Thursday, September 06, 2012

Morgan's Celesticon 2012 Adventures

Again, a new trend in gaming conventions: pre-registering for games before you show up.  I was able to pre-register for all the games I was interested in and I got into them all. Woo-hoo!  I didn't even use my GM priority slip.

The selection of RPG games at Celesticon seemed a bit slim, very few seemed interesting. This year Shannon opted to play multiple games of the Battlestar Galactica board game and only played in one RPG and ran his King Arthur Pendragon (RPG) game.

There were lots of board games and on a large table, someone was setting up Rick’s Scenics Presents Jurassic Park – The Game. A real kick-ass layout of Jurassic Park. The attention to detail was amazing.  They were even putting down tall grass for people and dinosaurs to hide in.
A project 65 million years in the making: Rick Schuldt presents his 28mm Jurassic Park miniatures game with all the spectacular terrain players have come to expect. Can you survive Chaos Theory and escape from an 18-foot table representing Isla Nublar alive? Hiding in the restroom is not going to work … and it’s also a good idea to avoid the Velociraptor paddock. Be very careful if you see torn down fences with red blinking lights. Are those big foot prints and why is the ground shaking? Did I mention that Spinosaurus eats just about anything? Terrain will include the helipad and interiors of the park control center, DNA embryo lab, maintenance garage, and power plant. Plus you’ll see special vehicles and lots of Rick’s dangerous jungle!
Wow, I would have loved to play in that game.  Run from the dinosaurs.  Hide in the restrooms.  Cool.

Celesticon is one of the few gaming conventions where you can get into almost any RPG game you want to play in. I always hear complaints about KublaCon and DundraCon and the enigmatic shuffler.

The downside is that games that should be full wind up less-than-full and some games are cancelled due to lack of players.

At the closing of the con, they have a raffle and they hand out lots of prizes.  I won 1989: Dawn of Freedom, a new 2012 boardgame. Retails for $65.  I also got won GURPS: Banestorm from Nathan Hanner's game.  Retails for $35.

This time I saw a pattern in the games I played in, so I'm going to focus on GM mistakes.

Minimum spoilers below about the games I was in.

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



Sat 9am, Tom Vallejos's These Are The Voyages... (GURPS) 8 players.
Space travel in the Napoleonic Era! Join the crew of the USS ENTERPRISE, to explore strange new worlds, to seek out new life and new civilizations... To boldly go into that newly acquired Interstellar Region known as the Louisiana Sector! Beginners Welcome! Knowledge of Early American History and the Napoleonic Era is NOT required, but it will help you understand in-jokes, ad-libs and other surprises. Prizes by Steve Jackson Games!
You know, I think this game is the inspiration for the Celesticon cover.  It's sort of 2-for-2 for me.  Last year, I played in the game that was the inspiration for that year's Celesticon program cover too.

We only had 5 players.  One was the GM's wife.  The conceit was interesting.  We were the Louis and Clark expedition, but instead of looking for the Northwest Passage in a canoe, we were in a Steampunk Spaceship looking for the Spinward Passage.  Instead of villages, we visited planets.  Since our Steampunk Spaceship was more like Space 1889 than the Enterprise we had to stop to resupply as we explored.

What made the game a lot of fun were the players. We did a lot of Star Trek jokes and White Men "discovering" and taking credit for whatever the natives had already known about.

In this instance, it was the players that made the game a lot of fun.

There were some GM mistakes that made this less than a stellar experience.  The GM mistake was what I call "It's so cool, I gotta railroad you to the cool bits."  Details in the spoiler section.




Sat 4pm, Nathan Hanner's Wild Weird West: End of the line. (GURPS) 7 players.
The Wild West investigators have been accused of attempted assassination. Can your team of mad scientists, gun slingers, and monsters clear their names before the real assassin finishes the job?
I had a really good time in this game.  I played a Voodoo King who was the party's healer and nobody messed with me.  The game was mostly action and reaction.  There wasn't much of an investigation.  At the end, most of New Orleans was destroyed and we think the Bad Guy died, but who knows?

You know, we never did get accused of the the attempted assassination.  That plot point never really happened.  We actually caught the assassination in progress and stopped it.

The only minor GM mistake is what I call "I gotta make it exciting, so the impossible is going to happen.  So, ignore the man behind the curtain."  Details in the spoiler section.




Sun 10am, Richard Taylor's Bad Times at Dunwich High. (Monsterhearts) 4 players.
Players will take on the roles of the messed up teenagers of Dunwich. This game is pretty much a standard Monsterhearts game, just with a slight Lovecraftian twist as they learn the truth about their town and their history.
Characters will be created at the game.
Only 2 players showed up (which includes me)  -- a surprise because Rich said that at the first session had too many players and he had to turn some people away.  For a Player interaction game, having only two players really sucked.  Also Rich showed up late because his car had broken down and his promised ride bailed on him, so he had to arrange for another ride.  Anyway,  Rich dropped onto the table 9 "skins" or character templates and let me and the other player pick one character.  I was surprised by the variety of templates.  Once we picked a template, the other templates were taken off the table.

I picked "The (Hive) Queen" who's interaction is that she distrusts and fears another player.  Well, with 2 players, it has to be the other player.  The other player picked a "Hollow" which is a Frankenstein character who's socially inept.  Well, that kills a lot of character interaction.  We actually had to work to get the two PCs to interact.

One issue is that I wanted to interact with the other "skins."  Well, they were taken off the table and it was just the two PCs and various NPCs who didn't fit the templates.

I'm surprised that Monsterhearts only takes 2 to 4 players with one GM.  If I had a choice, it should be 8 players, all populating the High School.  Or at least the unpicked templates should hang around for us to interact with.

For some reason, I have problems with both Apocalypse World and Monsterhearts.  I've had pretty bad game experiences with both systems.  The sex moves seem like a gimmick and there's something wrong about playing high school kids who have underage sex.

I also had a stress-free high school, so playing high school angst just didn't do it for me.

GM mistake:  Not showing up on time (though not really his fault) and not removing the templates that reduced interactions between PCs.


Sun 9pm-3am.  Morgan Hua's Carnival Magic - A Haunted Cruise Ship. (Dread). 6 players.
The 130,000-ton Carnival Magic featured 1,845 staterooms plus 746 crew staterooms making her capacity at 6,000 passengers including crew.
http://en.wikipedia.org/wiki/Carnival_ Magic

http://www.carnival.com/cms/fun/ships/carnival_magic/default.aspx
The Magic vanished on November 2011 on route to the first season's Caribbean Voyage with all its passengers and crew. The area it disappeared in is known as the Bermuda Triangle. http://en.wikipedia.org/wiki/Bermuda_Triangle
After a week of frantic air and satellite searches, the Magic re-appeared during a tropical storm. Generally storms in the Caribbean run from June to November and peak in mid-September. The Magic emerged with a mayday broadcast at Midnight local time. The storm is preventing any type of coordinated rescue effort.
The Mayday message contained some information kept from the public, but the circumstances of the Magic's disappearance raised enough of a concern that your elite investigative team will be helicoptered in. It was determined that though it is dangerous -- the whole team could be lost en-route during the storm which is turning into an unseasonal hurricane -- it is a necessary risk. The team was given necessary papers and briefed en-route to the Magic. You've been told that the standard communication equipment for contacting HQ may be unreliable in the storm. The helicopter will not return to it's point of origin having only enough fuel to get out of the raging storm and be ditched into the sea. The pilot will be picked up by a rescue ship.
Good luck and safe journey.
I was worried because my game ran from 9pm to 3am.  I made the mistake of not specifying any preferences.  I would have never guessed that games ran to 3am (or 4am for Bryan Hitchcock's game).  Holy smokes.  With the games not filling up, I was worried about not getting enough players.

After the Monsterhearts game, I had lots of hours to burn before my game.  I dropped by Matt Steele's A Murder of Crows and found that he only had 1 player.  I volunteered to play, but I would have had to leave at 9pm to run my game.  We chatted for an hour and no new players showed up.  2 players were too few for his scenario, so he cancelled the game.

The bright side was that Matt's game room had a wide-screen display and my game room, next door, didn't.  I was able to move my game into Matt's game room.  Matt with nothing to do, got on the waiting list for my game.  He was automatically in because Frank Figoni had pre-registered for my game and he had an auto accident and was unable to attend the convention.  I was actually going to play in Frank's game, Calling All Stations, This is Attu!, and was surprised that it was cancelled when I showed up Sat morning.  I had ran into Shannon later and he told me about Frank's accident.  Matt also gave me a heads up that he couldn't stay to the end but would have to leave at 2am.

I checked out the audio visual and found out that when I tried HDMI (I brought a HDMI cable), the display didn't work properly (display artifacts) and I couldn't pipe in sound to the TV.  The provided PC cable worked though, so I adjusted the sound volume on my laptop.

I set up at one end of the table, didn't like the setup, and then moved to the other end.  I double checked my notes and then waited to see if I got enough players.

