Actual Play – To Err is Human… To Forgive is Divine (5/28/2010)

GMs: Sean Nittner and Travis Lindquist
Players: Lots, including Martin, Jay, Shaun, Kristin, Matt, Jennifer, Brent and others.
Systems: In A Wicked Age/PTA and Agon

The origins

This game, these games, sprung from an idea that’s been banging around in my head for years. Alex Miller was the one who pitched it to me, so many years back: “You need to do a game of Gods and Heroes, where you take your projector and a webcam and a couple laptops and let the Gods see everything the heroes are doing.” It was this bold, crazy idea but hell, I had all the gear, why not try it.

And then I wondered what system(s) would I use? How would I coordinate with the other GM? Who would the other GM be? How would I keep the gods entertained enough with their own petty squabbles that they didn’t get bored just watching the heroes? How do we adjudicate the gods effect on the heroes when they want to bring on some smiting? All these questions, most of all who would run it with me, put this project firmly in the “someday” category (read: never)

Then, on a lark I threw out the idea to Travis and he was like bring on the wine and olives, let’s do this! His energy and excitement really got the ball rolling. So we talked some, played some Agon (which we both loved) and finally submitted the games to KublaCon. I can say right now, if not for his energy, excitement and persistence these games would have never happened. Thanks man. Thanks a ton!

Building this from the ground up.

Kubla 2009 – Monday 5/25/2009

As always my Mondays at conventions are spent chilling out, perusing the dealers room and saying goodbye. It’s a shame really, that of four days, you really only get three to game, but I suppose every event has it’s “dead days”. When I go to Gen Con I plan on being there Wednesday – Monday so I can soak it all in, but that is a real rarity for me.

Monday 8:00 AM

The better half and I woke up, got dressed, packed and then headed downstairs for some breakfast. We spotted Cassie just before her game started, chatted with her and Brent some and then meandered.

Monday 9:00 AM

We checked Wasabi out from the Game Library again and played it with just the two of us. Kevan came down about half way through and we talked about the game and the con, a nice way to wrap things up.

Monday 11:00 AM

My mom showed up with the kids, on time, which was great. We headed home, hit some traffic and then basically passed out, exhausted from the weekend. I rode my bike around a bit for exercise and then prepared to play L5R in the night.

Thanks Kubla folks, for another awesome con.

Kubla 2009 – Saturday 5/23/2009

Here be the tale of my Saturday at Kubla.

Saturday 8:00 AM

I really wanted to get a recording of Justin snoring but by the time I got out of the shower he stopped. Apparently he was wearing ear plugs because I had been snoring earlier. Touché

I headed down to the registration desk to ask them to remove me from the 9:00 AM game. I think I signed up for it accidentally. It was a Watchmen game and I’ve neither read the comics or seen the movie. Also BASH has never been a system I was really excited about, so it was just a bummer that I got into the game in the first place. Con staff was cool and told me they would take me off the list and let the GM know. Kubla staff rocks.

Saturday 9:00 AM till 3:30 PM

So instead of playing RPGs I hung out in the morning. I bumped into people, walked around the dealers room, and generally just chilled out. It was quite nice.

For lunch Sean, Kristin, Blinkie, Todd, Matt and I all went out the Elephant Bar and Grill. Good eats but the sampler platter (which I got) was WAY too much food. I was stuffed.

We played Wasabi in the Atrium. Wasabi is a really fun Z-Man game that mixes scrabble and Freddy’s Fast Food of the Damned into a fun make your sushi roll bonanza. Alex, Meg, Blinkie and all made tasty delights. If I weren’t so gorged from lunch I think playing would have made my tummy rumble. Great production value on that game and enough strategy that it would be fun to replay a few times.

Saturday 3:30 PM – Buried Secrets

Something I’ve been looking forward to for a while is Todd Furler’s Unknown Armies game. This one was even more subtly supernatural than the previous game but kept me on edge about the origins of certain people. As he’ll run it again at Gen Con I don’t want to give away any spoilers, I’ll just go over what rocked and what could have been improved.

What rocked

I got to play with Alex, Matt S., and Mike B. Not that the other players weren’t great, but getting to hang out with my friends while gaming is always a plus. Great players overall.

Todd does a great job of framing the game, giving us a good idea of what to expect and what to drive towards. We all started the game with a common thread in our heads of “let’s make this a great story.”

