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Impossible Ghost Palm!

Feb. 18th, 2008 | 07:06 pm

From famine to feast, I played three role-playing games in the last week.  Last Monday I played part one of what will likely be a two or three-part game of an Iron Fist Kung Fu Tournament set in Ed Brubaker & Matt Fraction’s latest incarnation of said martial arts hero.

Jake is running the game using a mash up of his Panty Explosion and Classroom Deathmatch games.As with the comic, the intent is to intersperse kung-fu matches with scenes of intrigue, politics, and romance.  Brubaker and Fraction are re-writing the mythos behind the Daniel Rand Iron Fist character and have gone back into the history of the characters who formerly held the mantel of the Iron Fist, including a cool pulp era manifestation in the person of Orson Randall, who uses Gun-fu (I think I’d prefer a monthly series set in the early 30s about Orson to the modern one about Daniel).

We’d decided to set our tournament in the 1850s, when the Iron Fist was Bei Bang-Wen, so I did a little research about China in the 1850s.  I know almost nothing about Chinese history.  My browsing eventually brought me to the Taiping Rebellion.

Hong Xiuquan, leader of the Tiaping rebellion and the self-proclaimed brother of Jesus Christ.  Wow.  A common theme/impression I’ve held/noticed lately is that real-world history is at least as interesting as any fantasy world we role-players typically choose to play in.  I’ve actually felt this for a long time, but it’s been hammered home recently with Grey Ranks, the Egyptian history research I’d done for my FATE Game, and the “No Man’s Land WWI game I’m playing in.

After reading about Hong Xiuquan, I knew he had to be a part of the assembly and intrigue in our 1850s tournament. We got a late start and did not get to play long, but he and the Taiping Rebellion are somehow mixed up with the “Immortal Weapon” character I am playing, Xue-mei Quan, Mistress of Crows, champion of Yue-han, City of the Shrouded Moon.

Xue-mei lost her first bout to Daminsuryn, the Mongolian Scorpion Khan of Xiadu, but I am more interested in having her “win” the interstitial scenes we are playing.

Each of us have cool kung-fu moves we determined.  Xue-mei’s are Ruinous Crow Onslaught, Poetic Moon Rebuke, and Impossible Ghost Palm.  I haven’t played the standard Panty Explosion game, (I don’t know much about the genre it is best suited to emulate), but it was neat to have different people narrating our success or failure and I like the mechanics I’ve seen so far.

More about my other recent games to follow.  Hopefully.

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Twisting FATE

Feb. 7th, 2008 | 09:34 pm

Though we created the world and character's long ago, and while I've had some playtests and combat runs, my FATE mini -campaign formally begins next weekend.

I've put off much of the prep for it and still have a lot of things in the form of crazy, random notes to throw up on the wiki I created for the game.  Some of it I plan still to do, and some things I really need to "get down on paper" for the benefit of the players who are new to this system, but I've also decided I want to wing a lot of the game.  Particularly after reading Graham Walmsley's Play Unsafe, I've determined that game prep feels too much like work for me.  I want to go into the first session with just a list of NPCs, a reference of the PC's Aspects, a strong idea of the game's tone, but only a vague idea of what might occur in-game.

In my combat playtests I was somewhat dissatisfied with how easily the heroic characters could get at my dastardly villain(s) which lurked behind their minions.  Minions are not very effective at setting Blocks (a kind of Action) to prevent this.  This is okay, but felt a bit off when the imagined space of "Zones" was a hallway, and there were a dozen foot soldiers in front of a wicked fire sorcerer.

I created a new special Action which is a hybrid of two of the actions already present in Spirit of the Century, the "Full Defense", and the "Block."

Protect

"Keep them back, you fools!"

A group of minions or a character with attached minions may take this action with the following effect: they forgo their normal action but gain a +1 on all their reactions and defenses for that exchange.  They may also designate one side (border) of the Zone they inhabit as "Protected."  Opponents may not take a supplemental action to cross that side of the Zone to the adjacent Zone, and the value of that Protected border is increased by an amount equal to the minion bonus commensurate with the size of the group. (e.g. two or three minions: +1, four to six minions: +2, and so on).

Narratively, the group may be surrounding their opponents, forming a shield wall, or otherwise interposing themselves between their master and their foes.  Note that it is still possible, using a sprint action, for opponents to get past this improved barrier.  Depending on the nature of the minions and the terrain, the border may also be inoperative against some forms of mobility (flight or similar).

I anticipate some new Leadership Stunts which would make this action more effective.

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Dreamation 2008 - Overview

Jan. 29th, 2008 | 09:52 pm

With further thoughts about my PTA game unrecorded, and with drafts of actual play reports from Dreamation '07 still unfinished (!), I'll offer only an overview of my experience at Dreamation '08 last weekend.

Having spent the prior week walking around Manhattan and hanging out with a friend, I was already pretty tired as the convention got underway.  I overslept on Saturday and missed an opportunity at a Swansong game run by Clinton R. Nixon which had a couple players I'd played with last year and with whom I really wanted to play again.  And then I opted out of the midnight Dirty Secrets game I'd also been looking forward to.

Still, including four playtests, I played in seven games:  Swashbucklers of the 7 Skies, Grey Ranks, Kingdom of Nothing, Criminal Element, Giants, Burning Wheel, and In a Wicked Age.  Each of the games was run by their creators, excepting the IAWA game which I understood was being developed as a post-apocalyptic setting hack for that game, a "Project Bearclaw."  I might have this wrong; I was checking out of my room and arrived at that game a bit late Sunday morning.

The S7S game had too many players in it (seven) for me to really get a good sense of the system.  By the time we got an overview of the world and had created characters we only had one or two opportunities for each of our characters to interact with the mechanics.

Kingdom of Nothing was just a game concept at the Dreamation designer panel last year.  All the characters in Kingdom of Nothing are homeless street people who've lost their past.  It's got a Gaiman/World of Darkness vibe that takes some inspiration from Don't Rest Your Head.  I played a sixty-something scrap-metal-collecting alcoholic named "Rattle" that was inspired by "Bubs" from The Wire.  It was really cool to see how much work its creator had put into it since the panel and he was really open to all of the playtesters thoughts on where it might need some work.  Based on his latest playtests, it looks like Jeff is going to tweak quite a few things, including stripping out entire subsystems of the game.

Both Swashbucklers of the 7 Skies and Kingdom of Nothing show a lot of promise.  I really like what I've seen of their settings and look forward to their completion.

Criminal Element and Giants were two other playtests I participated in.  Both of these seemed closer to finished and I would be surprised if they weren't available next GenCon.

Like the S7S playtest, Criminal Element might have benefited from one less person; after character and situation creation we again only had time for a very short scenario.  Criminal Element allows you to play characters in a heist film like Reservoir Dogs or Heat.  I had browsed a draft of the rules several weeks before, and had even contemplated running a game of it before I ultimately decided I wouldn't be running anything at Dreamation.  I played a larger-than-life wheelman named Parker inspired by one of the characters from the Jock/Diggle comic book, The Losers.  As in all heist films, things quickly went pear-shaped for our group.  Despite the abbreviated scenario, everyone seemed to have a good time - lots of laughs all around.  I *really* like the Blackjack inspired conflict resolution mechanic in this game - it is very fast, yet still has interesting risk/reward decisions and tension and matches the genre perfectly.  When it comes out, I expect to add this game to a stable of low/no prep games that I can have ready to run at any time along with Dust Devils, PTA, Contenders, Don't Rest Your Head, and maybe In a Wicked Age.

Giants might be another such game; the group collaboratively creates the situation they will play in together right before play.  Using pre-generated characters each of us named and added our giant character's community and other towns and geographical features to a blank map.  We then proceeded to stride across our new-sprung land, engaging in titanic struggles against an enigmatic foe known as Firebringer.  I enjoyed this game for the opportunity to play with Shane Jackson again (he was in three of my games last year), as well as to play with Fred Hicks and Rob Donoghue of Evil Hat, two of the three designers of my favorite game.  I met them last year but didn’t have the chance to play with them.  It was fun creating a map together, each of the players playing off of and adding to what the others had contributed.  Afterwards, I had a few ideas about some possible tweaks for the game, but preferred to listen to the geniuses of FATE offer their suggestions.  (Man, those guys can talk!)

The two heart-wrenching games of the convention were Grey Ranks and Burning Wheel.

