Actual Play – Iron Road (10/16/2010)

GM: Scott White
Players: Sean (Goldman), Ian (Cartack), Alan (Spice) and Eric (Kal)
System: Apocalypse World.

Have I mentioned that I like trains? I’m not like a train nut or anything I just like riding in them, seeing all the miles of train track and considering the awesome power that transportation on that scale represents. I like the powerful and unstoppable notion of the locomotive barreling down the tracks and I like the scenic images of a train weaving its way on a spindly supports through mountain ranges. Trains are cool. And it looks like trains speak to Apocalypse World MCs. My game had a broken down rail station in it as one of the locations. Why? Because I found some rusted railroad spikes and thought “I’ve got to have these in my game.” Carl, who ran AW in the afternoon (I believe, correct me if I’m wrong on this) was using his Ozarks Ghostwood setting, complete with a train fueled by ghosts. Finally, Scott ran The Iron Road. An AW setting on the edge of a growing wasteland. Civilization continued along the hub of desolation, clinging to a single hope. The Train! A broken husk of a golden age artifact that faith, grease and mad devotion would resurrect!

The setup for Scott’s game was a thing of beauty for several reasons. Our hardholding was all built around this train, a train that had never run; but the people who lived near it all believed it would someday, and when it ran, it would take them from this godforsaken place. Only it didn’t. The boiler blew and took our hardholder’s hand with it. The accident changed him, he believed the train was cursed, took his gang and abandoned the holding. Not only that but he hated that some of people (including the player characters) stayed. He hated that we hung onto hope of that evil engine. So his gangs attacked us, stole from us, did everything they could to make sure the train never ran.
This was glorious for several reasons.

  1. Scott resolved the common hardholding issue of too many NPCs. We were all that was left, a small group, trying to make it work.
  2. We had a holding with a history, and a direction we could play to (get the train running, defeat our old leader, abandon the project, etc)
  3. Our villain was beautifully human. He didn’t hate us, or want to eat us or just want our bullets. We were his own people, but he believed so fully that we were doomed. He believed it enough that Goldman was pretty sure he was right a well.
  4. As a spin off, we didn’t want to kill our enemy, we wanted to convert him. We wanted to put down the guns and bring our people back together. This made for some very “heroic” apocalypse world character. Not heroic in that they were larger than life, heroic in that they would give up their life for something worthwhile.

Our game is probably not one Scott will run again, even if he runs The Iron Road again. It’s not like we were super awesome crazy, I just think a few of the scenes, and a few of the interactions were pretty special.

A little run down of the characters.

Cartack – Ian said he doesn’t usually like to play combat monsters in campaign games, but for con one-shots they can be a lot of fun. And Cartack was. A Gunlugger through and through, he’s the first character I’ve seen introduce grenades into an Apocalypse World game. As the token violent bastard in the group he wasn’t burdened with an excess of brainpower, but he wasn’t stupid either (see Shithead from my previous post as an example of an awesome stupid violent bastard). Things were pretty simple. Erie (our old hardholder) was gone and took most of his gags with him. That left Cartack and a handful of other violent folks to protect the remaining community from scavengers. The opportunity to take power and command was there and Cartack was gunning for it (literally).

Spice – All Skinners are creepy. There, I’ve made one of those ignorant but absolute statements. They are creepier than Brainers. Brainers are supposed to mess with your minds, but Skinners just have broken minds that infect everyone around them. You can’t talk to one without being mesmerized by one, and when take a trip to a Skinner’s mind, the baggage is brutal. Spice was this messed up girl that loved too much. She loved and she fucked and she was loved; and sometimes two of those three would even collide at the same time, maybe even with the same person. Spice started the game loved by Goldman, fucking Kal and in love with Cartack. She ended the game gunning down another lover and saying (and believing) “people suck”. Life was rough for Spice, but she was awesome through and through.
Note: Spice is the first transgressing character I’ve seen, so while I reference her throughout this post as female, her biological gender was male.

Kal – Heh, I couldn’t get over two Angels in one day both named Kal, and both kind of bastards, but in different ways. This was pimp Kal. He even took the same “infirmary” move as our morning Kal (Karen) but had a whole different meaning of the word infirm. Mox and Shagusa weren’t assistants, they were his whores. When you came for treatment, it might be to stuff some meatmesh and bonesplints in that gaping hole that you used to call a rib cage, or it might be for “treatment”. Either way Kal was making money and as the most enterprising of us all felt he was the natural leader.

