GenCon 2013 – Day Two

GenCon day two is done. A slower day at the booth, so I was able to get around the hall and finish the shopping I needed to do, plus a little extra. I wasn’t able to get everything, but I was able to confirm that the stuff I couldn’t get just wasn’t there.

I missed seeing Thomas Denagh when he came by the booth ((I was out at the time, checking out the Mayfair booth to see if I could spot Thomas Denagh. I don’t expect anyone to believe that, though.)), and Cam Banks was terribly busy when I visited the Atlas area, so I didn’t bug him. Hope to catch up with both tomorrow, just to say hello.

I also tracked down where Saladin Ahmed is making his appearances. I was too late to get in on the panel he was on discussing world building, which would have been awesome, but I did get a ticket for the reading he’s doing on Friday. I’m looking forward to the reading, and getting a chance to say hello in person.

Tonight at Games on Demand, I got into a Leverage game. I got to use the line, “I get d6 for the pornography, right?” so I count it as a win. It was a fun game, run by Bob Smith, who did an awesome job getting everyone through the adventure in the two-hour time we had available. Next time I play, though, I think I should take the Mastermind, because I kept stepping on the toes of the poor gentleman who was playing our Mastermind. I tried not to, but obviously I’m just a pushy control freak.

Now to bed. Long day tomorrow.

GenCon 2013 – Day One

So, the first day of GenCon 2013 is done.

It was a good day, despite the fact that it started early, because of the VIG ((Very Important Gamer.)) early admittance. Things were busy, but I managed to get a lot of the stuff I was supposed to pick up from various Kickstarters, as well as a most of the things folks at home asked me to get.

Highlights of the day include seeing folks like Amanda and Clark Valentine, finally meeting Christy Cardenas in person, seeing Ken Hite and Robin Laws, and chatting with Beth Lewis ((Who is scary good at upselling at the Pelgrane Booth. Seriously. Fear her.)). And then, in the evening, I got to play in my first-ever Fate game ((I’ve run plenty of Fate games, but never got to be a player.)) at Games on Demand – and it was the Atomic Robo Roleplaying Game!

I even got to play as Atomic Robo, and bash giant insects with Buicks.

It was a lot of fun, but now it’s late and I’m going to bed. Thanks to Morgan Ellis who ran the session for us tonight, and to the other folks who played.

And especially, thanks to Games on Demand, which is one of my favourite things about GenCon.

Good night, all.

Dungeon World: Starting Three Times

Okay, so I’ve been talking a lot about Apocalypse World lately, because I’ve been having a lot of fun with it. Last year at GenCon  ((The gamer geek version of “One time at band camp…” )), I got a chance to try out both AW and Dungeon World, and came away very fond of AW, less so of DW. A large part of that is simply my experience at the table – Trevis, who ran AW, was awesome, the group was small, and I was playing with my buddy, Clint. With the DW game, the group was twice as large, the GM was obviously tired, and the whole thing was a more scattered, confused experience.

I don’t want to run down the GM – whose name I didn’t get – he was doing a great job with a large group of people that, not to put too fine a point on it, I probably wouldn’t have chosen to play with. I don’t want to run down those players, either – they were having fun, and if their fun is not the kind of fun that I enjoy, well, it’s still fun for them. I was the odd man out.

Really, though the point I’m trying to make is that I was not as impressed with DW as I was with AW.

And then I played it.

I put together a kit for running Dungeon World some time ago, simply because it’s one of those great pick-up games that I want to have ready to run with little-to-no preparation. And a few weeks back, the opportunity came up to try the game out with a couple of friends.

I had a few days lead time, so I got the players to pick out characters and answer a couple of provocative questions via e-mail leading up to the session. We rolled out with a Barbarian and a Ranger, standing outside a jungle ziggurat, and then they started rolling dice.

That’s when the game took off.

See, the guys started rolling badly. Really, really badly. Like, stunningly, appallingly badly. And so the vines attacked them, and stole the Barbarian’s sword, and bashed them up, and then they started hearing things in the jungle, and finally they just dropped through the collapsing side of the pyramid into a cave.

I was tap-dancing desperately, working to come up with interesting ideas for the moves I could make against them when they missed a roll, and it took me a little while to realize that I was enjoying this game even more than AW. When I did notice this, I started to wonder why, but then had to stop wondering about it because there were more bad rolls coming my way.

Our heroes took a little breather down in the cave, then crawled out, fire-bombed the vines, found an ossuary inside the pyramid, had their fingers bit off by ghouls, and woke something dark and dangerous down in the pits before fleeing to safety. It was the most fun I’ve had running a dungeon crawl in a long, long time.

And, after the game, I got to figure out why I enjoyed DW more than AW: I’m simply more familiar and practised with the tropes. I’ve been running fantasy games for about thirty years, and read a lot of fantasy, seen a lot of fantasy, and created a lot of fantasy. It’s easier for me, steeped in the fantasy tradition that I am, to come up with ideas that fit a fantasy game than for a post-apocalyptic game.

As far as post-apocalyptic stuff goes, well, I’ve run some Gamma World, watched Jeremiah and Jericho and the Mad Max movies and… nope. That’s about it. It’s not a genre ((Or sub-genre, if you prefer.)) that I’m as familiar with. That means that running AW is more work and therefor not as much free-wheeling fun for me. It’ still an awesome game, but requires more effort on my part.

We had enough fun with the game that I ran it again a week or so later, adding a Bard and a Fighter ((Played by a couple of players who hadn’t been able to make the previous game.)) to the group. I didn’t handle the addition very well – I brought the new characters ((Who had links to the old characters and to the major NPC in the rudimentary backstory we came up with.)) back at the little jungle village close to the pyramid temple.

