Wednesday, May 31, 2017

Morgan's Most Amusing KublaCon 2017 Adventures



This year the Shuffler gods smiled down on me. I was able to get into my top 3 choices in the first three time slots. This time all the games I got into were humorous. Two were Star Wars themed games and coming from a completely wonky angle.


I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked. 


SANDSCRAWLIN'
System: FATE Core
Friday 4pm (6 hrs)
GM: Dovi Anderson
5 Players

A once great Jawa clan must scavenge and swindle their way out of debt before the tracks of their dilapidated Sandcrawler come grinding to a halt.  Hijinks and hilarity await!

Yep, we're Jawas and we're just ripping people off, but the amount we get for our little transgressions just isn't enough, so we have to do a big score to pay off our ginormous mountain of debt or it's the end of our clan.

My main issue with FATE is that in various scenes, almost all the other players windup being supporting cast members as they add aspects to a scene and finally, one player who is most qualified, taps all the aspects to get an EPIC success. But in this game, it wasn't the case, Players tapped aspects in just the right amount to keep the story going and in the end we still got a satisfying ending. I think it was because we weren't meta-gaming the system and we played for story instead of that EPIC success die roll at the end.

I have issues with FATE, but not when Dovi is running it.




The Queens Cup
System: 7th Sea 2nd Ed
Sat 10am (6 hrs)
GM: Jay Loucks
6 Players

Privateers for the Triple Kingdom, you ply the seas for Queen and Country, fortune and glory. The first Queen’s Cup competition promises rich rewards for the winning crew, and the wagering is fierce. But could the furor conceal a more sinister purpose by shadowy figures looking for their own power and/or profit?

Please join me for a rollicking, swashbuckling adventure using the new 2nd Edition rules. The flavor is much the same, but many of the game details are different. You will still need a double-handful of D10s, for when you are very, very good.

I supported the Kickstarter and listened to a short podcast of actual game play run by the system's designer, John Wick, so I really wanted to play in this to figure out its nuances before running it myself.

One issue I observed was that in various scenes, our duelist doctor got 3 successes and our massive brute canonneer got 15 successes. And actions counted down in decreasing order of success, so when the cannoneer did something that took only one success, he got to go again, and again and again, until it was finally the doctor's turn, and by then, not much was left to do at the end of the round.

The system also tended to allow players to meta-game their character by picking a trait and skill they're best at to start off the scene with so, they can carry on their successes to the rest of the scene. For example, the brute cannoneer, would pick some physical action like brawn and brawl and get a lot of successes such as 15, then spend only 5 of the successes beating up a monster, then with the 10 left over successes, he would do two other things, such as lashing down a cannon and hauling up a fallen crew member, and pay only a small penalty for changing actions. As a GM, I think I would limit the scope where a PC can spend their successes based on their initial declarations, so if you declare you're "Beating up the monster," but didn't declare the action as, "As I grab a rope and swing through the water, picking up a the fallen crew member, and when I get to the deck, drop the crew member safely, and muscle the loose cannon into the monster, injuring it as the cannon slams into it's proper cradle." Then you can't do the other actions. But then what Trait / Skill combo is it? Also the loose cannon and the overboard crew members were considered consequences which the system lets you buy off with successes.

In one scene our doctor duelist finally got into a duel and got 15 successes vs the other duelist who also got a high number of successes. And we watched a very long extensive duel. The issue is that the duel action in addition to causing damage, also negated damage from an opponent's earlier action, so it became this never ending duel as the duelists slowly whittled each other down.

One thing of note, it takes only one success to swing a sword and one success to fire a loaded pistol, but another five successes to reload a pistol or cannon. So, the game favors sword play over gun play. The one advantage is that a pistol does one wound, plus a dramatic wound, so you need to shoot someone 4 times to kill them; whereas swords can do multiple wounds, one per success, requiring 20 wounds to kill someone.

Overall, the game was fun and very Pirates of the Caribbean.




Emergency Alert in Detention Block AA-23
System: One Roll Engine
Sat 6pm (6 hrs)
GM: Gil Trevizo
6 Players

The Death Star is the crown jewel of the Imperial armada, the flagship of a fighting force of extraordinary magnitude, Palpatine’s Fist! Only the best of the best, the most dedicated, and those who score perfectly on the Imperial Armed Forces Vocational Aptitude Battery test are allowed to serve amongst the elite that wield the firepower of this fully armed and operational battle station!

