Firefly: Crew, Ship, and ‘Verse

When we were starting our Pandemonium game, I offered the group the chance to play a Firefly RPG campaign, instead. I did this because we were coming to Pandemonium from an experiment with space opera ((Using the Ashen Stars game.)), and I wanted to give them the option of continuing with space opera in a new system, rather than jumping genres to super heroes. The decided to stick with the super heroes, and I’m fine with that.

But the little bit of thinking I had done about a Firefly campaign lodged in my brain and I couldn’t get rid of it. So, I invited some other friends to play in a Firefly campaign, and had four of them join.

We got together on Friday evening a couple of weeks ago and did the by-now-familiar process of game and character creation. I started with the Want/Do Not Want lists, as I’ve done for both Sundog Millionaires and Pandemonium, then we came up with the elevator pitch for the game, which is basically this:

Some time after the events of the Serenity movie, the crew of Peregrine are working under a subcontract to deliver mail and parcels from the Border and Core worlds out to the worlds of the Rim. Adventure ensues.

After the initial campaign structure was determined, we went into fleshing out the universe. The two main issues they came up with for the game were the lawlessness of the Rim and the time pressure of their contract deadlines, both of which fit, leading to a kind of Pony Express feeling for the game.

When it came to the locations and faces, they did something kind of interesting. In a lot of ways, they went at the creation process in a much more structured way than the other creation sessions I’d run ((Which were pretty loose and open, very much like brainstorming sessions.)). They’d start by picking a planet ((From my big map of the ‘Verse. Yep. I’m bragging.)), decide why it was important to them, and then proceed to fill in more detail – individual settlements, people, businesses, gangs, whatever.

They fleshed out four different planets, then called it done. At this point, it was still early enough ((One thing that saved time was that, unlike the other two game creation sessions, we didn’t create distinctions or aspects for the various locations, etc. The reason behind that was that distinctions work differently in Firefly than they do in MHR, so it would have either been wasted effort, or would have required me to come up with some way to use them in game, and I figured I should keep it simple. Turns out that it saved a lot of time to not worry about the distinctions/aspects if you don’t need them. But they really enhance Fate games or MHR, so I don’t regret having done them.)) that that we moved on to character creation. Character creation is pretty quick in Firefly – you pick three distinctions, which give you your basic skills and a few funky abilities, spend some extra points to customize, and then choose signature aspects and specialties. It would have gone more quickly/smoothly if I had seen the Master Distinction List on p344, but I missed that, and just printed the distinction list from the Find a Crew chapter. The list I printed had most of the distinctions, but there were a number of them that featured on the character sheets in the Find a Crew chapter but were not included in the list in that chapter. They all appeared in the Master Distinction List, though, so I wish I had printed that one out ((I found the Master Distinction List the day after the session. I sent e-mail to the players, telling them where to find it in the book, and that if they wanted to swap out some (or all) of their distinctions, I was fine with that. Some did, and some didn’t. But I felt better making sure everyone had a broader choice than I had initially offered them.)).

By this time, it was closing in on midnight, and I asked if folks wanted to finish up by creating their ship, or if they wanted to wrap up for the evening. When I explained what needed to be done to create the ship, they said that it shouldn’t take too long, because it was pretty much identical to the process for creating characters, except with discussion and consensus. So, they wanted to go ahead.

There were some interesting debates about the ship, but they ended up agreeing on what they wanted in under an hour. One of the biggest stumbling blocks was coming up with a name; I wound up loading up a ship’s name generator on my iPad and reading off names until they chose one they liked: Peregrine.

I’m still working on getting the setting bible typed up ((Due to poor decisions on my part, coupled with scheduling delays for me and others, this past month I’ve been scrambling to get THREE separate games up and running. It’s caused me some problems because, whenever I put time in getting one ready, I feel guilty about not working on the others. But Sundog Millionaires launched yesterday and Pandemonium is just finalizing a couple of characters, so I should be able to finish the prep for this game and get a first session scheduled very soon.)), but here’s a list of the crew:

  • Domino – Decorated war hero and captain of Peregrine.
  • Price Jiang – Peregrine’s pilot and legal expert, with ties to the Jiang Triad.
  • Su Jin – Peregrine’s mechanic, and not a grifter at all. Want to play some cards?
  • Walter Yu – Ex-sheriff and general able hand aboard Peregrine.
  • Peregrine – A refurbished once-famous Road Runner with a plant-augmented life support system.