In the intervening time, I had written up adventure fronts for the temple and for the jungle ((Including the village.)), as well as the beginnings of a campaign front, and I figured I’d give the new players a little time to dig around on their own rather than just throw everyone together. I gave them some minimal prompting, and had them arrive at the village, so they could poke around, get used to their characters and the system, and stuff like that.

This was an error.

What I should have done is thrown them into something a little more high-pressure and dangerous to get them making moves and building that ever-important feedback loop. As it was, they could wander around and ask questions and generally take it easy and feel safe, which didn’t help advance things ((That’s not entirely true. It helped build the feeling of the world being alive, and provided a little more background information, but it didn’t move this along, story-wise or pacing-wise.)). It would have been far more fun to have them attacked by bandits, or jungle cats, or whatever, to make for a more exciting start.

I mean, this way worked, but it wasn’t as cool.

That said, we got the party together, and they had some fun talking to the locals, and learning about the Brotherhood of the Heights ((Bandits who live in the rainforest canopy.)) and the corpse spiders ((Okay. The corpse spiders aren’t my fault. I let the group name the jungle, and one of them named it Corpse Spider jungle. So that meant there had to be corpse spiders. Totally not my fault.)) and wound up fighting some jungle cats and swarms of savage apes.

And then the Akon, the Ape God ((One of the dangers of not reading your work aloud: I hadn’t realized how much Akon (ah-kon) sounds like King Kong until I said it at the game. Sound test your names, GMs!)) showed up and everyone retreated. The Ranger managed to shoot out Akon’s eye, and that drove him off, but not before he smeared a big, bloody, ape-god handprint on the village palisade ((I don’t know what that means, but the Bard spouted some lore, and it didn’t look too good.)).

At that point, I was completely sold on this game. I was in love with it. It became my go-to fantasy game. And then I had a third opportunity to run it.

I had a small group – only three players – show up for the Storm Point game. Normally, that would still be enough to run with, but the three who showed up were not keen on playing the characters of the folks who couldn’t make it, which is our default system. They opted instead to try Dungeon World.

Now, the three who showed up are really just casual gamers. This is not to imply anything wrong with them; they just don’t get into the rules mastery as much as the other players. I was interested to see how they would react to DW – I figured they would either love it or hate it.

I had learned from the previous session, and started our heroes – a Templar ((From this collection of alternate classes.)), a Wizard, and a Thief – in the middle of a rock bridge over a deep chasm far below the ground, with a mob of skeletons approaching from one direction, and ominous flickering lights showing in the other. So, they had to act quick.

That led us to skeleton battles, death-defying leaps into the chasm, desperate swimming attempts, scaling sheer walls, magical traps, hungry goblins, and finally an ogre. We only played for a couple of hours, but more happened in that session than in the previous three sessions of the Storm Point game.

They loved it. They were excited, engaged, and active, laughing and talking and debating things and just generally enjoying the hell out of the game. The fact that I could pull this rather… distractible group of players together and get characters made and that whole adventure run in the short time we played is a real testament to the power of the Dungeon World.

So, in short, DW delivers everything I want right now from a dungeon-crawling game, and does it in a manner that makes running the game a breeze. It is, in my opinion, the king of fantasy RPGs.

You should definitely try it.

Apocalypse World: The Beacon

Man, I am waaaaaaay behind on my blogging. The reasons why are numerous, but I’m hoping to get back on track with a couple of posts leading up to GenCon, and then my usual GenCon daily report. So, thanks for bearing with me.

This first catch-up post is pretty sparse – enough time has passed that my memory of the game session is worse than usual. It’s just going to be the skeleton of the session, and I’m hoping that the players ((I know Elliott will be all over this, because, well, Elliott. 😉 )) will jump in on the comments to add any important bits that I’ve missed.

When we got together for the last session, I decided to jump time forward again, just a few weeks. In contrast to the last time I jumped things forward, I took stuff away from the players ((The Take Their Stuff move.)). This time, I gave them stuff – a point or two of barter each. Then I gave a couple of them a chance to exchange the barter I gave them for a different benefit – refilling an angel kit, getting an ATV, stuff like that. ((For those keeping score at home, this is the Make Them Buy move.))

In the interim between the last two games, I had the players start thinking about what they wanted for their characters in the game. The campaign is limited to twelve episodes, and this session is number seven, so I wanted them to start thinking about the endgame for the campaign. A couple of the characters had nicely intersecting goals that we picked up this session, and it kept us busy for the session – and probably for at least one more session.

This is one of the things I like most about the *World games: the game is driven by and shaped by player/character desires and actions in a wonderful, strongly reinforced feedback loop. Even the way the default Apocalypse World campaign starts – just following the characters around on a normal day – lets the players set the agenda, and their actions ((Especially their failed rolls – this is a topic big enough and interesting enough that it’s coming in its own post in a couple of days.)) shape the story in an action-reaction loop.

Anyway.

The intersecting goals were Snow wanting to find his way back to the cryofacility he woke up in some months before, Magpie wanting to get her hands on Snow’s tech for her hoard, and Nils and JB mainly wanting to figure out where Snow had come from, and what they could get out of that information. ((I’m ascribing motivations to Nils and JB that never came up in play, so it’s just my impression of the way they acted and responded to the suggestions to go find the cryofacility.)) In a previous excursion into the Ruins, Snow had spotted one of the marker beacons that should lead him to the facility – his memory of its exact location is somewhat fuzzy, thanks to his first encounter with the Maelstrom and some time wandering through the maze of the Ruins.

And so, back into the Ruins, scouting for the beacon. They had some trouble finding the beacon, allowing me to make some moves from my various fronts to fill in the time and make the world seem dynamic and alive. Our heroes found hints of the very polite, ghillie-suited  soldiers that they’ve taken to calling Canadians, and carefully avoided an interesting event that they might have witnessed, but instead wound up happening off-screen. ((It still happened, though, because the world keeps moving even when the characters aren’t there to see it.))