Of all the games I’d signed up for, I was most anticipating the Grey Ranks session.  Follow the link for more information about it; I won’t dwell on the game much here.  I expect to find a way to play a three session arc of it sometime this year and post more about the game then.  It was extremely cool, but I especially felt the “pang of the one-shot” with this game.  By that I mean I’ve really begin to realize how much I prefer a game that goes for three or more sessions.  There was so much more to explore in the amazing characters and situation the players and the game system afforded, but no time or opportunity to do it.  The Polish child soldiers, Bear, Slaz, Mar, and the rest are lost portraits, frozen in time.  This was my favorite session of the convention as well as the session that makes me think conventions might not be for me.  I went to Dreamation last year and this year because I’ve had so few opportunities to play these small press games at all, much less on a regular basis.  I’m hoping this is starting to turn around with the development of the community of indie gamers here in Portland.

The Burning Wheel scenario, The Sacrifice, was equally poignant.  Each of the pre-generated characters’ beliefs is at odds such that a tragic end is almost inevitable.  I was glad for the opportunity to finally play Burning Wheel, one of the first small press games I ever purchased, but knew (and still know) that it’s not a system for me.  It just has too much “crunch” for my present tastes.  Its author, Luke Crane, is an energetic and talented game master who really projects his enthusiasm for his game and the hobby.  He went right for our characters’ hearts and throats and made us like it.

The Sunday morning game, In a Wicked Age/Project Bearclaw, was a little stilted and meandering.  We had rules questions and confusions.  I’ve read the rules three times and played it once and am still not quite sure how to play the thing.  The situation creating “Oracle” and the resolution mechanic at its heart are appealing enough for me to keep at it.  It could end up being an absolutely great game for me.  I think I’ll need to un-train myself from some of the stakes-setting instincts I’ve learned from similar games to play it correctly.

Even though the game was really bumpy, good players still made it fun.  John (jenskot) from the Mu game last year was there.  All the characters in this post-apocalyptic setting were interesting/funny.  I played a simple farmer named Loam Tilman with John played my blindly optimistic wife Emma, and Rob Donoghue playing a hard-nosed tin mine manager.  Kevin Allen Jr.’s accent and mannerisms for his collector/merchant character, Barnigut, had me in stitches, and there was a feckless charlatan inventor named Mr. Volts who somehow made good on his promises of creating a rain machine in the end.

So, I’m still not sure about conventions generally but this one has lots of neat people and talented role-players who are really bringing special qualities when they sit down to play.  At least as long as I have my good friend Eric in Manhattan, I don’t intend to miss out on Dreamation.

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No Man's Land

Jan. 6th, 2008 | 08:12 pm

Christian wrote up an actual play vignette of the initial session and put together a wiki for the Primetime Adventures show we started up last weekend: No Man's Land.

I'll probably post the majority of my thoughts on the game elsewhere but I wanted to make a few comments about it and put down the links here for reference.

Per the ad copy, Primetime Adventures is a role-playing game where you "Play the greatest TV show that never was!"  I didn't have or watch much TV for most of the '80s and '90s.  While I recognized there was some good content, I mostly thought of it as an idiot box.  In the last few years, I've altered my opinion.  I really appreciate the writing on several shows, both dramas and comedies, as well as the rich characterization that the ongoing serialized form allows.  Some of my favorite shows include Firefly, Deadwood, Battlestar Galactica, Veronica Mars, Rome, and The Wire.

Primetime Adventures allows you to create and star in a TV show you'd enjoy watching.  The game text and rules instruct you to frame scenes, build character arcs and explore issues in much the the way a good TV show would, right down to things like "camera work, " "budget," and "fan mail."

I have a thing for early 20th Century American history: WWI, The Progressive Era, Prohibition, the Depression, and had suggested the possibility of a show set sometime in that time period which was influenced by the feel of the show Carnivale, a show I really liked, (before it was canceled), and which I knew also appealed to Christian.  Colin hadn't seen Carnivale but  wanted some kind of supernatural element and suggested a show "kind of like Lost, only with a plot that goes somewhere."  He pitched a WWI show with rat-infested trenches and artillery bombardments where no-man's land is divorced from reality somewhat like in a Russian science fiction novel he'd recently read.  Everyone liked this idea and "No Man's Land" was born.

While Carnivale and Lost might be the primary influences, I expect the show might also also be influenced by Gallipoli, Weird War Tales, Hellboy, The English Patient, King of Hearts, and Johnny Got His Gun.   Those will be things in the back of my mind, at least.  Everyone will bring their own influences to the table, and I'm looking forward to seeing what we create together.

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No Compass For Me

Jan. 5th, 2008 | 04:36 pm

In spite of the stellar cast, I decided ultimately not to see The Golden Compass.  As with The Chronicles of Narnia, I decided I prefer the pictures I formed in my head to someone else's interpretation.  I'd also read they really made a lot of compromises with the script with regard to some of the controversial themes in the books.  I am curious how Iorek turned out.  Just not curious enough...

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A New Year

Jan. 1st, 2008 | 06:12 pm

Well, it's clear I'm not much of blogger. I have no intent to measure my performance against my gaming resolutions of last year.  I fell so far short on most of them that it's laughable. This was the busiest year of my career; I did much less gaming than I'd hoped for, and even less blogging.

I thought I'd mention a couple of things anyway, things I did that I enjoyed and things I'm looking forward to. I may or may not maintain this blog periodically. We'll see.

I ran a Dust Devils game earlier last fall that I had a lot of fun with.  The game started late and didn't go as long as I might have hoped, but I think it was good while it lasted and I enjoyed the resolution mechanics quite a bit.  I'd like to run it again some day.

When I've had time, I've pitched a lot of different games to different groups of people and have had little success - it's really hard to get enough people who have similar interests in roleplaying and then to get them to commit to a game.  Everyone is so varied in their gaming tastes and everyone has busy schedules and other priorities.

Last weekend I hosted a Primetime Adventures game at my house, with Christian producing and me, Dave, and Colin as players.  I'll provide some links to an actual play post and the wiki that Christian is throwing together for the game when they're available. The most exciting development is that we've agreed to play a five episode "season" of PTA, with four more sessions played once every two to four weeks.  Except for the Middle Earth game I've played in (and the Game of Thrones game before that), all of the roleplaying I've been able to fit in this year has been "one-shots," which I've enjoyed but isn't my preference.  I really prefer the character and plot development that multiple sessions allow.

Starting sometime in February, I'll be GM'ing a FATE mini-campaign for probably seven sessions.  We've had the characters done for quite a while and I've done some playtesting and one-offs in the setting we created together, but this will be the actual beginning of the formal campaign.  I have more content than I've found time to add, but I put together a wiki for the campaign here.

In two and a half weeks I'll be flying east to visit Dreamation again.  I had such a good time last year, and though I've not found time to post the actual play from all those sessions as I'd intended, I look forward to some great gaming and to visit with some of the people I met there.

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Laughed at me... said I was Mad!

Aug. 6th, 2007 | 10:34 pm

Puny mortals! You'll all pay!

check the Metahuman Activity Map

Nemomeme

SoonIWillBeInvincible.com

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Story Now as Axiom

Jul. 29th, 2007 | 09:47 pm

So I'm cycling along a country road in Bavaria at twilight. A light rain and breeze touch my face. Cornfields and small farms surround me. I see the Alps on the horizon. My ipod streams Elliott Smith into my ears. I'm far from home and haven't seen anyone I know well for over a month. I miss Jen tremendously.

I am seized by a vague sense of being a protagonist in a montage in a Wes Anderson film. Ridiculous and full of contradictions, but ultimately sympathetic.

I rarely feel like this, and it is only fleeting. It feels like I'm on a precipice of understanding something important and that I'll be changed by new knowledge.

And that the "Story" of my life will shift in some thematically important way from the third-person omniscient.

This is something I want from role-playing that I sometimes get, and which is one of the things which keeps me returning to it - a sense of story and direction for a character which I have some measure of control over. Unlike viewing finished creations in mediums like fiction, painting, music, or cinema.

I have this sense that life should be more like a story more often. And role-play, along with being engaging and escapist entertainment, is my half-mad attempt at addressing this unfortunate flaw.

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The Golden Compass

Jul. 23rd, 2007 | 10:25 pm

This was off my compass until just now.

