Showing posts with label godlike. Show all posts
Showing posts with label godlike. Show all posts

Tuesday, May 31, 2011

KublaCon 2011

For the second year in a row, I came out of KublaCon without playing in a single bad game. Some were better than others, but none of them were stinkers and at no time did I ever want a game to end just to move on to something else.

The Wolves of St. Croix (Godlike)
Winter, 1944. As the sky turns grey and snow blankets the French countryside, Patton’s Third Army creeps forward against orders during an uneasy winter stalemate. Your Talent Operation Group has been assigned to vanguard elements of the 25th Cavalry Recon Squadron, currently deployed in hills above the provincial village of Frahan. The last patrol sent to reconnoiter the surrounding forest hasn’t report in and you’re being sent into those dark woods to find out why.
Friday involved a very horrible choice: there were nine games I would've loved to play that evening, all of them in competing slots. I settled on Jack Young's Godlike game as my first choice mostly due to knowing Jack to be a great GM, loving the setting, and wanting to get my One Roll Engine experience under my belt. I was not disappointed, as this was a fantastic game and, besides my own game, the highlight of the con for me. It was a damn good bunch of players, and we gelled quickly as a group. Some of the best moments include the badger (our TOG mascot) that a character kept in his backpack that we addicted to morphine to keep it sedated, my secretly homosexual character (something I added, which Matt Steele pointed out that I often add to my characters... odd) who kept having to deal with innuendo about cigars and pinup girls, and my most metal moment of the con... after getting set on fire, my character dropped his B.A.R. and charged a Nazi brainwashing Talent, brass-knuckled trench knives in hand, screaming "BADGERS GO FIRST!" (the TOG motto is "Talents Go First") that soon degenerated through pain to "BADGER! BADGER! BADGER!" and finally punching dead the Nazi (who has pissed his pants due to failing Will vs. Will contests) through the face as he simultaneously shot me dead through the face. A thing of beauty.

A Knight's Tale (Savage Worlds)
When two monks ask Sir David of Winchester and his entourage for help it seems like a righteous quest is beginning. But the monks of Muchelney Abbey lead a colorful and interesting life, and their problem is no earthly one. To save the monks physical bodies, and maybe their eternal souls, the knights must deal with a divine servant who guards a holy weapon and a French raiding party attacking southern England before facing down the true monster.
Somehow Saturday turned out to be all Savage Worlds, all the time. My first game involved a knight (played by me) and his retainers competing in a tournament before getting recruited Magnificent Seven-style by some drunken, lascivious monks to defend their abbey from having its new construction torn down by a woodland demon. Evidently a published scenario, the game was okay but made much better by having great players at the table, as almost everyone (one player kind of checked out) just dived into their characters. We never encountered a French raiding party, and getting the holy weapon was pretty easy (although it was interesting when my squire, secretly a girl in disguise, failed to pass the test of morality to enter the tomb and was nearly attacked by an angel, while the lascivious, morally-loose herald entered with ease), but the fight with the wood-demon was intense and I felt satisfied after the game. In fact, after my experience running Savage Worlds at Dead of Winter, I was almost lured into again believing that the system could be simple, light, and easy...

The Witch of November (Realms of Cthulhu)
Early November, 1975. You and your crew are about to embark on a routine journey across Lake Superior with a full load of taconite ore pellets in the belly of your freighter. The National Weather Service has predicted clear skies with the nearest storm passing safely to the south... But there is something deep under the water that defies logic and nature. The witch of November is about to come stealing... And she's hungry.
... but then I played this game and quickly returned to reality. It was quite a good game, and I had a lot of fun, but I sat between the GM and someone who mentioned doing editing work for the game, both of whom seemed very familiar with the system, and there were several times when they had to reach for their books to look up rules. There was even a time or two when I knew what the rule was in a situation and they weren't immediately aware of it. If even people like this haven't mastered the system, what hope is there for rules-retards like me?

The game itself was decent. As I suspected, it was based on a rather famous song, so I knew how things were probably going to end from the very beginning. SPOILERS! We were sailors on the Edmund Fitzgerald, so we were all going to die. It ended up being a run-&-fight kind of game, and since I had no melee skills and many of the players had handguns while I didn't, I felt pretty limited in what I could do. On top of that, since I suspected MORE SPOILERS! we were all going to die and survival really wasn't an option, I spent the game waiting for an objective different than "survive," which didn't come until the end of the last combat round in the game. I came away respecting Realms of Cthulhu for its lethality ("gritty" damage rules where you can't Soak damage with bennies are indeed quite gritty) and its Sanity mechanic, but the highly tactical nature of the combat serves more to draw me out of the game than into it. I think I'm done with any notion of running Savage Worlds, although I'm still happy to play in games that use the system.

