Wednesday, June 01, 2016

Morgan's KublaCon 2016 Adventures

This year, KublaCon was a bit odd.  I felt there were more shared rooms with overlapping games.  It would have been better if we had private rooms, but even if the rooms were shared, it would have been better to put similar games together.  I was in Jack's horror game and next to us was a table of 10 players playing a 10 hour Star Wars game.  They were loud and it was hard to hear Jack and it ruined the atmosphere a bit.

There were a lot of no shows for games.  One game I showed up for, three players and the GM didn't show up.  The game was going to be in a room with 3 other games.  Luckily for them, our game didn't happen.  

For each game, there's an analysis of average play time per player. Dividing up the game duration by player isn't very scientific as time is spent in groups.  The worst case is when all the players split up and each do their own thing. If the players hang together, then more than one player gets to share the spotlight.  So, dividing game duration by player number is a worse case calculation.

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GOTTERDAMERUNG
System: Call of Cthulhu
GM: The Orange Duke Nick Szczech
Players: 7
Date/Time: Thurs 5/26, 6pm (6 hrs duration, completed in 2-1/2 play hrs)
Characters: Provided,
It is 1945, Germany is losing the war, and Hitler has retreated to his bunker in Berlin to fight out a final battle with the Russian Marxist foe. As the war is coming to a close, the allies close in on what little is left of Germany, is there no hope? Hitler has promised that super weapons will save the Third Reich and that even know they are being developed. You know this is true, you are stationed in a secret underground base in Germany where scientists and occultists are developing the weapon to save the Reich, but can they do it before the world ends?

This was an invite-only pre-convention game.  Last year, Nick also invited me to play in his pre-convention game.  I liked the setting, the PCs and the NPCs.  From what I can tell, Nick likes to run controlled chaos games where PCs have cross purposes, which I do like, but the issue with that is that there are a lot of break out sessions and the table is left alone to entertain themselves.

The problems I ran into was the same as last year.  This time since the game only ran for 2-1/2 hours, if you do the math:  2.5 hrs * 60 mins / 7 players = 22 mins play time per player.  To get to KublaCon before 6pm, you have to brave rush hour or go even earlier.  I chose to brave rush hour and it took me 1-1/2 hours to get to KublaCon, then we waited 1 hr for some players who arrived late (we started playing at 7pm).  So, 1.5 hr commute + 1 hr waiting for people + 2.5 hrs play time + 0.5 hr drive home = 5.5 hrs of time, I only really got to role play for 22 mins.  That didn't seem like it was worth it.

We did stop the "big bad" with a mostly TPK.  And other plays of this game ran longer, so maybe we were just too efficient in getting to the end.




The Houndsditch Resurrectionists
System: Nemesis/The One Roll Engine
GM: Jack Young
Players: 6
Date/Time:  Fri 5/27, 6pm (6 hrs duration)
Characters: Provided,
Levels: Shrewd but impoverished kids
London: 1872. In the wake of industrial revolution, the most prosperous society in history is also a sprawling calamity of crime, squalor and unimaginable poverty. Life is so dire you’ve had to resort to grave robbery and body thieving to just maybe get by. It’s good to have mates to watch your back for this job tonight, because no other soul in this city cares if you live or die.
Mature themes.
Another really good game by Jack Y.  Loads of fun, lots of hi-jinks with adolescent kids in a graveyard.

6 hr game / 6 players = 1 hour role playing per player.




The Buffalo, the Pirate, and the Consulting Detective
System: TimeWatch
GM: Morgan Hua
Players: 5 (played with 6)
Date/Time: Sat 5/28, 10am (6 hrs duration)
Characters: Provided.
You are an elite TimeWatch agent trained to stop saboteurs from ripping history apart.
During Buffalo Bill’s Wild West Show in 1887, London, several historical figures are shot and killed, including Queen Victoria’s grandson George Albert (later King George V) and Kaiser Wilhelm II. And oddly, Sherlock Holmes is helping the police with their investigation.
Scenario written by Michael Rees.

I wanted to run TimeWatch because I was a KickStarter supporter and one of the first scenarios (written by Michael Rees) I ran for my local gaming group was amazing to me and I wanted to share it. Michael Rees wrote this scenario with a beta version of the Kickstarter rules, but his work was so well regarded that he got invited to write additional content for the Kickstarter.