I completely had Nicole Kidman (I think because of "To Die For") in my head for Mrs. Coulter when reading the book, and I pretty much had Sam Elliot in my head for Lee Scoresby. Great casting. And we'll get to see what else Daniel Craig can do.

I'm uncharacteristically excited about this adapation. I hope it doesn't stink. And I hope digital Iorek looks a little better in the final reels.

I like my daemon. What's yours?

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The Ennies

Jul. 17th, 2007 | 09:42 pm

So while I've been enjoying and partaking of the EN World site for, well, all of this millennium at least, I didn't vote in the Ennies until last year. I felt strongly that the Guardians of Order deserved recognition, even as they went out of business, for what I felt was one of the best RPG products ever made: The Game of Thrones RPG.

This year, I feel compelled to vote again and to encourage others to do the same, as there are two wonderful podcasts, and two game products that have provided me a huge amount of entertainment over the past year, and which I feel are of similar quality.

Best Podcast (first time category): Sons of Kryos or Have Games, Will Travel. If you aren't listening to these, (I enjoy and listen to all of the nominees here), you're missing out on some great material to improve your gaming life. I voted for the one I don't (can't) subscribe to with token financial support.  Both are beyond worthy. Even if you don't get around to voting in the Ennies, reward yourself by listening in to Jeff, Judd, and Storn (SoK) and Paul (HG,WT).

Best Writing: Dictionary of Mu.  My best single role-playing session in the last year was set in this game's world and run by it's author, Judd Karlman.  I'd owned the game for a couple months prior, but had only browsed through it.  After my Mu session at Dreamation, I dug into it voraciously.  The writing really is great.  It's sublime, accessible poetry.  Beyond that, it's provided me a wealth of ideas for the feel (and some elements), of the FATE campaign I've been working on here and there.

I actually own and have read each of the nominees in this category save one.  They're all good stuff, but Mu is Khan.  It's up for Product of the Year and gets my nod there as well.

Best Rules: This was easy for me.  FATE is my favorite RPG system.  Spirit of the Century represents the latest refinement of that rules system in Pulp form.  The rules are almost perfect for the game it is set in, but what really excites me about Spirit of the Century is what the "Aspects" part of its rules do for it.  I find myself wanting to add Aspects to any number of other rules systems, and I've had great joy hacking SotC's rules for my own fantasy game.

It might sound strange to talk about hacking rules for a game that one is claiming has great rules, but that's all a part of the FATE/Fudge mystique.  It has great templates, a framework that can be tweaked without easily breaking it, and a DIY community surrounding it.  Spirit of the Century is one facet on a gem with a thousand sides, and it's a craftsman's cut.

Spirit of the Century has the best GM'ing/session planning advice I've read in any RPG tome in twenty-seven years of gaming.  Period.  I consider those as rules - rules too many RPGs leave out, but which Spirit thankfully did not.

***

Fred Hicks of Evil Hat Productions and IPR, along with some others in the small press gaming community are making a get out the vote push for indie games.  I'm providing links for their ballot below.  While I didn't vote a "party ticket,"  I think every product advocated is a contender worthy of consideration.

I like the idea of some of these creator-owned products making a splash in an award context, leading to potentially greater sales, leading to a larger community from which great new designs, mechanics, and forms of play can spring.  Which I can then further enjoy.  This is a great time to be a gamer.  The Ennies nominees this year really reflect that.  Too bad my wallet reflects it as well.

Speaking of which, If anyone has $125.00 lying around, feel free to send it my way.  The Deluxe Galleon nominee for Best Miniature Product is calling to me.  Arrr!!!   Now go vote, mateys, or walk the plank!





I am a summer hero! And you can be too!



Summer Hero!



The 2007 Ennies votes are happening, and the small press games that are up for awards need your help. If you’re a fan of Spirit of the Century, Burning Empires, Lacuna, Dictionary of Mu, Dawning Star: Helios Rising, Faery’s Tale, or Hollow Earth Expedition, this is a chance for you to stand up like me and make a difference. The voting is happening starting July 16th over at the Ennie Awards site and lasts only two weeks. There’s no better time to cast your vote than today!



You find a sample ballot here: Grab a Sample Ballot
And you can place your votes here during the voting period starting on July 16th: The Ennie Awards Voting Site


Together we can be heard. Become a Summer Hero. Cast your vote, and let other people know how to become heroes themselves!





Find out how to put this message in your own blog!




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Mama Said Knock You Out

May. 16th, 2007 | 11:47 pm

You're the fighter you've got the fire
The spirit of a warrior, the champion's heart
You fight for your life because the fighter never quits
You make the most of the hand you're dealt
Because the quitter never wins

                        - The Warrior’s Code, Dropkick Murphys


I've been neglecting my blog, but played a game last weekend that demands a play report: Contenders.

Jake hosted another Go Play SE Portland event for more than a dozen people associated with Portland Indie Games, and I moderated this GM-less role-playing game for Jake, Christian, and Nick.

Contenders bills itself as “a role-playing game of blood & sweat, pain and hope.”  It’s a game where each of the players plays down on their luck boxers trying to escape from the gutter.  I think there are some mechanical issues with the game, some of which I could see coming before play, but it really delivers an experience true to the genre it's emulating, along with a great time.  It's a game I've really looked forward to playing.  It works fine for a one-shot (five hours), but I think it wants a slower build-up; I'd prefer to spend two or three sessions with it if I get to play it again.

You can pick any setting you want for your boxers.  We arrived at January, 1931 in Hell's Kitchen, Manhattan.  There's snow and sometimes blood on the ground.  Prohibition, labor agitation, organized crime, redemption, and romance were also a part of our backdrop.  And of course pain and hope.

Characters:

Jake - "Big" Leroy Biggles: The big man from back West (Oregon) who learned boxing in the Army and has come to the Big Apple to make his fortune.  He's earnest and good-intentioned, but not above getting dirty in the ring if that's what it takes to win his old flame, Jill Jameson back.  Jill's currently engaged to Boris' trainer Henry Lovitt.  She has a young boy named Frankie who's got Leroy's eyes.  Leroy isn't certain that Frankie is his son.  Whatever the case, Jill seems to have moved on and is looking for a more reliable provider for Frankie.  Leroy's great hope is to prove himself to Jill before she marries Henry.

Nick - Halim "Lincoln Washington" Jubar - An Iranian immigrant who grew up in privilege but disappointed his parents by coming to America and putting on boxing gloves.  Taken with the culture and history of his adopted home, he intended to go by the All-American name of Lincoln Washington in the ring, but was quickly typecast as a Persian villain.  His parents have cut him off financially.  Unless he can prove himself worthy, he risks deportation and then execution back home.

Christian - Boris "The Brute" Kachalovsky – son of a staunch Socialist worker, Boris’ family immigrated from a Jewish community in Western Russia to the states when he was a little boy.  Both his parents are desperately poor, and Boris earns money for his family by boxing because his father’s reputation makes it impossible for him to get a factory job.  His sister Alena is an active Socialist and is in danger because of it.  She’s borrowed money from loan sharks to support the cause.  Boris has secretly taken on anti-union tasks (scaring and roughing up unionists), but feels conflicted and guilty about it.

Me - "Fearless" Finian Walsh – Son of an Irish longshoreman, Doyle Walsh, Finian grew up hard of the streets of Hell’s Kitchen.  He’s hired out as muscle to a local gang boss now and then, primarily for protection rackets, but doesn’t relish the work.  He just needs enough set up his younger brother Rory for college.  He’s seen Rory hanging around Murphy’s pool hall lately and that has him worried.  Finian is also muscle for some of the longshoremen who are trying to unionize and who are being intimidated by anti-union thugs hired by Robert Evans, a wealthy importer.

I brought my ipod and portable speakers for the game, something which is becoming a favorite gaming accessory.  I know there are times when music can be a distraction for some, but I like what the right music can add to a session or parts of a session and want to develop the uses for this tool further.

Of the background music options I suggested, (including no music whatsoever), we settled on having the 1920s playlist that I compiled for The Shab-al-Hiri Roach playing softly in the background for most of the time, with an anachronistic switch for boxing matches.  I’d put together a short list of twelve songs found by searching “Boxing” on iTunes which included songs from various Rocky movies interspersed with some fairly rowdy fight-themed rap.

