Showing posts with label pacificon. Show all posts
Showing posts with label pacificon. Show all posts

Monday, September 5, 2011

CelestiCon 2011

Just back from CelestiCon, a (relatively) new gaming convention in the San Francisco Bay Area. This was my first year attending and I was mighty impressed by how it turned out. My usual Labor Day weekend gaming con has been PacifiCon, but after some lackluster years that have gotten so bad my face froze in horror, I decided to jump into CelestiCon just as it seemed to expand its presence.

And it was very worth it: CelestiCon ended up being just as good as DunDraCon and KublaCon, simply on a smaller but no less satisfying scale. There were plenty of good RPG games on the schedule, most of whom seemed to be getting filled up with players (something PacifiCon has had more and more of a problem with). Most of my games were played in an executive meeting space, but many were in communal rooms where the noise level got bad, but hopefully there can be more individual game rooms for RPGs in future cons. The dealer's room was tiny in comparison to other Bay Area cons, but I think that was mainly because CelestiCon and PacifiCon were splitting the available dealers between them, and, in talking to one of the dealers, they told me they had done good business. The con food was really bad (the usual fare of hot dogs and hamburgers was incredibly over-priced and somehow always cold), but the hotel was absolutely beautiful (yet the con rate for rooms was somehow the cheapest I've seen for any big Bay Area gaming con). I really wish I had taken photos of all the games and the gorgeous hotel, but the weekend was so jam-packed that it never slowed down long enough for me to do that.

Probably the biggest compliment I can pay CelestiCon is that I had an extremely rare perfect batting average when it came to the games itself. Besides my own game, I played in five games, which is great in itself considering I only played on Saturday and Sunday, and every single one was at the very least an excellent experience if not face-smashing awesome. Even when I was up in the wee hours of the morning operating on too little sleep, there was never a point in any game where I wished I was doing anything else. Outside of Dead of Winter and some smaller and more personal cons, it's been over a year of con gaming that I could really say that about another con.

Götterdämmerung, (Call of Cthulhu/Delta Green)
Berlin 1945: With the city surrounded by the Red Army, a lone glider flies into the flames and ruin, carrying a group of Allied agents, haunted veterans on a final mission that will take them from this world at war to a land of dreams, where the SS and their occult research division known as the Karotechia have built Project HODDMÍMIR, the final gambit to escape their reckoning.
This is the third time I've run this scenario, and I'd been concerned since its first running at KublaCon that it's too locked to the rails and doesn't give the players enough agency to choose their own path through the story. However, this is now the second time I've walked away with the sense that the players had a great time with it specifically because it was a rail-shooter that allowed them to focus on simply enjoying the ride without worrying that they were doing the right thing in every situation. As Götterdämmerung was initially inspired by Inception, there's still a part of me that wants to do that scenario, where OSS/Delta Green veterans are manipulating the Dreamlands to stop the Karotechia and get a final retribution against them, whereas this scenario is more along the lines of "journey through nightmarish Berlin and then see even more fucked-up wrongness in the Dreamlands." I don't know if I'll have the time to edit Götterdämmerung more towards the caper-inspired Inception version by Big Bad Con, but I'm going to try. Nevertheless, this run at CelestiCon has convinced me that the scenario is already good as is, as the players seemed to have a good time and the game felt like a winner.