What's interesting about TimeWatch is that it makes you think differently on how to solve problems. Like a lot of independent games, the setting is very white room and you have to bring your imagination to the table and fill the room with things that progresses the story and plot.

In running this game, I felt the pacing was a little slow, but I ran into some of the players a day later and they all said they had a great time.  It's weird to experience the game from the inside and then getting feedback from the outside that didn't match.

6 hrs / 6 players = 1 hour role playing per player.




Spirit of 77 - Bicentennial Blues
System: Apocalypse World Engine
GM: Charles Picard
Players: 7
Date/Time: Sat 5/28, 6pm (6 hrs duration)
Characters: Created at table.
Last year was the Bicentennial, and all Uncle Sam has to show for it is a giant-sized hangover. What guitar-waving, car-exploding, street-fighting, Snake River Canyon-jumping insanity will birthday numero 201 bring? Can.. You…DIG IT?
I ran into Charles in line and he told me he was running this game.  I met Charles last year in Death from a Jeep and he and his buddies were what made that game really fun.  They were excellent role players.  So, I changed my shuffler priorities to get into his game.  Something new.

I had reservations about Apocalypse World, I've played it twice and I disliked the Sex moves especially in the Monster Hearts version of the game.  The great thing is that this version of the system has no Sex movies.  It's all about over the top action and big hair.

The character generation took about 1-1/2 hours.  The templates and backstories were fine, but with 7 players, we had to generate hooks 5 hooks per PC, so that's 35 hooks that you have to make between characters and they have to agree on it.  That took more time than it was worth and during play it had minimal impact.

My character was named Reverend Total Peace and he looked like Kojak and he had a gang of Hare Krishnas that he called his Peaceniks.  He had political Connections and was greedy for money.

Anyway, once the game started, the game ran fine.  Charles is a really good GM, but I think allowing 7 players into this game was over ambitious.  I think making-characters-at-the-table games should have 4 to 5 players.  When you get up to seven, it's exponentially too much to handle.  I could see Charles trying to hook the individual story lines together and giving players enough stuff to do.  But what could have been easily handled with 4 to 5 players becomes an extraordinary chore.  Also with so many characters to juggle, the story winds up suffering.

(6 hrs - 1.5 hrs char creation) / 7 players = 38 mins of screen time per player.

I enjoyed the game, liked the system, but I felt there were too many players.  Also, I didn't quite feel the seventies vibe.  Not enough Seventies, baby!




DRIVE INTO DARKNESS
System: Night’s Black Agents
GM: Gene Lancaster
Players: 5 (played with 3)
Date/Time: Sun 5/29, 12 noon (4 hrs duration, completed play in 3 hrs)
Characters: Provided
1950’s Memphis, Tennessee. 5 Criminals with guns and a plan. A bank robbery gone wrong. All hell breaks loose!
For most people, problems can be solved with money. Your problems, are solved with violence.
You are slayers of the undead... and the living.
See oldheroesneverdie.com for pics
Adults Only. New Players welcomed! A Vampire Crime-Thriller.
Take a psychobilly drive into darkness!
I heard great things about The Dracula Dossier and was thinking about running it.  I've only played Night's Black Agents once and thought it was an okay experience, but not great.  I wanted to try it again before deciding on running The Dracula Dossier.

Even though the game was full, only one person who signed up showed up for the game and there were two crashers (I was a crasher), but the other crasher had to leave after 3 hours.  What is up with people who crash, but can't stay the whole duration?  "Oh, yeah, I just need to kill a few hours, but I got something better to do later.  Is that okay?"  Seems a bit rude.

Gene has a lot of props and has been play testing this game for a while.  The issue is that the game is longer than the time slot, so he's been removing parts and starting the game in media res which is fine.  With only 3 players, we actually finished the game early enough so the crasher that had to leave could just leave without missing much.

It was interesting seeing a total different way of GMing a game.  Gene definitely likes more of the action aspects of Gumshoe than the investigation.  The game ran more like an action movie than what I expected from a Gumshoe game.  But up front, Gene set our expectations with what the game was and what it wasn't.  He said the game was a B movie, some things have logic holes, there will be continuity errors, it will be violent, but not abusive.  He said it was Jason Bourne with Vampires.

So, I enjoyed the game for what it was.

3 hrs / 3 players = 1 hour per player.