My other ever-present accessory was my case of poker chips.  I’ve gained a fondness for poker chips since they were used heavily in an Iron Heroes game GM’d by a good friend a couple years back.  I like poker chips for any game with currency that changes relatively rapidly or that might otherwise be forgotten, languishing unused on a character sheet.

In Contenders, “Cash” changes frequently – green chips, and a boxer’s In-Ring Traits change during and between each boxing round.  We used white chips for “Technique,” red for “Power,” blue for “Cover,” and black for “Conditioning,” and this seemed to work out pretty well.  Given that Contenders uses standard playing cards for scene and fight resolution, the poker chips seemed especially fitting.

Christian volunteered to start things off as Boris, choosing a “Work” Scene delivering some coats to the wealthy socialite, Jenny Franks, to earn some quick Cash.

A red Joker was drawn during this scene mandating that the following scene link with this first one in a positive light.  Though we never drew another Joker outside the boxing ring for the rest of the night, we tried to connect the characters as often as we could.  The players really worked toward this end, and Jake had a great idea to stop mid-session and talk about where the characters’ stories were and where they were likely headed.  Some people are bothered by this kind of discussion, but I both find it helpful and enjoy it as an activity on its own.

I’ve allowed too much time to go by to be able to provide a blow-by-blow account of the game.  I’ll simply detail some highlights and some impressions.  Hoping other players will talk about their favorite aspects of the game in all the blank spaces.

  • Leroy had some great scenes with his former and future gal, Jill.  I could just visualize him in the snow outside the tenement where Jill lived, begging for her to come out and “just give me a chance!”  I played Jill and decided to keep my shoddy Irish accent thing going with her character as well as Finian’s.  There’s just something about the Irish lilt that invites drama and pathos, hopefully even if it’s being slaughtered by an American tongue.  There was a great scene early on where Jill, on Henry Lovitt’s arm, discovers Leroy washing dishes at the McGuiness diner.  Leroy is somewhat embarrassed by the situation, but is serious in his efforts to prove that he can win her affections back and be a good provider and role-model.  Jake and Nick had a nice scene as Leroy and Frankie, (father and son), down at the gym where Leroy trains.

 

  • Although Halim’s Connection was ostensibly his parents, they were established as being outside the country, and some unnamed representative of this family was determined to be his Connection.  Because he lost his first couple of fights right out the gate and had a couple other scenes go poorly, I don’t think he ever visited his Connection to try to gain Hope.  While Nick had some great NPC cameos, especially as Frankie and Alena, and seemed to have a good time narrating Halim’s hurricane fighting style, his boxer character seemed a bit isolated from the rest of the common story.  I’m seeing this on reflection and feel badly that I didn’t do more to get Halim involved in what became the main storylines of the evening.  Halim quickly got cast in a villain mold by his early Pain gains, his cheating in the ring, and his ethnicity within the context of the setting.  I’m not sure that’s quite the direction Nick wanted, but he did seem to enjoy himself regardless,

 

  • Boris had some bad luck in early Connection Scenes and fights.  In his first boxing match, he was ahead on points against Leroy, but then was narrowly knocked out.  This put him on a path to Pain similar to Halim.  Christian seemed to have a great time anyway whether as a boxing announcer, promoter, press agent, pawnshop weasel, Finian’s brother Rory, or wallowing in the doom of Boris himself.  He, “Vic the Russian”, and several other anti-union thug types put my father and several of his longshoreman buddies in the hospital while Finian was out having coffee with Boris’ sister Alena.  This put Finian and Boris on a collision course which built in an all out “Gangs of New York” style fight at Five Corners and then peaked in the ring at the sold-out venue of the New York Hippodrome.  Boris’ brutal beatdown of the rising star, Finian, lost him his sister forever.  A good thing for her as detailed here.

 

  • Finian never fought dirty, won his first couple fights, had no complications problem in any of the jobs he took, got his brother Rory to keep out of the Irish mob and hit the books, and found romance with Boris’ sister Alena.  I enjoyed playing Finian, but would have like to seen a little more of a personal struggle on his road to triumph.  I wonder how often the game system offers that.  Two boxers got on a hard road and stayed there, whereas Leroy got mostly good news and Finian pretty much sailed though without a scratch until his final fight.  (which I knew as a player that Finian needed to lose if he wanted to save the life of his woman)  The players provided good opposition and struggle for all the boxers in our role-play but the cards didn’t always reflect that balancing act that seems to occur for boxing protagonists in the middle third of most movies of the genre.  I came to the game prepared to weep at the trials I was sure to endure.  Finian was livid when he discovered that Boris was behind his father’s beating and guilty at having not been there to defend him, but that was all apart from the games mechanics.

 

  • We got a lot of great play in five hours.  There are a lot of characters, locations, scenes and themes I’ve not mentioned in this overview.  I really like the structure of lots of different kinds of Scenes each with different, but still simple resolution mechanics associated with them.  Having each Scene have a narrow goal aimed at improving a specific attribute of a character seems to help the “getting stuck” part I’ve occasionally encountered in the three other “GM-less” games I’ve played.  But each scene is still really rich with possibilities within the constraints of the genre.

 

  • It may be an emerald the size of a boxer’s heart, but I view this game as an unpolished gem.  I have a few concerns, but my main one is with the Pain attribute both in how quickly and how much it can outstrip the Hope attribute, and with what that does to a player who can see their boxer has no chance of having a positive outcome to their boxer’s story.  Once they know their Hope will never equal their Pain, they have nothing to lose in “Bringing the Pain” in a boxing match.  Two of the boxers had double-digit Pain in the course of one evening’s play, never mind a multi-session game. If they “Bring the Pain” against another boxer, they are going to knock out that boxer every single time, eliminating any of the tension that the early boxing matches had, and which is a big positive for the game while it’s present.  If the other boxer brings the Pain in defense, he may survive if he’s got a good Pain rating, but the winner of that bloody bout *will* be eating the mat.  We had three of our boxing matches end in first round knockouts that you could see coming a mile away.  If I were to play this game again, I’d cap the amount of a boxer’s Pain that they could add to a Domination or Damage check to 6.  Bringing the Pain would still be a significant factor, outstripping the tactical option chosen and likely of greater potency than the boxer’s In-Ring Traits, but not guaranteeing a knock-out.  Cover seems to be a bit of a dump Trait as well – I might allow it to be trained concurrently with another Trait if the boxer has the Cash to pay for it.  (A Scene spent training seems to be a more vital currency than the Cash spent while training, especially towards the mid and endgame).  These are off-the-cuff thoughts that would need playtesting, obviously.  I think the currency of the whole system could use a second look, maybe with built-in differences depending on whether a one-shot or multi-session game is planned.

 

  • Nothing in my comment above should dissuade anyone from giving this game a try as soon as they have the opportunity.  This was one of the best times I’ve had role-playing in recent memory.  Even if the mechanics don’t always parallel the genre emulation in every instance, the game text and basic drift of the rules do an absolutely terrific job of setting you up for great scenes that make you feel like you’re in a great movie.  Players like Jake, Nick, and Christian don’t hurt either, that’s for sure.  Thanks guys.

 

And the women and the money came fast and the days I lost track.
The women red, the money green, but the numbers were black.
I fought for the men in their silk suits to lay down their bets.
Well I took my good share, ma, I have no regrets.

                                                - The Hitter, Bruce Springsteen

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Maintenance

Mar. 18th, 2007 | 11:50 am

A two-week illness, followed by a two-week business trip to Germany (Bavaria), and a crushing workload have conspired to keep me from posting with my intended frequency.  Things don't look much better on that front in the near future, but I thought I'd at least check in.

By now, I'd hoped to have written about:

  • Both my Polaris and Shock sessions at Dreamation.
  • The Shock: Social Science Fiction game I hosted on the 24th of February.
  • The final session of our Game of Thrones campaign.
  • Thoughts on the upcoming Gamestorm convention.
  • Notes on prep I'm doing for a mini-campaign using FATE.
These will be delayed at best and perhaps thrown under the bus of Too Many Things To Do.  We'll see.

***

Thing I'm worried about: whether or not I'm going to enjoy the 300 movie.  Man, what a bunch of controversy it's generated on various RPG sites.

Thing I'm excited about: the Beast Hunters RPG preorder is up, looks beautiful, and I got playtesting credits.  Yea!

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Roll the dice. Something happens.