Have Ship, Will Smuggle (FATE Star Wars)
Setbacks and differences of opinion have left your crew on the verge of selling off the ship and going your separate ways. But every smuggler worth his spice would be crazy not to compete in Thespa the Hutt’s Gunrunner’s Gauntlet, a high speed, high risk scavenger hunt set to rage across the galaxy. Perhaps the winning ship’s 6,000,000 purse and lucrative contract position is just what you need.
I'm not a huge Star Wars fan, but I played in a great game with this GM a few cons back and figured it would be solid. That it was and more, as we played the crew of a smuggling ship entered in race to gather certain items and find a course that would lead to riches and glory. The simple set-up was complicated by our individual goals, many of whom were against each other, as well as by the war raging around us between the Empire and the Rebel Alliance (the game was set between The Empire Strikes Back and Return of the Jedi, so there were lots of jokes about how the Imperials wouldn't be dumb enough to build another Death Star). Most of the characters were pretty good, but I didn't want to play the leader so after he was taken I let the other players choose who they wanted to play. I ended up with a Devaronian ex-pirate who sold his own crewmates into slavery after his former captain refused to sell the cargo of slaves they had captured. The GM used portraits of real actors morphed with Star Wars portraits (which was really well-done, better than my efforts of using Photoshop to morph actors into SS uniforms), so my Devaronian was a horned Willem Dafoe, who I played as an alien Bobby Peru with Norman Osborn's gravelly voice. My Devaronian was arrayed against the Han Solo-esque captain, having bought his share of the ship by taking on the gambling debts of the captain's father, and used every opportunity to get the crew into trouble (my "Trouble" aspect was something like "Cannot Shut Up"). I ended up getting his father deeper in debt, nearly destroying the ship of the captain's friend, and trying to double-deal the Rebel Alliance before the captain took his opportunity to sell me to my ex-pirate comrades. I made it back to the ship in the middle of a battle, where the Devaronian and the captain drew down in an epic gun duel that left us both badly wounded and only my character still in the game (the other player had to leave to prep his own game). That was my only regret of the game, as, being a Star Wars game, it felt like the not-Han-Solo captain should win out and put down the not-Greedo Devaronian. Still, it ended well with us selling our cargo of arms to the Rebel Alliance for our own reasons (the Devaronian got a privateer's license and surplus Rebel ships for his new pirate armada). FATE is the perfect system for sci-fi swashbuckling like Star Wars, especially as it so easily handles everything from a raging battle between spaceships to social combat and all in the same scene, making it a surprisingly rich game. I had no complaints, although my throat-box was ripped raw from channeling Willem Dafoe for hours.

Here Be Dragons (Call of Cthulhu/Dark Ages)
The dragon banners of King Alfred have defeated the Viking/Danish forces at Ethandun, making their leader, Guthrum the Unlucky, bend the knee and receive baptism as a sign of his goodwill. During this peaceful time a group of fledgling investigators are given leave to go on holiday. One of the investigators has an invitation to a village wedding and he's gracious enough to invite the other investigators along. But holidays aren't always what they're expected to be and dark forces could be at work that make certain Alfred's dream of a united England never come to fruition.
I'd been trying to play this game for awhile, as I'd been jonesing for some Dark Age axe-on-cultist mayhem. The game was more investigative than that, although I got plenty of shield wall-action by choosing one of the warrior characters. After the rich roleplaying of the previous Star Wars game, I wanted to play a simpler character, especially not a female one as, knowing the GM, I figured those characters would have romantic complications I was uninterested in playing out tonight. I ended up accidentally choosing a woman-in-disguise, although my romantic complications were with a long-dead NPC allowing me to mix that in at my leisure. I used it instead to support a romance between two other characters, which I had a lot of fun with. I would've expected a ten-hour game to drag, but the game went by surprisingly fast and my energy level never flagged, and between the strong attention to detail by the GM and the great role-playing by my fellow players, we put together a pretty nice story with well-realized characters.

A Jury of Your Fears (Wraith: the Oblivion)
As the Empire of the Dead crumbles beneath the weight of corruption, ossification, and external aggression, six wraiths struggle to survive the end of everything.
After staying up until 3AM playing that epic Cthulhu Dark Ages game and failing to submit my signup slip for the session, I had no intention of gaming on Sunday morning and thought to sleep in. My natural clock wouldn't let me, and as I was wandering the main foyer, I crossed the GM looking for an extra player or the game might not run. As I knew my roommate Basil was in the game, I decided to play, especially as it was short enough to still make my next game. It ended up a happy circumstance, as the game was great. I've never played Wraith, but the setting was interestingly gloomy, as we four players either played Wraiths in the San Jose Necropolis out to capture a haunted train to ferry people out of the doomed city then under attack from Wraiths from the Jade Sea, or we played Spectres tied somehow to the Wraith PC's by their past. Essentially we were two couples with competing goals to bring the other closer to oblivion or away from it, and were faced with scenes full of metaphorical imagery on our way to capture the train. My only regret with the game is that I had to leave a few minutes before the ending, as it went a little over time.

Operation Atomic Wichita (Leverage)
World War II is heating up! The Axis powers recently captured Paris, and with it, France. And it looks like the war's about to get worse, if what's rumored is true. A motley crew of Allied commandos is tasked with making their way to a ruined castle where the Nazi occultists known as the Thule Society are working on some sinister project. Maybe they're deluded, but Command is taking no chances. Get it, deal with the problem, and get out. Salute!
This was the kind of a game where we started out parachuting into the Black Forest and getting attacked by a bear in assless lederhosen, only for my character to end up bitten by a werewolf and shoving a gold Star of David necklace into the mouth of an undead Nazi sorcerer as his malfunctioning jet-pack exploded in mid-air and falling to safety by landing on the canopy of an Allied fighter plane. And by that I mean the face-melting sweetness kind of a game. I played Cornelius Lipshitz, an Ethiopian Jewish commando Hitter blaxploitation lovechild of Officer URL and Omar Little (there was a scene where Lipshitz is strolling through the Nazi castle yelling "Cornelius coming... Cornelius coming...")

