Monday, February 19, 2024

Morgan's DundraCon 47 Adventures


If I homebrew my own scenario, I generally run it all year through the con circuit. I last ran A Place for Wellness at BigBadCon in 2019 and COVID hit and I never got to finish running it at the other conventions. So, I'll finally be able to finish running the game through the con circuit this year. I'll be running it at KublaCon and that'll be it.

The Shuffler hated me this year. I only got into one game via the Shuffler and it was my 2nd choice for that slot. Drouin's game was via a priority slip. So game-wise, it was very disappointing. I only got to play in 2 games.

For some reason, 16 games got cancelled. I also felt compared to years before there were fewer games. This could all be due to Covid concerns (very few people were wearing masks, I counted 3), the new location, or the economy. Because of this, I noticed games were oversubscribed. One game had 45 first choice requests for 6 available seats.

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A Place for Wellness
Friday Noon in 149 for 4 Hours
GM: Morgan Hua
Type: RPG
System: Cthulhu Dark
Players: 6 (C Scott, J Scott, N Winters, P Perez, J Gonzalez, L Ruifrok)
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You will play various characters from movies such as Terminator, Halloween, Hellraiser, IT, Psycho, and One Flew Over the Cuckoo's Nest. All are new patients in an insane asylum. Patients suffer from various persecution complexes, delusions, paranoia, and some have violent tendencies. When not playing a Patient, you will play as Doctors in charge of evaluating patients, recommending therapies, and administering outdated therapies to the patients. The asylum is modern and similar in tone to One Flew Over the Cuckoo's Nest. This is a PvP game where the Patients are pitted against the Doctors and the system. This is a game about perceptions, observation, deception, and human cruelty. Remember: The Institute for Wellness is here for your safety and well-being. Patience is a virtue and a patient is only released when they're ready to face the world.

I had a table of exceptional players and the game play was very good.




Torn: The University
Saturday 8 AM in 145 for 4 Hours
GM: Steven Drouin
Type: RPG
System: TORN
Players: 5 (D Brubeck, L Saunders, N Fuller, S Phelan, Morgan Hua)
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You awake in the small village of Point Reyes Station, with no memory of who you were. Artifacts and documents will help you will learn who you were and then you will tear yourself apart to learn what happened to you. Torn is a mystery/horror RPG system rooted heavily in media, character development, and narrative improvisation. No knowledge of the system is required, but willingness to role play is a must.

Steven always delivers a good game. He's the author of this game system. It's chockfull of props and handouts. I had a really good time.




The Valley of Multifarious Deaths
Sunday 10 AM in 139 for 8 Hours
GM: Norm Albert
Type: RPG
System: John Carter of Mars
Edition: Modiphius (2d20)
Players: 8 (full table, 2 crashers got in)
Provided: All characters provided by GM
Power Level: Hyper-competent, like true ERB heroes
Rules Knowledge: Useful
Game Content: Mainstream
What starts as an expedition of commerce quickly devolves into a fight for survival in the unknown lands west of Bantoom where a new threat lurks, threatening all Barsoom!

Not my first choice because there's 8 players and that's always a bad sign, but the game is an 8 hour game, so I assumed I'd get enough screen time and I was right.

My main issue is with the GM. He didn't explain the system, dice mechanics, nor the world. So, I had to explain the dice mechanics to the people on either side of me, and the person next to me had to explain it to his neighbor. Several people still didn't understand the dice mechanics half way into the game, by the end, I think everybody finally figured it out. But yeah, this should have been explained at the very start.

The GM also had to continually look up the rules. Also when someone had a question, he'd get side tracked and would wait forever until the table talk quieted down before speaking. But since he took so long, side conversations would start up and then he'd wait again. So, the GM had no table control.

I actually enjoyed the system, one of the lightest 2d20 systems. And once we figured out the combinations for various actions (and wrote them down instead of asking the GM), things went quicker.

The adventure was as advertised and we had a good group of Players who made our own fun and numerous jokes while we waited for the GM.




A Place for Wellness
Friday Noon in 149 for 4 Hours
GM: Morgan Hua
Type: RPG
System: Cthulhu Dark
Players: 6 (A Zisch, V Garcia, 2 crashers got in, 4 no shows)
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You will play various characters from movies such as Terminator, Halloween, Hellraiser, IT, Psycho, and One Flew Over the Cuckoo's Nest. All are new patients in an insane asylum. Patients suffer from various persecution complexes, delusions, paranoia, and some have violent tendencies. When not playing a Patient, you will play as Doctors in charge of evaluating patients, recommending therapies, and administering outdated therapies to the patients. The asylum is modern and similar in tone to One Flew Over the Cuckoo's Nest. This is a PvP game where the Patients are pitted against the Doctors and the system. This is a game about perceptions, observation, deception, and human cruelty. Remember: The Institute for Wellness is here for your safety and well-being. Patience is a virtue and a patient is only released when they're ready to face the world.

