bryant: (Panda)

I ran this like a year ago but I was cleaning up my desk cause of new kittens and I found the index card. I should probably do a kitten post, huh? They’re great.

Anyhow this is what Honey Heist prep looks like and all I did was roll five dice and look some stuff up on tables.

Orga: too obsessed w/honey — HubertWhere: dangerous convention centerPrize: queen of all beesSecret: rigged to blow!!Security: armed guards, "impenetrable" vault

Orga (Convention Organizer): too obsessed w/honey — Hubert
Where: dangerous convention center
Prize: queen of all bees
Secret: rigged to blow!!
Security: armed guards, “impenetrable” vault

If I recall correctly, I located the convention out at Stehekin, which is a very remote Washington state town, and a lot of the shenanigans had to do with boats.

[Crossposted from Population: One; go here for the original post.]

bryant: (Maggie)

I’m running a brief Lady Blackbird campaign for S. and some old Boston pals, and it’s going swimmingly. They’re all happy to help drive plot and I’m happy to throw in complications and the game sings pretty well under those conditions. I was curious to see how forgiving the mechanics were; it’s easy to make dice pool mechanics pretty brutal (hi, Blades in the Dark). In this case the huge dice pools and the ease of refreshing them means the characters feel pretty heroic. The players also seem to enjoy the part where you put together dice pools, so that’s all good.

I’ve been using Miro as a visual board, and I’m really digging it. Starting small and expanding use as we go is working well for me. Right now it looks like this:

Next iteration is probably trying to do character sheets on Miro. Oh, and adding a rules cheat sheet, that’d be easy.

I am tickled pink at my little annotations on the NPC portraits. Prince Lupus there has very soft hands and smells of gardenias. The PCs freed him while they were escaping from the Hand of Sorrow.

[Crossposted from Population: One; go here for the original post.]

bryant: (Maggie)

I sat down and played a session of Go Alone yesterday. It’s a solo journalling RPG in which you play an ancient magical sword that dreams of the day they can retire. It’s very hard to reach that goal; you’re pulling blocks from a Jenga tower, and when the tower falls, the sword breaks and the game ends.

The core loop is simple: you take 1-6 actions (usually inventing memories or describing events) based on prompts randomly selected by playing card draws. Most card draws require you to pull a block from the tower. That’s one day. At the end of the day, you make up a short in-person narrative about the day and what you’ve learned about your bearer and yourself.

I found that the deliberate separation of the two phases helped me set aside the knowledge that I was controlling the fiction; I consistently felt like I was reacting to events that were outside my control. There was no guarantee that I was going to get prompts that would let me tell a particular story. It also helped that the Jenga tower was completely uncontrollable. I knew I couldn’t force the story in any particular direction, because after a couple of days I was never expecting to survive.

I realized pretty early that I had to be careful about not answering unasked questions. If the prompt didn’t call for me to make up a particular bit of background, I didn’t make it up. This was relatively natural for me, since I tend towards developing characters in play anyhow, but still took some care.

In the end I wound up with a slight emotional attachment to my PC — less than usual but still there — and a narrative that arose from my treasured intersection of oracular divination and storytelling. I will do this again.

After the break, the actual play. I wrote all this in GoodNotes — the handwriting recognition was capable of capturing my scrawl, which is pretty impressive. I have a few notes on what I was thinking; these are italicized.

Read the rest of this entry »

[Crossposted from Population: One; go here for the original post.]

IGRP Con

Dec. 20th, 2020 09:04 pm
bryant: (Maggie)

I had a great weekend of gaming at a virtual mini-con ran by Paul Beakley as part of the Indie Game Reading Club. (Patreon him up, yo!) I have a couple of general thoughts, then I’ll do a quick recap of the games I played in.

In order to deal with the usual “people who are around when registration opens get into all the games” problem, Paul asked people to hold their registrations to one or two games in the first day, and then opened the floodgates a bit wider. That worked really well. He also highlighted games that needed more people, which was cool. The latter probably only works if you have a relatively small population of players/games, but that’s maybe a good idea anyhow. Or you could automate it if there was good free event registration software out there? Alas.