Tonight, I should finish reviewing the characters and send out copies of the form fillable .pdf sheets ((I like filling out the sheets for the players. For one thing, I’ve got a full version of Adobe, so it looks right and doesn’t wind up cutting off window text when the entry runs long. For another, it gives me a chance to review the characters and see if there’s anything I was unclear about. Also, it lets me get to know the characters and start planning scenarios.)) and rough out the setting bible. When I send that out, I’ll look at booking the first game.

It should be fun.

Followin’ Yonder Star

 

Imagine Games and Hobbies, all ready for Winnipeg Harvest Game Day.

Imagine Games and Hobbies, all ready for Winnipeg Harvest Game Day.

Yesterday was the Winnipeg Harvest Game Day at Imagine Games and Hobbies, here in Winnipeg. It’s an annual day when the store hosts a number of games, collecting donations for Winnipeg Harvest. As has been my tradition for the past few years, I was down there all day, running a game. This year, it was a Firefly RPG adventure.

Lots of other stuff going on, too:

A Wings of War game, with airships and - I believe - Snoopy.

A Wings of War game, with airships and – I believe – Snoopy.

An asteroid field for X-Wing. The game involved some chocolate spacecraft.

An asteroid field for X-Wing. The game involved some chocolate spacecraft.

A table of boardgames for people to pick up and play.

A table of boardgames for people to pick up and play.

Snacks! You need to have snacks if you're going to be playing all day. Thanks to Wendy for keeping us all fed!

Snacks! You need to have snacks if you’re going to be playing all day. Thanks to Wendy for keeping us all fed!

And here's my post - all ready and waiting for my players to arrive.

And here’s my post – all ready and waiting for my players to arrive.

So, I had a sign-up sheet at the store for about a week, letting people sign up and reserve their favourite Serenity crew member to play. I was slightly concerned, because there were only three people signed up on Friday. But by the time I got in to the store around 11:30 on Saturday, we had seven people signed up – only Simon Tam and Inara Sera weren’t claimed.

Game time rolled around ((We actually got a bit of a late start – two players called and said they’d had car trouble but would be at the store soon. One other player just didn’t show, so no Shepherd Book.)), and we jumped in with a quick briefing on how the rules worked. It took only about fifteen or twenty minutes to give folks a rundown of the system – enough so that they understood the basics of building dice pools and spending and earning plot points.

There’s a twist to these games – Cheat Tokens. To encourage donations, for every dollar worth of food ((Or money.)), a player gets a Cheat Token. These can be used in the game for special advantages. For Firefly, I decided that the Cheat Tokens could be used to re-roll any die, even a jinx.

One final twist is the prize. Wendy ((Owner and manager of the store.)) always goes above and beyond, creating amazing edible prizes for each game. But because there’s a prize, there must be a winner, and that’s always challenging in an RPG. I fell back on the technique I used in previous such sessions: I divided the game into three acts and, after each act, the players voted ((By giving their choice a jingle bell.)) on who had done the coolest stuff that act. At the end of the game, whoever had the most jingle bells was the winner ((Seems simple, but just wait for it.)).

This is the prize made by Wendy for the Firefly game. It's made of fondant, and is edible.

This is the prize made by Wendy for the Firefly game. It’s made of fondant, and is edible.

And here's our crew, ready to misbehave.

And here’s our crew, ready to misbehave.

And so we started the adventure.

The adventure was pretty simple: the owners of three moderate-sized corporations hired Serenity to ferry them in secrecy from Bellerophon to St. Alban’s. They had heard that someone on St. Alban’s had managed to create a satellite power broadcast system that could revolutionize life outside of the Core Worlds. These three businesspeople wanted to form a joint corporation to help the creator bring his prototype into production. Of course, Blue Sun had also heard about this development, and were just a step behind our heroes.

I had three pages of rough notes for this adventure – one of the great things about Cortex Plus, especially its Action iteration ((That’s Leverage and Firefly, so far.)), is that a lot of the interesting stuff comes out of complications in play. It’s a simple system to improvise in ((After a little practice, of course.)), so I just needed a rough outline of events and a few notes about the kinds of things that could go wrong.

It helped that MWP has released a number of adventures in the Echoes of War line, full of eminently lootable NPCs, scenes, roll examples, and other resources. I had them all in a big binder at the table, so I could look up useful bits on the fly.

