Showing posts with label EPOCH. Show all posts
Showing posts with label EPOCH. Show all posts

Sunday, May 31, 2015

Buckets of Dice 2015

This weekend I attended Buckets of Dice, a roleplaying convention held in Christchurch, New Zealand.  This was my second time attending - I previously attended in 2013, and this year I was keen to offer attendees a chance to play my new game Wicked Lies & Alibis as well as Harvest,  an EPOCH scenario from The Experiment Continues.

Attendance at Buckets has increased significantly since 2013, with more than 90 folks attending this year, playing in tabletop RPGS, the two large LARPs, the Grand Strategy and board game offerings.  I only attended 3 rounds this year due to other commitments.

In terms of organisation, my impression was that the size of Buckets has now outstripped their current  arrangements (for example people had to ask an organiser which games they had been allocated, creating an unnecessary bottleneck and workload, and scoring and nominations were not in rooms, nor were there rubbish bins in rooms) but the 'con also had some other great innovations - a code of conduct printed in the schedule booklet, free fruit for all attendees, and an attendee pack which included a notebook and pencil for all important note taking!

Round One - A Night to Remember
I had pre-registered and selected 4 picks of games I wanted to play, however the organiser had apparently not received this, so I hadn't been allocated a first round game. There were just two first-round games not full so I picked one at random to play; A Night to Remember which used Urban Shadows (a supernatural/political hack of Apocalypse World).

As a side note, when I attended Buckets in 2013 I noted just how popular the Apocalypse World hacks are with Cantabrians - this enthusiasm seems undiminished two years on, with a great many AW hacks on offer at Buckets including a mega-dungeon (world).

I was playing a mortal, Lewis, who hustled on the streets selling replica handbags, while also dealing in information about the supernatural events in the city. As it turned out the game was to be a largely political summit with the players each representing a faction and negotiating with one another and several NPCs to try and broker a peace in amongst the supernatural factions.  Lewis was not the best choice for this setup, as the game soon became a standoff between the demon-affiliated character and the others (which included an angel, hunter and ghost). 

Although I was less than convinced about the execution of the main activity of the game (player negotiation across the table without any specific information or knowledge to enable this to be a good reflection of the character aims) the game did reach a suitably dramatic and definitive conclusion in line with the GMs expectations.

Round Two - Wicked Lies & Alibis
I had a group of enthusiastic players for this game, and they did a great job of bringing the complex cast they created to life. They selected High Stakes as they liked the premise of a murder mystery aboard a Zeppelin, so began a tale of intrigue and deceit. 

The cast included Ge-Ge a beautiful actress and her secret lover Reginald (a banker who was financing the fascist movement in Brazil).  Karen a French politician who was secretly married to Father Willard, a catholic priest, while also having an affair with Amelia Jones, a German film director.  As you might imagine with such a group of suspects, accusations mounted swiftly, while there were also plentiful alibis provided by those engaged in romantic entanglements.  Ultimately, it turned out the Ge-Ge had dispatched the victim in a fit of rage, and she was arrested - taking the opportunity to pose for photos from the gathered press before being led away.

We completed the game in  two hours and as there were still two hours remaining in the round I gave the players the option of playing a second case, or getting an early dinner and having time to get ready for the flagship LARP.  They wanted to play again, so this time we played A Knight in the Maze, a classic British country-house murder.

Clearly in the swing of things, the players wasted no time getting stuck in; the cast for this case included Lady Matilda who was having an affair with Helmut the German gardener.  Helmut's sister, Victoria a textile industrialist (who was adopted at birth and raised in Britain) was also present along with Elizabeth, a young and recently impoverished woman who was cousin to the victim, and Dr. Weston a Texan medical doctor with a love for guns.  After a tense series of exchanges and revelations it was revealed the Dr. Weston was the murderer, and in his riveting confession he outlined how Sir Richard (the victim) had wronged his momma back in the U.S. and richly deserved the justice had had administered.

It went very well, and I think the players had a good time (several purchased copies of the game afterwards) - I know I had a lot of fun.

Round Four- Harvest
I didn't attend the LARP, and the next morning I found that had four players for this EPOCH scenario (the fifth being a no-show following a late night at the LARP).  They swiftly created compelling stories for their characters, an unlikely group of friends; Wylie a wild party animal in High School had nearly died in an OD and reformed his life, while Frank and James had kept their high school rivalry alive with James a semi-professional athlete, and Frank a competitive body-builder.  Finally Andrea, a shy and bookish member of the group, clearly had feelings for Frank, and it was revealed this had ultimately led to a shocking murder prior to the scenario beginning.

The game went very well with the characters experiencing a series of unsettling events at the seaside town of Hudson's Point in the lead-up to a harvest festival.  The escalating tension finally erupted, and only Frank and Andrea made it out alive, the tragic sacrifices of their friends enabling them to  achieve a total victory and ultimately a happy ending.

Overall I had a great time at Buckets, it's a neat 'con and well worth attending; as tabletop events diminish in Wellington and Auckland, Buckets is rapidly becoming a major RPG event and one of the few NZ events with a good range of tabletop offerings.

Monday, December 1, 2014

'Tis The Season

It’s been a busy time as EPOCH celebrates its 21st;  that’s 21 scenarios of character-driven survival-horror published over the last two and a bit years.  These 21 scenarios have been written by 10 different authors and collaborators, and each has featured stunning artwork from Doug Royson, been carefully edited by Andrew Smith, and been fitted into the excellent layout template created by Marcus Bone.  I am very grateful to have worked with such talented folks, and I think the quality of the finished product is a good reflection of all the hard work that’s gone in behind the scenes.  Thank you all for helping to spread the horror.
 