The game was designed for a full table, but I only had 4 Players, so it wasn't as good as an experience as I had hoped for.




D-Day 80th Anniversary
Saturday 2:00 PM in the Monterey Room for 2 hours
Presenter(s): Dana Lombardy
June 2024 will see the 80th anniversary of the huge Allied invasion of Nazi-occupied Europe along the Normandy coast of France. Dana worked with acclaimed artist Keith Rocco to publish a comic and hardcover book based upon the two huge wall murals Rocco created for the First Division Museum. Hear the backstory of the murals and the books, PLUS help playtest Dana’s new solitaire and 2-player board game Bloody Omaha: The Big Red One at D-Day.

This was basically a waste of time. The Presenter basically did a sales pitch for a hardcover book, a comic book, and a related game for Omaha beach. He also pitched another book with cartoon versions of WW2 aircraft and a previously published card game.

He wasn't able to get the art for the Omaha boardgame from his artist in time, so there was no play test material, so the event ran for only 1 hour.

There was virtually no content about D-Day. The game was supposed to be an educational game, so if we were able to do the play test, I assume we would have learned something about Omaha beach.

I added my contact info to his mailing list which he promised to send info on the playtest material when it became available. So, not a total loss.

Saturday, February 03, 2024

Morgan's Raspy Raven Gumshoe Season 2 Adventure

The convention games ran from Jan 31 to Feb 12, 2024. I assume there was a cut-and-paste error on Warhorn, the convention title was Raspy Raven Gumshoe Season 2023, not 2024.

This is an interesting free online convention. 12 different GUMSHOE systems, each run by a different GM. None of the games overlap in time. Since there are limited seats, Players are strongly encouraged to only sign up for only one game, so other people can have a chance at playing. As of Feb 1, two games still had an open seat, so those open seats can have a Player who wanted to double dip.

The systems offered were: 13th Age, Da'Zoon, Fear Itself, GUMSHOE System, Night's Black Agents, SH/AM/US, Swords of the Serpentine, The Esoterrorists, The Fall of Delta Green, The Yellow King RPG, TimeWatch, Trail of Cthulhu

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Feb 3 (Sat), 11am-3pm (4 hrs)

Find FOREVER

System: Night's Black Agents
GM: PTroilus
4 Players: Jim McCarthy (Rufus - Hacker), Ian Stronach (Ashanti - Analyst), FermeLaBoucher [Simon] (Ren - Black Bagger), Morgan Hua (Jordan - Journalist/Cuckoo)

You all have your own reasons for looking into FOREVER. Maybe it was linked to your colleague, your handler, or your family disappearing. Maybe it was linked to the operation that got a half dozen of your teammates killed. Whatever it is, it also got you out or burned.

Your leads have all made a habit of disappearing, but this most recent one - a frantic, last-minute call for an extraction - looks like the most promising by far, if you can get him out in time.

In Night's Black Agents, you play modern-day highly competent burned or retired spies, working in the shadows to take down supernatural forces of darkness.

Pregenerated Characters will be provided. Newbie Friendly (to Night's Black Agents, Foundry, or both!). Age minimum 18.

Tone: Highly competent former spies in a paranoid mystery-thriller.

The scenario is pretty simple and works as an introductory scenario. We had 2 newbies, so that was fine.




Thursday, January 25, 2024

KULT: Divinity Lost (4e) - Review


After watching a few videos by Seth Skorkowsky on Kult and playing a game of it and talking to people who've played it, I bought a copy during a Black Friday sale. I also got a few supporting products such as Kult: Beyond Darkness and Madness (GM guide) and Kult: Labyrinths & Secret Chambers (100 location maps with suggested creepy setting contents).

Kult is a combination of Dark City and Hellraiser. It is definitely a hard R-rated horror game, and can venture into X-rated (due to sex, violence, subject matter). The original KS book cover for Kult 4e showed the angel's nipples dripping blood. The rivulets of blood on her armor came from her breasts as if it were mother's milk. The art got changed for general publication. The original art was more striking, but bad for marketing reasons.

