Don’t You Know There’s a Blight On?

My time has recently been sucked away by a video game – Dragon Age: Origins.

Bioware bills this game as a dark fantasy roleplaying game, the spiritual successor to the Baldur’s Gate games, and I can see that. It’s also taken a lot of influence, especially for the character interactions, from Star Wars: Knights of the Old Republic – the original, not the initially-brilliant-but-ultimately-disappointing sequel.

I really like this game.

The emphasis in Dragon Age is the story. The story drives everything forward, and the vast majority of the quests are concerned with moving the main quest forward. The few side quests that don’t contribute directly to the main story have an indirect contribution to make – getting a piece of gear or a companion to aid you, or winning the trust of a companion to help them aid you better. This focus on the main story and, to a secondary degree, the development of relationships with your companions, is something I’ve been looking for in a game.

Now, I also played through Fallout 3 this summer. I loved that game, too, but I prefer Dragon Age. See, the two games take a rather divergent view of building the story in the game. Fallout gives you a fairly thin main storyline, and then fills the sandbox of the world with a myriad of side quests, interesting areas to visit, interesting people, and other things to keep you busy. Every now and then, you wander back across the main storyline and advance the plot a bit – right up until you land on the plot railroad and rush madly to the story’s end.

It was a fun game, but the story, as noted, felt a little thin a lot of the time. The side quests were often of more interest and, at times, seemed to have a bigger impact on the world than the main story.

Dragon Age takes the opposite approach. The main storyline is deep, and rich, and features a number of interesting twists and turns. You stay on the main quest for most of the game, with only a few distractions here and there to follow up on something a companion wants, or something a merchant mentioned.

The only downside is that the Dragon Age approach has less replay potential than the Fallout approach. After all, by the end of Dragon Age, I will have played through almost all the quests and scenarios – like about 90% of them. Whereas in Fallout, there were a number of side quests and areas to explore that I jut didn’t get to. I figure I managed to play through about 60% of the content.

Playing these two games has got me thinking about this dichotomy in computer game design. The two schools both target the same base audience – the CRPG player – but each is optimized for a different segment of that market. One targets the story junkies like me, who want to squeeze the narrative out of any game we play. The other targets the action junkies, who want to always have something new and interesting to explore in a game. Both, of course, have features that will attract the rest of the audience – lots of neat battles and interesting quests in Dragon Age, lots of stories and interesting characters in Fallout – but the designers obviously made their choice about what the game was going to be, and stuck to it.

And I say good for them. For both of them. I’d rather have a game that unashamedly knew what it was and stuck to that than a game that tried to be all things to all people.

One last note of interest: Dragon Age is coming out as a pen-and-paper RPG, as well. I’m very curious.

Now back to the game. Ferelden needs me!

Talisman Demo December 6

My friend Chris is running a boardgame demo at Imagine Games on Sunday, December 6, from 12:00 noon to 5:00 pm.

He’s going to be showing off Talisman 4th Edition, complete with the Dungeon and Reaper expansions.

Strange as it may seem coming from an old geek like me, I’ve never played the game. I plant to be down there, rolling the dice (and probably getting ganged up on), so come on down and play with us.

It’ll be fun.

Hunter: The Vigil – War Stories

Last night was Friday the 13th, and I felt it appropriate to have the inaugural game of my Hunter: The Vigil game. This game has been a long time coming, and that’s been my fault.

First off, I did a collaborative world-building thing with the players, and truth to tell, several of them weren’t very interested in that. I didn’t give them enough of a foundation to build on, so they all had very different ideas about what the game was going to be, and I had trouble getting them to talk about what was in their minds. I wound up assigning each player one question about the world to answer, and encouraged them to ask any of their own of the other players.

Because of the disparity of ideas about the game world, and some ham-fisted handling of them on my part, we wound up with a compromise setting that managed to please no one. No one was getting excited about the game. In fact, the people who were encouraging me the most to run the game were talking about how we should just ignore what had been decided.