This was my second time playing Leverage and, while I'm definitely impressed with the mechanics, I'm still unsure how useful it would be to the kind of things I want to do with it. I want a capers game with exactly the kind of rules that Leverage has for turning failure into interesting complications rather than a binary yes/no, but also something a little more gritty and less over-the-top. I think Leverage can do that fine so long as the players understand those limitations and buy into the genre ("I can use a Plot Point to set up a flashback that will get me past this security guard, but not to drop-kick the moon with my big toe."), but once a supernatural aspect gets dropped into the mix and there are vaguer limits to reality, things can quickly go from gritty to gonzo, especially when there is a narcissistic nutjob like myself at the table. Still, between this and my experience playing the game at the last Endgame MiniCon, I've become quite enamored with Leverage and will look to purchase and run it at the earliest convenience.

Spirit of Metal (FATE)
You are a piece of mortal sludge that has somehow washed up on the bloodspattered shores of The Metal Realms, where Brutal Legends clash with an animated classic, featuring the vile machinations of the Loc-Nar. Bring your lyrics, guitar, sword, axe, or battle drum. It’s time to rock!
I've never played Brutal Legend and this was the last song I was listening to on my iPod before the game, but I love the fuck out of Heavy Metal, so a chance to play mere mortals-turned-rock gods fighting the Loc-Nar to free our metal realms from its corruption was something I wasn't going to miss. And Ozzy-dammit if this game didn't bring it hard. The GM was fully-prepped, laying out the world and mixing it with the FATE rules that it felt like the game had been made for just this kind of setting, infusing the room with a strong energy towards metal-mayhem, and delivering some of the finest metal tunes on his soundtrack that I think there's about a dozen or more songs I'm going to be adding to my iPod soon. The players were equally bringing it, creating characters and aspects based on metal songs and lyrics to either build archetypal rock characters like Den the Barbarian or something straight off an Iron Maiden cover, or they were simply born as Matt Steele. For the first six hours of this game, it was a one-way ticket to midnight, as we slayed hordes of animal men, banged bat-winged succubi, turned into a metal man made from WWI tanks and pissed napalm on ancient tomes, defeated castrating goat-woman roadhouse owners, freed southern belles in daisy dukes from meth-dealing Klan scum, brought the cowbell down to make the Reaper fear us in a battle of the bands, and unleashed Godzilla on Tokyo in a final apocalyptic battle against the Loc-Nar.

Now I had been able to get a little rest after the Leverage game, but I was still running on fumes when I started this game on Sunday evening. It is to the game's credit that, even though I was exhausted when it began, after the game reached its scheduled six hours and still had a lot of game left to play, I was disappointed because I wanted to keep going. And the game did keep going, but it was around then that I hit the two-fisted walls of sleep deprivation and the FATE point economy.

FATE (in over-the-top balls-to-the-wall incarnations like this) is a great system, but it strongly depends on the players constantly using FATE points to power their abilities to be awesome and the GM refreshing those points in exchange for the players trying to be awesome. I've never seen that done really right (mostly because it depends on both the GM being able to run a great game and do point-banking adminstrativa at the same time, as well as the players never hoarding chips), but the GM here did something fantastic in the form of "Fan Mail" (I think he took it from Prime-Time Adventures) where the players had a pool of slightly-stunted FATE Points to share among ourselves for players being awesome. Unfortunately, due mainly to my sharing the Fan Mail points perhaps too freely with everyone else and not getting many myself, and the "Bane" aspect I created (which the GM would use to compel me with regular FATE points) frankly sucking, I was left halfway through the game without any kind of points. Normally that would've been fine and I would be cool with fading into the wallpaper to emphasize everyone else being cool, but I had brung it pretty hard up until then and I could tell other players were now looking at me to be bringing the awesome. Since I had neither the points nor the energy to bring said awesome anymore, it left me a little frustrated and the GM sensed that. He efficiently dealt with the FATE point situation, but there was nothing to be done about the sleepiness, so the game didn't end on the high note for me that it so richly deserved. Still, even that tinge of negativity could merely bring this game from Godlike to Fuckin' Legendary on the ladder.