In the end, the team found the beacon and reactivated it, though they had some difficulty with the elevators in the abandoned building. There was some scrambling, some climbing, some jumping, some falling, some shooting, and in the end, they made it back to the safehouse that Nils had set up in the Ruins, where they could start using the beacon to backtrack to the cryofacility.

That’s where we wrapped things. The next session was supposed to be this past Friday night, but I wound up sick as a dog, and had to cancel. So, I’m really looking forward to the next one, in about three weeks.

Second Apocalypse: On the Road to Paradise

It was pretty short notice, but another part of my extended gaming group decided they wanted to game last Saturday, and I volunteered to run something, since Clint – the other GM ((Although Fera is starting to think about trying to run something. Clint and I are being as encouraging as we can, because getting someone else into the fun of GMing is a great way to grow the hobby. Also, GMing is awesome fun.)) in that part of the group – wasn’t getting to play that much. I sent out a list on Monday, I think it was, with a list of games that I’d be willing to run as a one-shot, put it to a vote, and Apocalypse World was the narrow victor ((Ashen Stars was the runner up, only a single vote behind.)).

One of the beautiful thing about Apocalypse World is that you can be ready to run a game in almost no time. I sent out the available playbooks so that everyone could choose their character before the game, the idea being to cut down character creation time ((Which doesn’t take all that much time, really, but the more time we have to actually play, the better.)), so everyone had their character type picked out by the time we got together on Saturday.

Things were a little delayed because of some transit issues in getting everyone together, and then by ordering pizza, but we finally got everyone settled and we got down to business.

The first question I asked was whether people wanted the option of revisiting the game, or if they wanted it to be a true one-shot. That was an important question to start the session off, because the answer to it would shape everything else I did as MC – how hard I would work to force things to conflict, how much energy we would devote to building the world, the amount of freedom I was going to give to backstory, all that sort of stuff.

See, my first experience in playing Apocalypse World happened last year at GenCon, where our fantastic MC, Trevis, ran the thing like a Fiasco game, pushing things into conflict and disaster. I figured I could run something like that if people only wanted a one-shot, or I could invest a little more of everyone’s time and energy to build something bigger if people were interested in the possibility of the games continuing beyond the single session.

Folks opted for the potential for continuation, so we devoted a little time ((Well, actually it turned out to be more than a little. Factoring in character creation and world creation, it was close to two hours before we actually started playing.)) to building the world. I’m not going to go through all the rigamarole of questions, answers, discussions, and drawings that we went through, but we wound up with the following characters ((There are a few secrets that the characters have that aren’t reflected in the list below. Deal with it.)):

  • Rain is a Touchstone. She’s an older woman, and has a legend in her family ((Possibly with a vision she’s had herself.)) of a place beyond the wastelands where people can live in peace and plenty. She’s gathered a small group – around forty or so, when the evening begins ((Less when the evening ends, sadly.)) – to seek this paradise. So, the game is set in a traveling camp of refugees, something right out of Exodus.
  • Crille is a Gunlugger. He’s a scarred, stringy survivor of the wastelands, a mercenary who has joined up with Rain’s group for the barter. He’s not a believer, he’s not even much of a follower. He’s just a hired gun, trying to keep everyone safe for as long as they’re paying him.
  • Sundown is a Brainer ((And is there any Brainer out there that doesn’t take the violation glove?)). She ran into Rain’s group just a few months ago, and decided that they were fun to play with, so she’s attached herself to the group. Rain lets her stay because she’s come in handy a few times, rooting out information from the brains of people who didn’t want to share it.
  • Doc Tersey is an Angel. She’s been with Rain’s group for a long time, and doesn’t know if she believes in the paradise Rain promises. She hopes it exists, though, and dedicates herself to keeping the people in the group healthy.
  • Rack is Faceless. He’s a big, hulking, seven-foot mountain of scarred muscle wearing a Japanese demon mask. He’s been with Rain pretty much forever, and has always been a loyal and devoted follower, though his attitude has changed a little in the past several months.

With that settled, we started play. We’d built a map as we were fleshing out the world, with a ruined city, a tangled jungle, a desert wasteland, a volcanic rift, a range of impassable mountains, and a fortified city called The Redoubt. Rain was sure that Paradise was on the other side of the mountain range, and that’s why they were moving into the area.

We opened with Rain getting a rundown on the area from two scouts she had sent ahead, Nero and Littlebit. After hearing the lay of the land, she gathered her inner council ((That is, the player characters.)) and they talked about where they wanted to head.

After some discussion, they decided to head into the ruined city – called Willow Lake – to see if they could scrounge some good stuff to use for trade at The Redoubt. They figured they’d need supplies and any information they could get about getting through the mountains.

In Willow Lake, things started getting interesting. One by one, people – including the PCs – started vanishing ((Well, they were wondering why the city was abandoned and left to the ruins and a new city built less then fifty miles away. Guess they found out.)). Eventually, I got them all.

Then, of course, I had to figure out what the hell was going on.

So, I had the characters wake up, one by one, trapped in a weblike mesh made of what looked and felt like human flesh and skin. Hilarity ensued as they got free, tried to rescue the other captives, and escape. Eventually, they managed it, though Sundown got used as a brain puppet while I talked horta-talk through her ((I didn’t quite resort to NO KILL I, but it was close.)), and I had the opportunity to lay a little pipe ((Yes, that’s a euphemism, but not a sexual one.)) that may or may not be useful in later sessions.