Very discouraging for me. It’s hard to get pumped about running a game when no one really wants to play what you have all collaboratively created.

But we got past that.

The other big stumbling block was that they voted on a campaign frame that included a fairly free-form option to take special abilities. I worked out a basic system for this, but it was more a structure for the players to shape their ideas than it was a mechanic. I used the Major Arcana of the Tarot deck as a symbolic structure to tie people’s powers together: each player selected a card he or she liked, and came up with a symbolic interpretation of that card, and three tricks they could do in keeping with that symbology.

Now, I don’t know why I assumed that everyone would be familiar with the Tarot symbolism. I just did. Stupid, in retrospect, but there you have it. So, I got to spend some time explaining the various cards to different players, and talking about the flexibility of interpreting them.

It certainly worked to spark creativity. I got one alchemist, one shaman, one weapons specialist, one martian illusionist, and one nano-bot filled possibly artificial person. Now came the hard part – I had to make up mechanics for all the tricks they had come up with. That wound up being a bigger job than I had imagined, and I kept putting it off.

Because I was having more fun with other games, and doing less work. The Post Tenebras Lux game was working, and the Storm Point game was really going strong. Both took less effort, and had more enthusiastic reception.

And then I realized I was burning out on 4E. And I realized that this Hunter game could be something new and different for me, a chance to move away from the D&D mindset for a while. So, I wrapped up Post Tenebras Lux, which had always been meant to be a temporary game, and finished the work on Hunter – Shadow Wars.

As I said, it was a long time coming. But last night it arrived.

Things got off to a shaky start, as a couple of the players had lost parts of their characters (usually the mechanics of their special powers that I had worked so long on hammering out), and I had one of those “What’s the point?” moments that can hit a GM when they see all their hard work spiraling toward the drain. I almost chucked the whole thing right there to play a boardgame, instead.

Instead, I said, “Screw it.” It was Friday the 13th, I had the players gathered, and I wanted to run a horror game. I decided I would just wing it if things came up that people didn’t have mechanics for. And if it didn’t work, well, the campaign just turns into a one-shot.

The game was set in a slightly less Dresdenesque Magical Winnipeg, slanted more to the horror than to the modern fantasy adventure. To that end, I had done some wandering through weird sites on the Internet until I found this. I fell in love with that post, not least because of the borderline illiteracy of it. The story is, of course, pure crap, but it’s eminently gameable crap.

I tracked down some pictures of the house in question, got a Google satellite view of the neigbourhood, and even drove past twice, once in the daytime and once at night, to get a good feel for the place. Then I went to work.

I kept the story pretty much as written in the post, with a slight twist: I decided that the mother had killed the child while in a deep depression, and the father killed her when he found out, and tried to hide her body. When it became obvious that he wouldn’t be able to get away with it for long, he shot himself.

The adventure started with a weird local news story about a large number of mutilated animals in the area, which attracted our paranormal investigators quite nicely. They spent a significant amount of time gathering information before venturing to the house, and had some strong suspicions of what was going on by the time it got dark. They thought about waiting until the morning, but they figured that they might not find any trace of anything supernatural there during daylight hours. Also, they had noticed that the animals that were found mutilated were getting larger; this was of concern because it’s not unusual to see a large number of very young children wandering the streets there after dark in real life, and they might be the next victims.

So, they broke into the house and searched it for the ghostly anchors to destroy. I trotted out every creepy haunted house trope I could, mixed with the characters of the three spirits still trapped in the house. The mother, with fingers made of knives, would attack out of the walls, where her husband had tried to hide her dismembered body. The father, with his axe, did his best to scare the characters out of the house so as not to wake the mother to her murderous work. And the child’s spirit was still in the ice chest in the basement, shouting out freezing cold and abject terror to anyone who got near.

Mixed with that, I included a few time slip moments to show them bits and pieces of the story, and they were able to figure out that it was the mother’s ghost doing the killing and dismembering of the animals, and the father’s ghost who would hunt her down and bring her back. The extra attention and belief garnered by the Internet story, bolstered by the fact the fear the killings and sightings were producing, was making her stronger and able to range farther afield.

