Thursday, September 05, 2013

Morgan's Celesticon 2013 Adventures

This year, I was only able to pre-register for one game, the early signups was at midnight and I went to bed before then.  When I woke up at 3:45am, only one game that I wanted to play in had an open slot.  So, I had to register for all the other games and brave the shuffler.  Funny thing was that I actually got into all the games I wanted to play in.  I used a GM's priority slip for Jeff Yin's game, but didn't get in, so I showed up 1/2 hour early and got lucky -- I was 2nd in line and two people didn't show up.

The facilities at Celesticon were great.  Every RPG had their own room.  The open gaming and tournaments were in clean, well lighted places with excellent air flow.  Each of the RPG rooms had several pitchers of iced water and stacks of cups and they were continuously refilled.  At other cons where they put a urn of water in the hallway, the cups and water always ran out and the spillage and drippage always left a mess.  The bathrooms at Celesticon were continuously cleaned and supplied with paper towels.

I had a really good experience this year at Celesticon.

In this article, I'm going to focus on GM style and pacing.

Minimum spoilers below about the games I was in.

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The Only Good Bug is a Dead Bug!

Saturday 9 AM in Alexander Valley for 6 hours
GM: Morgan Hua
Type: RPG
System: Nemesis/ORE
Players: 6
Provided: All characters provided by GM
Power Level: Pre-Gen
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Mars settlement went dark and your squad of Space Marines have been sent in to find out if Bugs have infested Mars.

For some reason, when I submitted this game online, I thought the word limit was something like 150 words, so I cut the description way back.  Then when the games were posted, I noticed I had the shortest game description for any game.  Oops.

Actually, without the Starship Trooper / Aliens mashup reveal, I think it made the game more interesting and surprising.  I try to wear a t-shirt related to the game I run.  The observant players seem to pick up on this.  In my Scooby-Doo game, I actually changed t-shirts between acts.  Each t-shirt showed the character progression for the next act.  For this game, I wore a "Weyland Industries" t-shirt.   Several players commented on that in this game and the game I ran at KublaCon.  So, yes, if you pay attention, you might get some meta-game info.

For convention games, I like the standard story arc pacing of rising tension, several minor conflict/resolutions, and a big climax at the end.

I think the pacing of this game wasn't as good as the one I ran at KublaCon.  I think the KublaCon game was creepier and more Aliens than Starship Troopers and this game was more action oriented Starship Troopers than Aliens, but since this game was supposed to be a mashup of both, I guess it didn't matter. 

I'm a visual oriented person and I have very good memories of movies and scenes from movies.  So, for me, these games play out like a movie.  Sometimes I wonder if my players see what I see in my mind's eye.  From my writing experience, one thing I learned was that a scene slows down when you use more words and a scene speeds up when less words are used.  The same in a RPG game.  When the GM starts describing things, the scene slows down and when less words are used the scene speeds up.  For building tension and anticipation, you need more words.  During action scenes, the less words the better, unless you're in that slow-motion action shot where every detail jumps out at you as unspeakable violence happens to someone -- then speeds up again.

Since I wanted a fast paced game, I supplied a number of visual aids, so I didn't need to describe every scene in detail.

I'm running this game one more time at BigBadCon.  After that, I'll detail the construction of this game at that time.


Imp-possible odds

Saturday 7 PM in Alexander Valley for 6 hours
GM: Travis Smalley
Type: RPG
System: Storyboard
Players: 6
Provided: All characters provided by GM
Power Level: Small, small elementals
Rules Knowledge: Beginners Welcome
Game Content: Teen
Oliver the elementalist never really wanted to be a hero. He wanted to help villages whose wells dried up and whose farms were going barren and maybe scare off the occasional group of bandits with a flashy display, but he was a apprentice of modest goals and modest abilities. Two years ago, when a broken cart axle made him late to his own apprenticeship graduation, he managed to become the lone healthy mage after a serious assault and a royal kidnapping. With some sneaking, some ingenuity, and a whole lot of luck, Oliver managed to save the princess, earn himself the title of 'Court elementalist', and great renown! But he didn't do it alone - he was assisted by his six small elemental imps, who have become not only his companions and assistants, but best friends. He's been tutored by the best mages the kingdom has to offer, and is blooming into a competent young magus. However, when he's invited to represent his entire plane in an interdimensional competition, he isn't allowed to say no, although it's incredibly obvious he's far out of his league. Without his imps to help him, can he pull victory from the jaws of defeat?! Well, no, actually. Flatly no. He's going to need some help to place, let alone win. And if he doesn't place, the Magical Authorization, Generation and Exploitation council will strip his home's right to access magical energy from conventional sources! As tiny magical creatures, this is very worrying for his little friends, and so there's only one thing for an imp to do - Cheat. Cheat like the dickens.
This was a very fun game.  We were underpowered imps with a few days to rig several contests so our master would win.  Lots of good and smart players.  Travis does many things well.  In horror games, he does amazing clue trails and description of creepy things.  In this game, his rendering of NPCs were pitch perfect.  He does the voices and mannerisms so well that we can understand all the nuances and subtexts.  He also has a great understanding of a satisfying story arc.  In this game, we spent a lot of time understanding the contests and working our imp shenanigans.  By the time we rigged the first three contests, I was worried because it looked like we were going to run out of game time, but Travis deftly gave us a way to quickly rig the last few contests which didn't feel too rushed.  So, we not only finished the competition, but we also resolved some issues in the home plane having to deal with the Princess, the M.A.G.E council, and Oliver's familiar.  So, that was pretty amazing.  I think we ran over by a half hour to an hour, but it was worth it.