So, they escaped, having lost just about a quarter of Rain’s followers, and we wrapped up for the evening. Everyone said they had had fun and wanted to play another session. Maybe more than one. The set-up they’ve given me is nice in that it has a built-in end-point ((Winner of the most hyphenated words in one sentence for this blog post!)), when the group crosses the mountains ((They’re called the Devil’s Teeth, by the way.)) and reaches Paradise, whatever it may turn out to be.

One thing that this session highlighted for me ((Highlighted? Really, it threw it into stark relief.)) is the fact that this game is really driven by the failed rolls of the characters. Yes, the MC gets to make moves at other times, and gets to steer things a little through the information given when someone successfully Reads a Charged Situation and such, but the most interesting moments come through the hard moves made when someone misses a roll. That, and the ugly choices offered when someone gets a 7-9 result.

Why did this session make this obvious? I think it’s because, for the first session of an Apocalypse World game, you go in cold as the MC. You don’t have any fronts, yet, and so everything comes from spur-of-the-moment, seat-of-the-pants improvisation, and you need to mentally run as fast as you can to keep your feet under you. I’d been through one first session before, but at that time, I was still trying to figure out all the moving parts of the game, so concentrated more on that than on the structure that was emerging. This time, I was more confident with the system and mechanics, so I was able to pay more attention to the effects they were having on the play experience.

It’s just one of the things that makes Apocalypse World a fascinating system to run.

Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign – indeed, for the rest of the campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

We picked up the Storm Point game in the middle of the combat where we had left it last session. It looked for a minute like we were going to have a full house, but at the last minute, Mark decided that the birth of his daughter took precedence ((Congratulations, Mark!)). So, we lost the cleric’s player, but gained the ranger’s player, as Paul was able to make it this time.

I let Galvanys roll initiative, plugged him in to the order, but did not let him put his mini on the board just yet. When his turn came up in the initiative order, I let him pick a square to appear in, using his Fey Step ability to get him into the battle. I then let him make a Wisdom check against a DC of 25, telling him that by every 5 points he missed the roll, he’d deviate one square from the point he’d picked. But he nailed the roll, so he appeared right where he wanted.

The momentum of the battle had started to shift in the last session, but the addition of another character caused the swing a little more dramatically, and they wrapped up the combat fairly quickly, though I think a few of our heroes were badly injured, and down on healing surges by the time we finished.

After they patched themselves up, they headed into the abandoned tomb. What followed was a wonderful, frustrating, old-school treat, as the party ran made their cautious way through the tomb, trying to find the information they need to track down Acererak’s last infernal machine, and end him once and for all. At one point or another, pretty much every member of the groups said something along the lines of, “Fucking Tomb of Horrors.”

The bit I enjoyed most was the maze of tiny rooms with doors and secret doors – very old school, designed to confuse the mappers in the party, and frustrate the players. The cautious way they had to proceed through the little maze, made gun-shy by the traps they’d run into in previous adventures in the Tomb of Horrors adventures, was delightful.

They finally made it to the twisting tunnel that led to the chapel, and spent enough time cautiously exploring it that the caller in darkness arrived. It was getting late by that time, so we wrapped up. We got to open next session with a combat again, which is fine.

I’m looking forward to it.

Apocalypse World: Sway’s War

Finally getting my feet back under me at the day job after my vacation and subsequent overwhelming amount of work. This post is a little late – like, two weeks late – but I’m finally getting to it. The upshot of this is that my memory of stuff may be a little worse than usual ((And, as Elliott will attest, my memory is not great at the best of time.)). So, I’m gonna try and keep this brief .

Bear with me.

We picked up the game with the characters meeting up with Calico and the posse coming out from Roosevelt. Our heroes had captured sixteen of Sway’s Boys, and had them all chained to the captured trucks. The plan was to interrogate them, find out where the rest of Sway’s Boys were holed up, and go rescue the stolen food ((Also free the captured slaves from New Ogden, but those were a secondary objective in Calico’s eyes.)).

I was, frankly, a little surprised at how quick JB, Snow, and Nils ((As I recall, Magpie participated, but not as… enthusiastically.))  jumped right into hardcore torture. We had some cultural clash, here, mechanics-wise. See, in Apocalypse World, there’s an expectation that you make a move and that resolves the outcome of the situation of the moment. In other games ((Like, but not exclusive to, D&D.)), there’s an expectation that a check resolves one attempt to overcome a challenge and, if the challenge is static, you can try again if you fail. What happened here was that the players kept wanting to escalate the torture if the first roll didn’t produce the results they wanted, and I kept trying to explain that, no, the Going Aggro roll they just made covers the entire interrogation attempt.

There were also a number of attempts to create situational bonuses ((“I loom threateningly.” “I shoot his buddy.” Stuff like that.)), which just doesn’t work in the same way as in other games. If you’re trying to help someone do something, you use the Aid move, and describe it however you want. In this way, it’s kind of like a Cortex or Fate game – you need to do something active to create a bonus. Nothing gives you an automatic bonus, the way some things in, say, D&D do.

Now, I want to be clear that I’m not talking about this to show off my players’ errors – there were no errors, just a lack of familiarity with the very different game paradigm of Apocalypse World.  And that’s what I want to highlight: the game paradigm, the basic assumptions of play, the mechanics, and the play experience are all different from more traditional ((Whatever that really means.)) games. There is a learning curve here, both for players and MC. Both have to come to terms with using the dice more as seasoning for the game fiction, rather than the base. At the same time, the dice provide the pivot points of the narrative ((A bit of an aside – I ran the first session of a new AW game last night with a new group, and it reminded me once again that the narrative, direction, and challenges are really shaped a driven by the misses on the players’ moves. I’ve said it before here, but it was thrown into stark relief with the first session, when I had no fronts, no prep, and had to fill a game session based on what happened at the table. It’s challenging, but kind of exhilarating.)), meaning you have to walk a bit of a fine line as MC, trying to get enough dice rolling to keep a story building itself with unexpected twists and setbacks, but not so much that it overshadows player agency or taxes MC invention ((Yeah, if people are rolling more, they will be missing more, and that means the MC has to improvise more. Too much is too short a span and you’ll run out of good ideas, then out of bad ideas, then out of any ideas.)).

