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November 29, 2006

Screenies!

I haven't posted any screenies from CoH in awhile, so before I get into a bunch of costume changes with the i8 stuff (Bear is SO getting a kilt), here's some older ones I'd been meaning to share:

I've talked about the Brightsides before, but I've never really posted a picture of them. Here's Mr. B and Lady Optimism, showing some Arachnos troops the Bright side... of his Power Gauntlets!

We put the "personal" in "personal injury".

Halloween came around, and the Brights went with what they know -- Lady Optimism dressed up as a cheerleader, and with an outfit like that, what could Matthew do but dress up as the fullback?

(Of course they dress alike... they're those kind of people. :)

Also for Halloween, the Munchies got a few costumes together -- we decided to try to emulate various famous heroes in Paragon City. Ho Ho dressed up as Infernal...

... and Bear did Manticore.

... those it's hard to be as H-O-T as his Errol Flynn look. ((Ironically, Bear's a claws scrapper -- the bow is just a temp power that's more useful as a prop and chick-magnet than a weapon. :) ))

Somehow, I didn't get a picture of Ginger dressed up as Swan, and that is just a CRIME.

Random Bits

I really like Dolmen -- he's got a voodoo killer vibe going that I really like in a villain. This is his second costume, in which we find out that the tattoo pattern on his first outfit is just a copy of his real tats.

I don't even know who this is, hitting a level here, but it sure is pretty...

Finally, I put this guy in here just for Dave. I have no idea who was running the toon, but he's made it all the way to Talos so far.

Snow! It was the Snow! I swear!

This has nothing to do with why I'm working from home today. Seriously. It's because of the snow. I didn't even hear about this until after I got like... whole HOURS worth of work done. I swear.

November 27, 2006

AP: tMV in PbP (Actual Play: the Mountain Witch in Play-by-Post)

It's not entirely true that I didn't get any gaming time in this weekend: I've recently started up Play-by-Forum-Post game of The Mountain Witch, hosted on a new forum install I put up just for this purpose. We've been actively doing stuff with the game for about 10 days, and already have all the characters created, backstories worked out, setting background sketched in, and have just finished our first scene (in which introductions and foreshadowing were done). The game plays fast (1 to 4 sessions) in face to face, so I believe the pace and short format will counteract the glacial speed of forum play. So far, it seems as though it has. Good stuff. Also, it lets me run something with a mix of Denver and NYC people at the same time.

Keeley's talking about doing something similar with the forum and My Life With Master after Mountain Witch wraps up -- I'm very very intrigued and interested in that -- My Life with Master was, in fact, the very first "Indie" game I bought, and the thing that got me reading the Forge and the games that were coming out of it. I've always wanted to play a game.

Uneventful weekend

"There is no pleasure in having nothing to do; the fun is in having lots to do and not doing it."
-- Mary Wilson Little

Unfortunately, I didn't have much to do this long weekend, and was kind of mobility impaired with Kaylee, so when I wasn't watching Baby Einstein or playing with wooden blocks, I did something I haven't done in a long while, and played a lot of CoH.

How many characters can you ding in one solid day of playing? Seven (or 10, if you count actual dings). Granted, one of those dings led to getting the Dark Melee version of Assassin Strike, finding out it was the same stupid, constipated-looking pose as most of the rest of the ATs (except claws and Ninja blade) and deleting the toon, but it still counts. Other than that, played around with the base builder alot, and read. Not a big gaming weekend.

Something Wicked this way Downloads

Monstrous.com - a big site about monsters

November 16, 2006

So the folks who playtested it can see it...

Front Cover for Galactic

November 10, 2006

For those to whom I've mentioned the game.

Demo of Mortal Coil, in mp3 format, from GenCon; illustrates the game really well.

Awesome

No-prep, quick-start play using the 400+ pulp extravaganza, Spirit of the Century? Yes.

Hmm...

Steampunk - via Wikipedia, the free encyclopedia

Green

I envy Paul Tevis' upcoming gaming schedule. (Have Games, Will Travel #79)

Very nearly enough to make me like the French

How do you take an already great game and awesomeate it? Jungle Speed: Flower Power -- The game comes in a tin replica of a VW MiniBus and the totem is a plastic stool.

November 9, 2006

Charted

strange maps, a fun blog with a ton of interesting bits on it, complete with -- of course -- maps. Maps of the planet where most of the Flash Gordon action took place. Maps illustrating where the phrase "beyond the pale" comes from.