Recently I published The Experiment Continues the companion to the EPOCH roleplaying game which has some new rules, more advice and also includes 4 new scenarios.  The companion had been in development for most of the year, and collects a variety of things drawn from my experiences in playing and facilitating the game, reports from others, and a collection of formal reviews.  Mostly this is in the form of advice, although one particular innovation I’m quite proud of are the Twist cards.  When I was first designing EPOCH there was some feedback that there should be more variety in outcomes for the characters, a degree of randomness which had a mechanical effect beyond the core outcome process.  At the time I stuck with the core idea of balance – that every player has an identical chance of  character survival, and that eliminations would be solely determined by collective decision making. 
 
However, the Twist cards add a layer on top of that mechanic, and have really enhanced the games in which I’ve used them.  There have been some extremely memorable plays of ‘Die Hard’, ‘Big Damn Hero’ and ‘In League With The Horror’.  One of my favourite plays was in a scenario which shall remain nameless. Igor had been dealt and then chose to play the ‘insight’ card.  Insight  lets the player look at one of the face down Horror Track Cards.  The card Igor peeked at read “Determine the entire town is gripped by homicidal mania’.  The look on his face was priceless, as were his characters, largely fruitless attempts to convince the others that they were in danger.
 
The scenarios are pretty fantastic as well.  My player were initially luke-warm about the premise of Donna’s scenario  The Tribute as they felt that playing characters in Ancient Greece would be tricky, but within a few minutes of getting started, they realised it was much more familiar setting than they had initially thought and they made it their own, invoking gods, heroes and pirates and having a great time.  Perhaps the best thing was hearing glowing reports of Donna’s run of the scenario at Fright Night, and seeing just how big the differences were between our respective facilitation of the scenario, but how both had delivered a gripping and entertaining experience for the players, despite being very different.
 
Mash’s scenario of gangster horror has an immediate and compelling setup, and I think it’s a scenario that will develop some very memorable experiences.  Our playtest was a lot of fun, and, as ever, the player stories were very memorable.  I was struck by just how many people have played some version of Death on the Streets when compiling the list of playtesters, it’s like a mini convention all by itself – which goes to show just how much thought and effort Mash puts into his craft.
 
Then there’s Liam’s scenario Slaughterhouse, which is deceptively simple, as the title would suggest, yet entirely perfect for EPOCH where character stories should be in the fore.  I had a great time playtesting the scenario, and I think Doug’s illustration perfectly captures one of the most dramatic moments.  Liam’s accomplishment is all the more impressive when you consider he wrote the first draft on an i-pad while overseas on a work trip in order to meet my deadline.
 
In addition to the Companion, I also recently released  White Wedding, the 2014 EPOCH Christmas Special.  Andrew pulled together this incredible scenario at short notice, which was amazing, as I was buried in editing the Companion for most of that time.  Andrew had a very clear vision of the scenario he wanted, and I think he’s created a really compelling and engaging piece.  Then there’s Doug’s stunning cover and fantastic interior art.  All in all, the twenty first published EPOCH scenario is one of the best yet.  If you haven’t yet, you should pick it up, and donate whatever you can afford to help children in need.   

Saturday, October 25, 2014

Fright Night 8

Last night I attended the eight instalment our local one-night horror RPG 'con Fright Night.  I know there were some volatility in numbers this year and some last minute sign-ups, but overall attendance was reasonable (if slightly down on previous years), with 3 fully subscribed tabletop games each round.  Local game designer Mike Sands also generously donated a copy of his well regarded Apocalypse World adaption Monster of the Week to every attendee, which was very well received.

Round 1 - The Woods
In the first round I had signed up to play Mike's game 'The Woods' which used another Apocalypse World hack Black Stars Rise.  We played characters in the small Southland town of Otautau who witnessed harrowing murders which echoed killings which had occurred in the town two decades earlier.  I have, perhaps, played too much EPOCH of late, so I spent a lot of time early in the game trying to develop interest in my character - a local reporter for the Otautau Advertiser, who was clearly living beyond his means and closely entangled with several other prominent townsfolk.  However, around half way through the game I realised there was an implicit expectation that all the characters should investigate the mystery and did my best to insert myself and follow the lead of Morgue's amateur detective Percy.

I had a great time, and the game had a high level of carnage for which the characters (particularly Stephanie's level-headed, if trigger-happy, farmer Andy) were responsible.  The final scene was suitably epic, if somewhat grim.  My other observations is that some of the characters basically stayed in the periphery of the horror, seeing no reason to risk their lives in the pursuit of a mystery which should properly be investigated by the authorities (I fell into this camp initially), and therefore I wonder if this is something the system or scenario needs to address given the specified setup for Black Stars Rise:

"The player characters are caught up in the setup, we're here to see how they come out of it. They may try to get out, try to get to the bottom of it, or just try to survive—whatever makes sense for the player characters"

Ultimately, if the players are not on the same page, it seems that this could lead to a fractured and frustrating experience where characters focus on different priorities (investigating vs survival for example).  That said, The Woods was a fun time and a compelling story.

Round 2 - Harvest
In the second round I ran my scenario for the forthcoming EPOCH Companion, Harvest.  The selected scenario setup framed the characters as a group of friends travelling to the remote seaside town of Hudson's Point to scatter the ashes of a recently deceased friend.

