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.

Thursday, December 18, 2014

Morgan's Dead of Winter 2014 Excellent Adventures

Again, due to weather and time, I didn't get to visit the Foresthill Bridge, but I got to visit the Haggin Museum in Stockton and see the Alex Ross exhibit.  The Haggin Museum is a small museum situated in a nice park.  It contains some historical displays about the early days of Stockton and a fine art collection.  I was in there for about two hours.

I used to read comics when I was a little kid, but stopped.  Only later as an adult, I noticed the excellent photo-realistic art of Alex Ross in Kingdom Come and that had gotten me back into reading select stories such as The Dark Knight Returns, Aliens vs Predator, The League of Extraordinary Gentlemen, and Requiem: Vampire Knight.

The art of Alex Ross was very interesting and the museum included Norman Rockwell and J.C. Leyendecker pieces that influenced his work.  And the Haggin collection has over 50 Leyendeckers, the largest of any museum.

Shannon M. and I went through the museum and Frank F., uninterested in comic book art, decided to skip "The Jewel of Stockton" and visit a Starbucks instead.  So much for getting some culture.  :-)

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Sunday 11am
Game System: Call of Cthulhu, 7th Edition
Scenario Title:
The Woebegone Winter
GM:
Josh Clark & John Castillo
Variations:
Modified sanity rules
Power Level:
Plain ol’ Humans
Number of Players:
6
Characters Provided:
Yes

Description: A family treks across the 1850′s American frontier to lay claim to a plot of land bursting with gold, but what they find once the snow starts to fall should have stayed buried.
Players:  Badger M.  Dovi A.  Gil T.  Jack Y.  Matt A.  Morgan H.

An amazing game.  I guess I'm becoming jaded by CoC games that follow the template of follow the clue trails, figure out how to kill the big bad, and then confronting the big bad.  Well, this game was way different.  

The players were excellent and we picked the right scenes to highlight and pulled in the right PCs at the right time.  It was one of those games where everything clicked and worked out.

The game was full of surprises brought on by the players.  Some gems were:

Dovi wrapping his fleece jacket into swaddling and playing a crying baby audio from his cell phone as he rocked the "baby."

Gil started as the most hated PC and wound up being a favorite and the only survivor.


Saturday 7pm
Game System: Call of Cthulhu 6th ed
Scenario Title
: Pale Harvest
GM:
Badger McInnes
Variations:
Maybe
Power Level:
Competent Officers
Number of Players:
6
Characters Provided:
Yes
Description: Los Angeles, 1950. In the late 40s, the Los Angeles Police Department created what became to be known as the “Gangster Squad”- an elite group of police officers, reporting directly to Chief of Police William Parker. Their job: to combat organized crime in LA, and to eradicate mob boss Mickey Cohen. Given wide latitude, you and other members of the Gangster Squad were able to use any means necessary to stamp out the mob.

That’s your official duty, anyway. But Chief Parker has called you and a few of your fellow officers in with an assignment that he says he needs to bury in the books of the Squad (which itself is buried in the LAPD’s finances). Seems some teenage girls have been gone missing. One body has been found. The press hasn’t gotten a hold of it yet, but it’s only a matter of time before they do. And the last thing the department needs is another Black Dahlia PR disaster. Your assignment: find the girls. Find out who’s kidnapping them. Bring them to justice. By any means necessary.

Note: This Call of Cthulhu scenario deals with sensitive topics of an adult nature. Strong investigative elements and role playing emphasized. Mature players only.
Players:  Anthony B.  Morgan H.  Shannon M.  Jill S.  Gil T.  Jack Y.

Another great game with great players.  I'd seen the movie "Gangster Squad," and enjoyed it.  We basically played the characters from the movie, but instead of busting Mickey Cohen, we were solving a CoC mystery.

I was entirely immersed in the police procedural and loved it:  multiple clue trails, red herrings, dead ends, interrogations, bribery and murder.  What was there to not like?



