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!

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