Apocalypse World: Changes

It’s been far too long between sessions for my Apocalypse World game ((The last post about the campaign was three months ago, and it that post was written long enough after the game that I didn’t remember it clearly, so we’re talking about probably four months.)). Scheduling over the summer is always problematic, thanks to various vacations and travel plans ((We were hit by GenCon, Burning Man, a wedding, and a honeymoon.)), but things have settled down for bit before the Christmas season messes with scheduling. We’re in the home stretch on the twelve-session run of the game – this is session eight – so we should be wrapping things up early in the new year.

Anyway, we got together last night for the latest session. The first part of the evening was spent filling in the map ((The map had gone missing for a while, but I found it, and we were able to chart in some stuff, like the food caravan ambush site, Sway’s caves, the beacon building, etc.)), recapping the game up to this point, and doing a little socializing. Then we got down to things.

Nils had repaired the beacon control circuits as best he could, but in order for it to work, he needed to reinstall the circuits in the beacon. No one liked that idea, because they had run into a number of scary things at the building where they found the beacon, including some nasty things in the basement and sightings of ghillie-suited soldiers on nearby buildings. But the trail to Snow’s stasis facility required that the beacon be reactivated.

The players were rolling pretty hot, which is good for them, but in a game like Apocalypse World, it makes for a rather uninteresting evening. Luckily, you can always count on the luck to change, and when it did, it changed big time. Suddenly, there was a booby-trapped door, snipers, an armed drone aircraft, and horrific mutant beasts ((“They’re Morlocks!” cried my players. Not quite, but pretty close.)) in the ceiling and elevator shaft. There was some running back and forth, as Snow left Nils on the roof to repair the beacon while he ran downstairs to help JB and Magpie with the monsters they were fighting, and then had to run back to the roof when Nils came back down without having got the location readout from the beacon.

In the end, they made a heroic dash to Nils’s van under fire while being pursued by the mutants ((They almost managed to haul JB off to their basement lair, but Magpie managed to chase them off long enough for Snow to come to the rescue and Nils to get the van started and moving.)), and took off through the city. They stopped after they were sure they had lost any pursuit, and did a sweep of the van, turning up what seemed to be a combination locator device and bomb.

Back in the hidden base, Nils used his new tech developments ((Nils bought the Angel move Healing Touch as an advancement, and described it as funnelling his connection to the psychic maelstrom through circuit boards applied to the wounds.)) to help patch up Snow and Magpie, both of whom had taken some big hits. They data they got from the beacon pointed them to the second beacon, some distance north of the Ruins, on the way to Dawning. This second beacon should have, they believe, the co-ordinates of the stasis facility. They decided to head back to Roosevelt to resupply before heading off after the second beacon.

They made good time heading back to Roosevelt, but I was looking at my fronts, and decided to advance a couple of them, so they arrived to find the gates of the town closed and manned by soldiers in Dawning uniforms. They dropped Magpie off ((She was anxious to go and see what was going on with her hoard.)), and decided they’d best set up somewhere safe, like the caves that Sway was using out in the quarries.

Magpie got in to the city after getting someone inside to vouch for her, and found her (heavily booby-trapped) hoard untouched. She also got the story of what happened: Calico had apparently killed Boss T and her household and taken control of the city, but being crazy, she couldn’t maintain control, and some folks from the marketplace sent a message to Dawning, asking for their help. Dawning came in, Calico ran ((Along with a significant number of her guards.)), and Dawning has taken up peace-keeping duties until things calm down and get sorted out with an election, etc.

Meanwhile, at the caves, the rest of our little group ran into Calico’s resistance. There, they got a slightly different story, where Calico blamed assassins for Boss T’s death, and talked about how Dawning forces showed up out of nowhere to take over and chase her off. Nils traded his ATV for the three of them not getting co-opted into Calico’s little guerrilla army. They headed back to Roosevelt, where Wilson, the Dawning trade rep, was waiting to interview them in the mayor’s house.

Wilson satisfied herself that JB and Snow weren’t there to stir up trouble, and let them keep their weapons and go about their business. When they had gone, however, she had some harder questions for Nils. She told him that she was pretty sure he had deliberately killed Sparerib and Lark, but was willing to ignore that in the interests of peace in Roosevelt. She also told him that, when she took over, she had searched his workshop and took the suitcase that he had recovered from Sparerib and Lark and, if they were going to get along, he had to accept that. Seeing as, as far as I could tell, everyone had forgotten about that suitcase and they’d never managed to get it open, I was pretty sure that would be okay, and it was.

The gang took some time to seek out Wei, the medic that they knew in town, to get a more balanced account of what happened. According to him, Calico had announced that Boss T was dead, and had been killed by assassins. She instituted martial law, and seemed to get very paranoid about the Yellowhammers, with their heavy, shrouding, identity-obscuring robes and close-mouthed unity. She tired to strip search some of them, and they turned on her, many revealing that they had weapons – both mundane and weird tech – hidden on their persons, and a big fight broke out.

That was when the Dawning folks showed up, apparently out of the blue, and got between the two forces.  Calico took to the hills with her people, and the Yellowhammers backed down. Now, there are patrols of Dawning forces on the streets of Roosevelt, a lot of Yellowhammers have gathered in the town, and everyone is just praying that the violence is over.

All three of our heroes gathered back at Magpie’s place with beer and a bottle of whisky from her hoard to share information and commiserate. That’s where we left things for the evening.

We’ve got another game scheduled in three weeks, and that’s the last one on the books for this year. We may get one more in, which would leave the last two session to the new year. I’ve got the players thinking about what their goals are for the game, and am looking forward to seeing how it wraps up.

I’m also starting to think about what to run next.

Civil War: Rescue

***Spoiler Warning***

My group and I are playing through the Civil War event book for Marvel Heroic Roleplaying, from Margaret Weis Productions. While the course of play may not follow the event book – or the comic books – precisely, there’s going to be a certain amount of stuff that does conform to the adventures and comic series.

In short, if you don’t want to know what happens in Civil War, don’t read these posts. Or the comic books.

***You Have Been Warned***

Last Friday, we got together for the latest session of our Civil War game. We had a full house, which was great, because the plan was to locate and rescue Spider-Man, who had been captured last session. Seeing as the Guardians had been seen helping Aunt May and M.J. escape S.H.I.E.L.D. custody, Captain America had a pretty good idea that the Guardians ((And especially Jumpstart.)) would come to Spidey’s rescue.

And he was right, of course.

Now, in the three weeks between the last game and this one, we’d worked out a system to allow the Guardians to recruit and use other heroes. First of all, they had to have a hero willing to work with the group – that’s pure roleplaying. They’ve had some success with this, with Luke Cage and Daredevil ((The Danny Rand Daredevil.)) joining them, as well as Cyber, an original hero who used to be an NPC associate of Volcanic ((He built his lab assistant a power suit to keep her safe when she decided to go underground with him.)).

