Showing posts with label Fright Night. Show all posts
Showing posts with label Fright Night. Show all posts

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?

Sunday, October 20, 2013

Fright Night VII

On the weekend I attended Fright Night 7, a one night ‘con which offers a range of horror themed games.  This was my first time attending the ‘con where I wasn’t either running the ‘con, or facilitating games, so I was looking forward to enjoying the total player experience.
 
Round 1: Vampire Weekend
"Four friends, united in their love of vampire movies, gather annually for a weekend of watching movies, excessive drinking and catching up on each others lives. They each take turns choosing the location for this weekend of decadence. This year the gathering will take place at an isolated house in the mountains. This year will be different."
 
Mike opened this game by referencing how there were some components in the game borrowed from EPOCH including a ‘flashback’ card, and his own ‘timely intervention’ and ‘lucky escape’ cards, as well as 3 hit points.  The game asked for the players to generate characters at the table (i.e. name, job and relationship to one another, and significant person from your past), and also asked the players to establish the setting themselves, with the caveat that the characters gathered annually to watch vampire movies in a remote location with no communication to the outside world.  Mike ran the game fast and free, with a minimum of preparation, which enabled him to tailor the scenario to the characters.
 
The flipside is that I’m not sure a GM less experienced than he could easily replicate this game, and the lack of structure did lead to some uncertainty from the players and create an initial load of creative work which might turn some folks off.  That said, with the players gathered around the table, this didn’t prove a problem, and we soon had a dysfunctional group of friends from Wellington who regularly travel to a huge, luxurious, and very well stocked batch in the Marlborough Sounds.
As the other characters were almost all fairly strong alpha types, I soon realised my character ‘Caleb’ needed to play up some vulnerabilities in order for the horror to have a deeper impact for all the characters, and thus he started to freak out early at a series of events which, although benign, would foreshadow the coming horror.  The main body of the game (which took most of the allotted time) was therefore spent with the characters exploring their relationships through a haze of alcohol, barbecue and vampire movies, punctuated by Caleb occasionally freaking out.
 
This was a fun time, and the interplay with the other characters was good, although I think the characters might have been even stronger, and the relationships more fraught, if they had spent more time developing their shared past together, and explored some vulnerabilities to heighten the drama – e.g. no flashbacks were played as there was no explicit reward or benefit for doing so (in hindsight, using Mike’s system, I might have started the characters with 1 hit point, and then rewarded players who framed meaningful flashbacks with an additional hit point or card).  This meant it was it was a little hard to imagine why this collection of characters would chose to spend any time together, let alone going away for the weekend together to watch movies.  However, each character was fairly well developed and interesting.
 
As Mike said after the game, the true horror manifested much later than expected, leaving the end of the game a little rushed.  The shy girl from Caleb’s new-age-church background was found in the extensive wine cellar and attacked or brutalised all of the characters, although ultimately the characters escaped their brush with the horror and fled into the night.  The game was a lot of fun, and despite the erratic pacing, it felt like a complete movie experience (although more art-house than slasher in style).
 
Round 2: Silenced Night
"When a major property developer shows up on your doorstep two days before Christmas offering triple overtime rate for a couple of weeks work, you don’t say no. Even if the property in question is a town that’s been forgotten for decades in the snowy northern reaches of Maine. You definitely don’t stop and smirk to yourself as you pack, and think how much this whole situation is starting to sound like the plot to a bad horror movie.
But you should have.
As your friends are dropping around you and the snow is turning red, do you have what it takes to survive where thousands of drunken teenagers before you have failed?
Its time to find out…"
 
This game used a new system called ‘Slasher’, created by Aaron which is intended to replicate a slasher movie experience (you can currently buy the PDF here via Drivethru).  The system is straightforward, there are 4 basic stats, and you then choose (or are assigned) an archetype (hottie, hardcore, coward etc.) which modifies the mix of stats slightly. The system then works through a series of opposed tests, with the expectation that the characters will be eliminated frequently and new characters will ‘arrive’.  Characters also accrue ‘marked for death’ (MFD) points which are used by the GM.
 
