Fearful Symmetries: Trial (In More Ways Than One)

This post has been delayed, because I’ve needed to do some thinking and formalizing the stuff I’m going to say here. The reason is that I tried something kind of new to me in the last session, inspired by reading games like Leverage RPG and Apocalypse World. It was an experiment in a different narrative structure to the adventure, breaking away from the start-middle-end assumption and defined events to something more free-form and collaborative.

What does that all mean? Well, basically, it means I ran this session as a flashback episode.

At the end of the previous session, we left things with our heroes about to descend on the house where, they were told, a cell of Catholic spies were based. They wanted to bring these spies in and thereby clear Emeric’s name of charges of espionage. In the time between that session and this past one, I had been thinking about the kind of game this has become, and how I wanted to provide a few more options for the characters, and how I didn’t really want this round-up of a spy network to be a kick-in-the-door-kill-the-bad-guys scenario ((There’s nothing wrong with those, but there’s been quite a few of those in this campaign, and I wanted to offer some possibilities of different kinds of solutions.)). On the other hand, the characters are good at that kind of thing, so I didn’t want to take that option totally off the table.

As I was thinking about this, I remembered a couple of off-hand comments that my players had made about not getting a lot of use out of their social skills, and about some of their goals – specifically, about wanting to become more involved in keeping Prague safe in the face of the impending arrival of the Catholic League. Both those things implied wanting to be more involved in the upper levels of society in the city, so I wanted to give them the opportunity to make that happen, too.

Apocalypse World offers some interesting perspective on creating scenarios: don’t do it. Play to find out what happens. And Leverage RPG allows the use of flashbacks to establish facts in the past for effect in the current game. And we’ve all seen and loved movies and TV shows that start in media res and then fill in the backstory as we go along ((Things like The Usual Suspects or Sunset Boulevard or the Nevada Day episodes of Studio 60 for example.)). I got this idea stuck in my head that it would be fun to do a game like that, giving a lot of the creative control over to the players to decide how they managed to get to their current situation, and then letting them use that stuff to get them out of it.

It was a big enough departure from the usual way we do things that I spent a lot of time agonizing about whether I should try this or not. Finally, I did what I should have done in the first place: I talked to my players about it ((To be fair, I talked to one of my players about it, and she talked to the other player about it. This works because they are husband and wife.)). They agreed that they’d be interested in trying it, but that they didn’t want to waste the evening if it turned out the approach crashed and burned. I thought about that, and said that I could build in some trap doors to abandon this approach in favour of our more traditional one if we felt it wasn’t working.

Based on that feedback, I went ahead and figured out what sort of structure this experiment was going to use, and how I wanted to incorporate the mechanics of the game into the story we were telling. My primary goals were:

  • Provide a way for the characters to begin interacting with the nobles of Prague.
  • Give them some use for their social abilities, ideally through some Social Conflict.
  • Let them write as much of the backstory as they wanted to.
  • Make sure we all had fun ((Of course, this is the most important point of consideration. The only reason it’s listed last is because it should pretty much go without saying.)).

I went for a pretty sparse set-up: the characters were standing before a council of nobles in the throne room of Prague Castle, being asked to account for themselves and prove that they were not spies. There were about two dozen nobles present, but I figured that there were really six key figures that they would have to sway to their side in order to gain their freedom, and that swaying was going to be accomplished using the Social Conflict rules.

To this mix, I added some minor rules for flashbacks. Specifically, I had a short list of key questions that the council wanted answered, and each time one was asked, it would trigger a flashback to provide the answer. In addition, players could call for a flashback if they wished to introduce an event or fact that would affect play. Each completed flashback would allow the players to put an Aspect on the scene, which they could tap in their attempts to influence the nobles.

We got off to a rocky start, mainly because I hadn’t explained my assumptions and expectations clearly enough to the players. The fact that I didn’t have any real expectations of what had happened between them learning about the spy ring and them having to account for it took a while to sink in – they kept wondering what I wanted them to do, and I kept waiting for them to take the freedom and run with it. We hashed that out in the first flashback episode, and after that we were rolling ((More or less, anyway.)).

In the flashbacks, we found ((Though not in the order I’m laying it out here.)) that the characters had staked out the house in question, and that Izabela had gone off to follow one of the many men coming and going from it, seeing him meet with many servants of the noble houses and exchanging messages with them. Emeric, meanwhile, was spotted watching the house and pulled inside to answer questions, where he managed to convince the spies that he was working for a sympathetic party and had come to warn them to move house. As the last one was about to leave, he cold-cocked him to keep for interrogation.