Once someone is well-disposed to the Guardians, they can be unlocked as playable characters for 10 XP. Each scene, the players can decide which character they want to play from the pool, which includes all the unlocked characters plus the players’ original characters.

The players can bring extra characters along for the scene, but each player only gets to play one character – playing multiple characters would really slow things down ((There are lots of things that I love about MHRPG, but it is not a fast game. Quite the opposite.)). Instead, extra characters become assets that the group can use, rated at the hero’s highest die. So, you can have a Luke Cage d10 asset if you bring Luke Cage with you on a mission.

Because Captain America had a good idea the Guardians were coming, and had time to plan and set things up, I pulled off the gloves in setting up the opposition for the rescue mission. Spidey was being transported to 42 via a small convoy of special APCs with Doomtech augmentation ((S.H.I.E.L.D. got a whole bunch of Doomtech thanks to the Guardians, way back here.)). The point APC held Battlestar and a squad of Cape-Killers, the tail APC held Arana and another squad of Cape-Killers. The middle APC held Spider-Man, Venom, Captain America, and another squad of Cape-Killers. Falcon, Sentry, and the Green Goblin were on high watch, flying above the convoy.

I also gave the pro-SHRA forces a few assets for the situation:

  • Captain America’s Plan d12
  • S.H.I.E.L.D. Co-ordination d10
  • APC d10

I also gave Captain America a Reed Richards-built insulator harness for facing Jumpstart ((It added the Insulator Rig power set, with Electrical Absorption d10, and the Gear limit.)), gave Stun Blaster d10 to a couple other guys.

So, yeah. A pretty tough set-up. Of course, experienced Watchers will already see what I’ve done wrong.

Waaaaaaaay too many characters. After all the talk about how I didn’t want the players running multiple characters each, I loaded up my plate with a total of seven heroes and a whole passel of extras. It made things threatening, sure, but it made them very, very slow for me, and thus for the players.

But we’ll get to that.

We started with the gang hacking the S.H.I.E.L.D. computers ((AGAIN. I told them that their S.H.I.E.L.D. Computer Back-Door Codes d12 was going to be used up on this attempt, no matter how well they rolled.)) to find out where Spider-Man was being held. They found that he was being moved the next night to something called 42, and they found the route, but no details about any escort.

They put together a plan ((I shut down one aspect of the plan that would have either had me running two parallel action scenes or completely restructuring the scene I had planned. It wasn’t a good feeling, squashing what was actually an interesting idea, but I did it for the sake of expediency. Sorry, Erik.)), picked a spot to ambush the convoy that was well away from civilians, and set up a few assets of their own, like Conveniently Collapsing Building d10 ((I think it was actually called something else, but can’t remember it offhand, so this gives the general gist.)) and Ambush d10. They all played their regular characters, but brought Cyber, Luke Cage, and Daredevil along with them, using the system I discussed above.

The start of the battle was everything I wanted it to be. The ambush worked great, but the heavy resistance meant that the Doctor and Jumpstart both had stress on them pretty much right out of the gate. They dropped Battlestar and the Green Goblin pretty quickly, as well as a few of the Cape-Killers, and took all three of the APCs out of the fight before the end of the first round.

And that’s when I noticed that, even though they had been careful about the action order and everything, I still had about four groups of bad guys that had actions at the bottom of the round, which would lead into the bad guys getting to go again at the top of round two. Now, as far as tactics go, that’s awesome, but as far as play experience for my friends, it sucked, because it would be a long wait for their turns.

In retrospect, what I should have done is picked a couple of good heroes to run, and threw in the rest as assets, just as I was having the players do. That would have allowed me to build the strong resistance and given everyone a good, challenging fight, while still keeping things moving at a respectable pace.

But I hadn’t done that. So, I screwed with the action sequence a little bit to bring things back around to the heroes, who implemented Operation: Grab Spidey and GTFO. This involved them grabbing Spider-Man and running for the GX-1. This retreat was, obviously, under fire, and the Sentry was heavily involved in that. As the heroes were already leaving, I used 2d12 from the doom pool to end the scene with the arrival of the Void.

The Void and the Sentry duked it out, destroying a couple of city blocks and killing some bystanders ((Which was kind of a dick move on my part. The Guardians had gone out of their way to pick a mostly deserted area, and did everything they possibly could to limit civilian casualties. Why did I do it? Mainly to make sure that the idea that heroes are dangerous to civilians retained validity.)), and incidentally preventing pursuit. The Guardians brought Spider-Man back to Volcano Island, reunited him with his ladies, and started planning the next phase.

Because we had spent part of the beginning of the game session deciding on the three questions they get to ask about AIM, because of the AIM database they liberated a couple of sessions ago, and my stupid decisions that made the combat scene go so slowly, that was about it for the evening. There was some strategizing and socializing after that, and they paid the 10 XP to unlock Spider-Man as a playable character, and then they went home.

Now, I’m going to send them the answers to their AIM questions via e-mail, hopefully this weekend, and that should determine where they go next. They’ve also got their invitations to a wedding in Wakanda that might interest them, and the question about what 42 is.

We’ve got three more sessions on the calendar before Christmas, which should bring us up to the end of Act Two. Then the gloves really come off.

I’m looking forward to it.

Edit: I incorrectly used ATV instead of APC in all the instances above, because of dumb. I have corrected that. Thanks to Erik for pointing it out.

Shooting Lots of Fish

***Spoiler Warning***

I’m going to be talking about the Firefly RPG in this post. Specifically, I’m going to be talking about Shooting Fish, one of the adventures in the Echoes of War line from Margaret Weis Productions. I’m going to be doing my best to avoid big spoilers, but there may be some – some of the things I want to talk about will probably give away a few plot points ((See what I did there, Cortex Plus fans?)). I’ll try and keep anything big hidden behind spoiler tags, but read at your own risk.

***You have been warned***

All set for the Firefly RPG demo at Imagine Games and Hobbies.

All set for the Firefly RPG demo at Imagine Games and Hobbies.

So, as I mentioned back here, I got a chance to play the new Firefly RPG from MWP at GenCon this year. I had a blast, and had already bought the GenCon exclusive preview book, and so I offered to run a couple of demos here in Winnipeg: one for my gaming group ((Well, for portions of my gaming group. My gaming group, over the years, has expanded to be a loose network of about fifteen people, and each game I run or play in involves a subset of that larger network.)), and one for my FLGS, Imagine Games and Hobbies. I decided to take the same tactic that Rob Wieland took when he put us through our paces at GenCon – offering the group the choice between the two scenarios that were included in the preview book.

I think it’s interesting to note that, in each of the three games where this was done, everyone chose the scenario Shooting Fish. They’re both good adventures, and both look like a lot of fun to run and/or play, but Shooting Fish has the crew helping out an orphanage, while Wedding Planners has the crew escorting a young socialite to her wedding. As soon as the word, “Orphans,” comes out of a crewmember’s mouth, though, it’s pretty much all over bar the whining ((At least, playing with the characters from the TV show. There’s a certain expectation of heroic, soft-hearted behaviour with the canon crew. Be interesting to see how that changed with a player-created crew.)).