Over the course of the weekend, we sort of evolved a practice of posting a thread for each completed game in the Slack. I really dug this because I liked learning a bit about games I wasn’t playing, and I liked seeing what else people I’d played with had been up to. It was great for connections.

I played in four games, which was just about right. By coincidence I had Friday off, so I was able to double up on games there, which was a bit tiring but ultimately fine. I booked myself into evening games on Saturday and Sunday, leaving days free to relax and play World of Warcraft and so on.

Read the rest of this entry »

[Crossposted from Population: One; go here for the original post.]

bryant: (Maggie)

I played a game of i’m sorry did you say street magic last night with Rye, Nicholas, and Joe, and it was awesome.

Quick description: it’s technically a map building game, but really it’s a game in which you build the relationships between places on a map which never actually gets drawn. Unlike The Quiet Year, there are no random elements. I’d wondered if that would result in overly still metaphorical waters, but as it turned out, the game forces interaction between the setting elements you create with just enough strength to prevent stagnation. Also, every time around the table, there’s an Event which must alter at least one element, so that keeps things moving as well.

If this sounds interesting, note that the game was in the itch.io Racial Justice bundle in the summer of 2020, so you may already have it.

Our city was boastful, vast, ageless, and magnetic: four adjectives chosen from a list at the start of play. It wound up being a place where cultures and people met and mixed and fought over the millennia. I defined an early Neighborhood as “An ancient waterfall, tamed by technologists long gone, filtering through man-made gates.” That sense of ebbing and flowing knowledge stuck throughout the game, for me. (I always wish I could see the city we created through the eyes of another player, though.)

The facilitator, Rye, added a whole new kind of people made of light as our second Compass: the theme for a round of play. After he declared the Compass, he established a new Landmark, the Painted Passageway. “Painting that was the origin of the Bright Ones. They first came unnoticed as the artists were in a frenzy. Now they are observed passing in and out of this painting.” The game almost immediately grounded itself in the way the existing residents reacted to the Bright Ones and the changes they brought. It became evident over the next two rounds that they were going to draw on the water of the city for their own purposes.

The sense of beings beyond our control taking advantage of our resources was interesting; the way the merchants of Main Street (“True Name: Political power, wealth, commerce.”) mirrored those actions was interesting. Lots of layers. As we came towards a close, I took a Resident I’d already established and asked the rest of the table if I could re-establish him 50 years in the future, making an abrupt time jump, and they said sure! So the hot-headed, conspiracy-minded Kevin Young became a chubby, relaxed bartender collecting the stories of travelers. “I’ll tell you my story,” he said, “But first I want to hear what you know of the time the Bright Ones came and left.” And he wrote it all down, in hopes that a century from now the Bright Ones would be remembered, and less feared.

I do in fact want to play this again. I also want to use it as a base for the next urban fantasy game I run; run it as the first session, and build characters from there.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

This is going to be both a writeup of our first Yellow King RPG scenario (played over two sessions) and some notes on prepping for the game. I wanted to use the ad lib skills I’d picked up while running Blades in the more structured GUMSHOE environment. Spoilers for the game follow; players please do not read.

Read the rest of this entry » )

[Crossposted from Population: One; go here for the original post.]

bryant: (Maggie)

The other night five of us got together with the intention of playing a 2-3 session game of Beyond the Wall. Our experience with D&D variants ranged from lots to little; we’ve just finished a lengthy Blades in the Dark campaign, so we’re used to gaming with each other. Here’s how the first session went.

Our village’s map
Read the rest of this entry » )

[Crossposted from Population: One; go here for the original post.]

bryant: (Library Science)

The point of all this isn’t that I did amazing prep. I wanted to push myself towards sandbox style improvised play and using index cards (total: 115) was an excellent way to keep myself from getting too wordy. I offer my illegible handwriting in hopes that other GMs with crappy handwriting will find the example useful.

Here’s the list of posts:

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

Almost forgot! I handed the players this letter towards the beginning of the last session. “The individual of whom we spoke” was Etty’s demon-possessed mom. Before Setarra possessed her and before she got engaged to Lord Scurlock (the aged child), she was stuck in Ironhook Prison as a result of the fall of their noble house.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

And our final chunk of index cards! For some reason I shuffled progress clocks drawn for heists in with the plots and setup stack; no harm done but I’d keep them with the session notes next time.

