Showing posts with label Players Rock. Show all posts
Showing posts with label Players Rock. Show all posts

Sunday, April 26, 2015

In Their Own Words

I posted previously about my sandbox style Call of Cthulhu game, the Arkham Chronicles.  We've just completed our eighth session, and things have gone as well as I'd hoped.  The characters have all developed nicely, and had a tense time of things surviving challenges both Mythos and mundane.  Rather than spending time describing the game from my perspective, I thought I'd post some excerpts of character fiction the players have been creating to fill in missing players on events.  So here is a snapshot of my game in the words of the characters:

From the personal records of Frank Cutter P.I.:
"Baby, its been a rough week...

They say guys came back like that from the war, in pieces that nobody can see, nobody can put together again.  I’m like that. Or maybe not.  Maybe I’m the guy that breaks people into pieces and beats his friends wit a b-club because a mushroom is growin’ happily in his thick skull.  Who the hell knows anymore.

I felt fine in the hospital.  Better than fine, better than a cold beer on a hot day. I skipped out before I shoulda, I see that now. The docs were right. But hindsight is useless when you have dead children to step over on your way to the office. Its not like I’ll make that mistake twice."


From the diary of Sebastian Gilbert (engineer and radio salesman):
"It started out as a bit of a laugh really.  The desire to read those blasphemous, forbidden books a way of getting at Father and his God.  It was like watching a road crash, voyeuristic really, looking at someone’s private insanity.  Deep down I think I always knew some of it made some twisted sense that I was too afraid to admit to myself, but lately it is more real.  Those words that evil man tortured from that poor woman, or beast if Frank is to be believed, they eat into your mind, maggots eating at the necrotic flesh of my sanity.  I’m repulsed at the evil horror those words spell out on the page yet somehow hungry to know more.  The mundane life I live seems more and more insignificant.  I’m losing hope, I must understand."

A journal entry by sergeant Lorenzo Gatti (army recruiter):
"I should never have saved that lowlife Sticky Frank from those Irish thugs. Saving him set off a chain reaction of horror and violence. After the Irish Mob came into my hospital room and smashed my broken leg’s cast with a hammer, I needed to find the S O B..."

A letter from Louis Jarvie (medical student) to Dr McIlvoy:
"Anyway, my wallet got lifted, we chased after the bastard, with the help of the unfeasably
large and dextrous Conrad- the man is as fast as a greased weasle, I swear! We caught the disreputable filcher called Greasy, I know it will seem farfetched but I actually brought him down with the old Litmanns stethoscope you gave me, I swung it like an Argentine ranchero might use a bola, incredibly they wrapped around his lower legs and he dropped like the great clot he was. Then, in exchange for my fabulous whistle from Seb, Greasy gave away where his friend Sticky Frank was holed up, we went there as a group which in the end saved our bacon, though in honestly I couldn't help but feel if we'd had Frank around we would have had an easier time of it.
 
At the tenements we were shown inside by a kindly seeming old Russian lady and, it shames me to say but like any ninny minded chuckta, despite the business at hand, I felt at ease and took a seat alongside the handsomely put together Bessie, enjoying our close proximity perhaps more than is proper. 
 
My hand trembles as I write, but the elderly lady turned truely nasty and scalded poor Bessie with a coffee pot before stabbing her, I feel I was guided by a force greater than myself, which bid me rise, staunch Bessies bleeding, thereby saving her life, then returned me to myself, I turned and grasping a handy crucifix, for the whole room was cluttered with relegious imagery and icons, I attempted to strike the auld bag and instead found my sen sat on the floor with a deep cut to my thigh, but I know you will not be surprised, my ability with bareknuckle fighting is just as poor as it ever was. My auld form master would have had my guts for garters if he could've seen me."

A statement by Conad Black (photographer and army reservist):
"The fourth floor had two rooms, I think. The first one was horrible, it was like something was trying to burst through the walls, the sound. I can remember the sound of artillery hitting trees and the splintering noise.

The other door. I, I admit I lost it here.
 
There was something in that other room. It was horrible. I can still see it when my eyes are closed, the way it moves, undulating. The Sarge saved us. He shot at it and closed the door.
 
We somehow made it to the top floor. There was a noise, a weird music it tugged at the senses..."