Some highlights from the game:

  • Zoe blowing up the batteries at the engineer’s cabin to distract the Blue Sun forces. The cabin burned down.
  • Wash plotting a fast course to St. Alban’s to beat the Blue Sun pursuit ((It didn’t work, but it was a damn good try.)).
  • Kaylee and River working together to hide their passengers from a search of the ship.
  • Jayne shooting the Blue Sun thug who was holding a gun to the engineer’s head, thus ending the hostage situation.
  • Mal leading everyone in a complex, sneaky plan to distract the Blue Sun salvage ship while Jayne and Zoe stole the functioning power satellite right out from under their noses, and Kaylee shut it down before it fried everyone.

We all had a great time, and, at the end of the game, each player had three jingle bells. Yup. Six-way tie. They’d been spreading the votes around pretty evenly. So, I tossed a d6, and Karen won.

At which point, Nathan threw down his last Cheat Token, and said, “Reroll that!” There was some grumbling, but in general, everyone was good about it – we had decided that Cheat Tokens were good for rerolls, after all. I tossed the d6 a second time and the prize went to Sarah ((Fortunately, not to Nathan. I think that might have resulted in a riot.)).

Here's the crew, with Sarah proudly holding her prize.

Here’s the crew, with Sarah proudly holding her prize. Nathan is eyeing her rather jealously.

All in all, a fun day.

Thanks to the folks who came out to play Firefly with me:

  • Steven as Mal
  • Karen as Zoe
  • David as Wash
  • Nathan as Jayne
  • Sarah as Kaylee
  • Kelsie as River

Thanks also to Wendy, Pedro, Perry, Matt, and Mike ((Technically Kelsie, too, but I’ve already thanked her, and she doesn’t get two thank-yous. Nor does she get a mind-controlled army of mutant orphans like she did last year.)) at Imagine for organizing, running, and provisioning this awesome day.

And thanks to the good folks at Margaret Weis Productions, especially Christi Cardenas, who eagerly jumped in with some great support for those who participated in the game. This is just one more reason I love MWP – they’re great people, who also make great games.

I haven’t got a total of what was raised this year, but the box of donations was pretty full when I left. Thanks to all the gamers, whether they played my game or not, who brought a little something to help make sure that everyone has a better holiday season this year.

Merry Christmas, everyone.

Winnipeg Harvest Game Day

Once again, Imagine Games and Hobbies here in Winnipeg is hosting a game day to collect donations for Winnipeg Harvest. I will be running a Firefly RPG game this year:

Followin’ Yonder Star…

The job pays well, and it ain’t too hard. All you gotta do is ferry some high-falutin’ business types from Bellerophon to St. Alban’s and help them find some he li ji qun ((Crane among the chickens – someone who stands out.)) there. ‘Course, ya gotta baochi anjing ((Keep it quiet.)), ’cause of some kinda business reasons, but that ain’t so hard.

This one’s sure to go smooth ((If you keep saying it, it’ll be true eventually, right?)).

Game Day is this coming Saturday, December 14. The Firefly RPG game starts at 1:00, and will run about four hours. Entry fee is a non-perishable food item donated to Winnipeg Harvest. Extra food items donated will get you Cheat Tokens that you can use in the game to sway things in your favour.

You can sign up at the store to reserve your favourite crew member to play. Also, everyone who plays will receive instructions on how to get a free download .pdf from the Echoes of War adventure line, courtesy of the fine folks at Margaret Weis Productions.

So, come on down and play with me this Saturday. Not only will it be fun ((And it will be fun!)), but it’s helping out a good cause.

Shooting Lots of Fish

***Spoiler Warning***

I’m going to be talking about the Firefly RPG in this post. Specifically, I’m going to be talking about Shooting Fish, one of the adventures in the Echoes of War line from Margaret Weis Productions. I’m going to be doing my best to avoid big spoilers, but there may be some – some of the things I want to talk about will probably give away a few plot points ((See what I did there, Cortex Plus fans?)). I’ll try and keep anything big hidden behind spoiler tags, but read at your own risk.

***You have been warned***

All set for the Firefly RPG demo at Imagine Games and Hobbies.

All set for the Firefly RPG demo at Imagine Games and Hobbies.