The system seemed good and simple in practise, but the application of the dice mechanic was hindered, in my opinion, by a lack of clarity about target numbers, or what the GM had rolled (GM rolls seemed to be secret).  Accordingly it was never clear when you rolled an average result if this meant that your character would be killed, badly wounded or escape. In my opinion, had this been more transparent I think the game would have had an additional level of tension.  
 
The character archetypes seemed a little open to interpretation, so it might have been nice to have some other elements to help illustrate the GM’s idea of how “Hardcore” differed from “Hero” and these differed from “Jock” for example.  Rapidly churning through characters can be a fun experience though, and put me in mind of playing  Purgatory 13 – Descent to Abraxus In my opinion the weakness of many survival horror games is that they fail to apply horror movie style consequences, by eliminating characters - Slasher does this, and I think that and the simple, but evocative system is a real strength. 
 
The scenario setup was that a company had purchased a large abandoned town, buried by  perpetual snow in Maine(??), and was scrambling a large team of surveyors, engineers and historians to comb through the town (which had been abandoned since the 1920’s) and prepare for excavation.  It was a setup that reminded me strongly of the opening scenes of Aliens vs Predator, and so it seemed clear that the characters would soon meet a grisly fate.  As it turned out, the horror began much sooner than I expected, as Emma’s first character suffered a serious injury almost as soon as we entered the town.
 
The highlight of the game (for me) was the terrific characters generated from the sparse backgrounds provided.  Igor and Andrew did an amazing mean-girls double act while Leonie and Emma simultaneously did a fair impression of misogynist males, however just as we were getting to see more of these characters, there were brutal eliminations and new characters entered.  These included Andrew’s action focussed bad-ass, Igor’s hapless narcolepsy prone historian, who was killed in short order by Emma's hardcore yokel “Spare Rib,” and then there was the memorable transient grifter mother and daughter combo played by Igor and Leonie.
 
For my own part, after several eliminations, my most enduring character was the ‘cowardly’ Professor Green, who acted in much the same way as movie academics, explaining what was occurring as though he was an expert, but without providing any greater insight than was already evident.  When Green actually realised what was going on in the town, and saw an opportunity to seize immortality for himself as part of a ritual to thwart the source of the horror, so betrayed the other characters in the final scenes – and suffered his just deserts as a consequence.
 
I had great fun, and it was good to talk to Aaron after the game about his game, and the scenario, and to hear how other runs of the game had gone before.
 
So, the games were great.  The ‘con was smoothly run, the venue was neat and I had a good time.  Roll on Fright Night 8!
 
Previous posts about Fright Night:
 

Saturday, October 27, 2012

One Night in Sunshine Falls



Last night I attended Fright Night, a local horror ‘con with two sessions of gaming in a single evening.  This year we had a new venue, as our regular venue is being earthquake strengthened, and I must say the combination of an old house, stories of the ghosts that were said to inhabit it, high winds and rain all made this a memorable experience.

I ran two sessions of Sunshine Falls, one of the three scenarios included in my survival-horror game EPOCH.  This year the ‘con was trialing a new format, with GM’s workshopping their scenarios together then running two rounds (rather than playing one and running one as in previous years).  I hadn’t been able to make the workshopping sessions, and so I did miss the opportunity to try some of the other games, which was a shame.

The first run of Sunshine Falls ran a little over long, mostly due to all the detail and drama the players added to the characters (which I have to say I thought was very cool).  I sharpened my delivery after that and the second run went exactly to time.  I was very pleased that, in both games, EPOCH delivered a game that felt very much like a horror movie, with periods of intense drama, suspense and some gruesome splatter.

However, it was the stories that the players wove for their characters that were the standout for me.  I selected the Friends group for the scenario, deciding that the characters would be former close friends reunited for the funeral of their former teacher – a mentor who had changed their lives in some way.   

