Tuesday, October 20, 2015

Morgan's BigBadCon 2015 Adventures



BigBadCon is the best indie RPG (e.g. non-pathfinder, non-D&D) convention.

This year there were a lot more private rooms and a good variety of food trucks so there was no need to leave the hotel to grab a bite to eat.  I only played one game in a shared room, the rest in private rooms.  I'm glad Sean got rid of the those room dividers, so even in the shared room there was good air flow.

Lots of good games and I ran into lots of people that I knew.

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Collision on I-81

Date/Time - Oct 16, 3:00 PM - 7:00 PM
GM: Todd Furler
System: Unknown Armies
Maturity Rating: Adult themes
Available Spaces: 6
Game Length: 4
Characters: Provided
What’s supposed to be a simple week of training starts off with a horrific car accident. And things get unimaginably worse from there.

Todd always runs a good solid game and this was no exception. We play normal people and things just got stranger and stranger until we realized we had to fix the anomaly.

Tod runs very well paced games and controls the time very well.  We ended on time and I felt as if the game ran its course.  Nothing was rushed and everything felt organic.

I had a very good time.



Morrow Project Fate Hack

Extraordinary Mission

Date/Time - Oct 16, 7:00 PM - 1:00 AM
GM: Dennis Jordan
System: Morrow Project-Fate Hack
Maturity Rating: Adult themes
Available Spaces: 5
Game Length: 6
Characters: Created at the table
“You know what the hardest part about being a Morrow Project recruiter is?” “Finding people that straddle the line. You know how hard it is to find a stable, compassionate, caring person…who hasn’t started a family or has close community ties?
“Then there is the other side of the line. We ain’t putting on a bake sale here. We need killers, men and women that will not even blink at the idea of using force to protect or even further Morrow’s goals, all for the greater good.”
“Take me for example…a former Force Recon Marine with degrees in Psychology and Engineering, with a passion for Krav Maga and ceramics.”
“So yeah, I love my job…and deserve a raise.”
So…in the continuing BBC tradition of taking classic games with a great premise but horrible mechanics, and hacking them up with equal parts Diaspora crunch and tiddly wink spirit , we are tackling Morrow Project this year. Morrow Project is a post apocalyptic RPG about a dedicated paramilitary organization that knows the USA will be devastated by a nuclear war and volunteers to go in cryogenic sleep in hidden bunkers across the nation, to rise up 3-5 years after the nuclear chaos to rebuild a great nation.
Dennis ran this game on short notice in place of Gil's game.  Originally Gil was going to run his Star ORE game which I really, really wanted to play in, but he had a family emergency and was unable to attend BigBadCon.

So a big thanks to Dennis for GMing.

The whole background behind the Morrow Project was that we were put into suspended animation and we're supposed to wake up 3-5 years after a nuclear holocaust and help put humanity back on it's feet.  Of course, things never happen as they're supposed to.

I loved the depth of knowledge that Dennis brought into the game.  What was curious is that he has so much technical detail, but Fate is such a low crunch game.  It's a sort of an odd system choice.

We spent a fair amount of time creating our characters and getting equipment, but I wound up rolling no dice in the game, so it didn't really matter what skills my character had.  This is the fault of nobody, but it just happened that the players were not Gung Ho kick-the-door-in players, but more cautious and rational.  I think we played very realistic and very smart for the situation we were in.

I found this an interesting game, but I thought we spent too much time making characters.  In these situations, I would have preferred pre-gens.

Hey Gil, we were in a Dennis game with all this equipment and ordinance and we didn't fire a single shot.  :-)



Super Train

Date/Time - Oct 17, 10:00 AM - 2:00 PM
GM: Morgan Hua
System: Godlike
Maturity Rating: Graphic Violence
Available Spaces: 6
Game Length: 4
Characters: Provided
Allied Talents, WWII soldiers with superpowers, are notified by the French Resistance that a Nazi Super Train is loading secret cargo. Your mission, stop whatever the Germans are doing.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.