Goldman – Silent types are hard to play in RPGs. Because you know, most of what you do is talk. I played a “celestial” a few years back in one of Chad Lynch’s Deadlands games and, appropriate to the setting, he only spoke once at the very end of the game. What I figured out was that even though my character didn’t talk, I could still convey just about everything I wanted by describing facial expressions and body language really clearly “He gives you a reluctant shrug indicating he’ll follow you on this journey but isn’t sure any of us will make back”. Am I expressing a whole lot with simple shrug? You bet, but it was my way of staying involved with a game while playing a character that didn’t talk. In this case Goldman wasn’t nearly so mute as my Deadlands character, but he was definitely a man of few words, and I employed the same expressive body language throughout the game. In a world full of explosions and death, I felt like Goldman was the calm center of the storm, well at least until he choked Spice into unconsciousness, but that comes later.

Being near-mute is a quirk though, not a foundation for a character. Goldman was a Savvy Head and believed things should do what they were meant to do. When you don’t have the right tool for the job, you spend the time to make the right tool and do it right, you don’t just jerry rig it and hope it will hold together. That was probably also the reason he was in charge of the train restoration project and determined that given enough time and energy, the train would ride those tracks again.

He believed this through and through. Goldman respected Cartack and Spice because they did what they were supposed to do. Cartack’s role in this world was to kill those who needed killing, and Spice’s role was to love those who needed it as well. Being in love with her himself just felt natural. Even though she didn’t return it, she existed to be loved. Kal on the other hand was the major problem. Kal was supposed to be a healer, but he was a pimp instead. He was supposed to look out for the welfare of the community, but instead counted his oddments. Goldman hated Kal but killing him wasn’t his place either. And the brutal pragmatism of not having any one else to put us back together made Kal necessary. You don’t remove the necessary parts of a machine, no matter how they might cause you problems.

Love letters

We started off with love letters (which I adore) and they gave us all some options. Unlike the ones I wrote the options were a mix of advantages and plot hooks. The other three characters all rolled 10+ and took the advantageous option, giving them 3 holds on to be encountered NPCs (for the Gunlugger than he had beat them up and they were afraid of him, to the Skinner that they loved her, and to the Angel that he had patched them up). I rolled ass, which meant Scott and I got to pick together which options. My default in any choice is to start off with a spear in my gut, so I asked if I could just have both of the bad options and Scott was happy to oblige.

I view problems for your character and very personal plot hooks. It’s why I like the love letter so much, they are basically a list of problems that he characters are already invested in and it’s just a matter of the player to decide which ones he or she wants to address in the game. So when I give my character problems (especially ones that the GM is invested in) I know that they have a role in the game, they need to respond to whatever just happened. It’s like opting for a kicker, why wouldn’t you? (read: I’m an attention whore).

Kicking it off

As a result of my love letter, we started the game with Goldman being dragged out of camp by three unknown people (Pellet and two others I’m not remembering). They snuck in and cold clocked him and were taking him somewhere (later we learned back to Erie’s new holding). I picked Kal as the only PC that knew I was gone because I wanted to see what would happen. Eric, who was playing Kal, knew that Goldman couldn’t stand him, so I thought it would be revealing to see if Kal started up the search party immediately or held off on sharing the information (as it was going to come out sooner or later when nobody could find Goldman).

He spilled the beans pretty early and the cavalry came out to rescue Goldman, but not before he had a chance to talk to Pellet some and find out that Erie really wanted him to stop the project. This was my first indicator that it was more than Erie just freaking out, that something else was working against us. This is also when Goldman opened his mind and began to understood that every has a form and function, people are no different than machines, in fact just as he could repair an ancient engine, so could he heal. I picked up angels touch totally because of seeing Travis use it and watching how awesome a miss is.