In my first run, the game focussed on the fierce rivalry between Brooklyn’s character Jessica, a girl who had grown up poor and made herself into a leading fashion designer through force of will, and Hannah’s character Tess, a driven college student who resented Jessica using their friends against her.  The other characters found themselves arrayed on either side of this protracted and bitter conflict, and sometimes electing to try and make peace, and other times getting frustrated with the bickering.  Through flashbacks it was revealed that Jessica had cheated Tess of the Harvest Queen title, with the complicity of Frank’s character T. Moore, the prize for which had allowed her to follow her fashion dreams.  
 
The drama in this game was so intense that it probably could have gone for another couple of hours without breaking a sweat.  This game ended with the only survivors, Tess (despite suffering some horrible injuries during the game) and Mash’s fairly sad high school coach Greg getting together, and putting the horror behind them, or so they thought...

In the second game, it was revealed during flashbacks that all of the characters had been complicit to covering up a hit-and-run death of a cyclist several years ago, but the grudges held between the characters, particularly Ivan’s character (who had drawn the ‘friend of a friend’ card so was not as tight with the group as the others) and Marcus’ character, who had been at the wheel and returned to the town to show off his success, drove a lot of conflict and drama which really made for a special experience.

In this game too, as the horror intensified, so did the drama and conflict between characters, leading to some memorable moments.  This game ended with both Marcus’ and Norman’s characters surviving with what seemed like a happy ending, only for the evidence of their original crime to be uncovered as confessions made by their now deceased friends came to light.

Interestingly in both games, one player played a law enforcement type, with Mike Foster having some memorable scenes as his mild mannered FBI agent was pushed to breaking point, and Frank’s sad revelation that his character had failed to make it into law enforcement and was living in his car, although he would never admit as much to his friends.

I had a great time in both games, so thanks to everyone who participated for making it such a memorable time and crafting such entertaining stories.

Thursday, October 4, 2012

Reaching the Summit

Last night we completed our twelfth session of Mountains, which is probably the most dramatic and poignant of the campaign. I am pleased to say that I think we all did it justice, no mean feat considering the prior eleven sessions had all been building toward this single, dramatic climax. I think this was reflected by the harrowed, tense play of the surviving characters and the grim decision making that followed. I have enjoyed running Mountains again, and also enjoyed the sharp contrast with Masks.
In other news EPOCH, my survival-horror roleplaying game is nearing publication. I hope to publish it this month, in time for Halloween and am busy putting the finishing touches on the 3 scenarios which are included with the game, and working my way through the list of minor revisions and editing generated by the folks who have reviewed the game thus far.  If anyone has any suggestions on tips for launching or promoting EPOCH these would be gratefully received.  I expect I'll be posting more here shortly, not just with more detail about the game, but also the expereince of putting it all together.

I’ve offered to run one of the EPOCH scenarios, Sunshine Falls, at Fright Night this year, so if you’re keen to try the game (or any of the other great offerings from this years 'con) now is a good time to get in and register due to limited places at this ‘con.

Monday, March 5, 2012

Gaming in 2011

It's the second birthday of TPK, and I'd like to thank you for stopping by to read my thoughts on all things gaming.  Last year at this time we (Morgue, Cam , Gareth and I) had just released The Aotearoa Gambit to support some of the real heroes of the Christchurch earthquake (by the way, it's currently on sale).  It remains something I'm proud of, although it's hard to believe it's been a year since we worked on that.

At that time I set some goals for the next 12 months, and I thought I'd better check in and see how much progress I made against them:

1. Continue to run my Kingsport Tales campaign.
Alas, this I failed to achieve.  Other campaigns took precedence and Kingsport languished.  I'd love to return, and plan to try and recapture some of that old Kingsport magic with the slow burn of 'Beyond the Mountains of Madness' later this year.