All in all, good stuff.

November 8, 2006

Note: I am not a cat person

Before the dawn of Time, all the creatures of the world came together for a great competition. The benefit to the winners were many, the most obvious being the honor due the greatest of all creatures. In return, the mightest participants in the competition had to agree to protect the weakest for all eternity.

Cats win.

Humans come in dead last.

The result: Cat.

NYC TSoY

After nine months of dancing around the idea, I finally got a chance to run a game for the 'geeks' out in NYC. It came about in a funny way.

Their main GM has been gone (theatre work out of town) for awhile and has just returned. Talks as to what to play/run have commenced, and Kate mentioned that Keeley was wondering if I had any thoughts on the subject, and if I'd bring em along to share at a game-day thing on Sunday while I was in town.

The method of conveying this information left me thinking "I should run something." I prepared to run something. (Specifically a run of the Freebooters scenario I've run before, using The Shadow of Yesterday, which I love, but haven't touched since the last time I ran Freebooters.)

I chatted a bit with Keeley, and got that it was more of an informational chatting thing over card and board games. Ahh. Okay. I emailed myself my prep (to have for some other time) and unpacked all but one printed-out copy of the rules, ostensibly to leave with Keeley or Jay (their main GM) to check out.

Conversations over the weekend led me to say "Hey, I want to run something: pirates and zombies -- who's in?"

Response was good. Too good, maybe: six people showed up to play for a game where I had 4 pregens. Keeley and Kate made up their own people, of which I think Kate's was more successful, just because I had more time to think about how to include her character in the scenario.

Everyone showed up. We played.

The Good:
Lots of fun. I laughed really hard. There were some funny scenes, and some REALLY funny scenes.

Several folks noticed parts of the system they really liked. Jay dug the Harm mechanic, and Timothy really got it well. Everyone seemed to dig Keys and Pools and Gift Dice and how they all worked. (I particularly liked Matt's decision to give me a LOT of Gift Dice to use against Rob in a conflict, just because he thought it would be really cool if the witch of Rope Hill got what she wanted in the conflict. That is a can of awesome -- player's diving in and saying "This story would kick ass. I'm going to invest in making that happen.")

It seems like a small thing, but everyone got the rules. Within the time it took to run the session (6:30 to 10:30) we'd done normal conflicts, multiple Bringing Down the Pain exchanges, bought new abilities, pools, and Secrets, taken Harm, used up Pools... even Kate (who does not usually think in terms of System stuff) pointed out a logic-error I was making in a major conflict; and observation that really helped straighten the whole thing out.

The Bad
I hadn't touched the rules in awhile, and didn't want to reference them much at the table (only did one time), and as a result I messed up a couple scenes a bit, notably the one with the Witch of Rope Hill, which was funny, but a bit confused and didn't get straightened out until near the end. That shouldn't have happened.

The group was too big. Five would have been okay. Six was too many.

The Ugly:
I didn't have time, with everyone there, to give equal attention to al the players, and those at the far end of the table suffered for it. Apologies to Jay and Keeley and Matt, specifically. :( With that many folks, I would rather have played without a table. I think it would have worked better.

The new-ness of the system didn't give me a chance to work some of the characters Keys into the scenes well enough. In other runs, folks have hit 3 or 4 advances in a night -- in this run, only about half the people at the table even got one advance, even though they covered just as much ground. Part of that was...

"Don't Split the Party." This is a die-hard, carved-in-stone tenet of that particular gaming group (due to the fairly bloody nature of most of the game systems they play normally). The group's normal GM went to great lengths to come up with IC reasons to get everyone working together, and within a few minutes of leaving the ship, five of the six characters were ganging up on various challenges that were meant to be fairly tough for one guy and reasonably challenging for two. They steamrolled pretty much everyone -- the Witch of Rope Hill was the only thing that took them more than a few minutes of game play to crush. Interestingly, the grouping up ALSO cut into amount of XP the people were getting from hitting their keys, simply because people didn't have a chance to hit them -- Key of the Wanted Man is hard to make 'important' when you're in a big group, for example. Very interesting.

All in all: A fun time. I've already played with most of these guys before, and I had a great time, found some fun moments, and basically walked away with a big grin and a strong desire to try it all again, but with more prep and a more personalized set up.