Sunday 11am
Game System: Call of Cthulhu 6th Edition
Scenario Title:
Thirty-Five Miles to Jalalabad
GM:
Gil Trevizo
Variations:
None
Power Level:
Wives and Daughters
Number of Players:
6
Characters Provided:
Yes

Description: It’s been five days and three thousand dead since the column left Kabul, where not long ago you were drinking madeira wine and watching the men play cricket amidst what then seemed a bastion of the British Empire. The men had taken Afghanistan back in 1839, all for Queen, country, and the greater profit of the British East India Company. Now, just three years later, the men had lost Afghanistan, lost your homes in Kabul, and perhaps lost all your lives. As the snows deepen and the tribesmen snipe from the mountaintops, rumors have spread that the women and children will be allowed to surrender. Nonetheless, your husbands and fathers have spoken and it will not be: a proper Englishman would never allow their woman to fall into the hands of these rapacious savages, not when the column is so close, just thirty-five miles left to go before safety awaits at the garrison in Jalalabad.
Players: Marcus F.  Janaki S.  Shannon M.  Morgan H.  Skylar W.  Scott M. 

Another really good game.  This time Gil has taken some mechanics from independent storytelling games and put them in CoC.  Given the historical context, Gil gave us scene cards where we read out the historical event and we made up a scene with our characters.  This added or subtracted points from our bonds.

More great players and the incredible Gil, who ran this game again right afterwards to replace Dovi's game (who had gotten very sick with the flu).  Gil was also sick and I would be surprised if he still had his voice the next day.

Kudos to Skylar who played an amazing Grand Dame, the epitome of British stiff upper lip, unperturbed by almost everything: from a starving death march to gunfire by Afghan savages.

The game was unrelenting and grim.  Perfect for DoW.



Sunday 7pm
Game System: CASTE
Scenario Title: The Dust Lust Bust
GM: Arthur Stone Wallis
Variations: Historical
Number of Players: 5
Characters Provided: Yes
Description: San Francisco, 1849. The discovery of GOLD at Sutter's Mill has created a worldwide panic of immigration. Once a backwater Spanish missionary village of less than a thousand, the City by the Bay as become a vibrant boom town...more than a quarter of a million souls have arrived in less than a year. Abandoned clipper ships choke the harbors, their crews running to the gold fields along with their passengers...only to return scant weeks later, wealthy or penniless. Crusty West Virginia miners rub elbows with East Coast industry magnates in the saloons, risking fortunes on the turn of a card.

In mere days, a disaster of terrible proportions will befall this fledgling city. 

Far from the diggings on the American River, where Christ is Lord and men pull wealth from the earth, a war of commerce is being fought in the boardwalk-lined streets of San Francisco. What little law there is must be swift and brutal, as the rules of warfare have not yet been written here. 

Players will take on the role of various immigrant personalities in this tumultuous time and place, just before the famous disaster. With a level playing field, a certain saloon is out earning its rivals to a vast degree. Chinamen, former slaves, and other unscrupulous types have been seen coming and going in the night. Solving this mystery would be worth a lot of money to the waterfront saloon league...but don't expect any help, and steer clear of the law.


CASTE is a system of merciless chance, and deep humanity. Easy to learn because it is so hard to forget. Bring your love of character development, history, storytelling, and at the bottom of the bag pack your blackest cruelty. Just in case...
Players:  Morgan H.  John C.  Marcus F.  Andy V.  Basil B.

CASTE is an interesting system.  It uses tarot cards instead of dice.  Character classes fall into suits of the tarot deck.  If you draw your suit, you get a bonus.  Face cards and Major Arcane cards have special meaning.  The only flaw is that you use a standard tarot deck and for the cards with special meaning, you still need a lookup chart.

Another fun game with great character interaction.

Marcus played a great Chinese character and had the best bits.

The mystery did keep us guessing until I figured out which movie we were in.  But it was the character interactions that were fun.

A good end to DoW.