The characters that were created were fairly extreme, and not really, in any sense friends, but they create some amazing backstories, which pushed the tension and drama between the characters to the forefront (which is what the system aims to achieve).  Against this rich backdrop of heavily armed mercenaries, clandestine government operatives, drug smuggling, former child stars, cross-dressing, debts and tax evasion, and ghost riders, the actual horror story was somewhat eclipsed by the energy and enthusiasm of those at the table.

It was a great game, even if I was stretched to try and keep up with the plot twists and drama unfolding at pace around the table.

Final Thoughts
The 'con was well organised, and (from my perspective) seemed to go without a hitch, and I congratulate Andy and Grant on putting together an excellent night.  The communication before the 'con was top notch, and I think helped ensure people were thinking about the 'con in the lead-up to the night and probably reduced the number of last-minute cancellations.  The reports I heard from other games were also very positive. 

As for the future, I guess we'll see.  The fragmentation of the Wellington roleplaying community (for reasons I previously described here) seems to be continuing, with the active calendar of LARP events diminishing interest in tabletop events, leading to only a few remaining viable - however, it is possible that a new roleplaying store could rejuvenate interest in tabletop if it showcases new RPG releases.  In either event attendance at Kapcon in early 2015 should provide a further indication of the relative health of the tabletop RPG community.
 

Saturday, October 4, 2014

Horror on the Horizon

Fright Night is almost upon us again, and there is a fantastic selection of games on offer!  It's a small horror themed RPG convention which takes place over one night of play – consisting of 2 three-hour sessions.  If you'll be in Wellington on Saturday 25 October you should sign up today by contacting the 'con organisers here.  The schedule of games looks like this:
ROUND ONE

The Tribute
System: EPOCH
Blurb: Every 7 years the city of Athens pays a tribute of 7 of its young men and women to King Minos of Crete. These young Athenians are then given in sacrifice to the Minotaur in his infamous labyrinth. This year you were one of the chosen victims. You must face the horror of the Cretan Labyrinth and the beast that dwells within.

The Woods
System: Black Stars Rise
Blurb: The woods have always had a spooky reputation – stories amongst the kids, probably due to those murders back in ’95. Still, it’s a park and you use it for normal park stuff – walking to work, exercise, taking the dog out.

Today, though, something strange is happening…

Flyover Country
System: The Laundry Files
Blurb: On a dead plateau, under unfamiliar stars, behind a wall of impaled, watchful corpses, an alien god sleeps. If they wake, the Sleeper in the Pyramid will set in motion a chain of events which will bring about CASE NIGHTMARE GREEN, the end of the world.

Now, a small band of intruders has breached the plateau, presumably with the intention of waking the Sleeper. And it’s the Laundry’s job to stop them.

A Quiet Day in the Library
System: LARP
Blurb:The workers at a small community public library on what appeared to be an ordinary week day. Only, as they pause for another cup of tea they realise that it’s even quieter than usual. Mr Brockton hasn’t been in to read the paper, and he does that every day at 10.30 am, that young mother hasn’t brought her loud child in to play with the toys in the kid’s area…. and the news reports on the radio are a trifle concerning….
A game of existential horror, self-reflection and books.

ROUND TWO

Dead Horse Corner
System: Trail of Cthulhu
Blurb: The death and suffering on the Western Front provides of the backdrop for many dark and unsettling mysteries. Most of these are dismissed simply as the fears of scared men, but others seem to take on a life of their own.
 
When the British forward observation post at Dead Horse Corner suddenly falls silent, it’s up to the  brave men of the Royal Fusiliers to reinforce the post and work out what has happened to Lieutenant Somerset and his twenty men.
 
However they will soon find that there are far worse things than snipers, gas attacks and artillery strikes to worry about in the desolation of no-man’s land.
 
Silent Night
System: EPOCH
Blurb:I'm dreaming of a white Christmas...
"...shutting down as blizzard conditions come out of nowhere..."
with every Christmas card I write
"...there's a lot of passengers facing Christmas in an airport terminal Chuck..."
May your days be merry and bright
"...please if anyone can hear us, help, please, there's something out there... Please help us! It's coming!"
And may all your Christmases be white
 
Harvest
System: EPOCH
Blurb: "Every year the good people of Hudson’s Point celebrate the bounty of the land with a spectacular Harvest Festival.  This year is no exception; scarecrows are beginning to show up on street corners, in front of homes and stores and just about anywhere you can put a stake in the ground.  It’s all part of the fun, which culminates in a costumed torchlight parade.  This Fall, Hudson’s Point is the place to be!"
 
The Face of Oblivion
System: LARP
Blurb: 2277, May 17, Asteroid Habitat Aoraki Mountain, Captain’s Address to Crew: “People, we’ve done this before. The system newcomer Oblivion, whatever it’s mass, is just another flying rock. Killing rocks is our trade – we have the technology, the manpower, and the will. Earth will not fall on our watch.”

2278, April 4, Asteroid Habitat Aoraki Mountain, Captain’s Address to Crew:
“… in light of Oblivion 3′s failure due to catastrophic equipment malfunction, technical crews will be inspecting Aoraki’s infrastructure early this year. We trust that our crew will behave in the spirit of Aoraki as Oblivion passes through our orbit…”

2278, April 4, Captain’s Private Log
“This isn’t over.”

