Tuesday, November 29, 2016

TimeWatch - Review of an Amazingly Great Game

I'm a big time travel fan, so when TimeWatch was a Kickstarter project in 2014, I immediately backed it. Like most Kickstarters that keep on adding content as stretch goals, the final book was delivered 1.75 years later than scheduled. The good news was that upon pledging, we got a preliminary PDF, then a PDF version for copy editing, then a PDF with full images and corrections, then a final PDF and hard copy version. And several books with campaign support material. Multiple contributors for content (needing editorial changes for consistency of tone between writers) and art (switched from B&W to color as a stretch goal) were reasons for production delays. The final book ballooned in size to 392 pages.

The good news was that I was able to play TimeWatch in 2014 with the preliminary PDF. There weren't any scenarios written yet, but I found an amazing scenario written by Michael Rees: The Buffalo, The Pirate and the Consulting Detective. He has other scenarios on his website and his scenarios were so well loved that he was asked to contribute to the final book. See what happens when you have a time travel Kickstarter? Someone writes stuff for a game that hasn't been published yet and it winds up in the published game.

TimeWatch uses a modified Gumshoe system. I have mixed feelings about Trail of Cthulhu due to Gumshoe, but for TimeWatch, I LOVE the system.

What's different about TimeWatch?

Well, if the PCs can time travel, then most ordinary crimes can be easily solved, so the antagonists that the players face are always other time travelers. There are a variety of bad guys listed in the book, but there are two that are extensively show cased: Sophosaurs and Ezeru.
Sophosaurs vs Ezeru

The Sophosaurs are intelligent dinosaurs from the past who want to prevent the Asteroid from wiping them out, so the reign of dinosaurs continues into the future. The Ezeru are giant cockroaches from the future who rule Earth after humanity wipes itself out with nuclear weapons. They want to start WW3 early.

In between the Sophosaurs in the past and the Ezeru in the future are humans. Both races want to squeeze humanity out.

TimeWatch can be played in a variety of styles, humorous like Bill and Ted's Excellent Adventure or serious like Timeless.

Most of the games are investigative. Instead of following clues forward, in this game, you follow the clues backwards in time. There's always some instigating event far in the past and its effect ripples out forwards in time until things change in a massive way. An example is a story written by Ray Bradbury: A Sound of Thunder.  TimeWatch is tasked to fix these disruptions to the "real" timeline.

How does TimeWatch know when something has gone wrong? Well, they have detection equipment seeded throughout time and when something changes suddenly like high levels of radiation or the equipment suddenly goes dead, they know something has gone wrong and they send a TimeWatch team to check it out and fix it.

E of TimeWatch
At the beginning of time, before the Big Bang is the Citadel, where TimeWatch HQ sits. TimeWatch agents are dispatched from there. In my game, the players' handler is E, he gives the mission briefing to the PCs. I also love James Bond, so I made a reference to it by using letters as titles (M and Q). I know, MiB also does this except they're referencing people's names.

How do they time travel? Each agent has an Autochron that allows them to time travel. You set the time and location and it takes you there in a few rounds. The Autochron will adjust your location so no locals can see you arrive. The more you travel in time, the less accurate the Autochron is, so if you travel thousands of years, you might arrive a decade too late. The Autochron creates a personal time bubble much like what happens in The Terminator.
Terminator Time Bubble
In my games, I like the idea of a watch being a time machine, so my Autochrons look like wrist watches. And I have a fondness for the story: The Girl, The Gold Watch and Everything.

How do you know what in the timeline is broken? Well, the PCs have a device called a Tether that's like a local version of Google/Wikipedia. When you arrive, you can talk to people or check libraries and newspapers for deviations from your local knowledge store. In my games, the players are allowed to look up facts on their smart phones. This generally takes no more than 5 minutes and it enhances the role play experience. Their smart phone is a low tech version of a Tether.

Instead of the Stability/Sanity metric in Trail of Cthulhu, TimeWatch has Chronal Stability. Each time you time travel or create a paradox (when you do something that contradicts a known fact), you might lose Chronal Stability. If you annoy time too much, it might subsume you and merge you into the current timeline, modifying your memories, like skin growing over a splinter. If you do something totally bad, time may erase you from time, then even your TimeWatch team members won't remember you and no one can bring you back.

How do you know you've fixed everything? You can time travel back to beginning of the adventure and see if everything is back to normal. In one scenario, the PCs are given a device that can detect time drift and when the needle is in the green section, they know they've finished the mission. A bit meta and odd, but that works too.