Anyway, our heroes eventually got information on where Sway and the rest of his gang were holed up – some caves in the old quarries south of Roosevelt. Someone ((I think Magpie? But I’m not sure. Elliott? Do you remember?)) tapped into the maelstrom and got a vision of a secret back way into the caves, so Calico decided that the group should split, with our heroes and one of her men sneaking up to the top of the quarry walls and down through the secret entrance while Calico and the rest of the Roosevelt forces attacked from the front.

The night trek across the open fields to the quarry and the assault on the quarry were a lot of tense fun for us. The upshot was that our gang was victorious, wiped out Sway’s Boys, freed most of the slaves, recovered most of the food, and salvaged a bunch of weapons and vehicles from the now-defunct slaver gang.

Everyone was beat up to some degree, so they went back to Roosevelt, and that’s where we wrapped up the game. Have to think about where/when we’re going to start the next game, now. It’s coming up this Friday.

Game Packing

Full disclosure: I’ve got a bit of an obsession ((My friends have referred to it as a fetish, but there’s no sexual component, so nyaaaah. You’re wrong.)) with luggage. Specifically, backpacks, messenger bags, and the like. So, this post is sort of feeding that obsession. If you’re not interested in my thoughts on hauling around a bunch of RPGs and boardgames, you may want to skip this one.

As you may have gathered from reading my blog, I play in and run a lot of games, either with my gaming group or as demos at stores and conventions. That means that I wind up hauling a lot of game stuff from place to place, and sometimes that gets heavy and awkward. So, the past few years, I’ve been looking around for good bags that serve as sensible, well-designed game totes.

What I’ve found is that RPG players are not a market that gets catered to by luggage designers. Fair enough; after all, we’re a small market, and we generally haul around stuff like books and dice and pencils. This kind of load doesn’t require the specialized design and engineering you usually see in bags designed for miniatures gamers, with the padding allowing you to carry your army around.

But I have found some good products for hauling around my stuff, and I’m gonna talk about them below. I own, or have owned, each of the bags listed below. Now, none of them are inexpensive, but they are all top quality, so you get exceptional value for your money.

The Gamer Bag

Years ago – almost ten years ago, now, I guess, I did find a bag that was specifically designed for RPG gamers. It was called the Gamer Bag, and it was a messenger bag that came with a zippered, foam-lined insert that let you carry about a dozen miniatures in the bag. I no longer have the bag ((Though I still have the foam insert.)), and can’t find it anywhere online ((If you happen to find it somewhere, let me know. It was made by a dance bag company in BC, as I recall.)), so I can’t show you what it looked like.

It was a good compromise bag. It held a few rulebooks, some paper and pens, and the aforementioned insert. Not quite big enough to be a single-bag solution for a GM of a game that requires a lot of books or minis, and the insert was a bit of wasted space for a player who had only one figure to bring to the game, but it was well-constructed and worked great for squad-based minis games. It was my go-to bag for a long time.

Paladin Mission Go-Bag ((For the Paladin stuff, I’m linking to Darkthreads.com, because that’s where I bought mine. Their customer service is top-notch. If the bags wore out at all, I’d buy more stuff from them, but they last forever.))

The Paladin Mission Go-Bag is, I am told, designed for US Special Forces use. It is strong, durable, and holds a surprising amount given its size ((You’re gonna see that this is a recurring theme with pretty much all the high-end bags on this list.)). It’s a messenger-style bag, with one exterior zippered pocket and a larger main zippered compartment. Inside the main compartment are four tubular pockets – almost pouches, really – attached two to the front and two to the back. These pockets have drawstrings allowing you to cinch them closed.

At first glance, it doesn’t really seem like the bag can hold all that much, and that the internal pockets would get in the way. In practice, it can hold an amazing amount – but there’s a learning curve to using it ((I know! A learning curve to using a messenger bag! But it’s something that I’ve found is true of a lot of very intelligently designed bags. You need to learn how to use them to best effect.)). I can easily carry my iPad, several hardcover rulebooks, a notebook, a pad of graph paper, my dice pouch, a few miniatures, and a bunch of pens and pencils in it.

I don’t use it that much for RPGs anymore, though, because I’ve found some solutions I like better, which I’m going to talk about below. These days, I mainly use it for carrying a variety of smaller board and card games. The interior pouches are great for holding small game packs, like Zombie Dice or Cthulhu dice, or card decks for Magic or the Z-Man B-Movie card games. I can slip in my Fiasco kit in between the pouches, or a small boardgame like Carcassonne or Escape From the Aliens in Outer Space.

And it comes in both black and desert tan.

Paladin Mission Pack

This is the grown-up version of the Mission G0-Bag above. It’s a full backpack, with all the MOLLE features, and can hold a lot of stuff. If you were to fill it with hardcover rulebooks, I’m pretty sure you wouldn’t be able to lift it ((Well, I know I wouldn’t be able to lift it.)). With that in mind, I generally use it to haul around boardgames. Boardgames can be a problem because the boxes are generally not a very convenient size, but they’re generally lighter than the equivalent volume of books. This huge backpack is my solution to carrying around more then one or two without dropping everything everywhere.