So, yeah, orphans. Everyone goes running off to Newhall to help the orphans. The adventure is fun – it’s simple in structure, with a couple of nice set-pieces, and a good twist that sets up an obstacle with multiple solutions. If you want a more detailed rundown, it’s hidden behind the spoiler tags below.

Spoiler
The crew travels to Newhall to help a shepherd running an orphanage. The evil mayor of the nearby town of Endurance is intent on closing down the orphanage by calling in all its debts. The crew can win enough money to save the orphanage by winning a boat race against the mayor and several other boats, and splitting the prize money between the crew and the orphanage. The mayor, however, won’t let them enter the race until they convince him to, which can happen in a number of different ways. Once the crew gets in the race, they have to repair the orphanage’s boat, and compete in the race. Win or lose, there’s an optional final showdown with the mayor to make sure the orphanage is safe forever.

Both games ((All three games, if you count the GenCon game where I was a player.)) were similar in the overall shape, but quite different in details. This is largely because of the way that complications generated in play by bad player rolls shape the narrative ((For more discussion of this kind of thing, take a look at this post I did about setbacks in play.)) in different ways.

Here’s an example. In today’s game, Inara, Mal, and Zoe were in the bar run by an unfriendly character. Mal and Zoe made a big deal about drinking only water ((Tepid water, at that.)), while Inara ordered a fancy cocktail. While Mal and Zoe were dealing with other stuff, Inara worked the room trying to gather information. Not only did she roll poorly and fail, but she rolled a couple of 1s on the dice. I bought those dice and created the complication Inara has been drugged d8. Now we had an entire sub-plot going with the bad guy’s attempt to kidnap a roofied Companion.

That’s the kind of improvised twist that the game system is good at delivering. I didn’t run as far as I could have with the plot line because we had a limited time to play, today, but it could have generated lots of fun encounters as she tried to escape and the rest of the crew looked for her. It was nothing I had planned, and it happened because of a player roll, and it could have been its own adventure in and of itself.

I’m not going to talk in-depth about the events of the adventure, but here are some high points:

  • Jayne taking on a crowd of drunks in a bar to earn a place on a different boat’s crew so he could sabotage them ((Let’s be straight, here. Jayne planned to either sabotage the opponent’s boat or help them win, whichever way looked like the bigger payday.)).
  • River and Book seeking out and neutralizing snipers during the race.
  • Wash jettisoning a burning boat engine right into a pursuing boat, taking him out of the race.
  • Mal doing his best to pick a fight with an Alliance-supporting bigwig.
  • Simon fighting off an armed boarder in the middle of the race.

In the end, time constraints prevented us from lingering on the ending of either game, but in both cases, our heroes carried the day. I highly recommend both of the adventures available right now in .pdf format; they contain all the rules you need to run them. What they don’t have is characters, but the Serenity crew ((Plus a bunch of other archetypes and the basic character and ship creation rules.)) is also available in .pdf format. Here are some links for you:

So. That’s the adventure. What about the game system itself?

It’s another implementation of the Cortex Plus system, like Smallville, Leverage, and Marvel Heroic Roleplaying. Of the three, it is most like Leverage, building a relatively small dice pool based on an attribute, a skill, a distinction, and an asset ((There are, as might be expected, one or two twists to the system, but that’s the basic idea.)). Complications can be generated through play by the players rolling 1s, and assets can be created by spending plot points.

It nicely models the pacing and style of an action-oriented TV series with a moderately light tone. It does a few specific things to model this:

  • General competence of the characters. While characters will have some skills rated at d4, the lowest attribute they will have – out of Physical, Mental, and Social – is a d6. So, no character is really hopeless in a broad category of task.
  • Fast combat. One successful roll takes out an opponent. Named combatants – including the PCs – can forestall being taken out by accepting a complication instead.
  • Clear distinction triggers. In a lot of the Cortex Plus games, distinctions are left deliberately vague as to the situations where they apply. The distinctions in Firefly have that element to them, but also have special little perks assigned to them, similar to the way distinctions work in Smallville. This does a lot to help players get good mileage out of their distinctions.
  • Big Damn Hero dice. If you beat your opponent’s roll by 5 or more, you can bank a special die that you can bring in on later rolls to do awesome stuff. This allows the characters to pull off some of the cool things you see them do in the TV series and movie.
  • Surprising problems and twists. This is caused mainly by the complication mechanics that I discuss above. It allows surprises for both the GM and the players.
  • Adventure structure mirrors the TV episode structure. The two scenarios follow the type of act structure that is used in the TV episodes, making the game feel more like a TV episode. This helps with pacing and dramatic flow.

My verdict is that this is a great emulation of the TV show. It’s fun, it moves fast, it encourages and rewards cinematic play. It captures the feel and the heart of Firefly, and should satisfy fans of the series who like RPGs. And, to judge by the group that showed up at my table today, it gets non-gamer fans of the series to try an RPG.

Shiny.

Renovations are Done

Things have been a little bit in flux the past few weeks here as I completed the move between WordPress themes. It’s pretty much all hammered out, now, and I hope you like the new look of the site.

What has changed? Mostly superficial stuff, but here’s the list:

  • Switched to Mantra theme.
  • Changed to two-column layout.
  • Tweaked colours ((Well, tweaked greys, anyway.)).
  • Wrote a new About… page, including review policy.
  • Played with sidebar widgets.
  • Added new Twitter feed widget.
  • Cleaned out the link list, and added some new ones.
  • Doubled the number of quotes in the quote database.
  • Ditched the old tagline and replaced it with a new one.
  • Added a custom banner created by my friend, Sandy. Thanks, Sandy!

That’s about it. I’m gonna stop poking at it for a while, now. If you’ve got any comments or feedback about the new look, feel free to post them below.

 

Firefly RPG Demo Reminder

Just a quick reminder that this is coming up. When I checked the sign-up sheet at the store, there were still four characters unclaimed:

  • Inara
  • Book
  • Kaylee
  • Simon

So, if one of those catches your fancy, better get down to the store and claim him or her!

And if you don’t know what I’m babbling about, here’s the original pitch:

Here you are, on the raggedy edge. You’ve been eatin’ nothing but protein paste for the last week, runnin’ low to spare your fuel cells, and hangin’ on for dear life whenever Serenity’s engines start to creak and groan. This last job for Badger should pay enough to get back into the sky, but not much more. Fortunately, Badger says he’s got another job for you soon as you touch down at the Eavesdown Docks. The way he’s smilin’, you know it ain’t gonna be good. But it pays enough to keep you flyin’.