The interrogation led to finding that at least one of the noble families was collaborating with the spies, and that there was evidence of this collaboration hidden in a cemetery near the now-burned-out Malvora manor. Izabela made a deal with another captured spy to let him leave the city in hopes that they might still be able to broker a deal with the Catholic League that would prevent the bloodshed she knows is coming ((I’ve decided that, though we’re going with most of the historical facts of the Thirty Years’ War as of 1620, the actions of the characters have a chance of changing how things happen, and she’s trying to do just that.)), which kind-of upset Emeric.

In helping the spy escape the city, she faked an explosion, which stirred up the guards. As Emeric is already being sought as a spy, they tried to disguise themselves as a housemaid bringing her drunk master home in a wheelbarrow to get across the Charles Bridge and retrieve the evidence. It kind of went south, and they wound up under arrest, but their friend Captain Amiel was in charge, and so they wound up in front of the nobles’ council with a chance to tell their story.

During their trial – the framing event for the flashbacks – they outed one of the collaborating nobles, swayed a couple of others, and intimidated another into shutting the hell up. In the end, they took the whole gang over to the cemetery, got the evidence, and proved their innocence, as well as making some powerful and valuable friends among the nobility.

So, how did things work overall? I’d call it a qualified success. Here are some things I learned, that you may want to consider if you decide to try this approach with your own group.

  • Be clear in your explanations about how this is going to work, and what the players’ options are. We almost had a complete train wreck forty minutes into play because I hadn’t been clear enough. Especially be clear about how much or how little you want to be defined during play. Which brings up the next point.
  • You’re asking your players to essentially set scenes for themselves, and then play through them. Give them some guidelines as to how much you are going to let them establish in the scene-setting portion, versus what questions will need to be answered through play. For example, “In this scene, we interrogate the captive and find out that he’s in league with a noble house and where the evidence is,” defines a lot of things that might be more fun to come out during play. If you’re not cool with that, let them know so that they can give you something like, “In this scene, we interrogate the captive to try and find the extent of the spy ring.” Everything else comes out of the questions they ask the captive and the answers he can be convinced to give ((This is an application of the old writing principle of “Show, don’t tell.”)). If you make this clear to the players, you can avoid doing what I did, which was often saying, “That’s too much stuff. Let’s get back to the basics of the scene, and see what you can do in play.” Which is just another way of saying no to players, and that’s something I like to avoid.
  • Have some things in your back pocket to toss in if the players are coming up blank thanks to the choice paralysis. In my case, the questions from the nobles provided some guidance, but picking out two or three main flashback scenes that you’d like to see in the game and prepping them gives you some options if they get stuck.
  • Keep the flashbacks short. If they just play the adventure straight through in a so-called flashback, it’s not different than just playing the game normally. You can also throw them in out of chronological order, which is fun, but it requires that both you and the players keep more careful track of the other flashbacks, so you don’t wind up with a paradox.
  • Recognize that this approach is not going to work for some players, especially those that prefer an immersive play experience. Players have to pull back from their characters to set scenes, to call for flashbacks, and to decide what Aspects they get out of the flashbacks, as well as to keep track of the chronological weave you’re making – all the meta-thinking about playing the game instead of living through it as a character. A flashback structure demands more meta-thinking from players than the more traditional style of play.
  • I don’t think this approach is sustainable as a default game style. Maybe every now and then, as a change of pace, but too frequently and it would just get annoying and bland.

So, that was my big narrative structure experiment with the game. In the end it, it worked, but I’m certainly not planning on trying it again anytime soon. The bite-sized flashbacks of the Leverage RPG are easier to handle, less disruptive, and more in keeping with the genre, and I think I may allow similar things to take place in this game, but the longer, more elaborate, more gimmicky style that this was? No. It needs more work, and more polish, and more testing before I could say it’s a truly usable tool in my GM toolkit.

That said, many thanks to Clint and Penny for agreeing to try it with me. It was a fun experiment. And now we’ll return to our regularly-structured games.

At least until I get my next crazy idea.

Dateline – Gammatoba

I’ve been down with a nasty flu for the better part of the last week, so this post is a bit later than I had intended. Feeling better now, and playing catch-up.

Sunday before last was one of our regularly scheduled Storm Point games but, as I mentioned previously, we’re taking a hiatus to play some Gamma World. Thus, that Sunday was our first Gammatoba installment.