The large internal pocket will handle my copy of Conquest of Nerath without a problem. I can even slide in two of Fantasy Flight’s square boardgame boxes as well, and fill the little bit of room at the top with smaller games like Zombie Dice or some card boxes. The exterior has a large pocket near the bottom that’s big enough to hold the Mission Go-Bag ((Almost like they planned it that way, huh?)), and so will hold my Fiasco kit, or a couple small boardgame, along with a few other odds and ends. Above that is a slightly smaller pocket that’s big enough for one small boardgame or a few card games. And the bottom of the pack unzips to create a third external pocket that can just fit one of the square Fantasy Flight game boxes on a sort of diagonal, with empty space to fill up with dice bags, pencils and pens, token bags, and other stuff like that.

All in all, I can fit about ten board and card games into this pack. It makes it kinda heavy, but it’s got good shoulder straps and a belly band, so it’s surprisingly easy to carry once you’ve got it on. You just need to stay aware that you’ve got the equivalent volume of a ten-year-old strapped to your back as you maneuver through crowds.

Red Oxx Gator Carry-On Bag

This bag is an interesting one. It splits the difference between something like the Cafe Bag below and the Mission Go-Bag above. It’s about the right size to haul a stack of rulebooks around, and the main pocket doesn’t have any internal pouches to get in the way. Instead, there are two gusseted pockets on the outside, very similar to the Mission Go-Bag’s internal pouches, except these close with snaps. It’s also got a couple of flat slip pockets on the outside, a larger zippered flat pocket, and two elastic water bottle pockets, one on each end.

This is the bag I tend to use if I’m running a game that requires a few rulebooks. The rulebooks, a pad of paper, clipboard, iPad, etc. go in the main pocket, and my dice and pens and tokens and such go in the external pouches. And I can load it up pretty heavy, because it’s go this great rubberized grip on the shoulder strap that flexes and holds on to your shoulder, keeping the bag from shifting around.

Tom Bihn Organizer Pouches ((You may notice that Tom Bihn stuff dominates this list. The reason for that is their wide array of high-quality products and superb customer service. They have become my favourite luggage manufacturers. This is not to slight anyone else on the list. Everyone’s gotta have a favourite, right?))

When I first ordered these from Tom Bihn, I kinda looked at them and said, “What the hell am I gonna use these for? ((So, the question then arises, if I had no use for them, why did I order them, right? Did I mention I’ve got a bit of an obsession? There ya go.))” Now, I use them for everything and I’m thinking that I need a few more. They’re just incredibly useful for keeping things, y’know, organized.

They come in a lot of styles- clear, padded, cordura, cork, dyneema, ballistic nylon – several sizes – mini, small, medium, pen and pencil, and large – and a slew of colours that I’m not going to try and list. Not every size is available in every style, not every style is available in every colour, and so on. But you can mix and match to a pretty impressive extent.

At this point, I’m mainly using the small, medium, and large sizes.

  • Small pouches are good for a few plastic minis, a set of dice or two, or a deck of cards.
  • Medium pouches are good for a whole bunch of plastic minis, a bunch of dice, several decks of cards, digest-sized books, or a whole bunch of pens, pencils, markers, and sticky notes – perfect for running a game like Leverage RPG.
  • Large pouches are what I’m using to organize my game stuff. I’ve taken my Fiasco kit out of the plastic case it was in and put it in a large pouch. I use one to hold everything I need to demo Marvel Heroic Roleplaying and D&D Next. I’m keeping my character sheets and reference material for each game I play in separate large pouches. I’m thinking that I may drop the correct dice, a pencil, and pad of paper into each character pouch, so that I only need to grab one thing when I head out to play.

Tom Bihn Travel Tray

This is a funky little thing that is very useful if I’m running or demoing a game that requires a lot of dice – you can’t always count on the players to have sufficient ((Or, in some situations, any.)) dice, so I just toss a whole bunch of dice loose in the tray, throw in my personal dice bag, any other little things I’ll need – tokens, minis, whatever – and snug the whole thing up with the drawstring. Once I get to the venue, I haul out everything but the communal dice, and set the tray up open in the middle of the table where everyone can reach the dice they need. And at the end of the session, everything goes back in the tray, I cinch it up, and it goes back in my bag. Easy-peasey.

Tom Bihn Empire Builder

The Empire Builder is my new big RPG bag. When I haul my D&D 4E stuff around for the Storm Point game, this is what I use. It’s got a nice, big interior pocket, as well as a roomy flap pocket on the front, and an open-top pocket on the back. The front pocket has a number of zipper pockets and little gusseted pockets for pens, books, etc. The interior pocket has clips to attach one of the Tom Bihn Brain Cell laptop bags, and comes with some plastic file dividers. You can also add a Freudian Slip to hold more pens, paper, and other little things.

The bag is pretty spacious. I can fit my laptop, a folder for each of the players’ character sheets, a couple of reference books, my dice bag, screen, dungeon tiles, pens, paper, minis, the adventure, and my iPad. It gets a bit heavy when I really load it up – books are pretty heavy for their size. Fortunately, you can get the Absolute Shoulder Strap, which is nicely padded and comfortable when you’re carrying a ton of crap in your bag. Which I always seem to do.

Tom Bihn Cafe Bag

The cafe bags from Tom Bihn are very simple – a big interior pocket, a zip pocket on the front, and an open-top pocket on the back.  My large cafe bag has become my go-to player bag. It’s not too big, and will hold my character sheets, a rulebook or two, pens, paper, dice, my iPad, and a mini or two. I don’t need a lot of organization for the character stuff for any game I play in, so the smaller, simpler bag is perfect.

Tom Bihn Super Ego

The Super Ego is an awesome messenger bag. It’s the largest of the series that also includes the Imago, the Id, and the Ego. A more casual style of messenger bag than the Empire Builder, it holds a little bit more, but doesn’t have some of the organizational options that the Empire Builder does. That makes it a good choice for when you want to carry around only a couple of games, for small demo situations or a casual evening. You can toss a Fantasy Flight square box in the main pocket, along with a large organizer pouch with, say, your Fiasco or Leverage kit, a medium organizer pouch with pens, pencils, index cards, and post-its, and the travel tray with a bunch of dice.