So, as I mentioned back here, I got a chance to play the new Firefly RPG from MWP at GenCon this year. I had a blast, and had already bought the GenCon exclusive preview book, and so I offered to run a couple of demos here in Winnipeg: one for my gaming group ((Well, for portions of my gaming group. My gaming group, over the years, has expanded to be a loose network of about fifteen people, and each game I run or play in involves a subset of that larger network.)), and one for my FLGS, Imagine Games and Hobbies. I decided to take the same tactic that Rob Wieland took when he put us through our paces at GenCon – offering the group the choice between the two scenarios that were included in the preview book.

I think it’s interesting to note that, in each of the three games where this was done, everyone chose the scenario Shooting Fish. They’re both good adventures, and both look like a lot of fun to run and/or play, but Shooting Fish has the crew helping out an orphanage, while Wedding Planners has the crew escorting a young socialite to her wedding. As soon as the word, “Orphans,” comes out of a crewmember’s mouth, though, it’s pretty much all over bar the whining ((At least, playing with the characters from the TV show. There’s a certain expectation of heroic, soft-hearted behaviour with the canon crew. Be interesting to see how that changed with a player-created crew.)).

So, yeah, orphans. Everyone goes running off to Newhall to help the orphans. The adventure is fun – it’s simple in structure, with a couple of nice set-pieces, and a good twist that sets up an obstacle with multiple solutions. If you want a more detailed rundown, it’s hidden behind the spoiler tags below.

Spoiler
The crew travels to Newhall to help a shepherd running an orphanage. The evil mayor of the nearby town of Endurance is intent on closing down the orphanage by calling in all its debts. The crew can win enough money to save the orphanage by winning a boat race against the mayor and several other boats, and splitting the prize money between the crew and the orphanage. The mayor, however, won’t let them enter the race until they convince him to, which can happen in a number of different ways. Once the crew gets in the race, they have to repair the orphanage’s boat, and compete in the race. Win or lose, there’s an optional final showdown with the mayor to make sure the orphanage is safe forever.

Both games ((All three games, if you count the GenCon game where I was a player.)) were similar in the overall shape, but quite different in details. This is largely because of the way that complications generated in play by bad player rolls shape the narrative ((For more discussion of this kind of thing, take a look at this post I did about setbacks in play.)) in different ways.

Here’s an example. In today’s game, Inara, Mal, and Zoe were in the bar run by an unfriendly character. Mal and Zoe made a big deal about drinking only water ((Tepid water, at that.)), while Inara ordered a fancy cocktail. While Mal and Zoe were dealing with other stuff, Inara worked the room trying to gather information. Not only did she roll poorly and fail, but she rolled a couple of 1s on the dice. I bought those dice and created the complication Inara has been drugged d8. Now we had an entire sub-plot going with the bad guy’s attempt to kidnap a roofied Companion.

That’s the kind of improvised twist that the game system is good at delivering. I didn’t run as far as I could have with the plot line because we had a limited time to play, today, but it could have generated lots of fun encounters as she tried to escape and the rest of the crew looked for her. It was nothing I had planned, and it happened because of a player roll, and it could have been its own adventure in and of itself.

I’m not going to talk in-depth about the events of the adventure, but here are some high points:

  • Jayne taking on a crowd of drunks in a bar to earn a place on a different boat’s crew so he could sabotage them ((Let’s be straight, here. Jayne planned to either sabotage the opponent’s boat or help them win, whichever way looked like the bigger payday.)).
  • River and Book seeking out and neutralizing snipers during the race.
  • Wash jettisoning a burning boat engine right into a pursuing boat, taking him out of the race.
  • Mal doing his best to pick a fight with an Alliance-supporting bigwig.
  • Simon fighting off an armed boarder in the middle of the race.

In the end, time constraints prevented us from lingering on the ending of either game, but in both cases, our heroes carried the day. I highly recommend both of the adventures available right now in .pdf format; they contain all the rules you need to run them. What they don’t have is characters, but the Serenity crew ((Plus a bunch of other archetypes and the basic character and ship creation rules.)) is also available in .pdf format. Here are some links for you:

So. That’s the adventure. What about the game system itself?

It’s another implementation of the Cortex Plus system, like Smallville, Leverage, and Marvel Heroic Roleplaying. Of the three, it is most like Leverage, building a relatively small dice pool based on an attribute, a skill, a distinction, and an asset ((There are, as might be expected, one or two twists to the system, but that’s the basic idea.)). Complications can be generated through play by the players rolling 1s, and assets can be created by spending plot points.

