Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Friday, December 11, 2009

A Song of Ice and Fire at first glance

A blog reader asked for a more substantive rundown of A Song of Ice and Fire—which I played last weekend at my local game store—and I'm more than happy to oblige.

Here's the game in a nutshell: It can be played like a typical D&D game, where you adventure around the lands of George R.R. Martin's Seven Kingdoms, defeating robbers, wenching at taverns, etc—but that's not really what the game was designed for.

Rather, the quintessential ASOIAF game is one that mimics the progression of Martin's voluminous book series of the same name: the players create a noble house complete with a coat of arms, a house motto and a physical castle somewhere within the Seven Kingdoms. This house gets a character sheet all its own, detailing defences, land holdings, population, geography, natural resources and more. None of these factors are very high, because the game assumes you're playing a "starting" house that's just begun to ascend in terms of influence in the kingdom.

Only when the noble house has been completed does the actual character creation begin. Players generally make characters based on specific roles in the great house: the lord's son and heir, the hard-bitten tracker, the master of the castle's hound kennels, the brash knight, the shieldmaiden, etc. Crunch-wise, the characters are your typical modern fantasy archetypes, with skills and specializations and feat-like capabilities. I was never a min/maxer, so this segment of the game is lost on me—I just speed through it so I can get to the actual playing.

In ASOIAF, the characters' house is just as important as any other character. It is its own character. Everything the players do—defeating armies in the field or scheming in the royal court—has mechanical effects on the house and its stats. Characters can choose to invest their XP and their riches into their house, granting tangible improvements to various values, or they can keep their rewards and use them to improve their individual characters.

Moreover, since the characters are all integral players in their house, they call upon the house's resources at any time—but they should do so wisely, lest they squander them. In the game I played at my local game store, we were asked to head north and sort out a squabble between three minor estates. If this had been a typical game, we would have gathered our longswords and bows, mounted up on our horses and set off. Since it was ASOIAF, we mustered several hundred foot troops and some mounted knights and marched north en force. When we encountered raiders, we used the game's straightforward mass battle system to deal with the whole combat in maybe 30 minutes flat.

The game has a "social combat" system called Intrigues that is very similar in spirit to Burning Wheel. Characters can use social maneuvers to duel with friends and foes, hoping to gain the (verbal) upper hand and thus win the encounter. It's a bit crunchy for me, but I'm glad it's there, as you can really make characters to excel at this sort of play.

All of this works together to make the game feel very epic. I mean, I can say stuff like "OK, my character wants to scout ahead. I'll take 20 hand-picked horsemen with me" or "Well, I can't pay that retainer fee right now, but how about I offer to marry my house's firstborn daughter to your lord's heir?" I mean, that stuff is straight out of the books!

Here's the post-game writeup I posted on the game store's forum. I daresay it sounds like an excerpt from the books!

Anders Estermont, the third son of the Lord of Estermont, arrived at House Blacksun to deliver a request from his father, who rules from Greenstone Castle off the eastern shore of the stormlands. Three banner houses had fallen to squabbling with each other, and Lord Estermont beseeched the Bastard of Blacksun and his retinue to march north and set the matter to rights. Anders, for his part, was delivered as a ward to House Blacksun in an effort to forge a lasting friendship between the two houses.

Kerrick Sand, Ser Alric, Maester Dorian and Anders Estermont gathered the greater part of their infantry and horsemen and set off, marching overland for several days. They encountered evidence of wilding raids: burning farms, scattered lifestock and slaughtered smallfolk. They eventually arrived at a small town and met with Lord Tarbor (sp?), who commands the lands and owes fealty to a larger house to the north. After an attempted poisoning and a wildling ambush in the forest, the party figured out that Lord Tarbor's liege lord was dead, and that his sister had rallied the region's smallfolk in a bid to seize power. Even now she plotted her brother's downfall, no doubt, from some squallid hovel deep in the woodlands. Tarbor, however, was little better; he ruled with an iron fist and routinely terrorized his own serfs to ensure their loyalty.

Faced with the potential of a localized peasant uprising, the House Blacksun contingent mustered their resources and weighed their options carefully....

