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July 31, 2006

Weekend in Review

Hmm... didn't do a whole heckuva lot this weekend, gaming-wise, due to Kaylee-busy-ness and yard work.

Friday: had a really good time doing this. (see also a summary of events here.

Saturday: Horrifying amounts of yard-work (HOA is busting my balls, not to put too fine a point on it), followed by Steak, baked beans, beer, and watching a bunch of Deadwood, season one, with Lee.

Sunday: Kaylee was pretty tired and having a rough day (turns out she has a low-grade fever that isn't likely to leave her be for a couple more days), so I didn't really get anything done at all. Did log into CoH that night and got both Markov and Mister Brightside dinged-up to a power level. Cool.

July 25, 2006

TSoY "Averages"

Over on the excellent Story Games forum, I asked folks who've been playing The Shadow of Yesterday about how long their campaigns have run:

- How many sessions has your series run? - How many advances? - What are the tell-tales you're seeing that indicate the story's coming to a conclusion? Strictly key-based, or are there other indicators?

The responses are very interesting, and run what can only be called the GAMUT from one extreme to the other.

One example: "We've run about 30 session, and we've gotten about 20 advances, per character, in that time."

Another: "We've run five sessions, and we've earned about forty to sixy advances"

My conclusion from this -- your TSoY mileage may vary. Alot. :)

"Time to look on the Brightside!"

We actually got back down from the mountains on Sunday, had lunch, had a nap, and STILL had time to take some small advantage of the CoX Double-XP Weekend by leveling up Torrance and Matthew Bright, a.k.a Lady Optimism and Mister Brightside. The goal was to get from level 1 to level 14 (and movement powers) in five hours. We didn't quite manage that (got to level 9.75), due to Virtue server going down for about an hour in the middle of the timeframe we had, but it was still a good run in which we hit all new content (by running Matthew Burke and Doctor Creed instead of Kalinda and Mongoose). Good stuff, good time, and really fun characters.

It turns out (I didn't know this ahead of time) that Mister Brightside has a few verbal patterns, the most notable of which is "You put the ______ in ______!" Frex: "You put the 'personal' in 'personal assault'!" or "You put the 'fun' in 'functional insanity'!"

As a said, a lot of fun. :) Screenshots to follow.

Monday in review

Briefly: Logged into play with the Hostess Heroes on Monday Munchies last night. As it turned out, only about five people total were able to make it on, but not all at once (Divine Chu was on early for a bit, Cheesy Poof hooked up with Brownie Points right as I (Bear Claws) and Ginger Snap left for the night). During the time on, we ran around Croatoa a bit, saw "Sally", the monster of Lake Salamanca, and ACTUALLY DEFEATED THE "KEEP 30 FIR BOLG OUT OF THE GATE" mission. (Which makes me something like 2 for 4 on that mission -- Pummelcite and Epitaph failed, it Strategist and now Bear Claws were on winning teams.)

So this win? Ginger Snap, Bear, and Brownie Points: two scrappers and a blaster. One single-target hold between the lot of us. Guaranteed loss turned into AWESOME.

Boo-yah. :)

After that, Bear hit level 28 from the (*massive* Croatoa) end-of-arc xp, and I logged for the night.

CoH Easter Egg

Specifically: City of Villains - Easter Egg in Grandville.

Spoilery, but only in an OOC-way.

July 21, 2006

I cannot wait for Kaylee to be old enough to play this.

The Princes' Kingdom

You are nine years old. You just had a birthday, and your brothers got you a puppy. The three of you are seeing the world from your very own boat. You are the sons of the King of Islandia!

And only you three can stop the war.

A game about children, adults, and ideals.

It's ... DitV mechanics, playing young royalty in ... a kind of Earthsea golden age (and I only say 'earthsea' because it's a kingdom composed entirely of islands -- no other similarity).

Basic Dogs mechanics, but without the stats Heart, Acuity, Will, Body -- in conflicts you start off by rolling your age in d6's... and then you add in skills you have that make sense. When you get Fallout xp, you just pick up more Traits -- ou don't raise the skills you already have -- so that your sheet quickly becomes the history of everything you've learned. Escalations in conflict are smaller things, more personal... dice pools are smaller... violence is ... a lot more shocking and short and startling, when or if it happens.

It's... sort of a classic YA fantasy story about growing up and making choices. It makes me feel excited to be a parent. I've already pre-ordered a copy (which gives me the PDF for free!), and I'm getting another one as a gift for someone else, later :).

July 19, 2006

Galactic!

The guy who wrote PrimeTime Adventures (Matt Wilson) is working on a new game called Galactic!