2. Run Masks of Nyarlathotep – Pulp Edition.
Check.  It was great fun - my thoughts on the campaign are here.

3. Run a Rogue Trader mini-series.
Check.  I'm in the middle of running Lure of the Expanse right now, my thoughts on it are here.

4. Run a Superhero mini-series.
Check. I ran Reverie for a great group of players, and posted about it here.

5. Attend upcoming Wellington tabletop roleplaying conventions.
Check. I attended, and ran games at Day of Games, ConFusion, Fright Night and Kapcon.

6. Write and publish EPOCH
Partial check.  I've almost finished the first draft of my character-driven horror roleplaying game, but there's still a fair ways to go before I publish it.

7.  Write and submit a scenario for Fear Itself
Nope,  this remains something I'm interested in doing, although I'm currently pouring all my thoughts and creativity into EPOCH, and it seems hard to imagine spending any time on a horror game that wasn't EPOCH as it represents my best efforts in this genre.

8. Write and submit another scenario for ICONS
Nope.

9.  Write and submit a monograph or scenario for Call of Cthulhu
Check.  I wrote Sundown a Call of Cthulhu Adventure of the Old West to celebrate the 30th Anniversary of Call of Cthulhu.

So how about the next 12 months?  Well here are my goals:

- Finish and publish EPOCH
- Write a good selection of scenarios for EPOCH
- Run the Call of Cthulhu campaign Beyond the Mountains of Madness
- Run the Warpstorm Trilogy, a Rogue Trader campaign
- Attend upcoming local tabletop roleplaying conventions
- Write and publish my Call of Cthulhu resource
- Write and possibly co-run a zany disco based game with Mike

What about you?

Sunday, October 30, 2011

Fright Night V

Okay, I’m interrupting my post on how I write ‘con games to detail my attendance at Fright Night 5, which happened this past weekend. But fear not solitary subscriber – I have included some detail about my creation of my ‘con scenario below which I will develop further in a subsequent post.

This was the fifth instalment of Fright Night, a one-night horror-con. I was facilitating Fright Night I, out of the country for Fright Nights II & III and posted about Fright Night IV here and here.

Round 1 – Miller’s Children
I signed up to play this game as the blurb sounded interesting, and Donna has often signed up to play in my games, and I thought it was high time to return the favour. I was given the character of Robbie to play, the oldest sibling, and something of a delinquent in a scenario which is very much 'Home Alone', with a magical twist.

I must give full credit to the other players. Ellen was a fantastic Carol - Robbie’s sister whose birthday was ruined. She was suitably annoying and particularly good at embarrassing Robbie. Stephanie did a great job with Krystal – Carol’s friend who had a little crush on Robbie, and constantly feuded with little Jamie (played by the effervescent Mike F.). Their feuding was totally hilarious and threatened to obscure the horror elements. Mike F. also deserves special credit for being disarmingly good at portraying a 7 year old and unexpectedly adding some sentimental sweetness to proceedings.

The scenario was good fun, we enjoyed the setup, although we may have caught Donna out with a few of our wackier ideas. The climax was a little frustrating for me, as I wasn’t in a position to really influence events, but it all ended well (in that we likely wound up in foster care). The scenario ran a little over two hours, so I decided to venture out for coffee and a little fresh air before launching into my game in the second round.

Round 2 – Sundown
This is the game I’ve been writing over the last few weeks. At this juncture I should point out that I decided to write this game as a Cthulhu adventure, which means it should to conform to a couple of conventions I’d probably not apply to a scenario for my own system:

1. There needs to be an investigative component. Cthulhu has always prided itself on offering the dual attractions of both appealing to problem-solvers and horror fans, potentially giving satisfaction on both levels.

2. There should be some reference to the Mythos – usually this is in the form of a Mythos entity encountered in the final scene of the adventure.

