Fate Core Star Wars

As folks who follow this blog probably know already, a long-running, beer-and-pretzels D&D game – the Storm Point campaign – is about to wrap up. The group wants to keep playing something, but we’ve had enough D&D for a while ((We’ve been playing D&D, first 3E and then 4E, for eight and a half years. We’d like a change.)). As we started getting ready to wrap the campaign up, I told them to start thinking about what they wanted to play next.

When they saw my copy of Edge of the Empire, they decided they wanted to play Star Wars.

I thought this was an awesome idea. I’d run the Edge of the Empire Beginner Game for some friends, and thought it worked really nicely ((That’s kind of damning it with faint praise – I thought the structure and form of the Beginner Game was pure genius for teaching the basics of the system and getting people into the game. Probably the best introductory gaming package I’ve ever seen.)). I had a lot of fun with it.

Now, I can’t stress enough that I think that Edge of the Empire is a good game. It is. The dice mechanic, the production values, the way FFG is sectioning the game into three books, the sheer volume of material – all of it is top notch. The writing is good and clear, and it gives you plenty of options, even if it is a little limited in scope compared to previous SW games ((FFG has decided to split their SW game into three books – one dealing with the scum and villainy of the remote areas of the galaxy, one dealing with the ongoing Rebellion, and one dealing with Jedi and Sith. EotE is the scum and villainy one, with limited involvement with the Rebellion and limited details on the Force.)).

But, as I read through the rulebook, I became more and more convinced that EotE was not the right game for what I wanted to do. Here are the things that made me concerned:

  1. The funky dice. Now, I understand why the game uses these dice, and the benefit they provide, and think that what FFG is doing with them is great. And, from the Beginner Game session I ran, I think that they are cool and worthwhile. But it’s also learning a completely new dice language, if you will. While I’m fine with doing that, I think that only about half the total group is going to read the rules, and so the learning curve on the dice for the group as a whole is going to be pretty steep.
  2. Limited choices for the characters. Now, the choices aren’t all that limited – in fact, there are eighteen career/specialization combinations, not counting adding the Force specialization or multiple specializations. But no Jedi, no brave rebel soldiers, limited alien species choices ((Although you can play a droid, which is awesome.)).
  3. Limited campaign choices. As noted, EotE focuses on the people and locations on the fringe of the SW galaxy. It doesn’t provide any support for running any other types of games. My players came up with some interesting ideas about what kind of campaign they wanted to play ((One idea was a cantina band that traveled around and solved mysteries. Now, I think that idea is both ridiculous and awesome.)), but a lot of their ideas would have had me scrambling to fill in the gaps on EotE.
  4. Prep time. After eight and a half years of running D&D, I’m really ready to run something less prep-intensive. EotE doesn’t look too bad, but the learning curve in the early part of the game would require a fair bit of work for me to get ready for each session.
  5. Seating arrangements. Yeah, this is kind of a weird one, but with the funky dice, and the learning curve building and interpreting dice pools, and the destiny point mechanic, EotE would pretty much require us to play seated around my dining table. We prefer to sprawl out in the living room, using the couch and coffee table and various comfy chairs.

I went back and forth on this for a couple of weeks, then I broached the subject with my players. I proposed that, instead of EotE, we use Fate Core to power our SW game. We discussed it and, with their blessing ((Or at least lack of protest. Silence gives consent, am I right?)), I decided to go with Fate Core.

There are some of the same problems with Fate Core: notably, it’s a new system that the players ((Some of them, anyway. Two of them were in my Feints & Gambits DFRPG game, and at least one or two others have played Spirit of the Century.)), and there isn’t a lot of support for running a SW game. But the system is one I know very well, and I’m pretty good and improvising in it. And converting stuff to Fate Core is trivially simple.

The main advantages I see, beyond the fact that it will be far easier for me to run ((Which is, of course, a big consideration.)), is that it will offer the players much more of a chance to shape the kind of game they want to play, and to make the characters they want.

