Friday, August 24, 2018

Delta Green vs Call of Cthulhu 7th Edition


I just went to GenCon 2018 and ran 4 games of Delta Green, played in a Delta Green LARP, and played in a private Delta Green game run by Shane Ivey. Delta Green also won 6 ENnie Awards (3 gold, 3 silver) at GenCon.

What's the difference between Delta Green (DG) and Call of Cthulhu 7th Edition (CoC)?

Setting and Atmosphere

DG: Modern
If Scully and Mulder worked for the Smoking Man.

CoC: Default 1920s
Being stuck in a H.P. Lovecraft story.

Commentary: Modern is very accessible, whereas 1920s is harder for new players to get into since it's before their time. Though, CoC has rules for Dark Ages, Roman Invictus, Westerns, Victorian Gaslight, and Pulp 1930s.

Characters

DG: Generally law enforcement officials or someone working for the government.

CoC: Normal everyday people from all walks of life.

Commentary: DG assumes you are competent and are trained and are willing to face down horrors. CoC assumes that you are just a normal Joe who runs into something horrible and will run away screaming. Though eventually, you'll learn to become an Investigator who fights the good fight.

DG is still using the old raw Characteristics (CoC 6th Ed) / Statistics (DG) scores and generally requires a STAT x 5 for die rolls.

Bonds and Backstories

DG: Characters have bonds that represent their home life, like their spouse, ex-spouse, children, parents, friends, co-workers. You can reduce SAN loss by Projection, where you damage your bonds as you take out your frustrations from work into your home life.

CoC: Characters have attachments to significant people, places, or things. They can spend quality time with significata to regain SAN.

Commentary: I love Projection in DG and how it models the stereotypical cop whose family life has gone down the drain because he spends too much time at work and can't talk about the serial killer or the gruesome crime scene with his loved ones. Two different approaches here and DG definitely has gone with grimdark.

Insanity

DG: Has split up threats to SAN into Violence, Helplessness, and Unnatural. And you can harden yourself to Violence and Helplessness. A 5 point SAN loss causes Temporary Insanity which results in a Fight, Flight, or Freeze decision. There's also a Breaking Point. If your SAN hits the Breaking Point, you get a psychological disorder.

CoC: A 5 point SAN loss has a chance of Temporary Insanity, the result can be from a random chart. If you lose 20% of your SAN during a game day, you get an Indefinite Insanity.

Commentary: I like DGs 3 threats to SAN. DG's Breaking Point and CoC's Indefinite Insanity are pretty similar. DG's Temporary Insanity does let you game the system a little. Whereas CoC's Temporary Insanity goes to a random chart. I have a variant for convention play, if multiple PCs go Temporary Insane, I make each throw a Fight / Flight / Freeze card into a hat, then mix it up, and then deal them out randomly, but one table outsmarted me and all agreed to Fight before putting their cards in. 😎

Unnatural and Cthulhu Mythos

DG: Unnatural Skill is knowledge about anything not natural such as the Cthulhu Mythos.

CoC: Cthulhu Mythos Skill is knowledge about "that which man is not meant to know."

Commentary: They're the same thing.

Levels of Success

DG: Critical Success > Success > Failure > Fumble.
In Delta Green, if you roll doubles with your percentile dice (11%, 22%, 33%, ... 88%, 99%, 100%), it's either a Critical Success or Fumble. A Critical Success if it's equal or below your skill %, a Fumble if it's above your skill %. A special exception is 01% which is always a Critical Success. If it's a contested roll, compare levels of success. If there's a tie in level, whoever rolls highest with a success wins. e.g. a Success roll of 48 > Success roll of 12.

Also Delta Green uses a mechanic similar to Trail of Cthulhu. Depending on how the scenario is written (in one scenario a 30% in Computer Use was all that was needed for an automatic success), if your skill % is considered sufficient, no die roll is needed, it is considered an automatic success.

