Monday, January 18, 2021

Morgan's A Weekend with Good Friends Jan 2021 Most Excellent Adventures


A free online convention run by The Good Friends of Jackson Elias podcast.

This was a great online gaming convention. This is their second and they didn't quite get the new shuffler code ironed out yet, but the convention staff worked really hard managing signups with an electronic spreadsheet and discord messaging.

After the shuffler was done, I got into 3 games; all in the first two days. Not bad. Then people found out that they were double booked (I was too) and dropped out of games. And I think most people were top heavy in getting into games and as the days rolled on, more and more people dropped out of games. Some also didn't account for time zone conversions as players were from all over the world. In the end, I played in 7 games! (And I had 3 other non-convention games the same week, for a total of 10 games in 6 days).

I found the quality of the GMs and Players to be excellent.

I think I'll talk a little about GM style in this article. There are a variety of GM styles and depending on personal preferences, Players may like a specific GM style over another. There is no good or bad style, just different.

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Game Name: On a Wild and Savage Hillside
Game System: Trail of Cthulhu
GM: Scott Dorward#6426
Number of Players: 3-5 (diesel680, domjallen, P. Troilus, sodmikail, Morgan Hua)
Newbie Friendly: Yes
Age Minimum: 18+
Character Creation: Pre-generated characters will be provided. 
Time slot: Slot 1, Jan 14 8am PST (4 hrs)

Description: Rural Carmarthenshire, Wales, 1690. 

The Beddoe family keep to themselves, tending their farm peacefully. Of course, they have their secrets, but who doesn’t? A few eyebrows were raised when Griffith left the church, and loose tongues wag about Gwenllian being a foundling, but these are minor vexations. And now Margaret has a child on the way, after many years of disappointment. This is a happy time.

At least it should be happy. Events are conspiring to make the Beddoes confront the secrets of the land on which they live and the blood that runs through their veins. Is their family strong enough to survive, and will anything ever be the same again?

This self-contained scenario forms the opening of the upcoming campaign, A Poison Tree.

Content Warnings: Pregnancy, peril to children, body horror

Safety Tools: X-Card, Lines and Veils, Pre-game discussion

Due to the nature of Trail of Cthulhu, there was minimal die rolling, so most of the game dealt with storytelling and choices by PCs. The story is driven by events, external pressure, inter-party conflict and mystery, and character choices.

GM had the right balance of everything, getting the setting established early and the external pressures defined, so the PCs just have to react and have interplay with each other and the environment.

This was my favorite game of the convention.





Game Name: YKRPG - A Doll's House
Game System: Gumshoe Quickshock
GM: The Liar from Beyond#9621 (Daniel)
Number of Players: 3-5
Newbie Friendly: Yes
Age Minimum: 18
Character Creation: Characters will be created during play. https://theblackbook.io/
Time slot: Slot 2, Jan 14 12:30pm PST (4 hrs)

Description: You are French soldiers on the frontlines of an alternate continental war in the 1940's. Stationed in Dijon, the squad are called out to the area of Strasbourg to gather intel on the Castaignist forces that withdrew from a desolate farm area. 

Low on combat and fueled with reality horror and paranoia, this scenario welcomes a different kind of haunted house experience.

Content Warnings: Violence, gore, psychological horror, intensity.

Safety Tools: X-Card, Lines and Veils, Pre-game discussion

I have YKRPG, but have only read, played, run the first book, Paris, and I really wanted to try out the other settings. This is the second book, set in an alternate history WWI.

YKRPG hands out Red (Injury) and Yellow (Shock) Condition cards. If you rack up 3 of one color, you're either dead or insane. Each card describes the injury or shock and how to discard the card. See my review of YKRPG for details. So, injury and shock are descriptive with some mechanical aspects.

This game was very atmospheric. The GM was very good at intersplicing game mechanics with description. This worked really well for this game.

I enjoyed the game and game play, we had excellent Players, but I felt that random things were just thrown at us to react to and to hammer the PCs until we reached the climatic ending.

I've played in several WWI trench warfare Cthulhu-esque games before and they all seem to have random encounters that don't have a cohesive storyline. They wind up being a tour of the horrors of trench warfare. Even the movie 1917 had a plot of trying to get the message through to save the lives of others, especially a brother.

p.s. The Black Book website let us create Gumshoe PCs very quickly and is highly recommended.





Game Name: Cursed
Game System: Call of Cthulhu 7e
GM: diesel680#9263 (Al S)
Number of Players: 2-4 (John F, Matt R, Shannon M, Morgan Hua)
Newbie Friendly: No
Age Minimum: 18
Character Creation: Pre-generated characters will be provided.
Time slot: Slot 3, Jan 14 5pm PST (4 hrs)

Description: In modern Aylesbury, Massachusetts, a group of military veterans have built a good life for themselves and even found love and children. An encounter with a strange woman connected to their past threatens to take everything they hold dear from them. Players will be able to explore modern Lovecraft Country as they search for answers and their investigation presents them with difficult choices.

Content Warnings: Harm to children. Romantic relationships between player characters.

Safety Tools: X-Card, Lines and Veils, Pre-game discussion

GM set up everything early with daily chores, setting us in modern day pre-Covid with minimal descriptions. The game was about making hard choices. The decision making process was what made this game really interesting.





Game Name: Hope’s Last Day
Game System: Alien: The RPG
GM: iPwnedMSCS#8795 (Chris B)
Number of Players: 4-5 (Katonic, Shane M, Tristan N, Morgan Hua)
Newbie Friendly: Yes
Age Minimum: 18+
Character Creation: Pre-generated characters will be provided. 
Time slot: Slot 7, Jan 15 11am PST (4 hrs)

Description: Hadley’s Hope, jointly funded by Weyland-Yutani and the United Americas, has a “them and us” feel to it, with any visiting corporate folk looking down their noses at the colony’s laborers. Despite this, the colony has been developing well. There’s opportunity aplenty—and risk aplenty, too.  