Fighting on another front

We did have other problems. The train itself had a love letter of sorts which included complications. Some of our people were working on the tracks up north and scouts reported that Erie’s gang was moving in to ride them down. So after the rescue (and sending Pellet off running), we hopped on a jeep and an experimental vehicle that apparently Goldman had made. Spice rode it and affectionately called it the sex machine, complete with unnecessarily raising and lowering seats and controls. Imagine like riding on a very fast and phallic teeter totter. To carry the metaphor further, I added that it had two methods of being piloted: The standard sit on top and setter and the insertion method where the driver dives into the underbelly of the machine and lays flat parallel to the ground, ala, the high performance controls on the Batmobile of Batman Begins. Riding on this machine together, talking about what was going to happen with the train and with Erie was bonding moment for Goldman and Spice. She tried to hypnotize him, missed, and became infatuated with him instead.

At the repair sight much violence ensued. Cartack blew things to high hell with his grenade launcher. Kal shot down the unarmored opponents, Spice seduced one of her lovers (Money) through the eye slit of what was otherwise a tank (and had this beautiful Pyramus and Thisbe moment of kissing through the nook in the wall, in this case the slot in the tank). Goldman opened his mind and spoke to the M60 mounted on their jeep and asked it to start firing and not stop until it had made a mountain of shells beneath it.

As the fight was winding down, it looked like things were going well for us. We had, through violence and seduction, broken their bodies and shattered their morale. We were free and clear, until Goldman misses on a roll to keep to guys with shotguns locked inside their own tank. He couldn’t jam the door fast enough and it burst open sending him on his ass, followed by two pissed off dudes with shotguns… And then Spice broke Goldman’s heart. She took her lovely decorative pistols and in a feat of athleticism and desperation rolled under the tank, popper her head and arms out and blew one of them away. The other proceeded to put a very large hole in Goldman before he ate lead from at least three directions (Goldman, Kal and Cartack were all gunning him down).

Sex, it’s a move in this game!

From there, things got interesting. Goldman, wounded badly (10:00 I think), looked at Spice, who had arguably just saved his life, with nothing but disappointment and disdain. She had betrayed her purpose. She was meant to love, not to destroy. And to Spice, who was the victim of her own failed mesmerism, was destroyed. She wanted Goldman to forgive her, to thank her for saving his life, but all she got back was pity and disappointment.

Goldman climbed inside the tank car, like a coffin to die in. Kal wasn’t having it though. He broke out his angel kit and started putting the pieces of Goldman back together whether he liked it or not. A whole crap ton of rags, meatmesh, and narcostibs later, Goldman was stable but immobile. The stitches in him were barely keeping him together and if he moved, they would rip right open.

Outside it’s a mess, Money is confused, not sure she picked the right side, dead or dying bodies are all over and the vehicles are trashed. At this point the scene split in half. Spice climbed in the tank to make amends with Goldman, her lover outside. Inside we ended up with four moves happening all at the same time, Goldman’s special, Spice’s special, Goldman’s Angel’s touch and Spice’s hypnotism. End result, during sex, spice failed again to mesmerize Goldman, falling further for him but he read her body and mind like a broken machine to find out what was wrong and how he could fix it. Her problem was that she loved too much and had faith in people, she needed someone to show her how awful people could be. So in the middle of lovemaking, when it finally becomes apparent that she is actually a he, but that’s not a problem for anyone, Goldman begins choking her and beating her head against the metal interior walls. Like a smith, pounding steel and tempering it. He had also agreed to heal her wounds (prior to this reading) but when performing an Angel’s touch, opened both of their minds to the mechanical representation of this world, where the machines moved forward with purpose.  Spice’s beautiful guns cried tears of oil, sobbing over the violence she made them commit. The scene got, in a way, all too surreal. Over the top? Yes, but not it a gonzo fashion.

Money heard all of this going on and decided she wasn’t going to turn on his gang, earn the ire of Erie, and then listen to Spice fuck another guy. So shotgun in hand she approached tank. Kal made it clear that she wasn’t opening that door. Money made it clear that she’d sooner eat lead than suffer this kind of embarrassment, so Kal made the choice for her and blew her head off before he could open the hatch. When Kal promptly did he found the unconscious bodies of Goldman and Spice in a tangle of violent and bloody coitus.