CoC: Critical Success > Extreme Success > Hard Success > Regular Success > Failure > Critical Failure.
Roll 01 = Critical Success.  Roll below or equal to 1/5 skill % = Extreme Success. Roll below or equal to 1/2 skill % = Hard Success. Roll below or equal to skill % = Regular Success. Roll over skill % = failure. Roll 100 = Critical Failure or if skill is equal or greater than 50%. Roll 96-100 = Critical Failure if skill is < 50%.
If it's a contested roll, just compare levels of success. If there's a tie in level, then compare the skill %, higher skill % wins. e.g. two guys are racing cars. First guy has driving at 60% and the 2nd guy has it at 20%. First guy rolls 28 = Hard Success. 2nd guy rolls 8 = Hard Success. 60% > 20%, so 1st guy barely beats out the 2nd guy.

Commentary: The beta test of CoC used to use the same method as DG, comparing the highest successful roll, but when I play tested it, people kept on picking up their dice. They just remembered that they succeeded and the level of success, but not what they rolled. Between the two, I'd say they're about the same, but given the propensity of people to pick up their dice after rolling, I'd give CoC the edge. But if you're running online with a robotic dice roller, you can examine the die rolls afterwards.

Advantages / Disadvantages

DG: Stayed with the old style of +/- 20%, +/-40% for each advantage/disadvantage. If you have an advantage of some sort, you'd get +20% to your skill roll.

CoC: Added a bonus die or penalty die for each advantage or disadvantage up to a max of 2 bonus or penalty die. If you have an advantage of some sort, you'd get to roll an extra 10's die and take the best die roll. e.g. Roll two 10's die and get a 50 and a 20. The 1's die is an 8. So, the choice is 58 or 28. Taking the best roll, 28.

Commentary: People get confused about the CoC bonus die until you show them how it works, then it's ok. The math for the bonus and penalty die are a bit complicated and hard to get a gut feeling for. And it is used frequently when shooting multiple bullets. Basically, if you have a very high firearm skill % (60% or higher), it's worth taking multiple shots and having a penalty die, otherwise you should just do single shots. I like rolling extra dice, it's fun, but for simplicity's sake, DG makes it easy to understand. So, the edge goes to DG.

Hand-to-Hand Combat - Defending

DG: You can either Dodge, Fight Back, or Do Nothing. If you haven't acted, you may Dodge or Fight Back an attack, and all subsequent attacks, against you that round; this will count as your action. Dodge works against all hand-to-hand and range attacks (if there is cover, dodging for cover). Fight Back only works against hand-to-hand, not range attacks. Compare levels of success, highest level of success wins. Dodge success means defender is missed. Fight Back success means your offensive action succeeds against the specified attacker instead of you being hit, other attacks are only blocked. The only reason to Dodge is if you're being shot at, otherwise I see no reason to Dodge (unless you have a much higher Dodge than Combat skill). If you already acted or want to do something else on your action such as run away, you'll have to Do Nothing and hope the attacker misses. If you act first (highest DEX) and attacked with hand-to-hand, your die roll, if successful, is kept as a high water mark that other attackers must beat, in effect acting as if you picked Fight Back.

CoC: You can decide to Dodge or Fight Back against every hand-to-hand attack against you. You can decide on an attack by attack basis. The difference is on level of success. Dodge: If you meet or beat the level of success of your attacker you Dodge the attack. Fight Back: If you beat the level of success of your attacker, you do regular damage to your attacker instead of being hit. You can Dive for Cover against guns (p.113 Keeper Rulebook), but that actually takes your action or future action (if you've already acted that round), and it only gives your attacker a penalty die, if you succeed.

Commentary: I prefer CoC. It's easier to keep track of. And you can mix and match Dodge and Fight Back during combat.

