - Oct 17, 11:59 PM - 2:00 AM
GM: Terror Rabbit Ventures
System: Movie
Big Bad Con Screening of Treasure Trapped! Three unlikely heroes journey into the curious world of LARP (Live Action Role-Play) to explore what happens when you take pretending to a whole new level.
I'm glad that Matt S. brought this documentary to show us. It was quite interesting even though the movie failed (bad disc) in the last 7 minutes and we lost the ending.

It starts off with SCA-style Boffers and D&D LARPs. The Boffer training seemed very odd. I've seen SCA and I've fenced and done Kendo, and what they were teaching didn't seem very realistic to me. They also didn't wear any head protection.  It reminded me more of kids with foam swords than combat training. 

Then it goes to more and more extreme LARPs where people have bought part of an abandoned mine to dungeon crawl, people who have opened up a high school where kids learn by LARPing, a group that spent over $1M to make the inside of a naval destroyer into a Battlestar from Battlestar Galactica, to a group that does a 36 hour immersive LARP as employees of a marketing firm for questionable products or PR for despots of a dictatorship.

At some point, I began to become disturbed by the lengths of what was going on. At first the high school seemed cool until I saw scenes where some students were wearing yellow Juden stars and it was clear they were roleplaying the Holocaust. Umm, that crossed the line for me. They also showed that they were going to roleplay a Salem Witchhunt (they talked about future events and pointed at upcoming schedules).  My mind reeled. What was on the future schedule? A Lynching in the South? Killing Fields? ISIL beheadings? They should have learned from the Stanford Prison Experiment which went very wrong and I don't think there's people on staff that understood that some of these high school students could be damaged for life.  One student said he loved the place because he was such an outsider before and he felt like this was a family -- yeah, like The Manson Family, especially if they roleplay Nazis and Jews.

The Marketing Firm LARP was painful to watch.  I personally would not do it as it reminded me too much of real work.  I roleplay to escape work stress.  At one point, a player got fired. I turned to Jack and said, "I would have gone postal." I bet they wouldn't have counted on that.

The beginning was a bit slow with the SCA-style Boffers and D&D LARPers which most roleplayers are familiar with, but it got more and more interesting as it got more and more extreme.

Definitely worth a watch.

Death By Moonlight

Date/Time - Oct 18, 10:00 AM - 2:00 PM
GM: Carl Rigney
System: Night Witches
Maturity Rating: Adult themes
Available Spaces: 4
Game Length: 4
Characters: Created at the table
In World War II’s darkest hour, natural born Soviet airwomen volunteered to take to the skies to defend Mother Russia from the Hitlerite bandits. They flew terrifying night missions in obsolete biplanes, dropping bombs on the invaders and when they couldn’t get bombs, they dropped railroad ties. By day they struggled with repairs, parts shortages, political officers, and all the forces that wanted to see them fail. This is the story of their triumph anyway, as told by you. Beginners welcome, system will be taught.
Your biplane is made of wood and canvas with an unarmored fuel tank that goes up like a candle when hit. You don’t wear parachutes because that weight could be better used for more bombs, and because you fly too low for a parachute to be useful. The cover of darkness is your greatest ally as you glide in, engines off, to torment the invaders. But even when the moon is full, still you must fly.

A very fun game.  Carl does a great job of balancing between players and giving everybody enough screen time.  He did a great introduction to the Night Witches game.  The game was designed to be more of a campaign, so he picked and chose some interesting parts for us to play.

Even though Carl picked and chose various parts of the campaign, it felt like a full game to me. Nothing was rushed and everything was fully fleshed out.

I loved the game, but I'm worried about the repetition of mission after mission in a campaign, whether that would get boring.  I'll get into a campaign game of this to see if that's the case.



Dead Dogs

Date/Time - Oct 18, 3:00 PM - 7:00 PM
GM: Chris Czerniak
System: Feng Shui 2
Maturity Rating: Adult themes
Available Spaces: 5
Game Length: 4
Characters: Created at the table
The triads have infiltrated the Hong Kong Police Force and crime has become rampant. However, there is something that lurks under the crime family and since the Triads killed your family, or ruined your career, or your brother works for them and you want him out; you’ll do anything to find out what is really going on and make things right.

This was the funnest game that I played in.  I had a great time as the Scrappy Kid.  My character concept was Wednesday from the Addams Family, but wearing a Girl Scout uniform and selling stale Girl Scout cookies which she used as Throwing Stars.  Her motivation was that Pugsley was selling drugs in Hong Kong and got grabbed by Mad Tiger's men for failing to get the right amount of money.

I got to Toss My Cookies and kill people with them in a variety of ways.  I also had a distraction move, so I used a lot of improvised weapons in order to slow the bad guys down.

What was amazing was that this game was only two set pieces and even though it was combat in two areas, we created full stories for all the characters and the game was organic and fully fleshed out and not rushed.  I loved it.

One technique that Chris used was that we were required to make one connection between our character and another character, so when the action started, we had a reason to support each other. We also had our personal flashback which gave each of us our own bit of screen time to either expand our character or flesh out the plot.

In the set pieces, he let us add one element per player, so we could customize the layout.  Again this game depends on cooperation and imagination from the players, so good players is a key to a good Feng Shui game.

Overall, very fun.