In my games, E doesn't give out too much information and doesn't want to know how the agents solve the problem because if you know, then history is set and you're subject to paradox. It's the unwritten history missing from their Tethers that allows TimeWatch Agents to act freely.

A number of rules and pieces of equipment is to allow for better game play. I always bring this up because some new players would say some things don't make sense. And I would explain the mechanical reason for it and that would end the argument.

To prevent PCs from having to learn every possible language and infinite costume changes, the PCs have universal translators and Impersonator Meshes (in my world, they're holographic disguises). This mainly aids in game play when PCs jump from time to time and geolocation to geolocation.

Since killing someone in the past might erase your future, the agents are given stun weapons and MEM-tags. The MEM-tags sends an unconscious body back to the Citadel for memory wipe/modification. Once processed, the body is returned, so as to not disrupt the time stream.

What is fun about the game is that you get to play with history, learn history, and interact with it.

So far, I feel it is a daunting task to write a scenario from scratch. The good news is that the core book has 3 complete scenarios and 32 Time Seeds (inspirational ideas for your own game). The Kickstarter included a campaign "Behind Enemy Times" which contains 6 connected scenarios. "The Valkyrie Gambit," 3 stand alone scenarios. "Book of Changing Years," a faux history/diary of TimeWatch to be used as inspiration for your own games, in the spirit of "The Armitage Files" and "The Dracula Dossier." And I've a run several of Michael Rees' scenarios that he's posted on his website.

I definitely got more than my money's worth from the Kickstarter and I'm glad Kevin Kulp spent the time and care to get the books right.

The devil is always in the details. For example, it took me a long time before I noticed the following detail on the cover of the TimeWatch core book:
Battling Civil War Armies



As an aside, I originally thought Chronal Stability checks were only done for time travel and paradox checks, but in "Behind Enemy Times" one scenario stated that any teleport with the Autochron also required a Chronal Stability check. So, I contacted Kevin Kulp and he explained that using the Autochron even for teleportation requires a Chronal Stability check. The rationale is again more of a mechanics thing where it would be more interesting if the PCs had to take local transport to get things done, but if they really, really had to teleport, then they can still do it by using the Autochron with the possibility of a Chronal Stability loss.

I generally GM, but one player wanted to GM a scenario, so I made a character who was really fun to play: Ted "Theodore" Logan of the Wyld Stallyns (link to character sheet).
 "Future Ted told me, Present Ted, that later, you dudes should run."
"Be excellent to each other."
"Party on, dudes."



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In the spoiler section below is:


Behind Enemy Times or why I got so excited that I had to write this blog post

Sunday, November 13, 2016

Morgan's AetherCon 2016 Adventures


This is a free online convention.  Last year, there were issues with time zones and such.  This year, adding an event to my google calendar placed the game at the wrong time.  Off by one hour.  Also two links to game tables were incorrect (Baker Street and Cthulhu Dark Ages).  I learned from last year that you go to the Ox and Mule for tech support.  After listening in to all the issues they have to face shows that all conventions, especially online ones have various tech issues.  Online conventions have to deal with time zones, incorrectly configured sound and video feeds, incorrect links, etc.  Lots happen behind the scenes. And those guys do it for free.

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Friday, November 11, 2016

Baker Street: A Day in the Country
System: Baker Street: Roleplaying in the World of Sherlock Holmes
11/11/2016 • 4:00 PM PST
Game Length: 4 hours
Number of Players: 3-6
Characters Provided: Yes
GM: Jessica Geyer
The investigators are invited to a lovely weekend at a country estate. Nothing could possibly go wrong.
Game started half an hour late as the link to the game table was incorrect.  I was able to contact Chris S. with the new link, so there were only 2 players for this game where 4 players had signed up.

I enjoyed the game.  But since the game required 3 players and we wound up with 2, the GM added a NPC investigator.  The system does require 3 players as there are 3 skills that are required and generally each PC only has one of those skills:  Observation, Reason, Deduction.

I guess Sherlock Holmes is an uber-investigator with all 3 skills.

Observation gives you clues and 3 leads for each clue.  Reasoning eliminates bad clues.  Deduction eliminates bad leads. Player's skill rolls determine how many clues are found, how many clues can be eliminated, or how many leads can be eliminated.

For example: A clue could be a key.  Leads are related to the clue such as the key was planted, the key opens this and other rooms, or the key belongs to someone else.  With deduction, you can ask N times whether a specific lead is true or false. N is determined by how many successes you get.