3. There should be a way of defeating said Mythos creature, or other villains, which transcends physical force.

4. There should be player handouts of some description.

Of course, you could throw all of these things out the window – but as I had decided to write this adventure as a scenario I’d like to publish, I decided that I’d try and incorporate these ideas to varying degrees, as well as using traditional pre-generated characters with a blurb, rather than employing my contemporary ideas about using framing scenes and objects to allow for greater player buy-in.

With this in mind I wrote up 8 pre-generated characters, folks from Tombstone who ride off in a posse to hunt a man that has committed a terrible murder. I put a bit of effort into creating come character tensions (with the obvious expectation that these may come to nothing if the players chose to ignore them) and then tried to tie as much of the scenario as I could into actual history and events of this era (another common element of Cthulhu scenarios). As this is a ‘con outing, it is actually a fairly traditional railroad – so I also created a couple of floating scenes to allow the players to choose to deviate from the expected path, and then hopefully choose to return to it.

The playtest went fairly well. The inter-character drama proved to be pitched at about the right level. The players seemed to enjoy the climax, and while some complained it seemed a little tough, I think it was an overall success. The playtest revealed several elements that I hadn’t paid enough attention to in the drafting, and I found that by refining these, the game looked a lot better. That said, I knew I couldn’t trust the playtest as these were players I run games for regularly, experienced Cthulhu players who knew the score and conceit of the genre and were willing to embrace it, as well as being fairly comfortable at playing together as a group.

On the night I was down to 4 players. Something I didn’t initially think would be a problem, but as I looked through the pre-generated characters I realised that I had linked them together more thoroughly than I had intended, and that the game would be so much richer if I could beg or borrow another couple of players. Fortunately Marcus was able to oblige me with Hannah and Ants, who were attired as zombie pirates! This was particularly fortuitous as I had arranged individual touch lights for illumination and the zombie make-up looked terrifying in the darkness, lit only dimly from beneath.

Just as we were about to start, Ants told me this was to be Hannah’s first ever tabletop roleplaying experience – and that I’d better not mess it up! Needless to say, I felt the pressure acutely (also, being threatened by a zombie pirate is scary stuff!).

The game went well. I think it was a richer and more dramatic run then the playtest (which is saying something as the playtest was pretty dramatic). The credit for this rests with the players who really embraced their roles. Bryn was fantastic as the bumbling doctor (blame the dice!) and put up with my comedic spotlighting with good humour, while Hannah did a great job as Marion, adding the memorable syphilis needles and ground-up turtle which I’ll definitely include in the published scenario. Scott, Mike and Ants really came through with their conflict, and even found a way to act heroically – which ultimately sealed their fate. I also really enjoyed the characterisation that Stephanie put into the School mistress, who she played almost exactly he way I had envisaged the character. I really enjoyed the game, and felt the story went almost exactly as I had hoped, and interestingly, mirrored the playtest almost exactly in structure and execution.

Now to write it up and get it published somewhere.

For further Fright night coverage see Luke's post here, Mash's post here, or Marcus' post here.

Tuesday, August 30, 2011

August Update

It’s been a busy August for me. This despite having a vacation from running Cthulhu, and skipping a session of Reverie due to player absence. So here is a short update of August happenings:

Fright Night
Fright Night, Wellington's one night of horror roleplaying, is looking for GM’s. If you’ve got a great idea for a scenario, drop Marcus a line right now. Time is running out!

As a tribute to the 30th Anniversary of Call of Cthulhu I’ll be running an original game (which I plan on writing up and publishing, in one form or other, later in the year), so I hope to see you there.

Confusion
I recently attended the first 2 rounds of Confusion, a small one-day Wellington ‘con. You can read my report on Confusion 2010 here. This year Fiasco and Monster of the week were popular, and the con featured a pre-booked LARP in Round 3.