The trick Travis pulled was that the last few contests were narrated by the GM, so less time was spent on player interaction.  This way we sped through lots of story in the remaining time that we had.  What made it engaging was that the narration relied on what we had previously done, so it wasn't like we were watching a pre-recorded ending, but the unfolding of something that we, as players, had set into motion.  And the endings that we got fully rounded out the adventure we had started on, so it was very satisfying.



After the End of Days

Sunday 4 PM in Alexander Valley for 6 hours
GM: David Weinstein
Type: RPG
System: All Flesh Must Be Eaten
Edition: 1
Players: 6
Provided: All characters provided by GM
Power Level: Provided Normals
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
So much for the world as we know it. Nobody knows where the Weeping Sickness started, but it's effects have been roundly final thus far: highly infectious secretions, fever, and an eventual comatose state. Victims didn't stay comatose, though. Called, 'Weepers', they woke up with a sole mission: spread the disease by any means possible. You are some of the last uninfected, making a desperate run for the coast, where rumors of a holdout have given hope for a future -- any future.

I had played in David's game two Celesticon's ago and really enjoyed his game.  Last year, Jill S. told me what a great time she had playing in David's game last year, so I wanted to get the David experience again.

This game was very creepy and scary.  Players would partially open a door, then after a quick glance, close it and lie to the other players that there was nothing to be found.

David said his philosophy was that he put up the sign posts, but left the driving to the players.  With half an hour of game time left, we seemed to have escaped, but from looking at the story arc, I knew we were only at the end of Chapter 1 and I said this out loud.  Then David confirmed this and said we were only done with Act 1 of 3.  Shannon and another player had to leave the game since they'd already promised to play in a scheduled Battlestar Galactica game with four other people.  So, we got through the splitting off of those two characters in the remaining half hour.  The rest of us wanted to continue with the game.  So, David dropped Act 2 and we actually sped through Act 3.  We finished 1-1/2 hours later and I was very glad that I did.  The story arc was glorious and amazing.

I find the philosophy between David Weinstein and Todd Furler on the opposite ends of the spectrum and both work.  David lets the game run at the pace the players want and Todd Furler runs his games at the pace that he wants.  Act 1 of David's game felt very natural and fleshed out.  The players were very careful which dictated a slow pace and he didn't rush us.  His attention to descriptive detail matched our slow pace.  Again, the more words the slower the game.  But the details brought reality into the game and scared the heck out of us.



The River Belle

Monday 10 AM in Alexander Valley for 6 hours
GM: Jeff Yin
Type: RPG
System: Deadlands Noir
Players: 6
Provided: All characters provided by GM
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It's 1924, and six strangers awake to find themselves on the River Belle. How they got aboard the delta's most luxurious vessel, or what they were doing before, is all a blur...

Gil T. and Jason F. told me about playing in an earlier Jeff Yin game similar to this.  Jeff Yin gets his sister (with very legible hand writing) to write in invisible ink character skills and advantages and disads.  The skills are revealed with a UV light pen as we try to succeed in various tasks.  Jeff would tell us to reveal a skill at a specific line (such as line 8) when something happens. It's an interesting gimmick.  Gil's game at Dead of Winter last year required different versions of character sheets with more and more skills revealed as we progressed through the game and recovered our memories.  Skills were also revealed as we tried to do various tasks.  After watching the play of both games, I think the disruption to the pacing of the game wasn't worth the attractiveness of the gimmick.  It actually wears a bit thin as the GM fumbles around for your skill or in the case of this game sometimes telling players to reveal the wrong skill.