In between the Leverage and FATE Metal game, I got a chance to briefly sit and talk with Kenneth Hite about Night's Black Agents, World War Cthulhu, the next Delta Green book, and his future plans for Project COVENANT and Thirties' espionage in Trail of Cthulhu. It was a short but informative conversation, and while I was most interested in the stuff most-related to Our Darkest Hour, my biggest takeaway was Ken's description of Night's Black Agents. I think the game is going to be much more visceral than I initially appreciated, and I'm now really pumped to see it come out (hopefully sometime early next year). I had a strange nexus when I returned to my room to relax and eat lunch, and was listening to my iPod full of Massive Attack, The Heavy, Rob Dougan, and Crystal Method, and watched (with the sound off) what looked like a spy-fi film with a vaguely European setting filled with black-ops secret agents shooting and staking leather-clad techno-vampires shot with cool filtered cameras and shadowy angles that was looking great until Steven Seagal suddenly appeared in his goth-Tibetan-black muumuu and began doing his patty-cake aikido fat ninja-fu and ruined everything. So I'm already starting to groove with what I might do with "Jason Bourne vs. vampires" of Night's Black Agents.

So that was CelestiCon 2011. CelestiCon 2012 will have some big shoes to fill. My next con will be Big Bad Con in October, which with its stellar slate of RPGs is looking to overload me yet again with even more gaming goodness. Between DunDraCon, KublaCon, CelestiCon, Big Bad Con, Dead of Winter, and the Endgame MiniCons, truly do I live in gamer-paradise here on the Bay.

Tuesday, September 14, 2010

PacifiCon 2010

This is my face. This is my face on bad gaming conventions. Any questions?

That's probably not fair, as PacifiCon 2010 wasn't that bad, at least not the half I was able to attend. I ran my game on Friday, played in a couple of games on Saturday, and woke up on Sunday to find half of my face had gone dead. Luckily, it was just my face (and not the rest of my body, which would suggest a stroke) and, following a visit to my local emergency room, I was diagnosed with Bell's Palsy, an almost-certainly reversible but highly-annoying disease that is a lot more common than I realized. As I write this, I still can't make a proper smile, but I am getting better and expect a full recovery by the end of the month.

PacifiCon 2010 was pretty much the same as PacifiCon 2009: same hotel, same sign-up procedure, same dwindling number of role-playing gamers. The big difference between last year was the number of games. There were about 47 RPGs at Pacificon this year, whereas there were something like 120 games at KublaCon and almost certainly more than that at DunDraCon. It also didn't help that the games were poorly scheduled (there were more RPGs scheduled for Friday afternoon before people got off work than there were for Friday evening). Now, with such a small number of gamers and an equally small number of games, PacifiCon is looking more and more pointless, especially as there will be a new weekend gaming convention in October next year.

As for what I played:

The Last Flight of the Cathay Clipper (Call of Cthulhu: Delta Green)
My game, running it for the last time. A good time seemed to be had by all, and the game itself unfolded in some different ways than it had previously. I still think it's always been a good premise in need of a much reworked climax, but I'll never run it again.

To End All Wars (Savage Worlds)
This was a pretty straightforward pulp game where the characters (stock two-fisted heroes) found out about a Nazi plot to gas the Lincoln Memorial from a zeppelin and foiled the plot. The GM didn't have enough characters so I ended up creating one (a Chinese teenage baseball player named Wide Load). It was short but fun, and I got to play more Savage Worlds, which is good because it's the system I'll be running at the Dead of Winter convention this December.

Gre'thor Rising (FASA Star Trek)
We were a bunch of Klingon officers (I played the Captain of Marines) commanding a fleet of warships to recapture a lost vessel and destroy a nest of mutinous separatists. The system is quite old (percentile-based with the highest skills in the 50's) and the GM was very old-school (must roll to do pretty much anything). Ordinarily, this kind of game would've been my fifth or sixth choice on a schedule, but beggars can't be choosers at PacifiCon. Nevertheless, it was a surprising amount of fun, primarily because the GM had crafted a nifty starship combat system onto the game (and every player got some role to do, either handling some part of ship operations or commanding a lesser vessel in the fleet). Once I had recognized the parameters of the "fun" in the game, I focused on that and ended up having a great time.