This time the players dressed up as German soldiers and ambushed the train at the station.  This was much different from the other two times where they attacked the train before it arrived at the station. But in such close quarters it was much more dangerous and 2 PCs got killed before the party decided to retreat hastily.  With backup characters they were able to complete the mission by attacking the disabled train a second time.

I'm probably not going to run this game again.  Inside the spoiler section is the description of the game and some images from the game.



Eagle’s Nest

Date/Time - Oct 17, 3:00 PM - 7:00 PM
GM: Morgan Hua
System: Godlike
Maturity Rating: Graphic Violence
Available Spaces: 6
Game Length: 4
Characters: Provided
Allied Talents, WWII soldiers with superpowers, are sent to capture the Eagle’s Nest, one of Hitler’s retreats.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.

I think most people can read between the lines and know that they get to kill Hitler.  This time, different characters killed separate Hitlers, so no one got to kill Hitler twice.

I'm probably not going to run this game again.  Inside the spoiler section is the description of the game and some images from the game.



Generation Starship (working title)

Date/Time - Oct 17, 8:00 PM - 12:00 AM
GM: Aaron Vanek
System: Songlines
Maturity Rating: Adult themes
Available Spaces: 7
Game Length: 4
Characters: Created at the table
This is a playtest for a new RPG system that uses music as a story guide. In this scenario, players will represent generations of one family line aboard a starship looking for a new home among the stars.
The game uses dice rolling for task resolution, but also elements of larping and creation/making.
Triggers: There will be elements of death (players represent a family line, so individual characters are going to die, hopefully of old age) and birth (sex is merely implied, however). Some of the songs might be very sad or at least emotional. There will be a few instances of CvC (character versus character) which could be intense or aggressively argumentative.

Aaron was playtesting his own system which is pretty interesting. There's several aspects to it. One is a playlist with an associated image. The song also determines the duration of a scene. At the end of the song, the players must have either fulfilled certain criteria by dice rolling or by role-playing. The system is interesting and pretty flexible.

Aaron designed the Generation Starship game to have a balance of 1/3 role-playing, 1/3 dice rolling, and 1/3 making. Making is basically writing a note, puzzle solving, or drawing a map cooperatively. Dice rolling consists of rolling dice and either pattern matching (a preset pattern) or getting a specific total.

Since this was a playtest, we found several things that were tiresome:
  • We were naming each generation and that got to be a chore when someone had 20 children and at some point, the previous generation dies off, so all that work was for nothing.
  • Each child also allows you to gain or lose aspects, but at some point, rolling 20 dice to add and remove aspects became too cumbersome.
  • Some of the die rolling reminded me of the game Escape, which is a fun game, but that game only runs for 10 minutes.  Die rolling for long periods of time and adding handfuls of dice became more of a chore than a pleasure.  The die rolling became "The Thing" vs the role-playing which should have been the thing.
So some of the problems were with the scenario (which Aaron will adjust) and not the system that Aaron was trying to playtest.  I think less die rolling and tying the die rolls to role-playing would serve the game better.  Maybe 10% die rolling, 25% making, and 65% role-playing would have been a better mix.

Overall an interesting, but mixed experience.



Treasure Trapped!

Date/Time - Oct 17, 11:59 PM - 2:00 AM
GM: Terror Rabbit Ventures
System: Movie
Big Bad Con Screening of Treasure Trapped! Three unlikely heroes journey into the curious world of LARP (Live Action Role-Play) to explore what happens when you take pretending to a whole new level.
I'm glad that Matt S. brought this documentary to show us. It was quite interesting even though the movie failed (bad disc) in the last 7 minutes and we lost the ending.

It starts off with SCA-style Boffers and D&D LARPs. The Boffer training seemed very odd. I've seen SCA and I've fenced and done Kendo, and what they were teaching didn't seem very realistic to me. They also didn't wear any head protection.  It reminded me more of kids with foam swords than combat training. 

Then it goes to more and more extreme LARPs where people have bought part of an abandoned mine to dungeon crawl, people who have opened up a high school where kids learn by LARPing, a group that spent over $1M to make the inside of a naval destroyer into a Battlestar from Battlestar Galactica, to a group that does a 36 hour immersive LARP as employees of a marketing firm for questionable products or PR for despots of a dictatorship.