At the Hands of an Angry God
System: At the Hands of an Angry God
GM: Wilson Zorn
Players: 6 (played with 3)
Date/Time: Sun 5/29, 5pm (6 hrs duration, completed play in 3 hrs due to players having to leave)
Characters: Created at table.
Your family is leaving the rotten old world and establishing a principled colony on the frontier with like-minded families/tight-knit factions. Play includes setting and family/faction generation, families battle “fate” and compete with each other to establish the community and their own positions.
Interesting system, but a bit fiddly.  I enjoyed it, but the other two players (crashers who had to leave 3 hours early) seemed a bit lost.  Again?  Or did they dislike the game and wanted an excuse to leave?  Again my rant about crashers who can't commit to the full game.  WTF.  But Wilson told us that the game needed 3 players and was better with 4.  So, 2 crashers that can't stay the whole time was better than no game at all.  At least one of the crashers told us after Wilson explained the game that he couldn't stay the full time, so Wilson gave us a truncated game instead of being told at the last minute that the player had to leave..

The whole premise of the game is that the players represent their family (much like King Arthur Pendragon where players represent the whole history of their household including individual knights).  The families come up with founding precepts for a utopian colony trying to establish itself. The GM represents the other NPC families and outside forces (The Angry God).  The Players represent the major families in the colony.

The world and setting is determined by the players.  I suggested a better Waterworld.  So, we wound up being colonists finding a piece of land out in nowhere surrounded by water after catastrophic global warming.

We came up with 8 precepts for our utopian colony.  It was free form, so came up with something socialist.  All resources are shared.  Everyone has a voice. No violence within the community. Punishment is based on withholding resources.  Resource usage must be sustainable.  No religion, but we must respect the spirit of the land.

The GM has a supply of tokens and the Colonists have a supply of shared tokens and each family has their own supply of tokens.  During game play, tokens are shuffled between supplies based on play.

In each round the players and GM can bring up challenges and tokens are put forward to confront the challenge.  The dynamics of families helping each other added bonus tokens from the community's supply.  Dice (d6's) are rolled based on the number of tokens put forward and depending on the results, either the challenge is met with success or failure and 1's and 6's determine setbacks or benefits to the family being challenged.  After a full round, tokens are returned to their token banks with benefits adding tokens to various families and setbacks removing tokens from those families.

The game ends when either the GM or the shared supply is emptied.  If the GM supply is empty, the colony survives and becomes established.  If the community's shared supply is empty, the colony fails and dies out.

In our game, the three families were the Watchers (my family), the Fixers, and the Stables.

In our mini-game, the Stables defeated the island's big bad, killing the local natives's god (a giant human eating octopus) which allowed the Watchers to convert the locals to our founding precepts of no religion.  The colonists won establishing a stable colony, but the Fixers gained so many tokens they created an oligarchy. My Watchers wound up intermixing with the locals on the island and became a majority of the underclass, ready to start a rebellion.  And that's how we ended the game, ready for a sequel.

I enjoyed the game, but the other two players were a little lost on how the tokens worked.  I've played enough resource games and indie games to figure it out pretty fast.  I think by the end, one other player finally figured it out.

Overall, I liked the world building and how it played out.

3 hrs / 3 players = 1 hour per player.



And Some Fell on Stony Ground
System: Call of Cthulhu, 7th Edition
GM: Morgan Hua
Players: 6
Date/Time: Mon 5/30, 5pm (4 hrs duration)
Characters: Provided
Life in Stowell, an American small-town in 1923, is idyllic and safe. Family and friends are behaving strangely and then it all begins to descend into madness.
This is a published scenario by Paul Fricker from the Chaosium book “Nameless Horrors.”
A week before the GM submissions deadline, Chaosium reached out to me and asked me to run a game at KublaCon.  I was already running TimeWatch and I didn't want to run a long game and not be able to play in other games during the convention, so I thought I would run a 4 hour game on Monday.  I didn't have a short scenario written up and they recommended that I run a scenario from their "Nameless Horrors" book.  Unfamiliar with any of the scenarios, they recommended "An Amaranthine Desire" or "And Some Fell on Stony Ground" as something that can be run in 4 hours.  I read the summaries for both games, but "An Amaranthine Desire" was very close in plot device to "Gatsby and the Great Race" which was being run in 4 rooms with 6 players each at the same convention, so I didn't want to run something that similar. I was told that "And Some Fell on Stony Ground" might be longer than 4 hours, but it can be run in that time frame.  My schedule had been busy, so I wasn't able to play test the game beforehand to work out any timing issues.  Into the breach, my dear friends, into the breach.

