Categories
Apocalypse World Game Group

Kai, Laughing Coyote

Kai, the Gunlugger
Woman in scrounged mismatched armor, worn and blasted face, wise eyes, and a hard, battered body

Cool -1, hard +2, hot -2, sharp +1, weird +2

x Battle-hardened: when you act under fire, or when you stand overwatch, roll +hard instead of +cool
x Fuck this shit: name your escape route and roll +hard. 10+ sweet you’re gone, 7-9: you can go or stay, but if you go it costs you; on a miss you’re caught vulnerable, half in half out
x Bloodcrazed: whenever you inflict harm, inflict +1 harm

Hx: Jute +2, Higgs -1, Rose +3, Rex -1

Weapons & Armor:
Silenced sniper rifle: 3 far high-tech
Magnum: 3 close reload loud
Shotgun: 3 close messy
Grenades: 4 hand reload messy
Heavy armor worth 2-armor
Oddments worth 2 barter

– Fought shoulder to shoulder with Jute
– Higgs left him bleeding and wounded
– Finds Rose the prettiest and smartest

Categories
Apocalypse World Game Group

Valentus Rex

Valentus Rex, The Faceless
Man in scrounged armor, blank eyes, huge muscular body
Cool +1, Hard +3, Hot -1, Sharp -1, Weird 0

x Juggernaut: Take -2 when on all “when you suffer harm” rolls
x Oh Yeah! roll+hard to smash your way through scenery to get to or away from something
x Beastly: you get +1 hard (max 3)

Mask is scrounged. If unmasked: Grotesque and ashamed

Hx: Rose 0, Jute 0, Kai +2, Higgs +3
JJ – squeeze in Jute’s gang

Gear & Barter: Scrounged mask, chainsaw, construction/hazard riot gear (2-armor), crowbar
1 barter

– Higgs helped Valentus with terrible things
– Kai was unafraid and kind

Categories
Apocalypse World Game Group

Jute

Jute, The Chopper

Ambiguous, showy biker ware, strong face, calculating eyes, wiry body

Cool +1, Hard +2, Hot +0, Sharp +1, Weird -1

x Pack Alpha: When you try to impose your will on the gang, roll + hard. On a 10+, all 3. On 7-9 choose 2. On a miss, someone in your gang makes a bid to replace you as alpha.
x Fucking thieves: When you have your gang search their pockets and saddlebags for something, roll +hard. It has to be something small enough to fit.

Hx: Rex: +1, Rose: +3, Kai: +1, Higgs: -1

Sawed off, SMG, prosthetic right hand (strong, smooth, shiny, but itchy), 2-armor flak jacket
Oddments worth 2 barter

Your bike: Aggressive, responsive, flashy, vintage, but slow
Speed 0, handling +1, Armor 0, Massive 0

Your gang: Small, harm 2, armor 1, +rich, vulnerable: grounded
Gang is well disciplined, self-sufficient, but bikes are picky and high maintenance

– Kai rode with Jute’s gang
– Velentus Rex stood up to Jute, gang and all
– Rose could take Jute in a fight

Categories
Apocalypse World Game Group

Rose

Rose, Maestro D’
Woman in immaculate whites, tattooed face, mischievous eyes, restless body and playful hands
Cool -1, Hard +2, Hot +2, Sharp 0, Weird -1

x You call this hot? When you do something under fire, roll +hot instead of +cool
x Everybody eats, even that guy: When you want to know something about someone important (your call), roll +hot. On a hit you can ask the MC questions.

Hx: Rex +1, Jute +1, Kai +2, Higgs +3

Convenient shotgun, kitchen knife, armor vest (1-armor)

Establishment:
Fights w/ Easy Food & Fashion
Atmosphere: Lights, Violence, Dancing & A Cage
Security: Convenient shotgun and everybody’s packing

Best Regular: Camo
Worst Regular: Lamprey
Wants in on it: Rolfball
Owe for it: Gams
Who wants it gone? Been

Cast & Crew: Camo, Lamprey, Lits, Toyota, and Ba

– Finds Kai the most attractive
– Higgs is her favorite

Categories
Apocalypse World Roleplaying Books

The Watch by Anna Kreider and Andrew Medeiros

A very interesting game; I read it in PDF. It’s an Apocalypse World game that reminds me of Apocalypse World, with strong influences from Night Witches. (Missions feel very similar, though I like the streamlined version of just dealing with complications.)

