Apocalypse World: Troubles Abound

The last session of our Apocalypse World game happened after a bit of a delay: due to scheduling difficulties, it was six weeks between sessions instead of the normal three. This gave me some time to think about some of the difficulties I ran into the previous session, to finish up the preparations I didn’t get to last time, and to come up with some plans and ideas to make the next session better.

Among the things I did was rewrite the Loot the Ruins move I had developed to make it a little looser, a little less mechanistic, and more in keeping with the spirit of the game. Here’s what I came up with:

Loot the Ruins

Choose one category from the list below that you are looking for. You can decide not to pick, if you want – this gives you a +1 on the roll, but the MC determines what you find.

  1. Barter
  2. Tech
  3. Weapon
  4. Armour
  5. Treasure
  6. Place

Spend a day in the Ruins and roll + Sharp. On a 10+, you find something from the category that you’re looking for with no strings attached. On a 7-9, you find something, but there’s a catch: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.

I think this move worked out better than the previous version, but that could just be because of the way the game went.

I also completed a third Front for the game, filled with the weirder stuff that we had touched on in creating the game world. And I reviewed the other Fronts, coming up with – not adventures or scenarios and storylines, but hints and implications of badness off-screen or in the future, so that I’d have some ready ideas of what to throw at the characters ((In the end, I didn’t wind up using any of the things I came up with, except in the broadest terms, but the exercise was very useful for getting into the correct mindset for running the game.)) when it was my turn to make a move.

With all of this, I felt better prepared for this session than for the previous session. This may seem like a bit of a strange idea, given the heavily improvisational nature of the game, but one of the few things I’ve taken to heart from my acting courses 0h-so-many years ago ((Yeah, I studied theatre in university. It was not a good fit.)) is that your improv is stronger and richer and deeper if you’ve done your homework. If nothing else, felling prepared gives you the confidence you need to relax and go with the flow ((At least, for me. I have known a GM or two that have become rigid and inflexible with too much preparation, and then panic when things go south. Fortunately, I don’t play with any of them any more.)).

We’d ended the last session with the characters preparing to head into the Ruins, escorting Lark and Sparerib, two members of the Dawning trade party negotiating with Roosevelt for treaties that included some of the tech and artifacts that Roosevelt citizens had scavenged from the Ruins. According to Wilson ((The head of the Dawning trade delegation.)), the idea is for them to get a real sense of how difficult such scavenging is, so they can properly value it in the negotiations.

And Calico, the head of Roosevelt’s guard and defence force, has told Nils to make sure that Lark and Sparerib don’t make it out of the Ruins alive.

I started the game by asking each of the characters some leading questions about the Ruins: what’s the weirdest thing you’ve seen in the Ruins, what scares you most about the Ruins, have you ever been right through the Ruins, stuff like that. And from their answers, I asked some more leading questions, until we had a shared understanding of the Ruins as mysterious and dangerous, with great treasures and deep secrets hidden in its depths. This provided me with some solid material for improvisation during the game session.

The gang decided to head south along the river to the ford to cross into the Ruins farther from Roosevelt, going in where things hadn’t been picked over yet. Of course, this is closer to the forest where the Flayers lurk ((Cannibal savages that the players came up with during game creation.)), so more of a risk. They crept along through the snow in Nils’s van, with Snow and JB keeping a lookout for danger.

This is where, from a mechanical point of view, things got really interesting to me. One of the instructions to MCs in the rulebook is “Play to find out what happens.” I didn’t really understand this – oh, I thought I did, but it was more a vague idea of not having any predetermined outcome or plot than a true understanding. This is the session where I suddenly really got the idea, and saw it in action.

The game world unfolded organically, according to the successes, failures, and partial successes of the characters. JB read a situation and asked where his enemies were, so I told him, despite the fact that I hadn’t decided there were any enemies around before that. Nils blew a roll to read a situation, and got him and Magpie surrounded by mysterious, well-armed, polite ((“Omigod! They’re Canadian!”)) soldiers that I made up on the spur of the moment ((

Spoiler
I have no idea who these guys are, what they want, or why they just asked some questions at gunpoint and then just vanished. But it was a good moment in the game.
)). Snow missed on a roll to loot the Ruins, and wound up being chased by unknown enemies through the twisting, ruined streets.

The expedition ran into all sorts of problems, from strange creatures hidden in an old pawn shop to streets collapsing under the tires of the van. And every single one of the problems rose from the interaction between the narrative fiction of the game and the mechanics of the moves. The fiction prompted the characters to make a move, and the move resulted in a change in the fiction. This is all spelled out in the rulebook, but every time I read it, it seemed like I was missing something, that the simple reading of the directions was too easy, too shallow. Seeing it in play, clicking in and working the way it did, was a revelation. It actually is that simple, but it’s not shallow at all. The rulebook says it requires a particular discipline, and that’s very true, but when it starts clicking in a good game, the discipline becomes easy and natural.

This is the game session where I finally understood what Apocalypse World ((And, hopefully, by extension, all the other games based on it.)) is all about. It’s about the way the world and game both grow and progress based on character action and choice.

The final confirmation for me that I’m finally getting it came after the game. Over the next week or so, pretty much every one of the players told me how much they had enjoyed the game, and how much fun they had. This was nice, of course, but the real kicker was that they all said, in one way or another, “Boy, the Ruins are really nasty! I hadn’t expected that.” I tried to explain that the nastiness of the Ruins really came about because of their missed moves, how I was as surprised as they were about how the things had turned out, but I don’t think I explained it very well. It’s something you have to experience in action from the MC chair, I think.

Anyway, the evening ended with the group making camp in the Ruins, only about halfway to their destination. Lark and Sparerib are still alive, and have recovered a metal crate from the Ruins. Magpie’s picked up a nice guitar for her hoard, JB’s killed a whole lot of folks, and Snow has found a beacon he was looking for to lead him to his stasis chamber. And Nils has managed to get his van dropped into the tunnels beneath the city and get it out again.

Of course, he used explosives to open a way out, and it seems to have woken something deep in the Ruins…

Dateline – Storm Point

***SPOILER ALERT***

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

***SPOILER ALERT***

The last session of my Storm Point campaign was the first session with our new quorum rules – only three players need to be there for me to run the game. Previously, it was four, but with a total of five players, that was resulting in a lot of canceled games. We only had three players show for this game, but we ran with it.

I had spent some time between sessions looking at the current stage of the adventure ((The abandoned Fortress of Conclusion, in the second installment of the campaign.)) paring things down so that there would be a reasonable chance of getting through the adventure in two or three sessions. This phase of the adventure is a dungeon crawl, with some interesting battles, some nasty traps, and some really tricky puzzles. I wanted to give the characters the full-on Tomb of Horrors experience, so I kept a few of the traps/puzzles and a couple of the combats, and discarded the rest. The mix I have left will give them ((I think.)) enough variety to keep them interested and the game moving along, as well as giving them enough danger to let them know that they’ve accomplished something when they get to the end.