4 hrs / 6 players = 40 mins role playing time per player.  Due to the setup of the scenario and pre-gens, most of the players wanted to do their own things, so there was a lot of wait time between players.  Eventually, they got together to work as a team.  Not an ideal setup for a convention game.

Someone posted on Facebook that they greatly enjoyed the game and I was lucky enough to read his comment.

Tuesday, December 22, 2015

Morgan's Dead of Winter 2015 Adventures


Dead of Winter Horror Invitational 2015

On the way to Placerville, I saw signs for $1 bag oranges at a truck parked off the road.  Well, it was a double bait and switch.  The bag only had 4 small oranges, or you can pay $4 for a 8 lb bag (with about 20 oranges).  The sample slices she handed me tasted sweet, so I bought the bigger bag.  Well, the big bag of oranges were different from the samples -- they weren't as deep orange (more pale yellow inside) nor as sweet. Double bait and switch.

So, if you see a lady selling oranges on the side of the road for $1 a bag, skip it.  When I told my brother this story, he said, "Oranges aren't in season.  That should have been a clue."  So, I should have just drove away on the first indication of a scam.  e.g. if the person is already willing to do unethical marketing practices, what's to prevent them from doing something worse?

One of the highlights of DoW was having Monday breakfast at Sweetie Pies.  I got the smoked turkey wrapped around asparagus (diced) with extra crispy hash browns and cinnamon and walnut toast. Food was much better than Mel's and only slightly more expensive.  It's a sad thing to say that Mel's put the Carrows (across the street from the Mel's) out of business in Placerville.  It's sort of the battle of the meh.

This time, I didn't do any sight seeing before DoW, but I brought my ski equipment and went skiing for 4 days afterwards.  It snowed Sunday, so I got to ski on powder on Monday and found some powder between the trees on the other days.
Heavenly Ski Resort on Monday
Heavenly Ski Resort on Weds, mostly empty of people

Kirkwood on Thurs, it took me hours to find this powder stash.
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Saturday 11am
Game System: Call of Cthulhu 6th Ed.
Scenario Title The Phantoms of Black Knife Ridge
GM: Badger McInnes
Variations: Some house rules
Power Level: You got callouses on yer hands from workin’ the range, or a sharp eye and smooth trigger finger
Number of Players: 6
Description: It’s November, 1901 in Black Knife Ridge, Oklahoma. The west is still wild out here, but folks from the East are starting to make the pilgrimage, what with all the money comin’ in from oil stakes and the like. Normally Black Knife Ridge is on the quiet side, but on this day, a special guest is rollin’ into town; singer Daisy Nash, giving a one-night performance during her country spanning tour. The locals are all a titter about the show, the dance hall is gonna be packed, and wouldn’t you know that the sheriff is off in another county today.

Gonna be a busy night.

The Phantom of Black Knife Ridge is a Wild Weird West scenario concerning a little bit of murder, quite a bit of snake oil shenanigans, a whole lot of corruption, and a big ol’ shitstorm of danger. Slap on those smoke wagons, grab your deputy badge…oh, and ya might wanna pocket that Elder Sign, too.

I enjoyed the game, but I felt the pace was a bit slow for me and the game fell in the standard template of investigate, find big bad, and blow it up.  For me, the most enjoyable bits were the character interactions.



Saturday 7pm
Game System: Reports from the Zone (The Veil)
Scenario Title: The Electric Psychopomp F**k Brigade vs. the Deranged Discotheque of the Damned
GM: Matthew Grau
Variations: None
Power Level: Paranormal Drug Addicts
Number of Players: 6
Characters Provided: Yes
Description: In this mash-up of Fear & Loathing in Las Vegas, Trainspotting, and Naked Lunch. Characters are drug fiends who have discovered the “Zone,” a place where they’re so altered that they see through reality. The world they’ve discovered is strange and dangerous, filled with existential threats, and they’re kind of the only ones who can do anything about it. However, they have to use a lot of drugs to do that, and that naturally makes them less… effective.