The setting is great; it’s a fantasy world without Fireballs and Wishes. The characters are women of the watch, who resist the machinations of the Shadow–which has possessed the soldiers of the land, and turned them against our heroes.

The system is written boldly, clearly identifying the themes, and noting that there are reasons that they’re boldly calling out toxic masculinity, foregrounding women as heroes, etc. There’s clear direction that this may affect the players strongly; the X-card is cited as a bare minimum to keep the players at the table safe as they explore these dark themes.

The MC guidance gets very direct, explaining what the Shadow is, how it manifests, and guiding the MC to make some choices to guide their characterization of the Shadow and the influence. The missions are very reminiscent of Night Witches, including the roles (and corresponding rolls) that characters take during the mission. Fortunately, it doesn’t look like failures spin off more rolls with further bad consequences, as sometimes happens in Night Witches missions when trouble begins manifesting.

I really like the idea of this game; while it’s strident in places, I think the game benefits from the clear explanation of what underpins the Shadow and the setting.

Reading along, I found a few small copy editing errors, but nothing that was tough to work around. It was much less jarring than, say, the first copies of Rise of the Runelords.

Categories
Books Games

Three stories in a day

Yesterday was the culmination of three storylines in three formats.

The first was the end of KOTOR, Knights of the Old Republic. Despite a few intention/controls issues, it really captured the feel of a good roleplaying campaign. It was the greatest investment of time, and payed off for it.

I finished Prodigy last night. It’s the second book in a YA series; it did a nice job of deepening the world and revealing more complexity. It was strong enough that I decided to get the other two books in the world, but I suspect that details will quickly fade.

The third thing I finished was The Customer is Always Wrong, a graphic novel. It read very quickly and felt near autobiographical. It was a surprising world, despite being so close to me in time and location… class, culture, and a decade made a big difference.

All three were great. I was particularly surprised at how odd it felt to complete three “storylines” in unrelated worlds and presentation styles. It certainly was indulgent–and felt so!

Categories
Apocalypse World My Game Ideas

Apocalypse World: Inspiration

Last night and this morning, I was seized by a setting for AW, a setting that excites me. It’s a very specific vision at its core, but with lots of easy messing.

The core is the Central Valley, post disaster. Like normal AW, we’ll play to discover what happened, etc. But some elements will be stable, part of the pitch.

The core idea is that it’s our topography–though minus today’s functioning dams, so we get back Tulare lake, etc. Lots of marshy areas return, but the lack of groundwater (due to current and anticipated pumping) remains, so everyone’s dependent on catchments.

The weather’s like today but worse. Winter brings back dense Tule fog everywhere, with a side of ashy grit. Spring and fall are each a seized month of bliss, before temperatures head over 100 for months. (Basically, today + humidity from the surface water, without a/c, with some climate change to add 5-10 degrees.)

Play will focus on the little towns; Fresno/Clovis and Bakersfield are gone and barren, irradiated. Hell, maybe every city with a population of 20,000+ on this list is gone–burned in the troubles. Assume that everything built post 1970s won’t work. In AW, it was built to fall apart, like fireplaces as decoration rather than useful heat sources.

Categories
FATE Games My Game Ideas Roleplaying

Bookwyrm in one week?

How can Bookwyrm have stolen up on us so quickly?

While I have the bones of the scenario planned, I guess it’s time to reread the rules and start buttoning things up for next weekend.

I ran Roiled Spirits: Darkness Over New Orleans.

Categories
Board Games Roleplaying Trips

Visiting Gatewaycon 2016

Last weekend Jennifer and I drove down to Strategicon. We had a good weekend–not perfect by any means, but a great getaway.

Friday
On Friday, we hit a Santa Monica local place for lunch, essentially at random. It was tasty Thai… and I’ll probably never be able to find it again.

We checked into the hotel around 4, got things moved up to the room easily (we didn’t overpack as badly this time), and rested after our ride, before dusting off Pathfinder and checking out our characters. We brought some snacks down, joined Zach, and played some PFS from 8 until past midnight.