Come try the new Firefly RPG from Margaret Weis Productions on Sunday, September 29, from 1:00 to 5:00, at Imagine Games and Hobbies here in Winnipeg. Play a member of Serenity’s crew, and brave the black on a job that’s sure to go smooth ((Not a guarantee that things will go smooth. In fact, I can pretty much guarantee that they won’t.)). There are nine slots in this game demo, so odds are good that you can just show up and play, but if you sign up at the store, you can reserve your favourite character on a first-come, first served basis.

Come play with me.

You Can’t Always Get What You Want

I’ve been thinking about character arcs in fiction and in roleplaying games. While I contend that RPGs don’t necessarily generate stories, characters still have a lot of the same qualities and requirements for us to enjoy them. In both fiction and RPGs, the basic formula for story is that the characters face obstacles and try to overcome them. And this is where one of the biggest differences between the two forms appears, because in fiction, characters can fail, but in RPGs, they can’t.

Now, I’m not saying that it is mechanically impossible for the characters in RPGs to fail. But, in the long history of RPGs-as-written, ((I’m going to be focusing on D&D in these examples, because it is the most universal touchstone that gamers have, and also really illustrates my point. )), the basic assumption is that, if they fail, they die. This is because so many of the obstacles a character faces in an RPG are combats, and the general expectation is that the combat will be balanced to allow the heroes to overcome their foes, so it is only bad dice luck ((And sometimes poor tactics.)) that kills PCs.

That mindset translates into other tasks in the games. Fail picking the lock? Well, try again. And again. And again, until either you open the lock or a trap kills you. Is that a disintegrate spell? Save or die. Tasks either can be repeated over and over ((“I do exactly the same thing that didn’t work last time, but harder!”)), or have immediate, irrevocable negative consequences ((“Natural one, huh? Well, I guess that medusa has a new fighter statue for her garden. What do you want to play next?”)). Combat encounters that turn out to be too difficult are viewed as mistakes in balance on the part of the GM, or as the result of bad dice luck.

What this leaves out of the mix is a staple of fiction: heroes suffering a setback.

Setbacks are what happen when you don’t succeed at what you were trying to do, but don’t die. They are complications – new obstacles that show up because of your failure. They make things harder, or may close off an avenue of approach to your goal, but don’t completely prevent you from achieving the goal.

Classic RPGs, like D&D or RuneQuest, don’t handle setbacks very well. Fail and you either die, or can just try again. More modern games, like 13th Age and Fate, talk about using setbacks and the concept of failing forward, and provide some mechanical support for the ideas ((Especially Fate Core and it’s derived games, and certain iterations of Cortex Plus.)). And there are a few games, like Drama System or the *World games or Fiasco, that live for the setback. The setback is the key to their success.

So, let’s talk about how different games handle setbacks.

13th Age

13th Age is described by its authors as a love letter to D&D. It has a bit of an old-school feel, coupled with some more modern elements of narrative games. It deals with setbacks in two different ways: negative icon relationships and the “fail forward” concept.

Negative icon relationships are sources for setbacks. By default, the GM rolls some dice at the start of a game to see which icons ((For those unfamiliar with 13th Age, icons are the powerful NPCs and their factions that control the setting, like the Dragon Emperor, the Diabolist, the Elf Queen, and the Archmage. They all have their own agendas, and PCs frequently get involved in those agendas, for better or worse.)) are important in this session and, if it comes up with an icon that one of the characters has a negative relationship with, that’s going to cause problems. It doesn’t quite fit the definition of a setback that I proposed above, but it does introduce new obstacles to the game based on player choices. If the characters are already in the middle of an adventure when a negative icon relationship rears its ugly head ((Or heads, as the case may be.)), the new complication feels very much like the setbacks I’m talking about. So, all of a sudden, in the middle of a quest to recover an ancient sword for the Crusader, a character’s negative relationship with the Archmage comes up, and our heroes discover another group digging through the same ruins for the same sword, but they want to give it to the Archmage instead of the Crusader.

The “fail forward” idea is not exclusive to 13th Age ((I’m pretty sure the phrase originated elsewhere – I want to say in Sorcerer, but that’s just because a lot of new language that we use to discuss games originated there.)). It’s an idea and a viewpoint more than a mechanic, so it’s a little slippery sometimes to implement. On the other hand, because it doesn’t really have a mechanical component to it, it’s super portable to other game systems. The basic concept is that no failure on the part of the characters should dead-end an adventure. Failure should just complicate things. So, if you fail to pick the lock on the back door to the guildhall, instead of just not being able to go in that way, maybe you get the door open, but a guard spots you. Or you can’t work the lock, but a guard opens the door from the inside to see what all the noise is ((Or, if you’ve got the right kind of group who will accept a heavy narrative hand from the GM, “Everything goes black. You wake up in a cell, chained to the wall. There’s just enough play in the manacles that your fingers can reach the big bump on the back of your head. You never even heard your assailant sneaking up behind you, you were so focused on the lock.”)). The adventure still goes forward, but now there’s a new complication to deal with – pretty much the definition of a setback.

Leverage RPG

What I’m going to talk about here is broadly applicable to all the Cortex Plus games. The Leverage RPG, though, gives the best and clearest example of setbacks in play. This is because pretty much the whole game is based on the assumption of competency on the characters’ part and the mechanic of the complication.

The basic assumption of the Leverage RPG is that your characters are not just good at what they do, they are among the best in the world. This is an important mindset for the game, because it makes it clear that a failed roll does not necessarily mean the character screwed up. It means something unexpected interrupted what would otherwise be the perfect plan. Trying to con someone out of the painting you need for the job? A fail doesn’t necessarily mean that they don’t buy the pitch – it means that the painting is out for restoration work, or has been sold to someone else, or something like that ((Again, the idea of failing forward – adding a new obstacle, but not dead-ending the game.)).

A lot of the time, failed rolls generate complications. In fact, you can run a whole Leverage RPG session by building the story and the opposition out of complications that play generates ((I know this because I’ve done it. All you need is a basic idea of the job – the mark, the client, the basic situation. Stat out the mark with a couple of dice, as described in the rulebook, and you’re ready to run. Just make sure you have plenty of index cards or sticky notes to track the complications as they arise.)). Complications can be added any time a player rolls a one on one or more of the dice in a roll. You take that die, give the player a plot point, and either add a new complication, or step up a current one. So, as the game goes along, more complications – Mob Interest d6, Heightened Security d10, Broken Toe d8 – arise and make the job more, well, complicated. And interesting. It builds the twists and turns you expect from a heist game ((And from the TV show.)).

Fate Core

Fate has always worked on the idea that something interesting should happen on a failed roll, otherwise why bother rolling ((This is similar to Vincent D. Baker’s idea of “Say yes, or roll the dice.”))? The latest iteration, Fate Core ((Which is available on a pay-what-you-like model in .pdf here.)), standardizes that idea, and gives some more mechanical guidelines, starting with the idea of the four outcomes.