They found her paper-wrapped heart in the walls after a few terrible encounters with her, and pierced it with cold iron to sever the anchor. They found the child’s toy horse in the ice chest, amid a storm of ice and fear, and burned it to free him. When that was done, the father’s ghost appeared to them in the kitchen, said, “Thank you. Now I go,” and walked out the back door into Hell.

So we wrapped it up in one evening. And it worked. A couple of the players mentioned that they found the adventure creepy and disturbing, and the grounding in the familiar (Winnipeg, the weather, the abandoned house descriptions, etc.) made it actually scary at a couple of points.

I am so glad I ran it. I am so glad I didn’t just pitch the whole thing. I had so much fun.

There’s going to be a next adventure. Not sure just when, because we’re moving into holiday season, and social commitments start to pile up for all of us. But there’s going to be a next adventure. It’s going to be a one-night episode, too, because that worked, and it’s going to be set in Winnipeg, because that works.

Thanks to my players for bearing with me through the long lead up to this game. I hope you’re in for the next one, too.

Dateline – Storm Point

We wrapped up the siege of Storm Point yesterday, putting an end to the rebel shadar-kai storyline.

I had left the previous game just as the big bad arrived to try and finish off the heroes. Opening the game this session, I started with a bit of flowery description, talking about this skeletal figure in heavy robes, one eye and one hand replaced by ghostly replicas of black fire, gripping a massive mace, mounted on a manticore, and flying out of roiling black clouds, paced by three mastiffs made of shifting shadows with glowing eyes, swooping in on them in the flickering light of the burning buildings, framed by the smashed-open gates.

There was a moment of silence, then one of the guys said, “That is so metal! That would make an awesome ’80s heavy metal album cover!”

We then had to wade through a few minutes of people riffing on that idea (“I’m gonna paint that on the side of my wagon! I’m sure to be able to pick up chicks that way!”) before play resumed.

Now, I had wanted this fight to be tough. Very tough. That’s why I placed it after another tough fight, at the end of the long siege, when resources were low. I don’t try to kill my players, but I do want the chance of death to be there. Otherwise they get no real sense of accomplishment if they succeed.

To that end, the combat was a level 10 encounter for 6 characters, at 3,000 xp. I stole Barthus from FR1: Scepter Tower of Spellgard, who is a level 6 solo, and mounted him on a manticore, which is a level 10 elite. To round out the xp, I added three shadowhounds, which are standard level 6 creatures. I changed the description of Barthus and renamed him Tolvar Shadowborn, making him cosmetically a shadar-kai lich, better fitting the fact that he was leading a group of shadar-kai worshippers of Vecna, but I left his powers the same. Just described him as being skeletal, with a huge mace, and having his left hand and his right eye missing and replaced with black fire substitutes.

All in all, I thought, a tough combination.

Then, in the first round, the dragonborn rogue commando used trick strike to drop the leader off the manticore. He then leapt onto the back of the manticore, and they spendtthe next several rounds tearing viciously at each other flying above the city.

Everyone else wipes out the shadow hounds as quickly as possible to concentrate on dogpiling Tolvar. He held his own for a while, what with dominating the dwarf fighter for a brief time and using his desecrate ground power to mess people up. And when he was on the ropes, he turned to mist and fled into the city, letting everyone chase him.

Well, by this time, the manticore had managed to ditch its unwelcome passenger, but was really hurting, and the high-mobility swordmage was really crowding Tolvar, so he got on the roof of another house to try and remount the manticore.

And the rogue knocked him off again.

So he jumped up when the manticore swooped low, and got back in the saddle.

And the cleric commanded him off again.

And that was about it for him, thanks to the fighter’s rain of steel and a nice lance of faith to put the capper on it.