What I found odd was the game of Kult I played in and description of games from friends who tried it didn't delve into the core precepts of the game.

The idea is that humans are divine souls. That Earth is a prison built to contain us with the grinding banality of everyday life. Angels and Demons are tasked with keeping us on the hamster wheel of life. If we die, our experiences are stripped from our souls, and we are reincarnated in prison. The jailers (Angels and Demons) sometimes dutifully do their jobs and sometimes act out. If you're a jailer for millennia, you get bored and act out. The jailers all look like they came out of a Hellraiser movie. PCs are humans who have finally gotten a glimpse past the illusion of everyday life and momentarily saw the Truth. The game is about the PC's journey to enlightenment through a landscape of horror.

A PC's Dark Secret is not a dump score, but something a Player wants to explore because that is the lever used to propel the PC to enlightenment. So, only pick Dark Secrets you want to see in play.

The Demiurge (God) is missing or dead, so the fallout is civil war and power struggles between various powers. The jailers have their own domains and preferences. For instance, the Archon Tiphareth's domain is beauty and affirmation. Celebrity worship, beauty products, TV shows, TikTok, YouTube, etc. are traps created by Tiphareth. Each type of excess falls into a separate Archon's domain, some overlap, some cooperate, some compete for dominion. The Archon Malkuth is tired of it all and wants to awaken all the humans. 

Outside of Elysium (Earth) are the Metropolis (a combination of Amber from the Nine Princes of Amber and Heaven), Inferno (Hell), the Underworld (underground labyrinthian complexes, a subway to other places), Limbo (dream worlds), and Gaia (savage nature, Earth was created from a slice of Gaia). These other places can be visited from Elysium where the boundary is thin. All these places are vast and contain various creatures and cults.

This version of Kult 4e uses a modified version of Powered by the Apocalypse (PbtA). It uses 2d10 instead of 2d6. In PbtA, a +1 or +2 is significant because in PbtA: a 6- is a failure, 7-9 partial success, 10+ complete success. On average 2d6 = 7. And PCs have up to -3 to +3 based on their stats. But in Kult, with 2d10, the average is 11. 9- is a failure, 10-14 success with complication, 15+ complete success. So, a +1 or +2 is less significant. PC stats are -2 to +3, so on average almost all Moves (when a PC does an action and rolls dice, it's a Move) are partial successes.

That said, Kult is more about a series of partial successes (which creates drama) until you succeed. If you view Kult as this type of game, versus a I-wanna-play-to-win game, then it all works out.

What I love about the books, which are well written, are the numerous suggestions for complications when a Move doesn't completely succeed. Lots of options and suggestions are planted throughout the book.

I don't know when I can find the right group who wants to try this out, but I highly recommend this for an adult audience that's not squeamish about adult content.



KULT: Beyond Darkness & Madness (GM Guide) is well written and I didn't find any advice I disagreed with. Lots of good examples. Some of the last couple of chapters started getting a bit repetitive though.

KULT: Labyrinths & Secret Chambers has 100 loose leaf maps with a clean generic layout on one side and on the other side, a version with furniture and objects, sometimes a rundown version of a location. A 64 page booklet describes each layout and what it can be used for (3 possibilities) and 4 to 6 creepy details that the GM can use as inspiration. There's also 18 pages of lists of locations, random names, and such for the GM.

Sunday, December 03, 2023

Morgan's Illusion Horror Con 2023 Adventures


I got unlucky and didn't get into any games through the shuffler, but was able to get into A Chill in Abishiri through the waitlist and A Dish Best Served Cold through an announced opening on Discord.

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12/2 Sat, 10am-2pm (game took 3.5 hrs)

A Dish Best Served Cold
System: Kult: Divinity Lost
GM: Cameron Smith (cameronthetall)
3 Players: Yashtruna (Aiden Burnham - assassin), Automeris_io (Dean Lithian - hacker), Morgan Hua (General T - soldier)

In-game character creation.
Content Warnings: Violence, language, drug abuse, mental illness, possible child harm
No VTT - Theater of the Mind only.

You awaken in darkness sprawled out on a cold, plastic floor. As you push yourself onto your knees, you see red text on a terminal. “Emergency alert! Multiple system failure. Power and life support at critical levels. Shield systems down. Radiation will reach lethal limits in 30 minutes.” This improv-heavy scenario is set up by initial choices made by the players, with conversation driving the development of the characters and the story that unfolds.