Automatic Weapons and Explosives

DG: Added a Lethality % to various weapons. Instead of regular weapon damage, you roll % dice for each target. If you roll the Lethality %, it's an instant kill. If you don't, just add the two digits together. e.g. Roll 58 (missed the 10% Lethality), so damage is 5 + 8 = 13 pts damage. So basically, every mass damage weapon defaults to 2d10 damage, and sometimes it'll just kill you outright. Most people have about 11 hit points, and the average damage of 2d10 is 11, so on average it'll kill you anyway.

CoC: Added a crazy math problem where you figure out how many bullets are in a volley, each additional volley gets a penalty die to hit, and how well you succeed determines how many bullets hit.

Commentary: DG wins hands down. For CoC, I use my own house rule for automatic weapons. For my house rule look for Machine Guns topic here: CoC 7th - Tricks of the Trade for Beginner GMs.

Luck and Pushing

DG: Luck is just 50%. But Critical Successes and Fumbles can happen.
No such thing as Pushing, but if a skill % is high enough, you can get an automatic success, based on how a scenario is written or GM largesse. 

CoC: Luck is a stat (3d6 x 5%) and optional rules let you spend luck to improve die rolls.
PCs can try a different tactic (original Intimidate failed, now try Fast Talk) or retry a skill by Pushing. This allows a reroll, but on failure, the result would be a Critical Failure which is discussed beforehand, before the roll. Once the stakes are decided on, the PC can decide to Push or not.

Commentary: I like spending Luck and having people with different levels of Luck. So, I prefer CoC's Luck rules vs DG's straight coin toss. Pushing is also a great rule change that ups the ante.

Skill Advancement

DG: Check the checkbox next to your skill when you fail. At the end of the scenario, gain 1d4 in that skill. It was originally 1%, but it was changed to 1d4. Errata (Agent's Handbook, Improving Skills).

CoC: Check the checkbox next to your skill when you succeed (if you didn't use a Bonus Die or Luck spend). At the end of the scenario, roll % dice. If you fail, gain 1d10 skill points in that skill.

Commentary: Assume you have a skill at 50% and used it only once per scenario. In CoC, after 10 scenarios, on average you'd gain +13.75% in that skill (10 * 50% * 50% * 5.5 = 13.75). In DG, you'd gain +12.5% (10 * 50% * 2.5 = 12.5). And surviving 10 scenarios in a DG or CoC game is a feat in itself.

That makes them pretty similar, then the question is whether you want PCs to try skills they're good or bad at. CoC awards you for succeeding, so if you're going to metagame the system, try skills you're good at. DG awards you for failing, so if you're going to metagame the system, try skills you're bad at.

But in practice, PCs will try their best skill and only try a weaker skill when push comes to shove. DG does award a PC with a booby prize of 1d4 skill points when they fail a skill roll. In CoC, when a PC gets a miracle success, for a skill they have a base chance in, they generally will increase that skill.

The Books

DG: Agent's Handbook is needed for Character Creation and the Game Rules.
Handler's Guide does not have the Game Rules, but has the History and World of Delta Green, including the Unnatural.

CoC: Investigator Handbook is needed for Character Creation, Investigator Organizations that a PC might be part of, and History of 1920s, but no Game Rules.
Keeper Rulebook has Game Rules and Character Creation, Monsters, Eldritch Tomes and Spells, and Alien Artifacts.

Commentary: To play DG, you only need the Agent's Handbook. To play CoC, you only need the Keeper Rulebook.

Summary

Commentary: For me it's a toss up. I'll play either.

Wednesday, August 22, 2018

World War Cthulhu: Cold War - Convert Actions - Review


I've been looking for a Smiley's People game and World War Cthulhu: Cold War (WWC: CW) delivers. All the books use CoC 7th Edition rules. The setting is 1970s. I ran all 6 scenarios from Covert Actions and really enjoyed the games. I did realize there was a formula to the scenarios though. There's a MI6 mission and a Section 46 mission (Section 46 is a covert anti-Mythos organization), so there's really 2 missions in every scenario which makes for a good complicated scenario. The two missions do not necessarily have to have anything to do with each other and succeeding in one may necessitate failing in the other. So, really cool choices for the PCs.