The manticore kept attacking through all this, but I was plagued the whole night with bad rolls, while all the players were making great rolls. I did some damage, but not enough to even put one of them down. Really, they had had more trouble the previous fight, when I almost managed to kill the warlord.

To finish things off, they decided that they wanted the manticore as a gift for the leader of the town guard, and asked if they could use Intimidate to cow it enough to be taken captive for retraining. I told them they could, and that they could each assist the main character, but that failed attempts to assist would in fact impose a penalty – my logic being that this is a vicious, fairly intelligent, war-trained beast that is going to attack any sign of weakness.

And they rolled a natural 20.

So, they cowed the manticore, the Storm Point forces chased the disintegrating army away, and in a few days, they had a nice little ceremony where the characters were given stuff.

Now, on to the Floating Islands.

Dateline – Storm Point

Sunday was the latest installment of the Storm Point game, and saw the breaking of the siege of Storm Point.

After defeating the demons who broke through the city’s magical protections last time, the gang went back to the skill challenges protecting the city. They had reached a tipping point, though; failing the magical protection skill challenge took it off the table, and that meant they didn’t need to spend a character’s attention on it each turn, giving them effectively one more body to deal with the other skill challenges. This allowed them to start gaining some traction, and in about an hour and a half after start of play, they had succeeded in the majority of the skill challenges, which was the cue I was looking for to unleash the endgame encounters.

So, with the besieging forces in disarray and trying to quit the field, the enemy commander sent one of his lieutenants to lead a squad of ogres and orcs to burst a side gate, opening a way for the general to enter the city and deal with these pesky kids heroes*. The fight took pretty much the rest of the evening, but fresh from my experience with the end of the Post Tenebras Lux game, I warned them going in that this was one of two final fights to end the siege. This meant that they husbanded their resources a little more carefully, and didn’t immediately drop all their dailies on this combat. It made for a more careful, conservative fight which, coupled with the fact that some of them were down a few healing surges thanks to their actions during the siege, meant it took a little longer than it otherwise might have.

Boy, did they ever start hating that vampire shadar-kai witch, especially since she twice got to use her blood drain ability to jump back up in hit points. Only her vulnerability to radiant damage made them happy.

And, as the last foe dropped, and they stood panting by the ruins of the gate, the enemy general arrived on his manticore mount with an escort of shadowhounds. Fade to black.

Tomorrow is Rememberance Day here in Canada, and the gang has decided that, after the memorial services honouring the members of our armed forces that have fallen is service, we’re going to spend the afternoon finishing off the siege. Maybe we’ll even get to the start of the next adventure, when our intrepid heroes visit the Floating Islands, and ride one through the perpetual storm at the heart of Thunder Lake. I created that scenario for their second adventure, but they never got around to it, what with one thing and another, and they’ve been anxious to finish up this storyline so they can get there. I’ve kept the basic structure of the adventure, but beefed up the encounters to reflect the fact that the characters will be 7th level instead of 2nd.

I’m looking forward to it.

*Three ogre savages, four orc pyromaniacs, and Laundae Ethari, a vampire shadar-kai witch I found in the Monster Builder. 2,102 xp, a level 8 encounter for 6 characters. Back

Post Tenebras Lux Report – The End

Post Tenebras Lux is done. The campaign ran to 5th level for the characters, and ended with them stopping a cult of oni who were using gnolls to harvest children in the Thornwaste in order to feed the power to the Chained God in the Abyss. Success, and good feelings all around.

The last session wasn’t really what I had planned. See, I didn’t want the last session to just be one big fight, with the party using the linked portal scroll to teleport into the lion tower and just kill the boss. I wanted to put in a bit more variety, but that didn’t seem to happen.

First of all, I let them try to sneak around some of the denizens of the tower, and they failed miserably. So, I pulled one of the encounters I had prepped for the frontal assault option and pulled out a battle map from one of the WotC modules, and laid it out. I chose the encounter that had an oni in it, just because I wanted them to get the idea that there was more than one oni hanging around.