I still really enjoyed this game.  Jeff did excellent NPCs (The Turk and The Sketcher were outstanding) and the ecosystem of the River Belle was really interesting.  Near the end of the sixth hour (we had a hard stop at 4pm because the closing ceremonies were at that time, so we couldn't go over), Jeff skipped one combat scene and we got to act in the finale which was great since I've seen too many games where the whole ending got narrated.  So, Jeff was smart enough to skip enough stuff, so we could interact at the very end of the game and determine our own fate.

Monday, July 22, 2013

Morgan's GoodOmensCon 2013 Adventures

I haven't been to a Good Omens Con for a while.  I found that the short time slots just gives you a good intro to a system and a very short and simple scenario.  But this year, there were a number of good GMs running games and so I signed up.  I don't have the game descriptions since the game events have been removed from End Game's website already -- it's only been one day since the event on July 20th.  Both Rich and Gil won't be running the games again, so there are spoilers below in detail.




Ocean Blue
GM: Rich Taylor
System:  World of Darkness
Duration: 4 hours
Players: 5
Paraphrased Description:  You're the crew of a modern nuclear submarine and have been assigned to retrieve a cold war era's satelite's payload -- undeveloped film.

Interesting game and enough paranoia to keep us on our toes.  We had a good group of players and I think we did everything right.
I got to play the scientist in charge of developing the film payload.

After finding the payload and developing the film, we found a picture of a giant space goat-eyeball looking down on the midlands of America. The Captain of the Submarine fainted on seeing the picture and fell sick for a short time.  The sub then got attacked by a strange underwater creature which got scared off by a torpedo.  Then two crew members went missing. We found one dead and eaten, but his uniform was neatly folded.  We found the other hiding in an empty torpedo tube with a savage bite from a Piranha-Shark-Man.

We eventually suspected the top officers in the crew and weren't sure whether it was the Captain, the XO, and/or the Master of Arms who turned into this creature.  We also weren't sure if it was a conspiracy.  But once we got enough evidence on the Captain, we tried to get the XO to relieve the Captain of his duties.  We didn't want to be labeled as mutineers.  In the lab, while showing the XO the evidence, he turned into an Ogre-ish creature and we beat him up.  We stabilized his wounds and restrained him.  We then took his side-arm and broke into the weapons locker, took weapons, and jammed the weapons locker closed.  Once armed, we revived and questioned him and he told us about his duty to protect the Captain as he now knows his true nature and they were awaiting the arrival of the Hydra for more instructions.  After the interrogation, Shannon's character shot the XO twice in the head.  Through the combat and interrogation, my character had video taped everything that had transpried as evidence -- I didn't want us to be tried as mutineers. We called the Captain to the lab telling hiim it was urgent and the XO needed him.  We then ambushed the Captain, he turned into the Piranha-Shark-Man, and we shot him multiple times.  Once dead, he reverted back to human form, just like the XO.  The good news was that I had recorded everything, so when crew members rushed in to figure out what was going on, I could play it back.  We were still thrown into the brig, but once back in port, we were recruited into a secret military hunter society.

What I really liked was that for a 4 hour game, we were able to have pretty good investigation and we had doubts as to whether the Captain was really the creature or whether he was being framed.  The military structure also prevented us from taking the law in to our own hands without good proof -- if we were wrong, we'd be in deep trouble.  The players did a great job, everyone acted smartly.  I also did my best in trying to show everyone the giant eyeball in space and everyone was a good sport and took a look even though they knew they were going to have to make a stability check -- good role players.  :-)



The Guns of Cap Gris Nez
GM: Gil Trevizo
System: Godlike
Duration: 4 hours
Players: 4
Paraphrased Desccription:  You're part of D-Day.  Your mission is to silence the guns of Cap Gris Nez.

Gil at the beginning warned us that because there's only 4 hours, there won't be much complexity and it'll be pretty simple and straight forward.  This game was the prequel to a game that Paul, Shannon, and I played at KublaCon.  So, we were stoked to enter Gil's world of Godlike again.

Basically, we were the characters from Saving Private Ryan, except we were all slightly damaged and twisted with Talents.

When we played at KublaCon, Gil gave us a choice of getting equipment, training, or R&R where we can gain some Will Points and if you include another player, they would gain some too.  Due to time constraints, Gil only let us do some R&R.