There are a few minor typos in Covert Actions and not all missions spell out the mission rewards completely. e.g. There should be SAN rewards for completing the mission, Trust rewards/penalties for the MI6 mission, Trust rewards/penalties for the Section 46 mission. Not all scenarios provided a good breakdown of the rewards, so I had to make some up on the spot. Basically it should be +/-1d6 Trust for MI6 success/failure and the same for Section 46 success/failure.

The scenarios have loads of real life locations, but not enough illustrations, so I did massive Googling of pictures for every scenario. And that added a lot of flavor to every game. In some scenarios, 10 locations are mentioned without much description (and in only a few pages), but once I Googled the locations, things came to life.

My favorite scenarios were: The Forcing Move and Puddles Becomes Lakes.
Least favorite: Operation Header.

In preparation for running, I read a lot of real life spy books: "Mossad: The Greatest Missions of the Israeli Secret Service," "Gideon's Spies: The Secret History of the Mossad," "The Billion Dollar Spy: A True Story of Cold War Espionage," "The New Spymasters: Inside Espionage from the Cold War to Global Terror," "A Spy Among Friends: Kim Philby and the Great Betrayal," "A Very Expensive Poison: The Definitive Story of the Murder of Litvinenko and Russia's War with the West," and "Operation Shakespeare: The True Story of an Elite International Sting." There must be some unspoken rule about using colons in a non-fiction spy book title. 😎

Upon reading these books, I found that WWC: CW lacked some details and I used the details I found in the books to good use. For instance, every diplomat in Russia gets followed and it takes about 4 hours of Tradecraft before you can figure out if you've lost your tail or not (90% certainty). So, it's not a simple, I go out and then try to lose my tail. It's a I gotta meet my asset, so I'll leave 4 hours before our meeting time. If I think I'm being followed, I don't meet my asset. This also explains meeting in parks and graveyards where you can easily spot a tail or watchers.

For those interested, I built a website for the games with recording of the Sessions, lists of PCs, NPCs, and Handouts. Website Link Here.

Monday, August 13, 2018

Morgan's GenCon 2018 Excellent Adventures



A number of people I play online with were going to GenCon, so I decided to go too. They had rented a house (which fell through, one week before the convention) and we wound up in a 3 bedroom/1 bath house for 8 people. Arrgh. VRBO sucked big time. They even said they would put their emergency team on our issue and they never came through. One day before GenCon they told us to find something on Expedia, but no hotels were available by then. Luckily we found a small house that cost us an additional $1000 to book on AirBnB. The rent for 4 days was probably 3 months worth of rent for the place we were in, but beggars can't be choosers. The house was about 4 miles from the convention center.

GenCon is a zoo. Inside the convention center is packed with people. Hallways, dealer room, bathrooms, etc. Do not go if you have issues with crowds. Outside the convention center is hot (+85℉) and humid.

What I found unusual was that various vendors actually gave discounts off their MSRP or offerred freebies if you buy stuff. I heard if you go to the dealer room on Sunday near closing, you can sometimes get free product as the vendors don't want to spend money shipping product home.

When you sign up for games at GenCon (which sell out in the first day or two when online sign ups open up), you have to pay for each event (about $1-$2/hr) in addition to the GenCon pass ($121 + $10 shipping). The games are not in private rooms, but in massive shared rooms. My games were held in a room with 10 round tables. The noise level is atrocious. At least the seminars/talks were free.

For me it was a Delta Green all the time convention. I ran 4 Delta Green games, played in a Delta Green LARP, and played in a private Delta Green game run by Shane Ivey.

Delta Green also won 6 ENnie Awards (3 gold, 3 silver).