So all in all, it was a good start to the game. And it was very fun to actually roleplay alongside the storied characters and locations from Martin's books. The GM isn't as familiar with the source material as the players, so I forsee that becoming a problem at some point in the future as we increase our influence. But for now it's a fun counterpoint to the much more plodding progress of traditional RPGs.

Monday, December 7, 2009

Getting down to (gaming) business

I joined a new campaign at my local gaming store this weekend; we're playing A Song of Ice and Fire, the RPG of George R. R. Martin's Westeros fantasy setting. And even though we played for barely 2.5 hours, it was a substantive session—we got more done in 2.5 hours than my current group gets done in 5 hours.

Paradoxically, one reason why we got so much done is because none of us are friends. I mean, we're jovial and polite around the table, but we don't gossip about girlfriends or the latest movie we just saw, and we don't go off on crazy tangents about unrelated stuff. Now, these things are the staples of many a game group, and truth be told I wouldn't want to go without them—but this session was a really interesting glimpse at what can get done when the group focuses solely on the task of gaming.

Monday, October 12, 2009

Looking back on the worst session ever

I've seen a few posts here and there about the worst GM, worst game session, worst player, etc. and it's inspired me to recount my own tale of woe. It was an easy choice—I've had exactly one really terrible game experience, run by "That Guy" I knew in college, and it almost singlehandedly turned me off to fantasy gaming for five years. Here it is:

At the time, our group (composed of high school students, college students, grad students, one professor) was taking turns in the GM's seat, running short arcs of various games. One week, a player I'll call "Steve" took the reins, promising to run his own homebrew fantasy setting which, in his words, had been under development for decades.

That should have tipped me off right there. Excessive pimping of your own setting and/or game system is often a harbinger of a bad game.

But anyway, we rolled up characters using our generic fantasy system of choice, met in a tavern and got our mission. We were to sail across a vast sea and perform some task. Exactly what it was didn't matter; we never got there. In fact, the session lasted about two hours before we all stomped away from the table in disgust. Read on:

Steve explained that wood was very rare in his campaign world, so all boats were carved out of stone and then made buoyant by magical enchantments. This, he explained, was very commonplace and enabled stone merchant ships to ply the seas of his fantasy realm. Good stuff—we boarded our rock sloop and set sail for the horizon. No doubt adventure awaited us in the wilderlands beyond!

At this point, about an hour of play time had elapsed. Another hour remained, although we didn't know it at the time.

After a day or two of sailing in our magical granite clipper, with no land in sight, we entered the first line of defense set up by the inhabitants of our destination.

It was an anti-magic aura.

We sailed right into it. And our boulder boat started sinking instantly.

This development prompted a huge metagame discussion about what, exactly, we could do to save ourselves. We brainstormed, strategized, dumped excess cargo, shed armor, tried to flee, argued with the DM—to no avail. He had a bemused expression on his face, like he was just waiting for us to stumble across the obvious solution to the problem, but clearly there was none.

After 30 minutes of this, we all threw up our hands. "We don't know what do do!" we moaned.

But Steve knew what we could do. And he told us.

"You all drown!" he crowed, rolling dice to see just how long it would take for our lungs to fill with saltwater and for our bodies to stop twitching spasmodically.

You could have heard a pin drop at the table. One by one we picked up our dice. A few guys went outside to smoke. A couple more went home immediately. The oldest player, whose basement we were playing in, tried to gently talk some sense into Steve and explain what a crappy game we'd just had.

But he didn't get it. In fact, the more he was taken to task for the impossible scenario he put us in, the more he dug his heels in and refused to compromise. He kept insisting that his world was awesome, that we'd agree with him if we just rolled up characters and played again. But at that point, the damage was done.

I didn't play fantasy RPGs for years after that, preferring instead to focus on sci-fi and superhero games—anything to avoid a game with freakin' magic.

Thursday, October 1, 2009

Dynamic dungeons and the lessons learned therein

Earlier this week was the 20th session of Chgowiz's Dark Ages OSRIC campaign. I've only played in maybe 12 of those sessions, but that's alright—Mike's running a drop-in/drop-out campaign along the lines of Ben Robbins' West Marches concept.

But last Tuesday's session was a real meatgrinder, almost from the get-go. We ventured into the abandoned dwarven mines, an area that we've mapped extensively and thoroughly cleared out over the previous 19 adventures. The thing is, the unfolding story of the Dark Ages meant that a tribe of goblins, bent on delivering genocide unto a nearby kobold tribe, moved in to occupy the mines.