It nicely models the pacing and style of an action-oriented TV series with a moderately light tone. It does a few specific things to model this:

  • General competence of the characters. While characters will have some skills rated at d4, the lowest attribute they will have – out of Physical, Mental, and Social – is a d6. So, no character is really hopeless in a broad category of task.
  • Fast combat. One successful roll takes out an opponent. Named combatants – including the PCs – can forestall being taken out by accepting a complication instead.
  • Clear distinction triggers. In a lot of the Cortex Plus games, distinctions are left deliberately vague as to the situations where they apply. The distinctions in Firefly have that element to them, but also have special little perks assigned to them, similar to the way distinctions work in Smallville. This does a lot to help players get good mileage out of their distinctions.
  • Big Damn Hero dice. If you beat your opponent’s roll by 5 or more, you can bank a special die that you can bring in on later rolls to do awesome stuff. This allows the characters to pull off some of the cool things you see them do in the TV series and movie.
  • Surprising problems and twists. This is caused mainly by the complication mechanics that I discuss above. It allows surprises for both the GM and the players.
  • Adventure structure mirrors the TV episode structure. The two scenarios follow the type of act structure that is used in the TV episodes, making the game feel more like a TV episode. This helps with pacing and dramatic flow.

My verdict is that this is a great emulation of the TV show. It’s fun, it moves fast, it encourages and rewards cinematic play. It captures the feel and the heart of Firefly, and should satisfy fans of the series who like RPGs. And, to judge by the group that showed up at my table today, it gets non-gamer fans of the series to try an RPG.

Shiny.

Firefly RPG Demo Reminder

Just a quick reminder that this is coming up. When I checked the sign-up sheet at the store, there were still four characters unclaimed:

  • Inara
  • Book
  • Kaylee
  • Simon

So, if one of those catches your fancy, better get down to the store and claim him or her!

And if you don’t know what I’m babbling about, here’s the original pitch:

Here you are, on the raggedy edge. You’ve been eatin’ nothing but protein paste for the last week, runnin’ low to spare your fuel cells, and hangin’ on for dear life whenever Serenity’s engines start to creak and groan. This last job for Badger should pay enough to get back into the sky, but not much more. Fortunately, Badger says he’s got another job for you soon as you touch down at the Eavesdown Docks. The way he’s smilin’, you know it ain’t gonna be good. But it pays enough to keep you flyin’.

Come try the new Firefly RPG from Margaret Weis Productions on Sunday, September 29, from 1:00 to 5:00, at Imagine Games and Hobbies here in Winnipeg. Play a member of Serenity’s crew, and brave the black on a job that’s sure to go smooth ((Not a guarantee that things will go smooth. In fact, I can pretty much guarantee that they won’t.)). There are nine slots in this game demo, so odds are good that you can just show up and play, but if you sign up at the store, you can reserve your favourite character on a first-come, first served basis.

Come play with me.

Firefly RPG Demo

Here you are, on the raggedy edge. You’ve been eatin’ nothing but protein paste for the last week, runnin’ low to spare your fuel cells, and hangin’ on for dear life whenever Serenity’s engines start to creak and groan. This last job for Badger should pay enough to get back into the sky, but not much more. Fortunately, Badger says he’s got another job for you soon as you touch down at the Eavesdown Docks. The way he’s smilin’, you know it ain’t gonna be good. But it pays enough to keep you flyin’.

Come try the new Firefly RPG from Margaret Weis Productions on Sunday, September 29, from 1:00 to 5:00, at Imagine Games and Hobbies here in Winnipeg. Play a member of Serenity’s crew, and brave the black on a job that’s sure to go smooth ((Not a guarantee that things will go smooth. In fact, I can pretty much guarantee that they won’t.)). There are nine slots in this game demo, so odds are good that you can just show up and play, but if you sign up at the store, you can reserve your favourite character on a first-come, first served basis.

GenCon 2013 Wrap-Up

Those of you who follow this blog ((I know there are a couple of you out there.)) may have noticed that I kinda pooped out on posting during GenCon this year. The fact of the matter is that I just got too tired, and too busy, to keep it up regularly. So, I figure that I owe you folks a wrap-up post, talking about what I saw and did at GenCon this year.