To my relief, at 9pm, eleven people showed up for my game including all 5 pre-registered players (actually 4, the 5th showed up about 9:12pm).  One pre-registered man thought his wife was queued on a "waiting list."  They both wanted to play, but I had no extra openings, so he gave up his spot and we sent them next door to Bryan Hitchcock's game which was short of players.  A number of non-players asked if they could watch and there were no objections.  Two of the non-players (watchers) actually got to play -- but I'll get to that later.

Picture by Matt Steele
An hour and 45 minutes into the game the tower fell the first time.  The game ran the full 6 hours and we ended the game at 3:07am.  There were 3 instances of player vs player.  4 characters died.  We took minimal breaks, only long enough to rebuild the tower.  My main problem was that the last time I ran this game, we finished early.  This time, it went perfectly.  Even the ending was amazing.



After a "good" death, one of the players let one of his watching friends play.  His quote was, "It started with Horror, then it got Awesome." and he wanted to share the awesomeness with his buddy.

When another character died, the other watcher got swapped in too.

After Matt Steele had left at 2am, one of the swapped out players took over Matt Steele's Uma and wound up saving Newt at the very end.

One of the players told me, "This game made the whole Convention for me."

The next day, I ran into two of the players (separately), one was one of the watchers who only got to play part of the game, but he kept on thanking me and shaking my hand.  The other player also gushed over the game in front of the Celesticon staff.  Hey, maybe I can get the room with the big wide-screen display next time?  And can I have an end time at midnight?  It's been two days since the convention and I'm still suffering from the sleep deprivation.  (Yes, Matt, I really understand your 2am bedtime, but you missed the climatic ending. :-)

Matt inspired me; he said he would continue running his Cthulhuporn game until interest in it wavered.  He has run that game at DundraCon for several years and people still queue up to get into that game.  I was going to retire this game after Celesticon, but now I feel I should continue running it.

My GM mistakes:
1. One of the players started shinning a laser pointer at the blocks to distract another player.  I was wondering what was going on and didn't do anything about it.  Later, that same player started waving his hands in front of the other player, trying to distract him and making him collapse the tower.  What the heck?  I then called him on it and he stopped.  I should have stopped it earlier.  I actually thought they knew each other -- because he didn't do this to any of the other players.  Well, I spoke with the guy the next day and he told me he didn't know any of the other players.  Um, that's pretty immature.

2. I should always ask for a midnight ending time and access to a wide-screen TV (if available).



Sun 10am Michael Garcia's The Monday Edition.  (Don't Rest Your Head).  4 players.
You have spent this entire con fighting back sleep, not knowing what dangers lurk just beyond your half-lidded gaze. In the mirror the Eyeless Mother smiles at you. Her gaze is empty and black. Blink and she disappears, but she's never truly is gone.
At the bar, a dapper gentlemen calling himself Mr. Lived buys you a drink and seduces with fame, glory, and power. You are not sure what his game is, but you are so tempted to play.
These and many more are the denizens of the Mad City. They have come calling, hungry for your imagination, craving your dreams like a meth-head craves crank. If you falter they will have you and you will know a fate worse than death. However, if you press on, the world is yours to do with as you please.
Come and play a game where your exhaustion is a virtue, insomnia is empowerment, and your imagination gives you godlike power.
Mike runs two of the best Don't Rest Your Head games:  White Chapel Fiend and The Tower.

Seeing Mike run a Don't Rest Your Head game au naturale was going to be interesting.  From my experience Wilson Zorn is an expert at running Don't Rest Your Head au naturale.  I've played in other Don't Rest Your Head games and they tend to be Looney Tunes on acid without much depth.

Only 3 players showed up, but we were able to get a 4th player who showed up just after we created our characters.  We played created some stereotypical gamers:  CCG power gamer, LARP goddess, Newbie RPGer girlfriend, and a way overweight miniatures wargamer.  What was funny was that most of our characters were some sort of loser.  After we created our characters, Mike needed 30 minutes to come up with story arcs for all our characters, so we took a break.

Everybody's characters was pretty interesting and we all got our introductory scenes.

The game went pretty well, but the pacing was slow in some spots and I felt the game went a bit long.  At the end, we were just rolling handfuls of dice to beat the Big Badie.  That just lacked impact.

GM mistake:  "Everybody should resolve all their story arcs.  And I, as GM, should figure it out and do it all alone.  I am GOD."

I think Mike worked too hard to try to make and complete 4 separate story arcs. I think we could have just started without his 30 minute thinking-break.  We would have discovered the resolution to our own foibles organically.  I've run A Penny for My Thoughts multiple times and no matter what messed up beginnings we start with, we always wind up merging into one coherent story line.  It's natural to go that way.  Also it's an organic growth of collaboration between the Players and the GM.  With Mike trying to figure out the story arcs himself, in a vacuum, it's less organic and more forced.  As GM, he should write down his ideas and only apply them when appropriate.  Have confidence in your players.  You also run into the danger of the Players not cooperating with your grand plan.  Best to have possible destinations, but not a detailed map.  Everybody would be happier that way.

Wednesday, May 30, 2012

Morgan's KublaCon 2012 Adventures

This year I pre-registered for games a couple of weeks early.  This was great because you don't have to stand in line trying to register for games.  Except I forgot what games I signed up for and when I went to see what games I might have signed up for, KublaCon had taken their signup database offline and took it to the Con.  What the heck?  The good news was that the Shuffler Gods were good to me and I didn't have to update my signups and things turned out pretty good.

Minimum spoilers below about the games I was in.



Friday 6pm.  Badger McInnes's The Mystery of Flight 101 (Call of Cthulhu).   Scheduled for 6 hours.
August 16th, 1942. The U.S. Naval Blimp L-8, on routine patrol mission off the coast of California, disappears for 3 hours, then is sighted flying over the beaches south of San Francisco. Why was radio contact lost? And what happened to the crew? Your orders are to find out what happened.
An interesting game.  Events were actually based on historical events in the Bay Area.  Spoiler Link Here.    Badger found pictures from the actual incident and people too.  I really enjoyed the game.

I think the players were too smart for our own good.  At one point, we had the opportunity to explore a specific area, but we concluded that it was unnecessary and bypassed a chance for excellent role-playing.  My character was claustrophobic and in two instances was able to avoid entering specific areas.  The other players thought I was just playing it safe -- no I was claustrophobic and didn't want to expose my weakness to my fellow men in uniform unless I had to.  I actually was trying to figure out how I was going to play out my claustrophobia when the party changed their mind and didn't enter the enclosed space.  It was a tremendous relief for my character, but I lost my chance for playing out a dilemma of either following my orders or my fear.



We triumphantly finished the game 2 hours early, but I think it was because we actually skipped that one area.  Two characters died as heroes and got medals posthumously.



Sat 9am.  Sean Jennings's Seppuku is Always An Option (Legend of the Five Rings).  Scheduled for 6 hours.
Doji Norichi and his faithful retainers discover a plot against his father - a daimio in the Crane Clan. Can the second son prove his worth and honor?
I've only played L5R twice before and both times run by Travis Smalley.  I wanted to try out L5R with a different GM and see how it would be run differently.  One key element in L5R is Jade and Taint.  Think of Taint as a corruption that turns you evil, Jade as a magical gemstone that can absorb or battle Taint. This game did not touch on this subject at all.

This game had an interesting structure.  We actually had a big battle in the middle of the game.  There was a big surprise soon after which I really enjoyed.  We started to run late, so the GM sped up some of the final battle scenes and he actually just narrated the last boss battle and we wound up finishing 1 hour early.   Because we had a big battle in the middle of the game, I didn't mind missing the last fight, but skipping things and then finishing an hour early felt wrong.  Though if we did do the combat, we would have run over our allotted time.

One bad thing was that we started with 7 players (the GM let an extra person play) and by the time of the boss battle, 3 players had already left the table to do other things.  One character decided to stay in the village while the rest of the party went to search the hills.  A combination of perceived tight timing and circumstance made it so that one character only arrived after the big battle.  So, he was a spectator with nothing to do for at least an hour -- waiting for his big moment that never came.  That player didn't return after a short break.  I didn't blame him for leaving, but who's fault is it?  The GM's for not giving him something to do in the village or the player for splitting up from the party?  Or the GM for not hinting that the character should stay with the group?

I think flagging energy did the game in.  Throughout the game, people kept on answering their phones -- while in  the room.  Hey, I can hear you when you're 15 feet away talking into your phone -- why don't you go into the hallway instead, you Bozo?  One telling detail was that the GM said that exploring the characters' reaction to the big surprise was what he was really interested in, so once that was resolved, the GM didn't seem that engaged either.  I think a lack of awareness of the players' level of engagement with the game made it a bad experience for the people who left the game.



No characters died, but 3 players disappeared.