Back at the ranch

Somehow we all made it back to the train. By this time Goldman was sure that Erie was onto something. That the psychic maelstrom was drawn to the train, like iron filings to a magnet. We made a peace offering. Goldman uses the antenna he attached to the train to make an augury, protecting the train itself from the influence of the Maelstrom, and Spice used her Lost move to summon Erie. He showed up, wary but hopful and with some earnest persuasion from Spice and Goldman agreed to try one more time. Kal knew that after the accident Erie had been a broken man, a hardholder that lost his hard. We offered to give it back, and with his one good hand that still had so much nerve damage he couldn’t hold a gun, Erie was able to muscle through releasing the brake and watching his creation come alive.

Fin.

What rocked

Did you read that report? The game was made of awesome. Uniting the tribes, firing up the train, remaking what was broken. This shit is Tolkien inside Apocalypse World.

Yeah, the scenes with Spice and Goldman were crazy over the top, but they were awesome too. And most importantly they were human. They were real. Jealousy, anger, confusion, and frustration were driving all this. But there was also love, caring and curiosity. We were the Hunchback and Esmeralda.

Scott had a map on a large note pad (11 x 17 maybe). He had drawn out a great little winding track that passed through all the known areas and gave us direction throughout the game. Maps are great, or at least maps at this level are great.

As with every other AW game I’ve run or played in. At the end we all wanted to know what happens next? Will the train really go? Can everyone fit on it? What will we do with all the scavengers who want a ride? Where will it take us? What happens when it breaks down again? How will we keep the fuel supplies? Can Erie take back his old post or will a new leader rise?

My game was a riff off Hatchet city and lost a little cohesiveness because of it. It was one part my inspiration, one part leaning on Vincent. Scott’s setting and his fronts were really well thought out and all felt like part of a real whole. For instance, I ended up keeping the “waders” from Hatchet City because in a swamp, I wanted a disease vector, but that was shit, they really didn’t fit into the story. Everything fit where it was supposed to in the Iron Road.

I love bad guys that you can talk to. That would rather kidnap you, convert you, argue with you, etc than blow your head off, and vice versa. Having our old hardholder be our enemy, and an enemy that we all loved was brilliant.

Spice taking the gun of her ex-lover after violent psychic sex and saying “people suck” was awesome!

What could have improved

I think the love letters shouldn’t have a mix of good and bad options, or if they do, they should be independent. The other three players didn’t pick any complications and ended up with overall fewer stories. Goldman became central to the game because he was in the middle of all the problems (because they were on my love letter). I think I’d have three bad options, roll 10+ is keep one, 7-9 is keep 2, miss is get all three and maybe something else bad on top of that. AND if you rolled 10+ you can also have the good thing or something like that. Always have something messing with people.

I really didn’t dig the “sex machine.” I had to fight really hard not to block when Alan created it. First, it started as an experimental vehicle, which I was fine with, but when it turned into an orgasm with wheels I had to fight really hard to say “yes, and…” Eventually I bought into it and the machine became a vehicle (har har) for Goldman and Spice expressing their affection. Still, it seemed a little goofy for AW.

We had two fights, which I think was one or two too many for me. Personally, while I think the combat system in AW is cool, combat just doesn’t excite me. Trading damage doesn’t really advance the story until someone is dead or defeated. Seems like that should all be a single roll, maybe a roll or two, but most fights end up being long, and in some cases confusing. There is no attack roll in this game. Most of what you’re doing is seizing by force and going agro, which begs the question of how. And the how is cool, but if it doesn’t change from roll to roll (yep, I’m still trying to seize his life), it gets old.

Hard to say for sure though, much of the awesome came as the aftermath of a fight. Maybe they are not the action, but the primer for the action?

Actual Play – Greater Good (10/16/2010)

GM: Dennis Jordan
Players: Brian, Sean, Luke, Matt, Robert and Regina
System: Diaspora

This was my introductory game to Diaspora, a game I had wanted to play for a while. I was one of those nutty early adopters who bought the hardbound copy of the book when it first came out and then never read it. I lacked for inspiration. I thought the game sounded cool; I liked what I heard about scope, about world creation, and some of the mini-game structures the world provides, but that still wasn’t enough to get me reading it and playing the game.

What I needed, is finally what I got, someone to run it so that I could check it out.

My game was in good company. I was sitting around the table with a bunch of great gamers. It was a bit loud but I had my back to the other games, so they didn’t distract me much.