The four outcomes are Fail, Tie, Succeed, and Succeed with Style, but the idea of setbacks only really comes in on the first two outcomes. If you fail, you might still get what you want, but at a serious cost. Serious costs make the current situation worse – it brings in new opposition, or grants a benefit to the current opposition, or maybe puts a consequence on the player. If you tie, you get what you want, but at a minor cost – adding a detail to the story that is problematic for the PC, or possibly giving the opposition a minor benefit. These are perfect examples of setbacks.

The ultimate setback in Fate Core, though, is the concession. At any point during a conflict ((Usually when things are going badly and defeat looks imminent.)), a character can concede. This means that he or she loses the conflict, but gets to have some input on what losing means ((Usually not dying.)), and earns some fate points in the bargain. So, to steal the example from the book, if you’re in a fight, and you’ve taken a couple of consequences already, and the bad guy is still big and strong and unhurt, you might want to concede. You get to say, “Okay, he doesn’t kill me or take me captive,” and the GM says, “Okay, he knocks you out, spits on you, takes your sword as a trophy, and leaves you for dead.” And then you get three fate points.

Drama System

Robin D. Laws’s new game system, Drama System, powers his Hillfolk game, and it has an interesting take on setbacks. The core of the game is dramatic interaction, where your character is alternately petitioning ((Not in the formal sense, you understand. And often not directly.)) and being petitioned. The petition is one character seeking some sort of emotional concession from another character – I want him to respect me, I want her to love me, I want them to be proud of me, whatever. The other character can decide to grant or withhold that emotional concession, as they desire ((And the game builds in reasons for the granter to not want to give that concession.)).

What keeps this from getting bogged down in the standard I-will-not-lose, dig-in-the-heels argument stalemate that is so common in RPGs is that there is a drama point at stake, and you really want drama points in the game. They are a plot currency that gives you certain power over the narrative, and are incredibly useful and fun.

And you only get drama points if you don’t get what you want in the scene.

So, if you are the petitioner, you only get a drama point if the granter doesn’t give you that emotional concession. And, if you are the granter, you only get the drama point if you DO give the petitioner that emotional concession. The idea is that you will get what you want about half the time, and the other half, you get a setback and a drama point.

Apocalypse World

As with Leverage RPG, above, I’m using Apocalypse World as a single example of the entire family of *World games ((Including Dungeon World, Monster Hearts, Dungeon Planet, tremulus, and others that I probably haven’t heard of.)). Setbacks are really the core of the system, and they are what drives the narrative and even forms the structure of the story. Whenever the PCs fail at a roll, the MC makes a move against them ((As hard and direct a move as the MC wants. Not as hard and direct a move as the MC can. This is a vital distinction in keeping the game flowing. And the characters alive.)), and then asks, “What do you do?”

“Well, you fire at old Scrub, but the bullet goes wide, and everyone hears the shot. Scrub dives for cover, and suddenly, Sheriff is on the scene, and she’s yelling at you to come out with your hands up. What do you do?”

“You can’t get the old door in the rock to open. The random codes you punched on the keypad didn’t make the light go from red to green, like it was supposed to. Something happens, though: sparks start to crackle all over the surface of the door, with little arcs of lighting grounding themselves in the surrounding cave wall. What do you do?”

It’s the “What do you do?” that you always end your moves with that make this setbacks. You’ve made things harder, added more obstacles, and generally defeated the characters, but the fact that you have to leave things open for the “What do you do?” means that you cannot dead-end the game. There must be a way forward – all the players ((Yes, the players. They choose their next moves, and, if they roll well, whatever they choose is the way forward.)) have to do is decide what it is.

But good as the hard moves on a miss are, the really perfect example of the setback happens with a roll of 7-9. With that roll, the characters succeed at what they’re attempting,  but at a cost. Giving the characters a mixed success is good, but even better is making the characters choose between getting what they want and losing something else. This hard bargain creates some of the best setbacks in the game.

“Okay, you dive for cover, and roll up behind a burned-out car. As you fly through the air, you feel a tug at your clothing and, when you land and get your breath back, you see that a bullet went right through one of the ties on your pack. Half the contents, including your flashlight and the handkerchief full of bullets, are strewn on the ground out there, where the bullets are falling like rain. You’re safe where you are, but your gear is exposed and won’t last long under this fire. What do you do?”

Those are some fun setbacks.

Fiasco

Fiasco is another game built around setbacks. With the black and white dice mechanic, half the scenes ((Well, possibly a little more or a little less, if you use the default rule that the last die is wild.)) end in an unfavourable outcome – as setback – for the character.  And it’s the rest of the group who gets to decide that. Oh, the player can influence what kind of ending he or she is getting through roleplaying, but really, if there’s no more white dice, it doesn’t matter how good the play or the argument, things will end bad.

Of course, bad endings are part of the fun of Fiasco. The first two pieces of advice I always give to new Fiasco players – especially if they’re experienced roleplayers – are:

  1. Don’t get too attached to your character. Bad things are gonna happen to him or her.
  2. Don’t try to “win.” Instead, embrace failure and self-destruction, and revel in them.

Fiasco players, like Drama System players, are incentivized to accept setbacks, because they are such a core part of the game. And they’re a core part of the game because they’re a core part of the inspiring media. Remember that Coen Brothers movie where everything went smooth for the characters and it all worked out great? Yeah, me neither.

So, Why Setbacks?

Okay, so we know what setbacks are, and how different games handle them. Why should we care?

  • Setbacks give the opportunity for character development, showing how characters deal with frustration, loss, and things other than success. That gives us more insight into the characters, the world, and the story.
  • Setbacks also vary the pacing and shape of the narrative. If events are just a single string of successes leading to a climax, we tend to get bored. Periodic failures keep us interested by building in suspense – if we know the character can’t fail, we can zone out, but if it’s in question, then we focus in. It’s just more interesting to us.
  • We know that, in life, nothing is ever perfectly smooth. There’s always a few hiccups along the way, and sometimes we need to take a step back before we can take a step forward. And, if our games have the same sorts of things, we can more closely identify with the characters we’re playing. It feels more real to us.
  • It gives us the opportunity to do fun things in a game. Have the heroes captured by pirates, or chased away from the rich treasure by a fearsome beast, or get caught in the stolen car with the twelve sticks of dynamite and open bottle of bourbon. You can throw in the weird and unexpected, the frustrating and the fun ((Caveat: if you’re going to throw in the frustrating, you better throw in enough fun to compensate. Otherwise, you’re a jerk.)).
  • Setbacks provide a greater sense of accomplishment at the end of the adventure. Characters had more obstacles to overcome to reach the end, and had to work harder for their reward. It makes the eventual victory ((Assuming there is one, of course. But that’s a topic for another day.)) that much sweeter.

And that’s why you should care about setbacks in your game.

For the Players

Okay, gang, I’ve just spent close to 3000 words telling GMs that they should screw their players over ((Well, no I didn’t, but that could be one interpretation.)). Now I’m going to claim that I did it all for you.