So, we started out with the characters dropping through the portal from those annoying archways ((See last session.)) and finding themselves in a room filled with piles of skulls. A search discovered no traps, only a bit of treasure. From there, they went on to a cavern that dropped away in a cascade of necrotic rain, with a stone platform floating at the bottom, decorated with four of the ubiquitous demon faces. This room was an elaborate and vicious trap that took up a lot of the session. The heavy misdirection kept the group fixated on the wrong things for some time, damaging them repeatedly as they tried different things. Eventually ((After a fair bit of whining: “Well, fine, then. We’ll just sit down here and die.”)), they found the way onward.

Next up was a corridor that screamed “Trap!” It had one of the big demon faces at the far end, and the entire floor was covered with tiles marked with magical glyphs, saying things like fire, ice, gender swap, lightning, teleport, and other threatening things. Our heroes displayed some admirable caution in advancing into this corridor, but in the end, discovered that the magic that had powered the various traps was gone, and they could cross the room with impunity ((Like the original Tomb of Horrors, the modern adventure relies on a lot of misdirection to basically say, “Screw you, adventurer!” You can’t trust things that look safe to be safe, and you can’t trust things that look dangerous to be dangerous. So, the adventurers have to treat everything like a serious threat, and feel like idiots when there’s no actual danger. Like I say, “Screw you, adventurer!”)).

After this room, they found the site where they’re missing magic item ((A box of eternal provisions.)) had been teleported when Milo went through one of the arches and were able to recover it, along with a number of other pretty nice magic items. Then they reached a bridge of bones over an ossuary pit, guarded by the spirits of dead warriors. This encounter had a method for talking your way past these dead-but-once-noble defenders, but our boys didn’t care much about that, and proceeded to destroy them with great effectiveness ((A combination of some good initiative rolls, lacks of other combats this evening, and a cleric tooled up for healing and radiant damage made this a really short fight.)). That was where we stopped things for the evening.

I was surprised how much we got through, and I think that’s largely an effect of only a single combat right at the end of the evening. I think that next session should see this section of the adventure – and this adventure in the larger Tomb of Horrors collection of adventures – wrapped up. Then, everyone levels up a couple levels, and we start the third ((And second-last.)) adventure.

Should be fun.

Civil War: Final Night, First Strike

***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 night was the latest session of my Civil War game. We’d missed the last game due to scheduling issues, so it had been a long wait between sessions. Now, we’re back on track ((Hopefully.)) and making some progress through the game ((We actually, finally ended Act One! Yay, us!)).

The timing in the game was a bit convoluted, because we had one player who had missed the last couple of sessions ((Welcome back, Doctor!)), but had things that he wanted to take care of before the end of the act. Meanwhile, the other players had done enough stuff that they were up to the last day before the SHRA came into full effect. Rather than just run two solo scenes while the other three players just sat around, I told the gang that they could take part in the scenes if they wanted to, and we’d run them as flashbacks.

The Doctor’s ((I’m going to point out again that this character is patterned on The Authority‘s Doctor, and not Doctor Who.)) first scene was him talking with Doctor Strange about what was coming. Doctor Strange said that he would be guarding the gates of this reality to prevent any nasty extradimensional beings ((I’m looking at you, Dormammu!)) from taking advantage of the chaos that the oncoming conflict was sure to cause. The Doctor’s role as the guardian of the Earth’s metaphysical wellbeing was going to be tested in the coming days, as friend turned on friend, and fear multiplied, and Doctor Strange advised our Doctor to be ready for a nasty, challenging time of things.

The Doctor then wanted to go see Tony Stark ((Our Doctor is a member of the Illuminati, and knows all these big movers and shakers.)) and find out where he stood on things. The rest of the Guardians decided they wanted to come along on this one, so they all climbed into the GX-1 and flew to Stark Tower. There, they met with Tony Stark, who seemed somewhat preoccupied and unwilling to give any straight answers. The Doctor thought something seemed a little off, and used his mystic senses to discover that he got no reading at all from Tony, concluding that it was in fact an LMD ((Life Model Decoy.)).

About this time, Maria Hill and a squad of Cape Killers showed up and began asking Tony when S.H.I.E.L.D. could expect the next shipment of tech for the new initiatives. He talked a bit about needing some more time and such, at which point Pepper Potts showed up to lead the Guardians out. At the GX-1, they tried to get her to talk about where Tony really was, but she stuck to the story that Tony was down in the lab, and then, very deliberately, powered down her tablet and said goodbye to them. And about a minute after the GX-1 lifted off from the landing pad on Stark Tower, all the plane’s systems went dead and it started plunging toward the street.

Here, I stole a new mechanic from the Annihilation event book – a countdown timer ((Seriously, there is so much smart new stuff in Annihilation that you need to buy it. It is all immensely lootable, as I’m demonstrating. I also used the system for starships in the book to wrap some rules around the GX-1.)), showing how much time the heroes have to act before something bad happens. In Annihilation, that’s usually something like a planet exploding, but here it was the GX-1 crashing into the street or a building or a puppy or whatever.

This proved to be a really effective ((In my opinion. I thought it worked great, and the players seemed to have fun with it.)) way of modeling conflict with the environment. Characters rolled against the doom pool ((Plus an extra die or two for some distinctions or complications which may or may not have been obvious right off the hop.)), and tried to get the GX-1 powered up and flying again. Some of them spent their turns trying to step back the countdown die, buying them a little more time to operate, some built assets to help other rolls, and some worked directly to target the Fried Systems d12 complication that I told them they had to reduce to 0 in order to restart the engines.

Once they got the ship powered up again, I told them ((And maybe this was a bit of a dick move, but I did it anyway.)) that they weren’t home free just yet – they were still falling, and needed to pull up by stepping down the countdown die to 0, as well. This kinda sounds like double jeopardy, but I wanted to create the experience of a desperate struggle to get power back to the plunging craft, and then the adrenaline-filled rush of pulling out of the dive mere feet above the ground ((And this is the moment in the session when the players started talking about actually getting the Vehicles specialty for at least one of them if they wanted to continue using the GX-1. Probably a good idea.)).

As the rest of the systems came online in the couple of blocks around Stark Tower, the huge STARK on the side of the building switched over to CLOSED, and a broadcast from Tony Stark informed everyone with any sort of receiver that Stark Industries was officially closed as a protest against the planned nationalization of his company and his technology. The Guardians headed back to Stark Tower to make sure that everyone – specifically Maria Hill and the Cape Killers – was uninjured, then returned to their base.

Now that we had The Doctor caught up with things, we jumped back to the cliffhanger where we had left the previous session – the S.H.I.E.L.D. helicarrier was closing in on the GX-1 that was carrying Volcanic, Jumpstart, Mega Joule, and the apprehended Nitro. I think the group had some idea of being able to outrun or evade the helicarrier, but I had ended the scene last session with 2d12, and so I narrated the opening of this scene as everyone standing on the flight deck of the helicarrier, surrounded by S.H.I.E.L.D. agents.