The game

Dennis started off the game with an introduction to the system and the setting he had created. We weren’t going to do planet creation because the time slot didn’t allow for it, but clearly also his adventure was very tied into the worlds already created.

There were three major powers, the monarchy Karsa (sp?), a North Korean colony system Deer Planet, and a company that made the only inoculation for a plague that started when those two powers were fighting called New Horizons. This was only a tad distracting for me as I’ve take several IT training classes through a company called New Horizons in Sacramento, but the name is a good one, so I can’t fault Dennis for my random associations.

Four of us were the crew of a kick ass ship, that, as it’s aspect indicated “could do anything but make money”. Regiana played the problem with authority captain, I was the cock sure gunner and navigator. Luke was the shady steward and Matt finished off the crew with the “bored now” engineer.[1] Our crew was clearly pretty mercenary. We all had issues with authority and tended to play as rough as we like and then jump slipstream when things got uncomfortable.

To come with us as passengers, liabilities and the plot hook was an investigator and a doctor (played by Robert and Brian) who were both the exes of the same woman and shared a bond in their mutually misanthropic manners. I was reminded of the Fiasco relationship from the Artic North play setting “Two of a kind misanthropes”. Besides just being annoyed by most people, the Doctor and the now Journalist had stumbled onto some out of place documentation relating to New Horizons and both of them found when they tried to investigate further, they were immediately shut down and eventually hunted (which started off the first scene).

I’d go further with our adventure but I remember Dennis saying he might run this again at another con, so I don’t want to spoil any plot points. Suffice to say, we had a space-faring adventure.

Props

I’ve got to give Dennis props for his props. Dennis was a self-proclaimed gun nut and it showed. We had pictures of our characters (both male and female so we had the choice), but also pictures of our ship (several of them) and of every gun in our hold (at least 8+ different models). We probably had enough pictures to spread across the table and fill it up if desired.

Also, Dennis knew the material very well. He could speak very comfortably about the specific weapons, the crazy modifications done to our ship, the contents of the space station. So not only did he have the props but he had the knowledge to flesh them out and make them feel real in the world.

Whar rocked

We had some hard core character decisions made. Brian put his doctor in a wheelchair (“You want hard sci-fi, take that!” I believe was his words). Luke took horrible advantage of middle management functionaries. And most of us were pretty comfortable being reasonably callous, if not cavalier even, about laws and human lives. In a world that didn’t look like Road Warrior at all, we were playing a six headed Mad Max.

As mentioned above the props were pretty killer.

A lot of the player interaction was awesome. Sometimes it was just flavor and lacked impact in the game (see below) but it made for a fun camaraderie of thieves and vagrants (ala Firefly).

The character aspects were great. They had real attitude and adventure written all over them. “You’re about to see the light” was probably my favorite (especially for a gunner with nukes on her ship).

Mechanically there were a couple tweaks on Fate I really liked, specifically:

  • First blood. A simple rule that could be easily ported, but it simply means that the physical first blow you take in a fight does an equal amount of damage on your composure stress track as it does to your physical track. This was to represent the shock of being hurt, which only happens once but can still really surprise you.
  • Aspect scopes. I love the idea that you might have a lot of fate chips, but you’ve got to draw on lots of environmental factors to use them all. Thus your gun might have aspects, so might your ship, the scene, yourself (of course), and even the system. The hitch is that regardless of fate coins, you can only tag one aspect from each scope. I dig it.

What could have improved

For the mechanical effects that I liked, there were some that either I missed or didn’t like at all.

  • World creation. This was the big one I wanted to see and was sad we didn’t get a chance to do it. I understand under the time constraints but it’s still something I’d like to see a group tackle.
  • Ship to ship combat. It was planned in the adventure, but we ran out of time so it got skipped.
  • Social conflicts. We did one of these at the end and I was very unimpressed with the mini-game mechanics. It felt like a lot of complexity for complexity sake that really didn’t serve the system. Also, it was SO balanced (we each were rolling the same skill values, had the same number of fate points and had the same objective) that I couldn’t conceive of the conflict ever ending, as it required three tokens to be in one place and both sides were constantly moving them. Dennis announced that we could take other actions like maneuvers and blocks, but neither side ever tried anything but attacks. At the end of the day we had all spent our fate chips and the field was nearly evenly divided. Maybe then maneuvers would start happening, but I doubt it.