One thing I did have to do up front is figure out how the Force is going to work in the game. There are a number of takes on SW for Fate Core here, and they handle the Force in a variety of ways. I finally settled on making it an extra requiring both your high concept aspect and your trouble aspect to point towards it, and left the various Force powers to be stunts.

When I finally settled on that, I put together a bit of a primer for my players. Because the system is going to be new ground for some of them, and there’s a very different mentality behind Fate Core than D&D, I spelled out some basics about the setting creation and character creation, along with explaining how the Force is going to work. If you’re curious, you can download the primer here ((Just a word of warning, however: this was written for my friends, who are all adults, no matter how they behave. I use some language in the document that I don’t normally use on my blog. Not much, but still.)).

We’ve got one more Storm Point session, scheduled for this Sunday. That should wrap the campaign. Then, we start moving on our Star Wars game.

I’m looking forward to it.

 

Ashen Stars: Recruitment

I seem to sort of wander backwards into running GUMSHOE games. What I mean by that is that I usually spend several weeks or months planning to run a campaign ((Even a mini-campaign, like this one is going to be.)), but with GUMSHOE games, I wind up running them after a casual conversation and a quick agreement, and then scramble to get the campaign ready to run. That happened when I ran the Armitage Files campaign, and it happened again with Ashen Stars.

In both cases, I had been talking the games up to various people, but not expecting to have a chance to run either any time soon. For Ashen Stars, I had offered to run a one-shot between earlier this month at a game night, but we opted for board games instead. Still, the group was interested enough in the pitch that I’ve agreed to run a mini-campaign, about four or five sessions, covering two to three cases, I’m guessing.

Because of timing and scheduling issues, I decided to do character generation via e-mail, basing my experience on the Trail of Cthulhu character creation process that I used for Armitage Files. I had been dreading running that character generation session, but it turned out to go quickly and easily and got everyone excited about the game, so I figured that this would go pretty easily, as well ((You see what’s coming, right?)).

It has not gone as smoothly as expected.

I’ve been trying to think about why that is. The first thing that came to mind is that this game, unlike ToC, deals with gear in some detail, and wading through the sections on cybernetic and viroware enhancements is a little daunting. But that led me to a number of other choice points in character creation that slowed things down and caused some confusion:

  • Roles. Unlike ToC, where you just pick a profession, AS uses the concept of roles to focus character concepts and ability selections. Roles are different than professions, in that it’s good to have all five roles covered to be an effective squad. Well, all ten, really, once you factor in both warpside ((Aboard the ship.)) and groundside ((I don’t really need to explain this one, do I?)) roles. Actually, eleven roles, including the medic, which is both a warpside and groundside role. Sorting out who was going to take which role and what to do with the leftovers took some discussion.
  • Ship. You start with a ship, picked from a selection of eleven different classes, each with its own strengths and weaknesses. Analyzing these and deciding between them was another choice-point that required discussion. And a vote.
  • Gear. As mentioned above, the shopping expedition took time. As part of getting gear and enhancements involves divvying up a pool of group money ((Some of which you probably want to save for an emergency fund to repair your ship or pay for maintenance if you wind up waiting a long time between contracts.)) and then budgeting for upkeep for your own cyber or viro enhancements.
  • Personal arc. The personal arc is a beautiful idea for this kind of game, but it takes some time to put together. Especially because it’s a new idea for the gaming group. Fortunately, this is something that doesn’t need to happen right away, and it’s something that each player can do individually, with just a little input from me. The point is that it’s not something that requires group input and decisions.
  • The Bribe(TM). I gave the players six questions about their characters that they could answer or not. For each question they answered, I let them pick from a short list of stuff. Everyone got me their answers ((For all six questions, I might add. Everyone answered every question.)) in quick order, but took their time picking out their rewards. Again, though, this is something that doesn’t require group discussion. Also, it’s completely my fault, and not part of the rules for the game. But it has introduced a delay.