Fighting for Freedom (Exalted)
Ever felt like you were a demi-god? In Exalted, you are! Your character has been blessed with godlike powers by the Unconquered Sun. However, you've been captured by a rival Solars who feel that only the strongest of your kind should survive to take over the world. Do you fight in their tournament to prove you're the best, or do you fight your captors for your freedom? The choices are yours in this game of Exalted.
I tried to crash in 4 games on Sunday morning: I spent nearly an hour camping to get into a Doctor Who game (which filled up with all its signed-up players, although I was okay with that when I found it the characters would all be from the show rather than original), then a Dark Heresy game that a friend was also trying to crash (who also failed), then a Star Trek game using one of my favorite systems (Cinematic Unisystem) that I thought would be full (and was right), then a Hellcats & Hockeysticks game that sounded so quirky I thought there might be a chance (there wasn't), before my friend from the Dark Heresy game and I ran into an RPG coordinator who told us this Exalted game needed players.

This was an odd game, but a fun one. Talking it over with a friend later, it almost seemed like the GM would've preferred if there hadn't been enough players to run the game, and once we got past the initial set-up, there didn't seem to be much more to the game. Regardless, it was still pretty awesome, as we ripped out trees and beat the Solar into submission with them. I've played Exalted before, which is a strange mix of this interesting setting of highly empowered characters that should be able to pull off amazing stunts and would be an easy fit for something like FATE, but is mated to this incredibly crunchy White Wolf system that goes into far too much detail than is actually required. Still, it works in play, especially under an efficient GM, which this one was, and, after we all picked up the system, it ran smoothly.

Operation Albion (Delta Green)
Delta Green cell Kilo is activated to investigate the odd remains of several animals found in Albion, Washington. Kilo cell is a group of experienced federal law enforcement agents who have worked successfully on supernatural cases in the past. The cell is called to the Hyatt Regency, Burlingame for a briefing provided by A cell.
The Exalted game ended so quickly that I was still able to get into "Apocalypse Tao," a Savage Worlds game using the Tour of Darkness setting. After only one other player and myself showed up, the game had to be cancelled for lack of players. While unfortunate, that did allow me to play in a Delta Green game, a very rare treat for me as I almost always have to run Delta Green myself to see it on a schedule.

This was a good game, but it was one of those situations where I got a little pissy over planning details with a couple of players as I kept getting called on the carpet for my character's decisions. It's very difficult, especially in a con setting where you don't often know the other players, to differentiate when a player is calling your character a moron or when they are calling you personally a moron. It's made even harder when the offended player doesn't really act out their character, using the same tone of voice and perspective whether in-character or otherwise. I'm an immersive role-player, so when I role-play characters in stressful situations that go temporarily insane, I'm not focused on what's the best tactical option but what is the most interesting response. And I'm a geek with self-esteem issues, creating a toxic mix when combined with criticism. I do think that a myopic focus on getting just the right plan in a horror game is rather silly, as no matter what you plan, it's all going to end up going wrong somehow. Nevertheless, I wish I hadn't let it get to me, and while I didn't go into a full-blown funk, I still wish I'd found a way to ignore it completely.

For the most part though, the game was a lot of fun, and had some great moments. I got to yell "The pudding's gone bad!" as my character went crazy and ran away from the protoplasmic monster. One player got killed half-way through by said pudding, and then his replacement character failed a Climb roll and fell to his death about a minute after coming into the game. Another player had an absolutely metal moment where he went nuts and charged the pudding, guns blazing and yelling "I can take it!" as my character grappled with him to hold him back from certain doom.

Götterdämmerung (Delta Green)
Berlin 1945: As the city collapses before the advancing Red Army, a lone glider flies into the flames and ruin. Onboard are a small desperate group of Allied agents disguised as German paratroopers, who must journey through Hel to breach the final stronghold of the SS occult research division known as the Karotechia, where Projekt HODDMÍMIR waits to open the way for the Third Reich to escape its reckoning, as others arrive to reap what black science the Karotechia has sown.
This was my game, and the first time I've run it anywhere. It went very well, in no small part due to an awesome group of players. I'll break it all down...