For more than a hundred years the people of Earth and its surrounding space habitats have been fighting the Rock War – a collection of solid masses are passing willy-nilly through the Solar System, many of which could profoundly damage the mother planet. Most have been neutralised – humanity is winning!

But now the largest planet-killer of them all, code-named Oblivion, has defeated the last three attempts to divert it. Soon it will pass through the orbit of Asteroid Habitat Aoraki Mountain, almost close enough to see, and the Captain has one last desperate gambit in mind…

But oh – this will cost. Join the habitat’s officers in the last two hours before an irrevocable decision is made. Sometimes there aren’t any good choices.

What compromises will you make, in the Face of Oblivion?

Monday, July 21, 2014

ENnie Awards - The Beautiful Agony

Being nominated for an ENnie Award is a big deal for a little publisher.  For those not familiar with the process, publishers of roleplaying game, podcasts, websites and the like can submit their products from the previous year for consideration by a panel of elected judges.  The Judges then read each publication, and debate amongst themselves which 5 of these products are sufficiently awesome to be nominated for an award (and in which category).  For a really interesting insight into the process of being an ENnie Judge, you might like to read this account on the Iron Tavern.

Once the nominees are announced the public have 10 days to vote for their favourites, with the top two products in each category being awarded a prize at the ENnie Awards Ceremony held at Gen Con.

Both of these mechanisms  are a little controversial - the selection of nominees is obviously a subjective assessment, albeit moderated somewhat by a group of people.  The voting process meanwhile is often seen as a popularity contest, with the big publishers being able to mobilise overwhelming support.

Last year EPOCH products were nominated in 4 categories (Best Rules, Best Electronic Book, Best Free Product & Product of the Year) and these nominations were both very gratifying and proved a big boost to interest in the game.

This year I was extremely pleased that War Stories, a collection of 5 scenarios set during wartime (a 155 page book or PDF with an RRP of $7.99, currently half price)  was nominated in the category of Best Adventure.  I was particularly proud when I reviewed the other 4 nominated titles:
  • Eternal Lies; an epic campaign for Trail of Cthulhu  (a 400-page hardback book or a 396-page PDF with an RRP of $49.95)
  • The Sense of the Sleight-of-Hand Man, A Dreamlands Campaign for Call of Cthulhu (a 294-page book or PDF with an RRP of $49.99)
  • Rise of the Drow, a mega-module for Pathfinder (a book of nearly 500 pages, with an RRP of $41.99 or $99 in print)
  • Razor Coast - Heart of the Razor, a collection of four adventures for Pathfinder (a 160 page book currently available for $29.99)
Some serious competition to say the least! All of these look like great products (so much so that I already own the first two).  So how does War Stories stack up? 
  • The first scenario in the book is FROM ABOVE AND BELOW, by Marcus Bone.  A thrilling plunge into the darkness and the horror that lurks beneath the trenches of the Western Front during the Great War.  I had a great time playtesting this scenario, and would love to try running it in the dark with each player wearing a head-lamp that is extinguished when their character is eliminated.
  • Next up is THE COLDEST WINTER by Mike Sands which thrusts the characters into the hostile climate and freezing forest in a brutal struggle for survival during the Russian invasion of Finland.  When I ran this game it had the feel of a true Russian epic which spanned the entire war experience for the surviving characters, and culminated in a suitably bleak ending.
  • Then it's HOME FRONT, Andrew Millar's homage to Dad's Army where the well-meaning Home Guard of the British village of Blakely are sent to secure the wreckage of a German bomber.  Although this scenario is truly creepy, I most remember the Inglorious Basterds style shootout, which was the epic climax to the tensions between the characters. 
  • Next is my scenario MASS DESTRUCTION which blends modern catastrophe with ancient evil, and which I've recently ran at Kapcon to good effect.
  • Finally, Liam Jones presents BEHIND THE MASK OF EVIL which draws on his own experiences of Peace operations in the Congo and adds a supernatural twist.  I loved playing this so much I used our playtests as an example of how to structure flashbacks.
So, although these scenarios were contributed by friends,  I think they've delivered an excellent package which will provide you with hours of quality gaming.  Can we win?  No. Like many small games EPOCH simply doesn't have a fan-base which can compete in a popular vote.  But I think it's clear that just being nominated is a victory in its own right.   

Voting for the 2014 ENnie Awards is open for the next 10 days, so no matter who you vote for, spend a few minutes to participate in the Beautiful Agony that is the ENnie Awards.

Thursday, March 13, 2014

2013 in Review

Around this time every year, I review my gaming achievements over the past year against what I had planned.  Then I set some goals for the next 12 months.  So how did the actual 2013 stack up against the projected?  Let’s see:

1. Write and publish more EPOCH scenarios.  I’d like to see a total of 20 scenarios in print by this time next year.

Check, I didn't manage 20 scenarios, but there are now a total of 16 published EPOCH scenarios, which seems a pretty respectable effort.

2. Write and publish the EPOCH companion.  This includes some expansion rules and new cards for EPOCH as well as my mini-series rules and scenarios. 

No, I am still working on the companion. Several sections are drafted, and Doug is working away at some amazing cover art, but there is more to do - particularly developing some alternate rules, rules for a TV mini-series and a couple of additional scenarios.

3. Write a scenario for Esoterrorists.  Marcus has been talking about this, and if he still wants it, I’d be pleased to repay some favours and write an Esoterrorists scenario for him.

No, although it's still something I'd like to do.

4. Run the Warpstorm Trilogy for Rogue Trader.

No, although it's still something I'd like to do, but given the heavy rules prep required to get back up to speed with this game I probably should accept that this won't happen soon.