We hadn't counted on this.

What started as a simple "OK, let's get back to those stairs leading down to level 2" turned into a 2-hour running battle with untold dozens of goblin warriors. There were five of us in the party—4 PCs and a hireling—and we absolutely exhausted all of our resources in a desperate attempt to keep those goblins at bay. We threw oil flasks down hallways, hurled javelins, tossed spells, smashed our way through cordons of goblins and finally escaped into the wilderness. It was daytime, so the goblins opted not to pursue.

But I think this session really illustrates how we have all become "better" players over the course of this campaign. Early on, we had a pretty horrific hireling casualty rate. But this most recent adventure saw everyone emerge alive—the cleric even used one of his precious healing spells to treat our wounded hireling!

We relied heavily on our map to navigate our way into (and out of) the goblin deathtrap. Out of all the oil flasks we threw, I don't think we killed a single goblin—but by setting doorways and corridors on fire, we made those pesky goblins think twice about pursuing us.

The party included a 3rd level cleric, a 2nd level ranger, a 1st level cleric and a 1st level elf fighter-mage, plus our hireling. During the ensuing combat, the two higher-level characters used their double-digit hit points with great aplomb, soaking up tremendous amounts of damage and barking terse orders at the other two characters. Mostly those orders were "Light a torch! Throw the oil!" I'm not really a big fan of having higher-level characters order around the lower level characters—but dammit, our survival was in the balance! My 3rd level cleric wasn't going to screw around when it came to saving the party!

One aspect of last night's campaign that really stood out to me was Chgowiz's pacing. During the frenzied escape, it would have been easy to gloss over some of OSRIC's rather tedious timekeeping requirements. Mike didn't, which meant that our combat rounds were very regimented and by-the-book. Everything took the time it took, no questions asked. Digging a flask of oil out of your bag meant that you couldn't benefit from your shield that round. Casting a spell meant you couldn't move—so do you want to run or cast? Several times our very survival came down to an initiative roll.

In the end, as Chgowiz notes on his blog, our deliverance came in the form of a single botched die roll that paradoxically saved our collective asses. We fled, lacking treasure and a measure of our dignity—but we were alive, and 13 goblins were dead. In this campaign, that's the greatest reward.

Friday, July 31, 2009

Gaming and music: Firing on all cylinders

For last week's Autumn Frontiers campaign, I queued up about 70 assorted metal songs and let 'em rip over the course of our 5-hour game. Among those was a record that I consider to be my campaign's muse: Wintersun, an album by a Finnish metal band of the same name.

Back when I was originally brainstorming ideas for my Points of Light-derived fantasy sandbox, I listened to Wintersun a lot. The songs, with their Viking/dreamland-inspired imagery, really juiced my imagination, and even today, it's easy to travel back to the halcyon days of that worldbuilding effort simply by putting on track 5, "Battle Against Time." That song—the melody, really, and the stadium-rock vocalization that opens the tune—never ceases to fire my creative pistons, evoking images of adventurers roaming across a vast, uncharted wilderness, exploring the ruins of past civilizations and spending hard-earned coin in shabby frontier villages—before heading out into the unforgiving lands to do it all over again. Good stuff.

As an aside, I glanced at the tracklist from last week's game. As near as I can tell, Wintersun came up toward the end of the session, as the party's wizard PC was fighting for his life on the windswept cliffs of the Darkwater Keep. In fact, his death very probably coincided with a Wintersun song titled "Death and the Healing," which boasts some very apropos lyrics.
Time is the death and the healing Take your last breath, 'cause death is deceiving Time is the past, now and tomorrow Days fly so fast and it leaves me so hollow

A snowstorm blew inside a wolf's eyes
and the frozen tears covered all the mountainsides But then the time got by and the wolf died and someday that wolf would be I.
Sage advice indeed. UncleBear touches on designing a campaign soundtrack, and d7 over at the Seven-Sided Die compares rpgs to musical genres. It seems music is in the air. What type of music juices your campaign?