The game takes place... let's ballpark it and say 5000 years or so in the future -- where a world of humans has discovered that they are the last survivors of a disaster, one that all but destroyed a great spacefaring civilization. Whatever happened was so catastrophic that the people of this lone surviving world -- Caliban -- were thrown into a state of technological savagery for generations. They had to rebuild and relearn, and in that time they forgot what had happened to them.

The truth became myth.

Then they returned to space to find an old galaxy waiting for them, full of secrets and dangers. Their ships explore the black, seeking the truth about the past they've forgotten -- which has in no way forgotten them.

Everyone in the game plays the captain of a ship (pretty much anything from a tiny little scout ship to a battle cruiser), exploring the galaxy for their own personal reasons. In addition to your 'main character' (a captain), you also play a crew member onboard each of the ships of the captains being played by the other players. This isn't an open ended kind of RPG -- there is an end-game, and it is a big deal. Eventually, one of you -- maybe a couple of you -- are going to try to save the Galaxy. Maybe you will...

... or maybe you won't, and humanity will be Doomed, and everyone at the table will be a little sad, because it's sad when humanity is Doomed, usually.

It's more Battlestar than Babylon 5. It's more Firefly than Farscape. It loves Science Fiction alot, and likes Science... pretty well. It's got The Drama, and The Funny, and resource management, and tactics. It's a little bit like PrimeTime Adventures meets Cosmic Encounter.

----

I want to run this thing. I want to run it so so so very much.

Here's what I'm looking for:

- 3 or 4 players. I'll take five, if all five are absolutely 'dude I have got to play this!' If everyone read the rules, that would be hot.

- A regular play time. I'm shooting for weekly. I don't care if it's every Sunday afternoon or every Wednesday night, or if we have to figure out when we're going to play next every time we get together, but I'm shooting for weekly.

- Players who are going to play the hell out of this game. This is a playtest, and playtests hurt, because the rules aren't totally done, and they'll change, but I think it's going to be good.

- People who are willing to take some authorship responsibilities. This game is not set up with the same old "GM makes up the meta-plot and we just show up and shoot shit." The meta-plot already THERE, and it is this: you're ship captains who are eventually going to find the core of heroism in you that will lead you to trying to save the Galaxy. There. That's it. But BEFORE all that, lots of stuff is going to happen, and EVERYONE is going to help it happen.

The WHOLE GROUP WILL:

-- Help create the Galaxy we're going to be exploring. This is WORK... it might take... four or five minutes!

-- Take part in creating every world anyone lands on -- again, we're talking about minutes of bone-crushing effort.

-- Actively indicate the kinds of things you want YOUR captain to deal with each session. I don't mean little 'hints' like "I want some combat next session," I mean specific stuff like "I want to save the hostages." What hostages? Doesn't matter -- that's my problem as the GM, but by god there better be some frakkin' hostages, dammit.

-- Do what you can to bring some conflict to the other captains, by playing your crewmember in their group actively and giving them foils to work with.

-- ... while at the same time helping those other Captains look cool, as they will be doing for you.

Comment.

Heroquest PDFs

DriveThruRPG.com has PDFs of several of the more recent Heroquest/HeroWars books, including the main HQ rulebook.

Of real note is the HeroQuest Hero's Book. This skinny little 'intro' to the HeroQuest rules covers all the basics of the game system and provides a number of example characters, almost ready to play -- said examples are Glorantha-setting specific, but still provide good examples of how to do character's (especially magic-using chracters) correctly. As a primer on HQ, or as the ONLY book you need to 'get' about 95% of the rules in the game (as long as someone ELSE already has the main HQ rulebook) it's perfect.

And it's a five-dollar PDF download, which is a pretty darn good deal.

If it seems likely that I'll ever trick you into playing HeroQuest in any setting at all, I recommend this.

July 17, 2006

Do. You. Want. To. Play. A. Game?

... but you cant find players?

FindPlay - find gamers like you

July 15, 2006

The Shadow of Yesterday: Freebooters One-Shot (Second Run), Post-mortem

So the HQ: Firefly game that we'd slotted to run on Friday didn't come off. I think I need to restructure how we're trying to make that game scheduling work. The current thing isn't working -- one every three months is barely gaming, let alone a campaign -- and I'd really like it to.

So, with four interested players present, I decided to pull out the "Freebooters" scenario and pre-gen character that I'd used only two days previous with a mixed group of strangers, people I've played with a lot, and people I haven't GM'd much a'tall, and see what THEY thought of the system.