Todd is very flexible, allowing us to move around the story with ease. For instance, there was a scene where we were questioning an NPC. Clearly he wasn’t supposed to give us all the answers but we put him in such an uncomfortable situation that he finally spilled is guts. I think some GMs would have frozen under that or simply made the NPC act unaffected by his situation, but Todd rolled gracefully with it.

Many of the character interactions, especially between my character and her husband, a senator and his aide and my character’s husband and his friends were just great. We had some excellent dialog and laughs around the table.

The story was very “Twilight zone”. Out there, but not too far out there. Close enough that one could imagine it was real.

Ken’s character’s particular issue. I won’t say it hear but I busted up when I heard what it was.

What could have been improved

Due to the nature of the game there were lots of personal scenes between just two or three players. This felt very LARPish which isn’t a problem per se but it meant that a lot of us missed out on conversations that should have been “on screen”. Not sure what there is to do about that.

I had a secret that I really wanted to get out in the open but couldn’t figure out how to do it. My secret was awesome… just couldn’t fathom a way my character would say it. In our last episode on Secrets, I talk about it a little more. Warning, some spoilers there: http://www.narrativecontrol.com/index.php?post_id=484697

Some of our concerns turned out to just be there to make our characters feel like senators (some political issues to talk about), which was great for giving us fodder for a discussion but later felt like it was brushed aside. Also I didn’t feel a strong threat from outside forces. The mob came up a time or two, but didn’t feel like a real danger. I think both of those could have been solved by having some of our political enemies work against us, creating more urgency for our characters.

The players (and GM) of Buried Secrets:

Saturday 8:00 PM to Midnight

The problem with waiting to write this down, I’ve mostly forgotten. I didn’t make it into Matt Steel’s game, which was okay as I was exhausted. A failed attempt to podcast and drink ending in sleeping around midnight. Will fill in more if/when I can remember it.

Fun con energy in the air

It’s the evening before KublaCon and I can feel the anticipation in the air.

I’ve been packing since I got home, my podcast gear, Burning Wheel/Gift props, books, and such, my laptop, props for other people… and oh yeah, clothes, toiletries, vitamins, etc. Around 8:00 I headed out to pick up Elderflower juice (for the Elves) and Root Beet (for the Dwarves). I bumped into , and in talking to him bumped into and company. We talked quite a bit until another Kubla goer showed up and we talked some more, about the shortage of LARPs, the games we were interested in and such.

Later when I got home came by to drop off some artichokes and we talked some about our Kubla plans.

Following that I headed over to ‘s house to drop off a cowboy hat and we talked a little more.

It just feels like the town is buzzing with excitement for Kubla. Christmas for adults.

And now… I’m gonna go pack a few pairs of underwear and hit the sack. Hope to see you at the con!

The next morning and hubby picked me up to take me to the con.  Super cool.

Edit: fixed a link and added my ride into.

Actual Play – Kubla, The Khan of Cons

Kubla this year was my redemption for DDC. During all of DundraCon I was regretting not running a game… so what did I do for Kubla? Yep, run two. More on that later.
Friday 2PM – Check In

We arrived Friday afternoon with the kids in toe and check into the hotel. Without going into a rant here, though I love Kubla, I think that the Hyatt is the least hospitable hotel of any convention hotel I’ve ever been in. The building and rooms are beautiful but the staff, check-out process, and elevator/stairwells all exude irritation. If I ran a horror hotel game, it would definitely be set in the Burlingame Hyatt. We arrived around two and my game wasn’t until six but somehow the hours flew by. Between catching up with friends, eating, buying Dread (a game I’m very exited about) and doing all the normal registration business I barely made it to the game on time.

Friday 6PM – Exalted Unplugged

To be honest I was a little nervous about this game. The play-test had only been mediocre and had exposed several holes in the game that I wasn’t 100% sure I patched. Let’s face it I was trying to jam Exalted into a Wushu box and cover it all over with a thick glaze of the 1980’s LA Music scene. That meant two rules systems, two settings and trying to loop them all together with a common theme.