As a player, I suggest you embrace any setbacks that come your way. They are another chance to show off how awesome your character is, in victory and in defeat. James Bond gets captured by the villain all the time, just so he can show off how cool he is when he escapes. Han Solo gets frozen in carbonite so that he can have his emotional moments with Leia and so that the rest of the gang can come and rescue him. The Fellowship of the Ring has to turn back from the mountain pass, and they get to confront horrible ((But very cool.)) evils from the dawn of time in the Mines of Moria.

Setbacks are just another way to let your character be cool. It’s an opportunity to add a twist to the story, and to reveal something interesting about the characters, and to earn a sweeter victory at the end. Of course, this depends on both the GM and the players accepting this idea, and then implementing it in game. The chance to add further problems to the characters’ lives is probably incentive enough to get GMs on board with this, but it requires players to jump in just as eagerly, and to reward the GMs with good play and good moments when encountering a setback.

If both GMs and players are enthusiastic about the way setbacks can enrich a game, then setbacks will happen and will be awesome, even if you’re using an old-style game like RuneQuest or D&D.

 

Civil War: Allies

***Spoiler Warning***

My group and I are playing through the Civil War event book for Marvel Heroic Roleplaying, from Margaret Weis Productions. While the course of play may not follow the event book – or the comic books – precisely, there’s going to be a certain amount of stuff that does conform to the adventures and comic series.

In short, if you don’t want to know what happens in Civil War, don’t read these posts. Or the comic books.

***You Have Been Warned***

After a four-month hiatus ((Summer is always difficult for scheduling games and this year was worse than most.)), we finally got back to our Civil War campaign this past Friday night. Because there had been such a gap in play, I made sure to reread my blog posts about the game, the Civil War event book, and the MHRPG core book. In doing so, I found a couple of little things that I had missed in the rules and decided to implement.

One of these is the rule that, if a character fails in a reaction roll but has a larger effect die than that of the action roll, the action roll effect die is stepped back one. This didn’t have a huge effect on play, but did add another level of strategy to the dice mechanic.

The other rule, though, I think is going to cause significant change in the way things have been going. That is the rule that you cannot use a plot point in the action that earns you that plot point. You can use other plot points, but not the ones you just earned by taking a d4 on a distinction or by having the GM buy off the opportunities you roll. This seems like a little thing, but it changes the flow of the plot point economy, and invalidates some of the tricks my players have used to pump up their totals and effect dice.

Now, I didn’t set out to nerf things for my players, but I’m not that sorry to see it happen. I’ve been finding it difficult to confront them with challenges that they can’t just walk over, and a large part of that has been how good they are at managing the plot point economy. That said, I’m feeling a little guilty ((Not guilty enough to relent, though.)) about taking away that bit of mechanical mastery they’ve acquired.

Anyway, I introduced these rules in this past session, and the gang ((Well, most of the gang. Erik wasn’t able to join us.)) had a chance to come to grips with them.

But on to the actual play.

We picked things up with a recap of the previous session, and then I had Spider-Man call the gang and ask for help. They had previously tried to recruit Spidey to their cause, but had been unable to do so. Still, the Doctor had given him a little token that he could use to contact the Guardians should he need them, and that’s what he used now. The Doctor was unavailable, being on a shamanic inner journey assisted by some very special mushrooms he grew himself ((If this doesn’t work for you Erik, we can retcon it.)), so the other Guardians were drawn to the Doctor’s room to find him catatonic and a hologram of Spider-Man’s head shouting to see if there was anyone around listening.

Spider-Man was concerned that, as Captain America knew who he was, and he was living in Avengers Tower ((“Spider-Man is living in Avengers Tower? Isn’t that place overrun with S.H.I.E.L.D. agents now that Stark has gone anti-SHRA?” “What, you think that S.H.I.E.L.D. will let him live anywhere else until he registers?”)), with two people that he wanted to keep safe ((M.J. and Aunt May, of course.)), he was going to be the first hero outed, with his loved ones arrested and imprisoned, unless he caved in, registered, and unmasked. He wanted some assistance in getting the two civilians somewhere safe ((Like Volcano Island, f’rinstance.)), while he distracted his guards.

The Guardians agreed to help out. Mega Joule, Jumpstart, and Cyber headed over in the GX-1 in stealth mode, while Volcanic prepared an underground escape route nearby. Spidey burst out of the tower while the GX-1 hovered invisibly over the landing pad, which was full of Cape Killers. The Cape Killer took off after Spidey, as did a number of Thunderbolt agents, including Venom.

Our heroes took the GX-1 up to the window that Spider-Man had departed from and found M.J. and Aunt May inside, surrounded by another unit of Cape Killers, Lady Deathstrike ((Who’s healing factor really pissed the players off. “Man, that’s no fair!” “Can’t you do the same thing, Mega Joule?” “Well, yeah, but…”)), Taskmaster, Jester ((Man, Jester just could not catch a break in this battle. Every roll he made, he screwed up, doing more damage to himself and his team than to the good guys.)), and Bullseye. The good guys had the element of surprise on their side, thanks to the GX-1’s stealth technology, and stormed in with some decisive opening moves. The way things fell out in the action sequence, however, the heroes wound up sucking up some nasty hits while they got M.J. and Aunt May out of harm’s way.

But they managed to rescue them, and with Volcanic’s escape route ((He’s set up an asset of Foolproof Escape Plan d12+.)), they got away clean. Spider-Man, unfortunately, was captured and outed.

The action scene ran a little slower than usual, partly because we were rusty, and partly because the new rules took some getting used to, and partly because the battle was harder with the new rules. So, with the game at a good pausing point, I ran a couple of follow-up scenes to lay some pipe and reward the characters.

First, Luke Cage contacted Mega Joule, whom he had made a connection with way back during the Stamford cleanup, and signed on with the Guardians, along with Danny Rand. Then, Iron Man tapped into the Guardians’ base communications net, and told them where they could pick up a shipment of Stark-tech to help the fight.

Everyone was in a pretty good mood about how things had turned out. Except for the bit about Spider-Man in custody.

But they plan to do something about that.

Firefly RPG Demo

Here you are, on the raggedy edge. You’ve been eatin’ nothing but protein paste for the last week, runnin’ low to spare your fuel cells, and hangin’ on for dear life whenever Serenity’s engines start to creak and groan. This last job for Badger should pay enough to get back into the sky, but not much more. Fortunately, Badger says he’s got another job for you soon as you touch down at the Eavesdown Docks. The way he’s smilin’, you know it ain’t gonna be good. But it pays enough to keep you flyin’.

Come try the new Firefly RPG from Margaret Weis Productions on Sunday, September 29, from 1:00 to 5:00, at Imagine Games and Hobbies here in Winnipeg. Play a member of Serenity’s crew, and brave the black on a job that’s sure to go smooth ((Not a guarantee that things will go smooth. In fact, I can pretty much guarantee that they won’t.)). There are nine slots in this game demo, so odds are good that you can just show up and play, but if you sign up at the store, you can reserve your favourite character on a first-come, first served basis.

What the Hell?

So, things look a little different here.