At some point, I began to become disturbed by the lengths of what was going on. At first the high school seemed cool until I saw scenes where some students were wearing yellow Juden stars and it was clear they were roleplaying the Holocaust. Umm, that crossed the line for me. They also showed that they were going to roleplay a Salem Witchhunt (they talked about future events and pointed at upcoming schedules).  My mind reeled. What was on the future schedule? A Lynching in the South? Killing Fields? ISIL beheadings? They should have learned from the Stanford Prison Experiment which went very wrong and I don't think there's people on staff that understood that some of these high school students could be damaged for life.  One student said he loved the place because he was such an outsider before and he felt like this was a family -- yeah, like The Manson Family, especially if they roleplay Nazis and Jews.

The Marketing Firm LARP was painful to watch.  I personally would not do it as it reminded me too much of real work.  I roleplay to escape work stress.  At one point, a player got fired. I turned to Jack and said, "I would have gone postal." I bet they wouldn't have counted on that.

The beginning was a bit slow with the SCA-style Boffers and D&D LARPers which most roleplayers are familiar with, but it got more and more interesting as it got more and more extreme.

Definitely worth a watch.

Death By Moonlight

Date/Time - Oct 18, 10:00 AM - 2:00 PM
GM: Carl Rigney
System: Night Witches
Maturity Rating: Adult themes
Available Spaces: 4
Game Length: 4
Characters: Created at the table
In World War II’s darkest hour, natural born Soviet airwomen volunteered to take to the skies to defend Mother Russia from the Hitlerite bandits. They flew terrifying night missions in obsolete biplanes, dropping bombs on the invaders and when they couldn’t get bombs, they dropped railroad ties. By day they struggled with repairs, parts shortages, political officers, and all the forces that wanted to see them fail. This is the story of their triumph anyway, as told by you. Beginners welcome, system will be taught.
Your biplane is made of wood and canvas with an unarmored fuel tank that goes up like a candle when hit. You don’t wear parachutes because that weight could be better used for more bombs, and because you fly too low for a parachute to be useful. The cover of darkness is your greatest ally as you glide in, engines off, to torment the invaders. But even when the moon is full, still you must fly.

A very fun game.  Carl does a great job of balancing between players and giving everybody enough screen time.  He did a great introduction to the Night Witches game.  The game was designed to be more of a campaign, so he picked and chose some interesting parts for us to play.

Even though Carl picked and chose various parts of the campaign, it felt like a full game to me. Nothing was rushed and everything was fully fleshed out.

I loved the game, but I'm worried about the repetition of mission after mission in a campaign, whether that would get boring.  I'll get into a campaign game of this to see if that's the case.



Dead Dogs

Date/Time - Oct 18, 3:00 PM - 7:00 PM
GM: Chris Czerniak
System: Feng Shui 2
Maturity Rating: Adult themes
Available Spaces: 5
Game Length: 4
Characters: Created at the table
The triads have infiltrated the Hong Kong Police Force and crime has become rampant. However, there is something that lurks under the crime family and since the Triads killed your family, or ruined your career, or your brother works for them and you want him out; you’ll do anything to find out what is really going on and make things right.

This was the funnest game that I played in.  I had a great time as the Scrappy Kid.  My character concept was Wednesday from the Addams Family, but wearing a Girl Scout uniform and selling stale Girl Scout cookies which she used as Throwing Stars.  Her motivation was that Pugsley was selling drugs in Hong Kong and got grabbed by Mad Tiger's men for failing to get the right amount of money.

I got to Toss My Cookies and kill people with them in a variety of ways.  I also had a distraction move, so I used a lot of improvised weapons in order to slow the bad guys down.

What was amazing was that this game was only two set pieces and even though it was combat in two areas, we created full stories for all the characters and the game was organic and fully fleshed out and not rushed.  I loved it.

One technique that Chris used was that we were required to make one connection between our character and another character, so when the action started, we had a reason to support each other. We also had our personal flashback which gave each of us our own bit of screen time to either expand our character or flesh out the plot.