5. Attend Day of Games and Buckets of Dice in Christchurch.

Partial check, I missed Day of Games but Buckets was great.  I also managed to attend Fright Night and Kapcon.

So, what goals for the next twelve months?  Here's my list (slightly reduced this year due to family commitments):
  • Write and publish the EPOCH companion
  • Run the revised Horror on the Orient Express campaign for Call of Cthulhu
  • Attend Fright Night and Kapcon
Do you have any goals for the next year?
  

Tuesday, January 28, 2014

Structure Your Fun

Is it necessary for RPG scenarios and adventures to have a pre-established structure?  And more importantly, how does having a structure help a GM both read and run a game?,
 
Scenarios with a compartmentalised structure are - in my opinion - much easier to read, assess, compare and then run.  When looking for a scenario to run a short notice, my preference is to skim through the pages – looking for what seem like great scenes, then backtracking to check that the detail of how the scenes link seems to be coherent and workable for my players.  Then I skip to the end and check the finale, to see if it seems suitably memorable and pitched appropriately.  Passing those tests, I then read the scenario and make notes about how I’ll run it.  When the text runs together this assessment is much harder, and I need to make many more notes in order to run the game.

When I created EPOCH I set a set structure for scenarios - this was a layout that I felt had a dual purpose, both to provide a coherent story, while providing a clear vision for how the game would unfold, and to be usable when facilitating the game - allowing GMs to access information with ease.  This structure was based entirely on my own preferences, although I assumed the utility would be apparent to all.
 
I was wrong.  When I worked with other authors, I found that few of them submitted scenarios in any form that resembled the structure I had established for EPOCH scenarios.  Indeed most were in sharp contrast the rigorous divisions I had established.  
 
But what about other games?  Here are some examples from scenario collections, selected at random from my bookshelf.
 
Example 1: Call of Cthulhu (Terrors From Beyond)
In the past I have found scenarios for Call of Cthulhu to be a leading benchmark of quality in scenario structure.  They (almost uniformly) follow a similar structure, setting out a Keeper Background (which usually serves as a background and synopsis) followed by a section on 'Involving the Investigators' or 'Investigator background' which establishes the role of the characters in the scenario. Statistics for NPCs and monsters are usually found in the back (although sometimes on the body of the text as well).  This is pretty good, but the coherence and layout of the main body of each scenario can vary greatly.
 
Example 2: Trail of Cthulhu (Out of Space)
Expands a little on the traditional CoC format by including sections titled  'Hook' (how the characters are involved) 'The Awful/Horrible Truth' basically the same as a Keeper background section, then 'The Spine' (a paragraph by paragraph summary of the scenario scenes) then some variance between scenarios but generally a section titled 'Scenes' which contains the bulk of the scenario.  I think the addition of 'The Spine' is a significant improvement on the CoC formula.
 
Example 3: The Laundry (Black Bag Jobs)
No real coherent uniformity beyond a 'Mission overview' section which is usually a page or two into the scenario text, following a discussion of background elements.  Player handouts are at the end of each scenario. Thankfully most of the paragraphs are small and easy to digest.
 
Example 4: Rogue Trader (Edge of the Abyss)
No coherent uniformity beyond an appendix containing adversary statistics at the end of the book.  Ironically scenario two in the collection systematically establishes the setting, objectives and rewards for a series of encounters the characters can have providing a small oasis of order (and I found this was one of the easiest sections to facilitate when I actually ran this game). 
 
Example 5: Paranoia XP (Crash Priority)
No coherent uniformity although most scenarios have a 'Mission overview' section somewhere close to the beginning. 
 
My conclusion: few RPGs I examined imposed a systematic and consistent structure on scenarios written for their games.  I think this makes it more difficult for GMs to rapidly assess information and use it in gameplay, and increases the variance of the experience for players.  The ability of the GM to remember, prepare or bookmark key sections becomes much more significant and it is more likely that key details of the scenario are omitted, or changed on the fly by the GM.

Tuesday, January 21, 2014

Kapcon 23 - Part Two

I arrived on Sunday morning ready for day 2 of Kapcon, refreshed and ready for more!

Round 5: Silent Night
The Kapcon organisers had scheduled me to run a session of EPOCH in Round 5 on Sunday morning using the blurb for Road Trip, but when the players arrived I found that one of them had played in Road Trip during round 1 on Saturday, so I hastily suggested we play Silent Night instead.

As Silent Night is a Christmas scenario I suggested it might be nice for the characters to
play a family group.  In short order the characters created a memorable, if highly dysfunctional, modern family.  Conflicts swiftly resolved around Frank (played by Tigger), owner of an organic food store, who had recently married Molly (played by Sam). 

Unfortunately, Frank’s enthusiasm for healthy living wasn’t shared by the family and both his daughter Evie (played by Maggie) and step-son Darrian (played by Nicholas) thought Frank disingenuous.  This was exacerbated by Frank's insistence they use their 'Journey Journals' and formal family meetings to resolve conflict.  The inter-family conflict was so intense that nobody had much time for family-friend, poor asthmatic Victor (played by Nick C) who had been sent away for a Christmas break because his mother was dying of cancer.

My favourite scene in this game was when the family decided to ram a police barricade.  As bullets flew all around them, teenage Darrian who had been arguing with Frank for the whole scenario wrapped his arms around his step-father and shielded his body from harm, whispering a plea for Frank to look after his mother.