Commander Hill thanked the heroes for apprehending Nitro, and offered a chance to attend a media event the next day, receiving a commendation from the President, and getting all the credit for bringing the butcher of Stamford to justice. The only catch, of course, was that the SHRA would be in effect the next day, and so the Guardians would need to be registered or face arrest.

Surprising no one, the Guardians declined the honour offered them, and decided to take their leave. Commander Hill said she’d allow that ((Though she told Jumpstart that Captain America was on his way up to the deck, and wanted a word. Jumpstart decided not to wait around.)), but that Nitro was now in S.H.I.E.L.D. custody, and would remain that way until his trial. There was some discussion of taking Nitro with them, but the gang decided that:

  1. They didn’t want to start an all-out war with S.H.I.E.L.D. right here and now, and
  2. They had planned to turn Nitro over to the authorities anyway, and these authorities at least knew how to confine superhumans.

So they bugged out just as Captain America reached the flight deck ((After Jumpstart’s last interaction with Captain America, I’m having a lot of fun teasing a rematch and building up the tension between the two.)), leaving Nitro in S.H.I.E.L.D. custody, and went home to get ready for the gathering at the Baxter Building that evening.

The gathering was some fun roleplaying, with the Guardians taking a bit of time to talk to other heroes and tying themselves a little more tightly to the Marvel universe. They spoke with Reed Richards, Spider-Man, Captain America ((And that was a little tense.)), Sue Storm, and maybe a couple of others that I’m forgetting. And, just before midnight, the Watcher appeared.

I told the gang that the Watcher just looked around at everyone, who had all gone very quiet, with just a few hushed whispers filling those who didn’t know about who the Watcher was. I also told the Guardians that they had the very real impression that the Watcher looked at each of them in turn. Why? Well, mainly to emphasize that this is their story, not the story from the comic books, and not even necessarily the story from the event book. By having the Uatu single them out for special consideration, I wanted to drive home the idea that things in this event will turn on the player character decisions.

That sort of took the air out of the gathering, and people started heading home. The Guardians, now that they were officially outlaws ((Yeah, The Doctor decided not to register, too, refusing to let the dark emotion of fear dictate his actions.)), split into two groups and each took a different underground route home. I asked which group would arrive home first, and they told me that it would be Volcanic and The Doctor, so they popped up in their secret lair, and were instantly attacked.

I snagged the datafiles for Steel Spider, Sepulchre, and Jack Flag from the 50 States Initiative book, and went to town. The surprise round was helpful, but not enough to actually turn the tide in favour of the baddies – I believe The Doctor took some stress, but then our heroes had everything their own way, and took their assailants down pretty quickly. They rendered Jack Flag and Sepulchre unconscious, and shorted out Steel Spider’s arms, leaving him pretty much defenseless. A little bit of negotiation, and they let Steel Spider take his friends out in a Volcanic-crafted box ((The Doctor also healed them. The Guardians are working hard to be above reproach – y’know, aside from the whole breaking the law by not registering thing.)).

Meantime, Jumpstart and Mega Joule were cornered in the sewers by a squad of Cape Killers and Captain America. There was a little discussion, but the fists started flying pretty quickly. Things were not going all that well for Cap and his buddies ((I need to do some thinking about how I run the bad guys. They tend to fold pretty quickly under the combined onslaught of the good guys.)), despite the fact that I was using the 4d12 I currently had in the doom pool very liberally, and buying them back whenever I could. When I saw that things were going to go badly for Cap in the next few turns, I broke down and spent 2d12 to end the scene with a sewer collapse, because I really want to keep the Cap-Jumpstart rivalry going.

That’s where we left things. As we were wrapping up, Clint asked if they had done something to pooch the secrecy of their lair, and I said yes. They didn’t want to just leave my answer at that, though, so I reminded them of the time a couple of sessions ago when Volcanic left the GX-1 ((Still called the GuardJet, at the time.)) sitting unguarded on the helicarrier flight deck for almost an hour as he went to retrieve Jumpstart from S.H.I.E.L.D. custody. Of course Maria Hill put a tracer on it. That’s how S.H.I.E.L.D. tracked them on their little trip to get Nitro. I had thought that would be a clue, but in retrospect, it wasn’t a strange enough event to make the characters wonder, and there was too much time between sessions to keep it in mind. So, I failed on that one.

But still. Yeah. Tracer on the GX-1, and attempt to apprehend the most prominent anti-registration heroes that S.H.I.E.L.D.’s got.

Now, the gang are discussing what they want to do next. I look forward to seeing what they come up with.

Dateline – Storm Point

***SPOILER ALERT***

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

***SPOILER ALERT***

When we got together for the latest Storm Point session, it had been over two months since the previous session. Scheduling is always difficult over the holiday season, and it spilled over a fair bit into the new year this year. But we finally got everyone together, and last Sunday, we had a full house for the return to the game.

We picked things up right where we had left them, with our heroes continuing to explore the dead city of Moil, searching for the epicentre of the funnelled death energy ((Yeah, it’s a whole thing…)). They had just slain a massive undead creature made of bones and the rubble of the city’s towers, and took the opportunity for an extended rest. I’ve been making the characters make Endurance checks every now and then to avoid losing a healing surge to the necrotic cold of the Shadowfell, and I decided that, after an extended rest, each character would recover one fewer healing surge than usual, as well as having to make an Endurance check to avoid losing a second surge.

The reason for these checks and the loss of healing surges is twofold. First, I want to emphasize the fact that the characters are on a different plane, one inimical to life, and they need to realize the danger of that. Second, I want to put a clock on the game – if the characters stay too long, their life-energy will drain away.

I decided that this session, I wanted to get the characters into the final dungeon area at the end of the adventure. So, I routed them to the gate puzzle. I let them spot the Vestige ((Player: “What’s a Vestige?” Me: “Well, when a god loses worshippers and fades away, it leaves an impression on the world. That’s a Vestige.” Player: “So… you’re telling us this is the negative space of a dead god?” Me: “Pretty much.” Group: “Well, crap.”)) coming at them a fair ways off, making the threat of its presence obvious enough that the characters were motivated to unscramble the puzzle of the gate. They failed the skill challenge, and took the damage from the misfiring gate as they passed through.

Two of the party didn’t make it through the gate before the Vestige arrived, and they took some nasty damage – and were set up to take quite a bit more – before they were able to escape through the gate. It nicely put the fear of (dead) god in them. The fact that they landed in a room with bodies hanging from chains, a big demon face is the middle of the floor, and two nasty sword wraiths waiting for them helped accentuate the point.

The fight went fairly quickly, though the gang seemed well-threatened by them. When they wrapped it up, they were faced with the puzzle of the archways.