Overall, I had fun. I met Mike Mason (Chaosium), Cat Tobin (Pelgrane Press), Chris Spivey (Darker Hue Studios), Shane Ivey (Arc Dream Publishing), Dennis Detwiller (Arc Dream Publishing), Greg Stolze (Arc Dream Publishing) and saw in seminars Sandy Petersen (Petersen Games), Monte Cook (Monte Cook Games), and Greg Stafford (Chaosium).

Would I go again? Only if I need to do some business there. The cost of housing, plane tickets, convention pass, paying for events (events here in SF Bay Area are free), make it an expensive trip.

If I went again, I would definitely go to more NSDM lectures and get a hotel within walking distance of the convention center.

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

Thursday (8/2/2018), 11am-1pm

Protect Yourself! Why Game Designers Need To Know Patents, Copyrights, & Trademarks
Presenters: Wood, Herron & Evans LLP

Tailored for game designers! Learn about patents, copyrights, & trademarks with 2 game aficionados & IP professionals who've educated on these topics at GenCon for over 5 years. Q&A included.

Interesting lecture about the difference between patents, copyrights ©, and trademarks™.
Copyrights are cheap and are good for life of author + 70 years, patents (including design patents) are expensive and are good for 15 years, trademarks cost is between copyrights and patents and need to be renewed every few years.

As examples, they went over the looks and design of Magic: The Gathering™ cards and their trademark. And what rights you have if you've registered your product/trademark. e.g. you get to sue infringers of your rights and recover not only damages, but court costs (which you don't get if you're not registered), and the right to have products seized at ports and destroyed.


Thursday (8/2/2018), 1-5pm & 7-11pm

Last Things Last
System: Delta Green
GM: Morgan Hua, Arc Dream Publishing
Players: 6/6 & 4/6 (2 no shows for 7pm game)
Ticket Cost: $4

Clyde Baughman was an active Delta Green agent from 1967 to 1970. 4 days ago he died in his apartment. The nearest available Agents conduct a sweep of his apartment.

First group did everything right, did research and preparation, and we had an exciting end with no deaths.

Second group. Research? What's that? Can we get some C4? In the end one PC went insane, opened fire with an automatic weapon, missed the creature and killed another PC. Then the creature killed the PC after two of his weapons jammed by rolling 88 twice in a row. One PC survived by running away. He called in for help with his burner phone. Classic DG ending.

One player came up with a great short description of Delta Green. Delta Green is as if Mulder and Scully worked for the Smoking Man.


Friday (8/3/2018), 10-11am

The Cold War: A Concise Overview: NSDM
Presenter: Dr. Craig Greathouse, National Security Decision Making Game, Inc.

Short Description:This lecture provides a quick overview of the Cold War period in terms of themes, influences, & significant events. It provides a background into the competition between the U.S. and USSR.

The Cold War was a period of change in the international system. Highlighted by competition between the US and USSR along ideological, economic and military lines, other events and influences affecting the current international system emerged from the Cold War. International and Supranational Organizations emerged: UN, IMF, World Bank, WTO (formerly GATT), EU. Decolonization and externalities emerging from breakdown of European empires set the stage for current ethnic and religious violence. Lastly, the period provided foundations for modern globalization: technological linkages between people and development of transportation systems reduced spatial distances, setting up potential for conflicts within the system. Presenter: Dr. Craig Greathouse, Professor of Political Science specializing in the EU, International Relations Theory and Security and Defense Policy, now on the NSDMG staff.

Wow, NSDM are a quality group of lecturers. Worthwhile. Too bad I missed the other two lectures I had signed up for, but due to scheduling and unable to get to the location early enough, due to late nights, I missed the morning lectures on Alien First Contact and Global Hotspots which I had tickets for.

The cold war was basically USSR wanting to take over the world with their brand of communism and the US trying to contain the USSR. The lecture covered lots of history and insights on why things happened.

Afterwards, I stayed for about 10 minutes to listen to the next lecture on why a submarine sunk, then I left to attend a lecture on poisons.