I wanted to try Kult because I had watched some of the videos on it by Seth Skorkowsky and he was really positive on it. I also just bought a few Kult books from Mödiphius during the Black Friday sale a few weeks ago. But the default Kult setting is modern urban.

1-1/4 hrs character creation. The scenario took 2-1/4 hrs.

Kult's system is PbtA, but uses 2d10 instead of 2d6. In our game, as a quick generation method, we were given a +3 and -1 in two Attributes and a +1 in all remaining Attributes. Setting these Attributes took 10 seconds. I noticed that a +1 on 2d10 really didn't move the needle that much compared to 2d6. A 15+ is needed for a success. 10-14 a partial success with generally a minor set back. 9- a failure with a major setback. I spoke to someone afterwards and he told me that Kult's philosophy is really fail forward and set backs is how the GM adds intrusions and tension. Ok, this makes more sense then.

I thought the scenario was ok, but we spent a lot of time making the characters for a short one-shot. The Players were asked a lot of questions to flesh out our characters' backstories. The GM took our answers and wove it into the scenario.




12/3 Sun, 10am-2pm (4 hrs)

A Chill in Abashiri - A 1920s Taisho-Era Japan Scenario
System: CoC 7e
GM: Michael Reid (mjrrpg)
4 Players: 
Will - sirponcenby377 (Gen Kiyoshi - Tokko - Special Police),
Andy - RandomAnswer (Yoshioka Masao - Doctor of Medicine),
Fab - sweet_fhtagns (Kitamura Chiyoko - Journalist),
Morgan Hua (Ishihara Aiko - Zaibatsu Exec).

Pregens Provided.
Content Warnings: Political/Colonial Oppression

December 1922, Abashiri, Northern Japan. Abashiri Prison, located on the northern shore of Hokkaido, houses ‘dangerous’ criminals and political dissidents, and is no stranger to death and cold. But when a guard dies under suspicious circumstances, and amidst an unprecedented cold snap, a team of mixed professionals is sent to investigate the facility and its occupants, both staff and imprisoned. Amidst the Taisho-era empire’s political maelstrom, the investigators must navigate suspicious guards and uncooperative prisoners to uncover a plot that threatens not just Abashiri Prison, but the future of their changing nation.

At MRCon, I played in Unseasonal Blooming and Minuet run by Michael and I knew this would be a good game and it was. Michael GMed the scenario he wrote and we also had a fantastic table of Players.

I highly recommend the scenario (and GM).




Friday, November 17, 2023

Thoughts on Chain of Command in RPGs

 


There are RPGs with a Chain of Command: Star Trek Adventures, Godlike, Twilight 2000, Alien RPG (Colonial Marines), War Stories, Achtung! Cthulhu, Fall of Delta Green, YKRPG: The Wars. And even systems that were designed for non-military settings and characters, but someone decided to write a scenario set in WW1, WW2, etc. I've played in a number of Call of Cthulhu games where PCs are soldiers on a battlefield.

If everyone buys into the scenario and mission, then there's generally never a problem.

But I've experienced and heard nightmare stories:

  1. One Player declares that he must play the highest ranking PC because when he played in a game before, their leader messed everything up. Well, the joke was on us, because this guy had no clue as to what he was doing and almost got us all killed until he died from his own incompetence, then someone else took over and the rest of us survived.
  2. The highest ranking PC ordered everyone to hunker down and stay in place for the whole scenario because it was the safest thing to do. Even the GM told the Players that the "adventure" was out there. I believe they spent more than half the game doing nothing.
  3. PC leader turtles and sends other PCs out to die or even picks on one PC to always do all the dangerous things.
  4. PC ignores a direct order by another PC.

So, what can you do?

In Star Trek Adventures, Command Talents (p.136, core book) give other PCs extra dice if they follow your advice or orders.

In Alien RPG, Pull Rank (p.76 core book). It's an opposed roll to make someone follow your orders.

In Yellow King RPG, Leadership (p.19, The Wars). Spend a Push to inspire someone to work at the best of their ability.

In Achthug! Cthulhu, Tactics Talents (p.94-95, Player's Guide). Bonuses to other PCs.

In Godlike, Command (p.48, core book). This is a superpower akin to mind control.

Most offer only carrots and very few sticks to follow orders. 

Do you throw someone in the brig or court martial them? But what if you're out in the field? Do you take away their weapons and arrest them? Do you execute a PC in the field? All of these options are horrible. Unless you just don't like the other Player (note that I say Player not PC because all these actions will take the PC out of the game and thus the Player).