Most of the cards from the stack of plots I actually used are in fact clocks. Among the others are examples of my favorite prep technique; I used the random score generator table to generate three or four scores, which fit tidily on one card, and then mostly let actual play determine which one was interesting.

Amusingly enough, the more detailed notes I drew up almost never got used. Ulf Ironborn’s lair notes were the only ones that turned out to be relevant, and that was a total GM force — Ulf beat up their bartender pal Rigney for being a racist jerk. It’s not like I didn’t know how the Hexhounds would react to that.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

Let’s do the factions tonight as well, I’m on a roll.

These are split into two chunks for ease of reading: the Doskvol factions and the Skovland factions. For some reason I didn’t make a card for the Imperials. Those last couple of faction clocks both would have lived on the Imperials card, though.

I was not as diligent at establishing proper faction clocks as I might have been, and I mostly slacked on putting together new ones when the old ones were completed. They were still insanely handy. I mentioned this a few posts ago, but literally any game with NPC factions would benefit from faction clocks and the mechanic would graft cleanly onto just about anything.

The Skovland factions are a bit cleaner since I had a better idea of what I was doing. Still pretty simple, though! Here’s the faction, here’s some background, a couple of key NPCs, and evocative adjectives to remind me what the factions and NPCs are like.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

All the stuff the player characters wanted to get done between sessions. Make Owl-Human was probably the worst project they ever embarked upon, but it turned out useful in the end. Here’re the ones they completed:

And here’s the projects they didn’t quite wrap up. Figuring out Strangford’s plans and creating the Order of the Feather were both started in our very final downtime at the end of the last session. I admire their perseverance.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

By the by, there was a wiki for this campaign and I maintained it pretty well for about five sessions; if you want actual quality write-ups for the early days, go there.

[Crossposted from Population: One; go here for the original post.]

bryant: (Old School D20)

I’m not even going to try and make sense of these. And, um, sorry about the handwriting. You’ll note that early on I just filled up index cards; later on I got smart and started dating them. If/when I do this again, I’m going to date every single index card I use — some of the threat clocks in particular are totally mysterious to me and I’d love to know which sessions they’re associated with.

Sometimes I meticulously recorded downtime actions. Sometimes I did not.

One might think that the Hexhounds never talked about anything but moral transgressions and Dock’s love life; that would be untrue. I just found those kinds of quotes really funny so I wrote them down more often.

[Crossposted from Population: One; go here if the formatting on this post is weird.]

bryant: (Old School D20)

Let’s look at some ephemera! We’ll start with the character and crew sheets. This first chunk is the crew in its current configuration, with Crowl possessing Helena and a Hawkers crew sheet. If I had to guess I’d say we played around sixteen sessions.

Now the original versions of — OK, it’s complicated. Sal was playing Cassilda, who was possessed by Crowl. When Sal decided to switch characters, she decided that Crowl was now the main character and they’d be possessing someone else’s body. In the end the host was Helena, mistress of an extensive information network.

The change from Shadows to Hawkers was much simpler. At one point, we realized the crew was more interested in selling mushroom wine than they were in selling secrets, and we just shifted the crew type over. I let them shift their advances to new choices.

Finally, here are the first of a whole bunch of index cards. These were my notes on the PCs and their close affiliates. Neither of Sal’s characters got good index cards because she started playing in the third or fourth session and I neglected to jot things down. I didn’t wind up referring to these a lot so it made no practical difference, but I wish I’d used them more.

Man, I didn’t use the crew’s enemies much. There was always something else going on! I should have pulled Celene in for the final few sessions now that I look at these again — see what I mean? I didn’t use these to refresh ideas as much as I wish I had.

Clive was this Skovlander thug whose mind was horribly damaged when the crew threw him into an extra-dimensional space for a few days. They felt pretty bad about it so he wound up living in their lair for a long time.

Astrid and Serk were Skovlanders actually living in Skovland. Astrid was a spy in a noble household, who didn’t wind up being particularly central. Serk followed the crew back to Doskvol and kept getting in trouble. Urchins!

bryant: (Maggie)

“They were four total strangers, with nothing in common, meeting for the first time. An orphaned cultist, a disgraced sailor, a fallen noble, and a demon. Before the day was over, they broke the rules. Bared their souls and touched each other in a way they never dreamed possible.”