This game is working a little differently from the Storm Point game in a couple of different ways. First off, while we’re still playing quorum-style, I’m doing some hand-waving to have the different characters enter and leave play if the players aren’t at the game. I don’t do that in D&D because the party composition is such a huge part of 4e and I don’t want to have to do all the messing around with the encounters that I did in the 3e campaign ((Admittedly, such messing about is much, much easier in 4e, but it still produces some strange things both narratively (Well, the fighter suddenly catches up to you this session, after sleeping in last session and missing all the fun.) and mechanically (Differing experience and treasure amongst the characters make it difficult to properly build appropriate challenges).)). But in Gamma World, things are a lot looser, so it’s not such a big deal.

We’ve also added one player for the duration of the Gammatoba run ((Welcome aboard, Cody!)), giving us a potential party size of seven if everyone shows. That’s a pretty big group, but should be doable, though not long-term.

In setting the game up, I sent out the pitch I posted here previously, and got the players to each submit a short paragraph about their hometown in the Red Valley near Great City One and Fort LoGray. I also asked them each to give me a rumour, something cool they’ve heard about within Great City One that would be a good way for them to earn their stripes with the Fort LoGray Legion. This worked pretty great, in my opinion, giving us a number of towns in the area, a bit of an understanding of the political situation, and a bunch of good hooks for adventures in the ruins of Great City One ((It also gave me some real insight into what sort of game the players were looking for. Don’t tell them that, though, okay?)).

For this homework, I gave each of them an extra Omega Tech card at the start of play. It’s not a huge reward, but it’s a fun one. It also does a little bit – not a lot, but a little bit – to mitigate the high mortality of default Gamma World. Again, it’s not a huge impact, and I don’t want to completely defang the higher mortality threat, but I intended it to make certain that the party survived the first session intact without me having to do any dice-fudging.

And it worked, as far as that goes.

So, what happened in the game? Well, the group got together, looked over the rumours they had about Great City One, and decided that their target was going to be the Karney Key Library, near the heart of the city, in the territory of a mysterious gang known as the Mad Tooths. They bundled into their car, and drove down the highway towards the city.

I hit them with a gang of porkers on motorcycles, with some hybrid boar-wolf pets ((Yes, that’s right. Road hogs and schweinhunds.)), who took out the tire of the car, forcing them to start and fight. Due to some good rolls with some Omega Tech, the fight wasn’t all that tough, though there were some tense moments as a couple of the characters wound up split from the main group and thumped pretty thoroughly.

After the fight, there were some rolls to repair the car, and they salvaged one of the motorcycles, as well. Then they were off on the highway again. Where the highway crossed the Primter, they found a series of fortifications set up by the local badder tribes. Rather than fight their way through, they decided to hide the car and try and cross between the forts stealthily on foot. It was about this time that they asked me what time of year it was, and I told them winter ((I hadn’t decided before this point. Indeed, I had made up a couple of other encounters in case they wound up with a keel boat and decided to take the river into the city.)). That got a lot of groans, because crossing open ground in a Manitoba winter is nobody’s idea of fun.

Some decent stealth rolls got them past my planned fight at the Primter fortifications, but I came prepared for this. For this crew, I always try and keep a couple of floating encounters in my notes that I can drop in where needed. I was looking for a good place to spring the encounter on them, and describing the weird mix of timelines and realities in that part of the city, amid the normal industrial parks. So, I mentioned the machine tower from Xi, and the Ishtaran ziggurat, and the crashed flying saucer.

Yeah, you see where this is going.

They broke into the flying saucer with some good Science checks, and then started exploring it. The encounter I had prepared was a parn, so it struck me that this would be a good Alien-style scenario, with them exploring the downed ship while the sword-beetle stalked them from the shadows.

Unfortunately, I didn’t have time to do much of that. It was getting late in the evening, so I cut the creepy ship bits short, gave them some info about a monster on a spaceship that they picked up with Conspiracy checks, and let them face the bug in its lair.

The fight went very quickly. The parn was stunned for two rounds, and then dazed for the next two, which meant it didn’t get to unload nearly enough before dying. Still, it worked nicely, and was a fun fight. I pulled together a quick deck of only Area 52 Omega Tech for the next draw, figuring it made sense inside the flying saucer.

That’s when the hippogriff moment hit.