Round One – Infinite Porticos
I’ve always loved Elric/Strombringer and enjoyed many of Moorcock’s stories, and while I’ve run a few games of this some years back (indeed it is my preferred fantasy setting next to WFRP)– I always found that knowledge of the setting was a significant obstacle for full participation for other people. Unfortunately this game was over-booked and feel bad that Ivan was ‘voted off’ in the early elimination (actually, he fell on his sword) but that’s never a good way to start a ‘con.


In this game I was allocated a slave pit-fighter character, and did my best to bring a degree of bravado and pragmatism to the game without derailing things. The setup was solid, although perhaps a little linear. Marcus later told us this was intended as an ice-breaker for a campaign – a way of introducing and bonding a new party of heroes with diverse backgrounds – and in this role I think it is a strong offering. Marcus did a great job with the NPC’s and I have provided him with my feedback on the scenario (from a playtest perspective) as I understand he soon plans to publish it online.

Round Two - Invasive Procedures
I had decided to run the new adventure for Fear Itself titled Invasive Procedures. There were a lot of elements I liked about this scenario, and I had done my best to anticipate how some handouts and props might enhance the experience (and thus lift some of the load from my GM’ing performance).

The beauty, and major drawback, of this scenario is that it puts the players in a very un-empowered position (I give nothing away to say they are patients in a hospital with limited mobility). This might be fine with a crew of players who all really enjoy rich character experiences, and will embrace the powerlessness of the character – but when you are running at a ‘con for people you don’t know (or rarely run games for) there is a danger that one, or all of the players, may get rapidly alienated and dissatisfied by what they may perceive as a frivolous, or unfair, constraint. Needless to say this tension increases dramatically through the course of the scenario.

Before I ran the game I had an open conversation with the players about this element and asked if they’d be willing to work with this element of the scenario, to generate a more memorable experience (an element of EPOCH). I was very gratified when they agreed, and we began. The scenario itself ran well – thanks largely to the efforts of the players who all did a really impressive job of embracing the setup and characters. I improvised a few elements on the spot – the mannerisms of the NPC’s, opening and closing the curtains in the room to give a feeling of time passing etc.

I found the scenario itself not especially easy to navigate, which meant I was sometimes left scrambling to find things, and I think that that tension of powerlessness is perhaps stretched too far with the full scope of the scenario – I can easily see the players becoming unhappy if the GM is not extremely careful about the setup and execution. However, I think there were some really great elements, which played out exactly as I had hoped and with the right kind of effect.

As a further experiment into some of the techniques I want to incorporate into EPOCH I think the game was a strong success, and reinforced my thoughts about the kind of system that a game needs to deliver on the key points of my horror manifesto. I should say, however, I don’t think any of the players were actually scared at any point, but there were some strong character/player responses.

You can read other reviews of Confusion from Jenni and Marcus.

Thursday, July 28, 2011

5 Tips for Running Horror 'Con Games

Marcus is gearing up to run the next installment of Fright Night, and asked if I'd be interested in providing some advice on horror games. Looking at my previous entries, I am dismayed to see I haven't spent a lot of time on this subject, so without further ado I present my 5 tips for running Horror ‘con games:

1. Bring the description. As a GM you are the eyes and ears of the players. They depend on you, both for explicit and implicit queues about what is important, and to enhance and aid their visualisation. It is therefore critical that you spend as much effort as possible on your descriptions. As a general rule, there’s no such thing as too much detail. Layer it on. What does a place look like? What does it smell and sound like: what does it feel like? Many horror games take normality and add a fantastical element – be it monster, magic or madness. In order for the players to understand the full impact of this transition, they must first have a clear idea of the baseline. Draw on familiar tropes, or your own experiences – port this detail into your game. Establish the places and people of your setting clearly – it’s easy to get flustered or distracted when running a game. Try and take a conscious effort to stop, gather your thoughts, and then deliberately add details and descriptive elements. Ideally prepare maps or crib notes before a game to help with this– not necessarily to show the players, but so that you can be clear about the lie of the land, relative distances, specific details or even words that you might use. A few carefully chosen words can have a remarkable impact – even if the players don’t let on at the time.

