Categories
Apocalypse World Conventions Roleplaying

Big Bad Con 2022 – Games

Enjoyed two games at big bad con today. The morning game was Sleeper on Glass Mountain, a Dungeon World scenario. It was a very interesting experience, significantly different if feel from my previous play in Fresno. The scenario was very exploration focused for the first 2 hours (few rolls and no fights), a frustrating middle where we couldn’t figure out how to continue our progress, then some interesting fights and conflicts that we rushed to get in before the session’s end.

Breakdown: The Breaking Point was the afternoon game. We made a tight squadron of paramedics, each with important challenges that threatened to derail our characters. The game started with a bang, with three of us coming off our third day of work, but staying after as a nearby school called in a three alarm fire – the chemistry lab exploded and the nearby wing had partially collapsed. So, exhausted, we rushed out to the school and split into two groups – to save children from the collapsed rubble of the school wing, and rescue another class from the burning chem lab. The rescue was a success, though we paid physically and emotionally. We then dealt with all of the messy drama that went along with trying to juggle lives alongside our work — for example, my character had to cancel taking his mom to her doctor’s appointment when the call came in… and woke up in the hospital, where Aunt and Mom were picking Kareem up… instead of the reverse. Great characters emerged quickly from play, and the tension only built as we put aside obligations to fill the short staffed positions…
(Breakdown is hoping to get a short print run to IPR for fulfillment this holiday season.)

Friday night, I went to games on demand and got to play Wildsea. It’s an interesting Forged in the Dark game with a few minor rules changes… But really, it’s all about the setting. It’s a deeply weird post apocalypse, but this apocalypse was the greening – trees a mile high have grown around the globe, blanketing everything.

It’s a fascinating world to explore, reminding me positively in many ways of Scum and Villainy. The setting is deeply silly but played straight; like the ships draw themselves through the tree tops with immense chainsaws, some of the PC races are a collective of spiders in a people suit, humans from our era who were trapped in amber and awake to this strange world, cactus people and more. The art is beautiful and evocative.

Saturday morning I played the Alien RPG, Hope’s Last Day. A great table, including an awesome android, Holroyd, who staved off a grizzly end for us many times, boldly throwing themselves in harm’s way to save the doomed colonists. The ending was bittersweet, in part because of a sleazy betrayal (by my character) at the end… But it felt very true to the universe.

Last Fleet: Cold War was probably my favorite game of the whole convention. It was very Battlestar Galactica in setup – full of juicy drama (and drama atop that!) , but it was really my fellow players who made it sing. We had dueling Admirals, an overwhelmed CAG who woke up in the bed of the Chief Engineer to kick off the game… plus family drama and hard decisions. The Corax were implacable, ambushing us at exactly the wrong moment… but trusting our corrupted Corax clone was the right decision when our foe ambushed us out of hyperspace while we were squabbling…
Really, I was a pure pleasure to be at the table. Our characters were mostly generated, with a few picks required to finish them off, and with some links to other characters already generated. We introduced our characters to each other in character… whew! And made up extra NPCs to share, who really had vibrancy from the word go – and totally messed up out lives. I played the President, and I still feel guilty about blowing my top and alienating my awesome Chief of Staff Julia…

Sunday morning I played The Dawn Of A New Era / X-men, a Tokyo Brain Pop system. We joked an hour in that we were playing a Spring Beak Issue, since we broke the power grid at the fence and got a trip to Savage Island resorts while the repairs were made. The system was a little too simple for my tastes, but the characters we made were fun, and the asides about the various “Professors” from the Xavier School who were chaperoning reflected a lot of love and lore from my fellow players.


Categories
Apocalypse World Game Group

Clash with Dustwich, Unwinding at the Ranch

It’s convenient that you had an observer, a spotter, on the nearby hill to keep an eye on the action. I can’t see from behind his eyes, but from a step to his left this is what went on.

Jute’s gang pressed forward, streaming into the courtyard, through the gap Rex smashed in their gate. Bunko’s down, though his shell toppled Mazy and Pang’s bikes and blew the shit out of the road before Kai popped him.

A pipe bomb came whipping into the courtyard. The gang’s armor mostly handled it (though Higgs or someone is going to be busy pulling a bunch of small shrapnel out of calves and thighs). Jute, though, was deafened and staggered like he was concussed – his shouts were slurred. Fortunately, his group doesn’t look to him for every little action; they raced around the courtyard, snapping off shots to keep Dustwich’s people too scared to expose themselves for a good shot.

Still, things weren’t going much to plan, until Rex fired up his chainsaw and rushed the trade cabin door. Skiff leaped out the manufactory door, screaming and spraying his Uzi right at Rex. His construction sign armor took most of it, but he’s also made a date with an Angel. It was good for Skiff that his clip burned through so fast, because Kai downed him as the Uzi bucked empty, two seconds later.

