Actual Play – Rust Mountain (8/5/2011)

GM: Jason Morningstar
Players: Sean Nittner, Karen Twelves, and Morgan Ellis
System: Apocalypse World

Jason agreed to run Apocalypse World for Karen, Morgan and me after doing a full day of running in Games on Demand. The man is a machine!

We found a pretty plush spot on the mezzanine level of the Omni (the Crown Plaza, where me met, was a just a bit to spooky with all the train people everywhere) and settled in for a few hours of gaming. I think I assumed that because Jason had been running two hour slots all night that is what we would be doing. Luckily I was wrong, we played till 2AM and had a blast.

Jason started off asking what we wanted to do. I said I wanted some one hard. I’ve played the operator, savvyhead and hocus, I wanted a beat you in the face kind of guy. And I like complications, which people always create, so I took a chopper. Karen, also wanted to try something new, and who doesn’t love the creepiness of a brainer. She hopped on that. Morgan thought for a bit and decided he wanted to be in charge and have a holding. Hardholder it was!

Sean – Diamond – A guy who didn’t look tough and had spent his life proving that he was. I modeled him after a mixture of “A Boy named Sue” and the character U-Turn from the show Weeds.

Karen – Burroughs – A cute as kittens brainer who everyone was terrified of. She could make people want what she wanted them to want… and she broke everything she touched, just like Diamond.

Morgan – Jackson – A sophisticated man living in an unsophisticated world. A hardholder that appreciated the finer things in life even if nobody else did, sometimes especially because nobody else did. Much of the story ended up being about him coming into his own.

What’s wrong in on Rust Mountain

Out of nowhere Jason whips out this beautiful map with a dangerous Monster Dog Canyon where no one goes, salt forests, a crumbling bridge across Dead Lake, and several holdings. Places like Sheppetts, the Car Farm, Lolly Bend, Chinampa and Rust Mountain. When Jason asked Morgan where his holding was, without even looking at the map he said “Rust Mountain, we’ve got an old iron mining operation that is still in tact, we’re the only ones who can make iron.” Awesome.

The the problems started heaping up. Some came from our playbooks. We had disease in the mine, something coming from digging too deep. My crew had an obligation in Chenapwa. The was the start of it but then Jason just started asking question after question until we had this beautiful myriad of NPCs all tangled up in our affairs.

Black Alice lead the chain gang inside the mines (apparently near slavery in there) and hated Diamond, for you know, Diamond kind of reasons.

Semilla was brought back to Rust Mountain a slave but freed and treated to every luxury by Jackson. Does he love her? We all think so, but why?

Fox used to love Burroughs, until something inside him broke. Now he’s down in the mine trying to earn his way to freedom, dying a little more every day.

Lets get rolling

When we agreed there was enough trouble inside Rust Mountain, and clearly Jason had a few other yet unrevealed threats as well, we started rolling.

As expected in Apocalypse World, one clusterfuck just rolled into another.

We opened with Black Alice dragging Diamond into Jackson’s rather plush office. This kick started the main plot of the game, Rust Mountain’s survival against an unknown threat. Black Alice was pissed that Diamond had brought some disease back to the mountain and everyone was getting sick.

More importantly though, this is the scene were we established that Jackson did NOT have a hold of things. One miss on a Go Aggro and he set Jackson up to spit in his face (figuratively), questioning his authority.

This was also when we saw Burroughs… who was just THERE all of the sudden, or rather, it was just then that we noticed her. Cute, creepy little Burroughs in her hand knit violator gloves. She watched, as brainers do you know, and made every one in the room feel a little cold.

Gotta get the doc

I was really happy that Jason highlighted Hot on my character sheet. I wanted Diamond to be the kind of guy who breaks someone’s knee cap and then offers them a reasonable deal. In this case Diamond made his hard move, trashing Jackson office a bit and then making a reasonable deal “You call Black Alice off me, and I’ll take my boys to go round us up a doc.”