The whole thing with the arches struck me as nicely retro, with the silly, nasty effects of the arches, and the hidden exit guarded by a sphere of annihilation. The characters spent a fair bit of time monkeying around with the arches, winding up variously shrunk, donkey-headed, half-disintegrated, and stripped of magic items. They finally figured things out through the clever use of the hand of fate and speak with dead rituals to gather information, and made their way through the exit to the next room.

That’s where we stopped for the evening.

Between this session and next, I’m planning to take a hard look at the rest of the dungeon, to pare it down to two to three sessions of play, while still getting the best of the cool, nasty, fun stuff in the game. That way, we can get through the last two adventures in Tomb of Horrors and wrap up the Storm Point game in the epic tier and end on a high note.

Or, y’know, TPK. Whichever.

Edge of the Empire Beginner Box

I’ve been kind of curious about the new Star Wars RPG from Fantasy Flight Games since it was announced. I managed to get a copy of the Edge of the Empire Beta book shortly after GenCon last year, and it looked pretty good, but until I actually played it, I wasn’t sure how much I would like it.

Then FFG released the Edge of the Empire Beginner Game. It’s been very carefully constructed to take new players ((And by this, I mean the set presupposes no knowledge of gaming at all, teaching the basics of RPGs from the ground up.)) from no knowledge of the game to basic competence with the system. The contents of the box includes a number of books and papers labeled with the order in which the GM should read them. There’s an intro sheet to read first, the adventure book to read second, another sheet with info about a follow-up adventure ((The Long Arm of the Hutt, downloadable from FFG.)), and a pared-down rulebook. In addition, you get four character folios for the pregen characters, and a set of the special dice you need to play. There are also an extra pair of character folios you can download to run the game with more than four players.

I wanted to see how the game ran, so I gathered four of my friends, and we took the Beginner Game out for a spin.

I’m not going to say too much about the adventure, both because I don’t want to spoil it for others, and because it’s a pretty linear story, with no real twists or surprises. That said, it provides a few hours of good Star Wars amusement, covering most of the kinds of things you want to do in a Star Wars game.

The main thing I was interested in seeing was how well the structure of the set taught the game. Each encounter teaches one or two new rules – or tweaks on rules – leading the players from simple ability checks, through combat, opposed rolls, minion rules, and even starship combat. By the end of the adventure, the new players have had a taste of just about everything available in the game, with one exception that I’ll talk about later.

One of the big things I wanted to see was how the the fancy dice worked. Like they did with the latest Warhammer Fantasy Roleplay edition ((Although, not with such wanton exuberance.)), FFG created a new dice mechanic to work with specialized dice in a simple dice pool system. You build your dice pool based on attributes and skills possessed by your character, adding difficulty dice based on opposition, difficulty, and situation, and roll them all. Add up success symbols, cancel successes with failure symbols, and if you have one success symbol left, you succeed. There are a couple more tweaks to the system, with advantage and triumph symbols on the positive side, and threat and despair symbols on the negative side, but you get the idea.

The dice give outcomes along two different axes – success/failure and advantage/threat, tweaked by triumph and despair. It works pretty slick, and the players learned the language of the dice symbols quite quickly, so play actually went fast after the first couple of encounters. What I found, though, was that estimating the odds – what was a long shot, what was a sure thing – was difficult. I mean, you can ballpark the odds based on the types and numbers of dice in the pool in a broad way: more green skill dice than purple difficulty dice mean that the roll is likely to succeed. But how likely is more difficult to tell ((Why do I care? Well, it’s not a gamebreaker, but I’m so used to examining and understanding the odds on numerical dice rolls that I feel a little adrift without the ability to do that. Not a huge deal.)).

Combat runs pretty quickly, and the threat and advantage mechanic adds some colourful variation to the vanilla back-and-forth of the standard “I hit him, then he hits me” of the basic combat system. The minion rules turn groups of stormtroopers into serious opposition without bogging the game down. And the starship combat runs smooth, with options for everyone on the ship ((At least, everyone on the ship in the playtest.)) to do something every turn.

Opposed rolls work very much like normal rolls in this system, with the difficulty dice that are added to the pool being determined by the skill of the character opposing the active character’s intent. So, if you’re trying to talk a junk dealer into selling you a part he promised to another ((Just as an example.)), the difficulty dice in your pool are based on the junk dealer’s Discipline skill. This nicely resolves in a single roll what normally takes two separate rolls. I like the idea, and it works pretty well in play.

The one thing that the Beginner Game doesn’t cover that exists in the Beta version of the game ((Well, the one play aspect that I noticed. Of course, the Beginner Game has no info on character creation, fewer equipment listings, etc. As one would expect in an introductory set.)) is rules for Force users. Now, Edge of the Empire doesn’t deal with Jedi or Sith characters, and rightly so; the default setting of the game is the interval between A New Hope and The Empire Strikes Back ((I’m pretty sure, anyway. I don’t have the book handy right now.)), when the Jedi have been hunted almost to extinction and only Vader and the Emperor stand for the Sith. Out on the Rim, the eponymous edge of the Empire, there may be a few minor Force users that haven’t been exterminated yet, but anything more impressive gets far too much Imperial attention.

So, as I say, no Force use in the Beginner Game, and that’s not necessarily a bad thing. Based on what I’ve seen in the Beta book ((And bear in mind that it is a Beta book, so things are apt to change.)), Force powers add another layer of complexity and another new type of die, along with a whole set of powers and abilities. They look interesting and useful but, as I say, they weren’t in the Beginner Game, so I didn’t get to test them.

Anyway, final verdict on the game is that it was fun to play. The linearity of the adventure can be forgiven in light of how the game is structured to teach the system, and there’s enough fun stuff in the adventure to make it enjoyable to play. It did a good job of teaching the basics of the system to new players ((And GMs.)), while hinting at how much more fun you can have using the full game.

So, if you have an interest in a Star Wars RPG, I suggest checking it out. It’s not that expensive, will give you a taste of the system, an evening’s play ((More, if you download the sequel adventure.)), and a set of the dice you need for the game.

Go check it out.

Apocalypse World: Ruins

Saturday night ((Actually, a couple of Saturdays ago, now. I’m behind on this post.)) was the second installment of my new Apocalypse World campaign. Because of scheduling issues, I had to move it up a week which, as it turned out, meant that I hadn’t got all the prep work that I had planned done in time ((Let me be clear: I could have got more done, but I chose to do some other things, pretty much right up to the last minute.)). Because I’m new to the game, this was a bigger deal than it might otherwise be – mainly, what it meant was that I didn’t feel as confident in running the game as I like.

Prep for Apocalypse World, like most of the rest of the game, is a little different from most other games I’ve run. Instead of creating story lines and adventures, what you do is create what the game calls fronts. These are collections of threats, arranged into similar groupings, with some notes about how things escalate. It sounds like splitting hairs, but the difference in perspective is important. I created one front to reflect the unsettled political situation and threats in Roosevelt, and one to reflect the external threats of raiders, cannibals, the ruins, and the twisted creatures of the wastelands.