The Good:
* A lot of laughing around the table and enjoyment, I thought.
* I think I set stakes pretty well in most cases, so that if the players won the conflict (which didn't happen much, as noted in 'ugly', below), the results were cool, and if they failed, the complications were ALSO cool. Easiest example for that was "If you win, you get the lock open before the Guy comes back... if you fail, he comes back before you open the lock." The player failed, and in walks The Guy. It was part of what made up what was probably the best scene of the evening.
* I tried to remember and use "Failure Doesn't Mean the Character Looks Bad", but there's a corollary to this: "They CAN look bad, especially if that's what the player wants." There were a couple of failure-situations during the evening where player simply thought it would be cooler/funnier if their character just really flubbed up and looked kinda silly doing it. De really blew a "convince them I'm not a witch" conflict, and Lee actually had his character set his own beard on fire as the result of a too-cunning-plan-gone-wrong. It was fine for a one-shot, and honestly that kind of slapstickyness does fit the pirate genre pretty darn well, provided the characters get to turn around and be cool thereafter (which both did).
* Players taking charge and doing some aggressive scene-framing. This fell along the lines of "ooh, that thing with Jackie is cool for my character too: I want to be there. Jackie can I be there with you? Yeah? Okay, I'm there," and lo, it was good.

The Bad
* Dogs in the Vineyard has this rule for the GM: "Say Yes or roll dice. I said 'no' on two occasions when I should have rolled dice or just said Yes. As impossible as I thought it was, I should have just dropped penalty dice on one of the sneak thief's more hair-brained schemes, set Stakes, and let the situation fall out as it would, and I shouldn't have balked Dave's request for a few more XP from his Key as a result of a cunning plan. That last thing? I don't even know WHY I did it. It was stupid.
* I wasn't weaving the character's scenes very well -- there was too much downtime for some of the players, and not enough going on in the other scenes to interest them, AND *way* too much "wandering off when I'm not playing", which was partly fed by the other two issues, and partly by outside factors, and it just made things not-hum. Also, when the other players aren't really paying attention to or interested in your scene, you're less likely to get Gift Dice from them spontaneously.
* Laughing and enjoyment is some good peanut butter to put on a sandwich, but I spread it out unevenly -- too thick in some places, too thin in others, which means that I think the girls got a lot of screen time and the guys not as much. I just didn't manage that very well. This ties into the scene-weaving problem as well, and contributed to the results.

The Ugly
* I was rolling really well, and the players were, as a group, rolling absolute shite. All night. It was truly atrocious. They would roll bad, then spend a pool point to get bonus dice, and the bonus dice would suck... and someone would give them Gift Dice, and they're roll THEM, and they would suck EVEN WORSE. It made things a little frustrating for the players at times, I think; difficult to narrate at times, for me; and sort of ate into (1) the suspension of disbelief and (2) the enjoyment of the system and (3) their faith in their character's competency.
* I used the exact same pattern for starting play as I did on Wednesday, part of which involved explaining the rules by using the character sheet right after everyone had selected their character for the evening. The problem that arose was that that period of play was the absolute worst 30 to 40 minutes of the evening for unavoidable non-play interruptions, which meant that for almost every one of the Six Key Points I needed to cover, I had to repeat myself at least once and maybe even four separate times to make sure everyone heard, didn't check for understanding, got tired of giving the same examples over and over... and all that resulted in some confusing during play and mistakes. I'm not sure how I could have worked that better, except for maybe just jumping right into play, but that carries it's own problems, so... that might simply have been out of my hands, somewhat -- I'd avoided it on Wednesday night by having no kids around at all and no extraneous distractions, but that's not something that's going to be possible for years and years in my regular group.

All in all: fun night, definitely. One frustration was that we didn't actually finish (some scenes ran quite long, the intro-rules portion ran about double of the first session, we were really laughing it up at times, and for whatever reason my regular group runs slower than a convention-style group) and I'm not sure when I can schedule a sequel without 'using up' a time slot in which I could be trying to get the Firefly game humming along regularly.

There is a lot to be said, as a GM, for having a simple, wide-open, reusable scenario with some easy-to-grasp pregen characters, then running the scenario two or three times with totally different groups; it helps you work on scenes and techniqutes where you didn't do as well as you'd like "the last time", it helps you hone some of your better tricks, and it illustrates in a very clear way how your player-friends are different from one another, AND similar. The danger in doing all that is that you can get in a bit of a rut, expecting people to react to a situation the same way as 'last time" (they never do) and (the CARDINAL sin for repeat-sessions) tempts you to tell a later group some cool thing a PREVIOUS group did in a similar situation. Keep that crap to yourself -- maybe forever, and at LEAST until the end of the session.