While Kai kept an eye out for more suicidal fucks, Valentous Rex grabbed up his crowbar and chainsaw, fired it up, and jogged at the cabin door. He gashed a long diagonal scar in those timbers, then kicked it in… to no resistance. The back door swayed a bit, and when he crossed to the back and took a careful lookout, he saw Parcher and Millions belly crawling through a gap in the chain link fence behind the place.

Kai spotted them too, as they crawled into behind a cleft in the hill. She tossed Higgs her rifle and fired up her bike, racing down the hill and around the fence after the two fleeing shopkeeps. She was zero silent, so as her bike burst across the gap she took a nasty hit of buckshot. But her return fire was deadly; Parcher sprawled out, food for the beetles.

She closed in on Millions; the pox faced boy in the shop smock near shitting himself as death drew near. Kai told him that the next time they crossed paths, he’d die… he’d better reconsider his life and pick a smarter path. She made a git out of here gesture, and he got.

The gunfire was all from the gang, ringing around the courtyard, chipping the concrete walls of the manufactory building, keeping them down. The gang circled like sharks, not pausing to make anyone too nice a target. Rex circled from the back door of the log cabin shop to the roll up rear door of the manufactory, backed up by JJ and Kai. It was locked, but that doesn’t stop Rex. He got the door a couple of feet up and wasn’t greeted by gunfire. He stuck his head around the corner, no defenders, but a lot of equipment, parts, bubbling beakers, vats of battery acid, piles of charcoal and a trough of piss and hay. They swept up some valuable looking oddments and noticed a metal lid set in the floor. Rex was careful opening it – and there was no answering spray of gunfire.

Below was a 3’ square concrete shaft six feet deep, then the shaft turned and went horizontal at the bottom. Reluctant to leap into such an obviously deadly kill zone, they called for anyone down there to surrender. They lit off a few pipe bombs to clear out any lingerers, but decided that chasing after Dustwich’s gang down that tunnel wasn’t their thing.

Meanwhile, we saw Rose getting the Ranch ready for the evening’s entertainment. Lamprey was drinking heavily when Rose emerged after prepping chickens for the night’s crowd. She’d arranged for Grum to hold his title against all comers tonight—should be a good crowd draw.

We sketched out and saw a bit more of Rose’s setup. A big basement, with a floor to ceiling cage in the middle. The ground floor is open with railing, so you can watch the cage fights from the drinking floor. There’s some bleachers down in the basement against the walls for crowds to get up close to the entertainment.

A little before dark five people from Warlord Krin’s holdfast rolled in, marked by lime green patches, paint, and sleeves. Since it was a 20 mile or so run, Rose made small talk; they were here for the fight, nothing more. They did say that Grum had been one of theirs; he fucked someone he shouldn’t have and got tossed out by Krin, but no hard feelings.

Rex, JJ, and Kai all rolled up to The Ranch that evening. JJ was hot from the adrenaline of the afternoon, purring and rubbing herself over Rex while he was at the bar. She bragged proudly that every bit of Rex was big to everyone who got within arms reach of her.

Kai went in the back door and wiped off the blood and sweat of the afternoon in Rose’s bathroom. She decided to strip down and go on a spirit walk, but it didn’t go well. Her ancestors were there, but stayed smoky and drifted away as she approached them. Rose caught Kai’s body wandering in her rooms, naked, but didn’t take advantage of the situation. She brought Kai back and covered her up before anyone barged in.

In the main room of the Ranch, Lamprey was being an annoying shit. He tried to move on Rose, but she was having zero. She pulled a wicked sharp scissor blade, held it to his throat, and told him to clear the fuck out. He cleared.

Categories
Apocalypse World Game Group

Assault on Dustwich’s Trading Post

The action advanced a bit after Josh left, but we’re stepping into the middle of the fight at the beginning of the next session.

Valentus charged up the road and smashed through the rolling gate, folding it over so it became a chain link ramp for the bikes. (He had to dodge a mortar on the way).

Meanwhile, Higgs dispassionately spotted for Kai, who nailed Bunko, the guy on the mortar, who was in the middle of repositioning it to fire down into the courtyard where you, Rex, and your gang were accumulating.

But Dustwich’s gang is spraying SMG fire out from the manufactory, and you know that Millions and Partridge were in the trade cabin with all of those pipe bombs on sale, ready to throw…

Categories
Apocalypse World Game Group

Higgs

Higgs, the Angel
Sturdy male in labcoat and small glasses. Half shaved head w/ half long, light brown hair.
Cool -1, Hard +1, Hot 0, Sharp +2, Weird +1

x Sixth sense: when you open your brain to the world’s psychic maelstrom, roll +sharp instead of +weird
x Touched by death: when someone is unconscious in your care, you can use them for augury. When someone has died in your care, you can use their body for augury

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

Gear and Barter: Angel kit (6-stock), stun gun, armored lab coat (1-armor)
Oddments worth 2-barter

– Thinks Kai is doomed to self destruction
– Valenus Rex has been beside & seen Higgs all along

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
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.