As part of this second front, I created a custom move for exploring the ruins – the players had established in the first session that much of Roosevelt’s wealth and influence came from looting the ruins ((I think that I may have been a little overly generous with the move, but we’ll see how it plays out over a couple more sessions before I change it.)). For those who are interested, this is the move:

Loot the Ruins: Spend the day searching the Ruins for salvage and roll + Sharp. On a 10+, pick two items off the list below. On 7-9, you pick one and the MC picks one. On a miss, the MC picks 2.

  • Find oddments worth 1-Barter
  • Find a common firearm
  • Find a common melee weapon
  • Find a common outfit that grants 1-Armour
  • Find an attachment that lets you add a new tag to an existing item
  • Find equipment that lets you add an improvement to a workspace
  • Suffer a mishap and take 1-Harm AP
  • Break a weapon or piece of equipment in an accident
  • Encounter hostile forces (human)
  • Encounter hostile forces (animal)
  • Get lost in the twisting by-ways

I wanted to finish one more front before play, relating to the weirdness in the world – the psychic maelstrom, Yellohammer’s cult, stuff like that. Unfortunately, as I mentioned, I didn’t get that far, so I’m working on it for next session.

When we got together for the game, I gave the players the option of picking up right where we left off, with them our at the ram stead with too few snowmobiles to get them all back and one member unconscious, or starting a day or two later, back in Roosevelt, with me dictating how the return went. Three-quarters of the players didn’t trust me ((They’ve played in my games before, you see.)), so they wanted to pick things up out in the wild. After some futzing around, they decided that Snow would take Nils back to Roosevelt on the one working, non-booby-trapped snowmobile, while JB and Magpie would wait out at the raided farmstead for them to return.

Back in town, I got to set up a PC-NPC-PC triangle, as suggested in the rulebook ((To be fair, Snow and Nils did it mostly themselves.)), having Calico and Snow almost come to blows while Nils did his best to keep things calm. It was fascinating to watch it play out, and I see the value of the construction very clearly now – it generated a lot of drama in the game, and made the world that much more interesting and real. Out at the farm, JB and Magpie had to deal with cold, boredom, and the threat of more raiders ((There weren’t going to be any more raiders right now; another fight out in the cold was all that interesting to me. But the imminent threat of more raiders was something the characters had to be worried about.)). Finally, with Nils recovering in Wei’s clinic ((And all the jokes about Nils’s scorched groin were making the rounds of Roosevelt, of course.)), Snow took Nils’s van out through the night to pick up JB and Magpie – also, the wrecked snowmobiles, the booby trapped snowmobile, and the raiders’ guns ((The one surviving raider that they had captured died slowly during the night. He’d suffered 2-Harm, and the game advises looking at NPCs through the crosshairs.)).

Once everyone was back in Roosevelt, I moved time forward a week or so, giving everyone time to recover a segment of Harm and get back on their feet, then asked them what the wanted to do. After checking on how things were going in town ((Someone was back working Inch’s beer stall, for example, though he or she was wearing the heavy, obscuring robes of Yellowhammer’s cult, so no one knew for sure if it was Inch or not. But at least the beer was flowing again.)), they decided to head out into the Ruins for some salvage – they were pretty much all low on funds, what with Calico being pissed at JB and Snow and not giving them any work.

This is where I began to question the custom move I made, seeing everyone grabbing some really good loot. I did manage to stick them with  few little problems – Nils’s van broke down, Snow’s box of AP ammo was infested by scissor worms ((Little things like silverfish, but with something like a crab claw at the head. And now Roosevelt has a scissor worm problem.)), and Magpie ran into some other looters who wanted to take the leather vest she found ((That turned kind of dark – Magpie isn’t much of a fighter but, as a hoarder, when her stuff is threatened, she gets ruthless.)). And then they got a little lost on the way out of the Ruins. Still, it was a successful expedition ((Perhaps a little too successful.)), and everyone was happy with it.

I felt is was a little slow and awkward, though. The way things hinged on the new move, the balance between letting the group get stuff vs. causing them problems, all of it was a little off and artificial. I think I need to rewrite the move to let the players pick only one thing off the list, and bring in the concept of hard choices, strings, hard moves, etc. I’ll think about that for the next session.

Anyway, they made it home, and I floundered a bit, trying to figure out what to do next. I mentioned in the last post that we got a lot more done in a single session than I had anticipated, and that trend carried over. I underestimated how much more we get done with Apocalypse World, and hadn’t finished the other piece of prep I had intended to do before the game: writing up some one-line hints of things to use to hint at future badness related to the fronts I had prepared ((I was going to do this after I had finished the three fronts I had planned so, when I didn’t finish the third front, obviously I didn’t get to this, either.)). Fortunately, the fronts are incredibly useful tools for figuring out what to do next, but you need to take a breath and look them over ((The AW rulebook tells you to take breaks whenever you feel the need, and that’s some good advice.)). Once I did that, I had an idea of what to do.

So I had Wilson, the trade representative from Dawning, the city to the north, come to talk Magpie into leading some 0f her people deep into the Ruins. Nils overheard this proposal, and stuck his oar in, so Wilson included him in the discussion. They dickered for a while before settling on a price, and the requirements of the trip, and the hiring of a couple of extra guns ((That’d be JB and Snow.)) for escort. When asked the reason for the trip, Wilson said that she was in negotiation with Boss T, much of which was based on the ability  of Roosevelters to recover interesting salvage from the Ruins, and Wilson needed to understand exactly how difficult this salvage was so as to value it appropriately.

Of course, Nils and Magpie are pretty sure that’s bullshit.

And then Calico called Nils in to talk to her, and said that it would be a good idea if Wilson’s people didn’t survive the trip.

That’s where we left things.

Before the next session, I’ve got to finish my third front, rework the Loot the Ruins move, and make some hints at future badness for spur of the moment use. It’s taking a little time, but I think I’m starting to get the hang of the game, and figure out how to make it work.

And everyone seems to be having fun so far. So, it’s a win.

Civil War: Last Hurrah

***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 was the latest installment of my Civil War game. I had planned to finish off the first Act of the game, as we were going to have all the players in attendance, and I really wanted everyone there for the transition to Act Two. Unfortunately, we were hit with a snow storm, and one of the players lives some distance outside the city, so he couldn’t make it ((For those who don’t know, Manitoba snow storms are somewhat ruthless. We Manitobans tend to affect a hardy, blasé attitude towards them, but that’s just our phlegmatic prairie stoicism. When the weather can and will kill you about eight months out of the year, you respect the weather.)). That meant that I had to rethink what I was planning to do for the game in about an hour and a half or so.

There are some awesome things about the Civil War Event Book, and one of them is that there are lots of little – I don’t want to say throw-away and I don’t want to say filler scenes, so let’s call them optional scenes. Or secondary scenes. Yeah. Secondary scenes works. There are lots of secondary scenes that you can bring in if you want, or ignore if so choose. And you can shift them around in the order of the game pretty easily. So, I was able to grab a few of those, arrange them in a rough order, and be ready for the game.

