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.

Saturday, December 15, 2012

Morgan's Dead of Winter 2012 Adventures

This year, Dead of Winter moved to Placerville or what used to be called Hangtown. You can tell from the boastful street signs -- nice, huh?  Placerville has a mixed population of young ski bums and old retirees.  The store fronts are old antique stores and leftovers from an era long ago.  Numerous restaurants fill the main street.  The hardware store celebrated its 160 anniversary and is the 2nd oldest running establishment in California and the oldest store west of the Mississippi.  The Cary House Hotel, where we played our games, has the 2nd oldest elevator in California.
Old Hangtown Street Sign
California Historical Landmark.  Nice, huh?

Historic Cary House Hotel
It took us 5 hours to get to Hangtown from the South Bay Area.  We took a local's recommended route and it was a bad decision.  Other people from the Bay Area took only 3-1/2 hours to get to Hangtown. The return trip to the Bay Area without recommended route took only 3 hours.

In this discussion of the games I was in, I'm going to focus on pacing.

I like to think of the games I run like a movie.  Where the GM is the director, setting up the scene, costumes, props, and plot.  The players are improv actors, making up their lines and action.

For me, pacing is defined by the tension level in the scene.  Generally, the more tension, the faster paced the scene; the less tension, the slower pace.  Tension also depends on the system used for the game.  For example, I playtested Mike G's With a Million Voices, it suffered from pacing problems because it was the first time Mike ran Dread.  One of the lessons of Dread is that the GM has to watch the tower very closely.  The GM can't just pay attention to the plot and characters.  In other traditional RPGs that use dice, the dice are random number generators, which the GM has no control over.  The GM can adjust the bonuses and such during the game in an effort to fudge the results, but the GM can't control the tower that way.  The only way the GM can control the tension level is to gauge its stability and throw "preset" encounters at the players to destabilize the tower as they reach a crisis so the scene becomes fraught with tension.  If the tower falls, the tension level suddenly drops and it is a bad time to have a boss battle or critical scene since every test becomes easy.  I mentioned this to Mike after the playtest and I heard that when he ran his game at DoW, it went very well.

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Saturday, December 8, 11AM – 5PM
Game System: Fear Itself / Unknown Armies
Scenario Title
: Scooby-Doo, Where Are You?
GM
: Morgan Hua
Power Level
: Varies
Number of Players
: 5
All Characters Provided
Description
: Scooby-Doo, Shaggy, Velma, Daphne, and Fred investigate the disappearance of a professor from Coolsville University.  The game starts as a standard Scooby-Doo episode, but things aren’t what they seem and events go very, very wrong.  As the characters “harden” we will switch to another gaming system to reflect the changes in characters and the world as it descends into darkness.

In The Misery Machine:
Jim M. (Scooby-Doo)
Wayne C. (Shaggy)
Nik G. (Fred)
Alicia H. (Daphne)
Elisabeth B. (Velma)

Matt contacted me and asked me to run a game.  I told him that I remembered that he told us "No Scooby-Doo games" but the only game I have that is new is a "Scooby-Doo" game.
"Really," he asked.
"Seriously, Scooby-Doo, for real," I replied.
I emailed him pictures of the setting and character concepts and I got the Matt S. seal of approval.
So, you can't run a Scooby-Doo game at DoW except if it is Scooby-Doo.  Matt S. accepts no imitations.  Disclaimer:  When Matt says, no "Scooby-Doo," he means a game with no supernatural elements and it's just a guy with a mask.

The game starts with the Scooby-Doo characters that we know and love.  I used Fear Itself for the starting system since the game starts off as a pure investigation.

My whole plan was to go through an investigation phase and then an escalating action phase.  One flaw with the Gumshoe system (Fear Itself, Trail of Cthulhu, etc), is that the combat system is dull and lacks drama.  Basically, combat sucks.   One of the better fixes for Gumshoe is Lorefinder where it uses Gumshoe investigation skills and Pathfinder combat skills.

I originally designed the game to be 3 acts with 3 game systems.  But due to time constraints and the difficulty of explaining 3 game systems in a six hour time slot, I decided to switch it to two acts with two systems, merging the 2nd and 3rd act into a single 2nd act.

Well, the players actually skipped a part of the investigation and finished the first act in 1-1/2 hours.  So, that meant that I could actually go with my original 3 act structure.  If I knew this would have happened, I would have brought the 3rd act Feng Shui character sheets and introduced them to Feng Shui.

They continued to gallop through my scenario at breakneck speed and when they went through the three acts, we were only at the 4th hour.  The good news was that they didn't reach a satisfactory ending with their solution to the 3rd act.  So, I added a 4th act (I re-purposed material and conflict from the 3rd act that they had handily avoided) and added an entirely new 5th act to the game.  We finally wrapped up at the 5-1/2 hour mark with a satisfying ending.

The game didn't really go as planned, the pacing felt a little dead in a few spots as the players struggled to figure out what to do next. At the end of the third and forth act, some players wondered whether that was the end of the game.  I asked them what they wanted to do next and that prompted them to come up with additional plans to save the world and thankfully, if it weren't for those meddling kids, we'd be up to our eyeballs in non-Euclidean zombies.

In the spoiler section is art work from the game, the game plot, and surprises from the playtest and the DoW game.




Saturday, December 8, 7PM – 1AM
Game System: Call of Cthulhu (d20)
Scenario Title
: MAD Men
GM
: Jim Mathews
Power Level
: Realistic (4th level characters)
Number of Players
: 6
All Characters Provided
Description
: The cold war may be over, but the shadows still linger, as your START team heads off into the dark, cold, northern reaches of Russia to inspect a decommissioned missile complex.