So, the best solution I've found is at Session 0 explain the following and get buy-in from all the Players: A NPC is in charge. The Players can vote for their course of action and the most votes is what the NPC commander orders the PCs to do. Then you have majority rules and buy-in from all the Players. This also makes the command seem like a snap decision even though the Players may have spent a long time discussing what to do before their vote.

This also models Star Trek when the captain turns off the viewscreen and discusses options with his officers on the bridge.

Friday, October 20, 2023

Call of Cthulhu - Thoughts on Chases

p.132 Keeper Rulebook has a whole chapter on the rules for chases. This was wholly new for 7th edition. p.414 Keeper Rulebook has a Summary of Chase Rules. The chase rules has some nice ideas, but a fair number of people don't use it because of the improv nature of it. It's also a bit abstract.

Before 7e, most people just did an extended test, for example requiring PCs to make 3 DEX rolls to get away. This was of course also very lackluster. 

The best implementation of the new Chase Rules that I've experienced was from Heinrich D. Moore's The Great Trap. Instead of making up the chase on the fly, he made cards for each location describing the Hazards / Barriers for each location. So, instead of making it up on the fly, he thought about it earlier and designed it.

The problem comes in when you get an unexpected chase. As a GM, you expected some sort of combat as the resolution, but the PCs decide to run for it. Now, you have a chase situation and you forgot to prepare one, so now you've got to put your improv hat on and try to make an exciting chase.

Do you break out the Chase Rules? Is it worth the time and effort? Does switching to the new chase rules break immersion? Does spending a few minutes re-reading the rules kill the pace of the game? 

CoC 7e Chase Rules:

    Pros:

  • Codifies how to do chases so it's consistent between GMs.
  • Handles groups of individuals in different locations.
  • When done properly, it works great and becomes cinematic.

    Cons:

  • Chase Rules look abstract and is a different subsystem that has to be learned.
  • Rules look complicated with many steps.
  • Requires heavy lifting from GM. GM either needs to plan ahead or have great improv skills.
  • Done improperly, it just looks like dots on a sheet of paper.

What if you want just a quick and dirty resolution?

I recommend going back to the extended test, but borrowing some of the ideas from the Chase Rules.

I'd go in DEX order and ask each Player what their PC would do. If they're running for it, make them roll DEX rolls. I also ask each PC, when it's their turn, if they're sticking with the other PC or scattering. Sometimes the PCs are all running for a car; sometimes they're scattering, hoping that some of them would get away. If they're hiding, make them do Stealth rolls. If they're climbing a tree, Climb rolls. Jumping a ravine, Jump rolls. Swim across a river, Swim roll. Once they've started running, you may ask for CON rolls to see if they tire out instead of doing repeated DEX rolls. In any case, anybody who fails become targets of the Chaser. Ask all the PCs who failed their rolls what their Luck is, the Chaser goes after the PC with the lowest Luck. The unluckiest one gets attacked. If everyone made their rolls, then the Chaser still goes after the PC with the lowest Luck. The Chaser may then have to make a skill check to catch up with the unluckiest PC.

For the next round, I'd go through the PCs again asking what they're doing. Again have them roll skill checks, if they want to do the same thing again (which they might do as they might have picked their highest skill to get away), you may switch to a CON roll to see if they tire out. If the Chaser is still occupied (hasn't killed the unlucky PC yet), then the PCs get a reprieve. Otherwise, the Chaser goes after the next unlucky PC who failed their skill check. Repeat this until you've decided the PCs have gotten away (I generally go with the rule of three, 3 successes and you're out of there) or the Chaser has taken care of all the pesky kids (investigators). PCs who may have hidden or climbed a tree (stationary targets), might still get targeted, depending on their levels of success and number of successful skill checks, all at the GM's discretion. 

Fumbles will draw the attention of the Chaser.

That's my simplified Chase Rules.

Instead of making the GM do the heavy lifting, put part of the burden on the Players, they decide what their PC does. Their skill rolls determine if they get away or not. Lowest Luck determines who gets targeted by the Chaser.



Sunday, October 15, 2023

Morgan's Miskatonic Repository Convention 2023 Adventures


I felt the games were ok. My favorite was the modern Japanese scenario due to the table dynamics and the fresh setting.