The characters are talking about salvaging the flying saucer and bringing it back to Fort LoGray. And really, I’m okay with that. In fact, I think it’s awesome. So, I’m preparing the next session to be about them finding out how to get the ship back in the air. I figure they’ll need some specific parts, some Science know-how, and maybe an alien to help them pilot it.

I’m looking forward to it.

Feints & Gambits: Drinks Run

Friday was the second session of our new Feints & Gambits campaign, using The Dresden Files RPG. We had a full house, which meant a total of seven of us ((Me and six players.)) crammed into the living room of my condo. We all fit, everyone had a seat, and it was cozy. Six players is, however, a pretty large group for DFRPG – at least, for me. There’s a lot to keep track of with all the characters. That said, we pulled it off and, if the focus wasn’t quite as equally spread as I might have hoped, everyone seemed to enjoy themselves.

I was a little stuck for an idea for this session’s adventure. See, while we have this great, full setting document, with tons of ideas and options, we don’t have enough play time invested in it yet for the adventures to occur spontaneously and organically. It’s going to come, as it has in the
Fearful Symmetries game, but it takes a little time to play in the setting and let the characters simmer in the stewpot of the city.

So, I decided to essentially try a random adventure creation thing. I’ve got a big list of all the Aspects in the game ((GMs: This can be an invaluable tool. I strongly encourage you to make one for your game. I keep finding new things I can use it for.)), including all the theme, threat, location, face, and character Aspects. It’s in a simple numbered list, so I just rolled some dice to get a selection of Aspects to string into an adventure.

I wound up rolling about eight Aspects, and got the ones for our Lyric vs. Prosaic theme and its face, the blind bard O’Carolan, as well as Padraig Pearse’s ghost, the Guinness Brewery, the White Council Warden, South Dublin Suburbs, and an Aspect for each of two of the player characters ((Full Aspect list: The Songs We Sing, Blind Bard, Ghost Judge of the Battle, Guinness For Strength!, Big Warden in a Little Pond, Ciad Mille Failte, Spoiling for a Fight (Nate O’Malley), It Was Like That When I Got Here! (Firinne O’Beara).)). Reading over the setting entries for these things, I cam up with the idea that, every midwinter, a bottle of the True Guinness has to be delivered to the ghost of Padraig Pearse at the General Post Office at midnight. I figured that, this year, O’Carolan was delivering it, but something would go wrong, and the PCs would need to step in. I couldn’t really work in the South Dublin Suburbs without making the adventure a little over-elaborate for a single evening, so I discarded it from my planning.

I looked at the two Aspects I had rolled for the PCs, and decided to use them to link the characters into the scenario in a little different way. See, in a lot of good stories, the hero gets drawn into the conflict against his will, by having something bad happen to him that he needs to respond to. Now, having something bad happen out-of-the-blue to a PC just to jumpstart a game is a little bit heavy-handed, in my opinion, and I don’t really like taking that element of control away from the player, even if the player’s cool with it ((And there’s no guarantee that the player will be cool with it.)). But Aspects offer a wonderful way to set the hook in a way that the player accepts, and rewards him 0r her for letting you screw with the character: compels.

When the game started, I tossed a Fate Point to Nate’s player, and had the Warden come pay a visit and be rather cryptic and threatening. Nate was Spoiling For A Fight, so this was a good way to get him – and incidentally, his brother Mark – up and looking into things. One of the things the Warden said was that the brothers should help out around the place a little more, and I thought this might be enough to rope them into the plot. It really wasn’t, though, as the brothers focused on who this poncy bastard was and why he was coming into their shop and bugging them ((Also, using very impressive evocation control to burn a message on the wall of the back room from way on the other side of the store with no one noticing.)). It did, however, get them moving and active, and over to the Silver Arm, where I was able to put the second PC Aspect into play.

I handed Firinne’s player a Fate Point ((She actually cringed when I did that! It was great!)) and gave her a little scene where she bumped into someone in the crowded pub, who bumped someone else, who spilled a drink, which caused someone to slip, which knocked over a table, which fell on O’Carolan’s bag with a shattering sound and the smell of rich, heady Guinness. She stood there paralyzed for a second or two, long enough for Macha – the mistress of the house – and O’Carolan to haul her into the back room and tell her that she had to fix the situation.