In the set pieces, he let us add one element per player, so we could customize the layout.  Again this game depends on cooperation and imagination from the players, so good players is a key to a good Feng Shui game.

Overall, very fun.

Tuesday, September 08, 2015

Morgan's CelestiCon 2015 Adventures

Special guest of CelestiCon this year was Sandy Petersen, game designer of Call of Cthulhu.
They also had a special drawing to see who would get into a game run by Sandy.

I didn't win a seat, but Shannon M. and William L. did get into the game.  Funny thing was that William L. played in my Eagle's Nest game instead of Sandy's game.  Mic DROP.  :-)

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Fifty Shades of Earl Grey

GM: Jeff Yin
Friday Noon for 4 hours
Type: RPG
System: Fading Suns
Edition: 2nd Ed
Players: 6
Provided: All characters provided by GM
Game Content: Mature Themes
A Questing Knight is charged with investigating the death of the Emperor's cousin. Fading Suns is a game of science fantasy, with a medieval Europe in space feel. Beginners welcome!

Interesting setting with a very good table of players.  We wound up f**king around so much doing side things that we didn't get into the murder mystery until the last half hour, so we poked around the crime scene for a bit and then stopped the game.  This means we can play this game all over again.  Yay!




It's a magical place

GM: David Weinstein
Friday 4 PM for 6 hours
Type: RPG
System: All Flesh Must Be Eaten
Edition: First
Players: 6
Provided: All characters provided by GM
Power Level: Norms
Game Content: Mature Themes
It's summer, and that means vacation! People of all stripes are packing themselves into the amusement park for summer fun and adventure! This year, however, some folks are going to get more of an adventure than they bargained for...

My two favorite games this CelestiCon was this game and Hamel's Cthulhu Azorian.

Pacing was great in this game.  No dead spots and the tension was kept up until the end.  A very fun game -- or at least I enjoyed it immensely for the fear and terror.



High and Dry

GM: Jeff Dee
Saturday 9 AM for 4 hours
Type: RPG
System: Bethorm: the Plane of Tekumel
Players: 6
Provided: All characters provided by GM
Power Level: beginning characters
Game Content: Mainstream
Grain shipments from the town of Mishábar, near an ancient ruined castle, to the Temple of Hnálla in the city of Katalál have inexplicably ceased. As priests of Hnálla, Lord of Light, you are sent to discover the reasons for this lapse and set things aright!

Jeff Dee, one of the writers of Tekumel, ran this game.  He had in depth knowledge of the world and this game had great NPC motivations and gave the PCs hard choices.

My main complaint is that the combat system seemed unnecessarily drawn out -- very old school.  I picked a sorcerer of light and wound up being a more effective combat character than our four-armed insectoid warrior (due to a lot of bad rolls).  I can create fighting phantasms and my quarterstaff seemed to do as much damage as the insectoid's weapons.  The only difference was the insectoid had natural armor.

After one and a half combats, we ran out of time, so we rushed through the ending and hand-waved through the remaining combats.

Overall, I liked the world and enjoyed the game, but I didn't like the mechanics and the long drawn out combats.



Reunification III

GM: Andrew Davis
Saturday 2 PM for 6 hours
Type: RPG
System: Star Trek RPG
Edition: Decipher
Players: 8
Provided: All characters provided by GM
Power Level: Enterprise Officers. Characters provided.
Game Content: Mainstream
Ambassador Spock and his party have been working with Romulan dissidents for the past 20 years on Romulus in the hope of forwarding an eventual reunification of Vulcan and Romulus. Ambassador Spock and his two Vulcan aides have been kidnapped on Romulus. Unknown agents are at work. The Enterprise must investigate his disappearance, recover Spock and his Vulcan aides and escort them to safety in Federation Space, and bring his kidnappers to justice. 

I loved the props and toys the GM brought.  It required a hotel handcart to bring everything into the room.
It's clear that the GM had in-depth knowledge of the world of Star Trek and was a great fan.