My character was Private Caparzo (played by Vin Diesel).  The write up was more Riddick than Caparzo -- Hyper-body with homocidal sociopathic tendencies.  I was released from a mental institution, where I was being evaluated for a Lobotomy, so I could join D-Day.  So, for my R&R, I decided to return to the mental institute and kill my evaluating doctor.  Gil asked me whether I wanted to take someone along, so I had to choose between Paul's sniper who God told to kill bad people (I was worried that bringing him would be a bad idea since I didn't know if I would be considered a bad person), the Rube-Goldberg guy with a Psychic Healing machine (didn't think this was good idea either as he might think I have something against doctors), so I brought Shannon's Private Reiban character with me (he had a invisible psychic dog that kills people) and he decided he'd sic his bad dog on the whole hospital staff.  After killing the doctor, I found my paperwork and the whole squad's paperwork.  We were all slated for Lobotomies because we were all psycho killers of one sort or another.  I destroyed the paperwork by starting a large fire.  Shannon had already killed the rest of the hospital staff -- way to go Shannon.

So, we were really The Dirty Dozen played by the characters from Saving Private Ryan

D-Day was just a meat grinder as every landing boat got sunk except for ours and another.  We spotted a few German talents.  One exuded an oil slick and another was the human torch.  We just barely stopped our landing craft in time, but the other boat became a quick flambe.

We fought for every yard of beach and after many deaths (I was on my 3rd character at the end -- Private Mellish a Jewish SpiderMan who shot spider web from his butt.  I tried to web some German Talents but only succeeded in mooning them), we finally got to the cliff side at the end of the 4th hour of gaming.  We never got to the guns.

My favorite bit was the R&R and finding out how messed up the whole squad was.  The beach landing was such a meat grinder it showed us the horror and hopelessness of combat. 

I had run my own version of D-Day before with Godlike and I put them in an almost to scale beach assault.  The beach actually ran from one end of the table to the other before you get to the cliffs.  In D-Day, it was 200 yards of beach during high tide and I only let the players move 10 yards (2 squares) a round.  Gil was nice to us and it was only 60 yards to the nearest Germans and he let us move much further, depending on our Run result.

Below was my D-Day setup.
Morgan's D-Day Setup (not Gil's) And, yes, I use green plastic army men for figures in Godlike.
D-Day diagram (from Morgan's D-Day game, not Gil's)

Monday, June 03, 2013

Morgan's KublaCon 2013 Excellent Adventures

Again another very good year for me at KublaCon.  The shuffler gods were very good to me and all the games I was in were excellent.

This time I'm going to talk about Great GMs and one of their particular strengths and what that brings to the table.

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D-Day, the Fifth of June

Game system
Godlike
Start time:
FRI, 6:00 PM
Category
RPG
Duration
8 Hours
Event ID
02007
Location
2071-A
# of Players:
6
GM / Judge
Gil Trevizo
Description
June 5, 1944: This day the soldiers of the First United States Army Group set upon a mighty endeavor, to storm the beaches of Calais, liberate occupied France from the yoke of Nazi tyranny, and begin the Allied invasion of Western Europe. As the main amphibious force crosses the narrow straits between Dover and Calais, you, the men and women of the Third Talent Assault Group are to join the American 9th and 21st Airborne Divisions to parachute deep behind enemy lines, take key positions, and hold them against the onslaught of German infantry, panzer, and SS-Überkommandogruppe that is certain to follow. History will forever remember this place and this moment: Calais, the Fifth of June.

GODLIKE is a game of super-powered role-playing set during the Second World War. After the first superhuman appeared in 1936, over 150,000 “Talents” have since manifested across the globe by 1944. With their abilities, the Talents can overwhelm mundane enemy soldiers, but those same abilities make them vulnerable to other Talents, and even the most powerful Talent can be killed by a single lucky bullet. In GODLIKE, you play characters that are larger than life, but the war is always larger than you.


The amount of prep work and attention to detail for this game was amazing.  The combat system in Godlike is very deadly, so Gil pre-generated over 20 characters (I think he said 40). I've run Godlike before and I had to generate various NPCs with powers; It was a lot of work and requires a spreadsheet to keep track of the build points.  Well, in addition to that, Gil also photoshopped pictures for all the PCs and NPCs.  In my games, I just grab appropriate pictures from the internet for the character portraits.  Gil actually matched up period clothing to the correct portrait angles and color corrected the pictures.  That lead to a seamless portrait with nothing out of place.  I had run "Castle Bravo" and that didn't include character portraits, so I decided I wanted John Wayne, Peter Lorrie, Danny Kaye, Spencer Tracy, and Basil Rathbone in my game as PCs.  Well, I didn't find any with them in Navel uniform, so I had to photoshop them myself -- that took hours and I did a passing job; I found I could hide imperfections by zooming in and cropping out my errors.  Also no one noticed I mainly used the same navel hat several times.  Knowing this, I know that Gil spent days just doing the portraits.

Gil gave us period maps, complete list of equipment, and command hierarchy.   He had also done a lot of research on the D-Day invasion.