Well, that encounter wound up being a level 8 encounter for 6 characters – an oni night haunter, 3 gnoll huntmasters, 5 gnoll packrunners, and two evistro demons (!), for a total of 2120 xp. It wasn’t until the second round that that really clicked home for me, with the realization that this combat was going to be far longer than I had anticipated. Had I caught it in time, I could have dropped the evistros, reducing the fight to a level 6 encounter, but it was too late when I twigged.

Too late? Yeah, because the the room looked like a final boss fight room, with the remains of the Pool of Rebirth in the centre, and a large number of monsters, including one that looked like the boss. So, the players started immediately laying down their dailies and spending their action points, so it would have been a bait-and-switch in my players’ eyes to turn it into a short, easy encounter.

Instead, I toughened it up. Instead of making the Pool of Rebirth cracked and empty, I put a pulsing, swirling purple light in the bottom, and had it generate four undead gnolls each round (Gnoll scavengers that I had turned into minions and otherwise changed slightly using the Monster Builder. I love that thing.), having them crawl up out of the pit to join the fight. I also added the challenge of unraveling the nature of the purple light and turning it off.

Things got pretty hairy. The paladin spent a couple of turns hanging in the pit, and the avenger had terrible, terrible dice luck. But the sorcerer got to use one power to create a lightning zone to keep the monsters slightly bottled-up, and the cleric used consecrated ground to keep erasing the minion undead.

Having these two zones (three, actually, counting the battle standard the paladin planted) could have made things a bit tough to keep track of, but my buddy Clint, who sculpts miniatures for various companies, had just provided a couple of us with one of the new things he had created – zone corner markers. Even unpainted (which mine won’t be for too long), they were great, allowing us to keep track of what was inside and what was outside the two stationary and one mobile zone. Clint talks about them on his blog.

The current ones are flame-shaped (but could be radiant or cold, depending on the paintjob), and he’s just finished up some different themed ones, as well as base markers for showing marked/cursed/quarry targets and the bloodied condition. They’ll be flat bases with interesting markings on them that you can stand your figure on, sticking it with little blob of blue tack or something similar. I look forward to them.

Anyway, the party killed the bad guys, closed the energy flow from the abyss, and helped the nomads of the Thornwaste destroy the gnolls and tear down the lion tower. Success and heroism for all.

Except the bad guys, of course.

What was I going to have them face? I had planned to have them have to seek out the shattered chamber of the Lion’s Heart, where the master oni had been pulling on Tharizdun’s power to use the spirits to reanimate fallen bodies and call up tainted elemental energy. The encounter was going to be an oni souleater, 2 witherling horned terrors, 3 gnoll huntmasters, and 14 of the minionized gnoll scavengers, for a total of 3,032 xp – a level 10 encounter for 6 characters.

Level 10 is pretty high, but a large number of the enemy were undead, and this group is hell on wheels against undead. I thought that they could probably take it, going in fresh (or nearly so), though it was going to be tough.

But that didn’t happen. Everyone seemed to have fun, though, and I think the consensus was that the campaign ended well. As I try to do at these moments, I asked everyone to tell me a little story of what happens to their characters after the game ends, and they did, and everyone pretty much lived happily ever after.

So, thanks to everyone who played:

  • Chris: Torrin, dragonborn paladin of Pelor, and the most civilized dragonborn I’ve had in the games I’ve run.
  • Tom: Akmenos, tiefling rogue monster bait.
  • Fera, Sergheia Jackalope, half-elven ranger, and winner of the Angsty-est Backstory award (a real achievement in this group)
  • Penny: Who first played a fighter, then dropped out, then came back with Bellamira, a half-elven sorcerer working under the name Kara.
  • Clint: Who followed the same path Penny did, but came back with Ruinghast, and eladrin revenant avenger of the Raven Queen, and winner of the Most Power Cards award.
  • Michael: Arcos, human cleric of Lathander, who dropped out about half-way through the game and was replaced, Bewitched Style, by…
  • Erik: Originally played Ash, a tiefling warlock who liked to burn things (and people). When Michael left the group, Erik took over Arcos, converted him to Pelor, and never looked back.
  • Dillip: Sparkantos, a human mage who liked to blow stuff up. He left the group at about the same time Michael did.