From the diary of Bessie Steele (researcher at the Miskatonic University):
"I almost died today.  

Strange, it is to see those words on paper.  It all happened so quickly, I've not time to process.  
 
 Louis thinks I should be resting, rather than writing in my journal - I can sense him hovering outside.  The idea of sleep is somewhat terrifying, the fear of closing my eyes and them not opening again.  If not for Louis..."
 
 

Monday, June 3, 2013

Buckets of Dice 2013

This weekend I attended my first ever Buckets of Dice, a roleplaying and boardgaming convention held in Christchurch, New Zealand.  I had been wanting to get down to Buckets for a while, but this year, the opportunity to combine a trip to the ‘con with family commitments and also showcase EPOCH, was too good to pass up.

The organisers were also nice enough to list me as a ‘special guest’ and promote both my EPOCH scenarios and have me facilitate a panel discussion on game publishing.

I understand the ‘con attracted around 50 registrations, although that included both board-gamers and roleplayers.  Initially it proved a little tricky to find the venue, nestled amongst the sprawling University of Canterbury campus, but thankfully there were many chalk arrows which helped guide me to the right place.  The people I spoke to before, during and after the ‘con were all very friendly, and made me feel very welcome, and it was good to see, and catch-up with some familiar faces from Kapcon.

Round 1 – EPOCH: Hard Time
I initially pitched 4 EPOCH scenarios before the ‘con, and brought the full catalogue and offered the players the choice of any scenario they wanted.  After some discussion the popular vote was for science fiction, and Hard Time was the preferred option.  Some interesting characters were generated, although many of the characters on this run began as hackers – however, as the game went on the characters became more involved with the fiction until they determined that two of them had been responsible for Project LAZARUS, which had unleashed the source of the horror on all the prisoners. 

I love it when players do this kind of thing through flashbacks because I think it really enhances the mesh between character and scenario, while bringing in new ideas and fresh twists.  Of particular note in this run was one character played the Hero twice (through taking back a second Hero/Zero card after winning a ballot) so ultimately doomed their character to elimination in the last challenge through selfless sacrifice.

Panel on Game Publishing
Much like the discussion that took place at Kapcon, this was a round-table discussion about lessons, pitfalls and opportunities involved in self-publishing role playing games.  Attendance was light, but there was some clear interest, and enthusiasm for exploring the new opportunities that the current market offers.

Round 2 – The Company
I signed up for this game as it was one of the few with free spaces following round 1.  The game used Apocalypse World (which seemed to be extremely popular with con-goers – almost all the other games on offer used AW or an AW hack).  However, there was a neat science fiction twist – the game was set on Pluto in a highly bureaucratic civilisation which imposes crippling taxes on its people (the setting was borrowed from a 1977 Dr Who story called The Sun Makers).  I played a skinner called Dodge and spent most of my time trying to keep the other characters from coming to blows, while seeking some escape from the tedium of a system which charged a daily breathing tax.

We spent a fair bit of time on trying to acquire the finer things – probably half an hour trying to leverage enough funding to purchase an apple, before delving into who was really pulling the strings of the company.  The scenario ended with a bang when we confronted the inhuman villain behind the scenes and ignored his warnings, pressing a button which doomed the entire civilisation.  It was a fun time, although I think Apocalypse World wasn’t an easy mesh with the aims of the scenario.  Given the complexity and detail of the setting, I think pre-generated characters with embedded knowledge and agenda might have provided stronger direction to fulfil the GM’s vision for this scenario.  Equally, an investigative system like BRP or Gumshoe might have better supported the characters attempts to find clues and interact with the Company hierarchy. That said, I had fun and really enjoyed the other players take on their characters.

Round 3 – EPOCH: Hard Time
I was ready to run almost anything, except Hard Time again.  However, on day 2 when I put it to the players they were again keen on science fiction, and had heard good things about the run of Hard Time from the day before – so away we went!  This run had some characters who took really different directions, leading to some rich flashbacks and some intense in-character confrontations.  There was a Prison Break style story, with one character being sent to rescue another inmate, only to discover at a crucial moment that the other character was an android replacement… 

Another of the characters was a space pirate, previously abducted by aliens, while yet another was a clone who had rejected his corporation-specified genetic programming.  This character led to many trailer worthy moments including his memorable refrain: “How can this fu*king sh*t get any fu*king worse?” Really, really great fun, with another suitable epic ending. 