The premise in a nutshell was that the characters were a high school band (White Gold) in the 80’s in a battle of the bands. In the middle of the competition they, along with their rival band (Maidens of Mercy) were sucked through a dimensional portal (as we all know there were many in the 80s) into creation where they were revealed as the chosen ones (i.e. Solars) who had to save the south of creation. The game was positively perforated with ridiculous 80s references, such as the high priests pray “Woah, we’re have way there… woah… living on a prayer” and the leopard familiar that was hard of hearing, ending with the great weapon being found a top a Stairway to Heaven. Yes this game was designed to be cheese, with cheese on top and a side of cheese to go.

So how did it go? In a word, it was Def! According to Kevan Forbes I broke the geek-o-meter. I’m not sure if that was with the Cult of the Blue Oyster or with naming his Night Caste character the “Rhythm of the Night” but whatever it was, it was a great compliment. This was the first game I had ever received applause for at the end. My players were Alex D, Kevan F, Greg M, Jen M, Brendan and Justin E. They were great. They were better than great, Greg was the one who gave me the Stairway to Heaven, they were awesome. I’ll stop gushing now.

As for the critical breakdown of the game system, I used the Wushu system for the first portion of the game and then used the Exalted adaptation Wuxalted for their time in creation. The system did an excellent job of not getting in the way. Traditional Exalted allows for over the top action, but the game mechanics have a way of slowing down when things get to crazy. Wushu (and the wuxalted adaptation) both get behind wire-fu action and make it integral to the mechanic which I love. Further I found that a battling other bands in a Rock and Roll competition is surprising like fighting mooks in a battle, mechanically speaking at least. I was quite surprised to see Wushu do so when it was clearly social combat. My greatest accolade for the system would be to say that it did not impede the story or the player narration, and for me, that is really saying something.

Saturday 8AM – Breakfast

Saturday morning came a little too soon for my tastes. Thankfully however, I was playing in a pickup game run by Justin Evans so the start time was flexible. I gave my seat in Rich Taylor’s Unhallowed Metropolis to Elizabeth the Rock Star (seriously, she’s probably 18 now and I’ve game with her at cons for the last three years, and she is amazing) and did the breakfast thing. $7.00 Mocha… Wow!

Saturday 9AM – Roanoke – Justin Evans

Mike B, Jessie S, Shaun H, Kristin S and I all meandered up to Justin’s room for a game or Roanoke. Before playing the game I knew nothing about the setting (except for that I thought it sounded vaguely Japanese, yeah… five moron points here) but did know it used the Wushu system and that Justin had added mechanics from other systems (such as the duel of wits from Burning Wheel) so I was really looking forward to seeing what this Roanoke was all about.

I had an ulterior motive here, I’ve got to admit. Justin has been in two of my games before (Office Waste last year at Kubla, and my previous night’s Exalted Unplugged) and both times he was awesome. The master of subtle humor, Justin has an amazing talent for grabbing onto a small morsel of hilarity and beating you to a giggling pulp with it. I guessed (and was correct) that he would also be a great GM but before begging him to join, I felt it obligatory to play in one of his games and see for myself. Man, am I glad that I did.

For those who know nothing about Roanoke, fear not. You are part of the majority. The setting is a small island in the Chesapeake Bay. From Wikipedia:

Roanoke Island was the site of the 16th century Roanoke Colony, the first English colony in the New World in what was then called Virginia, in honor of England’s ruling monarch, Queen Elizabeth I. There were two major groups of settlers who attempted to establish a permanent settlement at Roanoke Island, and each failed.

In 1587, the English again attempted to settle. John White left the colony to return to England for supplies that he felt would help the colonists to survive, expecting to return to Roanoke Island within three months. Instead, he found England at war with Spain, and all ships were confiscated for use of the war efforts. His return to Roanoke Island was delayed until 1590. When he finally returned, the colonists had disappeared. The only thing he found was the word “CROATOAN” carved into a nearby tree.