Friday (8/3/2018), 11am-12pm

Poisons in Gaming/Literature: Primitive toxins
Presenter: Michael Beuhler, Doctor Beuhler Events

A new, system-neutral presentation on select real primitive toxins with historical & speculative uses. Suggestions to incorporate them into your world by a physician toxicologist. 3rd GenCon year.

Fascinating lecture on poisons that primitive people can use and how unlikely you'd find an antidote. Lots of handouts with toxin info and game stats for them.


Friday (8/3/2018), 12-1pm

Making Better RPG Characters
Presenters: Geekspective

Short Description:If your tabletop RPG seems dull, one problem could be the characters. Learn how to create more vibrant characters with more personality. We will help you put the ‘role’ back into role-playing!

At geekspective.com, we firmly believe that role-playing characters are more than stats on a character sheet. Early RPGs didn’t encourage personality, favoring maps and equipment lists. The latest generation of RPGs, however, encourage storytelling and social role-play. If you aren’t sure how to adapt to a new system that requires more role-play, or just love the idea of more vivid and interesting characters, this is the discussion for you! We make actual play podcasts which requires us to create voices for our characters. That helps, but adding personality traits, interesting possessions, and personality quirks in addition to those voices, your characters will become much more fun and your RPG sessions will too.

Picked up a few tidbits, but this panel was light on content.

1. Beliefs should be actionable. e.g. "Love Children" isn't good enough, but "Love Children, must protect them" is. "Trust other PC" isn't good enough, but "Trust other PC, believe everything he says" is. And beliefs can change based on what happens during play. e.g. the PC you trusted had sold you down the river, so now that belief can be modified.

2. PCs should have instincts such as "Always dive during gun fire."

3. NPC should be a foil to the PC's beliefs. e.g. "Love Children, must protect them" PC should run into the "Worst child in the world" or an NPC who abuses children.

4. Ask players about the NPC to define the NPC if GM has no idea. e.g. some random faceless NPC can be defined with your player's help.


Friday (8/3/2018), 1-5pm & 7-11pm

Observer Effect
System: Delta Green
GM: Morgan Hua, Arc Dream Publishing
Players: 6/6 & 6/6
Ticket Cost: $4

A power surge takes the Olympian Holobeam Array offline, but the engineers say everything is fine. Agents are sent undercover as Dept of Energy inspectors,will they unravel the true nature of reality?

When I play tested this game, the players failed to solve the mystery.

First group got frustrated at one point, but did solve the mystery with 3 of the PCs killing each other after killing all the NPCs. Three PCs survived.

Second group effectively solved the mystery and all of them survived, but they killed all the NPCs.



Saturday (8/4/2018), 11am-12pm

Creating a Horror RPG Scenario the Sandy Petersen Way
Presenter: Sandy Petersen, Petersen Games

Sandy Petersen shows you how he assembles Call of Cthulhu/Cthulhu Mythos adventures quickly & effectively.

Sandy gave his 3 rules for M.R. James's ghost stories:
1. It is malign. (no kind ghosts)
2. Place it where the players can imagine themselves. (it can be in a beat up rusty spaceship, but not the unrealistic white cleanliness of Star Trek)
3. No jargon. (describe the horror and frightfulness before asking for die rolls and system based mechanical effects, jargon meaning system centric jargon such as SAN check and SAN loss).

3 rules for generating a scenario:
1. Pick a eventful scene from a movie.
2. Pick a location.
3. Pick a monster.

Then figure out the purpose of the bad guy.

Creepy stuff rule: 3 chances to survive.
1. Hint of danger, lots of smell or weird events.
2. Solid evidence, like a body missing a head.
3. The Monster shows up.
When you follow the creepy stuff rule, the players will blame themselves for their death. They were forewarned.

During this workshop, we actually came up with a pretty good scenario. Completed scenario in spoiler section below.