Sat 5pm.  Morgan Hua's The Carnival Magic — A Mysterious Cruise Ship. (Dread).  Scheduled for 6 hours.
The Carnival Magic, a cruise ship, disappears on its maiden voyage in the midst of the Bermuda Triangle and reappears a week later in the midst of a hurricane. It had broadcast a mayday signal that was kept from the public. Your elite team is sent in to investigate.
I had run this at BigBadCon and it took 6 hours.  This time I remembered a few things I forgot to throw at the players the first time I ran it.  There was even some player vs player combat.  The players actually covered more ground than than at BigBadCon.  But they finished the game in 4-1/2 hours.  What the heck?  How did that happen?

Let's go over the game timeline in order to figure out what happened

I ate dinner at 4pm and started to set up things for the game.  I moved some furniture around and then discovered I had forgotten to bring the insanity and reward tokens, so I started making substitute ones out of paper.

At first I thought about asking people to turn off their phones, but then it was Dread and having a phone ring while someone was drawing would have been great, so I decided not to do the phone speech.  Unfortunately, nobody's phone rang during the game, or at least they were on vibrate. 

By 4:45pm, I had 6 people wait listing my game.  I was told that two people had their names crossed out on the list downstairs, but how do you know it is official?  I did know that Gil was playing in an earlier game that conflicted with mine (one of Dovi's Star Wars games -- if I wasn't GMing, I would be trying to get into that game too), so I had one confirmation.  But I didn't want to be in the situation of dropping someone and then finding out that they were showing up.  By 5pm the 4 confirmed players had already arrived early.  Most games waited 15 minutes to start.  Since I had 6 extra people and only one potential no show, I made a decision to admit the first two on the wait list and if that one person did show up, I would admit that person as an extra.  I didn't want people to hang around 15 minutes for no reason at all. So, I started the game at 5pm sharp.

After the tower fell the first time, I generally have a break for people to get some food.  This happened at about 1-1/2 hours into the game.  Most games take a 1/2 hour break for food.  But nobody wanted to take a break, so we continued with the game.

So, the lack of a 15 minute cut-off and a 30 minute food break might have accounted for the shortened game time.

At the 3-1/2 hour mark, a major part of the game was completed and the tower had just collapsed, so pulling had become easier again.  There was just one major encounter left, but there was no way to build the tension up to where it was at the 3-1/2 hour mark without a giant lull.  It would have been anticlimactic and artificial to just throw things at them to try to unsteady the tower.  I can also feel the tension in the room completely deflate with the newly built tower.  So, I let the game play out naturally.  I also felt tired, maybe due to the sudden cliff from the adrenaline rush from the previous tower collapse.  Maybe I should have called for a short break at this time instead of continuing right after the the tower was rebuilt.  It would have given me time to think about what else to throw at the players.

So, what is better?  A game that fits the allotted time slot, but maybe emotionally unsatisfying or a tightly paced game that ends earlier than scheduled?  The problem is that these games aren't like movies where every game is the same.  So, their nature is not as predictable as we would like.  From my experience, I do like to finish games completely vs having the ending be narrated.

The tower fell 3 times, 4 characters died and 1 player left the game.  A few hours into the game, three characters were drawing on each other before the tower collapsed.  One of the players wanted to leave the game, so he actually collapsed the tower to kill another character before leaving -- which was actually ok since this game was designed for quick character generation and we had more than enough players.



Sun 10am.  Sheila Mitchell's An Illegitimate Glitch (Unhallowed Metropolis) Scheduled for 6 hours.
After his entire family was brutally slain in an animate(zombie) attack, Lord Henry Piermont was obsessed with finding any illegitimate children from his family line. The only problem is the child he found has gone missing from the orphanage where he had been placed. Lord Piermont has gathered a team together not knowing where the trail may lead.
Sheila, the GM, was in my Dread game and was also going to play later in Duane and Will's Unknown Armies game.  I love the setting for Unhallowed Metropolis. The game was revised in 2011 and the mechanics are much better.

Unhallowed Metropolis is London shrouded in smog and steampunked up.  Zombies roam the streets and the Deathwatch slaughter those who roam the streets if there's an undead breakout.  The rain is acidic, so characters wear rubber pants and gas masks.

I think I forgot to mention that Sheila played Dread with one arm in a sling.  I was a rat bastard and put the tower in the exact center of a large round table -- to make it harder for everyone to reach, but that made it really difficult for her.  She was a pro and was only one pull short of gaining a Reward token (she did 5 in a row to save party members which was pretty amazing.)  Unfortunately in Dread, one pull short means you didn't make it.

In this game I played a half-human/half-vampire Slayer that was more kick-ass than Blade because this character thought range weapons were for wussies.  Jack was in this game and he played a Doctor with no combat skills.  At one point, Jack said, "I wished I picked your character."  Well, the character's name was Morgan and I was named Morgan and I happened to wear a Dracula T-Shirt that day and I made AWESOME rolls through out the game.  I was so bad-ass that when we ran into a vampire on a pile of bodies looking down on us as fresh meat, I fed him a stake before he blinked.  No Blade for you Jack, maybe next time. But Jack and I both got the Kubla prizes: me for slicing and dicing and Jack for role-playing -- hey what else can you do when you have no combat skills.  :-)

The game ended 1/2 hour early and no characters died and nobody left the table.



Sun 6pm. Duane O’Brien and Will Robot's The Island Of Misfortune (Unknown Armies). Scheduled for 6 hours.
You couldn’t have been more excited when you were selected to compete on a reality survival show. Now you’re just praying you can make it out alive. This Unknown Armies game is a horror game for mature audiences.  Characters will die. It’s not going to be pretty. Two GMs to keep the table hopping. Characters will not be mages.
The best game I've played in at KublaCon 2012.  I heard that Duane and Will's Putrescent Seven was a very, very good game, so I was very happy to get into this game even though there was a chance I would be offed before the game ended.

I've never seen duel GMs before.  Duane and Will worked really well together.  One can continue to run the table when another is outside working with characters who have split off from the party.  They can also confer and make balanced decisions when unexpected things happen.  Two heads are definitely better than one.  There were a fair number of breaks when Duane and Will had to confer when we threw them for a loop.

Though the game description sounds like a meat-grinder-fest, The game gave characters very tough moral decisions.  We had an excellent group of players.  I think when the first character died two hours into the game, my role-playing went into high gear because at that time I decided that the criteria for being whacked was the quality of your role-playing.  Play for the cameras or you're off the show.

There were a lot of very good moments and twists and turns, but I don't want to put spoilers here as Duane and Will will run this several more times.  Again, my die rolls were on fire and I made many critical rolls.

In the end all but one character survived (it could have easily been a TPK).  7 characters died, one player left the table.  And the game ran 2-1/2 hours over the scheduled time.  I didn't leave until after 3am.  Thank God for Kubla candy girls -- I needed that extra sugar pick me up after midnight.



Mon 9am.   Richard Ashley's The Man in the Ceramsteel Mask (Fading Suns).  Scheduled for 6 hours.
Find the missing noble before it’s too late! A “whodunit” for the Fading Suns world.
Richard was one of the contributors to Fading Suns.   I had arrived early since it took me a while to calm down from Duane and Will's game and I woke early and decide to just get some breakfast before Richard's game and then not finding any, so I just decided to lay down on the couch, try to nap, and wait for the game to start.

The bad news was that only 4 of 6 seats were filled.  At 9:00am I was the only player and Richard arrived 1/2 hour early since he had to check out of his room.  But since Richard was a contributor, I got to ask him many questions about the world and he had answers for all of them and in detail.  He was running the same game twice in order to promote the upcoming v2.5 of Fading Suns.

At first, I was skeptical as he starts telling me about the world and it sounded like a mish-mash of Star Gate, Dune, Babylon 5, Star Trek, Star Wars, Feudal Societies, Fallen Empires, Hyperion, Blade Runner, etc.  Then he starts telling me how this all works and that was where the magic comes in.  The rationale for all of this really works and they had to create some really interesting stuff to glue it all together.  The world building lets you put together a mish-mash of whatever Sci-Fi world you like into one city.

In this world, one of the major religions decreed that technology was evil, so the poor lived feudal lives while the rich, who can afford to be absolved used high-tech. The rich are nobles and the poor are either serfs, servants, or freemen.  A printed or xeroxed piece of paper carries the taint of evil, so books are hand copied by Monks instead.  Since technology is evil, most of the available weapons are hand-to-hand weapons like swords. The rich carry guns, but each bullet may cost a poor person a year's food.  But personal shields are also available that will stop high-energy and kinetic attacks, but not slow weapons as in Dune.  The shields have limited charges, but can be recharged.  So, in personal combat, a shield can save you from guns, but not a knife.  But armies can still kill you as their rapid gun fire will quickly drain your shield and then kill you.

There are jump gates like Star Gate and Babylon 5, but they are ok to use since the creator of the religion died jumping through one of the gates and blessed all of the gates with particles of his blood and body.