They outlined the situation in broad terms, hinting that the breakage was no accident but was, in fact, a mystical attack launched through Firinne by those who opposed the delivery. Firinne immediately flashed back to the memory of the taunting note she left in the Snow Bird gang house when she recovered the Silver Arm, and figured that they must have used that as a sympathetic link to her ((I hadn’t actually thought of that, but it sounded good, so it has become canon.)). She was told that she had to go see Aengus at the Guinness Brewery, pick something up from him, and deliver it to the General Post Office at midnight before midwinter. That gave her three days.

Leaving the pub, she ran into the O’Malley brothers coming to see what they could find out about their visitor, and recruited their help with the promise of beer. Before they headed off, though, they went into the pub and, talking to Macha, figured out that the fellow who had come to their shop had indeed been the White Council Warden for Ireland. They proceeded to drink more, long enough for Firinne to get impatient and call Kate ((Who had been at the Long Library at Trinity College, where she sensed some necromantic magic. THAT’s not gonna be important later on, is it?)), Aleister, and Rogan to come help her, as well.

Eventually, they all got over to the Guinness Brewery, and found that they couldn’t get in, so they took the tour through the storehouse next door ((They also found that the Guinness buildings had a threshold, which disconcerted a couple of them.)). There, they managed to send a message to Aengus, who came and met them at a fish and chips stand across the street. They were watched by some members of the Snow Birds so, once they got the package – a clay bottle of beer – from Aengus and pledged to deliver it, they engineered an escape by blending in with a tourist crowd ((Summoned by the expenditure of a Fate Point.)) and using some of Firinne’s glamours.

What followed next was a chase through the streets of Dublin to the General Post Office. Our heroes stole bikes from a public rack to keep ahead of their pursuers, but Nate blew an Athletics check and wiped out. Mark fell back to help him ((Thanks to his Me Fookin’ Brother Aspect.)), and the two of them drove off the pursuing fey gang members, letting the rest of the group make it to a church near the GPO, where they went to ground.

So, we had the O’Malleys on the outside, kept away from the church by a mob of Snow Birds ((I had originally had a more complicated plot, involving some twists and misdirection and a different main bad guy, but I let it go when I saw how this plotline was working, and how everyone was involved and interested. I can reuse the other idea in a later adventure, and even tie it back to this one.)), and the rest of the group inside the church, besieged by the fey gangsters. Plotting then took place.

At 11:54, Aleister rang the churchbells to disorient the Snow Birds, the O’Malleys showed up in a “borrowed” van to scatter the mob, Rogan shifter to her feline form and carried Firinne out into the back doors of the van, and everyone else piled in afterward for a high-speed jaunt, complete with bootlegger turn, over to the GPO. As most of the folks bailed out to escort Firinne inside to make the delivery, Nate threw up a very powerful wall of flame to keep the fey back, and Kate stayed with him as back-up.

Inside, the ghost of Padraig Pearse showed up, spoke briefly with them ((He seeded in a few hints about other things and situations in Dublin, but though the gang caught one or two of them, they don’t really know what they mean.)), and drank the Guinness, which he said was part of the rules of the binding that held him here. After he had his yearly drink, he turned and walked away, and the group left to find the ranks of Snow Birds outside lined up and saluting them.

And that was the evening.

I’m pretty happy with the way things went. We got through the scenario in one evening, and everyone had fun. Firinne and the O’Malleys were definitely the spotlight characters this adventure, which is not necessarily a bad thing. I’ll just have to make sure that the spotlight shines on a couple of the others next session.

I liked the compel mechanic to hook in the characters at the start of the evening, and had some good comments from the players about it, too, so that’s something I’m probably going to keep using.

One of my players asked me to post a recap of the game sessions on the Feints & Gambits forum, but I decided against it. Why? Because I would rather leave that open for the players to post their own recaps, stories about the fallout of the adventure, and stuff like that in order to earn the Bribe(TM) that I’ve offered.

Anyway, all in all, a good game, and a promising session for the first one with all the players present. Looking forward to the next one.

What I Did On My Christmas Holiday

Been a little quiet around here, huh? Christmas does that. Lots of family stuff going on, both for me and my gaming group. But I’m trying to get back to some more regular gaming – and blogging – now. And to start off, I’m going to do a bit of a recap of what I’ve been up to over Christmas.