The next morning, I got into an ICONS game run by a good friend of mine, but very early on I realized that there was something seriously wrong with my face and I would need to see a doctor, so I had to bail out. That was a shame, as that ICONS game and a later Cthulhu Dark Ages game were pretty much the only things that really looked interesting to me on the schedule (or I had not already played at a previous convention).

I repeatedly stated at the con that this PacifiCon might be my last. It's just not worth the hotel expense for so few games (and so few gamers). However, my plans for 2011 also included a pilgrimage to GenCon, and with my sister getting married next September, that's looking much less likely. So, I may end up attending PacifiCon 2011 after all, although if I do, I'm thinking I may just ignore what little RPGs are available and concentrate entirely on wargaming, something I've never tried before.

Monday, September 7, 2009

PacifiCon 2009

Evidently ConQuest is dead and it's long live PacifiCon now. It was all Cthulhu all the con as I ran a game of Call of Cthulhu (Toteninsel), and played in games of Call of Cthulhu (A Black Brothers Production, Here There Be Tygers, and Once Men) and CthulhuTech (Nemesis). SPOILER WARNING for those that might play those games at future Bay Area conventions.

Toteninsel (Call of Cthulhu/Delta Green)
1943: On a remote German island in the North Sea, the Nazi “resuscitated casualties” program has broken the barrier between life and death. Your team of Allied commandos must infiltrate the island and discover the true purpose of Projekt DRAUGR, or much more than the war may be lost.
I first ran Toteninsel (at a convention) at ConQuest 2007, back before they changed the name to PacifiCon. The game is a Nazi zombie sequel to Herbert West: Reanimator, with plenty of Where Eagles Dare action involving characters like an OSS/Delta Green spy, a descendant of Herbert West's first victim, a Bavarian ex-bergfilme actor, and a PISCES necrophagistic interrogator, among others. The game has seemed to work for almost every player I've run it for, and this time was no different as everyone said they had fun. Almost all of the players were very solid roleplayers, and the only slightly hairy moment came up when it looked like the characters weren't going to get a key bit of information to easily proceed forward with the scenario. They still got it and I could've winged it otherwise, but it proved another example that such instances usually have more to do with scenario design than game mechanics. Even if I'd been running Gumshoe, I can't give the players a clue if they don't go to the scene where the clue is located; although, that system's greatest strength is, had I been using Gumshoe, it would've forced me to pay closer attention to the clue tree when designing the scenario and take these questions into consideration.

A couple of changes I made was to add some house rules, most importantly the use of the Professional Competence rule, where the players could flip a percentile roll (change 84 to 48) once per scene on an occupational skill. I'll have to try it again as I forgot to ask the players whether it worked or failed, but it didn't seem to have a negative impact. I also changed impales from 20% of a skill chance to rolling doubles (44, 77, etc.), which made the rolls less math-intensive and thus quicker but did reduce the chance to 9%. Next time I run CoC, I'm just going to come up with character sheets that include the impale chance % with the skill.


A Black Brothers Productions (Call of Cthulhu)
Like their fathers before them, film producer/writer/directors Wally and George Black plan to make "adult" movies until they can break into legit film. Their latest big-budget production "Deep Behind the Iron Curtain" is shooting in an ancient unrestored castle in Estonia. A pre-production crew was sent to the location a week ago to make it livable. A sat-phone call from the Production Manager 2 days ago let everyone know they're ready to begin Principal Photography tomorrow. The cast and crew head into the mountains...
Saturday morning I played in my friend Matt Steele's game, and it rocked HARD. Everyone was either a porn star or a member of the film crew, and I played "Shank", who was the lead co-star before the Ron Jeremy character joined the production and took it over as his comeback film. Shank, an egomaniacal idiot who always spoke of himself in the third person, was less than pleased. This is the first time I've ever roleplayed out an orgy scene (as part of some "Lord of the Rings" parody porn), where my retard character mispelled the ritual summoning in his script ("H'ahys e rro eeh'll ghta hgn-nhu's...") as "Here's a real phat gnu", causing him to wonder if antelope bestiality would be part of the movie. The naked Shank almost helped by going insane and trying to "shank" the giant tentacled plant-monster like it's never been shanked before (which would also have fed him to the beast and made the necessary human sacrifice), but one of the PC's fell unconscious from above and landed on his back, bringing up Shank's memories of his pre-feature bear work as he fell into oblivion. Fantastic game, every player at the table instantly got into the spirit of things, and a telling example of why DunDraCon's family friendly RPG policy is misguided.