The city we were in had 8 major towers several thousand stories high.  Each tower was several acres in cross-section.  There was one air purifier in each cardinal directions, but only the North air purifier still worked.  Terra-forming increased the oxygen levels so that you can breath at the higher altitudes.  The richest people live at the top of the Northern-most tower.  The poor burn wood and coal in stoves, polluting the air.  There are walkways between buildings and towers and the rich ride in aircars.  At the bottom of the North tower is an artist colony, where the rich go slumming, whereas the real slum where no one wants to go is the bottom of the Southern-most tower where it's full of rusted out cars,  pollution, humidity, and crime -- like parts of the 5th Element.  The city is broken into 9 sections, not just uptown and downtown (a 2D reference), but in a 3D sense.  Upper parts of several towers make Uptown (or High-town).  Mid-town is slices of the middle of several buildings.  And the bottom is the Undertown.   Since technology is evil, new cathedrals, built of stone, are sometimes found on top of a Tower -- picture Notre Dame on top of the World Trade Center.

At 9:10am, I was 1 of  2 players.  I picked a deacon that whose whole body was horribly scarred from a bio-bomb that wiped out his village.  The other player couldn't decide between a dilettante-fop and an easily distracted psychic.  He really thought the fop would be fun to play but useless.  I urged him to play the fop.  He picked the psychic, then proceeded to be useless.  I had to drag his character wherever we went and I had to lie to him in order to get him to go anywhere and I had to repeat what had been told to me repeatedly -- even though his character was in the room -- since he spent most of his time staring at the wallpaper.  I was ready to kill his character after an hour of playing.

During the lunch break, I chatted with the GM about my frustration and when the player returned we were able to convince the player that a high ponder stat meant that he was more like Sherlock Holmes where he sees details and delves into their significance, and not space out like a drugged out flower child.  At that point, it got much better and the story actually started to take off and the GM started to do different voices for various NPCs and there was action, sex, violence, comedy, poetry readings, illegal tech, and we actually found the missing noble and the person who was responsible.

No characters died, no players left the table (though I was close), and we actually finished 1 hour over the scheduled time because we spent probably 3 hours talking about the world.

Tuesday, December 13, 2011

Morgan's Dead of Winter 2011 Adventures

This is the 3rd Annual Dead of Winter Horror Invitational.  I had gone to the 1st event several years ago.  The idea behind Dead of Winter (DoW) is to focus on horror.  When I had attended the 1st Dead of Winter, I had a blast.  The hotel was a wreck and the trip to the Brookdale Lodge was like the opening to a horror movie (The Shining).  Many things went wrong, I but I had a great time.

Since this convention is focused on horror, I will try to explore what that means.

Minimum spoilers below about the games I was in.



1. Sat 11am-3pm.  (game ended 2 hrs early) Bryan Hitchcock's Camp Wicakini (Savage Worlds Horror).
The counselors at Camp Wicakini didn’t sign up for pissed-off spirits and zombies, but that’s what’s in store for them in this Slasher/Zombie homage. Got brains?
The game was fun, but the scenario lacked sufficient story.  Basically, we had camp counselor hijinks, horrible things happened, and we all died.  I don't know if there was any solution to our predicament.  The hostile force just chased us and mowed us down.  There was no clue as to how we could defeat the hostile force.  I was actually hoping for an act 3 where we would combat a greater evil once we were all turned -- and we had 2 more hours left to play.  But that wasn't the case.  Bryan had created ID cards for all the camp counselors which were our character sheets, printed a beautiful color map of the camp site, and created magnetized character pogs.  Great props, but I felt like we were in one of those big budget movies where they spent all the money on special effects and forgot to spend a bit more on the script.

So, was this horror?  There were horror tropes such as dead bodies, undefeatable evil,  over-sexed teenagers, misbehaving camp counselors, and indifferent adults.  The shock of "Friday the 13th" comes from the unexpected and gruesome deaths.  This taken to the extreme are the "Final Destination" movies.  But this is shock horror, akin to throwing a cat in your face, a quick adrenaline rush, but quickly forgotten.  So, it does fit in the horror genre, but it was Hollywood teenage slasher horror, not something deeper that mined the psyche.

Once upon a time, I played in a Cthulhu game and we complained that is wasn't scary enough, so the GM took it into his head to start killing characters.  Well, my response is, that isn't horror.  I can kill droves of characters in D&D and it wouldn't be horror either.

The scariest moment for me in the game was when some characters found a blood trail and had to follow it to a refrigerator.  I wished the game proceeded to crank up the spookiness, but instead it headed into action, so all the creepiness switched to action.  I found that certain descriptions and situations create a horror atmosphere.  Having just a dead body laying on the ground isn't very scary, but a blood trail from a body having been dragged around a corner is -- and having to follow it because you cared about that person and wanted to know/not know what had happened to that person.

The game ended with a TPK (total party kill).



2. Sat 7pm-1pm.  Gil Trevizo's Black Site (Delta Green)
There’s a black spot on the map, a dark corner of a war of shadows. The black site is older than this war, its concrete walls having borne witness to “sharpened interrogations” and “dirty work” long before the CIA arrived with its “Human Resource Exploitation.” Its gates are never opened, and the men in black hoods and orange suits taken out of Gulfstream jets and marched inside never see sunlight again. After tonight, neither will anyone else who remains inside the black site.
Gil's game started off a bit slow.  We had a lot of material to cover.  Gil did a lot of research about rendition sites and interrogation techniques.  Since we worked as interrogators, we had to go over all the material. There were two solo scenes where I got to run one mission by myself and Bryan H. ran another.  That left the other 3 players as spectators.  Eventually, all the characters wound up in the same location and all hell broke loose.  But I felt that the setup with solo adventures just left all the other players out in the cold.  It would have been better if each mission required multiple characters -- that would have kept all the players involved -- or have the players play the NPCs temporarily.

Gil tread the thin line of realism and torture porn and was able to stay on the correct side of the line.  This is where the horror came in.  Do you do what you know to be wrong as a human being?  Would you buck the system and be punished for it?  Would you do bad things for the greater good?  People tell white-lies to smooth situations over.  Does this extend to torturing people to save lives?  What would you do?  What would your character do?

The best two moments for me in the game were:
A. The Mexican standoff between various characters as the situation started to go out of control.
B. Hearing June G. select torture elections like items from a Chinese take out menu:  I'd like a cold room, no lights, white noise, sleep deprivation for 60 hours, shackles, and maybe some light slapping.  And this was for a prisoner that they "knew" was innocent.

The game ended with a TPK.

The horror, the horror...
                          -- from Apocalypse Now



3. Sun 10am-4pm.  Eric Zimmerman's Strings Attached (Little Fears: Nightmare Edition)
Mumble Monsters, the latest craze sweeping the nation. Robby Winthrope, the kid who has everything was the first to get one. Now everyone is getting one. It’s the only thing on your Christmas list. They’re cute and adorable. And they talk to you at night. The puppets just want love and warmth. And they’ll rip it out of you anyway they can. Hey, does anyone know why Robbie’s been absent?
This is one of those games where the players made the game a wonderful experience.  I thought everyone was Excellent (as in Bill and Ted).  I played a kid obsessed with cowboys and wore a cowboy costume even to school  -- his name was Budd America and he was born on the 4th of July.  June G. had the smartest 6 yr old in the world -- she was able to hack into the Toys R Us inventory and billing system.  She was smarter than all the other characters put together.  Patrick I. was the soccer jock who got into 8 fights in 2 days and sent to the principal's and nurse's office multiple times per day.  Tom I. played the responsible 11 yr old, our voice of reason.  Nik G. played the angry kid who was most likely to grow up to be a drug dealer-- "Wanna buy a Ho-Ho, buy a Ho-Ho for a dollar?"  My favorite was Kris M.'s not-so-bright big/outcast kid  -- the big quiet kid who could beat the crap out of you and threw snowballs loaded with rocks.

The plot was pretty simple.  The kids want the latest expensive toy even though they may be dangerous exactly like Ralphie in "A Christmas Story" who wanted the Red Ryder BB Gun and everybody tells him, "You'll shoot your eye out."

The game was a lot of fun and definitely a G rated movie, appropriate for everyone.  Was this horror?  Was "Bride of Chucky" horror?

The game ended with a ZPK (Zero Party Kill).



4. Sun 6pm-10:30pm. (game ended 1-1/2 hrs early) Morgan Hua's Dread of Winter Horrible Invitational (Dread)
You are invited to the First Annual Dread of Winter Horrible Invitational located in the Brokedown Lodge — so poor and rundown it can’t afford an “N”.  You arrive at night during a thunder storm.  There are five tables in a log cabin with seven people per table – you sit at the one with the unnatural cold spot.  A roaring fire burns in the gigantic fireplace that sends smoke into your eyes. The power goes out. Despite all of this, you begin to play a game and everything starts to go wrong, horribly and dreadfully wrong, and there is no escape from the Brokedown Lodge.
Modified Brookdale Lodge Sign
At the first Dead of Winter, I thought The Brookdale Lodge would make a great setting for a horror game.  People told me all their horror stories as we traded war stories about broken toilet handles, holes punched into walls, defective wiring, missing urinals, soggy carpets, moth-eaten sheets, mattresses that tried to eat you like in the movie "Nightmare on Elm St."  You can almost see the faded elegance and grandeur that used to entrance Presidents and Movie Stars.   The bar had old photos of these famous guests to remind the riffraff that this place used to be important.