The Good
Everybody (including myself) had fun, which is the most important thing. A very solid story was created by the end of the game, and most of the characters ran through some kind of personal arc. As the game ran through without any major hitches, I left it confident in my GM'ing abilities, which is the first time I can say that about a con game since... well, the last KublaCon. I was really surprised to see that I almost brought it in on-time (6 hours) without having to sacrifice too much, although the early scenes in Berlin do have to get trimmed and character introduction took way too long. The props came out well and it was good to see that the Soldbuch character sheets held up under use. Listening to it on the drive to KublaCon, I was afraid the soundtrack I'd put together was less than optimal, but it turned out to be okay.

The Bad
At the end of the game, one of the players said he would've paid good money to see this scenario if it were a movie. That made my day, but I also felt like I kind of did run it as a movie, as in it was all very scripted. I didn't give the players enough chances to roleplay their characters (although the players made the most of the few chances I did give), and the game itself pretty tightly runs on rails so that there are too few opportunities for the players to make choices within it. This is something that I can definitely edit in the game, so it'll ultimately be stronger for it.

The Awesome
Like I said, I had great group of players for this one, everyone at the table brought something to the game. One player interpreted his character on a much deeper level than I expected (and I wish I'd been better prepared for that). Another player really followed through on some aspects I was prepared for (and hoping to see), but when something happened (which I had pre-scripted in a dumb way, so it's all on me) to cause almost everyone to drop to zero SAN, that story got ended prematurely.

One thing that I learned from this game was that I never want to run on a Monday ever again. I was on high-energy throughout the game, but I completely crashed after it was over and was at the most tired I'd been in a very long time. It was also weird having a bunch of folks telling me how much they wanted to play in my game, which felt great for my ego but also built up the pressure to deliver. I'd much prefer to run on Friday, release that anxiety, and spend the rest of the con just enjoying the games I'm playing in.

In general terms, KublaCon delivered once again, but I do think there is room for improvement. Unlike DunDraCon, KublaCon uses a wholly electronic sign-up system through off-line terminals at the registration desk. This makes signing-up for games during the con difficult, as a bunch of folks will have only 4 terminals to work with any time and queues can develop. What's more, I'm certain the system could be used on-line, as it's possible to sign-up through their website for a short period before the con starts. If the system were on-line throughout the con, there'd be less need to queue up at the kiosk, and it'd be much easier to change sign-up choices if you get into one game that will overlap with games you signed-up for in the next.

I also feel like the con was very front-loaded this year, with 9 great games on Friday for me, and then fewer great ones (but still several okay choices) the rest of the con. There might've been less games than last year, but I have no data to back that up.

In the dealer's room, I avoided making purchases, but it was a tough job to do so. I thumbed through Black Devil's Brigade and am seriously considering getting it and creating a short-lived group to run it as a mini-campaign. It will probably be a bit raw to begin with before I master the rules, but I'm coming around to the idea that the only way I'll ever master the One Roll Engine is to just jump in and run it a bunch of times.

So, all in all, another great time from KublaCon. It was my first and it remains my favorite. I can't wait to go back next year.

Sunday, February 20, 2011

DunDraCon 2011

[long time no blog...]

DDC was a real blast this year. There's still the depressing odor (both metaphorically and literally speaking) of the grognard hanging over it, but the games were all enjoyable if not legendary.

Breakfast on Pluto (Eclipse Phase)
Yesterday was February 2011, and you were a college student, trying to score beer money for the three-day weekend. Now it's ten years after the Fall, and you're having breakfast on Pluto...
This was a hot tranny mess of a game, which was appropriate considering the source of the game's title. The characters were modern-day college students that had their minds digitally copied by proto-sleeving technology, with that data ultimately being collected in the age of Eclipse Phase by a fringe "Judeo-Christian-Islamic-Scientological" monastic order based on the Omega Point theories of Frank Tipler. The college students were resurrected at the order's central archives on Pluto by a member of the Order working for egonappers who needed similar brainwaves to pull off an elaborate egonapping of the college students' future selves, all powerful gerontocrats intending to complete a synergistic hive-mind communication technology called CONSENSUS that would be the next step in transhumanity but ultimately fail, dooming the interlocked humanity to widespread economic, political, and psychological meltdown. The characters faced an Exurgent virus among the animatronic robots (the Order had sold out and was turning the place into a nostalgia theme park, and the egonapper-hired monk had come to believe that the Omega Point would be realized through releasing the virus), then (some) got saved by the egonappers, informed of the plan, jacked a farcasting crew on Nova Vegas (my idea for what Las Vegas becomes on Mars, basically Space Reno), and barely completed their plan to egonap the gerontocrats while a neotenic Lost PC gave his genetic mother (one of the gerontocrats) a hysterectomy by Wasp Knife, a Slyph PC went insane and bashed another gerontocrat into goo then collapsed due to mental trauma and was taken advantage of by a delta-forked imbecile mercenary (that he had previously dosed with Hither) in a closet... good times. Unfortunately, in the course of my prepping the game I forgot to learn the rules or develop a proper plot outline. People had fun, no doubt about that, but it was more about being goofy than playing the game. This is the third (maybe even fourth) game in a row I've come away dissatisfied with my GM'ing performance, and I don't think it's a coincidence that those games were all either new systems for me or based on pre-written material. I need to get back to my comfort zone, which means I'll probably be running something like a prop-heavy game of Call of Cthulhu set during the Second World War for Kublacon.