Unfortunately, the GM had received the adventure less than 2 hours before the game started and he was new to GMing. He did great though–and it turned out that he’d prepped wisely, by pressing his girlfriend into work as his dungeon drawing assistant while he read the adventure. (She was done before we reached the table–she had a game of her own to play.) Anyway, it was a good experience, though mostly because we got to play with Zach.

Saturday
Saturday had a lazy beginning–no urgent morning game. Jennifer and I cruised the dealer hall… a little too quickly. The turnout among venders was much worse; basically no one was carrying indie games unless they were demoing their own. Speaking of which, I did get to play an enjoyable abstract–reminiscent of checkers, with movement allowances dictated by a card deck draw. It wasn’t bad, but it’s not one that’d make it to my table. Still, pleasant enough and the game was quick to play.

After lunch with Zach and Jennifer, I grabbed my gear and headed down to run my Dogs in the Vineyard game, Destiny Branch. (It’s the same branch I ran at the minicon–the familiarity from repeated exposure to the NPCs was great.) I had two preregistrations on day 1, which filled the game. (Only half can be reserved online, with the other half available for signup at the con.) At the con, I had +3 signups on paper. Only 2 people, both the preregistrants, actually sat at my table. Fortunately, Dogs is great with a pair.

They tackled it in a very different manner from my June game, in part prompted by the different relationships they selected with the locals. The blight sign (from an overlook of the town) prompted them to ride directly to the farms, where their relations (and a love interest) were. The next morning they talked with the most affected farmer, then rode into town and encountered the obnoxious gold leaf being placed. From there they saw the Steward… and went off to the final confrontation.

It was a solid session; both players were new to the game, but character generation led to interesting characters who really engaged. They’d both heard about it recently and decided to give it a try. Both really enjoyed the dice mechanic, but wondered about drifting the game to another setting (a less problematic one). I talked about how the problematicness was baked right in, intentionally… it was a great discussion.

After the game, I grabbed a quick Cobb salad (thanks to Bryan for putting that in my head–it’s good fuel!) from the hotel Starbucks and headed up to my table to run my fate game, Camp X. Unfortunately, while it also had two signups early in the online preregistration, by the con one had been changed to “badge refunded”. The one player wasn’t joined by any paper signups, so decided not to bother showing up for a game that wouldn’t fire. [I presume.]

After waiting 15 minutes and noting the attendance as zero, I excitedly headed to the (poorly advertised) Games on Demand. When I got there, a sign explained that six games were on offer (mostly GMless favorites, like Microscope, The Quiet Year, and Kingdom).

(Aside) Games on Demand Pros:   Games on demand is a great concept, successfully implemented at GenCon, etc. They scheduled the slots to begin 30 minutes after the roleplaying  slots–so, if your game was canceled, you always had a backup available.   Games on Demand Cons:  Poor  advertisement: It got a decent placement, but I hadn’t heard about it at  all, and it was only a line in the Con Schedule Book. I don’t know if  it was listed online–since “on demand” meant that you don’t signup in  advance. At 8:20 pm, one guy was holding the room and didn’t really seem  to understand the concept. He wasn’t a player or GM, didn’t point me to  the game interest/signup list or anything else. 

Anyway, no game fired with only me present and signed up as interested. After 8:30, we both wandered away.

I headed down to the board game area; it was still quite busy. After drifting around the room and awkwardly looking over people’s shoulders, I came to the HQ table, where they kept track of the events on a white board. I noticed that a Captain Sonar 101 (demo) was going to start at 9, which was in just a few minutes. I was present when the organizer arrived and they discussed which tables would be free for use and where we could muster and discuss crews. There were 31 signups; I made 32.

We gathered in the hallway where we could discuss things without having to shout so loudly. Most of the attendees had never played, though a few had played one position. As resident “expert” and enthusiast, I was provided a crew of three other players and an opposing team. Much as when Josh taught us, we went through a few turns… then leaped into real time. My ship took terrific damage from loading up systems, but eventually we cornered our foe and landed a pair of perfect torpedo hits, eking out a victory.