For the past five years, since I started the site, I’ve been using a great theme called Mandigo. And I liked it a great deal. But during one of the recent updates, it stopped displaying correctly. I fought with the settings for a while, but couldn’t get it straightened out, and finally my frustration overcame my laziness, and I decided I needed a new theme.

And thus, I switched over to this theme – Mantra. I’m going to be tinkering with it for a bit, I think, but it’s showing what I want it to show, and showing it properly. Let me know if you spot any weird display issues.

Now that the look of the thing doesn’t bother me so much, I’m hoping to get back to a more regular schedule of posts. Stay tuned.

GenCon 2013 Wrap-Up

Those of you who follow this blog ((I know there are a couple of you out there.)) may have noticed that I kinda pooped out on posting during GenCon this year. The fact of the matter is that I just got too tired, and too busy, to keep it up regularly. So, I figure that I owe you folks a wrap-up post, talking about what I saw and did at GenCon this year.

The Pagan Publishing/Dagon Industries booth just before the doors open on the first day. Note the looming presence of Scott Glancy.

 

Overall, it was a fun show. I got see a lot of my GenCon friends, and see a lot of neat games, and eat some good food, and stuff like that. There are a few things I want to call out specifically as being awesome ((Or at least interesting.)) at the show, though:

Kickstarters and Preorders

I have said previously that some of the joy of GenCon has evaporated now that game companies don’t feel the need to launch their big, cool stuff at the show. With the advent of web sales and preorders and Kickstarter, it’s not as vital a push for a company to have the new hotness launching during GenCon. Last year, I already owned pretty much everything I was interested in getting before the show.

This year started to seem to be the same, but then a number of companies started sending out e-mail, offering the option of picking up preorders ((Including offers to prebuy show exclusive books.)) and Kickstarter rewards at GenCon. I jumped on board with that idea, and the first day of shopping, I wound up with a respectable stack of books and games that I had already paid for – it was like a free shopping spree.

This did a surprising amount to redeem the feelings of excitement and expectation that had been cooling over previous years. I really hope the trend works out well for the various publishers who did this, because I really liked it.

One of the Kickstarter rewards I picked up at the show was the Travels book for Shadows of Esteren. I left the book at the booth when I picked it up on Thursday, and the good folks there said they'd get is signed by everyone. When I finally remembered to pick it up again (I left the show without getting it, and if I hadn't had to come back to drop off Scott's keys, I might not have remembered it at all), I found that Gawain, the artist, had done a sketch for me in the book, as well! Those Esteren folks rock!

One of the Kickstarter rewards I picked up at the show was the Travels book for Shadows of Esteren. I left the book at the booth when I picked it up on Thursday, and the good folks there said they’d get is signed by everyone. When I finally remembered to pick it up again (I left the show without getting it, and if I hadn’t had to come back to drop off Scott’s keys, I might not have remembered it at all), I found that Gawain, the artist, had done a sketch for me in the book, as well! Those Esteren folks rock!

Games on Demand

I talked a bit about this last year, but I’m going to talk about it some more this year. I think this may be the single greatest thing on offer at GenCon, for a variety of reasons, but mainly because it gives folks a chance to try a bite-sized piece of games that they ordinarily wouldn’t get to ((Or, in some cases, want to.)) play. I spent Thrusday, Friday, and Saturday evening hanging out there, playing some great games, and the folks running it did yeoman duty in the face of high demand, confused participants, and the whining of entitled gamers. I cannot praise them highly enough for keeping things running, and keeping their spirits up.

They had a new priority system in place this year, where people could stop by a little early to pick up a boarding pass, then come back just before the session started and pick their preferred game from the offerings in the order of the boarding pass they had ((I think it’s a perfectly functional system, but this is where most of the whining came in. “But the game I want is full!” “But I’ve got actual tickets for this slot, so I should get to pick my game before the people who have been waiting here for two hours!” I never had a boarding pass in the top half of the range, and you don’t hear me complaining. Suck it up!)). Then you find your table and you play.

Demand was much higher this year than last year, and there was always a crowd around the table long before the boarding passes started getting called. Only once did I make it into my first choice of game, but there was always something interesting and fun to try, and even right at the end, there were a couple of choices open to most folks.

About to play a game of Leverage at Games on Demand.

About to play a game of Leverage at Games on Demand.

Atomic Robo RPG

My first night at Games on Demand, I got to play in a session of Atomic Robo The Roleplaying Game, run by Morgan Ellis, one of the designers. He offered us two choices of scenario, and we chose the 1950s scenario, whose title was something like The Abominations That Ate Albuquerque ((The other scenario sounded pretty cool, too, set in modern Japan, where we would play Science Team Super Five)). I actually got to play Atomic Robo himself, and it was pretty awesome.

Edit: I received word from Morgan Ellis that he is NOT one of the designers of ARRPG. He is listed on the product page because he produced some of the stat blocks used in the game. I apologize for misunderstanding. Still, getting stat blocks in the game is not nothing, and he did run a great game.

The game is Fate-based, but tweaked to emulate the action science and comedy of the comic books. We had pregen characters, but looking at the sheets, character generation seems pretty quick, picking a number of roles – like Action, Science, and Banter – and prioritizing them on your sheet, which then grants you ranks in various skills. There are, of course, aspects and stunts involved, too – this is a Fate-based game, after all.

Now, I’ve run an awful lot of Fate games, but this was actually my first time playing one, and it was great. The system nicely captures the mix of comedy and action that drives the comic book, and gives the same importance to science that makes the comic stand out in that regard. I got to use my Fancy Robot Eyes to analyze cow carcasses, wrestle with giant wasp larvae, crack wise with the ranchers, ride a horse, and blow up a Buick dealership to kill the queen wasp.

One especially neat innovation of this game is the brainstorming mechanic. This often happens in concert with other scenes, and is where the scientists try to figure out what is going on. It is, in essence, an extended declaration, where players get a chance to spin a theory based on evidence gathered, and roll to see if it’s true. It cycles through this idea a few times, allowing you to refine your theory and build a plan based upon it, and, in the end, you wind up with an aspect based on your theories that you can invoke ((Possibly multiple times, if you roll well enough on the brainstorming.)) when you put your plan into action.

This means that, though the GM will have a default plan for what’s going on, the brainstorming session by the scientists may, in fact, change what’s true. And I think that’s awesome, both as GM and as player.

Here's a glimpse of the Atomic Robo character sheet. Note my poor attempt at drawing Robo's head on my little tent card.

Here’s a glimpse of the Atomic Robo character sheet. Note my poor attempt at drawing Robo’s head on my little tent card.

Firefly RPG

The show saw the release of Gaming in the ‘Verse: Firefly Gen Con 2013 Exclusive. This is a teaser product, giving people who are too excited to wait for February a chance to try the new Firefly RPG early. I picked a copy up, and got to play in a game on Saturday night, run by Rob Wieland, the line developer on the Echoes of War series of adventures for the Firefly RPG.