Last night we wrapped up a Blades in the Dark campaign that had started on July 3rd, 2018. Sixteen months is not forever by some standards, but it’s a solidly impressive run compared to my usual track record, and it goes into the books as one of the three best campaigns I’ve ever run. (Huey Long’s Men of Action and Orlando Trash.)

Read the rest of this entry » )

About 2011

Feb. 20th, 2011 02:44 am
bryant: (Default)

So what now?

Not as much LFR. I feel less cranky about the campaign than I did when Susan and I talked it over before Christmas, which is when we made the initial decision to cut back. On the other hand, I’d bet that part of my good cheer is that decision itself, so revisiting it doesn’t seem either wise or necessary. I’m glad to be stepping back in a good mood rather than a pissy one.

2010 was a very poor year for the campaign. I enjoyed it a lot personally, but that doesn’t negate the fact that the rate of new content dropped alarmingly. Even worse, there were almost no new mods for private play. Private play was a very important part of the success of the campaign, and cutting off legal private play hurt badly. As a nasty side effect, this encouraged people to blow off the restrictions on private play and start breaking the rules. With no real enforcement available (or perhaps even desirable), this meant all the rules started to seem less important.

This combined poorly with a serious communication issue. I appreciate everything the globals do; I also think they, as a whole, are not skilled community managers. Which hey – I’m not either. But it is absolutely awful when one of your global admins is bitching about how poorly the players treat him. Here, read the MMO take on it. All of that is relevant except the volunteer note, since some of our admins are pure volunteers – but let us not grow confused about what it means that WotC isn’t spending money on the campaign.

One of the other more cheery things in the last month is, however, improved communication, which is nice. While not all deadlines are getting met, they’re getting better about communicating the issues at hand. Probably not coincidentally, the campaign has control over new module distribution. My uneducated hypothesis is that the admins had, for most of 2010, very little control over the mechanical process of releasing content and that this generated a lot of frustration. If this is accurate, the new livingforgottenrealms.com is helping a lot.

Organization has also been better. DDXP came off very well this year, although eyeballed attendance was down. Nonetheless, the BI was done before the show, people got modules in time to prepare, and the story was interesting and most forum reports were good. I was mentally prepared for a disappointing, semi-chaotic DDXP, and it wound up being quite the opposite.

This leaves me looking at 2011 and thinking that I can take my LFR when I feel like it and leave it alone otherwise. Our primary characters, Reed and Faral, hit level 19 at DDXP. We still don’t plan on playing the epic any time soon (more on this later), which means they have four or so adventures left before they leave paragon play behind. We’d like to make three of those the upcoming Waterdeep adventures, and one is probably the end of the Tyranny arc. That is pretty much OK. I have a level 16 character who could do P2 and P3 content, but Susan doesn’t, which means paragon play won’t be a big feature of our gaming time.

We do have plenty of heroic level play in us. Whether or not we do a lot of it in practice – well, we’ll have to see if we ever get down to the Monday night Columbia game.

I also intend to run semi-regularly, because I like it. I am still looking for the sweet spot between creating a challenge and overpowering players. 

[Crossposted from Population: One; go here for the original post.]

bryant: (Default)

There are some experience point spoilers in what follows; pray be careful, if this might offend.

Reed and Faral would like to play the three upcoming Year 3 Waterdeep modules and SPEC 2-2 P3 before hitting epic. Reed is slightly ahead of Faral on experience; he has 137,495 experience and it takes 175,000 to hit level 21. This gives him 37,505 experience points to play with.

SPEC 2-2 P3 will chew up 11,200 of those, leaving him and Faral with 26,305 experience points to epic. High tier experience for P3 modules is 8,840. Three of those would be 26,520 experience, which would just push them over. But Faral’s a bit lower. Note made: try to play at least one of the Waterdeep modules or SPEC 2-2 on a lower tier, to open up room for another adventure in there somewhere. Sadly it can’t be a double-length one unless it’s the last one they play.

Bah, math fun is not. This is not why I play, and it’s bugging me that I have to care about all this crap just so Reed can get some play in the locale I really want to play in.