The front pocket can still hold a bunch of small-box games, like card games, or another couple of organizer pouches with more games or accessories or minis. It’s got some organizer pockets for things like pens and pencils, too.

Like the Empire Builder, it’s easy to overload this bag, especially if you’re using it to haul around RPGs with their heavy, hardcover rulebooks. I strongly recommend getting the Absolute Shoulder Strap; it just makes everything better when you’re carrying more than you should.

Tom Bihn Smart Alec

The Smart Alec is a great big backpack. It’s got minimal organizational options – well, mine does, anyway. They’ve released a new version in the last little while that features a modular system that allows you to add extra modular pockets on the top and back, which increases your organizational options. But the baseline model is a big, empty bag, with connection points for adding a laptop shell inside, a couple of zippered side pockets on the outside, and a zippered pocket in the interior top.

It’s great for carrying a couple of boardgames or small RPGs in organizers – basically, it can haul everything that you could haul in the Super Ego, but in a backpack configuration. This is great if you need to be carrying things from place to place, like at a convention, because the backpack carry is just so much easier than the messenger bag carry for heavy stuff.

One of the nice features about the Smart Alec is that it’s got a bungee cord strap on the exterior that lets you strap something on the back of the pack. It works great for attaching a battle mat, for example.

Tom Bihn Synapse

I personally think that the Synapse is the best backpack in the world. It’s got a wealth organizational pockets – zippered pockets on the inside and outside, and a gusseted pocket on the inside. One of the outside pockets holds a one-litre water bottle ((True story. I had a bottle of water in that pocket. It leaked – about half the water ran out into the interior of the bag. I had a brand new hardcover book in the main compartment of the bag. One corner got slightly damp. The rest of the water was caught in the gusseted interior pocket, and kept well away from the book, my iPad, and my lunch. Smart, effective design. Well, of the bag. Not of the water bottle. That got replaced.)), there are nice big side zipper pockets, and large zipper pocket at the bottom, and a small one just beside the water bottle pocket. You can load several small games or everything you need to run an RPG, including dice and minis, into it very easily.

And then you carry it on your back. It’s not as big as the Smart Alec, but the organizational set-up makes it a little more versatile in how you load things, so you may be astonished to see that, if you’re smart about how you pack it, it holds almost as much. They’ve also recently released a new version, the Synapse 25, which is essentially the same bag, but a little bit bigger. It’s got almost the same volume as the Smart Alec, but I’m betting the organizational set-up lets you pack even more game material into it ((I can’t say for certain. I don’t own one of the new ones. Yet.)).

Tom Bihn Aeronaut

The Aeronaut is probably the bag on this list that’s least useful for carrying gaming stuff around. That still means it’s plenty useful, though; I mainly use it as a small version of the Paladin Mission Pack. Indeed, when I’m doing the big game demos at C4, I usually carry both bags to make sure I get as many games as possible to the show.

That said, the bag has a few constraints imposed by the design goal of making it the largest size carry-on bag allowed by airlines. The dimensions of the bag are determined by that goal, and so you get a few restrictions on fitting in some games. Still, the big centre pocket will hold a Fantasy Flight square box, a couple of large organizer pouches, and a small game or several decks of cards tossed in around the edges. The end pocket is just a bit too small to fit in a large organizer, but it holds Carcassonne pretty much perfectly, and is a good place for some medium organizer pouches with accessories.

The thing that really makes this bag for hauling games around, though, is the fact that it’s got three carry methods. You can carry it like a suitcase, like a messenger bag ((Again, I recommend the Absolute Shoulder Strap.)), or pull out the hidden backpack straps and sling it on your back. I usually carry it on my back unless I’m also carrying the Paladin Mission Pack, in which case I use the shoulder strap. Yeah, I’m loaded down like a mule at that point, but it means that I get all my games ((Nineteen different ones, last C4.)) to the con site in one trip.

 

So, there are some thoughts about carrying games around, and the tools I use for it. Hopefully, you’ll find something useful there. And if you have any suggestions – a favourite bag or game-moving tool – please let me know.

Like I said, kinda obsessed.

Housekeeping

Couple of things.

First, several months ago, a reader by the name of Kevin Nault sent me some e-book versions of my posts on magic in DFRPG. I was very flattered that he’d gone to the trouble to make such a thing, and promptly uploaded them to my site. But, being an idiot, I didn’t tell anyone that I had done so or provide links to those files. I’m correcting that now. You can download DFRPG Magic 101 in .azw3, .epub, and .pdf formats from these links, and I’m posting links on the Dresden Files Articles page, as well.

Thanks again to Kevin for doing this, and my apologies to him for not posting the links in a timely fashion.

Second, I’m going away for three weeks, so there’s going to be very little ((Probably nothing, to be fair.)) in the way of updates to this blog during that time. Posts will continue when I return and recover and have something to write about.

In the meantime, if you are so inclined, you can follow my (mis)adventures as I wander through Ireland at my travel blog.

Talk to you all when I get back!

Civil War: Taking AIM

***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***

This session almost didn’t happen on Friday night. That is to say that, instead of Civil War, I had scheduled a one-shot AD&D 1st Edition adventure for a group that consisted mostly of the Civil War game, with one additional player. That additional player wasn’t able to make it, so we decided to play Civil War instead ((Why am I bothering to tell you guys this? Well, mainly so that I can assure Chris and the rest of the guys that the AD&D one-shot will still happen.)). What this mainly meant was that, not having planned on another Civil War session before my upcoming vacation ((I’m going to Ireland on Friday for three weeks.)), I had a bit of a scrabble to get my prep work done for the game.