Round 6: Quintessence
You may recall that I had previously registered to play Incident at Talos in round 6. However, the GM facilitating that game was away and the game had been cancelled.  Casting around for another option in the break between rounds, there were few games with any player spaces to pick from, and none that appealed to me. 

I also saw that Home Front, Andy’s EPOCH scenario of Dad’s Army meets the Twilight Zone, did not have enough sign-ups and had also been cancelled.  But during the break I observed several people approach the desk and asked if they could play Home Front.  The organisers had cancelled the game, and were not accepting sign-ups for it, so as a work-around they suggested that it be offered in the Games on Demand room.

I was pretty keen to help people play some EPOCH if they wanted to, and Andrew agreed to pitch the game in G.O.D. to see if there was any interest.  I volunteered to play in order to help with the numbers, and we were able to round up 4 others, including the venerable Sophie.  As both Sophie and I had played Home Front, Andy offered Quintessence (published in Frontier of Fear), his sci-fi scenario about corporate marines intercepting a spaceship that has been missing for 100 years.

Having both playtested and edited this scenario, I was fairly familiar with the plot, so I determined to create a character that would take no part in leading the action or in making any decisions.  I had been dealt the cards War Scarred, Cautious and the traits of Idealistic and Romantic.  So I created Neil, a marine who had suffered hideous injuries when he accidentally dropped a grenade amongst his fellow marines, killing several of them.  Clearly traumatised by this error, Neil lacked confidence and was extremely accident prone, to the point where he was almost a liability to the other marines.  This allowed the other characters to unite in their disdain of Neil’s professional abilities, while ensuring that he was not consulted on major decisions, which fulfilled my objectives in not spoiling the scenario.

Sophie had established during the initial scenes that her character was a doctor, and that her father was a General.  I decided it would be neat to use this detail as part of Neil’s story, so over several tension phases I used flashbacks to show how Neil had been imprisoned following his grenade accident, and then been summoned by the general and ordered to protect his daughter and follow her like a shadow.  In preparing for the mission, Neil had been given to the General’s files concerning his daughter and watched hours of home movies until he had fallen in love with the General's daughter, although this was a secret he hadn’t revealed (I had noted it on my secret card at the beginning of the game). 

In the tense scenes of the final climax, I revealed that the General had turned Neil into a human bomb, placing explosives in his cybernetic replacement organs which were detonated when his daughters life was in jeopardy.  I was, however, denied an attempt to actually play a second Hero card, as Neil was Zeroed, and thus eliminated without further heroism.

I enjoyed the game and I think Quintessence generated some really interesting characters, whose end scenes were poignant.

Prize Giving
Before the main Kapcon prize giving I gave out a couple of EPOCH awards [you can read the details here] to recognise some of the excellent character play over the weekend, and thank everyone who had played in an EPOCH scenario.

Reflections
Reflecting on the weekend; player numbers in each round seemed to be considerably more volatile than in past years.  My evidence for this is limited to the games for which I collected stats (the EPOCH scenarios of which 2 were cancelled due to lack of numbers and 2 were run at short notice – several ran with just 4 players, but the majority had 5 or 6 players). This effect may be due to an over-saturation of EPOCH, or it may have been a more ‘con-wide phenomenon.  In either event, it’s unlikely I will be offering EPOCH to the same extent in the future.

No mention was made of Con-fusion or Day of Games one-day-conventions, leading me to conclude that the NZ tabletop convention calendar has shrunk as the LARP calendar has expanded.

Increasingly Kapcon feels to me like 2 or 3 separate ‘cons held at the same venue (if you include Games on Demand) with some level of interaction, but not a lot.  This isn’t new – a similar thing used to happen with D&D and the Harn folk.  Now, as then, Kapcon organisers have made it clear that they are happy to let things evolve holistically, and often say that “people will vote with their feet”.

I agree that it is important to let people do the things that they enjoy most, but I also think that failing to take a more strategic or proactive perspective may also lead to unintended consequences which are extremely difficult to reverse.

However, I also accept that change is inevitable – Kapcon already bears little resemblance to what it was 10 years ago and it’s likely that in the future it will be greatly different to the current event.

Reports of Kapcon's Past
Kapcon 22 - Part One and Part Two
Kapcon 21 - Part One and Part Two
Kapcon 20 - Part One and Part Two

Sunday, January 19, 2014

Kapcon 23 - Part One

This Kapcon I had coordinated with several other GMs to ensure that a game of EPOCH was offered in each round.  I liked the idea that players might be able to play EPOCH for the whole ‘con if they so desired, and I also thought it was a good chance to showcase the diversity of scenarios published over the last 12 months.

Family commitments meant that night games were out for me this year.  Accordingly I planned to run 3 sessions of EPOCH on Saturday and play 2 other games on Sunday.  At the time I registered few of the blurbs for games on offer captured my interest, but I pre-registered to play in 'Flyover Country' (a Laundry game) and 'Incident at Talos' (an Ashen Stars game) on the strength of their blurbs. 

However, as it turned out I was to have even more involvement in EPOCH than I planned…

Round 1: Road Trip
Road Trip is a favourite EPOCH scenario of mine because in the later phases, the threat to the characters is generated by the characters themselves which provides a neat pay-out for the work of establishing relationships and linked back-stories between the characters.

Road Trip focuses on a group of people who travel to an isolated cabin to spend some quality time together, and get a lot more than they bargained for.  The players created a group of school friends reunited after the graduation of one of their number.  A good and diverse range of characters were created, from high achievers and budding politicians, to jocks, activists and loners.