I also sent some e-mail to my players, letting them know that I was putting off the end of the act for one more session, and asking them if there was anything they’d like their characters to pursue this session. Only Volcanic ((Well, not really Volcanic, of course. Clint, who plays Volcanic. You know what I mean.)) replied to that request, saying that he didn’t know what my plans were with Nitro, but he’d really like Volcanic’s last act before being declared an outlaw and hounded out of public life to be turning Nitro over to the authorities. So, I added the Big Sur scene from Act Two to the list of scenes.

I’ve come to realize that, in this event book at least, the Act structure is primarily a pacing device. There is a skeleton to the Act: two or three scenes that tell the overarching story. Those scenes are best when run in the order given. But the other scenes – taken largely ((But not exclusively.)) from the events of the tie-in comics – are there to provide colour and options, and they can be shifted with impunity. These scenes generally stand alone, or have their own storyline linking two or three scenes, and the don’t necessarily impact the main story ((Though I can see some them doing so. For example,

Spoiler
tracking down the whole MGH-boosted Nitro storyline and making it public could conceivably, if it’s unraveled fast enough, really change who’s supporting registration.
)).

That all meant that it was pretty trivial to move the scene from Act Two to Act One. But that’s not where we started.

When the group arrived, I started things with Mega Joule, who had missed the previous session. I wanted to give him a chance to do any character things he had planned to do before the rush to the registration deadline took over. He decided that he wanted to use another plot point to create another persistent contact ((I talked about deciding to allow this kind of expenditure for a plot point a couple of sessions ago. Currently, I’m rethinking it – it might work better as an unlockable, using XP instead of plot points.)) – this time someone in the press. The event book has a nice section on the press in it, so I gave him the option of choosing one of the named characters from that section, and he picked Robbie Robertson.

At this point, I said, “Okay. How do you want to make Robbie Robertson you contact?”

He stared at me for a second, then said, “I… don’t… know…?”

“All right. Let’s take a step back, then.”

We played through a scene with Mega Joule going to the Daily Bugle ((Which I repeatedly called the Daily Planet. What can I say? I’m a DC guy at heart.)), being made to wait in the reception area full of crank superhero wannabes ((You know the kinda thing: guy in Spidey pyjamas, a Doc Ock with cardboard tube arms, a Black Widow with a bad wig and an adam’s apple, stuff like that.)), impressing Betty Brant by hoisting up her desk with one hand. He got in to see Robbie, who interviewed him in a conference room that JJ didn’t have a line of sight to from his office. The upshot of the whole thing is that Robbie is publishing the interview as a human interest piece – The View From the Other Side – in the Sunday supplement of the rabidly pro-registration Bugle, and has agreed to print other pieces as letters to the editor.

Mega Joule headed back to the Guardians’ secret base to find the other Guardians absent, and an unfamiliar woman there. She introduced herself as Candy, Volcanic’s grad student and love interest.

Actually, what happened here was awesome. I said that, as Mega Joule was looking around at the base, which was missing several large pieces of equipment ((Now part of the GuardJet, which was renamed to the GX-1 this session.)), a woman came out of Volcanic’s suite of rooms. Clint, who plays Volcanic, said, “Hi,” in a falsetto voice, so Chris, who plays Mega Joule, turned to Clint to start talking to Candy. I took the opportunity to go out to the kitchen for something to drink, and they carried on the conversation for a couple of minutes until Clint yelled at me to come take over because, as he put it, “Candy is your NPC!”

Why is that awesome? For a couple of reasons. First, it was great that Clint jumped right in like that, having fun and going with the moment, and that Chris just followed along. Second, the fact the fact that he backed off indicates that he’s interested in seeing what I do with Candy as an NPC and an important part of his story, and doesn’t want to do anything that might paint me into a corner with it ((Third, the petty part of me got a kick out of Clint getting flustered when trying to play Candy. He’s an awesome player and GM, and this just caught him off-guard and unsure, but I take my gloating where I can. Right, Clint?)). I would have been fine the conversation going on longer, as long as both the players were comfortable with it, because that would have given me some foundation for figuring out what to do with Candy in the story, but even this little bit was a lot of fun for me.

Anyway, after Volcanic and Jumpstart got back to the base and everyone was filled in on what was happening with everyone else, the gang got to work with what they had decided was their main objective for this session: tracking and, if possible, apprehending Nitro.

Volcanic already had the chemical signature of Nitro ((Obtained as a d10 resource during the Stamford clean-up.)), so Jumpstart hacked into the SHIELD computers ((Using his SHIELD Back Door d10 resource, created the previous session.)), and Mega Joule used his shady contacts to get access to a number of criminal websites. Volcanic took all the information, and cobbled together a device and program to sift the data for information and chemical signatures to try and track Nitro’s whereabouts.

Mechanically, this is what I did: I gave Nitro’s location a stress track -  essentially, Solution Stress. The Guardians had to attack the mystery with their various abilities and resources until it was taken out, and then they’d have Nitro’s location. This is kind of contrary to the way that such things are handled using plot points to establish resources in Transition Scenes, but I find that my players like the idea of being able to use their dice pools outside of Action Scenes to do things like solve mysteries and such ((I have an ulterior motive, here, as well. The more they roll dice, the more chance I have of building the doom pool. For the second session in a row, I found the doom pool really languishing because none of the players were rolling 1s.)). In this particular case, Mega Joule and Jumpstart were assisting Volcanic, so he wound up with some nice extra dice to roll, and they located Nitro at Big Sur.

The all jumped into the GX-1 ((Formerly the GuardJet – there was a bit of an extended discussion during the game about how the name GuardJet was almost as bad as Fantasticar, and how they needed to come up with a cooler name. I don’t know that GX-1 is cool, but it is less stupid.)) and flew across the country to California. As they closed in on the location, they scanned the surroundings and identified one human life sign in a remote cabin, and several non-human life signs closing in on the cabin. The gang decided on the direct approach, and launched Mega Joule from the supersonic plane right through the cabin, taking out Nitro ((Also one end of the cabin.)) with one shot.

At this point, the figures hiding in the woods around the cabin came forward and revealed themselves as Atlantean soldiers, come to bring Nitro back to face Namor’s justice for killing Namorita of the New Warriors, Namor’s cousin. I guess you could call some of what followed “negotiations,” because there was no punching, but right from the get-go, it was pretty obvious that neither side was interested in giving any ground on this. The Guardians wanted to deliver Nitro to the human authorities, and the Atlanteans wanted to give him to the Atlantean ones.

Jumpstart broke the impasse by trying to zip down, grab the unconscious Nitro, and zip back to the GX-1 with his super speed, but the largest of the Atlanteans ((Janus, for those following along at home.)) manage to clothesline him, stopping the kidnap/rescue cold, and then everything went to hell.