The Pagan Publishing/Dagon Industries booth just before the doors open on the first day. Note the looming presence of Scott Glancy.

 

Overall, it was a fun show. I got see a lot of my GenCon friends, and see a lot of neat games, and eat some good food, and stuff like that. There are a few things I want to call out specifically as being awesome ((Or at least interesting.)) at the show, though:

Kickstarters and Preorders

I have said previously that some of the joy of GenCon has evaporated now that game companies don’t feel the need to launch their big, cool stuff at the show. With the advent of web sales and preorders and Kickstarter, it’s not as vital a push for a company to have the new hotness launching during GenCon. Last year, I already owned pretty much everything I was interested in getting before the show.

This year started to seem to be the same, but then a number of companies started sending out e-mail, offering the option of picking up preorders ((Including offers to prebuy show exclusive books.)) and Kickstarter rewards at GenCon. I jumped on board with that idea, and the first day of shopping, I wound up with a respectable stack of books and games that I had already paid for – it was like a free shopping spree.

This did a surprising amount to redeem the feelings of excitement and expectation that had been cooling over previous years. I really hope the trend works out well for the various publishers who did this, because I really liked it.

One of the Kickstarter rewards I picked up at the show was the Travels book for Shadows of Esteren. I left the book at the booth when I picked it up on Thursday, and the good folks there said they'd get is signed by everyone. When I finally remembered to pick it up again (I left the show without getting it, and if I hadn't had to come back to drop off Scott's keys, I might not have remembered it at all), I found that Gawain, the artist, had done a sketch for me in the book, as well! Those Esteren folks rock!

One of the Kickstarter rewards I picked up at the show was the Travels book for Shadows of Esteren. I left the book at the booth when I picked it up on Thursday, and the good folks there said they’d get is signed by everyone. When I finally remembered to pick it up again (I left the show without getting it, and if I hadn’t had to come back to drop off Scott’s keys, I might not have remembered it at all), I found that Gawain, the artist, had done a sketch for me in the book, as well! Those Esteren folks rock!

Games on Demand

I talked a bit about this last year, but I’m going to talk about it some more this year. I think this may be the single greatest thing on offer at GenCon, for a variety of reasons, but mainly because it gives folks a chance to try a bite-sized piece of games that they ordinarily wouldn’t get to ((Or, in some cases, want to.)) play. I spent Thrusday, Friday, and Saturday evening hanging out there, playing some great games, and the folks running it did yeoman duty in the face of high demand, confused participants, and the whining of entitled gamers. I cannot praise them highly enough for keeping things running, and keeping their spirits up.

They had a new priority system in place this year, where people could stop by a little early to pick up a boarding pass, then come back just before the session started and pick their preferred game from the offerings in the order of the boarding pass they had ((I think it’s a perfectly functional system, but this is where most of the whining came in. “But the game I want is full!” “But I’ve got actual tickets for this slot, so I should get to pick my game before the people who have been waiting here for two hours!” I never had a boarding pass in the top half of the range, and you don’t hear me complaining. Suck it up!)). Then you find your table and you play.

Demand was much higher this year than last year, and there was always a crowd around the table long before the boarding passes started getting called. Only once did I make it into my first choice of game, but there was always something interesting and fun to try, and even right at the end, there were a couple of choices open to most folks.

About to play a game of Leverage at Games on Demand.

About to play a game of Leverage at Games on Demand.

Atomic Robo RPG

My first night at Games on Demand, I got to play in a session of Atomic Robo The Roleplaying Game, run by Morgan Ellis, one of the designers. He offered us two choices of scenario, and we chose the 1950s scenario, whose title was something like The Abominations That Ate Albuquerque ((The other scenario sounded pretty cool, too, set in modern Japan, where we would play Science Team Super Five)). I actually got to play Atomic Robo himself, and it was pretty awesome.

Edit: I received word from Morgan Ellis that he is NOT one of the designers of ARRPG. He is listed on the product page because he produced some of the stat blocks used in the game. I apologize for misunderstanding. Still, getting stat blocks in the game is not nothing, and he did run a great game.

The game is Fate-based, but tweaked to emulate the action science and comedy of the comic books. We had pregen characters, but looking at the sheets, character generation seems pretty quick, picking a number of roles – like Action, Science, and Banter – and prioritizing them on your sheet, which then grants you ranks in various skills. There are, of course, aspects and stunts involved, too – this is a Fate-based game, after all.