  • Castle Ravenloft – I demoed this boardgame at C4 this past year, but there’s a real difference between co-ordinating a demo and actually playing. It’s quite a fun game. Three of us played, and we got through two scenarios that evening, with time left over to play something else. The speed of play is a huge bonus, in my opinion, and the randomness of the game means there’s good replay value. In short, it looks like they’ve taken all the cool stuff of Descent and weeded out the things that made Descent ((To be clear, I like Descent, but it is a long game, and doesn’t quite have the cool to justify the length of play.)) take forever – prep time, convoluted combat, adversarial plan, things like that. The downside is that it’s only good for five players, currently, though the forthcoming Wrath of Ashardalon, which is supposed to be compatible with Ravenloft, should address that.
  • Chrononauts – We got in two games of this card game after playing Ravenloft. It was so good that I went to the game store the next day to buy a copy for myself ((I also got the three supplements for the game, and am looking forward to trying them out.)). The rules are very simple, but the strategic play involved in trying to change the right lynchpins in the timeline so that the ripples bring about the future you need is quite deep. Again, fast play and great replay value, as everyone gets two different goal cards each time you play.
  • Battlestar Galactica – I managed to get in two games ((In one of them, I finally got to be a cylon!))of this, finally getting a chance to try out at least part of the Pegasus expansion. In addition, I’m currently involved in a play-by-forum game with some friends. It’s still a fantastic game, but the urgency and tension that you get playing face-to-face is mitigated somewhat by the delay in playing online.
  • Arkham Horror – Lately, whenever we play this, we play without the extra boards. Otherwise, there’s no hope of actually finishing a game with my group. But I have added the figures for the investigators and some nice little accessories from Litko to enhance the experience. We faced off against Ghatanothoa last time, and we kicked his ugly ass back out of reality. And only one investigator was devoured!
  • Shadowlands – After a lengthy hiatus, my friend Clint got us back to his D&D 3.5 campaign, and it felt good to get back.
  • Gammatoba – My Storm Point crew has voted to go with my Gamma World pitch, and we’re running a short game set in the ruined wasteland of Red Valley, where the brave initiates of the Fort LoGray Legion are venturing into Great City One to prove their mettle and achieve full membership. That starts this Sunday.
  • Dread – After hearing a lot about this game, I finally bought it and am about half-way through reading it. It’s got some great ideas, but I’m a little concerned about whether it would fit my game group – specifically, the idea that players are out if the tower falls. In general, I don’t like elimination mechanics in games, and especially in RPGs, and having the chance that a character just dies and is out in the first five minutes of play is not something I’m comfortable with. That said, the recommendations for pulls make it look like one pull per five minutes of play making for things getting tense as you near the four-hour mark. I’d have to see it in action, I think, to judge it fairly, but it makes me uncertain.
  • Leverage – I’m a fan of the TV show, and The Quickstart Job looked cool enough that I bought the main book ((I’ve received the .pdf, but no sign of the printed book yet. I’m anxiously awaiting it.)), and I was completely blown away. I’m putting together a group to run The Quickstart Job, and then I’m going to have much more to say about this game. One thing I’ll mention here is that, while The Quickstart Job seems to do a good job of introducing the style of the game, it leaves out a number of the really cool parts of the game ((In addition, it looks like the fight rules have changed between The Quickstart Job and the release of the main book. I like the new changes – they make things faster and more cinematic.)).
  • Smallville – I picked this up on the strength of Leverage – they both use a tweaked set of the Cortex rules system. I had passed on Smallville earlier because everything I had read about said that it focused more on the teen soap opera dynamic than the superhero facet of the setting. And that’s right, but the way the rules have been tailored to do that is worth the read, even if, like me, you never intend to run the game. If nothing else, the character creation process, which creates the rest of the supporting cast, themes, locations, and basic plotlines as a byproduct of building the characters, is immensely lootable.
  • Fiasco – I didn’t get to play as much Fiasco as I had hoped ((As in, I did not get to play any Fiasco.))over the break. But I did have several people express real interest in giving it a try when things settled down. So, there’ll be some games in the near future ((Yes, Karla and Ryan, that means you.)).
  • Bookhounds of London – Picked up the preorder for this. I’ve only just scratched the surface of it so far, but it looks amazing. But you knew that, right? I mean, it’s written by Ken Hite, fergawdsake!
  • Writing – I set myself a goal of 1000 words per day for the novel I’m trying to write. I didn’t live up to that, but I did manage about 11,000 words in total. That’s not too bad, and gives me a strong foundation for the rest of it. I just need to make working on it a more regular part of my day.

So, that’s the way the Christmas vacation shaped up for me. It’s got me pumped about gaming in the coming year ((Like any more pumping was necessary.)), so expect to see me going on at length about various things in the near future.