The upshot was that the Guardians chased off the Atlantean footsoldiers ((Finsoldiers?)) and the commander, and rendered the big warrior unconscious. They dumped him in the nearby lake and made off with Nitro, improvising some restraints that would keep him from exploding on them. They interrogated him on the flight back to NYC, and managed to get him to say that everything was Declun’s ((Not sure that any of them know who Declun is at this point, but that’s fine.)) fault.

Which was, I felt, the perfect time to use my carefully-husbanded 2d12 in the doom pool to end the scene – and the session – by having the helicarrier appear in the sky above them ((There is a reason for this. The gang just doesn’t know it, yet. Though now that I’ve said that, I expect they’ll have it sussed out by next session.)) and order them to come aboard and turn over the prisoner. Also, themselves.

So, we closed the session on a bit of a cliffhanger.

In the time before our next game, I’ve been going through my notebook ((It’s a Moleskine notebook that I keep beside me as I run games to make notes and such. All the notes on the games I’m running are in there, which makes it rather disorganized.)) and pulling together all the notes on this game to try and put them in a usable form. In particular, I want to come up with a range of unlockables specific to this group and this game. That’s one of the reasons I’m thinking of making the contact thing an unlockable instead of using plot points.

But I’ve got a little bit of time to get that sorted before the next game. I’m sure I’ll think of something.

 

Apocalypse World: Welcome to Roosevelt

Last night, I got the gang ((And by gang, I mean the four people who decided to play in this campaign.)) together to start up our new Apocalypse World campaign. I’ve been excited about starting this game, but also a little apprehensive – the paradigm ((Yeah, I said paradigm. But at least I’m using it correctly.)) for the game is substantially different from a lot of games, putting a great deal of emphasis on the MC ((What a GM is called in this game.)) improvising, and on the players for instigating action. So, yeah, some conflicted feelings going in.

The players had all pretty much selected their playbooks ((Essentially the classes in the system, but covering all aspects of the character.)) before they showed up to play, but I gave them all a chance to change their minds if they wanted once we got together. None of them did. We wound up with the following characters:

  • JB – Gunlugger
  • Magpie – Hoarder
  • Nils – Savvyhead
  • Sgt. Orville Snow – Quarantine

We walked through the character creation process up to the point of doing introductions and Hx ((History -  the relationships between the various characters.)), then started doing some setting creation. Now, the game doesn’t deal with this specifically; it advocates that you jump right in to the first day of following the characters around. I chose not to do that for a few reasons.

First, as I had found in the one-shot I played at GenCon last summer, there are a lot of very interesting kinds of setting for the post-apocalypse, and the standard Mad Max desert isn’t the only option. So, I didn’t want to assume that setting at the expense of forgoing player input, which can give me options I hadn’t even thought of.

Secondly, I wanted more details established by the group for me to riff on in my improvised MCing. I also wanted to have enough detail built into the setting that the players could come up with aims and goals for their characters that fit with the shared fiction of the world. Just a little bit of detail goes a long way with helping the players feel confident understanding how the world works.

Third, collaborative setting creation does more than anything else I’ve seen for getting players emotionally invested in a game. It’s a trick I learned from DFRPG, and I like it so much I try to use it in just about every game I run. The details give the players confidence, as I mentioned above, and the collaboration gives them a reason to care. If they’re the ones who came up with the idea of the guy who runs the beer stall in the marketplace, they feel some attachment to him.

So, we wound up spending a little more time doing the setting building. It wasn’t as structured as the DFPRG version, just me asking provocative questions, as per the Apocalypse World recommendations, as we filled out the world. We started with, “Do you guys have a home base, or are you nomadic?” and we went from there. And thus was the town of Roosevelt born.

Roosevelt is a walled community of about three hundred. It’s actually a small section of a larger, ruined city that’s been fenced off and fortified to make it defensible. The larger city, just called the Ruins, sits on either side of a river twisting through a rugged valley – the terrain is something like southwestern Montana ((Though I’ve been clear that the actual area of play may or may not actually be in Montana. Why? Because there’s no need to commit myself to that sort of answer, and leaving it unresolved gives me more options. The important bits that impact play are what the terrain is like, not where it actually is.)) ((Why this terrain? Well, I think that three of us have been watching Longmire and two of the players drove through that area recently may have something to do with it.)) – with some sheltered plains to the south and east, forests to the southwest, and high canyon walls with quarries to the south. Down one branch of the river is New Ogden, the bread basket for the area, which trades food with Roosevelt. North beyond the Ruins is Dawning, a larger, more powerful settlement that has set up manufacturing. They trade with New Ogden for food and raw materials, and with Roosevelt for scavenged tech. Trading representatives and military advisers from Dawning are working to gain more influence in Roosevelt.

Inside the walls of Roosevelt, things are run by Boss T, a savvy trader and organizer, who does her best to keep the town working and independent. Her right hand is Calico, who runs the gang that provides security and defense for the town. Calico has a patchy birthmark over one eye and is known to be kinda crazy ((Players: “She’s not really crazy. She’s just kind of harsh and unpredictable.” Me: “I know you guys are trying to set up a stable environment for your characters. That’s not gonna happen. Every time you try and make things safer, I will insert some instability. That’s what makes this game work. Calico is crazy.”)). Add to the mix a strange cult – small for now – of heavily robed figures, known as Yellowhammer’s cult. No one knows which of the members is Yellowhammer, or what they want. So far, they haven’t been causing trouble, but you know that’s not gonna last.

And just for fun, we threw in some cannibals – the Flayers – in the woods to the southwest; bands of slave-taking raiders that come through from time to time; dangerous wild animals, like wolves, bears, mountain lions, and more exotic things from zoos, that roam the woods, plains, and Ruins; and rumours of other animals that have been changed in some way to make them more dangerous.

With that finished ((And a nice map drawn.)), we went ahead with the introductions and the Hx phase of the things. Everyone, including me, agreed that the Hx phase was the most complex and confusing part of character creation, but we only have to do it once. We got through it, and everything else having to deal with Hx is pretty straightforward, so that’s not too bad.

And then we jumped into the “follow the characters around for a day” section of the first session recipe ((Apocalypse World has a definite outline for running the first session. It spells out what to do and how to use what happens to prepare for subsequent sessions.)). I started by throwing some minor complications at folks – Nils’s van wouldn’t start after the cold night ((Someone suggested we start play in the winter, and I thought that was a great idea. You don’t see a lot of post-apocalypse stuff dealing with the seasons. Everything’s deserts or southern US or coastal or summertime.)); Magpie’s friend, Inch, wasn’t at his beer stall in the market first thing in the morning, leading to some disgruntled prospective customers; JB spotted some smoke out on the southern plain while on sentry duty.