Fortunately, their crippling addictions have also given them new paranormal abilities to aid them in their fight – but these abilities also help drive deeper and deeper dependence. The Characters’ impaired judgment may easily lead them to make unsound choices – the horror is both external and internal.

Matt printed cards for The Veil.  The collection of cards made up your character.  For various tells for talents, you needed to write on the cards.  Too bad Matt made really high quality glossy cards; it was hard to write on them as the ink/pencil didn't quite write on the high gloss.  A matte finish would have worked better.

This was my favorite game that I played in at DoW.  We each got to play various drug addicts with each drug of choice giving us benefits.  Matt also did a great job of DJing various decades of music. Some of the music references were beyond me since I wasn't much of a pop music kind of guy -- I grew up playing the violin and listening to Mozart, Bach, and Vivaldi.



Sunday 11am
Game System: Call of Cthulhu
Scenario Title: U-29 is Alive
GM: Gil Trevizo
Variations: Home rules
Power Level: Normal people
Number of Players: 6
Characters Provided: Yes
Description: October 1918. The war is lost for Germany, but the Kaiser continues to feed the meatgrinders of the Western Front and crew after crew is lost on the bloodied seas of the Atlantic. Now the admirals have ordered one last foolhardy mission, to venture deep into enemy waters and “recover” the missing boat U-29, an experimental submarine lost over a year ago. Aboard its sister boat, U-31, the doomed crew will sail into black and forgotten depths and learn the silent secrets hiding beneath unfathomed waters for uncounted years.

I liked that this game gave us a lot of options even though we were stuck in a submarine and had a very rigid command structure.  Gil spent a lot of time researching WWI submarines and the social structure at that time.  I appreciated that and enjoyed the mini-lecture on the those subjects, that said, we spent 1-1/2 hours covering those subjects before we got to start playing.

I think part of the flaw was Gil trying to be true to a HP Lovecraft story (which I haven't read) instead of just taking it as an inspiration.  Frank mentioned to me that it didn't really matter if it was a WWI submarine vs a modern day submarine.  I think he was right, then you don't need to explain the social structures, the drawbacks on the submarine, etc.

For me this game was a close second to Matt Grau's game.



Sunday 7pm
Game System: Nemesis
Scenario Title: Welcome to the Clown Motel
GM: Morgan Hua
Variations: Highly Modified (Simplified Nemesis)
Power Level: Silver Miners, Bikers, Military Personnel, and Old Folks.
Number of Players: 6
Characters Provided: Yes
Description: The Clown Motel is located next to the Tonopah Cemetery.  Tonight is the night of the Blood Moon.  Who will survive the night at the Clown Motel? Players will have multiple characters as they uncover the history and mysteries of Tonopah from 1902 to present day.

WATCH THE VIDEO: https://plus.google.com/102965936034306571485/posts/TZNgzJ7f2Eb



I wasn't able to play test this game before DoW and I was experimenting with various things.  The game ran a bit short: 4 hours.  Part of it was I had four players instead of the six I was expecting and I didn't spend any time explaining Nemesis which generally takes about 1/2 hour.  Almost all of the players knew the system except for one player and he said, "Let's just play, and tell me what to roll." I also made the bad guys too powerful and they wiped out PCs faster than I expected -- more about this in the spoiler section where I breakdown the complete scenario.

Sunday, November 15, 2015

Morgan's AetherCon 2015 Adventures

This free convention is completely online with painting contests, video panels, quiz contests, and of course, online RPGs.  I played in four games and listened to two panels, and one one prize at the quiz contest.

I had a good time, below are a few issues I ran into:

An issue with AetherCon, a virtual convention, is that the players and GM are in different time zones. The schedule is a cryptic GMT-05.  Unless the players or GMs can figure out when events are run in their local time, there's a danger of no shows.


Their website is also a bit cryptic with no FAQ, so be prepared to spend time figuring out where things are and what you might need to download.  Various GMs may use Roll20 or Google Hangouts or Skype, and I've seen issues where players don't have their tech figured out and winds up being a time-suck as the GM waits for the player to solve their tech problems.


Events registration is on the warhorn.net site, but when you click on the "home" link for aethercon on the events page, it takes you to the warhorn.net/aethercon page which has no information as to where any of the conference rooms are.  There's also information about having to use AnyMeeting, but no information as to whether that needs to be installed.  Well, I found the links to the conference rooms on the AetherCon home page.  So navigation is horrible.