My favourite scene played out in the final phase.  Two of the characters were suspected of being infected by the horror and posing a threat to the world.  The others armed themselves and resolved to settle the matter once and for all.  They all drove out together into the wood at nightfall, but only two returned…

Round 2: Mass Destruction
Mass Destruction (published in War Stories) is both easy and tricky to facilitate.  The opening scenes place a fairly high descriptive load on the GM, but the setting and the role of the characters in that setting (reporters covering the 2003 invasion of Iraq) are familiar enough that there are usually strong characters created to experience the harrowing events.

In this run there were some memorable characters – Penny Prescott with Time Magazine (played by Hamish A.) had a terminal brain tumour and evoked plenty of audience sympathy with tearful conversations with her daughter living in the USA, while Lachlan Loader, blogger and founder of blog ‘Lock-n-Load’ (played by Ciaran) was unrelentingly patriotic, occasionally ridiculous, and ultimately heroic.

My favourite scene in this scenario featured the ruthless Edward Thompson of the BBC (played by Ruth) who had already used one of the characters as a human shield.  As the horror overwhelmed the military, desperate soldiers tried to climb into the helicopter the characters were escaping in, and Edward was pushing them off to ensure the helicopter got enough lift.  A few moments later the helicopter climbed into the sky, Edward tumbled out and plunged to his death – shoved out by one of the other characters.

Round 3: Red Gold
I was scheduled to run Shadows of Yesterday in round 3, but I was a little surprised to learn that there wasn’t enough interest to go ahead with the game.

As a result I was actually planning on heading home early when Igor confessed that he had to depart soon after the round 3 began and he was scheduled to run Red Gold with a full schedule of players.  I had edited Red Gold so I proposed that we co-run Red Gold.  Igor would do the initial description, opening scenes and run the first tension phase, and I’d take over and finish facilitating the game.

This actually worked fairly well, as Igor was able to return in time to facilitate the final tension phases and end scenes.  This was a fairly memorable game and many scenes were stolen by Mike Foster’s character Rhineheart, the body-builder with the Austrian accent and penchant for one-liners.

My favourite scene in this game occurred when Cyrus (played by Damon) revealed through a series of flashbacks that he had been a host for aliens all along, and killed his character in an attempt to pass the alien into the body of Todd (played by Theo).  In a final effort to deny the aliens a host, Todd shot himself in the head.

To be continued…

Friday, December 6, 2013

A Nightmare Before Christmas

I recently released the EPOCH Christmas Special Silent Night, a scenario which is a collaboration with the esteemed Morgan Davie, with all the proceeds going to charity.  This is the 16th published EPOCH scenario, and as you’d expect, it has a distinctly Christmas flavour.
 
The playtest of this scenario was a lot of fun.  The players decided that a family group would be appropriate for a Christmas scenario, so they created some excellent characters including:
 
Rose McIntyre - Grandmother and family matriarch, Rose had recently buried her husband and wanted to take her two adult sons and Granddaughter back to Patterson's Fork for Christmas (Secret: Rose has terminal caner and only a year to live)
Patrick McIntyre - A protective father (son of Rose, father of Abigail) and computer software engineer (Secret: Patrick's wife has been kidnapped, and the kidnappers are holding her for ransom, forcing him to hack into bank accounts)
Philip McIntyre - Patrick's brother (son of Rose), who recently abandoned his white collar job and embraced an eastern philosophy which he seeks to share with everyone he meets (Secret: Philip is Abigail's real Dad, but abandoned his old life when Patrick's wife wouldn't leave him once she became pregnant)
Abigal McIntyre - An teenage girl. (Secret: She has a tattoo and belly button piercing)
Nazomi - A Japanese foreign exchange student living with Abigail and Patrick (Secret: She was forced to come to America by her family to remove the influence of Japanese gangsters).
 
As you might imagine, a great deal of the scenario was spent exploring these stories against the backdrop of the horror unfolding around them.  From the initial cast, only Rose and Abigail survived to secure a total victory, allowing them to narrate their own ending for their characters.  Abigail opened a tattoo parlour near a large West Coast beach and got her father and uncles face tattooed on her back.  Rose visited the graves of her husband and sons to lay flowers, both buried next to where her own headstone was already prepared…
 
It's stories like that that make running EPOCH an enjoyable and unique experience every time.  And while I’m talking about EPOCH, let me point you in the direction of Mash’s excellent analysis on activating players.

Thursday, October 10, 2013

One Year as a Micro-Publisher

This October marks the one year anniversary of my entry to the world of RPG publishing.  It has been an interesting 12 months, and I thought it might be useful for those interested in RPG publishing to post about what I did, what I didn’t do, and why.

To set the scene, my game EPOCH is about one-shot survival horror.  It is a traditional game (in that it has a GM and pre-written scenarios) but it doesn’t use dice, instead using a card based mechanism, controlled by the players, to determine character survival.  It doesn’t have a specific setting, rather it is a game about movie style horror.  A fuller description is here.  In addition to publishing in PDF form, the game also features print-on-demand softcover books and card decks. 