Thank you all. I appreciate the contributions you all made to the game, and have enjoyed playing with you.

Now to finish up the Hunter adventure for Friday.

System and Setting

I’ve been thinking a lot about what makes up a game the past few weeks, thanks to my intended change in gaming habits. It’s got me examining that age-old balance in RPGs – system and setting. As I examine games that I might like to run, I look at both aspects, and I’ve been exploring the relationship between the two.

So, for the purpose of clarity in the following article, let me lay out my definitions:

System is the combination of mechanics that allow the modeling of the game world in play.

Setting is the fictional world of the game, including the campaign world and all the assumptions that go into it.

Essentially, I’m saying that the system is the set of tools that allow you to participate in the setting. Forgotten Realms is a setting, and D&D 4E is the system you use to play there.

We good? Good.

As I look at games to play, I’m struck by the observation that games tend to fall into two camps with regards to system and setting. One camp ties the system and the setting tightly together, so that the system reinforces the feel of the setting, and the setting pulls the necessary system elements into the game. Here, I’m thinking of games like Unknown Armies, Don’t Rest Your Head, and Polaris.

The other camp tends to divorce system from setting, so that the system can handle pretty much any aspect of any setting, and the setting uses only those aspects of the system that it needs to. Games in this category are things like GURPS, Basic Roleplaying, and d20 Modern. Now, I’ve chosen those three games specifically because they are at the extreme of this camp – they are essentially generic systems.

There seem to be real advantages to both ways of doing things. In the first group, you have games that are very rich in flavour, mood, and theme by default. You can feel the postmodern horror in Unknown Armies everytime you have to make a terrible sacrifice to power your magic. You feel the desperation and lurking insanity everytime you count up the dice colours in Don’t Rest Your Head. You feel the doomed fate of your characters with everything you do in Polaris. This is stuff that’s really lacking in the other camp without building a lot of specialist mechanics in, which, of course, moves you more into this category.

On the other side of the street, you tend to get systems that fade out of the spotlight and let you concentrate on the roleplaying. You can adapt the systems quickly and easily to pretty much anything you want to do, and your players won’t have to learn a new set of rules. This gives a fair bit of flexibility, and can emphasize the storytelling aspects of what you’re doing. But it can also limit the ability to mechanically implement creative ideas, both as a GM and as a player, that may require separate mechanics to produce.

Let’s look at an example I’ve currently been working on. I’m starting an episodic Hunter: The Vigil game, but I involved the players in the worldbuilding part of setting the game up. The result of that was a world where a lot of the specialized H:TV systems didn’t fit anymore. So, I developed a new framework for granting minor supernatural powers and/or special abilities to the characters, one that I planned to be fairly loose and rules-light. I wound up having to create different mechanics for about twenty different things that the players wanted to be able to do. This game of H:TV isn’t going to much resemble the default play style put forward in the book.

Now, that’s not bad, and that’s not necessarily good, but it involved a fair bit of effort on my part and negotiation with the players. It also illustrates both categories of game I cited above: World of Darkness is fairly setting-light, building a more generic system at the sacrifice of specificity of setting. the Hunter: The Vigil book provides specialized mechanics to integrate more closely with the setting. I wound up stripping several of those specific examples away and building new ones based on the generic stuff.

What’s my point?

My point is that I’m in a bit of a quandary. I want to run a number of one-shots over the next several months. Some are specific tightly-bound system-and-setting games, while some are just ideas that I need to put a system to. My buddy Clint put together a great three-shot game using OpenQuest, but he had to build some specific mechanics in to make the game do what he wanted. I’m not sure that the system is robust enough, or models things in the right ways, for some of the setting ideas I have. Another great generic system I like, FATE, could handle some ideas better, but I find it to walk a very fine balance between rules-heavy and rules-light – combat, specifically, doesn’t always have the tactical feel that many of my players like, and many settings would benefit from. And for the games where I’ve already got a system, there’s the problem of getting the group to learn the new rules.