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10/13 Fri, 10am-2pm (took 3 hrs)

The Causality Trap
System: CoC 7e
GM: Benjamin Wenham
4 Players: Neal T, Sam I, Lorraine A D, Morgan Hua

The Causality Trap is a short Hard SF/investigative horror scenario in which the investigators are tasked with investigating the wreck of humanities first FTL ship.

The Prometheus, humanities first manned FTL craft has failed to return from its maiden interstellar voyage to Proxima Centuri. Now, the crew of the Sisyphus (the Prometheus sister ship) have been scrambled to find out what happened to the Prometheus and its crew. [This is a playtest for a forthcoming module]

Very Hard SF. This a logic puzzle where having some familiarity with knowledge of Analog SF level of science fiction would help. Not a pew-pew type of game. This is more like Solaris or Stalker.

That said, I enjoyed the game for what it was.





10/13 Fri, 3-7pm (4 hrs)

System: CoC 7e
GM: Heinrich Moore
4 Players: Neal T, Lisa P, Samantha P, Morgan Hua

Join Keeper Heinrich Moore as he runs "The Bottle Episode," a classic-era scenario for Call of Cthulhu written by Benjamin Wenham for the Miskatonic Repository. Set in dream-shrouded Kingsport, investigators look into the sudden disappearance of lawyer and amateur historian Joshua Abbott from a seemingly locked room. Where has the missing attorney disappeared to, and what might it have to do with a near-decade old maritime disaster?

This scenario was written by the GM of my earlier game session, The Causality Trap.

I enjoyed the investigation aspects of this scenario and it was fun. Though later analysis does bring up some issues which I'll point out in the spoiler section.

Heinrich is consistently a good GM and did a great job running this.





10/14 Sat, 4-8pm (4 hrs)

System: CoC 7e
GM: Aaron Boss
4 Players: intothewild, yoSteph, ZanderGM, Morgan Hua

In the year 1877, a shocking trio of murders rocks the mining town of Heck's Peak, with locals blaming a mysterious pioneer caravan, though players may find more sinister things afoot...

Content Warnings: Alcoholism; Cannibalism; Child Endangerment; Gore; Smoking; Violence

GM had a terrible microphone and sometimes we were only able to hear about half to one third of his words. So, that was a bad experience.

I thought the scenario was marginal. Had a good table of Players, but that didn't overcome the negatives.





10/15 Sun, 11am-3pm (took 3 hrs)

Unseasonable Blooming and Minuet
System: CoC 7e
GM: Michael Reid (mjrrpg)
4 Players: Jo S, Alex S, Denice K, Morgan Hua

The investigators travel with a friend to his mountainous hometown of Hodaka City, home of the ancient Hodaka Shrine and its enshrined God of Learning. Their trip is interrupted by chilling phone call, sending them on a search for a missing person that connects modern day social media with ancient history.

Modern day Japan - Pregens provided - Beginners welcome

Fairly straight forward scenario, but I had a lot of fun. Great table of Players, great GM. My favorite of the 4 games I played in.




Monday, October 02, 2023

Morgan's BigBadCon 2023 Adventures


I had a good time except one of the games I signed up for, I got gatekeepered by the GM and was strongly asked to give up my seat. That pissed me off because I used one of my rare signups to get into that game and by the time I got kicked out of the game, all the other games I was interested in were filled up. 

BigBadCon required proof of vaccination (you flashed your card, but they didn't verify who I said I was), negative Covid test (honor system), and masks. I did appreciate that there were free KN-95 masks and free Covid test kits. I haven't caught Covid yet and don't want to. I had avoided gaming conventions for the last several years. I do know that due to a vocal few who protested conventions that required vaccinations and masks that some upcoming conventions had decided to remove all restrictions and only rely on fed, state, and local restrictions. I wore a mask most of the time (3 days in a row) except when I was drinking and eating either alone or a distance from people. Wearing a mask and playing and running games wasn't much of a problem. Now I wonder why it is such an issue. It wasn't much of a burden. I'd rather wear a mask all day vs catching Covid. BTW, a new strain of Covid was spiking in the Bay Area.

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9/29 Fri 9am-1pm (4 hrs)

Galadriel's Fellowship
System: Savage Worlds
GM: Hanju Kim
5 Players (3 of 5): David J (Dusan-buri-Ghân), Toby S (Peregrin Took), Morgan Hua (Amrothos)
Attendee/Player Age: 18+
Safety Tools: Open Door Policy
Characters: Provided

From across the free lands of Middle Earth, you have gathered to Lothlórien. There, it is said, a fellowship is being formed to resist the Dark Lord whose forces threaten the land. Lady Galadriel needs those with pure heart and gallant spirit for the task.