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White Out

Friday, 13 Nov, 3-8pm (GMT-05)
Outbreak: Undead (2nd Edition)
The icy chill surrounds you, the quiet and desolate landscape of the arctic Yukon is shrouded by high winds and blizzards pouring through the glacial valley.
Large, hairless dogs were chasing you and your sled dogs throughout the night. Now you, and your dogs are hungry, and you only have a few ounces of gasoline left for the furnace back at camp, what do you do? Can you reach salvation in time?
GM: Christopher J De La Rosa
Minimum Amount of Players: 2
Maximum Amount of Players: 4
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

This game was actually run at noon local time.  The GM thought it was at 3pm.  I emailed the GM and luckily, the game actually happened at 1:30pm.  I happened to walk by my computer when the GM tried to call us and we actually had the game.  Chris was a good GM and the other player was also pretty good.  So, I had a good time and enjoyed the game.

The system was a bit crunchy and there was a lot of math where you're multiplying numbers and adding bonuses for skill checks.  The system is a percentile system with d5! which was innovative.  d5! = 1d6, but a 6 is equal to a 5 that explodes.  So, if you roll a 6, it's a 5 and you roll another d6 and add to the die roll.  So, you can get 1, 2, 3, 4, 5, (5 + 1 =) 6, 7, 8, 9, 10, (5 + 5 + 1 =) 11, etc.  Whereas other exploding dice skips specific numbers, for example 1d6 which explodes on 6's = 1, 2, 3, 4, 5, (6 + 1 =) 7, (6 + 2 = ) 8, 9, 10, 11, (6 + 6 + 1 =) 13, etc, skips all multiples of 6 because if you roll a 6, you roll another 1d6 and add it to the previous 6s that were rolled.

What I didn't like about the system was there was a lot of math to add an extra 3 or 6 percent to a skill (out of percentile die roll), it seemed like a lot of work for some minor bonuses.

What was interesting was each degree of success/failure (every 10% on the die roll below/above the skill check = 1 degree of success/failure) can re-enforce or cancel an action.  It is like the adjustments CoC 7th did to fix the "whiff" factor of combat where nothing happens.  So, even if both sides of combat misses, if one side misses more than the other, the degrees of missing can cause damage to the one worse off.  e.g. in combat, person A has 2 degrees of failure, the person B has 1 degree of failure, then it actually means that person B will have one degree of success.

The GM is also allowed to take some successes away (for game balance) and use them later in the game.  This is a cool idea.  e.g. an early death to a PC can be avoided and the threat is saved for a later part of the game when the GM can cash in the successes for more dramatic purposes.



Blessed Are the Damned

Friday, 13 Nov, 9pm-2am (GMT-05)
Call of Cthulhu
The stars are right and the Old Ones walk the Earth again. Mankind teeters on the edge of extinction.
A small band of nuns from St. Teresa's Abbey will attempt the treacherous journey to New Vegas Outpost along the remnants of old Route 66, the so-called Devil's Tail. They will risk cannibals, cultists, and nameless horrors all to rescue one girl - a girl who may just be the key to man's redemption - or his final doom.
GM: Ed Possing
Minimum Amount of Players: 3
Maximum Amount of Players: 5
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

I had fun in this game.  It was more pulpy (think Mad Max: Fury Road) than scary.  We had a lot of good role playing and good fun.



The Haunting

Saturday, 14 Nov, 3-8am (GMT-05)
Call of Cthulhu
Boston is a city steeped in history, And one house in an affluent neighborhood seems to be cloaked in a shadow of mystery and misery. The investigators are hired to put a final end to bad mojo surrounding the home so the landlord can finally rent the home out again.
Open and shut case. What could go wrong?
GM: Jon Hook
Minimum Amount of Players: 3
Maximum Amount of Players: 6
Length of Scenario: 4 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

This was an expanded and revised version of "The Haunting," a sample scenario available in most versions of CoC.  For CoC 7th edition, they replaced the scenario with two new scenarios and put "The Haunting" in the Quickstart rule book.  I read the scenario when it was in the 3rd edition and it was called "The Haunted House."  it's been years if not decades since I've read the scenario and since everybody I know has either read the scenario or played in it, I've never had a chance to play or run the scenario.