Four days ago, a wildcatter named Russ Jorden was brought back, infected with something. He died, and some snake-like parasite disappeared into the guts of the base. Security has had no luck catching the thing, and somehow more people were infected. Rumor has it that some of them have died, and that there are more of these snake-things than Supervisor Simpson is admitting to. Simpson spoke over the intercoms, calling for calm.

Safety Tools: X-Card, Pre-game discussion.

This is the scenario in the revised edition of the core book. It's actually the final act of a 3 act scenario, so that it can be run in a convention timeslot. The game is set in the time period before Ripley and the Colonial Marines land on Hadley's Hope and find Newt.

This game is very cinematic and delivers Alien in spades. I think it helps that all the players have watched Aliens and are familiar with the setting. So, only minimal descriptions by the GM were necessary.

The GM had a good sense of pacing and knew when to throw things at us with enough foreshadowing that it wasn't a jump scare. Things ran organically.

My only issue was with the system. The type of Alien attack is determined by a random 1d6 chart. On extended combats, the limitation of this starts to show itself. Ineffective attacks repeat themselves a little too much on long combats. There needs to be a way to fairly escalate the combat on both sides, to end the combat sooner.

Overall, a fun cinematic Alien game that delivered what it promised.





Game Name: The Victim’s Ball
Game System: Call of Cthulhu 7E
GM: minauril#4994
Number of Players: 4-8
Newbie Friendly: Yes
Age Minimum: 16+
Character Creation: Pre-generated characters will be provided. 
Time slot: Slot 8, Jan 15, 3:30pm PST (4 hrs)

Description: The year is 1794. You're lucky to be alive after the Reign of Terror. Not that many were as lucky as you. You are invited to the house of Comte De Rochforte, where you've heard rumors that he has been holding the most scandalous parties, should the rumors be true. Tales of dancing, drinking, gluttony and... other unseemly things, too unseemly to be speaking about in public or private. Your invitation was quite specific on arriving in the most strange and scandalous attire. Come and join the Victim's Ball... if you dare.

Content Warnings: Existential horror, body horror and gore

Safety Tools: Safeword: Kiwi. Players can use this to pause or leave as needed for their health.

I enjoyed this game for what it was. The GM was monologuing about half the time. With 8 players, that left us with about 15 mins of play per PC.

I thought this was great entertainment and we ran the gamut of horrible outcomes. It felt like a radio play with a few choices made by the PCs, sort of like choose your own adventure with only a few choices, since we didn't have much screen time.

The GM kept track of the 8 PCs very well and we each got our outcomes. For a convention game, this is fine and dandy. Something completely different. But my personal preference would be more character interaction and more player agency. The PCs didn't know each other, so we're basically involved with our own goals and stories and nobody else's.





Game Name: Little Land of Ba'al
Game System: Call of Cthulhu 7E 
GM: daupo #8153
Number of Players: 3-5 (Island Boy, MissMoogle, Syd, Morgan Hua)
Newbie Friendly: Yes
Age Minimum: 18
Character Creation: Pre-generated characters will be provided.
Intend to record or stream: Yes, if players are interested in doing so
Time slot: Slot 14, Jan 16 6:30pm PST (4 hrs)

Description: In the early 1920s, a handful of intrepids respond to the last few letters of an acclaimed archaeologist who has fallen silent, following an exotic dig on an ancient island. 

Content Warnings: Dark and violent themes, possible sexual themes, religious themes, psychological horror

Safety Tools: X-Card, Pre-game discussion

The historical background for this game is fascinating. The exact location is revealed in the spoiler section.

I liked that the PCs were experts in their fields and were there to do a job. Also various odd things could be explained as either scientific or supernatural, so they could be taken either way.

Overall, a good game. One I wouldn't mind running myself.





Game Name: Waiting for the Hurricane
Game System: Pulp Cthulhu
GM: TenSoon's Shadow#6436
Number of Players: 3-6
Newbie Friendly: Yes
Age Minimum: None
Character Creation: Characters will be created during play.
Time slot: Slot 18, Jan 17 12:30pm PST

Description: A group trapped on an island off the coast of Florida during a storm.  People get kidnapped, a cult is at work, and all might be at stake if the investigators don't intervene!  Tired of investigations?  Looking for some good old fashioned shooting and explosions?  Then boy do I have the game for you! With absolutely no brain power involved this will be a great way to wrap up the weekend with some good pulpy action. 

Content Warnings: None

Safety Tools: Pre-game discussion

The GM told us to either pick pre-gens from dholeshouse.org or roll our own. So, I wanted to play a grown up version of Short-Round from Indiana Jones and I built a fast talking, dodgy, driving, hand-to-hand maneuver expert. Well, the GM didn't like most of our characters and made us pick pre-gens from Dholeshouse. We wasted 1/2 hour because the GM didn't quite get that Pulp is PULP and over-the-top. So, I picked Richard Fizzlebottom, a stuntman who was almost exactly like my rolled up PC except he had no social skills. So, I decided Fizzlebottom was more of a NYC type of guy, chatty like Cary Grant in His Girl Friday.

Our GM was pretty dedicated to railroading us and car tires had plot armor, and we got to the big ending. The GM seemed sleep deprived and a bit frazzled. His grasp of CoC 7th rules were a bit loose, loose enough for him to shoehorn us into the plot.

We had a great table of Players and they brought the fun to the game.