Shannon told me at the 2nd Dead of Winter, the rooms were better and things were fixed up and the kitchen was open and they actually served a decent meal in the Brookroom.  WTF.  So, I wanted to bring back the horror to The Dead of Winter.  It would be wicked fun to run a game about the Dead of Winter at the Dead of Winter.  I wanted to run the game in the last time slot, so people would have a chance to explore the whole place.  I wanted the table at the Cold Spot.  I was going to use all the ghost stories about the place, the rumors, the history, the lies, the truth, and some GM glue to make some sense out of it.

I wanted people to relive the horror of the 1st Dead of Winter and for those who missed it, to experience it for the first time -- in a bad way.  The players will play themselves and the character sheet asks for the First Name only.  I did this just for players that were uncomfortable about playing themselves and wanted to have some distance from really playing themselves.  I didn't ask for the Last Name.  If a player said they were uncomfortable playing himself or herself, I had an out by saying that they're playing someone with the same first name and is very similar to them, but it isn't them.  Also somebody might get really weird-ed out if they died.  But I did put a "Next of Kin" on the character sheet to re-enforce the idea that they might die and to make them think it was them.
Another recent fire at the Brookdale
Unfortunately, the Brookdale Lodge got shut down due to fire code violations (no surprise as various parts of the Brookdale burn down every year), so Dead of Winter got moved elsewhere.  I then had to scramble and generate a map of the Brookdale (couldn't find one online) and looked through my photos and photos online to find pictures of various places in the Brookdale.  One of the reasons I wanted the table over the Cold Spot was because it was part of my plot.  I even had a bit where I would ask the person sitting near the Cold Spot if they wanted to pull from the Jenga tower if they wanted to switch seats with someone else.  I had hoped for some sort of pulling war -- just for a change in seating.  Oh, well.
The Brookdale in a recent fire
Now that Dead of Winter won't happen at the Brookdale anymore, I don't think I'll run this game again.  It probably has the best appeal to those who had gone to the 1st Dead of Winter (If you can get six 1st DoW alumni together who are interested, I could be convinced to run this for you).

I'm going to describe the process I went through in designing the game in detail.  If you plan on playing in it, you should skip the Spoiler Section marked below.

The game went very well, but we ended 1-1/2 hours early.  I could have thrown more obstacles at the players to extend the game, but Gil T. turned into a Jenga pulling monster and I sensed that everyone else had become very much afraid of pulling, as we already reached 25 pulls.  So, if I sent more obstacles, Gil would be the only one pulling and that wouldn't have been fun for anyone else.

In the end, it was another ZPK and everyone got to go home.

I felt honored that both Gil T. and Jack Y. (he play tested since he was running his game opposite of mine at DoW) wanted to beat me up at the end of the game -- for putting them through so much horror.


Spoiler Section Start

Brookdale Lodge, way back when
I first went online and found all the ghostly stories and histories about the Brookdale Lodge.  The Brookdale is well-known for being haunted, so I highlighted and marked all the spooky occurrences in the Lodge.  Most of the occurrences happen in specific areas of the lodge.  I basically sorted the occurrences by location.

From this, I got a list of locations and ghosts.  Prominent in the stories were room 46, gangster tunnels, and the sad story of Sarah Logan, a little girl who's ghost plays in the Brookroom and appears in the bar, asking strangers if they can find her mother. I wanted to tie these major elements together.
The Brookroom
There were never any gangster ghosts at the Brookdale, but since Al Capone aka "Scarface" used to visit the Brookdale, I thought it would be cool to have gangster ghosts.   What's a gangster tunnel without gangsters?
Alphonse "Al" Capone
There were supposed to be 49 ghosts inhabiting the Brookdale.  So, what could be holding all these ghosts here?  Something unimaginably horrible must have happened to anchor so many spirits here.  Or something powerful must be holding these spirits here against their will.

I then hunted the internet for pictures of period gangsters and period people for the ghosts.  I have these craft scissors that leave a wavy edge when you cut paper, when you use these scissors to cut out pictures, they sort of look like over-sized postage stamps.

I also didn't want the ghosts to be one-dimensional.  If I were a ghost and stuck at the Brookdale, I would want to do as much as I can to escape.  So, I decided some of the ghosts were victims and not necessarily hostile.  Manifestations could be a cry for help or a hint to visitors as to the solution of their escape.

The next step was to figure out all the relationships between the ghosts and the "event."  I decided something horrible had happened and something was holding all the spirits here.  Where this anchor was had to be hard to find and hard to get into.  I decided it had to be in the gangster tunnels and underneath the Cold Spot.  The Cold Spot was a manifestation of the anchor.  People have explored the gangster tunnels before and had sealed it off because it was dangerous.  So, the anchor had to be hidden behind one of the walls in the tunnel, otherwise other people would have found it.  Well, we have Al Capone, and I remembered Geraldo Rivera's hunt for Al Capone's vault all those years ago.  So, it was going to be Al Capone's vault.

Next was to figure out what was in the vault.  Well, we're dealing with ghosts here, so it had to be something horrible that was done to someone.   But who would Al Capone hate so much that he would put in a vault instead of just whacking them?  Someone he loved.  Someone he loved that had betrayed him.  But if Al Capone just put his wife there that would just create a ghost, but not some anchor.  Then I realized, Al could bury both his wife and her lover in concrete (cement overshoes) together, but apart, always inches apart from each other, never able to touch.
I wanted to give a clue to the players, so the lovers were encased in concrete except for their left hands.  The two left hands would work if they were buried facing each other.  One hand had a wedding and engagement ring on it; the other hand was ringless.

This want and desire that was unfulfilled would fuel the ghost anchor.  It would hold all the ghosts here even Al Capone's when he dies.

I then had to tie all the other locations and ghosts to this event.  Why is room 46 and room 45 so haunted?  Well, what if the ghosts are just trying to give a clue to visitors?  Well, the vault has a combination lock.  What if the ghosts were trying to give hints to the safe's combination?
Log Cabin/Game Room


George the Lumberjack
Axe in Log Cabin / Game Room
There's a Lumberjack ghost named George according to the internet and just by pure coincidence, in the Log Cabin where we gamed in there was an axe hanging over the door.  I found some period pictures of lumberjacks and found one with an axe that matched the one over the door, so that was my ghost "George."  He is forever stuck chopping wood until someone breaks him of his ghostly spell.  Once that is done, he could help the players.

In the Mermaid room, a girl was said to have drowned there and because of that, the pool was drained and closed.  Her ghost is supposed to haunt the Mermaid room.  Well, at the 1st DoW, the pool was not drained and it was filled with scummy water.  A window in the Mermaid room looked into the pool and condensation ran down the window and algae grew on it.  Drawings of gangsters, people in cement overshoes, mermaids, men in old fashioned diving suits, and a bad drawing of Humphrey Bogart decorated the mural walls.  The Mermaid room also has an entrance into the Gangster Tunnels, but bricked up and hidden inside a cabinet (for real, I didn't make this up).
Mermaid Room
Drowning Girl re-enacting her death
Drowned Girl
I wanted the Drowned Girl to be one of the innocent victims of Al Capone's ghost.

The bar in the Brookdale was a favorite hangout during DoW.
Lloyd, the bartender from the Shining, would serve drinks unless the players pulled to get the "nice" bartender.  He would also be able to give cryptic hints to the players.  And he always puts their drinks on their "tab" and knows what room they're in without asking.

Also Sarah's ghost is supposed to approach strangers there and ask for her mother.  It's pretty sad, considering that Sarah's mother is buried in the vault. The little girl will never find her mother without the player's help.  I decided that once Sarah is re-united with her mother by touching both her mother's and mother's lover's hands (maybe it's her real father, maybe it's George?), the anchor would be drained, the Coldness would dissipate, a smell of gardenias (which sometimes appears in the Brookroom) will permeate the vault, and all the ghosts can be freed.

The gangster ghosts would be led by Al Capone and he would do anything to keep his vault secret.  Once Al Capone, showed up at the Brokedown, he pulled other gangster ghosts to him and now runs the Brokedown as his little ghost kingdom.  I could use gangster ghosts every once in a while to keep the players on their toes.  I could also use them to threaten the players if they were close to finding the vault.  The solution was to whack Al Capone first.  Once Al was dead, the other gangster ghosts, now outside of Al's influence, may want to be freed, unless another gangster ghost steps up to the plate and takes over.

This is the main plot, so how does that tie in with the players?

I wanted the players to relive their 1st DoW.  I had them travel to the Brokedown Lodge and arrive in chronological order. Those who arrived in the afternoon could explore the Lodge and experience some of the ghosts.  Those who arrived at night had the fog, thunderstorm, and washed out roads to contend with.  Expensive room rates, lousy rooms, uncomfortable beds, etc.  At night, I would get to haunt them and give them a restless night.

In the morning, they would head for their first DoW game.  To be really screwy and meta, they sit down to this DoW game.  I start explaining the rules again, etc.  But this time I tell them that the ghosts will not let them leave the Brokedown Lodge.  They are stuck and if by the end of the game they do not escape, they are stuck here forever with the other 49 ghosts.