Now, these points are not necessarily bad things. They do a lot to flesh out the characters and the setting, and the end result is going to be some very cool characters.

But.

They do not lend themselves well to creating characters by e-mail discussion. Maybe if I had thought to put up a forum to run character creation, it would have gone smoother and quicker, but I honestly doubt it.

Looking at things, I really should have done more to schedule a character creation session. There’s nothing like being face-to-face for group decision-making. And for explaining some of the more slippery concepts. And answering questions, voting, brainstorming…

There’s been some frustration from the players at what seems like far too much work to create a character. One of my players said to me last night, “I’m really looking forward to playing the game, but man, the character creation just blows.” I don’t think the character creation blows, but the way I managed it certainly does.

In addition to the frustration for the characters, I’ve found that I’ve had to do a lot more work on my end managing the whole process. Keeping everyone on the same phase of the process turned out to be important, as the stuff I sent out for those who were ahead of things turned out to be information overload for those who were on earlier phases. I had to build a spreadsheet and keep sending out updated versions to show people what abilities had been covered. And I think I’ve sent out about 15,000 words of explanation, lists, instructions, examples, and updates over the past three weeks.

Much of what I sent out was aimed at making things easier for the players: suggested gear and enhancement packages, short descriptions of the different ship classes, worked examples of personal arcs, new gear developed at player requests, etc. I don’t begrudge this at all, because it’ll help them have more fun. And besides, I did it to myself.

To help take some of the sting out of this process that has ballooned and morphed from quick-and-easy to long-and-tedious, I’m preparing extensive cheat-sheet packages for each character, with descriptions of their abilities and gear, and such. Hopefully, that will make the actual play move quickly and easily despite the new system, and soon character creation will be a distant memory.

The big lesson learned from all this? Not every game system has a character creation process suited to every type of situation. While I think that e-mail character creation would work fine for ToC or D&D, it does not work for Ashen Stars. And I wouldn’t even try it with Fate.

Despite all of the above points, we have all four characters at a playable state. We were going to have our first game last night, but real life intruded and we’ve had to delay it. But here’s the list of our doughty crew of Lasers:

  • Arón Santa-Ana: Human Stratco/Gunner/Chopper ((I don’t know if the Stratco/Gunner split is going to cause problems in play, but we’re going to try it out. If it’s a real problem, we’ll work something out.))
  • Furan Arrud: Durugh Hailer/Face/Mapper
  • Maxine Kemper: Human Medic/Wrench/Bagger
  • Returner-U: Cybe Pilot/Techo

Tough part is over folks. I promise. From here on out, it’s freelance police in space!

 

Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign – indeed, for the rest of the campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

So. One more session to go in the Storm Point campaign.

We actually got a fair bit accomplished this session, partly because of some tricks I stole from Dungeon World. We opened up with the characters in Pluton, just having defeated the bloodshard golems. I’ve pared down the adventure so that we can wrap it up in one more session, so I cut out a bunch of the horribly tough, slogging encounters, and let the characters see the final tomb in the distance, with nothing but a mile of rocky plain and a huge wall of black ice in the way.

At the wall of ice, things started to bog down a bit as they were looking for a way over, under, or around it. After about five minutes of them trying to come up with a way of defeating the wall without engaging the wall, I interrupted and said, “You know, you guys are epic level, now.” They blinked at me for a few seconds, then Thrun drew a pair of daggers and started using them to climb the 150-foot tall wall of necromantic ice, and the rest of the party followed suit.

The climb was a fairly low DC for this tier ((I set it at DC 20.)), but I decided that, if the character didn’t beat it by enough, they would lose a healing surge to the life-sucking cold of it because they stayed in contact with it for too long. And then the same thing climbing down. I managed to suck a couple of surges from two of the party, which was, frankly, better than I had hoped to do.