Skills go from 2d6 to 4d6 (or at least those on our character sheets).  A skill test requires you to roll your dice and a special Sherlock Die.  On the regular d6s, a 4-6 is a success.  1-3 is a failure. The Sherlock Die is a special d6 with 1, 2, 3, Watson, Sherlock, and Moriarty as its faces. Watson gives you either an additional success or an aid to another player.  Moriarty make all failures count against your successes.  Sherlock lets you name 1, 2, or 3 and make them all successes. If you are rolling a professional skill, any 6 (explodes) is a success and you get to reroll the die until you fail to roll a 6.

PCs can aid each other and also spend resolve to roll extra d6s.

When PCs go on a false lead or get GM help, the threat level goes up and eliminates various possible bonuses when we roll the Sherlock die.  At threat level 1, ones don't count; level 2, ones and twos; level 3, 1-3 don't count.  So, it basically makes the Sherlock die less useful.

I think at some point, the GM gave us some needed clues, but raised the threat level without us knowing about it.

I found the system ok, but I disliked that you really needed a minimum of 3 players for the game. The mystery was fun, but I found the number of clues found based on your die rolls a bit constraining.  In the murder room, we got some clues (randomly selected), but we didn't get any in relationship to the body and that felt strange.  And I wanted to look at the body, but we weren't allowed because that wasn't the clue we found -- I think we could have but that would have raised the threat level.  At other times, we were only allowed to look for clues N number of times equal to the level of success we got. So we were only allowed to explore two places and we had more than that number of unexplored locations.

The system seemed artificially constrained.  But designed so that the players didn't spend forever in one room looking for all the possible clues.  The game can still suffer from bad die rolls and no clues found and having the investigators stuck with no leads.  The raising of threat level was created to help with dead ends, but it's also an odd death spiral as an increasing threat level reduces the chances of success.



Saturday, November 12, 2016

Herald of the Yellow King
System: Call of Cthulhu Dark Ages
11/12/2016 • 11:00 AM PST
Game Length: 4 hours
Number of Players: 3-6
Characters Provided: Yes
GM: Eric Betts
Investigators are members of the household of Norman Lord Boniface. The year is somewhere around 1040 and takes place in the fiefdom of Shereborne, in Wessex, in southern England. It is a couple of decades after the Norman conquest of England. Your lord has summoned you to take a journey to a distant town in his domain for a personal matter...
The link to this game was also bad. I wanted a better experience for this game, so I contacted the Ox and Mule two hours before this game.  They emailed and Facebooked the GM. Well, the link didn't get fixed until right before the game.  So, yet again less players showed up.  Only 4 showed out of 6 and one guy had audio problems and the GM spent half an hour trying to fix the guy's audio.  We then gave up and let the guy fix his audio while we played.  Fifteen minutes later he got his audio working and the GM had to give the guy a summary and character sheet.

We didn't finish the scenario and the GM summarized the rest of the game for us.  I think this waiting for players and trying to fix their technical issues cuts into the play time unnecessarily.  The GM told us that the game was a 5th edition game, but wanted to run it as a 7th edition game.  As he ran the game, it was apparent he was very unfamiliar with 7th edition rules.  He should have just run the game with 5th edition rules.

Also during the game, I was the only person who muted the microphone.  The GM had an air purifier, children, and phone calls interrupting the game.  One player had a dog barking.  Another a cat and visitors.  So, lots of interruptions that affected the game.  Also the roll20 audio quality failed and we reloaded the table a few times.  Too many down time issues to make the game pleasurable.

I actually liked the Baker Street game much more than this one.




Sunday, November 13, 2016

Pandora's Box
System: Call of Cthulhu: Pulp Cthulhu
11/13/2016 • 11:00 AM PST
Game Length: 4 hours
Number of Players: 3-5
Characters Provided: Yes
GM: Mike Mason
A fabled artifact comes to a big city nightclub. At first, it seems like just a publicity stunt but bad luck follows the device and all who chance upon it. The heroes must navigate through a range of interested parties, some less desirable than others, in the search for a missing man whose past has caught up with him.
Wow! This was a really fun game. I guess it doesn't hurt to have Mike Mason, who wrote Pulp Cthulhu run a game of Pulp Cthulhu for you.

Mike kept the pace up and everything interesting.  Every PC and NPC was interesting.  And even when the party split up into three groups of two, Mike made sure everybody got something interesting to do.  A very nice technique. I know in some games when a split party goes to some dead end, nothing happens and the other part of the split party gets all the screen time and fun.

Pulp Cthulhu doubles a PCs hit points, gives characters special moves, and extended the use of Luck spends for heroic effects.  We lucked out and nobody got killed at the end.

As an aside, only one person had audio problems, we tried for a small bit to debug his system and finally just started the game.  He wound up fixing his system and was able to play after a short while. The players also muted their microphones when not in scene.  Yay!