Nils and Magpie did some looking for Inch, checking out his place. No sign of him there, no sign of a struggle, no sign of him leaving. The only weird thing they found was a symbol painted on one wall that looked like a blue, backwards question mark with no dot underneath. They didn’t really know what to do next ((I was just as glad, because I wasn’t sure where I was going with this. It was all Announcing future badness, in the terms of the rules.)), so when JB and Snow came to see if they wanted to go check out the smoke on the plain, they agreed. JB had arranged to get three snowmobiles from Calico for the job, along with Kickstart, one of Calico’s men.

Out at the smoke, they found a small farm complex: two houses facing each other, with a storm fence enclosing the yard between them, and the outer windows covered over, with a barn off to one side. The storm fence had been torn down in one spot, and there was a pile of debris and (possibly) corpses burning in the middle of the yard. As they were scouting, someone in one of the houses took a shot at them, and they dove for cover.

The fight that followed was, in retrospect, a bit too ambitious for my first session. On the one hand, it had a nice, chaotic, dramatic feel to it – people running through the snow, crashing snowmobiles, stalking each other with sniper rifles, and triggering booby traps, everyone scattered around the area. It created the out-of-control feeling I like in my modern combats ((And was so key to the feel of my all-time favourite games, Unknown Armies.)), which was good.

On the other hand, I was tapdancing as fast as I could go, coming up with good answers and responses ((Or, at least, plausible answers and responses.)) to the the characters’ moves. I didn’t want to get into the advanced combat moves, but I had to borrow some of them to handle some of the characters’ actions. I also didn’t handle the pacing as well as I could have, but that’s something that will come with time and practice. In general, it went okay, but a simpler combat would have been better.

At the end of the fight, five of the seven bad guys were dead, one was unconscious, and the last had fled. Two of the three snowmobiles the gang had come out on were disabled. Kickstart was dead, three out of the four PCs were injured, including an unconscious Nils ((He tried to start one of the bad guys’ suped-up racing snowmobiles, and it blew up under him. He hadn’t checked for booby traps, and I figured that was a pretty obvious Mad Max trope, so I didn’t feel bad about doing it.)). That’s where we left it for the evening.

We did the end-of-session stuff, and closed things down. Everyone seemed to have had a good time ((In fact, I just got e-mail from one of the players telling me that she had really enjoyed the game.)), so I take it as a win.

One of the interesting things I found about running the game is how much you can get done in a session. Actual play started about an hour and a half before we wrapped up for the evening, and we got in two different lines of investigation, a fair bit of interaction, reconnaissance, and a fairly sprawling combat encounter. In D&D 4E, I’m lucky if the group gets in that much in a five-hour session. I’m really starting to like the lean, fast RPGs. You can focus on story and interaction rather than the mechanical, simulationist aspects. Not that I’m against simulation, but you see what I’m saying.

Now, over the next couple of weeks, I’ve got to re-read the Fronts section of the game and do up some fronts for the game. That’ll give me a more solid foundation and more options for improvising next session.

A session I’m really looking forward to.

 

RickFest Secundus 2012

Thursday was RickFest Primus, and I’ve had a couple days to unwind, clean up, and prepare for tomorrow. Tomorrow, of course is RickFest Secundus, the day for larger, longer games.

Primus was great. Nearly twenty people overall showed up at various times, with the height being thirteen ((Thirteen people kind of fit in my living room, as long as you count me standing in the dining area and Melly sitting on the floor. I’ve been doing some looking for a place to rent next year to accommodate the crowd. It looks eminently doable.))  for a big game of Cards Against Humanity. Folks started showing up around 1:00 in the afternoon, and the last of the gang left around 11:30. In that time, I got to play in ten games, so I count that as a win. Also, people seemed to have fun.

My plan for limiting the day to shorter games had the desired effect: everyone who stopped by got to play in at least one game, and didn’t spend too long just sitting around waiting for stuff to wrap up before new games started.

Secundus starts at noon ((Realistically, it starts whenever people show up and want to game, but I’m not letting anyone in until noon.)), and again runs until the last people leave. Some of the games on offer tomorrow:

  • Arkham Horror
  • War of the Ring
  • Battlestar Galactica
  • Conquest of Nerath
  • Risk: Legacy
  • Leverage RPG
  • Marvel Heroic Roleplaying
  • Apocalypse World
  • Dungeon World
  • tremulus
  • Durance
  • Monsterhearts
  • Fiasco
  • Mansions of Madness
  • Betrayal at the House on the Hill

All of these are in addition to any of the shorter games folks want to play, either instead of a long game or while waiting for a game to wrap and a new one to begin.

So, another full day of gaming. Looking forward to it.

 

RickFest Primus 2012

The past few years, it’s got to be a sort of tradition that, one day between Christmas and New Year’s Eve, I have an open house where all my friends drop in and play games all day. I’ve started calling RickFest because I’m just that big a nerd. Over the years, though, a bit of a complication has popped up: some people come to play the big games – Arkham Horror, for example – and some people come to play the small games – stuff like Carcassonne or Tsuro. That means that, if I’m involved in a big game when new people show up, it’s a little difficult to break away and get them up and running in another game, so I wind up half-ignoring some of my guests.

This year, I’ve decided to address that by splitting RickFest into Primus and Secondus. RickFest Primus is tomorrow, and will feature the short games, and RickFest Secondus is on Sunday, featuring the longer games. Everyone’s invited to both, but by setting the expectations, I’m hoping to maximize the fun for everyone ((And the divisions are not hard-and-fast rules. If everyone wants to play a long game at Primus, or some people want to play a short game at Secondus, I’m not about to say no, am I?)).

Oh, and there’s also lots of food and beverages, rowdy camaraderie, and plenty of bad, bad puns. And the joy of seeing how many people I can cram into my apartment ((The guest list has been growing every year. Honestly, if it gets much bigger, I may have to look at renting a community centre hall or something.)) .

I’ve got most of the shopping done – just need to make a quick run tomorrow morning for some ice for the cooler and a nine-volt battery ((Don’t ask.)) – and have a little bit of food prep to do tonight – finishing a cheese ball and making some more spiced pecans and some pepperjack cornbread. And then I spend the evening sorting out games. Here’s a partial list of what’s on offer, game-wise:

  • Tsuro
  • Tsuro of the Seas
  • Pandemic
  • Legend of Driz’zt
  • Wrath of Ashardalon
  • Escape from the Aliens in Outer Space
  • Fiasco
  • Deluxe Illuminati
  • Fury of Dracula
  • The Stars are Right
  • Dominion
  • B-Movie Card Games
  • Carcassonne
  • Chrononauts
  • Zombie Dice
  • Cthulhu Dice
  • Beowulf the Legend
  • Elder Sign
  • Dixit
  • Cards Against Humanity

Obviously, we’re not going to get to play them all but we’re gonna play as many of them as look like fun. I open my doors and noon, and close them after the bovine repatriation ((That is, we play until the cows come home.)). Then I get two days to recover before we do it all over again.

RickFest Primus is tomorrow. Game on.