Thursday, July 30, 2009

Savage Worlds fantasy sandbox, session 12

Last weekend saw the continuation of my Savage Worlds fantasy sandbox campaign, the evocatively titled "Autumn Frontiers" campaign. It's the longest-running campaign I've ever GMed. We hadn't played in a couple months, so I took the liberty of advancing the game clock ahead one month, plunging the wilderness into an icy winter.

As with previous sessions, the direction of this adventure was left up to the players. I had generated a few more random rumors that would have enticed them to explore new areas of the campaign map (which at this point is about halfway explored, more or less) but in the end they chose to follow up on some cyptic clues pointing to the Darkwater Keep, a ruined castle on a promontory overlooking a river a day or two east of their home base.

I'll quickly summarize the rest of the adventure: a PC died as the rest of the characters scouted the surface ruins of the Darkwater Keep. This was only the second PC death in the Autumn Frontiers campaign, and it was one of the most experienced players (he had only missed one of the last 12 sessions). But this particular player took it all in stride, and he embraced his death with gusto. Here's how it went down:

Jalez (the player's wizard, who is "seasoned" in Savage Worlds parlance and was actually quite powerful at this point) was keeping watch along a lonely cliff while the rest of the party hammered on a solid metal door. This door was one of two entrances the party had discovered leading into the dungeon proper; the first was well guarded by hobgoblins, so they opted to try this way in.

A half-hour's worth of incessant hammering on the door brought out a scouting party of troglodytes from the river 50 feet below the sheer cliff. Jalez was overpowered, and the troglodytes quickly started scrambling down the cliff face, carrying their arcane prize.

Upon seeing this, the rest of the party began desperately trying different tactics to slow the troglodytes and free their comrade. Prometheor the paladin spewed cones of flame from his perch on the cliff ledge. Kez the druid caused entangling roots to spring forth from rocky bluff, slowing the troglodytes' descent. Atabraxes the barbarian shapeshifter turned into a crow and plunged down to the water's edge, hoping to find Jalez struggling to the surface.

In the end, it was all for naught. Jalez, grievously wounded, was hauled below the dark river and torn to pieces by the hungry troglodytes.

Nico, Jalez's player, was a great sport during all of these tribulations, and it made me feel a lot better for killing a PC. By the end of the evening he was already talking about rolling up a ranger for next time.

In an email after this session, we were all hashing out the various events that led to Jalez's death. As GM, I can rest easy knowing that I did a very good job telescoping the danger surrounding the Darkwater Keep. Here's an excerpt from that email:

It ain't like you guys walked blindly into sudden danger; virtually everyone you spoke with warned you away from that place, and yet you still pressed on. Twas a true sandbox moment!

I also thought it was very interesting how some characters found their usefulness reduced by the particulars of the cliffside battle. Prometheor, for example, can go toe-to-toe with a marsh troll in single combat, but he couldn't scale the cliff face or swim in the river to save Jalez. It's a very important reminder that no character is an everyman, and that the Darkwater Keep will demand more out-of-the-box thinking if you guys want to delve deeper into its depths.

This is an example of something that Ben Robbins expands on in his West Marches writeups: the players must be given fair warning when approaching areas of the map that are really dangerous. They must understand that, so they have only themselves to blame when things go awry (sorry guys!).

That's not to say that the Darkwater Keep is an outrageous PC slaughterhouse; in truth, the troglodytes were fairly standard bad guys who unfortunately scored crazy good rolls on their dice. But adventuring there was just one option among many that were bandied about at the outset of this session. Doubtless the PCs will be interested in going back there soon to settle the score a little bit.

Friday, July 24, 2009

The doom of us all

Not really, but there's something just a little wrong about using an iPhone app to roll your dice. And that's just what my friend Colin did in a D&D game last weekend. He insisted on it, even when I shoved handfuls of dice under his nose. In fairness, he relented and rolled polyhedrals later in the evening—after his iPhone's battery started to die.

Here's the group shot. We were actually playing D&D 4e—a first for me, and I'm grateful to Andy (the DM, far right) for putting together a great game for the group, which included one rpg newbie and one fella who hadn't played since high school.

UPDATE: Stargazer notes a couple more dice-rolling apps.

Tuesday, June 30, 2009

Dark Heresy actual play: Two sessions in, feeling fine...