Now, I’ve run an awful lot of Fate games, but this was actually my first time playing one, and it was great. The system nicely captures the mix of comedy and action that drives the comic book, and gives the same importance to science that makes the comic stand out in that regard. I got to use my Fancy Robot Eyes to analyze cow carcasses, wrestle with giant wasp larvae, crack wise with the ranchers, ride a horse, and blow up a Buick dealership to kill the queen wasp.

One especially neat innovation of this game is the brainstorming mechanic. This often happens in concert with other scenes, and is where the scientists try to figure out what is going on. It is, in essence, an extended declaration, where players get a chance to spin a theory based on evidence gathered, and roll to see if it’s true. It cycles through this idea a few times, allowing you to refine your theory and build a plan based upon it, and, in the end, you wind up with an aspect based on your theories that you can invoke ((Possibly multiple times, if you roll well enough on the brainstorming.)) when you put your plan into action.

This means that, though the GM will have a default plan for what’s going on, the brainstorming session by the scientists may, in fact, change what’s true. And I think that’s awesome, both as GM and as player.

Here's a glimpse of the Atomic Robo character sheet. Note my poor attempt at drawing Robo's head on my little tent card.

Here’s a glimpse of the Atomic Robo character sheet. Note my poor attempt at drawing Robo’s head on my little tent card.

Firefly RPG

The show saw the release of Gaming in the ‘Verse: Firefly Gen Con 2013 Exclusive. This is a teaser product, giving people who are too excited to wait for February a chance to try the new Firefly RPG early. I picked a copy up, and got to play in a game on Saturday night, run by Rob Wieland, the line developer on the Echoes of War series of adventures for the Firefly RPG.

The book is very well done for its purpose. You get enough rules and material not only to run the two adventures included in the book, but also to create your own characters and run a campaign. There aren’t as many resources and options as are going to be in the core book, but there literally is enough here that you could play for an extended time without needing anything else. Balancing that is the fact that, the way things are presented, the exclusive makes you want the core book, not because the exclusive is lacking stuff, but because the cool stuff in the exclusive promises even more cool stuff in the core book.

And that’s the way to hook a customer with a teaser product.

As far as gameplay goes, this game rocks. Several years ago, I ran a short campaign using the Serenity RPG which, while fun, kind of petered out. Part of that was the size of the group, and part of it was the system. The original Cortex system ((Though I don’t believe it had a name back then – I think the name Cortex was applied some time around either the BSG or Supernatural licensed games. And now it’s Cortex Classic.)) was completely serviceable system, but it was somewhat bland and took a long time to prep for sessions ((Well, part of that is the weird way I was trying to run the game, and the less said about that, the better. But the system certainly didn’t speed things up.)) ((The campaign also wound up going to a really, really dark place, which was not what I wanted, despite it being totally my fault.)).

The Cortex Plus incarnation of gaming in the ‘Verse is tighter and cleaner, while at the same time being more open and freeform. If you’ve played games like Marvel Heroic Roleplaying or Leverage RPG, you know what I’m talking about. It’s easy to build scenarios and it’s easy to improvise in play. The game setup is fluid enough to incorporate character actions and whacky schemes almost effortlessly. And everything flows pretty quick.

I had a blast playing the game, and chatting about it with Rob afterwards. And, now that I’m home, several of the folks in my home group are interested in giving it a try. So, that’s a win in my book.

I got to play Wash in the Firefly game. He survived! Also, he drove a boat. It was a life-changing experience.

I got to play Wash in the Firefly game. He survived! Also, he drove a boat. It was a life-changing experience.

The Noteboard

Okay. Go take a look at the Noteboard.

I had no interest in this product. I mean, I’m running fewer and fewer games that require a battlemap ((Just the Storm Point 4e game, right now.)), and I already have my Tac-Tiles and Dungeon Tiles for that. So, when I was picking things up at the Pelgrane booth, the incomparable Beth Lewis practically had to browbeat me into buying one. And, when I came back a couple of days later to buy four more of the things, she sat behind the cash table, mocking me with her knowing smirk.

In the time between when I reluctantly bought one Noteboard and when I came back to eagerly buy four more, I had seen them used for so many things at the gaming table. My favourite function was using it to substitute for sticky notes or index cards in Fate and Cortex Plus games, both of which generate a lot of extra little paper bits with stuff written on them. So, extra aspects or distinctions or assets or complications can all be written on the Noteboard, rather than on a bunch of sticky notes that get thrown away.