Overall I really enjoyed my time at Buckets of Dice, and if the opportunity presented, I’d definitely go again.  I also enjoyed introducing EPOCH to new players and seeing how folks interacted with the game in their own ways.

Monday, January 21, 2013

Kapcon 22 - Part One

Last weekend I attended Kapcon 22, which features a wide array of tabletop, on demand and LARP games.  This year I had agreed to run EPOCH for 3 rounds, including the informal late-night round, as well as running my light hearted professional wrestling game in the final round, and participating in a panel discussion on game publishing.  That left me with 2 rounds to play games, if I wasn’t needed for surge protection.

Several other GM’s had brought EPOCH scenarios to run at Kapcon (all of which I hope to publish in due course).  To try and help generate some player interest Grant and I had made sure there were a large number of posters spread around the ‘con.  I also added the infamous EPOCH bodycount score, to track character eliminations round-by-round and I brought a few other materials like dark tablecloths and system overview sheets. 

Round 1 - Precinct ‘77 
This was the second installment in Marcus’ 70’s cop TV show game.  The premise is simple – you are police detectives in Empire City with the characters representing era stereotypes and being partnered up.  The game is a sandbox, with the PC’s supplied a large list of informants and then determining how they will investigate several linked crimes.  I had fun playing this game, and thought the freedom of the setup was great. 

There was, probably, too much information for me to easily absorb up-front, which meant the start was a little slow.  I think that this game would benefit from a pre-credits action start (a car-chase or similar) where the characters learn the system and start defining their characters a little, before commencing the investigation phase and consulting their files. 

With only 4 players, and a sandbox setup, I also think that there is a risk that energy levels across the game might be a little uneven.  More players means less screen time for each, but also should also help even out the energy across the game.   I think Precinct ’77 is a solid game, and I hope to see another instalment at future ‘cons. 

Round 2 - Fever Pitch 
Fever Pitch is a very simple and flexible EPOCH scenario, but the strength of the scenario really depends on working to build the characters and their relationships in the first tension phase.  I had a full allotment of 6 players for this game, only one of whom had played EPOCH before.  I used the Colleagues relationship group as I think it’s a good fit for Fever Pitch, and the characters invariably ended up resembling a more extreme cast of the Office – which was awesome. 

We spent nearly 1.5 hours on the first tension phase, and I was very pleased with the office dynamic, which was suitably dysfunctional.  All of the characters were memorable, from Jan-Yves panicked office manager to Andy Mac’s closet survivalist, to Jonathan’s mellow hippie to Steph’s peppy girl who was sleeping with the CEO.

The highlight for me came when it was revealed that Anna’s up-and-coming saleswoman was actually an undercover government agent who had abandoned her assignment out of love for the dweeby office support worker, played by Ants.  Unfortunately Ants’ character suffered terrible deep fryer burns to the face, and was run over and killed soon thereafter, making it a tragic love story.  Jonathan’s final twist that his unbelievably laid-back character was actual a member of a doomsday cult added a nice final touch to the game.  Great fun! 

Round 3 - Getting Your Game Published Panel Discussion 
This was a useful and enjoyable discussion on the subject.  Attendance was light with panellists outnumbering  audience, and so it moved into more of a round table discussion covering issues from motivations, writing, editing, illustrating and promoting your game, scenario  or LARP.  I did my best to highlight my experiences to date, although at one point I was accused of being a shill for DriveThruRPG, so perhaps using a single channel for sales has coloured my perceptions somewhat. 

There was a general feeling that NZ games and game writers should be more active in supporting one another, but it was not clear what vehicle might be suitable, or what value this would add.  While I did feel that it was a good use of time, I doubt I’d give up an entire round of gaming to participate in such a discussion again.  To that end I’ve suggested that there be some shorter panel discussions between the gaming rounds in future to increase attendance. 