Feb. 15th, 2007 | 07:34 am

I enjoyed this post so much I had to link to it.  Rolling the dice in a situation and not having the result seem to matter sucks.  It's bad enough that this situation exists at many gaming tables.  This post expresses an even higher aspiration - rolling the dice and having the result matter, and be both cool and interesting regardless of the numbers rolled.  Whether the context is combat or not.  It's a beautiful ideal worth pursuing whether through game craft or system.
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Murder in the Library

Feb. 14th, 2007 | 04:38 pm

Some brief thoughts on our last A Game of Thrones session before we play again this coming Friday. These last two weeks have raced by. Time is a thief.

My character Oswyn isolated the party member who had seemed the most troubled by Molly’s sentence, the wildling Dera, and told her that he wanted her help in spying on Ser Patrick, and probably also killing him. The intent was to draw out whoever was supporting him in distracting and thwarting our group from their investigation, and also for revenge for not carrying our request to the king on behalf of Molly.

Dera did not answer but was considering the unorthodox request.

Oswyn was called to the library by the acolyte Ned to speak with Maester Othmoor, some of our party was investigating a bizarre crime scene involving the death of the Master of Whisperers, and some others were seeking to interrogate an “interested party,” but being opposed by one of the King’s younger sons.

Ser Patrick attacked Ned and Oswyn in the library. It seems he was not only unhelpful, but also quite mad. Well, Oswyn thinks he was anyway. Ser Patrick was babbling about some sort of doom that Oswyn would bring to King’s Landing, and about a certain undead raven that our party had encountered several times being Oswyn’s familiar. There were four House Baratheon men-at-arms stationed outside the library, ostensibly to see that none interfered with Ser Patrick’s murder of Oswyn. Another of our party, Brandon, fiercely engaged them all in an effort to come to Oswyn’s aid. The combat rules in A Game of Thrones d20 make fighting multiple opponents a truly risky proposition, but Brandon managed to win out.

My Maester character is not much of a combatant. At all. He can defend himself reasonably well when he has his shield with him (shields are very effective in AGoT d20), but he had no reason to have it with him in the library. Ser Patrick had every reason to be confident that he could easily kill Oswyn, but the raven-Other creature Ser Patrick had been raving about actually crashed through the library window, attacked and distracted him. Oswyn was able to turn the tables on his attacker and killed him.

There were other details and epilogue here that I’m leaving out. I mention the scene because I think it was cool that having showed interest as a player, both between sessions and during in opposing Ser Patrick, our GM Travis had him confront Oswyn directly in a murderous way. Right to the desired conflict - no waiting. Oswyn is still mystified about who Ser Patrick works for and the whole scene raised more questions than it answered, but it should lead to some interesting conflicts in game.

Not everyone had as much screen time as Oswyn, though. It seems like there are two forces pulling at our play with respect to the campaign. Because there are six players, there are long periods of time where others are uninvolved and seem to lose energy. But if we stick together so that we’re all at least in the same scene and have opportunities to participate in what’s going on, we seem to make almost no progress towards our goals. We were in three groups for most of the night so we could follow up on three different inquiries, and it still feels like we didn’t accomplish much towards finding out who killed Prince Gregor’s friend. There are elements that get brought up, like a certain diary we might use as leverage for more information that get brought up each session, and never acted on for whatever reason.

I don’t know what the answers are. Maybe it’s not as much of a problem as I think it is, but if anyone has suggestions or good threads they can point me to either with respect to investigative campaigns, or keeping large groups involved, I’d appreciate it. I might have an opportunity to run something for the group in the near future but I’m very apprehensive about it because the group has six players.
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Dreamation 2007 - Dictionary of Mu

Feb. 5th, 2007 | 12:19 am

So I lied.  As many a good story or role-playing session is told out-of-sequence, I'm breaking my Dreamation chronology to talk first about Dictionary of Mu.  That play session inspired a lot of ideas.  I took almost no notes during the session and want to get some of my thoughts down here before they're as lost as Atlantis.  Lo!  Even now the winds of forgetfulness shift the red sand dunes o'er the tablets we inscribed on the world of Marr'd.

Context: I read the core rules for Sorcerer and for one of its supplements, Sorcerer & Sword, a couple years ago.  I appreciated the bibliography and many of the ideas in both books, but the rules didn't really grab me.  Sorcerer was not a high priority for me, and within the context of not being able to get many small press games to the table, I'd never actually played before.  I ordered Dictionary of Mu shortly after it came out based on some advocacy (pimping) by Fred Hicks and because I am a big fan of both Howard's Conan, and to a lesser degree, of Burroughs’ Barsoom series.  I had a sense that it might be up my alley, even if I never got the opportunity to use it with its core rules.  It arrived about the same time as my Spirit of the Century pdf, several other books, and a busy period at work followed by an Italian vacation.  In other words, I'd admired the layout and artwork and browsed maybe a dozen entries, but hadn't really dug into it the way I think most of the other players in my session had.

I'm going to discuss, in a scattered mode, this session in more depth than the others at Dreamation.  There's the story itself to tell, there's a Campbellian treatise on the power of myth knocking around my head, and there's game craft, along with my usual sidebars.  This would ideally be three different posts, edited and refined.  Instead you get the jumbled mess to follow and I will treat each subject roughly.  My main purpose in going over sessions like this is to aid my memory when I go back later to try to figure out what worked and to speculate on why.  What makes one play session absolutely ROCK where another is merely enjoyable?  There are dozens of factors, not all consistently repeatable.  But I believe many factors are, and they're only ferreted out by reflection and practice.

The IGE room and the hallway and tables outside were full, so Judd led the players to the main lobby downstairs.  We gathered large comfortable chairs around a tiny table.  For most of the session, it was considerably quieter than the space in the main room.  I think these conditions contributed to a feeling of intimacy that put us in a more receptive and creative frame of mind than we might have otherwise had.  Environment is important.

I introduced myself to the two players whom I hadn't met yet, John and Terry from nerdNYC, who play together frequently.  This might seem like a step you can take for granted, but I just saw a thread relaying experiences where con players never did introduce themselves to one another.  Talk about getting off on the wrong foot.  Shane, who I'd met in the Shock game the day before was the other player, along with our GM, Judd.

Judd indicated we would play using pre-generated characters taken from the Dictionary of Mu and read the "Kickers" for five of them to us, saying to speak up if we were especially taken with one.  A Kicker is something that happens to your character just before play begins.  I think the term Kicker was coined by Ron Edwards in the Sorcerer core book, but it's essentially borrowing a timeless piece of film or writing craft and twisting it to role-playing ends.  There are different kinds of Kickers, but they are usually something that puts the character in a dangerous or untenable situation and/or presents them with a choice that will almost certainly drive further events whatever choice they make.  Like the beginning of a James Bond film, or the strange occurrence at the beginning of a mystery novel that seeks to hook the reader into the novelist’s world and make them care about what happens next to the protagonist, the Kicker is an excellent tool to begin a campaign or a one-shot.  Well, the purpose is a little different in a James Bond film, but that’s the idea.

I’ll leave it to more studious RPG history scholars to decide just how innovative Kickers are, but most of the games I played at Dreamation place a lot of importance on good Kickers, either in the game design, in GM-craft, or both.  It seems to be a tool that’s been thoroughly internalized among the small press designers and players.  That’s not often the case in a lot of my role-playing experience over the last twenty-seven years.  The most common “Kicker” I recall from my teenage years was “So you all meet in a tavern…”  which most role-players of any stripe will tell you is weak tea in terms of setting events in motion.

Each of us waited until we'd heard all five and then indicated which one we preferred.  The Kicker I settled on was the first he’d read: “You have gathered the merchants who run their corrupt businesses from your temples in order to pass judgment upon them.  There are spies among them, be they from local rivals or the Witch King himself.  The crowd is restless and frightened.  It is time to make your decree.”

Getting to choose, or ideally create, your Kicker is great because it speaks to what interests a player and creates the buy-in that is important to a game session working well.  I rarely play with pre-generated characters, but this was a nice change of pace.  It allows you to play challenging characters you might not incline yourself towards, and presents you with ideas you might not have thought of, (or dared to try).  Judd told us where to turn in the Dictionary for our character, based on our Kicker choice.  My character was the Damsel Messiah.