Here There By Tygers (Call of Cthulhu/Delta Green)
An old pullman car, a surly lawyer, a gung-ho reporter and four relatives who have never met. What could possibly go wrong? Other than the fact that you seem to be somewhere... unexpected.
This game was made for me. A Call of Cthulhu game involving Delta Green, the Karotechia, and the Fate, set during World War II, filled with insanely-detailed prop handouts, run by a well-paced GM that was a trained actor (so he role-played the hell out the NPCs) and was also rock-solid with the rules.. this was the kind of experience I always hope to find at cons. It also helped that all but one of the players at the table was a friend of mine, so the game was more like a home group and was tons of fun as we got into proceedings while cracking wise at each other.

We started out in the modern-day (I played an ex-Peace Corps doctor), got catapulted back to 1943, and were quickly recruited by our great-grandfather Delta Green agent to find our missing great-grandmother, taken by what first seems like Nazi spies but slowly develops into something even more sinister. There was a LOT of stuff in this game, moving swiftly from scenes set across the country, and we eventually had to compress some investigation at the end due to the late hour, but the GM brought us to a very satisfying ending. Besides all the WWII DG vs. Karotechia goodness, I also got to enjoy the scene where one of the players, who had just remarked that his B.A.R. seemed so powerful on burst fire that it broke the game, then immediately come face-to-face with an Outer God in the next round. Good times.

Once Men (Call of Cthulhu)
Here you are trying to make a honest (?) living driving spirits into USA from Canada when someone is taking a cut.
Sunday morning, I was signed up to play a Call of Cthulhu involving bootleggers in the 1920s, but the GM couldn't print the character sheets, so we ended up playing a scenario in the "CoC in space" monograph Once Men. We were members of a rescue vessel in the late 21st century, sent to investigate a derelict spaceship lost 6 years ago while testing an experimental Gate system. The other players including my con roomie Basil, and trio of young guys who had all either played Toteninsel the night before or at previous cons and were very good players to a man. What I most took from the game was that, after games like Eclipse Phase and even Shadowrun 4th Edition that put a lot of effort into exploring future tech, this kind of "sci fi" with the standard Alien-esque setting (we live in the future exactly like now but inside a spaceship) seems as old-school as the ray-gun pulps of the thirties must've seemed to Alien itself. Any futuristic game that doesn't take into consideration the ramifications of commonly projected advances like nanotechnology and genetic engineering just doesn't float my boat anymore, unless they fully embrace themselves as the "classic" (tired) space opera they've become.

Nemesis (CthulhuTech)
As the Aeon War rages around the world; a darker, more secretive battle is fought in the shadows. As the chosen of the Eldritch Society, you are among the elite who have given yourselves to Rite of Transfiguration, bonding yourself with a “higher being” to protect mankind from your former comrades, The Children of Chaos. But are you ready to face what could be your most harrowing challenge, yet?
This was a happy surprise. The pickings were slim on Sunday evening, so I chose this game as I knew the GM was good and was kind of interested to see if CthulhuTech would be as cheesy as I thought it would be. Though there may be a tradition of Lovecraftian elements in anime, I haven't seen anything that really captured a Lovecraftian mood, and the idea of Evangelion-esque mecha blasting Deep Ones has no real appeal for me, as I'm not an anime fan... but then I actually played the game, and it is good. While it's not a horror game and (without reading the book, which has some gorgeous art btw) the Mythos entities are used in such a general fashion that there's nothing particularly Lovecraftian about them, the basic premise of young humans and their alien allies using inhuman technology to destroy even more inhuman enemies is just full of fun. CthulhuTech is Evangelion-vs-Cthulhu, but once I actually started playing that, I really got into it. The game mechanics themselves felt close to White Wolf with added-on Drama Point mechanics, and, though the rules were intuitive and functional enough that I'd have no hesitation playing CthulhuTech as is, I think I might want to use a simpler system if I (being a rules-retard) ever tried to run it. I was pretty sleepy come Sunday evening, so I didn't get into the game like I wish I had, but it was a great taste of the system and a solid roleplaying experience.

That was PacifiCon for me. I didn't attend Monday as my funds are too tight right now to waste another night on the hotel room. The con itself was run pretty much exactly as last year, so it's still a little less polished than DunDraCon and KublaCon, and there still seem to be less games available than at those other Bay Area cons. That said, I got into the first choice of every game I signed up for, and all of my games were either filled up with players or close to capacity. I can see no reason not to attend PacifiCon next year, although for godsakes I need to find something else to run other than Toteninsel.