All this prep work immersed us in the time period.  What this buys the GM is the authority to tell the players, "Yes this is possible, No that is not possible."  The verisimilitude gives the GM the authority to dictate various things without argument from the players.

I really enjoyed the game.  My two favorite set pieces were the Sniper and the Beach where we had to make very difficult moral decisions.  "That's some really f*cked up shit." and that's a quote from my character.




Fallen Sons

Game system
Unknown Armies
Start time:
SAT, 9:00 AM
Category
RPG
Duration
4 Hours
Event ID
22008
Location
2013-A
# of Players:
6
GM / Judge
Todd Furler
Description
This event is for mature players. A much-loved citizen of a small Kansas town has lost his life in the War on Terror. The players are townspeople who must, among other things, determine how to respond when a hate group announces that they will picket the soldier's funeral.

Please note that players will be exposed to the rhetoric of a real-world hate group for part of this adventure.

Again amazing prep work.  Todd knows his characters backwards and forwards and sideways.  He gave us  pages of background information for our characters and a relationship map to show how we were connected to the other people in the town.  He also gave us real newsletters from the hate group.

But I'd like to focus on Todd's control over the game.  I've heard a lot of good things about Todd's GMing and I wanted to experience it firsthand.  First, he gives a very strong explanation of how he runs a game like a movie production.  This explanation really sets the tone and his authority as producer and director of the game, so when he decides to cut a scene and move on, there is no argument.  This is a great method to control pacing and game time.

It took about an hour to go over the game rules and our characters.  Though that left 3 hours of game time, we had a very satisfying and enjoyable game.  The reason for that was the tight control of scenes by Todd.

In another first, Todd was able to do a flash forward and then a flashback.  It takes a lot of finesse to do that as most players may have an issue with fait accompli.  With the flash forward, the fate of a character was set and then it was up to that player in the flashback to seamlessly merge the timeline.  I think with a more difficult player it might have been a complete disaster.

Todd also does some interesting things with the Fight, Flight, Freeze responses when your character loses control and he takes over.

I can see why Todd likes to run 4 hour games as that is enough to get a full story arc for his gaming style.  Most of us GMs take either 6 or 8 hours to do the same thing.  Bravo.



Our Little Town

Game system
Nemesis (One Roll Engine)
Start time:
SAT, 5:00 PM
Category
RPG
Duration
7 Hours
Event ID
42111
Location
2070-A
# of Players:
6
GM / Judge
Matthulhu Steele
Description
You wake up in a quaint hotel in a quaint little town. You don't remember checking into the hotel. You're trying to recall what happened before you arrived here. Hey, why is the door locked? Is there anybody out there? Hello?

Our Little Town is a game of psychological horror among six strangers. These are normal, interesting and competent people who find themselves in an unusual situation. Nemesis uses the One Roll Engine from Wild Talents and Godlike, customized for horror.


Matt also did a lot of prep work.  In this game, we were only given character portraits to pick characters from, then he handed us multi-page character sheets with extensive backgrounds.

In this game, the six strangers never really stayed together.  Matt was a master of parallel action and scene switching.  Throughout the game, there were at least 2 to 3 groups separated from each other doing parallel actions and it all flowed together very well.

Matt had a really good feel for the right amount of screen time for each player, when to switch between groups, and how to keep the tension up.  In some games, I've seen other players get bored when it isn't their turn.  This doesn't happen in Matt's games.




The Only Good Bug is a Dead Bug!

Game system
Nemesis/The One Roll Engine
Start time:
SUN, 10:00 AM
Category
RPG
Duration
6 Hours
Event ID
72004
Location
2062-A
# of Players:
6
GM / Judge
Morgan Hua
Description
Mars settlement went dark and your squad of Space Marines have been sent in to find out if Bugs have infested Mars.

Your mission: find survivors, kill bugs, and get out alive.

Solider, what else do you need to know?

---
Would you like to know more? See below.
---

The system is ORE which is a very deadly game system that uses up to 10d10. This is a mash-up of Starship Troopers and Aliens. As a Space Marine, you'll have state of the art weapons and armor, but if you bite it, you might have to play a Civilian.

This is not a pure combat game. It will be part investigation and part combat as your squad tries to figure out what's really going on. If you don't, you might all just die.


The game went very well for me.  I incorporated feed back from my play test and those suggestions pushed the game up a notch.

In my games, I like to incorporate some video at the beginning as a shortcut to set the mood and setting.  A picture is worth a thousand words.  I've been in some games where the GM must take a lot of time explaining the world and society.  Two minutes of video can cut out half an hour of exposition.  In my Ghost in the Shell game, half the players never saw the Anime -- and I wasn't prepped for explaining the world to them.  I wished I had a short video segment where I could have shown them what the world was like.  So, that was a big fail.