To explain why they can't interact with the other people at DoW, I had to phase shift them into a "ghost" plane of existence.

If someone died, I didn't want to totally knock them out of the game, but I didn't want to tell them that explicitly.  If a player died, he/she would become a ghost and can could help or hinder the other players when they drew from the Jenga tower.

To help the players, I gave motivations slips to them which told them when they can earn a "reward" token that allowed them a free pull.  The motivations slips actually gave them hints as to what to look for and as each motivation slip got resolved, the players got a sense of accomplishment and advancement in the plot.

I also wanted to hand out spook points.  As they saw horrible things, I gave them spook points.  Every three must be turned in for a random insanity.

One fun trick was suggested at the play test.  When the players realized that they were in a game, in a game, and the GM disappeared.  Jack Y. asked if the GM notes were available for reading, so they can get out of the Brokedown Lodge.  Of course, I can't give the players the notes, that wouldn't be fun.  But either Jack or someone else asked, "What if it was just pages of 'You're going to die'?"   That was a stroke of genius.  So, in my GM notes, after I explain to the players that they're stuck in the Brokedown Lodge, I put two pages of "YOU ALL DIE" repeated over and over again, inter-spaced with a smattering of "THERE IS NO ESCAPE."  The remaining GM notes, I kept in a different folder.

Spoiler Section End


Monday, October 10, 2011

Morgan's BigBadCon 2011 Adventures

This is the first BigBadCon. 

At BigBadCon, we get to signup for all the games we're interested and there isn't a shuffler. The great news is that I know my gaming schedule before I even show up. Compared to KublaCon where you have to hang out and try to crash into every game, this was a great relief. It was nice knowing when I had to wake up the next day vs getting up early to try to get into a game and then finding there aren't any open games and that you could have gotten a few more hours of sleep. The bad news was that some people didn't show up for their scheduled game and we had empty seats. I hear that they're working on an electronic waiting list for next year.

Also, the gaming rooms were shared by 4 games. Cloth partitions worked pretty well to cut down the noise. I did notice that the rooms with partitions that went all the way to the ceiling were quieter vs the ones that were 2 feet short of the ceiling. Also ventilation was fine for the first game of the day, but the later sessions were over warm and stuffy. For the games near the door, the temperature and air quality were better. When I was playing in an evening game in the back corner, it got very uncomfortable. This room had the sound barrier that didn't reach the ceiling which allowed better air circulation, but that didn't help. Also it didn't help that some people had closed one of the doors to cut down the noise. Luckily, one of the other games ended and we moved to a table near the door. Hopefully, a solution for the ventilation could be solved next time. In one room, I think I saw a back "Exit" door. I wonder if we can open that?

I had a good time. Games I had to try to get into at KublaCon and CelestiCon (and sometimes failed) had open slots. And you don't have to deal with the Shuffler Gods. Definitely a good thing.

Minimum spoilers below about the games I was in, mostly my impressions and analysis of various systems.



Fri 4pm-10pm. Travis Smalley's The Isle of Dark Silk (Legend of Five Rings).
A small delegation from the other Great Clans is being sent to Mantis lands in order to bring news of the fall of a hero in a distant battle. However, they are blown off-course and marooned on a small, sparsely-populated island.
Legend of Five Rings was written by John Wick (also known for 7th Sea and Houses of the Blooded) and won best RPG in 1998 at Origins.

I've never played Legend of Five Rings and I've heard that Travis is a very good GM, so I signed up.

Legend of Five Rings is a d10 system, much like Godlike and Exhalted.

  • In Godlike, one roll of a handful of dice determines the initiative, success, location and damage of an action -- based on matches. e.g. if you roll 10 dice and get 10, 8, 7, 7, 7, 5, 3, 3, 2, 1, you will generally use the three 7s and compare it to other people's rolls. The number (7) is the height and the number of matches (3) is the width. The person with the widest roll goes first, with ties broken by the height. In combat, the width determines damage. There is a maximum of 10 dice rolled.
  • In Exhalted, you roll of a handful of dice and count number of dice that roll 7 or above and count 10s twice. e.g. for the above example the total would be 6. In combat, the number of successes equals the attack damage. There is no limit to the number of dice you can roll. You sometimes wind up rolling 20 to 40 dice.
  • In Legend of Five Rings, you roll a handful of dice and pick several dice to sum up. e.g. in the above example, if the die roll was 10k3 (roll ten dice and keep three), you would keep the 10, 8, 7 and have a total of 25. Under most circumstances, the 10s exploded. e.g. you roll an additional d10 and add it to 10 for that single die and continue until you don't roll a 10. A target number determines if an attack is successful or not. You can volunteer to increase your difficulty level to potentially increase your damage. There is a maximum of 10 dice rolled; you discard any extra dice, but for every 2 dice you had to discard, you get to add an extra die when you roll damage. e.g. you were supposed to roll 13k3, but you're only allowed to roll 10k3, but you now get an extra d10 when you roll damage. For damage, you roll another set of dice much like D&D where you roll to hit and then roll for damage, but most weapons only let you keep one or two dice. If you had increased your difficulty level, you are then allowed to roll extra dice, but not keep more dice, so that increases your chance of doing more damage, but doesn't guarantee you do more damage. e.g. your weapon does 2k2, but you threw away 3 dice and also increased your difficulty by 2 ranks, so you roll 2k2 + 1k0 + 2k0 = 5k2. Damage is equal to the total of the two highest numbers.

In Legend of Five Rings, there are various clans that are split on blood lines and philosophies (similar to the Houses of the Blooded). Some clans specialize in combat, some in magic, diplomacy, etc. The world is a mishmash of Feudal Japan and other Asian cultures. There is an honor, glory, and taint statistic. Honor is internal (similar to Bushido RPG, 1979). Glory is external (similar to fame points in other RPGs). Taint is whether you're infected by spiritual pollution (similar to Chaos in Warhammer and sanity points in Call of Cthulhu).

There are things from Asian Hell that break out from the underworld to flood the world above with evil creatures. Jade draws out this underworld taint much like a sponge and also can affect evil creatures (similar to holy symbols vs evil creatures).

I found the clan specialization structure artificial and odd. One clan specializes in diplomacy. But don't all clans have to have diplomats? Another clan specializes in magic. Don't all clans require magic? So, yes, each clan has its own diplomats and magicians and warriors. So, why this artificial delineation?

One of my favorite game books for Feudal Japan is Sengoku. The system is horrible, but a very good historical and gaming source book. I purchased the hardback and the PDF and found out that they shrunk the PDF when they printed the hardback (to a regular hardback book size vs the standard oversized RPG hardback), some maps and side bars are almost impossible to read. The font is something like 4 point. Go with the PDF or paperback. There's also various typos sprinkled throughout the text.

This was the first game of the day and I actually arrived 10 minutes late. I had dropped by my parents home in El Cerrito from the South Bay and timed the drive as I passed the Oakland Airport exit. The drive was only 21 minutes. I had allowed 1 hour to get to BigBadCon from my parents home. The traffic was horrible. The good news was that I still arrived in time to get into the game, the bad news was that I wasn't the last player to arrive. Also there were two no shows, so we started with two characters short.

Though I was very familiar with Feudal Japan; I had run a Sengoku period game for over two years, there was enough of a world difference that we had to ask for clarification about some major things such as the importance of Jade and its effect on Taint. These things are "well-known" in the world, but for new players we had to have things explained to us.

I can see that an action adventure Legend of Five Rings scenario would work best for a convention game, but an intrigue based one might be harder due to all the background required to understand the clan differences that would be taken for granted.

Travis's game was an investigative action adventure. The plot was interesting and the horror elements well done. The "worms" worked really well and added to our paranoia. The only issue I had was that since we were outsiders and the world is such a closed society based on status and station, the NPCs were very closed mouthed and that reduced the amount of role-playing available. I went to a village bar and no one wanted to talk, so the only way to investigate was to get physical facts (rolling dice and noticing things) vs talking to people (role-playing).

I liked the "roll and keep" system, but it also shows its age. It is a refinement of D&D. One dice (vs die) roll for attack, one dice (vs die) roll for damage. You total up points for damage, but since you roll multiple dice for damage, hit points are in a larger range such as 50. As you take more damage, you take penalties for actions.

In D&D there are multiple types of pole-arms and each have their own statistics and various dice for damage.  People laughed at Gygax's table of pole-arms. Nobody really cared about Gygax's pole-arm porn. As gaming systems are evolving, streamlining seems to be the keyword. Legend of Five Rings only uses d10s, so the only variation you can have is multiple d10s or adding or subtracting a few points such as 2k2 - 2. So, there's no reason to have several dozen different pole-arms, the differences between each one is slight.

The "roll and keep" system also has one small issue, you have to add multiple dice and some people are slow in adding or are prone to making mistakes. This slows down the game, especially during combat -- when you want the game to be fast and furious. I also experienced this with my Ghost in the Shell game. We were lucky that this game was scheduled early in the Con. I think if this game was on Sunday, it wouldn't have flowed as well.