Round 3.5 - EPOCH After Dark 
There were initially some concerns about scheduling for this round, as it seems that many people didn’t bother filling in a selection form on the basis that the previous 3.5 rounds have been fairly informal.  It is a hard balance to strike as it’s important not to draw people out of the Flagship LARP, but it would be nice to be  a bit more organised so the GM’s can be prepared.

As it turned out there were 5 folks who were keen to play EPOCH, some old hands at the game, like Mash, Liam and Marcus, plus recent EPOCH converts including James and Theo.  At the last minute Freya was also convinced to join the game, and so we embarked on the first playtest of my EPOCH Sci-Fi scenario Hard Time.

The scenario casts the characters as prisoners sharing living arrangements on the new, high-tech prison facility the Albert Reiss which currently orbits Phobos, a moon of Mars.  The paint was still wet on the scenario as I’d only completed the first draft on Friday and so some of the scenes revealed the need for a little more thought to establish detail and logic.

As I’d hoped the players created a wide range of criminals, from Liam’s very scary cannibal (so scary he was zeroed twice in the first challenge round) to art thieves, con-men and the victims of far worse crimes.  The scenario seemed to have the right level of tension, distrust and drama.  Things came to a head in a final player-initiated conflict which led to the abrupt and shocking murder of Marcus’ character who was only a few feet from freedom.  A great ending, and a very fun game.

 To be continued... 

Previous Kapcon Reports:


Thursday, January 17, 2013

Beating Me At My Own Game

Over the last two nights I helped playtest two scenarios for Kapcon, both using the EPOCH system.   The scenarios were about as different as you can imagine, Death on the Streets was set in 1920’s Boston, while Space Station Icarus was set on a research station orbiting the Sun in the year 2093.  Yet they both were similar experiences due to the intensity of the character stories and the continuous threat leveled by the source of the horror.

As the first time playing EPOCH I was a little nervous about the experience because I know that the players do much of the heavy lifting in this game.  I have facilitated EPOCH a fair bit, and in that role many of the mechanical considerations, which tend to occupy my time in other more traditional games, are abstracted allowing me to focus on the characters and descriptions.  I find it a much less stressful and demanding experience than running a traditional tabletop game. 

From the players chair, however, decisions need to be made immediately and this is quite an intense process of thinking about the elements you have been dealt and how these fit into a character.  While it can feel daunting, almost immediately my head was flooded with memories of movie characters which might fit the bill.  My plan was to use these as an initial crutch, then create an original back-story which would hopefully be compelling enough to win at least one ballot. 

For Mash’s “Death on the Streets” I was dealt ‘debts’, ‘cautious’ and had the role within the gang of ‘enforcer’.  Turning over these options in my mind I settled on playing Rick ‘the stare’ a big, older gangster with one eye, based loosely on Carl Fogarty from A History of Violence.  Because I didn’t see a cautious man having incurred debts in the traditional way, I decided that Ricky’s wife was sick and needed an operation which he couldn’t afford.  Ricky, against his better judgement, accepted a ‘loan’ from a rival crime family to pay for the operation which led to Ricky effectively selling out his crew.  This was the secret that I wrote down at the start of the game.  Because I also thought that simply paying for an operation for his wife shouldn’t mean that Ricky is actually a good man, I used my opening scene to hint that Ricky was no stranger to domestic violence.  This workup gave me material for at least 3 flashbacks, with the final flashback revealing that Ricky had sold out the crew. 

In Liam’s “Space Station Icarus” I was dealt “stubborn”, “creative” “secretly in-love/hates another crew member” and had the role in the mission of “mission commander/pilot”.  Considering the blurb, that we had been stationed on an orbiting research station for a year, I decided that it was unlikely that this would be a mission given to a high quality commander.  I also noted that there were 2 scientists and a medical doctor on board, out of 5 characters, meaning that there would be a fair amount of resistance to a hard military style command style.  I briefly considered playing a character along the lines of Janek from Prometheus, who hated one of the scientists, but instead decided to play an Australian military pilot wannabe, Scott Leighton.  Feeling somewhat mischievous I decided Scott’s secret would be that he’d had his name tattooed on the ass of all the characters soon after they entered cryo-sleep.  It wasn’t until the first challenge round I also decided that Scott secretly loved ‘Bear’ aka Bernstein, the gruff mission engineer, and revealed through flashbacks that Bear resembled Scotts abusive father, and that the secret love was tied up with an unfulfilled need for paternal approval.  This also allowed me to piggyback a flashback to one of Bear’s.