So, anyone out there got any suggestions or comments? If you were going to run a game based on the movie The Prophecy, for example, what would you use?

C4 Post Mortem

I spent Saturday and Sunday at the 2009 Central Canada Comic Con, running board and card game demos for the good folks at Imagine Games and Hobbies. It was a good time: the con was well-attended and well-organized, and the folks who came by the game tables were all friendly and interested. Some highlights and observations:

  • My friend Pedro, who owns and runs Imagine Games with his wife Wendy, got to meet Julie Newmar, gave her an iron rose he made for her, and got her autograph and a picture with her. He has now fulfilled his childhood dream and can die happy.
  • Another friend, Sharine (whose name I have probably misspelled), had Adam West sing her the Adam West song from The Family Guy.
  • I got to high-five a bunny rabbit that had high-fived Adam West… yes, parts of the con were quite surreal.
  • I got to meet GMB Chomichuk, one of the creators of Imagination Manifesto, an interesting graphic novel that is also turning into an RPG. I haven’t read more than the first five or so pages of the book, yet, so I can’t tell you too much about it, but it looks good. And it also looks like I’ll get to take part in the blind playtest of the RPG rules.
  • The mornings were slow in the gaming area both days – I figure that attendees were spending the morning walking the floor, buying their stuff, and meeting the guests, then heading over to the gaming area afterward to see what was going on.
  • Afternoons were pretty full – each day I ran two game sessions in the afternoons for people showing up, which is really about all you can fit in between about 1:00 and 6:00.
  • On Saturday, I got to play The Stars are Right this time, instead of just observing. It’s fun, but there’s a tendency to bite off more than you can chew sometimes. At different moments, both I and another one of the players thought we’d be able to put together a combo that would let us summon a Great Old One, only to lose the pattern on the third push or flip, leaving us with a wasted turn. Frustrating, but still a fun moment, when you realize that the pattern in your head has collapsed and you can’t see it in the layout of the stars anymore.
  • Also on Saturday, I played a session of Fury of Dracula. I love the game, and the folks who played loved it, too. As usual in a demo with players who have never played before, I took the Dracula role, as it’s the most complex one to play. Because of weird dice luck, I wound up doing better in combat with him during the day than at night, but they still ran me to ground in Belgrade and killed me.
  • Sunday was a big day for Battlestar Galactica – I had two groups who wanted to play it specifically. Well, three, actually, but more about that below. In both games, I facilitated rather than actually playing, because there were plenty of players – the first session had five players, and the second had six. The first game, the cylons won without ever specifically revealing themselves, as the cylon admiral used some strategic choices to drive the population down to a point they just couldn’t recover from. The second game, the cylons revealed themselves very early, and really pounded on the poor humans, doing substantial damage even before the first jump. That game ended early as players had to leave, but things looked bleak for the humans.
  • As a departure from our chaotic “just come and play” style, we decided to have a sign-up game for Battlestar Galactica on Sunday afternoon. I had four people sign up, but then had a group show up half an hour before the game was scheduled to start who wanted to play. I agreed to run the game, but let them know that I’d have to stop when the signed up group arrived. The people who signed up never showed, so we got the whole game in.
  • Next year, I think I’m going to have a sign-up Arkham Horror game with all the expansions. It’s a big, splashy game, and should attract some interest.
  • Pedro and Wendy’s kids, Leo and Maya, won the children’s costume contest for their costumes of a completely normal human meat-child and his pet dog. Yay!

So, thanks to Pedro and Wendy for paying my way to the show and supplying me with Japanese crackers and candy. Thanks also to Brian, who ran the gaming area at the con and kept things moving smoothly. And most especially, thanks to everyone who came out to try a game or just talk about them. You all made the weekend a real success.