The adventure had a lot of weight to it, the kind that is hard to move off course. While I really appreciated the time Dennis put into the back story of the worlds as well as the characters, until the very end of the game (when we got to set stakes for the social conflict), I didn’t feel enough wiggle room in our course of action. Some examples of times when I felt myself (or others) scraping against the rails:

  • Early on to introduce our characters I started talking about an aquarium and some rare fish we were supposed to transport. The other players bought into it and I thought having to retrofit our bilge to act as an aquarium because the box itself would have to be broken down to fit into our cargo would be a really fun complication to flight. Images of having to break out of slipstream so that someone could take a piss without destroying our hull’s integrity by opening a hatch, seemed hilarious, but it was just a figment of our discussion. Said rare fish never really existed.
  • There was an opening fight we couldn’t avoid. It wasn’t a bad tactic to get the adventure rolling and get people familiar with the system, but to keep it fun the fight needed some options. Several players were trying to get the goons attacking us to back down, either by offering them money, a better job or making threats. Our opponents however, had the kind of indomitable will you expect of the undead. They wouldn’t talk, they wouldn’t back down, they would fight to the last or jump ship and escape, but they certainly wouldn’t leave any prisoners behind. We did get one of their dying words, but even that was inherently cryptic. I know that when players trying to talk their way out of a fight, most games don’t adjudicate that very well, but Fate does, so I think it should have been an option and it really felt like it wasn’t.
  • Brian’s character had some cool theories about what was really going on. Conspiracy theories that seemed very appropriate for a future that looks polished on the cover of corporate ad campaigns but has a dirty underbelly. Each time he brought them up though the result was either a) you don’t have enough evidence or even reasonable suspicion to pursue that idea or b) that’s not what’s happening. I liked Brian’s conspiracy theories and would have liked to see them have some substance to them.

There was a point in the game where I hit a figurative brick wall and got very frustrated. We skipped the ship to ship combat because of time and so I was more than a little trigger happy. Our ship was equipped with 6 nukes and I really wanted to use one of them (or preferably, if a reasonable enough target was found ALL of them). Without going too far into the story, at one point a target was identified by the engineer. So in very slow and detailed precision I explained to everyone how I was arming the weapons, locking on my target and preparing to fire a nuke. I was trying to make very sure that I took all the player’s considerations into account before I did it (even though my character probably wouldn’t have). I looked around the table, got a lot of thumbs up and then fired away… or did I?

The result was confusing and frustrating. Dennis began describing an emergency happening, which I assumed was a reaction from my target being blown to space dust. We reacted to the emergency accordingly and then talked about all the destruction we had caused only to find out that this emergency actually happened before I fired the nuke. And further, that the nuke had never gone off. In retrospect I understand why the nuke must have not been fired to maintain the internal consistency of the game, but my opinion then and now is still that player agency is far more important than internal consistency. As a player I’m fine with the man behind the curtain not making sense 100% of the time, but if I’m told that I didn’t take an action I explicitly declared I was taking, then I’m not playing the game anymore. Sometimes this is a matter of clarifying events (i.e. why before I did that something else happened) or better yet putting it to die roll (see how fast you can pull that trigger), but there always need to be a framework for players maintaining their agency in the game, otherwise they aren’t players, they are spectators.

Right after this incident of destruction our ship took some serious damage, which is cool. I mean a ship getting dinged up is part of space faring; except it didn’t make any sense. There are two reasons for this. First, it had been described as this juggernaut of a ship, loaded for bear with weapons and armor that outmatched something ten times its size. In every description of it, this ship made the Defiant [2] look like a cruise vessel. Also, the captain piloting it rolled a 12 on her piloting check. A 12! Now, for those not familiar with Fate, the dice produce a result between +4 and -4. Our skills ranged from +0 to +5. So on the best roll you can make, with your best skill, the best you can get is +9, which I think is one step past Legendary (+8). A +12 requires not only a fantastic skill (which she had +5), a fantastic roll (which she had +3) but also being able to spend fate chips from at least two different scopes (personal and ship), which she did. The highest roll that she could have possibly made in the entire game, spending as many fate chips as she could have would have been +13. As is, with a +12 she got a marginal success, safe but injured.