Everyone started browsing through their character write-ups.  I’d chosen the first Kicker thinking, “Hmmm… that sounds very familiar.”  One of my favorite stories about Jesus of Nazareth is when he overturned the tables of the money changers and the dove sellers in the Temple in Jerusalem.  I’m very attracted to Jesus in his role of religious reformer and radical, exposing hypocrisy and condemning corrupting influences in religion.  Apologies for this aside, but I mention it because the Kicker for this character was very powerful to me and helped me care about the character immediately.  I think the Kickers did the same for each of the other players and worked to facilitate the amazing experience we had.

Another aside.  I love mythology.  Greek, Egyptian, Hebrew, Norse.  Hell, from almost any culture.  The Dictionary of Mu borrows strong themes from the Bible and elsewhere, and is the more powerful for it for me.  Books like the Lord of the Rings trilogy and movies like Star Wars, borrow a lot from older texts and themes, and are better for it.  But their borrowings are often subtle, disguised, and removed from their sources.  The closer and more direct the pilfering, the better as far as I’m concerned.  Keep your Rand al’Thor and give me Perseus, Beowulf, and Gilgamesh.  Along these lines, I’m looking forward to giving Agon a try later this year.

So, I’m looking over the Damsel Messiah, saw that her Demon was ‘The Serpent from the Garden,” and started thinking about it in the context of Sorcerer.  Judd was talking to John and Terry and I didn’t want to sidetrack things, but I had two immediate thoughts I nearly voiced.  First, “Damn, this is some dangerous, blasphemous, s***!”  Second, “Okay, this is going to be cool.”  I was still trying to decide whether this character might be more properly played as a sort of Princess of Peace, or a female Jim Jones when we got underway.

Judd had each of us narrate how we were summoning and binding our demons, in part I think as introduction to each of the characters and also as a primer on an important mechanic in Sorcerer.  Everyone’s method was really creative and set a great tone.  Judd gave out 2-3 bonus dice to each of us for our summonings based on our descriptions.

I told the Serpent that we would erase corruption from Marr’d, even as he had erased his Name from the stone I used to summon him.  That was pure, thoughtless improv, but it set me towards a mold of religious reformer even though I hadn’t consciously made up my mind yet how I was going to play my character.

Shane set a strong tone for what much of the session would be about by promising with chilling sincerity to meet The Lady of Silt’s desire to cause mayhem, and her need to turn all of Marr’d into a wasteland.

We did my Kicker scene first.  Judd had indicated that we feel free to write our own history of Mu and not let any knowledge of the setting or characters constrain us (I had almost none).  But I had still not made up my mind how to play the Damsel Messiah.  She read like a cross between Jeanne d’Arc and an arrogant Jesus.  Her entry said that her first decree as the ruler of Hy-Brasil was crucifying the moneylenders who did their business in the temples of Battlehymn, so I let that, and my overall impressions of the bloody history of Marr’d be my guide.  The Damsel ordered her warrior-priests to cut down the moneylenders, letting none live.

After absorbing this brutal dictate, (he had to do that a lot this session), Judd had an excellent GM impulse (he had a lot of those too).  My command was obeyed and carried out, but Judd brought out the dice and said, “Let’s see whether any of them get away.”  There were rivals to my power among the moneylenders gathered.  Any of them escaping could provide interesting plot threads as they returned to conspire to overthrow my reign in Battlehymn.  I recall I absolutely crushed Judd in this roll.  I felt my GM-heart sink a little and imagined Judd’s possibly doing the same.  There would not be any immediate external rivalry to my power in Battlehymn.  As Judd proceeded to the other players, I listened, but also reflected on what this meant.  I didn’t come to it right away - the other players’ actions moved me toward it, but I thought that meant maybe an internal conflict was in order.  Redemption is one of my favorite themes, and that became an interesting possibility that the dice left open.

Each of the characters started in different parts of Marr’d.  Judd suggested that we could join together or might oppose one another – anything goes.  As the game progressed, it looked as though John’s Primite Prince character and Shane’s Khan of all Khan’s were almost certainly on a collision course.  The Primite Prince had just opposed his father to free their slaves, but was still in a strong, warrior culture mode, and the Khan wanted metal from the Primite’s iron mines to feed his war machine.  Terry had decided that her runist, Oghma would travel to Battlehymn to record the recent events there.  Given the likely rivalry between the Khan and the Primites, I decided to attempt a sort of alliance with Oghma.  The Damsel's past and youth seemed to need a mentor figure, and her gradual move toward a possible redemption would want an objective observer and recorder.

Terry expressed a desire for an apprentice figure to carry on Oghma's work, as he was very old and feeling his mortality.  Judd provided a great opportunity, narrating a crying girl who was inscribing the rune for “Father” on the post where her moneylender father’s body had been crucified on order of the Damsel.  It was a pretty heart-wrenching scene.  That, along with the violent proclivities of the Primite Prince and the Khan, resolved me towards a peaceful path both for contrast and redemption.

The Damsel decreed for the merchants and moneylenders to be replaced by more faithful souls, those who remained who possessed the art of letters, as her earlier decree had left Battlehymn in administrative chaos.  In a follow-on scene, I made an offer to Terry that I felt Oghma would be unlikely to deny.  I ordered the construction of a library in Battlehymn and asked Oghma to bless it with his presence and to assist in its nurturing.  Knowledge and Peace would be the two main planks in the Damsel’s platform for Battlehymn.

I got the sense that Oghma approved and was generally allied with the Damsel but he successfully hid from me the fact that he was a sorcerer, and may have had some ulterior motives had not the greater threat from the Khan appeared.

The Primite Prince was vexing his father with demands and philosophy that was alien to him.  There was some pretty scary brinksmanship that was being played.  It felt like John was throwing some serious and surprising curveballs at Judd, some have which might have ended in some difficult dead ends for the Prince story-wise, but Judd provided some ways out and the dice favored John so it worked out fine.

The Khan, meanwhile, was engaging in one frightening act after another.  He’d determined that if he killed every sentient being on Marr’d he would, naturally, be God by process of elimination.  When his Khans muttered against him, he made bloody examples of them.  At one point, he threw the head of the latest questioner among the assembled and “invited” anyone who had thoughts about his plans for conquest to feel free to enter his tent and voice them.

Oghma’s apprentice was seeking to set Oghma against the Damsel, wanting revenge for her slain father.  Oghma advised patience, but the apprentice (in another inspired move by Judd), ran away and sought out the Khan as instrument for her revenge.

The Khan took and razed the city of Mu’s Bed, made the Witch King of Stygia a blind, mutilated wretch, and bound his demon, the sword History Eater to him.  He was growing in power.  The Primite Prince sought alliance with him, but the Khan wanted only metal from them.  There was a sort of arena challenge between them with the ten best Men against the ten best Primites, the Khan and the Prince included.  Bested in battle, the Prince yielded and promised to deliver iron to the Khan.  The Prince discussed the matter with his father and they were wary to sell metal that might someday be used against them.  Some kind of double-cross was likely in store.

With the Khan’s armies rampaging, the Damsel hoped that the Khan would seek other conquests before turning towards Battlehymn.  She sought Oghma’s counsel who told her to seek allies, both material and supernatural.  Oghma summoned a demon of forgotten places, specifically the lost city where the tribes of the Khan had their origin, but which had been lost to them.  Oghma’s studies and rituals were telling him that perhaps only a marital union between the Khan and the Damsel would allow for peace to prevail.  He made preparations to put this plan in motion, but did not overtly make the Damsel aware of this.

The Damsel attempted to summon a martial defender to safeguard Battlehymn, but failed.  She instead found a beauteous presence named “Lightbringer.”  He indicated he would bind himself to the Damsel, but only if she could assist him in his need to corrupt the powerful.  The Damsel was tempted because it looked as though the fragile peace she had started to build in Battlehymn would fall to the Khan without much more assistance, but she could not make this bargain.  It stood against everything she had hoped to build.  Though she was arrogant and had shed blood in pursuit of purity and peace, she would never seek corruption in herself or others.

The Khan wanted to please his newly bound demon, History Eater.  History Eater’s need was to eat other demons.  Shane told Judd that he wanted to summon the spirit of Peace to feed to History Eater.  Demons can be many different things in Sorcerer and in the context of the Dictionary of Mu, they are the spirit of dead or forgotten things, be they ideas, people, or empires.  On such a bloody planet, Peace certainly fell into this category.  Judd put his head in his hand, chuckled, and said, “Dude, that is so efffed up….”  The Khan’s Lore skill was low so this would be a tricky feat.  He managed to summon Peace, but not to successfully bind it.  Judd had the lightning bolt to have Peace be a parasite demon which infested the Khan briefly.  It was an alien feeling for the Khan, but an intriguing one.  It gave him pause and gave him something to think about.