And you can use the bag to erase it. Then fold it up and put it in your pocket.

I decided that I needed a spare or two, and that the other GMs in my group needed one, as well.

Seriously. For a simple, inexpensive little accessory, it has so many applications. You need one. At least one.

The Noteboard. Seriously, you folks need one of these. At least one.

The Noteboard. Seriously, you folks need one of these. At least one.

Saladin Ahmed

Saladin Ahmed is one of my favourite authors. His first novel, Throne of the Crescent Moon, is a marvelous sword-and-sorcery story set in a middle-eastern-derived culture, and is a ton of fun. His short story collection, Engraved on the Eye, is full of fun short stories, sprinkled with a couple of stories that really made me think about some things. Following him on Twitter ((His handle is @saladinahmed. DO NOT follow him if you’re not interested in having your ideas about race, politics, and equality challenged.)), he’s been friendly and gracious, and has helped me really expand my reading of non-white, non-male authors.

I also used Throne as fodder for part of my Storm Point game, which seemed to tickle him.

Mr. Ahmed was attending the GenCon Writers’ Symposium, and I had the chance to sit in on a reading he gave ((Though not on the world-building panel he was part of. I regret that – his insights into building a non-European-centric world would have been interesting to hear.)) ((Also present at the reading was Joel Shepherd. I hadn’t heard of his books before, but his reading convinced me to go pick up the first book in his Cassandra Kresnov trilogy.)). Afterwards, he signed my copy of his book, and took some time to chat with me one-on-one.

This is, I think, the mark of an author who appreciates his audience. He was tired, he was hungry, and he had a bunch of stuff he still had to do that day, but he took the better part of a half-hour being friendly, welcoming, and gracious to a fanboy. Authors don’t owe us that – they have lives and are people and need food and sleep and all that stuff. Mr. Ahmed’s took his time to talk with me, and that makes him a class act in my book.

If you haven’t read his stuff, you should do so. Now.

As I said, Saladin Ahmed is a class act all the way. And the book is very good. Go buy it.

 Food Trucks

I think they started showing up last year, but this year there were tons of food trucks just outside the main exhibitor hall. And they were there until late at night. This meant that I had the chance to try a few of them, though the pickings were pretty slim when I was heading back to the hotel after gaming until midnight. Still, I got to eat some good perogies, a nice pulled chicken sandwich, and a Cuban sub. The food was awesomely good and terribly unhealthy, and that’s not even touching on the four or five cupcake trucks that were in the mix.

It looked to me like the trucks had time slots they were booked for, and had to leave after a few hours to let someone else in. Given the huge crowds lined up in front of EVERY SINGLE ONE of them ((Except at midnight. Then the crowds were only big, instead of huge.)), I imagine they were going through their stock pretty quick, anyway. The downside of this is that I didn’t make it to some of my favourite eating establishments this year. I will have to budget my meal consumption more carefully next year.

Randomness

So, yeah. Turned off the interstate to get some gas. There was a big, pink elephant at the gas station, advertising the liquor store inside.

We’re back in the Crowne Plaza, the old train station hotel with the weird ghost statues. This one was odder than most, lying as it was on the roof of a train car. Found that the hotel is under renovation, and the two statues that stood beneath this one, reaching up to be hauled aboard, were temporarily taken out.

There was a lot of good cosplay at the con, as usual. Most of the costumes, though very nice, don’t really get me excited. But there were a few that caught my eye for various reasons.

Dot Warner, of the Animaniacs. Awesome.

Dot Warner, of the Animaniacs. Awesome.

Bob Ross, from The Joy of Painting. This costume thrilled me so much that I called Scott over to see it. Right in front of a very attractive, scantily clad woman who turned out to be a professional cosplayer. I felt that I had been very rude, afterwards, and I'm sorry about that. But still - Bob Ross cosplay! Right?

Bob Ross, from The Joy of Painting. This costume thrilled me so much that I called Scott over to see it. Right in front of a very attractive, scantily clad woman who turned out to be a professional cosplayer. I felt that I had been very rude, afterwards, and I’m sorry about that. But still – Bob Ross cosplay! Right?

Two generations of Rebel pilots. Welcome to the Geek Alliance, little space pilot!