After the wall, they reached the tomb itself. I described it as a giant skull floating in the middle of a hole in the ground, which dropped away to the astral sea below. They had to cross a 50-foot-wide moat to get in. I was about to describe the crashing boulders flying around in the moat that they would have to use as stepping stones to the entrance, but Faran pulled out the shadow bridge ritual. Because this was pretty much a direct reaction to me telling the players to be epic, I omitted the boulders and had this work, because it was a good chance to reward the cleric who has been collecting and hoarding rituals, and almost never getting to use them.

Inside the tomb, I started describing the maze of extra-dimensional portals and rooms, but they jumped right in with hauling out their mattock of the titans and smashing their way through the walls. This, however, didn’t work for them, as most of the rooms didn’t exist contiguously, or even in the same plane. I explained that to them, and started a special two-part skill challenge.

In the first part, they had to describe the way they were trying to find their way through the tomb to the necromantic engine at its heart. They managed that quite handily. The second part didn’t require any roll; I just asked each player to describe a weird and deadly challenge in the exploration of this tomb that they beat by being awesome. That got me four exciting, character-created scenes for the adventure.

Which led them to the big combat for this session. It involved an aspect of Vecna, an assassin devil, several undead servitors, and a bone collector. I ran it as a rather chaotic, three-way battle: the bone collector was guarding the secret entry into the heart of the tomb, while the aspect of Vecna and his minions ((Which included the assassin devil.)) were trying to win their way into the heart of the tomb to stop Acererak from usurping the godhood of death.

Enter the PCs, and all hell breaks loose.

They woke the bone collector so, rather than facing it after they clean up the Vecna cultists, they got to fight both at once. The bone collector, for its part, was flailing at everyone. And the aspect and devil didn’t worry too much about catching each other in their area attacks.

It was a pretty rough fight, mainly because so many of the creatures drained healing surges, but our heroes triumphed in the end. And in the now-empty pool that the bone collector had used as a hiding spot, they found the teleport circle to the necromantic engine.

When they used it, I read them the description of the giant god-flesh golem that Acererak is now using as a body, and we closed the session for the night.

Next time, the climactic battle, and the end ((One way or another.)) of the Storm Point campaign!

Dungeon World: The Two Proofs

Last Friday night, we were scheduled to play Apocalypse World, but two of the players couldn’t make it, so I was set to cancel. But the other two players said, “Well, can’t we get together and play some boardgames or something?” To which I replied, “Sure! C’mon over!” ((Yeah, I’m a game-whore. I’ll take any excuse to play games.))

When Chris and Elliott arrived, I gave them some options about what game we would play, and Elliott said he wanted to try Dungeon World ((Elliott is running his own AW campaign – in fact, he’s running two of them, I believe – and wanted to see how things were different in DW.)). Chris was okay with that, so I grabbed my DW kit ((I’ve put together kits for a number of RPGs that I bring to cons and gaming events so that I can run a short adventure in the system on the spur of the moment. It usually contains pregens or character sheets, rules, and an adventure, all zipped into a large Tom Bihn clear organizer pouch for easy transport. You can see an example in this post about my Fiasco kit, though that was before I discovered the Tom Bihn organizer pouches.)), handed them the character sheets, and spread a Noteboard on the table to start mapping.

Because both players were familiar with AW, it was pretty quick bringing them up to speed on the DW rules – I just had to explain the differences. We got through character creation – including asking the provocative questions ((Why are you two traveling together? What’s the weirdest thing you’ve seen here? What are you looking for? Stuff like that.)) that I used to build the adventure – in about half an hour. The wound up playing a fighter and a cleric, both of which were dwarves. They were in this strange land, where dwarves were pretty much unknown, to find a lost dwarf temple and the secret artifact it held.