The game of Roanoke is the story of what happened to those colonists during those three years. I will not reveal the storyline as I believe Justin is going to run the game again, but suffice to say, Justin ran a great game. His depictions of characters, control of the pacing, and improvisations were great. In addition he (as I expected) added several mechanics to the game:

  • To represent the impending doom or Roanoke he used a doom counter system that determined the relative horror of the final outcome.
  • To handle out social combats he used the battle of wits from Burning Wheel.
  • To flesh out NPCs, which he handed to the characters to play he gave us aspect cards with descriptors similar to the decriptors you would find in Spirit of the Century.
  • To help flesh out our characters and connect them together he had us each contribute to each other’s character sheets elements like “fatal flaw” and “saving grace”. We also decided as a group why the head of the militia had chosen us to work together as his aids.
  • And one of the coolest bits, we drew the island, including adding all the elements like mysterious caves, mute water sellers, mud pots and the works
  • Finally, at the end to evoke real urgency, our characters got put on a timer to resolve the last scene. Using a chess clock we rallied back in forth (between players and GM) to describe our actions. In a game that is heavy on the narration, this was awesome

Were it just for Justin the game would have been great, but in addition we had an amazing group of players. Everyone in the room was so immersed in the game I could taste the salt water off the Chesapeake Bay!

Saturday 3:30 PM – Rock n’ Roll Dreams – Carl Rigney

We had to peal out of Justin’s game just after it ended, leaving no time for the normal game debriefing yack that I love to do… we had to run to make it to Carl Rigney’s Dogs in the Vineyard game. Jessie has never played Dogs before and I was very exited for her to get a chance to a) play Dogs, b) play a game that Carl runs and c) get to be a Rock n’ Roll legend. The con gods must have loved us because we both got in.

Carl’s games (which you can hear at length about over at 2d6feet are great, and this was no exception. He used a Dogs in the Vineyard adaptation to run this game:

Brand Robins’ “Jim Steinman: The RPG” comes to life using Dogs in the Vineyard mechanics in a rock n roll opera of desperately pretty rebels without a cause, 50’s ambiance with 80s hair and modern hyper-sexuality. It’s all about the Bat Out of Hell, Nowhere Fast, Streets of Fire, I Would Do Anything for Love over the top emo porn modern fairy tale, with nothing less than 3 true loves, 5 broken hearts, a fight with sledge hammers under the L train in a thunderstorm, a beautiful ‘57 Ford, and the blowing up of that beautiful ‘57 Ford. If you’d offer your throat to the hungry wolf with the red roses in the pale moonlight, this is the game you were born to play.

Yes, I drove that ’56 Ford and yes I did get in a sledge hammer fight with the biker gang leader, and yes in the end I did explode in an inferno of love, glory and teenage hyper-sexuality (oh.. not to mention fire and wreckage). Our race was to get out of town and Dean Able (my character) found one way out. Rarely have I been quite so satisfied with my character dying horribly.

Thanks Carl, that was awesome.

Sunday 9 AM – There Is no Spoon

Back for the second game I ran, again with the Wushu, I took six coppertops into the Matrix and gave them the chance to Free their Minds. If I said above that the Wushu system didn’t get in the way of the narrative for my Exalted game, it positively made that same narrative ROCK in the Matrix game. There is no single system that would have supported the Wire-Fu, strange Matrix philosophy, Bullet time and inevitable fight and flight from the Agents. I’m getting tired now, and these descriptions are getting shorter. Suffice to say, thank you Martin , Matt , Vicky , Joel , Jessica and one other who’s names escape me for an awesome time in the Matrix. That game was a blast.
Sunday 4 PM – Podcasting with thismoderndeath.com

My first podcast. Rock! Check it out at thismoderndeath.com

Thanks Shaun and Kristin, that rocked.

Sunday 8 PM – Board/Party Games

We played Amun Re and Time’s up in our room. Just a little bit of alcohol and Time’s up becomes a truly awesome game. Kevan Forbes and I OWN Michelle Pfeiffer.

Once again. Kubla was six kinds of awesome!

Actual Play – Wushu – The Matrix Has You

Wow, I’m feeling very happy. I play-tested my Matrix game (There is no Spoon) yesterday and it went very well, better in many ways than the Exalted game I ran two weeks ago. Both used the Wushu system but after having run it once I felt much more comfortable doing it the second time. We had some awesome scenes including a very John McClane moment of blowing up and entire building floor, leaping down six stories, then eight stories then thirty stories!!! The fought agents, more or less got pummeled by them, but got to bash them around quite a bit too. We had explosions, car chases (or sorts, one of the characters was leaping from moving cars), and deception. I really enjoyed the game and the feedback given by the players will make it even better during the con. Two of the best compliments I got at the end was Steve saying it was “pretty good” which a huge achievement given that he doesn’t like the Matrix and Erik wanting to borrow my copy of the movie after the game. All in all, I feel much better about this game than I did before the play-test.