Sunday, October 26, 2014

Square One RPG Day, Oct 26, 2014

Delta Green - No Church In the Wild

Sunday, 26 Oct 2014 11am - 6pm
GM: Gil Trevizo
System: Delta Green RPG (Playtest)
Number of Players: 5
Characters: Provided

One year ago, a platoon of Guatemalan “Kaibiles” commandos was sent into the Congo to capture or kill Caesar Okeke, an African warlord wanted for numerous human rights violations carried out by his army of child soldiers. The entire platoon disappeared, along with the Delta Green agents leading them, who were there to end Okeke for a wholly different order of crimes against humanity. Now the lost unit’s radio has been reactivated and is broadcasting strange transmissions in an ancient language never before spoken by human tongue. A-Cell is sending you into darkest Africa to silence that radio, terminate Okeke, and contain any preternatural threats at all costs.

Delta Green is a game of modern conspiracy and cosmic horror, setting government agents against the terrors of the Lovecraft Mythos. Published in 1997, an updated version of Delta Green is in production, and this game will use the latest rules still in development.

We played using Delta Green Beta version 3.0.  The system takes ideas from Trail of Cthulhu (Pillars of Sanity), Unknown Armies (Stress Notches), and Call of Cthulhu 7th Ed (Pushing the Roll) -- and tweaks them.  Those DG changes worked really well and I liked them.  One addition, kill % for grenades and machine guns didn't seem necessary to me.  Without the instant kill %, the average damage from 2d10 will generally kill anybody, so it's usually moot, also to roll the small kill percent (of 10% to 15%) most likely the 10's die is a 0 (= 10 pts), so the average damage with a kill is about 15 points of damage.

Thursday, September 04, 2014

Morgan's Celesticon 2014 Adventures

Kris and Lisa run a great convention and each year it gets better and better.  They give you a feedback form when you pickup your badge and they actively want you to give them feedback and they act on your requests.

I love how they do signups.  They open a few seats in each game for early signups and then the remaining seats are through a shuffler.  They look at the statistics for who gets in which game and found that anybody that signed up for multiple games in a time slot always got into a game.  And only people who put only one choice for a slot was SoL, but most people got into their 1st or 2nd choice games.  That is great since in other conventions, people keep on complaining about the shuffler.

This time my experience at the con highlighted a theme for me:  Failure is an option.

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Desert Places
Friday 6 PM in Carneros for 6 hours (ran for 6 hrs)
GM: Scott MacPherson
Type: RPG
System: Cthulhu Dark
Edition: 1st
Players: 6
Provided: All characters provided by GM
'They cannot scare me with their empty spaces
Between stars--on stars where no human race is.
I have it in me so much nearer home
To scare myself with my own desert places.'

Years after a horrible event, old friends and enemies reunite to solve a mystery. The answers they find will either save - or doom - the world. Heavy roleplaying.

Cthulhu Dark is a rules-light system that fits on one sheet of paper.
I was amazed by the props that Scott used.  Almost all of the props were found items.  He took booklets, videos, and other items that were authentic and created a game from them.  The clue trails were organic and made a good mystery.  Throughout the game, Scott had either period music or various snippets of special effects audio.

If Scott is running this game, you should signup for it.

More in the spoiler section, but player success or failure in the first scene sets up the 2nd and 3rd acts.  So, failure was an option.




Dead of Winter : A Crossroads Game
Saturday 10 AM in BG Foyer for 4 hours (ran for 2 hrs)
GM: Tyson Fultz
Type: Board
System: Dead of Winter
Players: 5
Provided: All characters provided by GM
Play the new Dead of Winter game by Plaid Hat Games.
It's a cooperative resource management game with a zombie theme.  The theme integration is great.  The flavor text on cards reminded me of The Walking Dead.  Each player has a hidden agenda.  Someone may also be a traitor who's agenda is to tank the colony.

The flaw of the game is that you roll your dice and you decide whether to scrounge for items or kill zombies.  Since the die roll is already made, you know you'll kill some zombies, but you risk getting injured or infected.  I prefer a more visceral zombie game where you gun down zombies on a tactical map.

In this game, we failed and died just as we were about to meet our victory conditions, so it was a nail biter.