The cleric had decided that his god was the Delver of What Lies Below, and his order had a tradition of seeking out lost and hidden lore. He had come to this far land where dwarves used to live seeking an ancient temple of his god which was supposed to contain the Golden Proof: a footprint, in solid gold, of where his god last walked on ((Well, under, in this case.)) the earth. The fighter had met him on the journey while he was fighting snow demons in the mountains, and decided to accompany him, as his clan had been wiped out by a mysterious creature years ago and he had nothing better to do ((To be fair, he was also trying to find out what had killed his clan; his only clue was a jagged tooth the length of his forearm.)). After crossing the see, they came to a port city, found out that any dwarves who had once lived here were long gone, and set out across the hills, where they were chased by werejaguars. They finally arrived at the Jungle of Xotoq, and found the first marker statue that points the way to the temple.

And that’s where we started play.

Because they had decided to start in the jungle, just like my first time running DW, I used the same challenge as that adventure, and had assassin vines grab them while they were clearing off the marker statue. The cleric managed to petition his god to gain three words that would stun the thing before it dragged the fighter off into the jungle, and they were able to clean off the statue, looking for the directions to find the temple. Unfortunately, the directions that should have been at the base of the statue were cut away, and replaced with the phrase, “The Grey Ones Rise!”

Lacking solid directions, they headed off into the jungle, arriving at a deep chasm with a river running through it. They cut down a tree to bridge the chasm, but the cleric had some trouble crossing. Fortunately, they had roped themselves together, and the fighter managed to keep them both from falling into the river thirty feet below. Unfortunately, falling off the log while roped to someone standing on the edge of the chasm meant the cleric swung like a pendulum into the rock wall.

The fighter hauled him up, a little worse for wear, and he tried again, crossing fairly easily this time. Which is when the elves popped up and started shooting at them. The cleric was crouched down on the side of the chasm with the elves, while the fighter was still back on the far side. The two characters had each taken a bond about how the other character wasn’t able to take care of himself and needed protection, so the fighter gave the rope a mighty yank and pulled the cleric back into the chasm for another pendulum swing into the cliff face and another desperate haul back up top, all under fire from the elves.

At this point, I decided to up the stakes, and brought out the elven arcanist, who started laying about with blasts of eldritch lightning. Our heroes scampered into cover, but lacked any ranged weapons to shoot back at the elves. With no other recourse, the cleric stood up and basically said, “Stop doing that!”

Turns out the elves had been trying to keep everyone away from the lost temple for generations, but had a prophecy ((Or something. I dunno. I hadn’t fleshed that out very much.)) that dwarves would one day come and lift the curse on the temple. Curse? Why yes, the curse of the Grey Ones, of course, that drove the dwarves away in the ancient times.

The elves healed the dwarves, gave them some food, and let them speak to the Mothers, four ancient elves that had entwined themselves in the roots of a massive tree, becoming the god ((At some point, we established that the elves built their own gods out of ancient elves and fervent belief. I’m not sure where the belief came from, but I like it.)) of the village. The Mothers started out kind of spooky, but soon became a little bit comical as they debated what they should tell the dwarves and began bickering amongst themselves.

In the end, the dwarves learned that the temple was overrun by twisted dwarves with psychic powers that could control lesser beings ((The derros from the DW rule book, but I didn’t want to give them a name to keep them creepy and mysterious.)). And they got guided to the base of the trail leading up to the temple. But the Mothers didn’t know how to lift the curse.

Half-way up the switchbacking trail to the temple, our heroes came across a pack of giant rats ((Re-skinned worgs.)) blocking the path. The fighter, well-concealed and on point, let the cleric, with his terrible, terrible stealth roll, act as bait to lure the rats forward. The fighter then attacked the rats on the flank, but was beset by vicious whispering voices in his head. The fight was nasty, but they managed to kill the rats, and the fighter threw a huge rock up at a concealed cave entrance, dropping the two derros who had been controlling them to the path, where they didn’t last long.

Searching the bodies of the derros, the cleric found that each had a small bundle of wrapped dwarf skin, containing a symbol of the Delver of What Lies Below, pierced by a red iron nail. Spouting some lore, he remembered old stories of how the Delver of What Lies Below was once the Keeper of What Lies Below, until a heretical sect decided that revealing the secrets was better than hiding them. This temple, however, must be a remnant of the Keeper’s faithful.