Why won’t Jackson love me

The next scene introduced what would first be side plot and later eclipse what we thought was the main threat. Semilla, Jackson’s trophy walked up to Burroughs outside the camp. It was dangerous to walk alone out there but Semilla had protection, one of Jackson’s gangs tailing her with the scope from his sniper rifle. Semilla, who had arrived in rags, was wearing the kind of luxe garb nobody in this camp could afford. Ridiculously dolled up she still looked sad. “Can you help me Burroughs, can you tell my why Jackson doesn’t love me. I do everything I can to make him happy.” Burroughs offered her tentative aid, she was going to look into it.

Shit gets real

Spoiler alert. We never got the doc. We didn’t even get close. Before we could leave on the raid, Diamond’s second in command III had to give him shit about picking the Car Farm to find a doctor in. “That little shit hole has nothing. The car farm?” That ended up being kind of running joke throughout the game “The Car Farm?” became the way to embarrass Diamond. But for now, this was one of his men giving him guff, which was great because it meant I got to use the “Pack Alpha” move, which I think is my favorite move in the game, or perhaps tied with Frenzy, because not only does it do something cool, but it has written into the move horrible things that you’ll probably have to endure.

Before going out Burroughs talked to Jackson, inquired why he didn’t give his affection to Semilla but he was holding out. I think from the meta perspective this was a question we as a group and/or Morgan as the individual wasn’t quite ready to answer. Within the story Jackson seemed guarded, which was appropriate.

Destination: Car Farm. Speed bump along the way: Sheppetts.

On the road Jackson and Diamond discussed the way of passing through Sheppetts. Jackson’s norm was to light it up with lead so everyone kept their heads down while the gang rode through. Jackson wanted a more civilized solution, so he told Diamond to let him take the lead.

Jackson met with the town leader (as much as their could be one) Sunny outside the gates. We all noticed they had a brand new machine gun mounted on the wall, way nicer than anyone had seen in these parts for a long time. This made negotiation difficult. Jackson probably could have bullied Sunny in the past, but apparently there was a new sheriff in town that had guns and food and offered protection. Something called the Egg…

Meanwhile back at the ranch

Burroughs got a glimpse of remorse from Semilla when she had last touched her. Something to do with leaving the Egg and she wanted to know more. So she found out more in one way brainers can. She slipped by her guard Cloud (who used to be doted on by Jackson like Semilla was now being) easily. Cloud had no love for Semilla and assumed that Burroughs would probably mess her up something fierce without leaving any marks. Cloud was partially right. Burroughs seduced Semilla. Told her that she could help her if they touched “more”. And the brainier special ensued!

Conflict rising

It came down to some “thing” called the Egg. It was calling to all of us in different ways. Semilla was an antenna, connected to “it” through the psychic maelstrom, the people of Sheppets had sworn allegiance to it and we knew it was coming for us.

We took Sheppets by force (talking didn’t work out so hot) but suffered some bad losses in the fight, namely Diamond’s friend and chief pain in the ass III, and Jackson’s driver (who’s fate was gruesome and depraved).

From there it was preparing, if we could, to fend off the Egg. Diamond and Jackson got a nasty brawl of their own over leadership and Jackson was finally able to come out on top, put Diamond and the rest of his holding on order. He approached things in the most literal manner one could imagine. Semilla was the eyes of the Egg, so he removed hers!

What rocked

I really enjoyed seeing the growth of Jackson through the game. Even though he was the hard holder, and presumably had been in charge for some time, the game started with everyone giving him grief. Not just problems, that is expected, but really bucking at (or just plain ignoring) his authority. In the first scene, Diamond man handled him in front of his lieutenants, by the end of the game he had kicked the shit out of Diamond, shot one of his own men in the head and cut the eyes out of a spy. He really became the “hard” holder.

The character interactions were very funny. Diamond was really rough around the edges but aspired to have some of Jackson’s sophistication and Burroughs’ insight. I loved little scenes where he was trying to drink espresso out of tiny cups that his huge gnarled hands could barely hold.

Burroughs and Diamond had this weird bond that grew over the game. They both realized that everything they touched, they destroyed. In Diamond’s case it was obvious. He was a man of violence, plain an simple. Burroughs though tried to help, at least help some people but she always broke them along the way. Their minds were he play things and she just couldn’t help playing with them until they broke, there were always more in the toy chest we called a holding. At first she denied it but by the end of the session they had a better understanding of each other. I felt very good about taking my +1 Hx with her at the end.