Acthung Cthulhu! - Alien Transmissions
Saturday 7 PM in Salon 6 for 8 hours (ran for 6 hrs)
GM: William Lee
Type: RPG
System: Call of Cthulhu
Edition: 7th Edition - Quick Play
Players: 6
Provided: All characters provided by GM
February, 1942. The Second World War rages across the globe. The Axis Powers are at their zenith. Hitler's empire stretches from France through Ukraine. Night time bomber raids by the RAF are the only way the Allies can strike at the heart of Germany. But the Germans have constructed an advanced radar at Bruneval, France, directly in the path of RAF's bombers. The British Special Operations Executive plans a daring operation to send paratroopers to destroy the radar with the help of the French Resistance. But mere moments before their drop, the instruments on the transport plane go haywire. Strange transmissions come unbidden over the radio. Could there be something more dangerous than German soldiers waiting for our heroes at Bruneval? Acthung Cthulhu is a pulp-action World War II supplement for Call of Cthulhu. It invokes the feel of classic Hollywood war movies like Kelly's Heroes, the Dirty Dozen, and the Devil's Brigade, while mashing it up with Lovecraftian cosmic horror. Although no experience with the rules are necessary, a love for the genre is required.
The first thing we did was pick characters.  There were about 6 Canadian Commandos and 2 female French Resistance Fighters.  Since the whole table was male, I thought I would be different and picked the French Resistance Fighter with the least sanity points.  To my surprise, the other French Resistance Fighter was picked and two other non-combat heavy Commandos: one technician, one ex-lord, and the Capt who lead the Canadian team.  So, we were light on fire power.

The game was interesting enough, but overall, I felt like I'd seen the movie before.  There's something about WWII games that fall into certain tropes.  I guess I'm waiting for something completely different.

There were some genuinely creepy stuff in the game.  So, that was a plus.

Anyway, the game was very entertaining as our Capt made a lot of mistakes and we wound up almost with a TPK.  We lost 4 out of 5 PCs and completed 4 out of 5 objectives.  The survivor was the Capt, but he became permanently insane; locked up somewhere in a Canadian Asylum.

Without the failures we had, I think the game wouldn't a have been as interesting.  So, failure was the best option.




Tomb of Paranoia
Sunday 2 PM in Napa for 6 hours (ran for 4 hrs)
GM: Morgan Hua
Type: RPG
System: Paranoia
Edition: 2nd Edition
Players: 6
Provided: All characters provided by GM
Tomb of Horrors vs Paranoia. I’ll be running Tomb of Horrors, but we’ll be sending in clones from Paranoia. Welcome troubleshooters, The Computer has found an anomaly. You will be outfitted to explore a strange region in Alpha Complex -- most likely the headquarters of Commie Mutant Traitors. Due to the dangerous nature of this threat, you have been granted more than your standard allotment of clones.
When I created this game, I thought it would be funny to send clones without magic and appropriate skills to defeat the Tomb of Horrors.  Their only tool was clones and unlimited lives, so I wondered how long this joke could go before the players would get tired of it.  When I ran this at KublaCon, the players wanted to finish the Tomb and had a great time.  The energy was up until the defeat of the demi-lich.  That game took the full 6 hours.

This time, I had several Paranoia veterans with high energy plus two newbies to Paranoia.  At the end, one of the newbies got into the spirit, but the other was more focused on solving the Tomb and was relatively quiet.  Near the 4 hour mark, the players only got through four rooms in the Tomb.  But I could tell their energy was flagging -- earlier I couldn't get a word in edgewise with all the laughter, now it was dead quiet --  and I asked if they just wanted to skip to the end.  They said, "Yes."  So, I fast-forwarded them to the last two rooms to face the demi-lich.  Though this group laughed louder than the KublaCon group, I felt everyone in the KublaCon group had a good time and they were more creative.



Problems, But a Witch Ain't One
Monday 10 AM in Carneros for 4 hours
GM: Jeff Yin
Type: RPG
System: Fading Suns
Players: 6
Provided: All characters provided by GM

While on a survey of Imperial lands, a Questing Knight and their companions must adjudicated conflicting claims of witchcraft.