I had fun because I was able to play Jean-Luc Picard, but there were several issues with the game:

1. We had seats for 8 players, but only 6 were filled, so a lot of people showed up trying to fill the empty seats.  The GM let 11 players into the game and even said 12 would be ok.  IMHO, I think the ideal game should have been 6 players, not 12.  During play, I felt guilty that I had a lot of screen time and it seemed like the extra players had nothing to do.  So, I asked Riker to pick the away team members to give him something to do.   At some point, I started asking Riker to pick people who didn't have enough screen time, so they would have something to do.  I felt I was making a balancing act that the GM should have designed into the scenario.

2. If certain players made specific rolls, or needed plot nudges, they were given 3x5 cards to read out loud.  I understand what that was for, to give us clues and Trek-speak, but it also felt like giving lines for the players to read instead of letting them role play.

3. The plot was very complicated, but the solution was very A to B to C, so although what was going on had a fair amount of complexity, the solution felt like it was on rails.  We did finish the game early, so maybe we were better or luckier than expected.  Not sure about that, but events seem to gallop by and on auto pilot.  At one point, I asked the officers to gather in the ready room to discuss what was going on, just to get other player's impressions and input because things were just happening so fast without us being able to decide if what was happening was some elaborate deceptive plot or whether what was happening should be taken at face value.



Eagle's Nest

GM: Morgan Hua
Saturday 9 PM for 4 hours
Type: RPG
System: Godlike
Players: 6
Provided: All characters provided by GM
Game Content: Mainstream
Allied Talents, WWII soldiers with superpowers, are sent to capture the Eagle's Nest, one of Hitler's retreats.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.


William L. got into Sandy Petersen's Call of Cthulhu game, but he didn't know he did, so he signed up for two other games that overlapped with Sandy's game.   One of those games was this one, so I get to brag that someone picked my game over Sandy's.  :-)

Actually, the game pacing felt a little flat to me as the GM; when I ran it at KublaCon, there were more ups and downs and more excitement.  The players finished the game early.  When I ran this game at KublaCon, it took 5 hours.  The players this time finished an hour early.  Only one player wasn't familiar with the ORE system and I was short two players, so maybe not having to take time to explain the system in detail and having less players shortened the play time.  See spoiler section for more musings on this.



Cthulhu Azorian

GM: Richard Hamel
Sunday 4 PM for 8 hours
Type: RPG
System: Call of Cthulhu
Edition:7
Players: 6
Provided: All characters provided by GM
Game Content: Mature Themes
June 1974. The CIA has assembled your team to assist with the covert recovery of the K-129 submarine that mysteriously sunk in the Pacific Ocean in 1968. What forgotten horrors lie on the ocean floor?

My two favorite games this CelestiCon was this game and Weinstein's It's a Magical Place.

The setup and plot had enough twists and turns to keep us on our toes.  I really enjoyed this game.

There were some issues with pacing and division of labor between PCs.  More in the spoiler section below.



Super Train

GM: Morgan Hua
Monday 9 AM for 4 hours
Type: RPG
System: Godlike
Players: 6
Provided: All characters provided by GM
Game Content: Mainstream
Allied Talents, WWII soldiers with superpowers, are notified by the French Resistance that a Nazi Super Train is loading secret cargo. Your mission, stop whatever the Germans are doing.
Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.

This game went well and took exactly 4 hours.  The players were less tactical than the group of players I had at KublaCon.

It seems like the less tactical the group, the more foobar happens and actually the more ups and downs during the game with more interesting and unexpected things happening.

Sunday, June 07, 2015

Morgan's KublaCon 2015 Adventures

Memorial Day weekend at KublaCon.  Most of the RPGs I was in or running had to do with war -- sort of appropriate for Memorial Day, huh?

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All’s Well That Ends Well: Blood of The Gods
Thursday 6pm, invite-only pre-convention game, 6 hours 
GM: Nick "The Orange Duke" Szczech
System: Call of Cthulhu 6th Edition
My Version of a Colin Dimock classic. Our heroes have just returned from a deadly but successful mission. They are tired, wounded and in some cases dead. At least it is over, or is it? Play one of the Men in Black as you battle a horrible beast inside the confines of your own secret base. What is going on? What went wrong? Who can you trust? Only time will tell. It’s character against character in an all out battle to the death, but be sure you kill the right ones!