[Crossposted from Population: One; go here for the original post.]

bryant: (Default)

LFR Mods

I played everything new for LFR at DDXP except the epic. Brief, non-spoilery thoughts:

The BI had a slightly less interesting story, but I thought it was better structurally. They had one special mission per encounter slot, which only one table could take; when more than one table wanted a given mission, they let the rest of the BI decide who should get it based on a brief speech. The special missions were level-band limited. Also, at the end of the the BI, the Coronal of Myth Drannor awarded unique items to randomly selected players. One of my friends got a special banner, and one got a pumped up version of the Bowstring of Accuracy that allows him to use any bow as a divine or arcane implement. You can give these items away to other players, but you can’t ever get them back.

The BI was fairly tough but not ridiculous. I think they amped it up a bit for the second day, combining two encounters into one. As per expectations, charging into battle was not always the right move. Both days failed one particular encounter, heh.

There were only two specials. While they took place in Myth Drannor and were tightly linked to each other, I didn’t feel like they were super-closely linked to the BI. The paragon one has a ton of replay value and if you do it at APL 18 or 20, you can face off with a pretty big name villain. I played the heroic once and the paragon twice and had a ton of fun both times.

The Elturgard modules were both fun. I was pleased to see that they used the  flowchart I sent in after playtesting ELTU 3-1, so if that ever turns out to be useful for you, you’re welcome. I’m getting pretty optimistic about the new story region system.

In general, quite a few adventures had story awards that allow you to buy specific uncommon consumables and so forth; they also seemed to have a lot of bundles of the style “Any uncommon neck slot item of level + X.” So that’s some of how they’re handling the new rarity system.

Oh, and everyone seemed pleased with the epic.

Rumors

New BI at Origins? Maybe!

Heroes of Shadow

I played the HoS preview game, Kalarel’s Revenge; my character was a blackguard, which is a striker paladin build. No mark, lots of ways to burn your own life for extra damage, plus an encounter power that inflicts damage even on a miss and adds ongoing on a hit. Essentials-style character, no attack dailies. Str/Cha. Fun flavor, I liked him. The other characters were some sort of dark cleric, a necromancer with both necromantic and nethermantic powers, an assassin, and something I’m forgetting maybe. I’m sure someone will post the character sheets somewhere.

Also I loved seeing some of the post-Keep on the Shadowfell activity in Nentir Vale. From a roleplay perspective this was great; this module should be made available for download somewhere.

Seminars

I didn’t go to any because I was gaming and someone always liveblogs.

Fortune Cards

I played with some at the Heroes of Shadow game. They were not super-unbalancing with a random selection. However, the rare ones seem to generally give you a floating reroll card when a specific condition is met – stacking a deck with ten of those could be ridiculous and unbalancing. I’m still waiting to see the full card list before I make up my mind either way.

[Crossposted from Population: One; go here for the original post.]

About 2010

Jan. 12th, 2011 07:10 pm
bryant: (Default)

So there you go. 120 games in 365 days, which maths out to a game every three and a half days. That seems about right. Something like 28 of them were at cons, not counting the game days we ran at our place, which still leaves me at a pace of one game every four days. This may not have been entirely wise, since I’m a bit burned out, but it was fun. I regret very few of those sessions.

I’m not industrious enough to figure out the online vs. face to face count or anything. Half and half, probably. I never really warmed to online play as a main venue for me; more often it was an easy way to get a character into a new band. I liked the people but I didn’t like the medium most of the time.

Susan and I went to DDXP, RegulatorCon, Dexcon, Gencon, and GASPCon. I also went to a local one-day minicon at Games & Stuff. In January, I’d already moved my store game day to Legends; in the summer I gave up on Legends out of frustration with communication problems and (to be honest) a lack of desire on my part to take responsibility for difficult players. I can be tolerant, but I don’t necessarily want to have to be tolerant.

We played at Games & Stuff fairly often. I never got down to the Columbia game day, which is a shame.

The best thing about LFR in 2010 for me was gaming a lot with Susan. Other best things, in order: the Embers of Dawn mini-campaign, the Elturgard Battle Interactive and resulting plot lines, the White Petal Demise major quest,  experiencing paragon play. And of course the people involved in all of these.

[Crossposted from Population: One; go here for the original post.]

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