We played the second session of our new Dark Heresy campaign last weekend. Since last winter, I've done some freelance editing for Fantasy Flight Games on the Dark Heresy and Rogue Trader game lines, but it wasn't until very recently that I was actually got to play the game.

I must say, the two sessions we've played have been "quintessential" 40k games: brutal, gritty, gory and full of insidious corruption and planet-spanning conspiracies. We actually started out playing a published module (I'm not going to say which one; the players read this blog!) but we quickly steered off the "adventure path" and started plotting our own course through the Dark Heresy universe.

In brief: the characters were recruited by an Inquisitor—part of an elite cadre of powerful warrior statesmen who safeguard the vast Imperium of Mankind from dangers both within and without—to investigate a grisly murder in a backwater hive community.

Although the adventure was set on the hive world of Scintilla, which is dominated by massive hive cities covering hundreds of square miles and full of billions of citizens, the investigation itself took the characters to the decaying fringes of the underhive. Both vital resources and law enforcement is tenuous down here; blackouts frequently plague the crumbling tenement blocks, while savage narco-gangs patrol the dark alleys. Overhead, lost in the featureless steel sky, trains rumble along, carrying passengers to other, more prosperous sectors of the gigantic hive.

Anyway. We had a bit of action, a bit of intrigue, and a lot of scrappy first-level characters struggling to carve out their own little fiefdoms in an unforgiving universe. We've also had player deaths: two of them so far, one in each session. Both were totally awesome and over the top in a way that only Dark Heresy (and the 40k universe) can offer.

The psyker character failed her dice roll when using one of her powers, and she had to roll on the Perils of the Warp table. This is a percentile-based table used to determine exactly what horrible fates can befall psychic characters. Results range from "The character laughs hysterically for 1d5 rounds" to "The character's body is ripped apart and 1d5 daemons spill forth from the warp." The psyker's player rolled 100, and she was sucked screaming into the warp. Scratch one character.

The next character death took place during a chase sequence through a decaying hive transit tunnel. The characters were aboard a quad-wheeler—a cross between a monster truck and a dune buggy—pursuing some villains in a similar vehicle. During the scuffle, the assassin character (who apparently wore no armor) got too close to a thug with an autogun, and his leg was blown off at the hip. He would have been dead from blood loss, but the assassin's player burned his Fate Point (the only way to trump a PC death) and we ruled that he remained alive, unconscious, missing a leg. It was awesome!

The game itself is very gritty. At first level, the best the characters could hope for was a one-third chance of success on an unmodified roll—pretty stark odds, considering how dangerous the setting is.

The players were somewhat disappointed initially with how few options first-level characters get. But the career path (think D&D class) advancement tables allow players to plan out their character's career, which gives them a decent degree of control over how they'll develop over time. But still: the players failed their rolls (often spectacularly) far more often than they succeeded.

We also had a lot of fun with Dark Heresy's wacky random tables. The psyker death and the blown off leg were both the result of random chart rolls.

Where we go from here is up to the players. They've yet to meet their Inquisitor, but they do know where he is—he's investigating something on the mining world of Sepheris Secundus. Likewise, they've gleaned a few important clues about this current conspiracy, so it remains to be seen how far they'll pursue it.

Friday, June 12, 2009

New Dark Heresy campaign begins tonight!

Just a quick note to say that my local group is about to start a new Dark Heresy campaign. I'll be the GM; we're making characters tonight at Chicagoland Games, our local game store.

It should be a lot of fun—Dark Heresy is super crunchy, far moreso than any game I've played in the last couple of years, but sometimes it's nice to sit back with a couple beers and thumb through a rulebook for 4 or 5 hours.

I was also pleasantly surprised by the enthusiasm from the crew at Chicagoland Games. Word on the street is that they're pretty ecstatic that we'll be making characters tonight, and they've set aside the big table for us. I'm not sure if we'll play there regularly, but it sounds like we'll get a warm welcome if we so choose. Game on!

Wednesday, April 22, 2009

Games Stores Are Marching Closer and Closer to Me

It's been about a year since I started this blog, and since then 3 game stores have opened up in my area, each one closer to me in proximity than the one before.
Link
The most recent addition is Chicagoland Games, which sits a mere 6 blocks from my apartment on the north side of Chicago. That's walking distance, folks—I'm almost giddy with excitement at the idea of strolling to my FLGS each week. I braved the rain last weekend and checked it out.