I’ve got a long list of good things to keep as well as improvements to make so I’ll have some work cut out for me before Kubla, but I’ll be happy to do it.

Next post… later last night.

Kubla is King!

Man, I really can’t say enough good things about Kubla this year. Part con, part company and part serendipity, I had a blast.   Warning: This post is very long, read as time allows.

Pre con excitement.

The fun started for me 10 days before the con. On Tuesday (the 15th) I play tested my Office Waste game with Erik Woodbury, Travis Lindquist, Steve Dunn, Tracy Pinkelton, Omar Camacho and Matt DeHayes. There were some kinks in the game (as there is supposed to be in a play test) but overall I had a great time. Such a good time in fact that I would have been content even if the actual game had been canceled, had no shows or just sucked at the con. The Prime Time Adventure rules (especially Paul Strack’s variations of them) are fast, flexible and fun. My players were awesome and really confirmed to me what a great idea it was to let players play characters who were normal Joes that got to break free of mundane constraints.

After the play-test was done and improvements were made I spent a few nights helping Eric Woodbury with Arathi Ceasefire (a World of Warcaft LARP). Eric is an experienced tabletop and live action role player, but this LARP needed a lot of WoW background information and a system to be created. Erik, Steve Dunn, Tracy Pinkelton and I had gotten together a few times to work out the system and now it was time to crank out the characters. I made seven of the thirty characters and a few minor props. All in all it wasn’t a giant contribution, but I really had fun developing interconnections between the characters. Sadly my game (Office Waste) and Erik’s (Arathi Ceasefire) were both Friday night. So while I helped prep the game, I couldn’t actually be there to be an assistant GM.

Friday Night (Office Waste – by me)

Erik and I got out of Davis just after 4, which was only about two hours late, so I was pretty happy. We arrived and checked in and quickly assembled 30 character packets for the LARP. I helped Erik carry the stuff to Sandpebble D and then left him to run the game. As I had opportunities to check in on the game (while mine was having a break) it seemed like the participants were having a great time. The follow up that I heard after confirmed just that. Arathi Ceasefire went off like gangbusters.

I had an hour before my game was going to start and a friend of mine that lives in Colorado was in town. We hopped across the street, had a bite as Sizzler and then I bolted back to the hotel to get Office Waste started. From left to right here is Alex and Charles just before we went out to dinner.

Alex and Charles - Before Dinner

My players were Justin, Mike Bogan, Sam, Rasilind, Elizabeth, and Brent. I had gamed with all of them except Rasilind and Justin and I was confidant that the group was going to rock. I was wrong. The rocked hard! Every time I faced them with a horrible traffic, evil bosses, sadistic dot-matrix printers, sensitivity trainers, partnership councils, arrogant IT guys, whiners, annoyingly happy co-workers, strange food fetish co-workers and disgusting, greasy, uncouth co-workers they shined like I could have never imagined. Prime Time Adventures (with variations from Paul Strack) allows the players to narrate both successes and failures. Given this, much of the “story” is put in the hands of the players (where I think it should be). They give direction to the plot and narrate a good portion of the scenes. Between the hot-boxed bathroom, “everybody likes my chili”, the fake then real then mocked dying grandmother and the who-on-myspace dialog, I was practically crying from laughing so hard. My players were nothing short of awesome and they made the game something I will never forget.

Deliriously happy, I met up with Erik and Steve who were drinking with some other gamers. I met (hoping I remember names now): Paul, Devon, Dave and Joe. The guys were all friendly and willing to share their wine so how could I turn down the company. We drank for a bit and then eventually headed up the room to crash.

Saturday Morning (Spirit of the 24th Century – by Mike Parker)

I went to bed late on Friday and didn’t sleep all that well. Noise and an uncomfortable bed didn’t help. To my surprise the alarm clock woke me up around 8ish and I made it to my 9:00 game: Spirit of the 24th Century.

For me this game was lot of firsts. Mike Parker is one of Good Omens more recent GMs and one of the few that has never ran a game I was in. I knew Mike had run several Spirit of the Century games already so I was eager to see what he could do with a system he was comfortable with. Also, the game itself was totally new to me. I had heard Paul Tevis’ review of it some time ago and I was interested in the game, but up till now had never played it. Also, of the players in the group I had gamed with Gerry and Greg Eichner before, but Anton, Stephan and the guy who played RxM-42 (sorry, I should have written down names) were strangers.