2. Character is King. The essence of horror is the impact on the character. Try watching a horror movie halfway through, and you’ll likely be bemused rather than fearful or fascinated by the characters predicament. Context is everything, and if we have no reason to care about the characters – why should we care what happens to them? This problem is exacerbated by the nature of a horror ‘con. If you’re giving a player a disposable character for three hours, and at the end of that time they know they’ll walk away and, most likely, never think about the character again – what reasons does the player have not to treat the character recklessly? There is no easy answer to this problem. What you really want is for the players to agree to give their best efforts to ‘buy in’ to a character. You can do this explicitly – by asking the players to agree to this before the game, or using other techniques, like really ramping up enthusiasm, or descriptive elements (see above) and hope that the player is willing to ‘buy in’ of their own volition.

Ultimately, my view on the solution is more detailed than I have the space here to present, so here are some basic suggestions. Don't provide too much detail or be overly perscriptive with characters. Make sure you have considered your scenario from the players viewpoint. Try and let the players have the ability to embellish or add to their characters – encourage this. If your scenario is tailored to a genre (e.g. survival horror) communicate this explicitly so the players can get into the spirit of the thing. Always try and give the characters a reason to interact with one another, and the space to do so. Try and come up with roleplaying challenges of minor as well as major order to allow them to own the character (e.g. a grumpy motel clerk, a motorist in distress, someone who’s having a worse day than the characters). Try and leave enough room with for a chracter to fit almost any kind of player, and make sure the characters are linked in a way that leaves no-one out or marginalised.

Try and anticipate likely character actions - if they're confronted by something unnatural, scary, or dangerous they are likely to try and get weapons or flee. Or both. Make sure you've catered for this - ideally in such a way that the players don't feel railroaded or forced in their decision making. If you're going to have authority characters (e.g. cops) be prepared for a player to take this seriously, and assert authority - but don't count on it. Your players are likely to be smart, and well versed in the genre of the game you're running, and they'll be looking for clues all the time as to what the plot of the game is. Good characters, which are designed to support player 'buy-in' will hopefully keep the focus on the drama, and the horror and limit meta-gaming.

3. Pace it right. The pace of a game is important. Like a movie, you want to have a tempo that feels natural, and works to accentuate tense scenes, and allow for lighter moments as well. If you don’t make an effort to structure the pacing of your game, you may find these elements bleed into one another with undesirable consequences. I suggest starting slow, this is where the bulk of your descriptive workload lies. Let the players have some time and space to get into the skin of their characters. If you want to start “In media res” then you still need this space, but it comes later. Then, start moving the game in the direction you want.

Ideally you’ll want to have the pace build – the tension increase. Then perhaps a lull before another build in tension. If you’re using music or sound effects you can use these to give explicit queues to the players. If not, you may have to do the heavy lifting yourself, by increasing the cadence of your narration, the type of language you use or even the volume of your voice. Perhaps stand up to emphasise that this is an important scene. Maybe even mime the key elements, or even take the game in a semi-LARP direction.

If you’re going to use combat, even in the abstract sense then be sure to spend some effort bringing it to life for the players. Again, the more preparation you do, the better your game will be. If there’s some chance of someone being shot, you might want to look up real-life gunshot wounds, and be ready to bring some visceral detail to proceedings. Finally, give some thought to how you want the game to conclude. Is it a free-for-all with all the players involved, will there be a climactic final confrontation, or does it end unexpectedly? You might not want to script it too carefully, but having an idea about the way your game might end, and the experience you want to leave the players with, will help you during the rest to the facilitation. Finally pacing is important for real time. Keep track of the time as much as possible so you don’t run over your allotted slot – ideally you’ll have some optional material to add or jettison in order to fit the game to the time.