Inside I found Alex and J.P., two amiable shop dudes who spoke hopefully about the shop's future. The storefront was smallish, but Alex told me he plans to expand into the adjacent (vacant) storefront next month, which will triple the available space and provide room for
more game tables.

There was a ton of merchandise in Chicagoland Games despite its small retail area. Most of the goods were board games, but I saw a nice shelf of RPGs and some miniature stuff toward the rear. The store also has a shelf full of opened board games that anyone can come in and play around with; this is a great idea, and one that I'll be taking advantage of very soon.

Perhaps best of all, Chicagoland Games is affiliated with the Chicago Multi-Genre Game Meetup group, which means it can draw upon an existing base of players (and customers!).

I'm pretty excited to have a game store in my backyard. Doubtless I'll find an excuse to be there often, and I'll report back as they move forward with their expansion plans.

Friday, April 17, 2009

Bound for CODCON, It Would Appear

In the last 48 hours, a weekend of gaming fun coalesced from the aether of nothingness. It looks like I'll be hauling most of my regular Chicago gaming group out to Glen Ellyn for CODCON—the College of DuPage's annual gaming convention.

With any luck, my merry band of adventurers will descend upon Chgowiz's Dungeon Robbers, Inc. event and venture forth to plumb the depths of his old-school dungeon. If his game is full, well, we'll no doubt find ample entertainment at CODCON.

I'm also intrigued by one of the vendors who who will be offering up a sampling of Pendraken's 10mm-scale WWII miniatures for mega-cheap. Just the thing to go with my 1/144 micro-armor collection...

Monday, March 2, 2009

Sandbox Recap: Into the Wilds

I gamed twice in the last couple weeks, most recently in Chgowiz's OSRIC/1e game, which is modeled after the West Marches approach to group adventuring. So far we've played three sessions in that campaign, and the player mix has been different each time. In fact, Chgowiz and myself have been the only two static players; everyone else has rotated in and out.

Prior to that, I refereed the 7th session of Autumn Frontiers, my own sandbox fantasy campaign we're playing with the Savage Worlds ruleset. We've reached an interesting point in the game; several of the players are about to move into the "seasoned" experience bracket, which is my signal to start weaving a few of the disparate plot threads together.

True to form, Autumn Frontiers is set up like a traditional sandbox, with location-based encounters populating a largely unexplored wilderness setting. But each region of the map is rich in detail and mystery, and at this point the players have explored perhaps 30 percent of the whole wilderness.

I'm also handing over a few in-game tasks to the players. The shared table map, which I've been tidying up between games, is now theirs to use or ignore. It's got most of the main stuff penciled in already, but the rest is up to them. Same with dungoen mapping--next time we delve into some ruins, it's up to them to keep a running map of where they've been and how to get out. This particular task is quite a lot of fun, actually, as last Saturday's game with Chgowiz showed. My character has been mapping out the kobold-infested mines as we go along, and there's certainly a sense of accomplishment when the referee's description matches up with your own hand-drawn map.

In any case, that 30 percent (a relatively small area) has yielded up a lot of hooks, encounters and characters. There are a few common threads holding everything together, and over the next few sessions I'll start investigating how it all fits together. If the players show interest, we'll advance the plot together. If not, well, there's always another adventure waiting just over the next hill--quite literally in this case.

Saturday, December 6, 2008

Cold City Recap: We Were Playing It Wrong

Our Cold City one-shot last week was a lot of fun, but in retrospect it’s pretty clear that I was running it incorrectly. I kept clinging to the old way of doing things — namely, keeping narrative control firmly in the hands of the GM (me). Nothing malicious or mean-spirited — I just forgot, repeatedly, to pass off the story narration to the players after they won a conflict. This is how Cold City is supposed to be played; players are supposed to feel invested by devising clever ways to win arguments and deal with combats, which is then rewarded by having them receive a few minutes to narrate the outcome (within reason, of course). It’s a very mature style of roleplaying that I really dig — but in the heat of the moment, I forgot all about it.