The Khan did feed The Lady of Silt to History Eater.  Intentional stratagem or not it opened up the possibility of a peaceful end, because it meant the Khan no longer had a demon whose need was to make Marr’d a wasteland.  Still, his momentum was for more bloodshed towards the assumption of divinity, and his armies marched towards Battlehymn.

The Primite Prince sought audience with the Damsel and was granted it with all respect.  He ultimately allied himself with Battlehymn.  He indicated the cost of the alliance would be dear, but the Damsel was pretty desperate for any assistance at this point.

To make sure, at least, that she had the Serpent firmly under her control, the Damsel met his need by decreeing that every soul in Battlehymn be pledged to him in ceremony.  The principal of the religion of the peaceful Garden, with the Serpent as its protector was established.  The Damsel had asked also that the Primites be sanctified and pledged to the Religion of the Garden in preparation for the coming battle, but the Primite Prince declined.

Terry had a very cool narration of Oghma sending a dream to the Khan, planting the seed of a possible union with the Damsel, hoping to keep him from razing Battlehymn.

As a safeguard to keep the promise of Peace alive, even if the Khan destroyed Battlehymn, the Damsel asked that Oghma, (or a designate) lead a remnant from Battlehymn to a peaceful, forgotten place where perhaps the Khan would not find them and they could live outside his reach – very Battlestar Galactica, as Terry noted.  Oghma, having bound the spirit of the forgotten ancestral home of the Khans promised to do this.  The Damsel further decreed that any that stayed behind to defend Battlehymn would surely be among the 144,000 to join her in the heavens when she ascended there as prophesied.

The armies of the Khan camped outside Battlehymn, and the Khan sent a messenger to Battlehymn saying that the Damsel must meet the Khan in his tent.  Other cites he had attacked and razed without prelude.  Perhaps there was hope.

After some confusion about the exact conditions (I was fatigued and hadn’t heard that it was important that the meeting be in his tent, rather than a tent of mediation placed between the city and his forces), the Damsel acquiesced and met with the Khan, bringing only Oghma to record  whatever was to come.

I didn’t know at this point whether the Khan would simply murder the Damsel or have words with her, but it seemed the only hope for Battlehymn.  The Khan was very unhappy that the Primites, who still “owed” him metal, had joined in alliance with Battlehymn.  Further, Oghma’s apprentice was inciting him to kill the Damsel, calling her a murderer and a hypocrite.  Oghma gave a speech that moved the apprentice to quell her vengeful hatred, opening the possibility for further diplomacy.

The Khan was curious about these “gardens of Battlehymn” the Damsel was asking him to spare, and asked to see them.  He said that he would brook no Primites near him, as he now hated and was angered by them.  The Damsel sent word back to the city that the Khan was entering Battlehymn and that only the “faithful” could show their faces, and that the unfaithful (which included all the Primites) must put themselves out of sight.

John could see where the threads of the story were headed and offered up a rationale for the Prince not immediately ambushing the Khan, saying to himself, “What a clever stratagem!  The Damsel is wilier than I gave her credit for.”  Very cool of him.  I think we were all on the same page there at the end.  We were as players, if not characters throughout the session.

We were running short on time, so after a brief scene between Oghma, the Damsel, and the Khan in the gardens, Judd suggested we leave it there, with the hopeful promise of a peaceful outcome.  It definitely looked like it was headed that direction.  Terry had Oghma add a few nice narrative touches to put a bow on the epilogue, which included the likely marriage of the Khan and the Damsel.

Judd asked us all to add to the Dictionary by defining a word central to the history we made on Marr’d.  He keeps these scraps as remembrances for the Mu games he runs.

My addition was, “Peace: A fragile spirit on Marr'd that could not be eaten by its bloody history. It can still be found there in places quiet and cool.”

Final thoughts:

The Dictionary of Mu and Sorcerer are both over-the-top awesome.  I want to find a way to play both again soon.  I don’t know if I can run it well - there’s definitely some tricky bits that Judd wisely chose not to fiddle with in the context of a con one-shot.  I’ll have to do some more reading on both and see if I can find some willing guinea pigs to give it a go with me.  But the setting of Marr’d, and some of the things that are built into Sorcerer are really intriguing.  It seemed like Judd was having a great time playing the demons of the characters - tempting, wheedling, suggesting, and demanding.  I could see how that part would be a lot of fun for me as a GM and also a great tool to drive characters towards interesting conflicts and choices.

You can get a amazing amount done in a four hour session with a focus on what is important to the story and with a system that supports that focus.

My re-telling gives short shrift to the other players whose contributions and stories were equally interesting and involved.  A note for me is that all of them kept mostly to character in voice and mannerisms.  I did not.  I go back and forth on trying to mimic female voices.  When the character or setting is lighthearted, I’ll attempt a falsetto or a breathy Monroe, but when the character or mood is more serious, I have a harder time.  Not able to do a voice well, I determine mostly to not even try because I don’t want to risk my attempts adding unintended humor to a serious scene.  It’s something I’m going to try to work on.  I almost never play female characters, but I had the happy accident of opportunities to play two of them at Dreamation.  First Jane Justice in the Spirit of the Century game when there were only two pre-gen characters remaining when I spoke up and the other didn’t appeal at all, and then the Damsel when I chose her based on the Kicker, not knowing her gender.

After dinner, I picked up a nice print of the character I’d played from Jennifer Rodgers who graciously signed it.  Not sure where I’m going to put it, but it’s a very cool keepsake of my time at Dreamation.

Thanks to Judd, Shane, Terry, and John for a rockin’ session I’ll never forget.  Maybe time will find us all together on Marr’d again someday.

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Dreamation 2007 - Overview

Jan. 30th, 2007 | 06:35 pm

I'd really intended to write some pre-convention thoughts, but I simply ran out of time. Taking three days off has me under a little pressure at work but I am posting a brief overview on Dreamation 2007 today to at least maintain my Tuesday post regimen.

Pre-registration for my first convention really paid off for me. I reserved my schedule for Dreamation the same afternoon the grids were posted. Collectively, there were a lot of people that had to be turned away from most of the slots I signed up for. The Indie Games Explosion portion of the convention, well, exploded. They're going to need a bigger room next year because a lot of games spilled out into the hallways and lobby.

My goals for the convention were:

1) Just to try something new. I'd actually been to a couple small local conventions for board and wargaming about eight or nine years ago and had a mostly negative experience. I'd played with some people with pretty poorly developed social graces in that context. The idea of actually role-playing (a creative exercise which I believe wants more collaboration and is more vulnerable to disruption) with strangers was daunting to me. But I'd read positive things about this convention over at Story Games and so thought I'd take a risk.

2) To meet, chat, and play with the designers of some of these small press games I'd been reading over the last couple years. Also to possibly meet people behind the voices of some of the gaming podcasts I'd been listening to and enjoying over the last year or so.

3) Grist for my young blog. I will be posting thoughts about and at least vignettes of actual play for each of the role-playing sessions I scheduled. I will get a lot of details wrong - the absorbing play and often frenetic pace kept me from taking thorough notes and fatigue treats my already weak memory poorly.

I had an absolutely fantastic time. There wasn't a single disruptive or uninspired player in any of my sessions. In fact I was probably the weakest participant in each of my games. The amount of creative improvisation was just overwhelming, and it actually put me on my heels and into a reactive mode at times. When I can think of a better character choice, plot device, or piece of color I offer it. My instinctive response (usually internal) for much of the weekend was, "Hell YES! That's AWESOME!"

I'd like to sound a particular note of appreciation to Shane Jackson who came up to me after our Shock game (I had played his Antagonist in that session), to chat about the game. Hearing I was out there from the west coast by myself, he invited me to tag along for dinner and introduced me to several people. The indie RPG community is a pretty tight-knit one and I'm not especially proactive socially. If he hadn't taken the initiative to do that, it might have been a pretty solitary weekend outside the gaming tables.