I thought this would be a good chance for me to play in an official CoC 7th scenario and see if I'm running the system correctly.  I had playtested CoC 7th and contributed to the kickstarter.  I had been waiting for the hard copy before reading the new rules as the Core book is 448 pages and the Investigator's Handbook is 283 pages.  But I'm currently running the new version of "The Horror on the Orient Express."  So, I've been spot reading the new rules as needed and found that some of the rules from the playtest were either changed or made optional.

Jon Hook runs a great game.  We also had a good table of players.  Afterwards, Jon asked how many people had played in "The Haunting" before and only Shannon had.  But it seemed at least half the players including me had read the scenario before.  So, it is a tribute to the players that there was little metagaming and we did some stupid non-metagame stuff to stay in character.

For me, this was the best game I played in at AetherCon.  And one of the best overall convention games I've ever played in.  Jon was masterful and I hope he gets to update the existing Quickstart scenario with his new extended and revised version.  It gave new life to such an old creaky, scenario.

It's pretty ironic that I find "The Haunting" a fresh and fun game.

Oh yeah, we had a TPK.  Also we ran out of time, so Jon had to narrate the ending.  This was a first for me, having a GM narrate a TPK -- this blew my mind.  But he was right, if you look at what was happening, it was most certainly going to be a TPK.



Live Publisher Q&A in The Coin and Quill with Chaosium

Saturday, 14 Nov, 3-4pm (GMT-05)
Reserve your table at The Coin & Quill and talk with the minds behind Chaosium about everything Call of Cthulhu.
Guest: Mike Mason
Guest: Jeff Richard
Guest: Michael O'Brian
Guest:
Moderator: Ron Blessing - Ron and his Amazing Friends
Well, the the panel started late and there were technical difficulties and one of the panelists didn't show up.  There were lots of dropouts and audio problems.

The panelists mainly pitched their products and it was mostly a waste of time.


Silva Nigre ("The Dark Forest")

Saturday, 14 Nov, 9pm-2am (GMT-05)
Cthulhu Invictus
Trouble is brewing in the dark forests of Germania, again.
Gangs of barbarian bandits have begun savagely attacking travelers along the Accius Path. The survivors are few; usually a single person is allowed to escape by the bandit chieftain. The survivor always carries a message to the Roman authorities, often in the form of taunts and defiance. The bandits have declared that the Black Forest is now a free kingdom, and they are demanding outrageous tributes of silver to allow the Empire use of its own road! Sergius, the local Roman prefect would give them steel instead!
Your group, elements of the 21st Rapax (or predator) Legion are being sent into the Black Forest to gather intelligence. A combination of Roman legionnaires, local auxiliary troops, and barbarians, it is your job to see what this business is about. Is this a small band of upstart bandits, or a host of hundreds starting open rebellion? Have they occupied the old campsite inside the Black Forest, which the legions used during the previous campaign? From where in the forest are these bandits striking? How many troops are needed for total victory?
GM: Shannon MacNamara
Minimum Amount of Players: 3
Maximum Amount of Players: 5
Length of Scenario: 5 Hours
Characters Provided for Players: Yes
Newbies Welcome: Yes

Shannon enjoyed "The Haunting" so much he decided he wanted to run this game as CoC 7th vs the original 6th edition.  This was a playtest and we gave some useful feedback to Shannon.

It was a fun game, but a bit too much combat for me.  As Shannon said, this was a Sword and Sandals game, more combat than investigation.  We had some great players and some fun role playing.

Two of my characters were killed and the last one survived but went insane.


Themed Panel in The Philosopher's Conundrum - Save vs Insanity: Masters of Horror

Sunday, 15 Nov, 1:30-3pm (GMT-05)
Grab a chair around the hearth in The Philosopher's Conundrum and take in the wisdom of the sages.
Guest: Shane Hensley - Pinnacle Entertainment Group
Guest: Mike Mason - Chaosium
Guest: Eddy Webb - Onyx Path Publishing
Moderator: Garrett Crowe - Threat from Galifrey

This panel was a lot more interesting and there were only one or two audio dropout issues.  Panel also started late because they waited for a late panelist.

This one has more content and has some interesting things worth listening to. Recordings of these sessions are available online. (I have no idea where, otherwise I'd link it -- again more bad navigation on their home website).