This game is an alternate history of Middle Earth - one where the fellowship formed at Rivendell was broken as it left the Mines of Moria. After Merry was struck by an orcish arrow while leaving, they struggled vainly to save his life and were overtaken by orcs at night. Those who survived came through wounded and grief-stricken. In sympathy, Galadriel steps up and gathers heroes from across the land.

This is an action-filled and dramatic game about a new set of characters trying to bring the One Ring into Mordor, distinct from the originals. It mixes cinematic action and soulful drama.

See the player doc here with character overviews:

Basically, it is what it is. This is the LotR alternate history edition. I think I was the least knowledgeable at the gaming table. I've only read The Hobbit and The LotR trilogy and seen the movies, including the extended editions. Toby was able to distinguish between book and movie differences and asked what was true in this world.

We were short 2 players and our group lacked in fire power, so most of the time we did a lot of fleeing and hiding. But in the end, we did drop that ring into the volcano.

Unfortunately, most of the beats were predictable, but afterwards, the GM said that the path we could take to Mordor and through Mordor depended on which PCs we picked, based on their local knowledge. Our group stuck too closely to the movies. So, we didn't get enough surprises nor new wonders.

I'm not sure running the B-Team into Mordor was the best scenario idea. I think a totally different mission would have been more interesting.




9/29 Fri 2-6pm (4 hrs)

Sorrow in Tsavo
System: Call of Cthulhu 7e
GM: Bridgett Jeffries
6 Players: Isaac C, Laura B, Matt C, Ryshili, Zack H, Morgan Hua.
Attendee/Player Age: 18+
Safety Tools: X-card, Other
Characters: Provided

Tsavo translates to "a place of slaughter." Welcome to 1898 Kenya. The British are building a railway bridge over the River Tsavo to solidify their position of trade and wealth in the region. The Investigators serve as leaders to the project. In addition to social dissonance and illness within the camp, a pair of man-eating lions known as "The Ghost" and "The Darkness" are stalking and brutally killing members of the construction crew. Gold Bestselling Scenario on the Miskatonic Repository.

Content Advisory! Slavery, torture, body horror, gore

I played Bridgett's Project P.A.W. in 2021 and had a fun time. So I wanted to try out her version of The Ghost and the Darkness and meet her in person.

Bridgett has loads of enthusiasm and is a great cheerleader for the Players. In this scenario, I thought the PCs and NPCs were well designed and the scenario serviceable. I had fun and was not disappointed. 




9/29 Fri 8pm-Midnight (4 hrs)

Green Knight: Quest for Honor
System: Green Knight
GM: Robert G. Reeve
5 Players: Alandra H, Arthur G, Brian V, Gabriel F, Morgan Hua
Attendee/Player Age: 13+
Safety Tools: X-card,Lines/Veils,Cut/Brake,Open Door Policy, Script Change
Characters: Created at the table

The official RPG of the A24 film, where occult folklore and uncanny forces become more real the farther you stray from the castle. A knight, sorcerer, hunter, bard, and noble must decide between virtue and vice, between honor and dishonor.

I had never heard of this game, so I googled it and decided I really wanted to give this a try.

One funny thing, one of the reviews complained about how in each scene, the result of choices didn't make any sense and you'd get punished for things or rewarded in a very unfair or caprice way. Others mentioned it was worth playing, but it was like a murder mystery, there's no replayability.

I've played King Arthur Pendragon, read Mallory, am versed in Fairy Tales and Fables. I figured, I had a better chance of puzzling out the given scenes. I was right.

What's interesting about the system is it's sort of a pick your own adventure, but round robins through the PCs via an initiative roll. So, if the first PC decides a course of action, the whole party is taken down that path. The action is resolved and story text is read. Then the next PC determines what to do next. So, the first PC to act completely sets the tone and thrust of the encounter.

I really enjoyed the game and it was worth staying up past my bedtime to play (and an unexpected freeway shutdown and detour on my way home that night).