There are a lot of game reviews of Spirit of the Century (two of them here: Have Games Will Travel, and four more on RPG net (which you can find by searching the reviews at rpg.net) so I won’t go into the details of the game except to note how I think it is well suited for a con game.

In Mike’s game (as per usual with SotC) we created our characters before starting. With a game using d20, Hero System or even World of Darkness I would have dreaded doing on the spot character creation. It can take hours to do and experienced players will end up with much more efficient and “powerful” characters than novices. Spirit of the Century, however, falls in the category of trait based character building which means my “Grew up in a space farm” was every bit as useful and descriptive as Monkey-X who had the trait “Oook Oook”. Character creation is (reasonably fast) and entertaining in its own right. Because this was Spirit of the 24th century, a few things had been changed. We were playing in a high pulp future much like Buck Rodgers or Mars Attacks. Giant Robots, Martians, Space Nazis, you name it.

This took two hours but was well worth it. All of our characters were connected to each other (as part of the character development process) and we had established several antagonists that Mike was able to use as his villains.

In SotC the player describes their character as he or she ages and give them “aspects” which will later be used in the game. I chose to create a “rocketeer” character that was born on a space farm. Quite by accident I named him Davey Rocket and hilarity ensued (along with a chorus of “Davey, Davey Rocket. King of the final frontier.”). As I created the character I ended up with aspects like: An honest face never lies, everyone knows Martians have a glass jaw, a damsel in distress…., and my tribute to Kirk: “But that’s not…possible…” The other characters were similarly rich. Mike did a great job helping us along. As we tried to find appropriate aspects to pull from our history, he was always there with a helpful suggestion that suited the era. After two hours we had a great cast: Davey Rocket, RXM-42 (Android Ninja), Green Something (Martian with only a coincidental resemblance to a mantis warrior found in another slightly larger RPG) Red Starburst, Monkey X (the super intelligent experimental co-pilot monkey), and Doc O, the man of SCIENCE!

Once the game got underfoot, we went from having a good time, to having a great time. Because of our characters backgrounds we managed to have Robot Ninja Monkey Aliens (our side) vs. Pirate Nazi Mind Slavers (the bad guys). The game was completely campy and ridiculously funny. I was quite happy when my rival Hydrogen Hilda (a blue Martian Pirate who worked for the Cult of Hauptman) captured Davey, took away his rocket pack, interrogated him and then had her way with him. Of course RXM-42 came to the rescue only so that I could face my rival again in the field of battle. Mike really impressed me with this game. He rolled so smoothly with our ideas that you would have thought the characters were pre-generated for his story.

As if this review hasn’t been long enough, here is a picture of the players.

Saturday Afternoon (Thy Will – by Todd Furler)

Todd Furler was a new GM to me, but he had come highly recommended. Alex Miller had been in his octaNe game Friday night and Tracy Pinkelton had played Buffy with him in the past. Both told me that Todd was a lot of fun. However, even given that I was skeptical about the game description: “A brutal murder makes you question everything you’ve ever believed. Players in this game must be comfortable having their characters discuss morality and real-world religions.” It wasn’t so much that I was intimidated by the description as I worried that after two very upbeat and entertaining games, this would be a downer. Again, I was happily surprised.

Todd Started the game explaining Unknown Armies as a game that looks at what normal people do when under extreme stress. He prefaced the game with a disclaimer that the game would be disturbing and we must be able to remain detached from our character in order to play. Nobody stirred from their seats. He continued with a few expectations that made it clear to all of us that this would not be a “sit com” RPG.

The story included seven very normal people who all had very different religious views that God had condemned and sent and angel of wrath to destroy. The game spanned five years and in that time our characters were forced to accept realities they really couldn’t comprehend (an example my character who was a happy go lucky pacifist killed someone to protect himself and the others and really went a little nuts when he realized what happened).

By the end of the game, all of our characters had changed profoundly. The atheist had joined Unitarian Universalism. My character who was terrified of commitment married one of the other characters and had children with her, and half of us were killed by the angel of wrath before he finally couldn’t stand the paradox of God’s command, gained free will and was cast from the heavenly choir.