Schedule and linkage:

Thur: Misspent Youth: A Game of Juvenile Delinquency and Being Awesome run by its author, Rob Bowell.  A playtest session. The game has not yet been completed.

Friday: Shock: Social Science Fiction run by its author, Joshua A.C. Newman; Polaris, run by its author Ben Lehman; Spirit of the Century run by Judd Karlman from the Sons of Kryos podcast.

Saturday: Sorcerer, specifically the Dictionary of Mu supplement run by its author Judd Karlman; Dogs in the Vineyard run by its author D Vincent Baker.

Sunday: An indie game design panel moderated by Luke Crane of Burning Wheel and Burning Empires.

I plan on posting thoughts on these sessions chronologically, but I see that Judd has already posted an AP post here for the Dictionary of Mu game he ran.  I will probably not be able to resist some contribution there (when I find time) before the I actually get to it here.  It was my favorite game of the con, and I've been thinking about it quite a bit.

More to come.
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When You're Smiling...

Jan. 22nd, 2007 | 08:57 pm

Jake was not able to make it so there was just the four of us for the Shab-al-Hiri Roach game on Saturday.  With our characters previously made, we took about thirty minutes to go over the rules, pick our Enthusiasms, and establish our Relationships.  Per the rules each of us had an initially negative Relationship with the player seated to our right and a positive Relationship with the player seated to our left.  All the players warmed quickly to the Relationship staging, narrating colorful reasons why they were inclined towards or secretly disdained their neighboring colleagues.

The game got off to a bit of a rocky start.  For better or worse, the Roach can't be played with many pre-set notions of what your character is going to be like, or even what their primary issues are going to be.  Dave had made the gaining of tenure for Dr. Peixoto central in both his background and Relationship narration, and drew a card prior to the first Event indicating that he had gained tenure.  This was a little off-putting, I think.  I had it mind to play the straight man for as much of the story as I was able, to contrast the relative zaniness of Professor Haversham and Professor Muthusuthubran, but my character was possessed by the monstrous Roach in the first Event along with Haversham.  I was still able to do this to some degree, narrating resistance to rather than acceptance of my Sumerian invader.  I would manage to divest myself of the Roach mid-game, only to fall unwilling victim to it again in the final Event.

I set the first Scene, following the Roach's command to terrorize Rajib, dressing him down for his comments about tenure and Dr. Peixoto in front of Chancellor Ferguson in the foyer just before the Convocation.  The Stakes set were whether any observers felt that Rajib had it coming or if he was perceived as the victim of an overzealous Stafford.  The scene was pretty flat, with a rote "I'll DESTROY you!" proclamation from myself, but it served to establish the conflict mechanics and we sort of fumbled our way through it.

The other early stumbling point was when Doug began framing the motivations of Pembertonian Faculty Senate Chair, Professor Campbell Stoudenmeyer.  Doug narrated that he (as Stoudenmeyer) had been having an affair with Peixoto's wife.  Under the previously set guidelines of counter-offers and negotiated scenes, I suggested that perhaps Stoudenmeyer merely had designs on Peixoto's wife at this point.  Dave had two primary character hooks for Dr. Peixoto, and the first had already been undercut by his first Event card draw.  The second tenet was that his tenure-threatening marital friction was caused by his wife's homesickness for Brazil, not infidelity, so I didn't think it was appropriate for Doug to revise this aspect of Dave's character, at least not without making it the Stakes of a conflict.  Dave wasn't comfortable with the direction, and Doug happily revised, but I felt a little abashed for stepping on Doug's story-weaving toes so early in the game.  I worried it would set an overly cautious tone, but I don't think it was ultimately an issue.

All in all, I'd say the game was a mixed success.  I was very happy to have the opportunity to try this game out, and I think everyone else felt the same way.  There were a lot of moments of laughter and appreciation for the different ideas and directions each of the players provided.

Some highlights:

  • Doug's funny voices and improvisation in general.  For  Professors Muthusuthubran and Stoudenmeyer in particular.
  • Colin's, wild-eyed characterization of the mad Jack Haversham with references to unholy power and starry wisdom.  Honorable mention for his portrayal of the hapless Chemistry student, Townsend "Gorilla" Van Foy.
  • Dave's disquieting Reverend Talley, gruff Coach White and Dr. Peixoto's unwavering campaign of plagiarism accusations against Rajib.
  • Colin drew the SUL LUM UR-UR MAR card directing him to let all see his disgrace, and used it to act against himself in a plot laid by Dave for him involving a play lampooning his character during the Pemberton Follies.
  • The wacky, cartoonish scene during that same play when the first murder occurred with Jack, Helvio and Rajib all conspiring to do in Reverend Talley.
  • The Faculty Senate Meeting when Professor L Scott Collins, armed with biology research from Stafford, rapidly punched Rajib twice in the solar plexus as a catalyst to expel the Roach from his turban.
  • The visual imagery of three of the professors running down Prescott "Rusty" French at night out on the old plank road.
  • The horror at the Gamma Gamma Gamma Christmas Ball including the "death by punch bowl" of Dean Wakefield-Nutter and the inevitable demise of Regina Sutton, all to the tune of "When You're Smiling (The Whole World Smiles With You)."
  • The ironic pathos (in my mind's eye at least), of the suicide of Henry Stafford on the grave of his dear friend William Appleby-Jenkins.
  • Doug's epilogue, which included a very "Kiss of the Spider Woman" scene of Rajib and the lovely Professor Zuccaro-Fazio on a water-lapped sandy beach in South America, hot on the trail of the renegade Professors Haversham and Peixoto (leaving room for the sequel).  Also the cover-up of the events at the Christmas Ball by a Roach'd Chancellor Ferguson, blaming the whole dreadful incident on French Communists.

 Some lowlights:

  • I'd purchased a bunch of 20s tunes (slightly anachronistic, but lots of Jazz and Ragtime) for mood music, but was having distracting ipod troubles (turns out its drive is kaput and needs service).
  • The game was mentally exhausting, and I think all of us started to lose a lot of our energy about two-thirds into it.  You are improv-ing, dealing with mechanics, and negotiating Stakes pretty much non-stop.  There were good moments throughout, but definitely less inspired Scenes and Stakes overall towards the end.  On top of all the game concerns, I was worried as the host over whether everyone was having a good time and started to get a pretty bad headache towards the end.
  • I fell into some ruts with an ongoing plot over Appleby-Jenkins' journal, and setting Stakes that involved whether people perceived different characters well or not.  I didn't model a good mix of examples of the kinds of Stakes that might be possible, and we tended to have trouble coming up with new Stakes towards the end.  I had some great ideas for Scenes and Stakes after looking more closely at the "Cheat Sheet" provided with the game - the next day.  Bottom line: however I might like to think of my GM/moderator capabilities, I am seriously rusty and need improvement to pull off a game with little-to-no prep.


Other thoughts:

  • It's an interesting design.  We had a good time, but I could be convinced there are elements in it that are working at cross purposes.  The Reputation token mechanic feels unnecessary.  Doug "won" the game 24/9/3/2, but none of us were really setting Scenes or wagering based on the mechanic.  We had players rolling dice of Pembertonians assigned to them both for and against their own character's interests.  The setting/setup is interesting and conducive to the kind of game experience it's intended to produce.  The game text has great advice toward producing a good play experience.  The cards are great grist to riff off of.  Even the layout and artwork in the game is handsome and evocative to that end.  But with all the cautionary notes about not letting "winning" the story game get in the way, why bother with it, I wonder?  The cards, the poisonous environment, and the initial Relationship frame seem adequate to get the ball rolling in a good direction.  I think we had a positive experience due to some parts of the design, but maybe owing more to the buy-in and creativity of the players gathered for the experience.  It feels a bit like a fun machine that does a lot of things well but has some bright red buttons on it marked "Implode," and comes with excellent instructions that include warnings not to hit the red buttons too hard.  That's likely overstated.  We had a wicked good time at Pemberton U, but it might have gone horribly wrong in more groups than it should.
  • Including rules overview and the rest of character creation, we met our goal of playing out all six Events in just under five hours.
  • Everyone else seemed to feel that the game probably didn't have much replayability.  I think that there is, but I don't know that I'm eager to do it soon simply given the backlog of games I want to play.  With all the cards that we didn't see, with how differently the same characters might be played, and the variety of scenes and conflicts that might occur, I could see trying it again sometime.

Thanks