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.
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.
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