I expected the game to be intense but it was much more than that. The game was full of horror caused both by the world around us and by our own self reflection. I remember at one point taking Jarys (who was playing Eduardo Mendoza the atheist) and literally yelling at him for several minutes because he was trying to give the responsibility of negotiating with the Angel of Wrath to a 13 year old boy. He had very good reasons to do this, but my character who was friends with the boy just couldn’t handle it. We changed, grew, had children and died and we did it all in four hours. Personally I was amazed that Todd told such a moving story in that short of time. This was the most human and most horrific game I’ve every played in. Fantastic job Todd and the same to the other players (who sadly I only got the names of Sam and Jarys who I already knew)!

Todd Fuller's Thy Will Players


Saturday Night (Office Dogs at the Water cooler)

By 8:00 PM Saturday night I was really beat. I had stayed up till 3AM every morning since Wednesday and as I mentioned my hotel sleep was fitful and less than rejuvenating. I found that I had gotten into Wilson Zom’s Office Dogs at the Water cooler game and wasn’t sure I was up for it. Wilson had adapted Dogs in the Vineyard, a game set in an old west that never was, to modern day corporate world. The characters worked for the Davidson-Oligmueller Group (or DOG) and they were consultants that went from company to company to help them implement and maintain the DOG code. As per the normal DotV scenario each company you visit has some problems and you are there to weed out the corruption and get a company back on track.

Since I had some experience playing and running Dogs, I found myself giving advice to Wilson and the other players throughout the game. Normally in DotV this is encouraged. The players are supposed to add their two cents into every situation, however, I worried that I was going overboard. I talked to Wilson twice about it and he said that I hadn’t overstepped my player role but I couldn’t help but feeling I started the game back seat GM-ing. Once I noticed, however, I started doing it a lot less and intentionally put the responsibility of tackling several key “problem employees” in the hands of other DOG consultants.

We had some good times rooting out the corruption. As per a usual DotV game, the adventure isn’t about doing detective work, it’s about confronting people and breaking them down until either a) you make a judgment about them or b) they tell you something that significantly changes your mind. For the most part I played a DOG who walked into the situation thinking (actually knowing) that I already knew what was wrong with the company. The cool thing about DotV is that players decide how their characters interpret the Faith (in this case the Code) and act accordingly. Even thought my character (Dale Bennet) didn’t have all the information, he was certain of who was creating the problem (Wilson had made it pretty clear) and was ready to take action. Since even the CEO was afraid to fire this employee (who the share holders thought was a wonder boy) we did it for him. Then we canned the CEO and forced someone else to take his position and rehire the ex-CEO as a consultant. The latter part was done as part of a narrative, but firing the wonder boy Bob was a really intense conflict. He pulled out all the stops and after he realized there was no way to save his job he started threatening ours. By the end of it all but one of the characters had to defend ourselves in front of the DOG review board. We managed to keep our jobs but earned some nasty fall out. I think mine was “Can’t find the snakes head to grab 1d4”

Interestingly, some of the best conflict actually arose between the dogs. One of us was skeptical of the DOG Code and when he mentioned off the cuff that ignoring it (in this case doing illegal business) flippantly and said “so what” we had a long and vicious conflict which almost amounted to loosing one of our consultants in the middle of the game.

As always I like that DotV skips past the trivial bread crumb system of GMs giving clues until players figure out what is going on and dives right into “this is all jacked up, what are you going to do about?” Good job Wilson and the other players (again I was too tired to remember the names and didn’t think to write them down).

Although I really enjoyed myself, I wish I could have had a clone that got into Rasilind’s “Mystery Men” game. It sounds like the game was awesome.

Wilson Zom's Office Dogs at the Water Cooler players

After being a DOG till 2AM I meandered a bit and then finally crashed in my room.

Sunday Morning (7th Sea – Jay)

Sunday morning I got into a game that didn’t really fit my play style. There were seven players and the others were having a good time so I politely excused myself. Luckily, Erik and Steve had gotten their 7th Sea mentor Jay (sorry don’t have the last name) to start up a game and they called me to see if I could join. Heck Yeah! I called Alex Miller, got him to join and we started.