This time, I had a video clip from Starship Troopers and I also created a video of Felix Baumgartner's supersonic jump from space.

This also helps in the case a player admits that they've never seen Starship Troopers nor Aliens -- which happened to be the case, this time with Jill S.



Hell Rides For Delamar

Game system
Boneslingers
Start time:
SUN, 7:00 PM
Category
RPG
Duration
6 Hours
Event ID
Pickup Game
Location
Brdrm-2
# of Players:
6
GM / Judge
Duane O'Brien
Description
Getting by as an undead gunslinger is tough. You hope this job in Delamar will give you a chance to lift your burden. It's time to kill some bad men.

Delamar was one of the most notorious towns in the old west. It was known as The Widowmaker. You're going to find out why.

You'll be playing undead gunslingers in a setting called Boneslingers. If you've played The Putrescent Seven, this setting is an evolution of that game.

Bad things will happen in this game.


The shuffler wasn't good to a large number of us on Sunday night, but Duane was nice enough to run a pickup game for us.

Again lots of prep work.  Maps, painted undead gunslinger minis, extensive character backgrounds, period poker cards, and a great looking GM screen that's a wooden period desk-set.

So far, I haven't been disappointed by any of the games that Duane has run.

I'll only go over one aspect of how Duane runs a game:  Character selection.

In the game The Island Of Misfortune, we were asked seemingly random questions and then characters were assigned to us.

In the game, Goblin Ninjas Flipping Out And Killing Like A Hundred Guys, we generated characters and then did our signature vignette.  And if during the course of play, we recreated it, we would gain bonus dice.

In this game, Duane made each player do a small vignette and asked pointed questions about the character we're playing.  He'd take notes and then through some magic, decides which character fits us. 

I think the refinement of doing a small vignette and asking us who we are in the scene worked much better than just asking questions and it made character selection a part of the game.

This method for character selection works really well.  So far, I haven't been disappointed.




TS Emulator V2.2

Game system
Paranoia XP
Start time:
MON, 10:00 AM
Category
RPG
Duration
6 Hours
Event ID
112004
Location
2044-A
# of Players:
5
GM / Judge
Matthulhu Steele
Description
Greetings Troubleshooters! On this mission you will be accompanied by the next generation of BotShooters - bots designed to replace Troubleshooters for those rare dangerous missions. Now with the upgraded Emulator V2.2 circuit installed, these bots will learn to act just like the Troubleshooter they are assigned to. Soon these new heroes of Alpha Complex will walk, talk, shoot and act like real Troubleshooters.

Hail the Computer!


Again lots of prep work.  Multi-page character sheets.

Comedy requires perfect timing and perfect timing must be Matt's Talent.  I laughed so much in this game, I had to wipe the tears away.

Again, lots of split scenes and parallel action.  All the trouble shooters started out in different parts of Alpha Complex and had to get to the Briefing room.  Hilarity ensued.

Wilson Z. never played Paranoia before, but I think he was a natural.  If Wilson didn't have to leave early for his flight home, he would have won one of the prizes that were handed out.  Sorry, Wilson.

Friday, February 22, 2013

Morgan's DunDraCon 2013 Adventures

Once upon a time, I used to run games at DunDraCon.  I ran games at DunDraCon 12, 13, 14, 15, and 16. After 21 years, I've returned to running a game at DunDraCon 37.  Wow, a 21 year absence.

I generally go on ski trips during February, but this year, after hearing so much about Matt Steele's CthulhuPorn game, I wanted to experience it myself, so after some prodding from Shannon and getting a request to run my Feng Shui game by Mark Schynert (event coordinator at DunDraCon) who played in my Feng Shui game at BigBadCon, I decided to go to DunDraCon this year.

All the games I played in were either good or great.

The DunDraCon shuffler was a bit messed up this year.  I got into nothing on Friday, but got into a pickup game of Monster of the Week run by Bryan H.   I ran my game on Sat and used my priority slip to get into Matt's CthulhuPorn game.  On Sun morning, I got into my first choice (Rich Taylor's game) and I also got into my first choice for Sun afternoon (Matt Steele's), but the two games overlapped by two hours.  So, I had to give up my seat in Matt's game (damn you shuffler).  Because I got into those two games, I didn't get into any other game for the rest of the convention.  I did run into Frank F. outside as I decided to go home after I tried to crash into several other games and failed.  So, I asked Frank if I could be his #1 crasher for his game on Monday -- otherwise, I'd risk driving in Monday morning for no reason at all.  Frank thought it wouldn't be a problem and it wasn't.  There were lots of no show, five people were able to crash his game on Monday.  Thanks, Frank.