Unfortunately, we had only one game box, so we all got up and swapped out for the next two crews. Much like previous times, the people who weren’t playing (and random people walking by) clumped up around the game to study and cheer the teams on. After the second match, we had hit “tournament time” (the demo was scheduled for an hour), but with only one box we built a few more crews (I played one more match) and turned the subs loose on each other. All in all, a very fun end to the evening.

Sunday
I set my alarm so I could get to Pat’s table for his Fate: Pacific Rim game. He had perfect attendance–6 players showed up on time, with one showing up 20 minutes late and having to get turned aside.

It came off incredibly well; he’d prepared a cool soundtrack that ran in the background (with key moments having custom tracks), and a great in media res beginning with a patrol off to rescue a crashed ship… and fight off a wave of Kaiju.

The fight was the densest, most complete Fate fight I’ve experienced. The pair of people working together to manuever a Jaeger made for a great partner to bounce ideas off. We generated a ton of Aspects for our positioning, target systems, our efforts to distract them and more–and needed them, since the Kaiju could take a tremendous beating and ignored minor pokes.

It was a slick, well produced game–clearly a labor of love. We even walked away with cool mini-movie posters featuring our Jaeger: mine was Aurora Bombshell. Don’t mess with Artemis and Athena!

After another Cobb salad, I got to my afternoon Dungeon World game. It was stacked with engaged players; a pair were new to the system, while the guy to my right was a regular GM of the game.

We explored (and slew!) the Everinth, a twisting collection of elements the demon had eaten over time, including whole towers, sewers, natural caverns and much more. It was a weird and sometimes surreal journey to the labyrinth’s heart…

It was a great one-shot. I made a mistake that I often do–picking a less flashy character–but my portly dwarven cleric got plenty of well tailored hooks (and moves) directed at him. There were a number of good moments, including the PCs stretched out along an icy cliff and climbing–only to hear dragon wings as the lead team reached a cave ahead! Poor Drummond clung to the icy wall, but Dagolir went tumbling down to smash into the icy pond below. Fortunately, Slog kept the dragon busy until Cinder Colfang scorched it badly in its protruding rear… which prompted a roar of pain… and Slog’s sword stab through the top of the dragon’s open mouth.

Several other good scenes popped up; the GM had a logic to the connections between the surreal locations that we moved between–eventually discerned–and lots of vivid locations for us to court danger. Plus our bonds threw us together and encouraged conflict in good ways throughout the adventure.

All in all, it was a great night and a cool tale to kick Drummond’s adventures into new motion.

After the session, I caught the close of Mike’s Traveler game, where I was scheduled to join Mike and Pat for dinner. Unfortunately, a mishap left Mike unable to join us, so Pat and I headed out for night of good conversation on the town. It was nice to get away from the con a bit and catch up.

On return to the con, I headed down to board games learn Glory to Rome. It’s an interesting card game; still popular despite not being published for a while. After a half-game during the 101, I joined the tournament that followed. There… I got to see some very effective strategies, though I did luck into a pretty good one myself. After being eliminated, I headed up to sleep.

Monday We slept in late, before checking out and loading up the car. We returned to see Shane’s game being playtested, but got distracted in the hall by a cool Sherlock Holmes game in development. We got a good description, then got to play through a quick game with another curious customer and the friend of the designer who was demoing.

It’s a fun cooperative game with great art. It’s thematic, and has a great mechanism for connecting clues to tie Moriarty to crimes. On the flip side, Moriarty’s deck makes him threatening… but sometimes he’s so scheming far ahead that you don’t have to worry about this turn’s fiendish twist.

Afterwards, we got a chance to see (but were too late to play) Shane’s space merchant game in development. It was in a much earlier phase–still printed pieces without art. It looked interesting but complicated to explain. Game play seemed much less complex once you got started only the techs of your specific ship to worry about.

After watching them play for about a half-hour, Jennifer and I hit the road home. We beat the worst of the traffic–there was some stop-and-go after the 405 joined the 5, but it wasn’t that bad. Then over the mountains and the flat road home.

Categories
My Game Ideas

Mage: Prepwork 1

The last thing that I want to mention is the five questions that are the main part of character creation. These questions get to the root of the character. What does the character want, what do they appear to be, what are they really, what brought you into the world, and what just happened to you. These questions a designed to give you a lot of freedom to design your character and a lot of hooks for the game master to tie the character to the setting and to drive the story.