We had ended the last game with the Guardians in the secret AIM base below Ground Zero in Manhattan. Our heroes had just dealt with a couple of squads of troopers and a few scientists, and the emergency lights and klaxons had started, with a PA announcing that the destruct sequence had begun. That’s where we picked things up.

The Guardians decided they had three main objectives at this point: clear the people from the complex ((And preferably confine them for later prosecution.)); shut down the dangerous, overloading, high-energy experiments; and stop the destruct sequence to keep it from reducing lower Manhattan to rubble. Two of these issues were represented by the situational distinctions Overloading Experiments and Panicky Scientists Everywhere!, while the destruct sequence was represented by a countdown die ((Among the many things that make me sad about the end of the MHR license is the fact that the Annihilation event book, with all it’s cool new tricks, won’t be printed. Still, the Cortex Plus Hacker’s Guide is coming, so that’s good.)). To take care of these, the gang split up.

Jumpstart, with the help of a lightning sprite summoned by The Doctor, went looking for the main computers to shut down the destruct sequence. They found the sealed main computer room, but it was guarded by Bushwacker.

Now, to make the whole AIM complex scene more interesting, I went looking through the published MHR books looking for tech-based villains that weren’t already serving some purpose ((Or serving some time.)) in the event. I grabbed a few of these, and beefed them up a bit. I did this by giving them some AIM-provided assets and, to avoid the problem I ran into previously, I wrote these down on post-its and stuck them to the cards representing the villains in the turn order. So, Bushwacker had the assets Sniper’s Perch d10 and AIM-Tech Camouflage Field d10, and Living Laser had AIM-Tech Photonic Capacitor Harness d12 ((“How does he wear…” “It’s unstable molecules. Go with it.” “Is it just pots of glow-in-the-dark paint?” “I SAID GO WITH IT!”)) when he pounced on Megajoule.

So, The Doctor and Jumpstart managed to get into the computer room and shut down the destruct sequence, though they took some roughing up from Bushwacker ((Who managed to escape custody at the end of the session, thanks to his AIM-Tech Camouflage Field d10.)) in the process.

Meanwhile, Volcanic and Mega Joule concentrated on shutting down the overloading experiments – Volcanic using his scientific and technological expertise, and Mega Joule using his Universal Off Switch (aka Kinetic Blast). Volcanic did a good job on that, but Mega Joule was distracted by Living Laser trying to mess with him. That didn’t last too long, though; Mega Joule took him out with a single counterattack followed by his own attack. Then he moved on to helping delay the destruct countdown, because Volcanic had managed to cut the power to the labs and shut down the Overloading Experiments distinction.

Volcanic moved on to clearing out the scientists, herding them into a big rock cage adjacent to one of the subway tunnels a few levels up above the base for later disposal. One of the scientists he was shoveling away like this screamed, “No! It will get out!” as he was swept up, which made Volcanic pause beside a large, sealed metal door.

And that’s when the tentacled horror ((From Civil War: Fifty Stat Initiative event supplement, pFS73. I bumped up the die types on all its ratings by one step, because I’ve found that the PC heroes are pretty damned tough.)) came bursting out and tried to eat him. Volcanic made himself a big lava sword and hacked at it until it swallowed him, then he cooked it from the inside.

At that point, the AIM base was empty and stable, and we called it a night ((We had started somewhat late, and I had to work the next morning, so it wasn’t as long a session as I might have otherwise run.)). As people were packing up, we did a little talking about the aftermath of the raid: how it would definitely boost their credibility when it came to attracting more anti-registration folks to their cause, how it would – once again – show up S.H.I.E.L.D., and how they had some limited access to the AIM computers for a little while before S.H.I.E.L.D. swooped in.

To simulate this last point, rather than roll out hacking attempts or spend plot points for assets based on it, I told the group that they could ask me three questions about AIM and I would answer them, and that would represent the datalooting of the AIM base mainframe. They’re going to discuss it via e-mail and put together their three questions for me before the next session. If they get them in early enough, I may even do up some handouts or other in-game props to represent what they find.

And then, to lay some pipe for the next few sessions, I told them they saw a news announcement of Captain America telling all unregistered heroes that, unless they stepped forward in the next twenty-four hours and registered, S.H.I.E.L.D. would ((In a spectacular dick move.)) begin releasing their secret identity information to the public. That got everyone all riled up again, just in time to close down for the evening.

I’m looking forward to seeing where things go from here.

On a Related Note

Margaret Weis Productions has recently announced that their license for producing MHR has been terminated. That means no new MHR products will be released.

I want to say thank-you to the crew at MWP who worked on the game. I think the system is a triumph of design, that the way you built the event books was inspirational, and that the products you put out to the public are beautiful and useful. You should all be very proud of what you’ve done.

I’ve enjoyed playing and running the game immensely. It has got me reading Marvel comics again – I’m still a DC guy at heart, but now there are some Marvel titles ((Outside the Ultimate continuity; I always liked the Ultimate continuity.)) that I follow faithfully. The game books got me interested in picking up The Siege and Annihilation back issues, as well. So, for at least one gamer, the cross-marketing plans for Marvel have been fulfilled.

I want to say a special thank-you to Cam Banks, who has been a great ambassador and advocate for the game. He’s been friendly and approachable, both in person and via e-mail. He’s over at Atlas Games now ((Where, in the before times, some of my own writings were published.)), but still keeps his hand in on Cortex Plus – I hear he’s just finished the system design work on the new Firefly RPG, for example.

So, thanks for everything, folks. The game’s not dead – I’m still running it. And I plan to running it ((And even hopefully playing it.)) for years to come.