For some of these issues I haven’t suggested a solution but this has a really easy one. Instead of having the player make a roll that is already destined to fail, use a fate chip to compel some aspect either of the player or the ship in this case to say “You made it, but barely.” One fate chip buys a lot of good will from the player because it means they are getting something for going along with the story, and in doing so they get to contribute as well.

Actually that reminds me, Dennis did make that offer earlier on in the game. When I wanted to take out one of the goons with non-lethal force he flipped a fate chip my way to finish the guy off and for that I smiled as a wasted the guy with two in the back of his head.

My final suggestion for improvement was that we needed more really concrete information late in the game. Our characters arrived on scene and because information kept trickling out, we kept digging for more, and in the midst of it we performed that horrible act of player masochism (not character masochism, mind you, I eat that stuff up for breakfast, player masochism): The planning session. We started to plan, which was as interesting to me as watching paint dry and as frustrating as trying to paint while the paint is drying! [3]

My suggestion for this game going forward would to extend it to six hours, allow for some part of the planet creation (maybe just putting the finishing touches, like some aspects on them), and then make the end goal a bit more transparent at the beginning: “You know you’ve got to do XYZ”. That way the players have more flexibility to move around within the game, knowing they are heading towards an understood goal. For a sailing analogy, it is easier, more efficient and more fun to tack back and forth while your destination is upwind than to hold a course that will keep in irons. This applies to both the GM and players.

[1] Too obscure? I’m referencing Dopple-Willow from the Dopplegangerland episode of Buffy the Vampire Slayer.
[2] Of Star Trek DS-9 and First Contact
[3] If you’ve ever painted a wall when the paint start to dry and gets all tacky, you know what I mean.

Non-Actual Play – DresdaCon (7/10/2010)

GM: Many
Players: Even More
System: Dresden Files RPG

http://www.endgameoakland.com/dresdacon/

Not really an actual play post because I didn’t actually play, but I saw a lot of it. EndGame in Oakland hosted a one day event celebrating the release of the Dresden Files RPG and had a great turn out. Of the staff, Fred Hicks and Lenny Balsera both flew in for the event. Ryan Macklin (local to Oakland) of course showed up, as well as fellow evil hatter, Paul Tevis. On top of that some of the Good Omens crew (Mike Bogan and Kevan Forbes) were present, playing in one of the games. On top of that Adan Tejada brought delicious food from Mario’s La Fiesta for everyone.

So… how was it? In a nutshell: Awesome. Ryan and Lenny were both running games, as well as some other cool folks (Eric and Xavier that I saw, and more in the afternoon session). A ton of books (which are beautiful) were out and everyone seemed to be having a great time. I got to see the Case family (Loyd and Elizabeth), which is always a lot of fun for me as I love both of them (and found out they were both in my games coming up the next week at Good Omens Con).

I had both kids with me, so playing in a game seemed inadvisable, but I had a great time just hanging out listening in on games, talking to the Endgame folks, and chatting with players during game breaks. The kids of course, were bribed for their patience, with a copy of Sheer Panic. That game is great.

Actual Play – Vacancy in the Underworld (4/4/2010)

GM: Sean Nittner
Players: Morgan, Martin, Jeff and Gil
System: Agon

This game was killer and reinforced how easy it is to have fun with Agon. I barely did any prep for this game. Essentially, I just one of the quests I had run for my local crew, tweaked it a bit and boom! I had an adventure.

Prove the Glory of your Name

Actual Play – Alligator Alley (4/4/2010)

GM: Alan Hodges
Players: Jay, Joe, Sean and Travis
System: Changeling

First it must be said that EndGame’s minicon was a blast. Even if I hadn’t played in games (which I did) the whole event it full of fun. Carl Rigney had Jeni’s Ice Cream shipped in dry ice to the con. Chris and Anthony were great hosts. Ryan Macklin (you know, from the Internets) was there to promote Go Play SF Bay. Finally, Paul Tevis was up, which is always a treat. I got to see friends I game with, friends I only see at cons, folks I’ve gamed with once or twice and became reacquainted with, and folks I’ve never met but had a blast gaming with and that are now added to my growing roster of killer gamers. Overall, a great day of gaming and hanging out with cool people. And now… onto my report.

10 AM. A finger is missing.

css.php