July 13, 2006

Eating Stake

I'm going to rave a bit about game systems where you set Stakes for a conflict and how that can change a game. From Mike Holmes' article about Conflicts and Cool Failure, here's two rules:

Rule #1: Failure Doesn't Mean the Character Looks Bad
Rule #2: Failure Means Conflict

Played The Shadow of Yesterday last night, trying to keep these rules in mind. Every conflict the players were asking for I set up as "Okay, if you win, you get X... if you don't win, Y happens." What I didn't say was "you don't get X." I gave people things that made the situation more complicated.

"If you win, you open the safe, if you don't, the guy comes back and interrupts you before you're done."

"If you win, you find the magical passage, if you lose, the voodoo master senses your approach."


The players picked up on this with their stakes too: fights weren't life or death -- they were things like "I want to beat them up, take their stuff, and leave them telling people my name and what I did to them." When my npcs started getting beat up -- they Gave. Why? cuz it wasn't going to KILL them. They got a couple bruises and cuts and lost their money. They can LIVE with that.

When John was fighting a big nasty witch and got to a point where, in DnD, he be dead or fleeing, he Gave on the Conflict. Why? Because the witch wanted to Charm him -- that was a loss-consequence the character could deal with, and which the player suddenly realized he could TOTALLY play with and use.

Did those losses make things more complicated? Oh hell yes. If that one-shot went into a second or third session, I think the whole Island of Cloud would be a smoking ruin, but MAN would it be fun.

Did it change the scenario and the characters themselves? Definitely.

Stakes, man. Cool failure with interesting consequences. That's good stuff.

July 12, 2006

I like...

Since I've got a one-shot game to GM tonight (the first I've GM'd with strangers in awhile), and I'm going to want to play around with some of my conflict methods, AND I've got a couple long-time players also coming in, I wanted to solidify the things I like in a game, using this The Two-list method of finding your Game preferences

Here's the first list. Second list will happen in the comments, once tonight's game is done:

* I like games (wither GMing or playing) where the players have some control over their own success (spending points from a pool to get the bonus that will push them over into a 'win', for instance).

* I like games where any player can kick-in details of the setting -- especially when it's supported by the rules, and not just house-practice.

* I have, in the past, thouroughly enjoyed games where the GM is constrained or there is no GM at all (Inspectres, Trollbabe).

* I friggin' love games using stakes setting and conflict resolution versus task resolution.

* I like campaigns. Mini-campaigns of ~10 session, or even more. Sometimes a lot more.

* I like game setups that inextricably tie the characters into the setting. (Sorcerer kickers, TSoY keys, Heroquest... everything, etc)

* I like "starting-level characters”. As a player. As a GM, I still like them, but I also like proving that such characters can still be awesome.

* I like games that I can play with any of my friends, and I LOVE running new games for people and getting them hooked on something they might not have tried otherwise.

* I hate ADRPG-style drama mechanics. I like crunch. I like mechanics, and I like using the hell out of them to my benefit.

July 11, 2006

Barkingly Odd Resource

Via Randy, Thousands of name for your dog, horse, cat, or pet from Chinaroad Lowchens of Australia. It's rare you find such an extensive collection of names. Very cool.

July 10, 2006

Previews

Game stuff, both in the recent past and upcoming:

CoX stuff -- not a lot. Got Dolmen to 20. Ran a TF with Bear Claws. The end.

Running a one-shot face to face Freebooters game using The Shadow of Yesterday on Wednesday with (mostly) some Indie-RPG folks who happen to be from Denver. Should be a good time, though I'm stressing a bit (too much) about prep.

Playing Jubal Goodall, grizzled marshall, in a game of Dogs In The Vineyard being run online on Thursday nights. Last Thursday was Chargen, this week will probably be Accomplishments, and thus onward to the first town in the next week. Playing this on Foundry MUSH, using a DitV Dice/Conflict handler I've been tweaking the code on. Amazing what all I remember from the old Mushing days.

Running Heroquest Firefly on Friday with the usual suspects.

So... gaming stuff. Good stuff.

July 6, 2006

Two great tastes that taste great together:

Cupcakes of Catan: Too perfect.

July 3, 2006

It's all about the influence...

I know some folks are off the grid for the long holiday, so for Monday Munchies, I thought it might be cool to run a couple task forces -- maybe get one crew to run Synapse and another to run Positron.

Clearly, this would be an Influence-churning scheme, rather than XP, but it seems like everyone's short of cash, so ...

Thoughts?

((Nothing also that I might not be around much, as my family is getting into town a day earlier than normal.

Just FYI

Changed this site's name. Just like this one better.

PSA

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