The book is very well done for its purpose. You get enough rules and material not only to run the two adventures included in the book, but also to create your own characters and run a campaign. There aren’t as many resources and options as are going to be in the core book, but there literally is enough here that you could play for an extended time without needing anything else. Balancing that is the fact that, the way things are presented, the exclusive makes you want the core book, not because the exclusive is lacking stuff, but because the cool stuff in the exclusive promises even more cool stuff in the core book.

And that’s the way to hook a customer with a teaser product.

As far as gameplay goes, this game rocks. Several years ago, I ran a short campaign using the Serenity RPG which, while fun, kind of petered out. Part of that was the size of the group, and part of it was the system. The original Cortex system ((Though I don’t believe it had a name back then – I think the name Cortex was applied some time around either the BSG or Supernatural licensed games. And now it’s Cortex Classic.)) was completely serviceable system, but it was somewhat bland and took a long time to prep for sessions ((Well, part of that is the weird way I was trying to run the game, and the less said about that, the better. But the system certainly didn’t speed things up.)) ((The campaign also wound up going to a really, really dark place, which was not what I wanted, despite it being totally my fault.)).

The Cortex Plus incarnation of gaming in the ‘Verse is tighter and cleaner, while at the same time being more open and freeform. If you’ve played games like Marvel Heroic Roleplaying or Leverage RPG, you know what I’m talking about. It’s easy to build scenarios and it’s easy to improvise in play. The game setup is fluid enough to incorporate character actions and whacky schemes almost effortlessly. And everything flows pretty quick.

I had a blast playing the game, and chatting about it with Rob afterwards. And, now that I’m home, several of the folks in my home group are interested in giving it a try. So, that’s a win in my book.

I got to play Wash in the Firefly game. He survived! Also, he drove a boat. It was a life-changing experience.

I got to play Wash in the Firefly game. He survived! Also, he drove a boat. It was a life-changing experience.

The Noteboard

Okay. Go take a look at the Noteboard.

I had no interest in this product. I mean, I’m running fewer and fewer games that require a battlemap ((Just the Storm Point 4e game, right now.)), and I already have my Tac-Tiles and Dungeon Tiles for that. So, when I was picking things up at the Pelgrane booth, the incomparable Beth Lewis practically had to browbeat me into buying one. And, when I came back a couple of days later to buy four more of the things, she sat behind the cash table, mocking me with her knowing smirk.

In the time between when I reluctantly bought one Noteboard and when I came back to eagerly buy four more, I had seen them used for so many things at the gaming table. My favourite function was using it to substitute for sticky notes or index cards in Fate and Cortex Plus games, both of which generate a lot of extra little paper bits with stuff written on them. So, extra aspects or distinctions or assets or complications can all be written on the Noteboard, rather than on a bunch of sticky notes that get thrown away.

And you can use the bag to erase it. Then fold it up and put it in your pocket.

I decided that I needed a spare or two, and that the other GMs in my group needed one, as well.

Seriously. For a simple, inexpensive little accessory, it has so many applications. You need one. At least one.

The Noteboard. Seriously, you folks need one of these. At least one.

The Noteboard. Seriously, you folks need one of these. At least one.

Saladin Ahmed

Saladin Ahmed is one of my favourite authors. His first novel, Throne of the Crescent Moon, is a marvelous sword-and-sorcery story set in a middle-eastern-derived culture, and is a ton of fun. His short story collection, Engraved on the Eye, is full of fun short stories, sprinkled with a couple of stories that really made me think about some things. Following him on Twitter ((His handle is @saladinahmed. DO NOT follow him if you’re not interested in having your ideas about race, politics, and equality challenged.)), he’s been friendly and gracious, and has helped me really expand my reading of non-white, non-male authors.

I also used Throne as fodder for part of my Storm Point game, which seemed to tickle him.

Mr. Ahmed was attending the GenCon Writers’ Symposium, and I had the chance to sit in on a reading he gave ((Though not on the world-building panel he was part of. I regret that – his insights into building a non-European-centric world would have been interesting to hear.)) ((Also present at the reading was Joel Shepherd. I hadn’t heard of his books before, but his reading convinced me to go pick up the first book in his Cassandra Kresnov trilogy.)). Afterwards, he signed my copy of his book, and took some time to chat with me one-on-one.

This is, I think, the mark of an author who appreciates his audience. He was tired, he was hungry, and he had a bunch of stuff he still had to do that day, but he took the better part of a half-hour being friendly, welcoming, and gracious to a fanboy. Authors don’t owe us that – they have lives and are people and need food and sleep and all that stuff. Mr. Ahmed’s took his time to talk with me, and that makes him a class act in my book.

If you haven’t read his stuff, you should do so. Now.

As I said, Saladin Ahmed is a class act all the way. And the book is very good. Go buy it.

 Food Trucks

I think they started showing up last year, but this year there were tons of food trucks just outside the main exhibitor hall. And they were there until late at night. This meant that I had the chance to try a few of them, though the pickings were pretty slim when I was heading back to the hotel after gaming until midnight. Still, I got to eat some good perogies, a nice pulled chicken sandwich, and a Cuban sub. The food was awesomely good and terribly unhealthy, and that’s not even touching on the four or five cupcake trucks that were in the mix.

It looked to me like the trucks had time slots they were booked for, and had to leave after a few hours to let someone else in. Given the huge crowds lined up in front of EVERY SINGLE ONE of them ((Except at midnight. Then the crowds were only big, instead of huge.)), I imagine they were going through their stock pretty quick, anyway. The downside of this is that I didn’t make it to some of my favourite eating establishments this year. I will have to budget my meal consumption more carefully next year.

Randomness

So, yeah. Turned off the interstate to get some gas. There was a big, pink elephant at the gas station, advertising the liquor store inside.

We’re back in the Crowne Plaza, the old train station hotel with the weird ghost statues. This one was odder than most, lying as it was on the roof of a train car. Found that the hotel is under renovation, and the two statues that stood beneath this one, reaching up to be hauled aboard, were temporarily taken out.

There was a lot of good cosplay at the con, as usual. Most of the costumes, though very nice, don’t really get me excited. But there were a few that caught my eye for various reasons.

Dot Warner, of the Animaniacs. Awesome.

Dot Warner, of the Animaniacs. Awesome.

Bob Ross, from The Joy of Painting. This costume thrilled me so much that I called Scott over to see it. Right in front of a very attractive, scantily clad woman who turned out to be a professional cosplayer. I felt that I had been very rude, afterwards, and I'm sorry about that. But still - Bob Ross cosplay! Right?

Bob Ross, from The Joy of Painting. This costume thrilled me so much that I called Scott over to see it. Right in front of a very attractive, scantily clad woman who turned out to be a professional cosplayer. I felt that I had been very rude, afterwards, and I’m sorry about that. But still – Bob Ross cosplay! Right?

Two generations of Rebel pilots. Welcome to the Geek Alliance, little space pilot!