They followed the twisting cavern the derro had been hiding in down into the heart of the temple: the labyrinth. There, they fought a derro riding on an ogre, killing the derro and freeing the ogre to rampage through the temple. This, while useful, did raise the alarm, so they raced through the labyrinth until they got to a chamber with an ancient dwarf ghost, who told them that one of the exits led up to light, one down to dark, and one to death. I was working out a riddle to force the dwarves to choose a passage when the cleric cast a spell to let his god guide him in the right direction.

So, down they went, into the centre of the labyrinth, pursued by heavy, stomping footsteps. The found a door at the bottom of a spiral ramp and the fighter smashed it open. Inside was a horrible, giant dwarf, pierced by hundreds of red iron spikes, weeping blood from empty eye sockets, with the symbol of the Keeper burning above its head ((A reskinned barbed devil from the rulebook.)). It started tossing them around pretty handily, but the fighter kept its attention while the cleric climbed up its spines to shove his holy symbol into the burning holy symbol above its head.

There was the requisite explosion, and the deflating of the giant down to normal dwarf size, and then our heroes saw the Golden Proof and, beside it, another footprint in the rock – this one of red iron. So, the fighter took his axe to the Iron Proof and destroyed it, bringing the attention of the Delver to this lost outpost of the Keeper, slaying the twisted dwarves who had worshiped the Keeper, and freeing the temple from the curse.

Everyone had a lot of fun with the adventure ((Or so they claimed.)), but I liked it for a different reason. My intention for this evening was to run an entire adventure, start to finish, in one session, based on initial set-up by the players, and shaped by the DW system. I was very pleased that I was able to construct a sensible ((Not perfect, but sensible.)) narrative, build the action, throw several different kinds of challenges at the players, and wrap it up in a satisfying manner. All improvised, all in one session.

That, my friends, is the strength of Dungeon World, in my opinion.

Chris and Elliott are hanging on to their characters in case we play again. I think odds are good.

 

RickFest 2013

RickFest 2013 was quite well-attended.

RickFest 2013 was quite well-attended.

This past Sunday was RickFest V ((Talking with Chris, we’ve arbitrarily decided that this was the fifth RickFest. It may be the fourth or the sixth, but we’ve officially set it at the fifth.)). For those who don’t know, RickFest is my annual day between Christmas and the New Year when I invite all my friends to come and play games with me. Over the years, the number of attendees has grown such that, this year, I needed a bigger space. So, I rented a local community centre for the day.

Sandy and Michael came by to help me haul everything over to the hall around 11:00, and we were pretty much set up by noon or shortly after.

First thing to set up, of course, is the table of games. There are a total of 31 games on the table. Some other folks brought a few games later on, and the game table expanded to two tables.

First thing to set up, of course, is the table of games. There are a total of 31 games on the table. Some other folks brought a few games later on, and the game table expanded to two tables.

 

Food table came next. As with the game table, it soon needed to expand to two tables.

Food table came next. As with the game table, it soon needed to expand to two tables.

And the kitchen full of chill, rolls, soft drinks, and such.

And the kitchen full of chill, rolls, soft drinks, and such.

 

Folks started showing up pretty soon after set-up. Michael and Sandy, of course, were there from the start, and Paul showed up soon after. Dan and Maddy showed up for a bit, then snuck out again, and came back after a while. Things were starting to roll by then.

Folks started showing up pretty soon after set-up. Michael and Sandy, of course, were there from the start, and Paul showed up soon after. Dan and Maddy showed up for a bit, then snuck out again, and came back after a while. Things were starting to roll by then.

The rules of RickFest are simple: come on by, play some games, eat some food, hang out with some friends. Come and go as you please. Previous RickFests usually had one main game going on the dining table, with possibly a second, smaller game going on the coffee table. This year, though, we had plenty of space, plenty of tables, plenty of games and plenty of folks, so there were often three or four games going on at once. It was almost like a mini-convention, which was fun.