In both scenarios I also used my Hero card to save the life of another character quite early on, taking a hit and reducing my own character’s chances of survival.  In Mash’s scenario, I felt this was appropriate because Ricky was consumed with guilt over his betrayal, and he later tried to (unsuccessfully) help one of the younger gang members to escape a life of crime.  In the latter it was to save Bear, for the reasons I’ve already set out.

My strategies were partially successful.  In both scenarios I did win the ballot in an early challenge round, although probably more for the heroic act, then the flashback and associated story – although you can never really tell what tips the vote.  In both scenarios I was also the target of a Hero card, which allowed both characters to survive until the second-to-last challenge round, before their luck finally ran out. 

I had an absolutely fantastic time in both games.  The other characters, and their stories, were amazing.   There was a difference in the experience levels of the groups, which mostly manifested through the early play of flashbacks – the group which had played more EPOCH understood the importance of using a flashback to increase the interest in your character, and played many more of these in the early tension phases, although the other group caught on fairly quickly as the game progressed.  In both cases we secured a Hollow Victory, although obviously neither of my characters were alive to enjoy it.  Playing your own game is pretty amazing – I look forward to hearing how both these scenario go at Kapcon.

Thursday, November 15, 2012

Player Stories

We just had an amazing game of EPOCH playtesting the new scenario, Road Trip (released in early December).  What was especially interesting; the scenario itself was only a small part of the game experience.  It was the story the players wove about their characters that was truly fantastic.  The players deserve all the credit.

A group of friends travelling to an isolated cabin for a getaway turned into a story about how two war veterans were failing to adjust to modern life, how their friend-of-a-friend who seemed to be a well meaning hippie, was a drug baron working with a major cartel, and how another of the friends was an undercover FBI agent sent to gain his confidence, obtain information and apprehend him.  In one scene we had four interwoven flashbacks leading to an inception style sequence where it turned out that the drug baron was also planning to eliminate the FBI agent via her old school friend. Meanwhile the micro-brewer, who used some illicit substances to spice up his products, revealed how a bungled robbery had turned him into a murderer.

This was a fantastic story – so funny in places it made people cry with laughter, and also fairly haunting and shocking.  It was entirely created by the players and far more interesting than the scripted scenario. This has been a fairly common experience in running EPOCH – so why does this seem to be the case? 
 
Here’s my theory.  The way that characters are created in EPOCH really allows the players the time and space to feed ideas off one another, and slowly bind things together into really tight, awesome character stories.  But it’s not just about the generation, it’s also about pressure.  The challenge round mechanic, which encourages people to strive to make their characters interesting, and then rewards one character each round, really drives character development.  It’s an extreme incubator process, and each player seems to draw energy and ideas from the others to make their characters story even better. 

The fact that voting for the most interesting character is anonymous seems to take the sting out of the contest element, but heightens competition nonetheless, manifested through ever more poignant and creative flashbacks.  Using the complications really seems to drive more outlandish stories, yet these are unarguably interesting – which makes me think  it would be interesting to experiment with other decks of complications.

These elements put into a framework of horror via a scenario, which threatens both the lives and sanity of the characters with regularity provides the necessary texture and the extreme circumstances to keep things moving for the characters, without forcing the players to step out of character and problem solve or investigate as they might in other such games.

I never designed the game to deliver this particular experience, but I’m hugely gratified that it has.  Of course, as I’m the common element at all the games I’ve run, it could just be me.  That said, I was extremely flattered, and honoured, to receive the following review from a complete stranger on DriveThruRPG.  This, for me anyway, is the kind of feedback that makes all the hard work worthwile:

“Played this for the first time last week. Amazing!!
As with the previous reviewers comments, the system really encourages over the top characters and roleplaying. It was my fault as GM, but the game did turn into a bit of a comedy horror extravaganza.
Everyone thoroughly enjoyed the game, though one player had a gripe with the rules ( maybe because he was the first to die. :-) )
This game has encouraged the players to roleplay more in our regular games ( Call of Cthulhu, Delta Green and WFRP), which makes it worth much more than $7.”

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.