In discussing the games I was in, I'm going to focus on Players and what they bring to the table, and I'm not talking about food.

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Little Trouble in Big China
Saturday 8 AM in 608 for 6 hours
GM: Morgan Hua
System: Feng Shui
Players: 6
Provided: All characters provided by GM
Power Level: Jackie Chan/Chow Yun-Fat
Variations: Loyalties & Secrets
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You are all Triad members in modern day Hong Kong. This game will be a mix of John Woo over the top action with Jackie Chan stunts, Big Trouble in Little China oddness, tests of loyalty and betrayal, Yakuza, other competing Triads, and sometimes the PTU (Police Tactical Unit) will show up at the most inopportune time.

The Dragon Head, the master of your Triad, has sent you on a job. You better not F this one up like last time. Very few people get a second chance, those who disappoint him wind up inside the Steamed Pork Dumplings on Food Street. Sounds like a simple job, so why are there so many of us involved? That Dragon Head is one tricky fellow, there's something big going on and he's not telling.
I got to run my game in the 6th floor suite. I had a video presentation that introduces a number of the characters and the setting.  The flat screen TV's input button was disabled.  I had brought an HDMI cable, but was unable to make the TV show my video presentation.  I called the front desk and they quickly sent a technician with a TV remote and he was able to change the input, so I could show my video.

The game went very well.  At the end, I got applause which Shannon mentioned happens to him once in a while, but this was the first time I got to experience it.  The applause was much appreciated.

The players were very devious and crafty devils which was great for this game.  They generated some nice surprises and at one point, one of those chaotic scenes with gang members, competing triads, Yakuza, and a hostage exchange happening at the same time.

I still think Feng Shui is hard to get one's head around as the players weren't very cinematic in their descriptions, but they certainly got the deviousness of Infernal Affairs which actually brought a lot to the table.

I'm not sure I'm going to run this game again, so I'm going to detail the construction of this game in the spoiler section below with descriptions of what happened in some of the sessions.



A Blake Brothers Production (aka CthulhuPorn)
Saturday 4 PM in 160 for 8 hours
GM: Matt "Matthulhu" Steel
System: Call of Cthulhu
Edition: 5.6.1
Players: 8
Provided: All characters provided by GM
Power Level: normal people
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Modern-Day B-movie Cthulhu! Like their fathers before them, film producer/writer/directors Wally and George Blake plan to make low-budget movies until they can break into legit film. Their latest big-budget production 'Deep Behind the Iron Curtain' is shooting in an ancient unrestored castle in Estonia. A pre-production crew was sent to the location a week ago to make it livable. A sat-phone call from the Production Manager 2 days ago let everyone know that Principal Photography begins tomorrow. The cast and crew head into the mountains...

MATURE THEMES. Please refer to DunDraCon's game content guidelines; Mature Themes games are not appropriate for some players.
I was really excited about playing in Matt's game, Cthulhu-porn.  I had heard so much about it and the character Shank, that on FB, I asked if I could play Shank in the game.  Matt said, "Yes."  Cool.  I wanted dirty jokes, off-color jokes, and a good sex-comedy.

Well, some of the players embraced the porn stars that they were given, but four players (2 couples) were in the game with their significant others and should I say, they seemed a bit prudish?  I guess they were afraid to show how depraved they could be in front of their significant other.  Due to that, I felt I had to rein in my Shank-ness.  One comment was, "I'm glad I wasn't there when you said that."  That decreased the enjoyment of the game.

I really enjoyed Jason's Assistant Director character, the DP (director of photography, not double-penetration), and Lisa's Lead Porn Actress, Candice.  At one point, there was a comment about close-ups and make-up.  I had to bite my tongue about what type of close-ups they do in porn movies -- and it doesn't involve face make-up.

Advice if you play in this game, do all your high-jinks before you enter the castle.

Overall, still a very good game, but if the players could have been more uninhibited, it would have been a great game.

I ran into Frank F. outside taking a smoke break from Shannon's game and chatted to Frank about the game, there was an elderly lady, probably over 60 overhearing our conversation.  "Cthulhu-porn?"  she asked, "What game is that?  I've been playing games with my son and now he's old enough to play in games by himself.  I can now play in other games.  I want to play in it."  She was ready for some adult content.  Too bad she wasn't in the game this year.  I bet she would have played her character to the hilt. 