That’s not to say we had a bad time. The session was great, in fact, and very moody. I’m a WWII history buff, so I feel like I presented a pretty atmospheric, spooky rendition of postwar Berlin. Plus, Ben’s brother-in-law was at the table for his first-ever pen-and-paper RPG experience. I gave him the British paratrooper character and he warmed up instantly, delivering his lines in a cocky Brit accent for the entire evening. That’s about as much as you can hope for from someone who’s never played tabletop RPGs before!

The plot was fairly straightforward: civil engineering crews composed of German and American workers were trying to repair a sprawling power station in a bombed-out Berlin neighborhood. Something kept happening, though. Every time the engineers would start the generators and power up the turbines, the entire setup would crap out. Fused wires, burnt-out transformers, the whole lot. Then, in the night after each attempt, there would be a horrible attack reported somewhere in the immediate neighborhood. Something was happening — but what? The players discovered a hidden Nazi hospital in a forgotten sub-basement below the power station, dating back to 1939. A little room-by-room exploration revealed a collection of metal sarcophagi, each containing a gruesome-looking humanoid creature.

The lab was hooked into the power station’s supply, so whenever the engineers would attempt to start up the generators, the nefarious operation would draw off some energy, short-circuiting the whole affair and, incidentally, activating one of the stasis coffins and releasing the inhabitant. The players tracked down one of these unfortunate creations, killed him in a blaze of gunfire, and brought the corpse back to the headquarters for research.

We played a little bit beyond there and then stopped abruptly to head out to a bar for some beers. The session was a lot of fun — and really ideal for a newbie who might be intimidated by the math of certain other, more complex games — but I still regret not playing Cold City as the developers intended. I think we would have had a much more robust session if I would have remembered to pass narrative duties around the table a bit more.

Also, the trust mechanic barely came into play. I love the idea behind this element — a multinational gang of cautious allies who are always casting sideways glances at each other — but it didn’t really click for a one-shot. We didn’t have the well-developed interactions and backstories that seem necessary to bring in the trust bonuses. All the same, we shoehorned a few trust-based rolls into a couple scenes, just to try them out. Used as part of a campaign, they would have added a lot of depth to the whole setup.

Regardless, a fun time was had by all, and we pledged to re-try Cold City and/or Hot War again the near future.

Wednesday, November 26, 2008

Cold City: Actual Play Session Pending...

On the agenda for tonight is a one-shot session of Cold City, Malcolm Craig’s atmospheric game of conspiracy and horror set in postwar Berlin. I’m the GM, which is really ideal since WWII/Cold War history is a hobby of mine, and I also speak a little Russian.

The game’s buy-in is that PCs are members of the Reserve Police Agency (RPA), a trans-national group of investigators who roam the alleys and ruins of Berlin, seeking out the crumbling remains of hideous technology, experiments gone awry and otherworldly monsters lurking in the shadows. Heady stuff, to be sure. Players are encouraged to play different nationalities — and the inherent suspicions therein. This is the Cold War, after all. For our game, I’ve pregenerated a group of three disparate characters, all bound together by the common mission of the RPA: a Soviet black marketeer, a doughty British paratrooper, and an over-eager American photojournalist.

I’ll write up a post-game account of the session next week.

Friday, October 17, 2008

Back in the Hot Seat After a Long Absence

More than a year after I GMed my last multi-session RPG, I sat down with a group of friends last night to delve into Autumn Frontiers, my new fantasy sandbox campaign.

It’s difficult to express how much my gaming ethos has changed over the weeks and months that I’ve been brainstorming and sketching out this setting. In years past, I produced self-contained adventures that — while drenched in detail and very engrossing — offered little in terms of sandbox play. This was fine, because the players I gamed with were part of this paradigm as well. With few exceptions, they expected a “plot” and were only too happy to move along it.

Since then, though, my sentiments have changed. Starting with a chance encounter at Ars Ludi, I’ve voraciously sought out articles and blog posts from the likes of James Maliszewski, Jeff Rients, Ben Robbins, Rob Conley and Sham the Quixotic Referee. Their quirky return-to-yer-roots notions really set off a cavalcade of ideas in my head — made all the more relevant when you consider that I missed old-school D&D entirely, having started playing RPGs in 1994 with d6 Star Wars. The whole effort was made manifest when I picked up Goodman Games’ Points of Light supplement (co-authored by Rob Conley, btw). My game grew legs and took off, if only in my head. And even if the players barely scratch the surface of the world, it was certainly worth it.