Can’t wait for next year!

Central Canada Comic Con 2009

Central Canada Comic Con 2009 runs this coming weekend, Friday through Sunday, at the Winnipeg Convention Centre. I’m going to be there, demoing board and card games for the good folks at Imagine Games and Hobbies on Saturday and Sunday.

What games? Well, here’s a list of what I’ll have with me:

  • Arkham Horror
  • Beowulf the Legend
  • Battlestar Galactica
  • Fury of Dracula
  • Gloom
  • The Stars are Right
  • Runebound
  • Anima
  • Deluxe Illuminati
  • The B-Movie Card Game

Tentative plan is going to be to do what I did the first time I did this, the year before last. Saturday, I run pick-up games of whatever people are interested in playing, except Arkham Horror. If there’s enough interest, and people commit to it, I set up Arkham Horror for a big, long game on Sunday. If there isn’t enough interest, Sunday is more pick-up games.

Why am I holding off on Arkham Horror? Because the game is huge, and it takes a long time to set up and tear down, and an even longer time to play. If I start Arkham Horror, I probably won’t be running anything else for at least four hours, more likely five or six. That means I only want to do it if people are really interested in playing it; nothing sucks more than having folks getting bored in the middle of a long demo.

So, if you’re at the con, stop by and say hi, or sit down and play a game or two.

It’ll be fun.

Dateline – Storm Point

Been pretty quiet around here, hasn’t it? Don’t worry. Things should be picking up again fairly soon.

Anyway, last night we had the latest installment of the Storm Point campaign. We joined our heroes in the middle of the siege of Storm Point, after they had just failed the skill challenge to ward the city against magical assault, which allowed the enemy to summon in a squad of demons to wreak havoc in the town. Most of the characters were out of action points, having spent them for rerolls in the siege skill challenges, and several of them were down healing surges and suffering penalties to die rolls because of lack of sleep.

Now, the past couple of sessions were fairly abstract, dealing with things through skill challenges and roleplaying, with little actual combat played out. I decided that I wanted this session to open with a tough, knock-down, drag-out fight. As it turned out, because of several things*, the fight was all we had time for.

As I said, I wanted to make it tough, but I knew that the party was a little low on resources, so I created the encounter as 9th-level for 6 characters, with 3 canoloths, 3 runspiral demons, and a needle demon (2,200 xp total). I then scattered the runespiral  demons through the neighbourhood that I layed out using the very pretty city tiles from Rackham, put the canoloths in an open plaza, and hid the needle demon out of sight.

The party rode in on their hippogriffs, so I gave them perception checks to see if they could spot the demons, and they found them all except the needle demon. They decided to concentrate on the individual runespiral demons first, and swooped in on one. And, of course, that’s when the needle demon popped out and dominated a couple of them and had them leap from their flying hippogriffs head first to the paving stones.

Well, that got their attention, as did the fact that I had the unengaged demons set fire to buildings or eat civilians on their turns. They ganged up on the needle demon and one of the runespiral demons, while the ranger took on another runespiral demon from the air with his bow. Once they had put those three down, they went after the canoloths.

I had a string of crappy rolls in the fight, which made the remaining demons much less of a threat than they might have been, but it was somewhat balanced by the dazed cleric who could not roll a successful save, despite the extra opportunities granted by the warlord. In the end, the party defeated the demons and organized the citizens to put out the fires, and then we were done for the night.

I hadn’t expected the siege of Storm Point to last more than two sessions, but people still seem to be having fun, so I’m not too upset about it. Next session should see us to the end of the siege and (hopefully) the climactic battle with the commander. I’m willing to push it one session farther than that if I need to, but if it looks to run to three more sessions, I’m going to have to take some action to wrap things up.

But for now, it’s working, and people are enjoying it.

[[EDIT: Corrected name of the runespiral demons.]]

*Including the Winnipeg Zombie Walk, which went right by the store where we play. Back