Jason is amazing. He pulled this entire situation out of a map he had drawn, some questions to the players and a list if names stored in his noggin. While there were clearly some vague ideas out there (what’s up with Semilla and Jackson? what is the Egg, etc) they worked themselves out through play, and I was delighted with the story we told.

What could have improved

I think we made the common apoc world mistake of creating callous characters, myself being the worst offender. I hadn’t played a chopper before and was delighted at the prospect of pushing up against my hard holder while at the same time struggling with rival gangs (Black Alice was great) and my own savage violent bastards. What I did though was lead with violence and I think that set the stage for people solving problems with bullets. In a long term game (which I would LOVE to play) I could see a character presenting as a violent bastard and then revealing a nobler, thoughtful side through play (Al Swearengen, “Gentleman” Johnny Marcone, Darth Vader, etc) but in a one shot it’s hard to get the opportunity to make someone that dynamic.

GenCon – Part 8 (Friday Night, 8/14/2009)

I’m four actual play reports behind so I’ve got to get this GenCon recap thing done. For archival (and sometimes humorous) reasons I like to have extensive details in my reports but I think time has become my enemy and I’ve got to plow through this if I ever want to catch up.

Acts of Evil

GenCon – Part 7 (Friday Afternoon, 8/14/2009)

Phew… can you believe seven parts and I’m only on Friday? Exhausted reading these reports? That is how I was feeling Friday. It seemed like I had already been to a full length con and I still had two days to go!

Panels, Panels Everywhere…. Er that was Saturday

Gencon – Part 6 (Friday Morning, 8/14/2009)

D20 Crowd Surfing

This is what the crowd in front of the dealers room looks like at 9:50 AM

This is what the crowd looks like when someone throws an inflatable d20 in the air.

Okay, it looks better than that… definitely more alive, but my iphone’s camera has no flash, zoom or shutter speed to speak of, so as far as action shots go, that’s the best I could do.

It was fun times, that was until one of the GenCon staff members plucked the d20 out of the air with a firm reprimand of “Who does this belong to?” Luckily the awkward silence was broken by the doors to the dealers room opening and everyone ignoring said GenCon staff member. I’m sure he doing his job, preventing people from getting hurt, thankless as that job is.

Dealer’s Room

We had to be quick, as True Dungeon was starting in 45 minutes. I stopped by the Burning Wheel booth again to try and meet Luke Crane. I failed at this but did see Brennan, Paul, and Joe who all looked a little weary from lack of sleep but were still friendly as ever. Speaking of friendly, this very sweet booth babe was kind enough to kick my butt at rock-paper-scissors:

Meeting Luke

And just as I was about to leave I saw Luke walking through the crowd and chased him down to the Burning Wheel booth. I was really exited to hear what I he had to say about all my work on Mouse Guard. I hoped to wow him with the props I made and my techniques for subtly introducing setting, mechanics and situation. 2nd Strike. He was very reasonable when he told me he thought it wasn’t needed. I gave him some examples of how I thought it improved game play and he pointed out the ways he thought it detracted from the game.

It was kind of a heartbreak for me, because for the life of me I couldn’t sell him even so far as to look at the work I’d done. It’s a major pain the ass to haul a 44” x 22” foam board map through the airport, even if it folds in half. It sat in my room, alongside the chess pieces, mentor and obstacles cards, laminated skill sheets, dice colored by cloak, custom fate/persona tokens, hard plastic character sheet tents with custom traits, and of all things leather pouch of chuck-e-cheese coins, pointlessly brought to the con.

In retrospect I’m not sure what I expected to happen. Luke has made it clear in the past that his games work as is and generally suffer from tampering rather than benefit.

True Dungeon: Five Aspects

The True Dungeon session at 10:50 made for a good reason to cut off my discussion with Luke. Without anything to actually show him, I was at a loss and felt myself backpedaling. We ended on an up note talking about The Gift and what players got out of playing it, as well as what I got out of running it as a GM.