Sat 10am-2pm.  Ben Hartzell's The Lost Capricorn (Hollow Earth Expedition).
You're on Dr. Nowak's experimental submarine "Capricorn." He claims it can make it to the North Pole and back, but it has never been attempted before. There are a thousand things that can go wrong, but isn't the risk why you signed on?
Hollow Earth Expedition was nominated for Best RPG in 2007 at Origins.

I've never played Hollow Earth Expedition and Ben is in one of my regular gaming groups, I signed up for his game without hesitation.

Hollow Earth Expedition is set in pulp 1930s with dinosaurs, lost cities, Nazis, and extinct cultures, all inhabiting a "Lost World" hidden within the core of the earth.

The system can use either d6s (actually d2s) or special Ubiquity dice. When you roll a d6, 1-3 = failure, 4-6 = success. So you add the number of successes. If your number of successes reaches a specific difficulty number, you succeed. The Ubiquity dice come in 3 colors (white, red, blue). The white dice are numbered 0-1 and are equivalent to 1d6. The red dice are numbered between 0-2 and equivalent to 2d6. The blue dice are numbered between 0-3 and are equivalent to 3d6. The Ubiquity dice reduces the number of dice you have to roll.

You also get style chips where you can spend them to increase the number of dice you get to roll, reduce damage, or add automatic successes.

Combat is determined by rolling a handful of dice and totaling the number of successes. Armor and defense subtract from this number and any remaining successes become damage. Weapon damage range from 1d to 2d with maybe a plus or minus. Keep in mind that a +1 is the same (probability-wise) as +2d . So, a plus or minus is very powerful in this system. e.g. 1d+1 = 3d.

Hollow Earth Expedition is 10 years more recent than Legend of Five Rings. If the evolution of RPGs is simplification, then we have it here. If the difference between weapons is rolling a few more dice, the difference between knives whether it is a bush, bowie, machete, katana, or saber is minimal; they all do 1d (or whatever the damage is -- I don't quite remember the exact number from the game), so there's no need for extensive tables for various, but similar weapons.

We started the game short one player, but I don't think it mattered.

Ben provided us with pre-generated characters. We only had to pick a character portrait from a customized stack for each character. The stack contained both genders and sometimes different races. We had a variety to choose from. We also had to make up a name for our character.

My character was a native that hated "City Folk." The rest of the expedition were mostly White, so I decided to tell them a fake name that translated to "White Men Suck" and proceeded to teach them how to say it multiple times and loudly. The expedition members mainly called to me when they needed help or were in trouble, and I wouldn't answer them unless they called out my name several times, so that worked out pretty well. :-)

We had a fun game and had a great time meeting lost civilizations and giant creatures.

The one flaw in the system appeared at the very end of the game. We were escaping from a very perilous situation whose success all depended on one die roll. The whole party put in all our style chips and we got to roll 19d. We only had to roll a total of 7 to succeed. We rolled 3. We should have died, but Ben was nice and only stranded us on an island full of Nazis. Instead of rolling the 19d, we rolled a combination of red, white, and blue dice which statistically should be the same was flipping 19 coins. Someone did mention on a blog somewhere that one issue with the Ubiquity dice is that the whiff factor is higher, but statistics tells me different and it should have been equivalent. The chance of getting 3 or less with 19d is about 1 in 475. Or if we rolled 1d1000 and rolled a 2 or less.



Sat 6pm-3:30am.  Matt Steele's Safehouse (Call of Cthulhu).
A joint operation between the Royal Canadian Mounted Police and the US Bureau of Investigation ventures into the Monashee Mountains west of Trail, British Columbia. Their goal? Bring in American mass-murderer Silas Corbin.
Shannon told me that Safehouse was one of the creepiest games he's ever played and that I should sign up for it. Matt has always delivered a great game, so I had no hesitation in signing up and looked forward to this game.

Call of Cthulhu won best RPG in 1982 at Origins.

Call of Cthulhu (CoC) mainly uses 1d100 to determine success. In combat, it follows the D&D model of roll to hit and roll for damage, except it uses 1d100 for the "to hit" die roll. Damage requires a variety of dice. CoC is now 30 years old. The main complaint is that CoC has a giant whiff factor.  Most characters who are considered competent in a skill will have a statistic of 25%. Under normal, non-strained conditions, they will succeed in their skill automatically, but under pressure, their success percent is only 25%.

My character was a veteran Texas Ranger (now in the Bureau of Investigation) and his success with a Rifle was 35% and his Bowie knife was at 25%. He had seen multiple engagements and was well respected.

Matt did a great job in keeping the tension up. The high point for me was the "tortured soul" and the big shoot out at the end.

We had almost accomplished our task when our Tracker decided the person under arrest "had to die." He fired twice and missed. My character already on edge and a few points short of going insane, opened fired and hit the suspect. The Mountie shouted to us, to stop. The Tracker opened fire again and missed the suspect but hit my partner (an underling in the Bureau). My partner opened fire with his shotgun at the suspect, but missed and hit the Mountie. I open fire again and hit the suspect. Behind us, the Big Boss monster shows up and sends several of us over the edge to insanity. My character loses the use of both his legs and has a delusion that he's at the Alamo and is fighting off Mexicans. He shoots the suspect again and kills him. The Tracker, now insane, thinks I just killed his best friend and advances towards me with his bowie knife. I shoot him, but he's still standing. My partner hits him over the head with a sap, but he doesn't go down. He tries to slash at me with his knife but misses and buries it in the tree I'm slumped against. He tries to grapple the rifle away from me and doesn't succeed. But we're too close for me to use my rifle, so I let go and whip out my Bowie knife and slash the Tracker. He falls over unconscious. The Mountie runs over to me to stop me, but I try to slash at him too, shouting about Mexicans. My partner, now realizes that I went over the bend tries to sap me, but misses. The Mountie then impales me in the heart with his saber and I die. They try to administer first aid on the fallen Tracker, but they're too late, he has bled to death.

I was the first character to die, and I killed one bad guy and one character. There should be an award for being the first to die and killing another character beforehand. :-)

This was like a movie, where all hell breaks loose and people wind up shooting each other and when the smoke clears, you wonder what the heck happened. Weren't we all friends?

I think this creaky 30 year old system works for CoC because of the whiff factor. I got lucky and rolled really well and got several impales during combat. The Mountie also got a very lucky impale. The accidental mis-fires of characters shooting each other worked really well at the end.

If you think about it, in CoC, you usually can't kill boss monsters with firearms. And the CoC creatures usually don't miss. You're at the complete mercy of these unworldly creatures.

I had a great time. Even though the game ran over by almost 2 hours, I was still wide awake at 3:30am. Thanks Matt.



Sun 10am-4pm.  Morgan Hua's The Carnival Magic - A Haunted Cruise Ship (Dread). 
The Carnival Magic vanished enroute to the first season's Carribbean Voyage, then re-appeared during a tropical storm. The storm is preventing any type of coordinated rescue effort. Your elite investigative team will be helicoptered in.
Dread was published in 2005.

I was introduced to Dread at the first Dead of Winter in a game run by Kristin H. Afterwards, I knew I had to run a Dread game and introduce more people to it.

I had play tested this game and it took two 4 hour sessions with my gaming group, so I scheduled this as an 8 hour game. We finished the game in 6 hours.

Dread uses a Jenga tower for any type of resolution. If the tower collapses, your character dies. The tower is then reset, but with 3 blocks pulled per dead character, so it starts off less stable.
Addendum 12/8/2019, I ran with less than a full table, 3 Players instead of 6, so I started with 10 blocks pulled to seed the instability of the tower. I believe the original seeding was only 6 pulled blocks. In this situation, I only increased the number at reset to 10 + 1 per death. In retrospect, maybe I should have used 10 + 2 per death, but even with 10 + 1, I got 4 deaths (2 were heroic deaths, deliberate knocking down of the tower to get an extraordinary result), but the tower was pretty stable after the last death, so 10 + 2 would have been slightly better.

I highly modified Dread for my game.

I had a colored Jenga set and wanted to use the multiple colors and the special d6 that came with the set. The d6 specifies restrictions on which blocks you can pull.

I wanted to streamline character creation and didn't want to focus on character relationships. So, I threw out the one page questionnaire for character creation, but I wanted to still add some character motivation and personality. I used various short cuts to satisfy these requirements.