Jungle Law

Sunday 10 AM in 376 for 8 hours
GM: Richard "UnkyRich" Taylor
System: Vampire: The Requiem
Players: 6
Provided: All characters provided by GM
Variations: Vampire: the Masquerade setting; some World of Darkness: Mirrors
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Three vampires in your city have been found dead - not destroyed, just reverted to dead bodies. Your sires and the Prince have brought you together to solve this situation, uncover who is behind this, and bring them to the Prince.

You'll be rewarded for your service.
One of the better investigative games.  Lots of clue trails, no dead ends.  Lots of cools stuff.  This game was set in Chicago and Rich used to live there, so he knew the area very well and it showed.  Rich said he hadn't run White Wolf for over 10 years; I wouldn't have known that.

I was in his Monsterhearts game at Celesticon and I had a pretty tepid time -- due to lack of players -- it could have been better, much better.

This time, I really enjoyed the game and the character interactions.  Some of the characters went in some strange tangents in the investigation, but since it was an investigation game, odd approaches could be valid avenues of investigation.  So, I gave leeway to those unlikely choices.

Right before the final boss battle, Matt S. gave me a call and asked if I was showing up for his game at 4pm.  Um, I didn't even know I got into Matt's game (since I didn't have time to check the postings).  The tail end of this game, session 5, overlapped the start of Matt's game in session 6.  I had to give up my seat in Matt's game and lost all my weight on the shuffler as this game and Matt's game were my first choices for session 5 and 6.  Who would have guessed that the shuffler would let me get into first choices that overlapped and then inadvertently screw me for the rest of the convention?  Damn you shuffler, you know how to really F* with people.

So, I stayed for the ending. The action sequence at the end of the game was really well done and it was a top notch game. 


Calling All Stations!!! This is Attu!!!
Monday 8 AM in 508 for 6 hours
GM: Frank A. Figoni
System: Dread!
Players: 6
Provided: All characters provided by GM
Power Level: Gritty Reality!!!
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Attu Island, an isolated, windswept, cold, and desolate place at the end of the Aleutian Island chain. Not a great place to be stationed when you're in the Coast Guard, but even less accommodating in the winter months when darkness and snow cover the landscape. And, something goes horribly wrong.

For the crew of the Coast Guard's high endurance cutter Morgenthau, WHEC 722, winter means three months of an Alaskan fishery patrol, a relatively mundane task. Five weeks into their cruise, a brief all stations distress call comes in from the small Coast Guard contingent on Attu Island only eighty nautical miles to the south. However, the message is almost incoherent and the caller hysterical:

'Say again Attu! Say again!'

'Dead!!! Help us!!! Please God! HELP US!!!'
This was my favorite game of the convention.  It was a great game.  Frank definitely knows the Coast Guard and he helped us fill in the details of Coast Guard life for all of us.  The game pacing was top notch and the dread (ha-ha) and fear kept us on our toes.

When I showed up, Mike G. and Gil T. were already waiting to crash the game.  Lucky enough, four of the signed up players didn't show up, so all the crashers were able to play and Frank let Mateo C. play (after asking us if it was ok) as the 7th out of 6 players.  Little did we know that Mateo would be the one to stop the boss monster and save the world.  Luckily we let him play.

With such a good table of players, there was no question the game was going to be really good and I wasn't disappointed.  We played off each others characters and had a great time.

We filled out our character questionnaire and at one point, I wanted one of the other players to have sexually harassed my female character.  Frank told me that I had to okay it with the other player or modify it.  It actually dovetailed with the other player's back story, so it was great, and Mike actually got to privately question both of us about what had happened.

We got to introduce our characters and my line was:  "Strippers are not whores.  And pole dancing is a sport."

Frank actually revealed that the backup characters actually had some seedy information that actually matched up with my character's back story.  So, talk about synergy.  When things go right, everything goes right and falls into place perfectly.




Pickup Game - Monster of the Week

Friday 7:30 PM in Open Gaming for 4.5 hours
GM: Bryan Hitchcock
System: Monster of the Week
Players: 6
Provided: Generated at the table using templates

Bryan ran this game for us because the shuffler F* all of us and we got into nothing for our Friday night game.  The players were Alicia H., Frank F., Nik G., and Ukelele girl and her boyfriend.

This was a very fun game.

I didn't like Monsterhearts because of the sex moves.  In this game, that aspect of Apocalypse World is gone; there are no sex moves in Monster of the Week.

We went off the rails early in the game and Bryan was really good on winging it with us wacko players.  The game became "The Mummy" on steroids.  We went to Egypt and had a big fight in a pyramid -- all not part of the scenario.

Had a good time and mostly due to Bryan doing a great job and the players bringing to the table their brand of whack.