Then it was a the mad dash to the Marriott, to arrive on time for Five Aspects. Zach and Justin we’re already checked in and equipped with character sheets, Rogue and Paladin respectively. I had weaseled a +1 Darkwood staff off one of the guys we played the mini quest with (Thanks again for that Quinn) and so I was exited to see that the Druid was still available. Some of the more experienced players warned me that Druids have to remember the names of a bunch of leaves. While this seemed somewhat daunting I decided that I was up to the task and did not regret it.

Our first room was a training room. We had 12 minutes to practices our trade. The cleric studied prayer beads, the bard arcane symbols, and myself the identity of leaves. The other more martial characters practiced combat and Speedball our rogue practiced disarming traps. All in all this was pretty cool.

When the buzzer went off a forest dryad came to meet us and sequester our aid. Yeah, baby! Who’s happy to be a druid now! The dryad told us that a powerful mage needed us to rescue a medallion of protection in order to fend of Smoke the dragon. Dungeon adventuring hook #14 for the win.

We proceeded through traps, mortal combat and puzzles. Mostly to get our butts kicked and limp out of the dungeon, but with treasure in hand.

What rocked

The class specific abilities were awesome. Zach had a blast picking locks, climbing through corridors and sneak attacking ogres. I was felt really cool busting out my knowledge of Hickory, Maple, Oak and other leaves and using that for some powerful spells. I did pay as much attention to how the fighter-y classes worked but I assumed they had some equally interesting bits.

Great swag. I can totally see how doing True Dungeon would be addictive. You get goodies like masterwork thieves tools, magical lutes, and greater mistletoe. Afterwards there is a whole trading and collecting element that you can essentially play outside of the normal game. The system is engineered to reward players on several lives.

Interaction. The NPCs, the scenery and the props are all great. As a big fan of creating the environment, I really appreciate all the work they put into creating a tangible setting.

What could have improved

Some of the GMs were clearly less than excited. They had been running people through the same module for a while and we wary. Or maybe they were just having a bad day, or just not into acting in a way befitting of the mood. Either way, their lack of excitement and encouragement dragged things down in some rooms.

This is not a LARP. This is the Anti-LARP. There is no role-playing. Just don’t look for it. You can find it in other places. A few japes about druids getting busy in the forest with the dryads is as far as you are going to get. Manage you’re expectations wisely.

Playing with experienced players once again took some of the novelty from the game. This time I really can’t fault them, they weren’t pushy or trying to hot the spotlight, they just knew what to expect and that made the experience less novel and more mundane for me. Nothing really to do about that except if you happen to have a large enough group that you can fill up an entire slot (6-10 players I think) with your friends.

The puzzles were really hard and lacked context. I had no idea going in whether these puzzles would require logic, real world knowledge, or Dungeons & Dragons specific lore. Sadly the clues did little to clarify this. What ended up happening was that we were punished for guessing wrong so severely than in at least one case we gave up because the punishment for giving up was less than the punishment for waiting for the clock to wind down. This was disappointing and frustrating. The experienced players we were with said these were the toughest puzzles they had seen, so that was some consolation.

Next up… afternoon seminars. More John, Robin and Luke.

GenCon – Part 5 (Thursday Night, 8/13/2009)

GM: Joe McDonald
Players: Zach, Justin, and Sean
System: Ribbon Drive

The End of Innocence

So Mr. Joe McDonald, author of Ribbon Drive was cool enough (or just peer pressured enough by me) to run Ribbon Drive for us in his room.

The game was somewhat complicated by the fact that we needed three separate soundtracks to play it. Power to the iPhone. Zach, Justin and I all had iPhones or iPods that put out music just loud enough that we could hear it if we were quiet and close. Perfect for a game of Ribbon Drive.

The setting for the game is a road trip, but it’s really about re-examining your beliefs and determining of they are still meaningful to you. Each player brings a CD (in our case a playlist) and one of them randomly will determine the setting and trigger character creation. Easier to explain through examples.

Here are the playlists we provided:

Zach: Portland
Justin: Techno
Sean: Is you is or is you isn’t a Swinger.

Joe shuffled the lists and mine came up first so we used that for setting creation.