4. Don’t be a slave to system. Fairly simple this one - make sure any system you pick will work for the kind of game you want to run. I strongly suggest thinking about the kind of game you want to run first, then selecting a system which will support that vision – rather than picking a system then thinking up an adventure. Ideally you should be the master of any system you use, and be prepared to deal with questions and people who like to engage with systems. My rule is that it should be simple enough to be easily understood by all participants within 5 minutes, and ideally be well supported by game materials (perhaps double side the character sheets with a simple rules summary?). With the rise of electronic publishing there are thousands of systems out there, don’t be afraid to seek out something new.

5.Do the work. You can run great games on the fly. But you can’t trust to that – well you can, but I wouldn’t recommend it. The work starts with writing a great blurb that will attract the kind of players who want to share the kind of game you want to deliver. Spend some time and get a blurb that really captures the essence of the game, and levels a little with the players about what kind of experience they can expect (as players). Then take the time to playtest. A good game can become a great game through a strong playtest – especially if you playtest with people you don’t know or who are willing to give frank and constructive criticism. Every minute of a 'con game is precious, and you need to be sure each scene is fit for purpose - and frankly, by the time you're at this stage, you're no longer impartial. A second pair of eyes can help, and especially help you see things through the players eyes. Just be prepared to listen - and even probe for more detail, even if it's a little painful.

Finally spend the effort you need to be really ready for the game. The other points should give you some idea about what kind of thing I mean. In addition, it’s important that you have the plot – and the PC options – ready to explain to the players once the game is complete. People like to know the details, and they like to have ‘real’ choices in a game. To feel like the outcome of the game is a foregone conclusion can be disappointing to some players – so be ready to level with the players about the game, and how their choices made it a richer experience.

Thursday, May 26, 2011

State of Play

What have I been up to? Here's a quick update:

Running: Masks of Nyarlathotep – Pulp Edition (Call of Cthulhu/BRP)
This campaign just reached the half way stage after 8 sessions and it’s been a blast. The fate and fortune points system I introduced have really worked well. The fortune points (which allow skill re-rolls) allow the players to really make sure they have all the leads they need, and add a new and interesting tactical dimension to Cthulhu combat, while still not spoiling the simple and straightforward vibe that’s the hallmark of BRP rules. Fate points have let the characters tackle the campaign head-on and really embrace a pulp style of play, which I think is necessary for such an old-school campaign. So far I think I’ve claimed at least 6 fate points, which would otherwise be 6 dead characters. I’ve also found the BRP rules I’ve added to Cthulhu (rumoured to be part of the next edition) have further empowered the players, while also adding some neat narrative details. I’m looking forward to seeing how the next half of the campaign plays out!

Running: Reverie (BASH Ultimate Edition)
This supers mini-series is in its infancy, but the first episode was huge fun, and I’m confident in sustaining this level of enjoyment. I find running supers games both fun and rewarding, and I’ve honed my style of origins stories to a good level which makes adding a strong character focus an implicit element of the game. I’ve developed quite a lot of plot for the game, but have been careful to thread this right through character backgrounds and will work hard to keep the focus on character driven drama which the group seems to enjoy. The stakes for me are higher with this game because it features a lot more of my own ideas then the pre-generated scenarios I usually run, so I usually feel both more nervous beforehand, and feel a greater sense of reward if things go well.


Playing: Gotham High (PDQ)
This has been an interesting experience and I took it on to try something different. I’m not a huge fan of the setting or system, but developing the characters has been entertaining, and the other players have been great fun.

Not Mentioned: I’ve temporarily halted running Kingsport Tales to focus on running Masks in a streamlined way. I’d really like to get back to Kingsport Tales soon, but I’m also enjoying the change of pace in Masks, so I guess it’s a case of not having cake and being able to eat it too. I also have suspended my involvement in the long-running D&D 4e campaign I had been playing due to ‘creative differences’ with the GM.

Looking Ahead: I’d like to run games at both Confusion and Fright Night, although so far I’m not sure what I’ll choose to run. Rogue Trader is also on my list of games I’d like to try running.