Here's the full video of the event: Writing a Horror Scenario the Sandy Petersen Way

Saturday (8/4/2018), 12-1pm

Why Did TSR Fail?
Presenter: Ben Riggs

How did a $40 million company that started the tabletop RPG industry go belly up? Ben Riggs has conducted dozens of interviews with TSR alumni to discover the surprising truth of what happened to TSR.

A fascinating story. TSR almost failed until it was purchased by the family that owned Buck Rogers. Then TSR was saved, but due to a crazy contract with Random House, where TSR got paid for every unit of product shipped (not sold). Initially TSR did sell every copy that was printed, but as sales grew, they over printed copies of books deliberately. They were in effect printing money. They also didn't pay their printing house and eventually had to hand over the deed to their building to the printing company as payment. What did TSR do with their money? They wanted to get into comics and movies, so they poured their money into those areas with their west coast branch of TSR run by one of the Buck Rogers family members. They pissed off DC comics, one of their partners, when they started to print their own comic books, so DC comics killed their contract. They pissed off their best selling authors by paying them way less than normal, so their book authors left TSR. They pissed off Random House by threatening to go to other publishers and refusing to pay for over printed product that was sitting in warehouse space. Finally, TSR was sold to The Wizards of the Coast to cover their debt to Random House and the printing house (who still wasn't being paid and who refused to print any more product until they were).


Saturday (8/4/2018), 12-1pm

How to Have the Best RPG Session Ever
Presenters: Monte Cook, Monte Cook Games, LLC

Join members of Team MCG to get tips on having the best RPG session ever. There will be GM tips, player tips, & game stories with a positive spin.

This was basically a round table with Monte Cook and his crew basically selling their KickStarter. I felt the session was mostly content free and more of a sell job than anything else.


Saturday (8/4/2018), 1-2pm

Quickly Creating Interesting Characters to Roleplay
Presenter: Learn Larp, LLC

Short Description:Creating interesting characters that are both playable & meaningful takes more than just rolling stats. Learn how to make a robust character in less than 15 mins & enjoy the character arcs to come.

Offers a series of must-haves to create a dynamic and realistic character and a set of questions to ask and answer when making a new character. Taught by a writing professor and game designer, this presentation showcases shortcut creative writing techniques that can be used individually and in pairs or small groups to improve your character’s backstory, motivations, conflicts, quirks, and other traits that make them more playable, intense, meaningful, and dynamic. Includes samples of arcs you can have your character follow over short and long-term play.

This was a great lecture by an author. Loads of content vs some panels consisting of podcasters or LARPers just telling anecdotes.

Here are some tidbits:
1. Good characters contradict themselves.
They get tired, frustrated, make mistakes, they're never perfect all the time.
2. They have a past, present, and goal for the future.
3. They have a secret they want to protect, but bits and pieces must come out during play.
4. They must have a motivation. e.g. This is for my grandson.
5. They must have a goal. e.g. Live in a house by the seashore.
6. Must have a family structure. How were they raised?
7. They must have a weakness.  e.g. Misty eyed seeing the stars, it keeps them off their A game. But this is NOT a flaw, it just makes them vulnerable, but not destroy them.
8. Have a quirk. e.g. physical traits such as twirling or twisting their hair, won't use silverware, etc.
9. What makes them happy, angry, afraid, fall in love?
    What are their desires? (happy)
    What pokes or peeves them? (angry)
    What keeps them up at night or holds them back? (afraid)
    What would someone do to gain your approval? (love)
10. What just happened? Where are they going?

Character arcs:
1. Corruption: good to bad
2. Redemption: bad to good
3. Destruction: destroy themselves or their enemy
4. Resurrection and rebirth: rebirth and redemption
5. Fortification: strengthening arc.

Put the answers on a sheet of paper and then have player interview each other.
Have the interviewer ask questions about the character.
Examples:
  What are they proud about?
  How do they talk? Quietly, stutter, repeat themselves?
  How do they sit?
  How do they walk?
  How do they laugh?

External conflicts mirror internal conflicts.
And vice versa.