King of Tokyo was the first game I tried at RickFest.

King of Tokyo was the first game I tried at RickFest.

It was also my first time playing King of Tokyo. I gotta say, the game turned out to be the belle of the ball at this year’s RickFest. I played six or seven games of it, including teaching it to a number of kids who attended. It was a huge hit with everyone who played.

The kids also played some Dixit, though I'm not sure they knew the rules. Or any rules. Still, they seemed to have fun.

The kids also played some Dixit, though I’m not sure they knew the rules. Or any rules. Still, they seemed to have fun.

The adults took their game of Dixit a little more seriously. Just a little more, though.

The adults took their game of Dixit a little more seriously. Just a little more, though.

Tsuro of the Seas is always a draw. I think it's the sea monsters.

Tsuro of the Seas is always a draw. I think it’s the sea monsters.

Dave and Kevin came by with the X-Wing set-up they use at conventions. It looked like a good game.

Dave and Kevin came by with the X-Wing set-up they use at conventions. It looked like a good game.

 

We got a chance to try out Eldritch Horror, too. It was van, but not a quick game. Eight players, all of us just learning the rules, made things drag a bit.

We got a chance to try out Eldritch Horror, too. It was van, but not a quick game. Eight players, all of us just learning the rules, made things drag a bit.

Forbidden Island

It was awesome to watch the players getting more and more tense as the water rose in this game of Forbidden Island.

Sentinels of the Multiverse

I don’t get a chance to play Sentinels of the Multiverse often, and I wasn’t able to get in on this session. Apparently, it went well. I need to take more opportunities to play this game, because I always enjoy it a lot.

We played a few other games that I didn’t document – Netrunner, The Resistance, and Werewolf. It was the first time I had played Werewolf, and I found that was a really interesting game. I inadvertently managed to kill off the bulk of the townsfolk myself, without being a werewolf, so I guess that’s some kind of accomplishment.

Things started to wind down around 11:00 pm, so we started packing up the games and cleaning up the hall. I gotta say, my friends were ((As expected.)) awesome helping me clean up and load my car. I had one little hiccup closing up, accidentally setting off the alarm, but I got that reset and made it home by 1:00 am.

It was a really full day – a really long day – but a really fun day. The new venue ((Wildwood Park Community Centre, for those who are interested. I know at least one person in attendance wanted the rental information, but I can’t remember who. Whoever it was, the link should help you out.)) worked wonderfully; it was big enough to hold everyone and run multiple games, while not being so big as to make the party with all your friends feel too big and impersonal.

Some lessons learned, though:

  • I made waaaaaay too much food. The party was a pot-luck event ((Previous RickFests, I provided all the food and beverages. This year, I went the pot-luck route to help defray the costs of renting the hall.)), but I learned hospitality from my mother, who always goes overboard. Too may leftovers, even after sending a lot of it home with the other attendees.
  • I also went overboard with the accoutrements of food: plates, cups, utensils, napkins, etc. At least those won’t go bad,
  • I managed to pack all my games to carry them to RickFest into two large packs. At the end of the evening, though, the games wouldn’t fit back into the bags ((Because volume is apparently variable in this reality. Normally, I’m really good at packing stuff into spaces that shouldn’t fit them – it comes from my time working at a bookstore, packing up returns.)). Now, part of it is that I was tired and rushing, but it would have been pretty easy to make up a packing list and order when I packed the bags to make it easy to repack at the end of the evening.

Overall, though, I think this was the best RickFest yet. I’m planning to rent the same community centre next year, because it was about perfect.

Thanks to all my friends for coming out, playing games, and making RickFest the success it was. Special thanks to the good, strong-backed folks who helped me tote stuff, set-up, and tear down.

Tune in next year for RickFest VI, the Eleventh Most Wonderful Time of the Year ((Actual wonderfulness may vary.)).