The game was full according to the signup sheet, but only Jeff Yin, Jason F. and I showed up.  Jeff said he needed 4 players (out of 6) for the game to go.  This is the danger of a morning game on the last day of the con.  So, instead Jason F. pulled out his Star Wars X-Wing Miniatures Game and we played for two hours.

I've only played this game once.  Jeff never, and Jason owned the game.  I played the Rebels and they played the Empire.  Each side had 100 build points and we met on a field of battle in the midst of an asteroid field.  After a few rounds, my 3 rebel X-Wings shot down 3 (out of 6) Imperial Tie fighters and had them at a great disadvantage.  Jeff and Jason conceded.  The Empire failed.



Cold Dead Hand 
Saturday 6 PM in 217 for 10 hours
GM: Shannon Mac
Type: RPG
System: Delta Green
Edition: 6E Call of Cthulhu
Players: 5
Power Level: Experienced yet mortal Spetsnaz (not heroic)
1991: The hard-liners of the Communist Party have ousted Soviet Premier Mikhail Gorbachev from power. As a result the Soviet Union is in disarray and many fear that the return of the Old Regime has increased the possibility of a nuclear war.
Don't worry. It gets worse.
Mother Russia has lost contact with Site 6, an ICBM silo far to the wintery north on the Taymyr Peninsula (Siberia) and needs politically reliable yet capable soldiers to investigate the matter.

The worst storm in years has hit Site 6.

You are all veteran Spetsnaz. Most of you have served together multiple times and on average the typical Spetsnaz has served at least two years in Afghanistan. Yours is a tight brotherhood with a distinctive chain of command (though that may not be fun at the gaming table so it will be likely loosely recognized unless we have a very hardcore group).

This Spetsnaz company is led by a Kapitan Kozlov, a senior LT named Babenko and a handful of Warrant Officers. Included are Strategic Rocket Forces technical advisors. The total size of the company is in the fifties so if your first character dies don't worry about a replacement.
I played in Shannon's playtest, so I didn't play in this game at Celesticon, but since the Acthung Cthulhu game ended early, I decided to drop by and say hello.  Andy W. was DJ taking care of Shannon's ambient music and sound effects.  Andy and I quietly snickered as this group totally F*ed up everything.

When we played in this game, we were very tactical and set up choke points and kill zones.  This group made a lot of mistakes and died left and right, top and center.

So, the question is, is it better to play a game effectively with few screw ups or totally F* everything up and have more interesting situations and massive death and destruction?  In the game I played in, I felt like we were Spetsnaz.  Watching these guys, it was like an episode of Gomer Pyle.  But it did look like they had a lot of fun.

So, failure is an option.




Drive-Thru Armageddon
Sunday 7 PM in Sonoma for 5 hours (game ran 6 hrs)
GM: Micheal Garcia
Type: RPG
System: Apocalypse World
Players: 4
Twenty years ago, the bombs fell, society collapsed, and we now live in the smoldering ruin. The radiation has made us all sterile, and humanity is doomed to extinction. Except now there is hope in the form of the first pregnant mother in twenty years. Too bad she is in the heart of an enemy hardhold. You have been tasked to get her out and bring her back so we as a species have a fighting chance. Load your guns, get in your car, and save the day. The fate of the whole human race is riding with you.
Take Children of Men, the Road Warrior, and Escape from New York, and put in a gasoline powered blender and hit frappe. The result: this game. You've got shootouts, car chases, and good old fashioned melodrama powered by the Apocalypse.
My Paranoia game ended early, so I dropped by hoping to pick up an empty seat, but no luck, so I stayed and watched the game.  I fell asleep twice and I hope I didn't snore (sorry Mike).  But I woke up in time to see the climax.

In the end, there was a very tense scene and almost everything went wrong.  Earlier in the game I watched the players roll success after success; finally, their luck caught up with them and they got a long string of bad luck, but then the tension level kept on rising as it looked like a TPK.  But Mike was nice and the players squeaked through the situation.

So, looming failure was a great option.