And so, on a Thursday night in October, we met at Ben’s place in Chicago. Four players showed, including two I’ve never gamemastered for. With little more than character sheets, a rulebook and a blank hex map, we cranked up the heavy metal and got to gaming.

It ranks as one of the most singularly satisfying GM experiences of my life. Everyone was in-character and one the same level — namely, a semi-campy mashup of Conan-style swaggering, played out against the backdrop of a frightened, depopulated medieval frontier village. The “tavern” where the party met was just few rough-hewn benches tucked in the corner of the village blacksmith’s shop; Garron, the one-armed forgemaster, sold ale by the mug and kept his smithy ringing late into the night, helping weary travelers shake off the cold with beer and helpful gossip.

Each player had received a randomly generated rumor via email in the week prior to the session, and they eagerly presented these hints in-character as the PCs gathered in Garron’s workshop. There was a great moment when the highborn wizard harumphed about not wanting to go risk his skin exploring the ruins of Tora Norrith, but the spirit of adventure on out in the end. The PCs agreed to depart at sunrise, and we had a nice little scene where the characters bedded down in an abandoned barracks.

The overland trip to Tora Norrith (just a few hours' hike, given the topography) was an absolutely golden wilderness scene, festooned with Survival rolls, foraging attempts and even some discovery (the druid stumbled across an ancient quarry site carved with dwarven runes; the thief had the presence of mind to make a charcoal rubbing of these runes, which will help out immensely if they choose to investigate further).

We had a few stumbles with the Savage Worlds rules, including forgetting all about the soak roll when the druid took a crossbow bolt to the chest (he survived). And I’m still learning how to effectively run NPC enemies in Savage Worlds. But all in all, it was a great first adventure and — get this — our next session is scheduled for this Saturday! So soon — gotta go prep!

Thursday, August 21, 2008

Review: 3:16 Carnage Amongst the Stars

The only game I actually signed up for at Gencon was a demo of 3:16 Carnage Amongst the Stars, Gregor Hutton’s take on Starship Troopers-style space marine roleplaying. It was entertaining, to say the least. So much of the game revolves around what can only be described as military porn: improving your gun, earning new campaign medals, advancing in rank. It’s almost (but not quite) to the level of a console RPG.

Still, there’s a bevy of quirky game elements that keep this title squarely within the “indie” category. Gameplay focuses on soldiering, usually a series of missions to unexplored planets. Upon encountering the enemy, players get to position their characters at various ranges for the encounter. These aren’t physical range brackets, mind you; rather, they’re a sort of nebulous combat metric that interacts with lots of other game elements. Certain guns work better at “Near,” for example, and other weapons can actually push characters into different ranges, thus affecting their performance.

Guns in this game are great. You roll to hit, then you roll to see how many aliens you freakin' kill. No rolling for damage — characters are expected to mow down dozens of aliens in a single mission, and it’s great fun to roll 1d100 and mark down dozens upon dozens of kills on your character sheet.

The flashback mechanic was also beautifully done. In a pinch, characters can choose to roleplay a brief, relevant flashback, thereby whisking the team to safety and, incidentally, revealing a little more about their character to their fellow marines. Flashbacks have positive and negative flavors, though, and lower-rank troopers can force higher-rank officers to relive a particularly embarrassing flashback as well.

A few things about this game struck me as confusing. It’s unclear whether the minimalist setting is meant to be played as campy or grim; I opted for campy (naming my character “Thick Neck Johnson”) but I guess you could go either way. Then there’s the title...3:16...what’s that about? In the game, that’s the name of your combat brigade (the 3:16th infantry). But for us Westerners, that number holds a weird spot in our cultural landscape. I sort of expected some weird religious overtone, a la Warhammer 40k, but it wasn’t there. I’m not entirely sure where the name comes from.

In addition, the art is barely there, which I guess gives GMs and players a lot of latitude in determining what their characters look like -- but I was hung up on more fundamental stuff, like what the standard-issue armor suit is supposed to look like. At first, that got in the way of my game, but by the end of the demo I was rolling d100s like a champ.