Jay had run this game before and had a whole list of pre-generated characters to choose from. Collectively we were Sebastian the archer, Andrew the highland warrior, Allison the pirate and myself, Herbert the cook. The game started with a simple mission: Capture a spy whose whereabouts were known and security was lax and turn her into the Lord Bywood. Well, just in case Jay plans on running this game again I won’t spoil the details but after we took a break, all of us agreed that we must have been hoodwinked and of course, we were right. Good times ensued as we tried to get our reputations out of the mud.

Jay is a good GM. I can see where Erik and Steve got their style from. The players however were really what made the experience great. Early on in the game Lord Bywood asked if we were sailors and being both cocky and drunk Steve said Sebastion was part of the queen’s guard, Erik claimed Andrew was a dancing monkey and for my part Herbert said he was part of the church choir (he was singing a sea shanty when the noble arrived). Advice for those who follow: Be careful who (or what) you shove into a canvas bag.

Sunday Evening (Dealers room and dinner with Greg M.)

After the game, I checked as saw that I hadn’t made it into any afternoon games and so Erik, Steve and I cruised into the dealer’s room. I was glad to see that EndGame was doing well and chatted with Chris and Aaron for a bit. Erik was pretty excited about Battlegrounds, which is essentially a miniatures game made with cards. Much lighter, smaller and cheaper. Best of all, no painting required. It’s been a while since I’ve played miniature games so it took some time to sell me on it. Chad from Your Move Games was very friendly and happy to demo/explain as much about the game as I was willing to hear. Clearly he was exited about the game and as it is non-collectable I didn’t feel like my $15 was going to open a huge can of financial worms. Though interested in the game, I didn’t have the energy to try it on the spot so I chucked the box in my backpack and started making dinner plans.

Greg Matheison was coming to the con to have dinner and see friends (he couldn’t attend more due to work) so I went out to dinner with him and a few other guys. Sizzler again. Their salad bar is really expansive (in addition to salads they have nachos, onion rings, chicken and others) but the fish and chips was pretty mediocre. I used to be in Greg’s bi-weakly game but dropped out due to distance, so it was really great just to hang out with him for a bit.

After dinner, I felt pretty crappy. Greg drove an hour or so to see me and I was bolting off to a game. Only I didn’t get into Noah Hills “Thank you for using the Umbrella company…” World of Darkness game or into Larry’s Srenity game or into Matt Espinoza’s “All Aboard” Deadlands game. In fact I didn’t get into squat. I can’t really complain much, though, that is the cost of getting into all of your picks early on in the con. Greg, Alex, Steve and I decided to wait in Matt Espinoza’ room so that Greg could say hi to him before the game started. When we got there we saw a sea of crashers all dying to get their huckster on. Amongst them was Sam and Joel Mikesell and Brent (Brent I need to get your email address, a last name and phone number wouldn’t be too bad either). It was either Joel or Sam that mentioned we had enough people to start our own game and somehow we roped Greg into running a Shadowrun game for us. Mike Parker offering up his copy of the rulebook helped, but ultimately it came down to Greg being a really nice guy who kicks ass at GMing Shadowrun.

We bumped into Kim in the elevator and dragged her along with us, bringing the total up to seven players. Instead of making characters on the spot we just photocopied the archetypes they had in the book and used those. Sam played a troll named “Sue”, Brent played the Arabic and very professional weapon specialist, and I had Carmen, the gunslinger adept who used to be a normal woman who suddenly found herself field stripping and assembling a Colt Manhunter. Yep, it was the Gina Davis character from Long Kiss Goodnight, but I had fun with it.

For creating a game off the top of his head, Greg had some great flavor. Our fixer John Leningrad was missing his oni-bot (yep her name is Yoko Oni ) and wanted us to find him. We made our way through a troll biker gang (and when I mean make our way I mean put holes in every one of them), a prime runner named Flynn and finally to a mafia warehouse. By then end of the session we were all having such a good time and so tired that any kind of plan we might have been able to think up went out the window. A super powered lightning bolt, a rocket launcher and a dwarf ninja were apparently all we needed to rescue the oni-bot. The game was a lot of fun and a great send off from Kubla.

Monday (heading home)
So as to appease the woman of my dreams who was taking care of my two children over the weekend, I headed home pretty early on Monday. I bought a skull to use as a prop in the flea market and then Erik and I (who were carpooling) headed out.

Kubla was really a blast. I am so glad that I went this year.

I’ll be posting a condensed version of this on the Good Omens website (www.goodomensgames.com) shortly.

 

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