9/30 Sat 9am-1pm (4 hrs)

An Amaranthine Desire
System: Call of Cthulhu 7e
GM: Morgan Hua
5 Players: Anne H, Heath B, Jason M, James T, Steven K
Attendee/Player Age: 13+
Safety Tools: Lines/Veils, Open Door Policy
Characters: Provided

It is 1895, and on the English Suffolk coast a smuggling ship approaches the shore. Assisted by locals from the nearby village of Dunwich, the crew begins unloading its cargo as a storm grows around them. Dunwich used to be a thriving port, but much of the city was claimed by the sea hundreds of years ago. Now, all that remains is a shadow of its former self. In the darkness beneath the waves, a powerful force remains, keeping a shard of the past very much alive. The investigators, as the smugglers, find themselves entering an echo of the night that sealed the fate of the city. Pre-gens provided. Warning: The setting is actually pre-1895, so do not expect this to be Cthulhu Gaslight nor Cthulhu Regency.

I had a really good investigation table and had a good time. They uncovered every clue and aspect of the mystery. They solved this pretty well using a good combination of skills.





10/1 Sun 9am-1pm (4 hrs)

The Expanse RPG Intro
System: AGE System
GM: OnlyPlayWizards, John Bultena
5 Players: Eric D, Jason T, Peter P, Tezra R, Morgan Hua
Attendee/Player Age: 18+
Safety Tools: X-card, Lines/Veils
Characters: Provided

Based on the sci-fi novel series by James S.A. Corey, The Expanse is an extrapolation of humanity's progress towards the stars with a hard science twist. The Expanse Roleplaying Game utilizes Green Ronin Publishing's Adventure Game Engine (AGE) utilizing just 3D6.

This game will introduce players to the AGE system and the political intrigue as Earth, Mars, and the Belt strive to carve a place out in the Solar System and beyond. No experience necessary!

Shannon played in The Expanse in 2018 and told me he had a horrible time and had issues with the system. I love the TV series and because of that, I read all the books. I was actually able to get a ding-n-dent copy of the game for only $10, but haven't read it nor played it, so I was excited to try this out and see if it was as bad as Shannon said.

Well, I actually had a great time.

The GM has actual plays with guest stars from the actual TV series. But instead of reprising their TV characters, he wanted them to pick any character they wanted to play instead. His YouTube channel is here.

Years ago, Shannon ran Dragon Age for us which was the first AGE system. The Stunt die and lists of stunts were interesting at first because there were Social stunts in addition to combat stunts, but then we found out they were pretty limited and you generally use the same stunts over and over again. And when we reached 5th level, we got too powerful for the written scenarios and we easily defeated every encounter. At that point we put the game away.

For The Expanse, there were several pages of Stunts, but I saw the same issues. There's only a few Stunts per tier. The GM told us, he can take care of the Stunts for us. He basically interpreted and picked the Stunts for us and this sped up die rolls immensely and kept the flow of the game at a good pace. I think if we had to pause, ask the GM about each Stunt, and pick multiple things from the Stunt table, it would have killed the flow.

The Expanse has a Churn Tracker. It's reminiscent of 7th Sea's Death Spiral, except it's for the whole party. Each scene increments the tracker and every Fortune spend increments the tracker. At various points, a GM intrusion/twist happens. So, this Churn Tracker serves the same purpose as Mödipius's Momentum and Doom in their 2d20 system.

I mentioned Shannon's experience years ago and the GM said that he was told of bad experiences by other Players during an earlier game at BigBadCon. He did say that he doesn't really run The Expanse RAW (Rules As Written) and that AGE shouldn't be run RAW.

The scenario was from the core book. The GM had 9 pregens, a variety of Earthers, Martians, and Belters.

My verdict? The Expanse works fine, but you need an experienced GM.




10/1 2-6pm (4 hrs)

An Amaranthine Desire
System: Call of Cthulhu 7e
GM: Morgan Hua
5 Players: Chelsea, Ennio, Grace N, Matt C, Rachael G
Attendee/Player Age: 13+
Safety Tools: Lines/Veils, Open Door Policy
Characters: Provided

It is 1895, and on the English Suffolk coast a smuggling ship approaches the shore. Assisted by locals from the nearby village of Dunwich, the crew begins unloading its cargo as a storm grows around them. Dunwich used to be a thriving port, but much of the city was claimed by the sea hundreds of years ago. Now, all that remains is a shadow of its former self. In the darkness beneath the waves, a powerful force remains, keeping a shard of the past very much alive. The investigators, as the smugglers, find themselves entering an echo of the night that sealed the fate of the city. Pre-gens provided. Warning: The setting is actually pre-1895, so do not expect this to be Cthulhu Gaslight nor Cthulhu Regency.

I had a great group of role players, but a number were new to CoC. This group took longer to figure out the mystery, but brought up a lot of surprises for me and due to the roleplaying and banter, a humongous amount of fun.