The Flying Misfits (Godlike)
With the formation of the Talent Operations Groups, Section 2 also formed a handful of TOGs specifically made up of flight-capable Talents, hyperskilled pilots and aircrew, and certain specialized Talents whose abilities could support air operations...
A great game by a solid GM that was well-versed in the game mechanics, and had prepared a beautiful set-up of maps, personnel folders, and plane miniatures. Although it was a pretty slim plot (we flew out of our airfield, blew up their airfield and harbor, and returned home), that set-up was so complete and well-executed, and the other players were all so into and fully role-playing their characters, that it was a really nice game. I played a Goldberg Engineer responsible for keeping his experimental plane aloft but not actually flying it or using any of its weapons. It initially sounded like one of the boring roles in Battlestations, but the ability to create all kinds of on-the-spot gadgets to improve the efficiency of the plane made it interesting.

(Altered) Resonance
(Call of Cthulhu)
A cabin in a desolate forest. Snow encrusts your boots. Someone screaming in German. A sullen wind moans outside. You can't remember what your mission is. You can't remember anything. Something's gone terribly wrong...
I'm totally stealing a bunch of the way this game was run. The music, which consisted of dark ambient beats mixed with weather sounds and the occasionally creepy touch (like Nazi marching music), was extremely effective. The game started in media res, so was jarring from the get-go. And the rest was just well-executed, which I won't say more about to avoid spoiling anyone who plays it at a later con.

There was a strange moment where the rules for burst fire against multiple targets came up, which was just your regular rules question that the GM quickly and efficiently adjudicated. What made it strange was that I should be fully versed in that particular subject, not just because I've run CoC many times but also because I've discussed just that very rule previously on forums. Yet I couldn't for the life of me remember it correctly in the heat of the game. Between this and my spotty rules-work on running Eclipse Phase, I thinking I'm getting early Alzheimers limited specifically to remembering game rules.

On the Eve of the Election (Call of Cthulhu)
People's Candidate Eve McClusky, of the Pointe District, has been reported missing by friends and family prior to important mid-term elections for city council. The police have no leads, City Hall is calling for an investigation, and the press smells a cover-up. Is it murder or something else? Investigators must delve in to the mystery facing one of the city's favorite daughters, before time runs out.
I've often wondered what a truly Lovecraftian CoC game would be like. Rather than (often artificial) notions about characters being unarmed or incompetent, I think it should include rambling descriptions of architecture inconsequential to the plot. While there weren't any gambrel roofs in this game, the GM had set up a whole lot of detail in this investigative saga about a missing politician and the corrupt powers that would rather see her remain missing. All that detail meant that the GM's city felt like a real place, but it also slowed the pace of the game down to a crawl, made worse by the fact that there were eight players in the game and we were encouraged to split up. I (and half of the players) spent a whole two hours doing nothing but eating con pizza while I waited for my character to do something as the other investigated one site. But it was fun, mostly because we just laughed our ass off at each other's absurdities, both in and out of character.

I didn't get into any of my choices for an afternoon game, and there wasn't anything on the schedule I wanted to play in the evening. I took the opportunity to attend the Chaosium seminar (and later made what I thought would be minor post on the subject but has now been plastered on the front page of Yog-Sothoth.com), where I kinda sorta broached the subject of my taking up the moribund Black Chamber project.

There was a Pendragon game on Monday that I could have driven back for, but I decided I'd rather spend the day relaxing with my wife. Like I said, DDC was solid this year, even though I only played in three games besides the game I ran.