Hyle Hooper – ex FBI, dream warrior
Black Basil Thorn – world Traveler
Shannon Mac – navy seal, black ops agent
Clarice Scully – Bio/forensic expert
Kurt Salu – Computer expert, hacker
Madame Rotunda – power psychic
Arthur C. Carter –archeologist, dreamer
Eddie Dane – Killer, Stake Team leader
I got invited to a game before the convention started.  This is great.  No shuffler, no loss of weight for getting into games.  Also the Atrium is pretty quiet before the convention starts and is a great place to play a game.

This was an interesting game.  My only complaint is that this game needs 2 GMs.  When players were doing secret things (which was most of the time), the rest of the players wind up sitting at the table without anything to do.



Death From A Jeep
Friday 7pm, 6 hours
GM: Thomas Vallejos
System: GURPS 4th Edition
January 1944: You are members of an Allied Team of special ops who operate behind enemy lines. Your methods include the use of heavily armed jeeps, explosives, knives... Just about everything you will need to convince "Jerry” that starting this war was a bad idea.
You come back from Christmas leave only to find your next assignment is waiting for you. Destination: Somewhere in France. 
Tom had lots of technical details and info.  It's been a long time since I played GURPS and I love the bell curve that comes with 3d6 vs straight percentile die rolls.  Glad that Tom had pre-generated characters since there was a lot of crunch on the character sheets.  The mission was pretty straight forward, but we had a lot of fun in this game due to character interactions.



Super Train
Saturday 10am, 4 hours
GM: Morgan Hua
System: Godlike
Allied Talents, WWII soldiers with superpowers, are notified by the French Resistance that a Nazi Super Train is loading secret cargo. Your mission, stop whatever the Germans are doing.

Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too. 
This game is short and pretty straight forward.  I took two of the highlights from my Godlike campaign and created two standalone scenarios.  The other scenario is Eagle's Nest.

I got some Godlike veterans in my game:  Jack Y., Gil T., Jason F., etc.  I think only one player didn't know the system.  To my amazement, no PCs were harmed in this game.



Eagle's Nest
Saturday 7pm, 4 hours
GM: Morgan Hua
System: Godlike
Allied Talents, WWII soldiers with superpowers, are sent to capture the Eagle's Nest, one of Hitler's retreats.

Godlike is a brutal WWII system where one lucky bullet can kill a PC. Not only do you have to deal with trained soldiers, but the Germans have their own supermen too.
This time, due to a tactical mistake on the players part, two PCs died.  But I think I'll change the talent on one of the PCs, being able to do two things at once isn't much of an advantage.

One PC kept on getting the killing shot and racked up massive will points even though the other players helped in knocking the enemy NPCs down.  Didn't know you could be a Godlike Will Hog by getting the killing shot.



The Treaty Worlds
Sunday, 10am, 6 hours
GM: Jeff Yin
System: Dark Heresy
Inquisitorial Acolytes are dispatched to conduct a diplomatically sensitive investigation.
Jeff is a very under-rated GM.  He does great NPCs and has their nuances down.  Their actions and dialog tells the players oh-so-very-much without having to explain to us what is going on.

I've never played Dark Heresy and got a good introduction to the world and enjoyed the game very much.



Oh, The Unspeakable Things
Sunday, 5pm.  7 hours
GM: Matt Steele
System: Call of Cthulhu 7th Edition
27 June 1918, the Canadian Hospital ship HMHS Llandovery Castle is bound from Halifax, Nova Scotia to Liverpool, England to pick up soldiers wounded in The Great War. In theory, hospital ships are immune from attack by ship, by air, or even by U-boat. In practice, the Germans have been known to fire at hospital ships, even though it’s against international law and standing orders of the Imperial German Navy.

But the dangers don’t end there. Mines drift unseen around the British Isles. Spies and saboteurs are everywhere. And on the high seas, one never knows what nightmares might rise from the deep – or what horrors of war might be found drifting in the current.
My favorite game of the convention.   Definitely creepy and I definitely felt threatened throughout the whole game.