LARP was held in a National Landmark
Saturday (8/4/2018), 4-9pm

Redefining Pi
System: Delta Green LARP
GM: Aaron Vanek, Arc Dream Publishing
Players: 46/50
Ticket Cost: $46

You have been invited to a technological symposium at the Indiana Medical History Museum. Wonders, terrors, & betrayal await. Characters & transportation to & from the museum provided.

After given our characters and black light devices, we were Lyft'ed to the Indiana Medical History Museum. The museum decor was considered off limits, but 5 obvious props were seeded throughout the museum that we could interact with.

Part of the LARP included a reception (free snack food) and a lecture that didn't go as planned.
Lecture Hall

The location was amazing and the props were cool, but only one prop would have been instrumental in the mystery at hand. It would have been better if the props would somehow tie-in together.

In the end, we ran out of time and the building got surrounded by men in hazmat suits and automatic weapons and we were led out one-by-one to be "debriefed." That was the end of our time in the museum and we were gathered outside to be Lyft'ed back to GenCon.

I had fun, but overall, as a game, plot-wise, it wasn't very satisfying.

As a side note, I played a Delta Green agent and was leery of the various props. My partner and I watched as newbies poked and prodded the props. In retrospect, it would have been fun to stick my hand into the egg sac, but as an experienced DG agent, that would have been stupid.

Looking at some clues with black light.
One of the crazy gross props, an egg sac.

Saturday (8/4/2018), 9:45pm-3am

Schemata
System: Delta Green
GM: Shane Ivey, a private game for GMs who ran 4 or more games at GenCon for Arc Dream Publishing
Players: 5 (Jason F, Jason J, Thad S, Morgan Hua, Greg Stolze)

First draft of “Schemata,” a scenario that was funded by the KickStarter for Delta Green: The Labyrinth.

My DG LARP got me back on time, so I found the hotel that the private game was being held at and found that you needed a hotel room card key to activate the elevator. A successful Persuade skill check got me up to the room. I got to hangout with Shane and Greg (and one more person who's name I forgot, my apologies) for about 30 mins until the other 3 players messaged us that they were stuck downstairs at the Starbucks.

This was a great game. I had a lot of fun and the players were great too. I guess when you have experienced GMs as players you get a good crew of players. Though I know that not all great players are great GMs and not all great GMs are great players.





Sunday (8/5/2018), 11am-12pm

Pendragon Round Table
Presenters: Greg Stafford, Chaosium Inc

Join legendary game designer Greg Stafford (founder and chair of the board for Chaosium) & his guests for a "round table" discussion about the latest for the King Arthur Pendragon RPG.

Interesting panel about new developments for King Arthur Pendragon RPG. There's a new line editor and a few new products, so they'll be interested in submissions for publication.

Here's the full audio of the event: Gen_Con_2018_Pendragon_Round_Table_Panel.mp3



Sunday (8/5/2018)
KV's typewriter
For a Kurt Vonnegut fan, this was a very cool, small museum of 3 rooms. $8 admission with a short 10 minute tour explaining the various artifacts in the museum. www.vonnegutlibrary.org

Replica of his study where you can sit and pretend to write.
Rejection letter for KV.

Look! I'm a writer. 😎
The letter 'A' wasn't working on the typewriter.

Sunday (8/5/2018)

Soldiers and Sailors Monument
I climbed 331 steps up to the observation level and the view was meh. Several high rises were starting to block the view. Soldiers and Sailors Monument.

Next time, I should visit the Indiana War Memorial Museum, only several blocks from the Kurt Vonnegut Museum.


Monday (8/6/2018)
Hook's Drug Store Museum
I couldn't get a flight out of Indiana until Tues, so I went to the Indiana State Fair. Inside was Hook's Drug Store Museum.
Inside Hook's
Leeches anyone?
Award winning cows
Why does this goat have a star on its forehead?
Massive Farm Equipment
More Farm Equipment
Need a tractor?