You used to be one of them. Now, after failing to serve the Emperor with the necessary zeal and/or competence, you have been stripped of rank and thrown into a detention cell to await your fate, whether that be death by blaster, death by garbage chute, or (if Lord Vader isn’t busy) death by Force-choke.

Then you hear muffled voices outside your cell… something about a “prisoner transfer”… BLASTER FIRE… “boring conversation anyway”... more blaster fire... and a “click” as your cell door is suddenly unlocked.

This Star Wars game uses the One-Roll Engine, the system behind games such as GODLIKE, WILD TALENTS, and NEMESIS. Rules have been stripped down to run lean and light, and beginners are welcome. Knowledge of Star Wars is useful, but anyone who knows the official name of the Death Star or refers to Star Wars as "Episode 4" will be mocked. This is an extremely profane and raunchy take on the setting, a juvenile game not intended for juveniles: Star Wars as a red band trailer. 

We're playing dishonored and possibly criminal personnel of the Death Star. Recently escaped as a side-effect of various rebels escaping from detention. This game was a lot of fun as we poked fun at Star Wars and its characters.

In ORE, due to hit locations, you can lose body parts, Gil used LEGO Star Wars figures for our characters and the NPCs. When a body part got blown off, he got to remove it off of a figure. And there were lots of "Oh, no!" and parts scattered onto the battle mat.

I had tremendous fun in this game.




Ties That Bind
System: Call of Cthulhu 7th Ed
Mon 10am (6 hrs)
GM: Morgan Hua
6 Players

Published scenario from Doors to Darkness. CoC 7th Edition.

Group of 1920s investigators are hired to uncover who is behind the vandalism of a fountain in the ongoing construction at the Carrington Estate.

I had a great group of players. Half the players were female, last year I got an all male group of players.

The game went well and I got a giant bag of swag to hand out as prizes. Since the game ends after the prize vault closed, I was given a tote, t-shirt, 3 pins, several handfuls of dice, and $5 Kublabucks to hand out. Everyone was happy with multiple prizes.

Several people got temporary insanities and there were a lot of nice moments in the game. At one point they all opted for shotguns and wound up in a swamp, in a small skiff. Then someone went crazy and starting shooting - point blank with shotguns. Yep, good times.



Tuesday, May 09, 2017

Call of Cthulhu - Library Use or That was Boring



In Call of Cthulhu, Library Use is a key skill, but what happens is that the academic characters goes to a library and does research while the rest of the characters go out into the field and get into trouble.

The issue is Library Use takes a few hours to a few days before they discover any new information. And that is usually only covered by either a single Library Use roll or a series of rolls.

Instead of waiting around, the non-academic investigators go and follow some existing leads and things actually happen to them like running into cultists, following people, being followed, NPC interactions, being ambushed, etc.

So, what is wrong with this? Well, the academic characters roll a few dice and that's it. Not very interesting or exciting. Whereas the other characters actually get to do fun things.

So, what can a GM do?

Make the research mysterious

Have whole tomes missing, or pages or sections of research material be torn out of books. Did cultists do it? Did another investigative group do it? Did a secret government agency do it?

Have key information be hidden deep in the restricted stacks through a maze of musty books. Require some personal skills such as Charm, Fast Talk, Intimidate, or Persuade to get into those areas or Stealth, Navigate, Track, and/or Locksmith.

Have the key information be misplaced. But once found, it is with other key information that the investigators never would have looked for. What the heck is this? Who put this here? Another researcher? Was it deliberately hidden or misfiled? For what purpose?

Have the needed material already checked out. Now they'll have to hunt down who checked it out and visit that person. Is that person dead? Is it a cultist? Is his house full of strange objects and books? Possible ally or enemy?

Make the library an unsafe place

Have cultists watch out for anybody looking up specific research topics. Once that is done, they are alerted and either follow the investigators, threaten them, and/or attack them. Do the investigators notice they're being watched or followed? Is the librarian suspicious? Does the librarian immediately call someone when the investigators aren't watching? Does the librarian tell the investigators that the material isn't available, but the investigators still find some of the material on the shelves?

Have the research material be dangerous in itself or has attracted dangerous creatures to it. Do the shadows darken when the investigators get closer to the tome? Are there strange sounds? Do the investigators lose SAN by just touching the book? Is the book bound in human skin? Does something try to take the tome away?

Bring the adventure to the library

While in the library, why not bring a separate section of the scenario to the investigators. Interrupt their research by a phone call where the investigators must leave the library and take care of another leg of the investigation. Make a reason where the non-academic investigators are unreachable or busy and only the academic investigators must be involved.

The best library to be doing research in Call of Cthulhu.