START Team:
Patrick I. (American #1, Team Lead)
Jack Y. (American #2, Nuclear Dude)
Gil T. (Russian #1, Guy in Charge)
Ben H. (Russian #2, Bureaucrat)
Tom I. (Russian #3, Security Officer)
Morgan H. (Russian #4, Driver)

Because of the title, and the descriptive words, "cold war," I thought the game was going to be set in the 1950's.  Now that I've re-read the game description carefully, it is clear that was going to be set in the modern day because "the cold war is over."  I was actually looking forward to some 1950's spy-fu.

In any case, when I saw the list of players, I knew we were going to have a lot of fun.  We randomly pulled characters and we wound up with 2 Americans and 4 Russians.  Our job was to accompany the Americans to three random decommissioned silos, so they can verify that Russia is in compliance with the START treaty.

We really got into our Russian accents and misconceptions about what America was like.  The back-and-forth was a lot of fun.  My character drove a piece-of-sh*t truck that was held together with spit and discarded pieces of wire.  I think we spent at least an hour f*ing around and having a good time in character before we even started on the road trip.

Then we got into the weirdness and being in character, we were wigged out and had to weigh completing our mission or leaving for better equipment and maybe never returning.  I think this is where things went wrong.  I knew the players and trusted them and I'm not sure our GM, Jim, did.  At the hint of us abandoning the scenario, Jim hit the GM panic button and launched the end game.  So, we went into full-on end game and we finished 2 hours early -- even with our 1 hour of f*ing around.

I had a lot of fun, but I would have liked to have more of a middle game and wished that Jim trusted us a bit more.  The game felt truncated as we went from slight creepiness to an adrenaline rush end game.

The highlight of the game was Gil's performance during the end game.  Details in the spoiler section.




Sunday, December 9, 11AM – 5PM
Game System: Cthulhu by Gaslight (1850)
Scenario Title
: The Golden Rule
GM
: Leon C Glover III
Power Level
: Moderate – some prior SAN losses, a few “odd” experiences
Number of Players
: 6
All Characters Provided
Description
:  Eureka! The gold rush is on in California!  Brought together by fortune and Wells Fargo, the gold country will test your fortitude and your ideals. Power and greed aren’t the only things that can corrupt a man’s soul.  Remember the Golden Rule – he who owns the gold makes the rules!

You are jumping off at the boom town, San Francisco, on your way to Hangtown/Placerville.  The “locals” will be very grateful to help you with anything you might need.

Would-be Rulers:
June G. (Mormon)
Josh C. (Franciscan Friar)
Frank F. (Madame)
Badger M. (Enforcer/Body Guard)
Basil B. (Calvary)
Morgan H. (East Coast City Guy)

We all started on a stage coach from San Francisco to Placerville.  Leon did a great job of invoking the setting.  I felt like I was in the TV show, Deadwood.

Unfortunately, we spent 4 hours building up our fortunes in Placerville.  I hate the Sims and I felt like I was playing the Sims and going through the motion of collecting gold.  Things didn't really happen until the last 2 hours.  It felt like we were just doing our own thing with no real danger or tension.  There weren't enough character motivation or interaction or weirdness or threat to make us want to figure out what was going on.

I think the game needed more interlocking character motivations and more events in town to make us act sooner.  4 hours of collecting gold was just too slow a pace for me.




Sunday, December 9, 7PM – 1AM - The Killer Session
Game System: Call of Cthulhu V6
Scenario Title: The Day the Whole World Went Away
GM
: Gil Trevizo
Power Level
: Average People
Number of Players
: 6
All Characters Provided
Description
: You wake up to the taste of ashes and the smell of dead flesh, surrounded by the freshly ruined landscape that was modern civilization not so long ago. You don’t know who you are or how this came to be, your dwindling cache of memory suppression drugs having kept your sanity intact in the face of the madness that has swallowed the rest of humanity. Now, as the stars come right and all men kill and revel in joy amidst a holocaust of ecstasy and freedom, even stranger things rise from dark depths to end the time of mankind. A number scrawled on your skin – “1121221121″ – and fragmented memories of impossible things will lead you through this day, when all of your world goes away.

1121221121:
Frank F. (Army Sniper)
Morgan H. (Jet Pilot)
Shannon M. (Psychologist?)
Michael G. (Geologist?)
June G. (Pharmacist?)

For me, this game was the highlight of DoW.  Gil showed us character portraits and we picked characters based solely on the pictures.  We then got blank character sheets to reflect our amnesia.  When we tried to figure out something, if we made our roll, Gil would tell us our real score.  A few years ago, Jeff Y. did the same thing, but used an invisible ink for your stats and you can wipe a marker over the invisible ink to reveal your stats.

The game was actually various scenes stitched together, with each scene having a time gap.  When we started a new scene, Gil would hand out new character sheets with additional information on them, then we would have to transfer what we learned from the previous character sheet.  I liked Jeff Y's method better; it was more efficient and had less down time.

The game worked very well because we went from scene to scene without any dead spots.  The scene shifts were also integral to the overall plot line.  Some scenes were cut short as Gil tried to finish before our 1am deadline.  Little did we know that the other late games ran over time, and we could have played longer.

Gil said he's not going to run this game again since he thinks the game teetered on disaster and the excellent quality of the players brought awesomeness to the game.  Gil knew us all and had trusted our ability as players.

My only small minor nit was the time spent on switching character sheets and us trying to figure out our skills.  There was some Metagaming as we tried various skills (sometimes for no reason at all) in order to figure out what we were good at.  One scene (with Mike) got cut short and I actually wanted the whole scene to play out and see how Mike's character would deal with the horror he had wrought.

Again, an excellent game and excellent players.

Just in case Gil changes his mind and runs this game again, I'm going to put spoilers in the spoiler section.