Things I Did

Regular Releases.  Taking a page from Fiasco, I wanted to maintain the momentum of EPOCH from the outset.  Therefore, I observed a fairly regular release schedule, which hopefully illustrated my commitment to the game and expanded the support to would-be purchasers, increasing the scenario count from 3 at launch, to 15.  Here is the schedule of the last 12 months:
  • October 2012 – EPOCH PDF
  • November 2012 – Fever Pitch Scenario PDF
  • December 2012 – Road Trip Scenario PDF
  • February 2013 – EPOCH Book and Cards Revised to include new art and formatting
  • March 2013 – EPOCH Print on Demand Book & Card Deck
  • March 2013 – Frontier of Fear Scenario Collection PDF
  • April 2013 – The Cold Shore Scenario PDF
  • June 2013 – Printer Friendly Cards Released for all PDF products
  • August 2013 – Frontier of Fear Print on Demand Book & Card Deck
  • September 2013 – War Stories Scenario Collection PDF
  • October 2013 – Shadows of Yesterday Scenario PDF
  • October 2013 – War Stories Print on Demand Book & Card Deck
Gave it away for free.  Right from the outset I wanted to give my rules maximum exposure and allow people to try them without having to pay anything.  Therefore, I released 3 scenarios, each with quick start rules and cards.  Did it work?  I really don’t know.  People have certainly been downloading the free products (free scenarios have been downloaded at a rate 3 times greater than EPOCH sales), but I haven’t heard much discussion of the free products, or received any reviews.  I assume people have downloaded them for a future rainy day…

Solicited Reviews.  Early on I identified independent and established folks who had reviewed other games, and approached a number to see if they’d be interested in reviewing EPOCH.  A number were and I was very pleased to receive some very positive reviews (collected here).

Talked about the game and why I created it.  I was approached for a couple of interviews (here and here), and had one of my posts on this blog about the creation of EPOCH incorporated into the RPG Review.

Ran my Game.  During this period I took EPOCH to local roleplaying conventions including Kapcon, Fright Night and Buckets of Dice.

Used the OneBookShelf.com Marketing Materials.  I fully availed myself of the publisher points and marketing options available via DriveThruRPG and RPGNow.  Most successful were sending out e-mails to customers about new releases and being featured in the e-mail newsletter.  Less effective (for me at least) were the banner and featured product options.

Discounted my game.  I took part in a number of sales during the 12 month period, and these did generate additional sales.

Maintained a web presence.  I have a simple blog website for EPOCH, and post regularly there.  As people have pointed out to me this is not exactly an elegant site, and I don’t even have a dedicated URL, but it is easy to maintain, free and updated regularly.

Submitted the game for awards.  Being nominated for a clutch of ENnie awards significantly increased sales in my products.  Obviously being nominated was hugely gratifying and as submitting an electronic product is free, this was a pretty great outcome.  The flip side, of course, is that given my following, relative to other nominees, winning an award was pretty much out of the question.  But a pretty dream nonetheless.

Things I Didn’t Do

Actively talked about my game in online fora.  I don’t have much of a profile in online RPG communities, and so have no reputation to speak of.  Talking about your game in a forum where you have no reputation, and have made no previous contribution is pretty poor form (in my opinion).  This means that in the majority of online RPG communities there has been no discussion about EPOCH, and without this word-of-mouth it is hard for any game to grow a following.

Made a video.  One comment I have received from several people is that they understand the game, but want to see how it actually works in practise and a video of a game session or similar could be a major asset.  I have thought about the idea, but video editing and appearing on camera is not something I am excited about, so it hasn’t happened yet.

Utilise social media.  I haven’t utilised Facebook for EPOCH (and only recently experimented with G+), and accept that this might be denying easy access and free marketing to interested folks.  Social media isn’t something I’m personally interested in.  I do use Twitter for regular updates about the game, although I’m not sure many folks beyond my immediate circle of friends pay much attention to my tweets.

Ran my game at major international conventions.  I would have loved to attend major ‘cons overseas to run sessions of EPOCH, and show off the game.  Unfortunately the cost of travel abroad is simply too high to justify such an extravagance.  I approached some Australian RPG conventions on Sydney and Melbourne to see if they’d be interested in having me attend and run games, as flights across the Tasman are more manageable, but my e-mails went unanswered.

Kickstarted.  A Kickstarter was not really an option for me (as it is not yet available to folks in Australasia) and I have no significant reputation or license to cash-in on.

Sold my game through other channels.  I have yet to branch out to sell EPOCH through other channels (including direct sales) and I’m not sure if it’s likely to have much impact considering the work involved.

State of Play

So, what next?  I have more EPOCH products planned, and have a lot of confidence in the quality of the game, and its ability to deliver what it promises.  I have yet to facilitate a bad session of EPOCH (although as Marcus has said, this may be because playing any game with its creator is likely to be fun, and is no guarantee that others can replicate the experience).

In terms of future sales, I am fairly sure that I have yet to break into the collective consciousness of the mainstream international RPG community.   My game is very specific, and tailored for a unique market (single-session non-traditional survival horror). Without influential folks who relentlessly champion your game online, to their friends and gaming communities, I don’t think it’s possible to make this leap, and I don’t seem to have reached many people who are active in this context beyond NZ.

Can I reach these folks?  Perhaps.  My game has a lot of moving parts, and unless you play or run it, I think it is hard to envisage how everything comes together. And it is hard for me to convince these folks to take the time to do this when I have no credible means to reach them - especially as there are so many other games out there. 

The flip side of this argument (evidenced by the reviews and award nominations), is that I think EPOCH is a strong enough offering that, if you do manage to play or run it, it will convince you of its merits.  So, perhaps there is some future potential to break into the mainstream market.  I guess time will tell.

Please feel free to post any questions or comments.