First song: Meat Loaf “Hot Patootie – Bless my Soul” For the the first line really set the game for me. “What ever happened to Saturday Night” It felt like a story about remembering the good old days. We agreed to come from some little town lost in time. Kids heading to college and seeing each other for probably the last time (even though they all swore they’d get together during the summer).

The second song was Bobby Darin “I’m beginning to see the light.” A cute song about romance coming alive. Consequently, three of our for characters had some kind of romantic drives for their future. After that song we had the army cadet, the drama guy, the mousy girl and the popular girl who had to dumb herself down to be cool. It felt like out own version of the breakfast club.

The game was amazing. It wasn’t about in your face conflicts, and yet we were running from the police, stole license plates, and went skinny dipping under the lights of a carnival. We also had really meaningful conversations and people going beyond their own expectations. I can’t really summarize the game. I mean I could go through the scenes, but I wouldn’t do the story as a whole justice. Suffice to say, it was the best game of the con for me. Probably one of the best games I’ve played in a while.

What rocked

Something needs to guide a story. Sometimes it is the GM, or a rotating GM. Sometimes a player perusing their character’s beliefs. Sometimes the game system tells you Zombies are now breaking down doors, or that the infidels are now making major victories. In this case, however, it was our inspiration based on a song. A swing dance song, a techno song or a song of Portland. Every scene starts with a few moments of listening quietly to a song and then one player frames a scene. Each other players steps in adding to the scene with their color. Either their own character, an NPC or something going on. I’m not sure why it worked so well but it did. We had a certain magic that each of us fed of the other and all invested in the ideas everyone brought. This was a story I would have watched on a big screen (okay, maybe a rental) and that is WAY more than I can say about most games.

The method for changing soundtracks was cool. Every time the roadtrip gets stuck and we didn’t figure a way out, the sound track changed and we started a new scene taking another route. When the playlist went from swing dance music to techno, it was like the little bubble around the character popped and now they were suddenly in the big bad world.

The game was anti-gonzo. Instead of being about “how much can my crazy antics top the next guy” it was a question of how can I relate to the next guy. Those relationships were the power of the game. After character creation we took a short break to call home and check in with the family. I talked to my wife for a while and told her “I know this story is going to make me sad, and I’m really looking forward to it.”

Giving up on the future. The protagonist of the story is the person who gives up on his or her previous notions. Hanging onto them might make you happier (or not) but letting them go admits that you don’t know what life is all about yet and what you believed isn’t necessarily the truth. I was really happy when the game ended with Carl (our army cadet) realizing he may not be home for Christmas, he may in fact die in the war. Either way, he was a better person for being our friend. I loved this scene.

Pacing. Again, there wasn’t a hard mechanic saying “this is when you give up your first future”. In fact as far as mechanics go, there isn’t much at all (activating and crossing off traits is pretty much it), but the playlists ending tell you that a powerful theme (even if a yet unnamed theme) has ended and signals that the story is getting close to ending as well.

What could have been improved

I would have liked to be more familiar with the other music. It usually takes me a few times listening to a song before I can make out most of the words and when we’re talking over it, that makes it even harder. I don’t think we were at a loss for meaningful scenes but I think if I was more familiar with the other songs they would have informed my participation more.

Nobody got laid. I mean really… a teen story and nobody has sex? Maybe that is part of what made the story as powerful as it was. We didn’t fall victim to that trope.

Overall, a great game. I bough Ribbon Drive from Joe on Sunday at the end of the con. I’m not sure if I’ll play it again, but even if I don’t the physical artifact will serve a memoir of the game.

More to Thursday night?

I know there was more. I’m sure we played board games or shot the bull but for the life of me I can’t remember (and my twitter log isn’t being helpful). Zach or Justin, if you remember what’s missing, let me know.

GenCon – Part 4 (Thursday Afternoon, 8/13/2009)

Twitter was back online at this point. Let see if it helps my accuracy.

Yep, it already did. I forgot to mention the killer bike we saw in the art area of the Dealers room.

If I was going to ride a bike, this would be the one. Which is another way of saying there is no way in hell I will ever ride.

True Dungeon (Mini Quest) AP Report

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