For character creation I did the following:
  1. Select a character portrait. I had about 40 famous actors from iconic movie roles. If the player recognized the portrait, then they can get a personality and occupation without much work.
  2.  Addendum 9/7/2012, I don't tell them how many replacement characters there are, but I do tell them backup characters are available.
  3. I had a list of skills. The player gets to pick one skill and I get to pick another to round out the character. The skill had two aspects. The first aspect is if the character does something they have a skill in, they don't have to roll the Jenga d6, but only needs to do a normal Jenga pull. The second aspect is that I had special Reward tokens. If they have a special Reward token, they can spend it to do something superhuman with their skill.
  4. Random motivation slips. I had made slips of paper with various motivations and if a character succeeds in fulfilling their motivation, they gain a reward token. Every slip of paper required the player to come up with a name that they showed me. This was actually a GM trick on my part. On some slips of paper, there were motivations that involved other players and this was a way for me to hide this fact from the players since every player had to give me a name. I also used the NPC names during game play. The motivation slips were uniquely numbered, so the player only had to tell me what their number was and I could look it up on my master list.
The Jenga tower works very well to increase tension, but I also wanted to add an additional horror element to the game, so I added Spook points. I handed these out when characters ran into some grisly death or horror. When they collected 2 (originally was 3), I trade them in for an "Insanity" slip. Addendum 12/8/2019, I changed it to 2 which created more pressure and worked much better.

I created a list of insanities and put them on slips of paper. When someone gained an insanity, they randomly drew a slip of paper. Some insanities involved other players, but I didn't want the character to select someone and show their hand, so I would instruct them that the "offending" character would be to their right or left. The insanities were uniquely numbered too. I had a master list.

I think this all worked really well. One issue was that I didn't hand out enough Spook points and only near the end did 4 characters get an insanity. Also the level of insanity went up equally when all the characters were bunched together as they all saw the same gruesome sight. I think I would modify this in the following way. I should hand out 1 to 3 Spook points, depending on the level of horror, but allow characters to shake them off by drawing blocks. Each block drawn reduces the number of Spook points by one, to a minimum of 1.
Addendum 9/7/2012, I don't allow them to shake off the insanity unless it is the 3rd point, then I let them draw to avoid the 3rd point only.
Addendum 12/8/2019, changing the tipping point from 3 to 2 fixed the problem. Also there was no need to increase the amount of Spook points. It worked best when the tower was unstable and then I created a situation that would hand out Spook points. At that time, some Players would draw from the tower, others would take the Spook point.

What would of helped is that I should have given more spooky descriptions during the game. (Jack Y. mentioned this after the game. Thanks Jack). Then I could have set the mood more and handed out more Spook points. I did have a few gruesome scenes, but I should have sprinkled out some more disturbing things as they explored the Ship -- which would have fit in the setting. Generally, I start with more descriptions at the beginning to set the mood and then speed up as we head towards the resolution. But in a horror game, it makes sense to describe some horrible things as characters get mangled. Also a player death should cause the witnessing players to gain Spook points.

When a character dies, I confiscate their motivation slip and any reward tokens. I leave the Spook points. The replacement character would have already been on the Ship for some time and would have seen unsettling things. In the game, I let the player reset their Spook points with one draw. In retrospect, it should be one draw per Spook point because the tower is now reset and should be stable enough for multiple draws.
Addendum 9/7/2012, I don't allow them to remove any existing Spook points between character deaths.

The good thing about Jenga is that you can estimate how stable the tower is and you know when you can push the players to draw more blocks. As the GM, you can also ratchet up the tension by delaying major confrontations until the tower is more unstable.

Near the end of the game, I made the mistake of giving one of the new characters the Demolitions skill (I wanted to be funny since the character was Beav from Leave it to Beaver) which they used to kill the Boss monster. In retrospect that was ok, but I shouldn't have allowed him the Reward token so easily. The right solution for the next time I run this, is to put human hostages in with the Boss monster, so that explosives is not the easy solution.

Gil T., Matt S., Jack Y., and Dovi A. are master of props. Mike G.'s The Tower was the first game I was in that had a slideshow intro. That was so cool, I wanted to do the same thing. I can't compete on paper props, so I've went digital.

For my game I created five multimedia files. Sean N. was nice enough to bring his projector and sheets of butcher paper and tape (to make a wall screen). You rock Sean!

I was able to download various video tours of the Carnival Magic. I stitched the 8 video segments into one 4 minute video. This helped set the setting, but the commercial was too cheery for the mood I wanted to set. So, instead of making this part of the briefing, I showed this video first as an ad the characters may have seen on TV.

Second, I had created a slideshow explaining the background of their mission. I found a spooky soundtrack to go with the slides. This slideshow lasted 1-1/2 minutes.

I then handed out floor plans of the Carnival Magic. I had downloaded them from the Carnival website.

I then played an audio file of the distress call which was only 44 seconds. I made this audio file from free software that let me mix multiple audio tracks. The audio file consisted of nine audio tracks. I had bought a set of CDs with special effects tracks and I was also able to find some needed audio from the web. I had to record one track with my Laptop microphone. For some key elements, I deliberately lowered the volume to the edge of perception.
Addendum 9/7/2012, I have to make sure the speaker volume isn't too high because then they can hear too much on the first audio file.

I then asked the players if they wanted more info. If they did, they had to pull from the tower which I expected them to do since the tower is now fresh. I played a second audio version of the distress call. I had upped the volume of the hidden audio elements in this second audio file.

Their helicopter then reached the Carnival Magic. I had found on the web a video of a floundering cruise ship. The video was so cool, I had to use it. The only problem was the video was shot during the day. I took the video and added a dark green filter to make it look like it was viewed from a pair of night-vision goggles. I tried to match the green to various night-vision pictures I had used in the slideshow earlier. Once I was satisfied, I generated the new video file. This file was 3-3/4 minutes long. Only about 2 minutes were necessary, but people are so fascinated by it that they watch the whole thing. It's actually very scary.

In total, the multimedia intro/show was about 12 minutes long, but it set the mood and setting very well. I didn't want to use any more multimedia once the game started. The star of the game was the Jenga tower. Mucking with more multimedia during the game would just disrupt the mood. I had pictures of things to show during the game, but I didn't want to rummage for a picture on my laptop, so I printed the pictures instead.

Part of the trick for running Jenga is to get the players comfortable with pulling and to destabilize the tower. So, early on, I want them to pull and to get used to pulling. Also most of the fun is in pulling and getting that adrenaline rush.

In my game, only Jack was a veteran Dread player. Everybody else was Fresh Meat. I saw hands tremble on first pulls. After the first 1-1/2 hour, everyone was standing. Nobody wanted to sit at the table.

One issue came up which may not be a problem; It would depend on the type of game you want to run (more of this later). I let the players pick from the stock of 40 character portraits. Players were shocked when I told them if the tower falls, you die. But then I told them that I had replacement characters. I had engineered the character creation to be easy and swift.

Part of the fun is to not wanting to die. But after a while, you realize that dying isn't so bad and also dying resets the tower and makes it easier for other players. For veteran D&D players, not dying is so ingrained and hard to break, that it works against them. In this game, I think I may have had too many replacements. Maybe I should either limit the number of replacements or at some point of no return, set a deadline where no replacements are available.

In games where you do not get replacements, the mood is more dire. In games where replacements are easy, the mood is more like "Final Destination" where deaths are extremely entertaining, but with less emotional impact.

Maybe the right move is to take the unused character portraits off the table and only bring a couple back when someone dies. Then they're not conditioned to think that they're easy to replace.

But dying confiscates their Reward tokens which are hard to attain, so at some point, they don't want to die. Also, each death causes the reset to have more blocks taken out at the beginning. I limited the number to 12 blocks, but maybe I shouldn't limit it at all.
Addendum 9/7/2012, I don't limit the number of pre-drawn blocks anymore.

In my play test, six characters died. At BigBadCon five characters died. So, maybe it's not much of a problem. 6 * 3 = 18 blocks. Most Jenga towers can go to about 26 pulls before collapsing. I can have no limits to the initial blocks pulled on a reset and not limit the number of replacements.

One problem I had was that I forgot to throw some preset encounters at the party (I blame four hours of sleep. Damn you, Matt. That was a great game Sat night!). I had additional encounters up my sleeve and totally forgot about them. In the play test, the party went through more dangerous parts of the ship and I threw some of these encounters at them. At BigBadCon, there were several players who were very good and took very safe routes through the ship and avoided potential encounters. They also knew where to go without help. In my play test, the players weren't that familiar with a ship, so the preset encounters also gave them needed information. These encounters would have added to the mood and helped tie in more of what was happening into a more cohesive plot. In game, some of the events and encounters may seem random, but they aren't.

Another issue was my Jenga d6 had a "reverse" which doesn't make any sense in the context of the Dread game. I originally thought maybe it would mean that the player had to roll again and use both restrictions on the die, but would probably be too harsh and that block may not exist. So, during the game, I said to re-roll, but it came up several times (it's only 1 in 6, guys). (Jack also mentioned that I should figure this out for next time. Again, thanks for the suggestion, Jack.) Someone mentioned that maybe they should use their off-hand. I really like this idea. If you roll "reverse," you can draw any block, but it must be with your off-hand. Which also means I must ask every player what handed they are at the beginning of play.
Addendum 9/7/2012, Reverse now means you must use your off-hand only. I ask for their handedness at the beginning of play. One person actually told me he was ambidextrous, so I forced him to declare one hand as his normal hand.

I had a good time and I hope everyone else enjoyed it too. And from some of the comments, I think we'll have other GMs running Dread in the future.