Showing posts with label Seattle. Show all posts
Showing posts with label Seattle. Show all posts

Friday, April 3, 2015

Highlights from Emerald City Comic Con

I went to the Emerald City Comic Con last weekend.  My wife joined me on Friday, but due to illness she had to skip out on the other two days of the con (and three days of work after that). Cons are better when you've got a friend to gawk with, but I still had a lot of fun despite being on my own for the weekend.

I ran two sessions of Psi*Run for the Games On Demand / Story Game Seattle booth. The first was a little disjointed and didn't really come together until the third hour of play. That happens sometimes with the game, due to its highly improvisational nature. The second session found its footing immediately, and just took off. One of the players posted "playing my new favorite RPG, Psi*Run" to her Facebook page. So that's definitely a success. Both games were over-the-top crazy, but I suspect the first group might have enjoyed it a little more if I'd reigned in the zaniness a bit early on and given them a more coherent faction of Chasers.

While at the con, I made frequent visits to the Flying Frog Productions booth. The Frog continues to impress me with their customer service, friendliness, and with the immense fun their games provide. They told me a lot of what's coming up in future Brimstone expansions, which deserves a post of its own here sometime soon. Now that I'm not nursing my wife back to health, I should be able to find time to type that up.


Other purchases I made last weekend included:
  • 4 expansion decks for Shadows of Brimstone, including much-needed new artifact cards for Targa and Jargono and some more blanks just in case we burn through those in a hurry too.
  • 2 expansion decks for Fortune and Glory.
  • A die-rolling tray to reduce dice-related clutter when playing big board games. I've had one for years, and decided it would be useful to get a second one.
  • Two expansion decks for Super Fight that add Locations and Scenarios to provide some context for the ridiculous battles in the game.
  • A handful of custom Lego minifigs and accessory pieces. I have plans to use these in an RPG I'm running called BrickerWorld.
  • An album by local nerd-rock group Kirby Krackle. Got it signed by the song-writer.
  • The goofy godzillesque board game Terror In Meeple City.
  • Crazy game and science themed nail art (for my wife) from Espionage Cosmetics. She can decorate her fingers in nebulas and dice.
  • A gift for an out-of-town friend that I probably can't talk about until it shows up in his mailbox.
Beyond that, I played a few demos, geeked out a lot, and just generally had fun. It was a really good con.




EDIT: Oops, forgot to mention the expansion deck "Curse of the Werewolf" for Dark Gothic. It's a very small expansion, but solid. I had to build an entry for it on Board Game Geek it was so new.

Friday, September 12, 2014

Summer Disruptions - and OMG the summer is over, isn't it?!?

Back in Albuquerque, the summers were so hot that they had no impact on gaming. Sitting inside with a cold drink and few friends under the "swamp cooler" is a great way to spend a weekend when you live in a desert where there's next to nothing to do.  We gamed all summer long, and rarely missed a session.

It's just not like that here in Seattle. There's a million things happening in town every weekend, and you desperately want to get outside for the couple months where it's not necessarily raining. Even if you do feel like being indoors and geeky, there's usually some sort of major geek-friendly event going on in town, many of them based out of air-conditioned hotels and convention centers. Which meant that all my RPG campaigns went on hold for a couple months as everybody had scheduling conflicts. During that time, I served on the staff of two gaming conventions and then headed up the coast to a hippy-gypsy-circus near the border. Crazy times.

But now it's mid-September, and... Holy Crap! I need to be ready to GM Warhammer 3rd again on Sunday! Two months without building a dice pool, micromanaging A/C/E, or pouring over my copious notes about the plot...  I fear it's gonna be a painful session trying to get back into the swing of the rather crunchy system. We're deep into Book 3 of The Enemy Within, and I have to be ready to run the climactic final battle should my players push in that direction this weekend. Eek!  If you need me, I'll be buried under the cards and tokens having a last-minute panic attack. Which one of these NPCs was The Black Cowl, again?

Friday, January 29, 2010

They said "Dinosaurs", not giant blooming Cockroaches!

At last night's weekly one-shot, my buddy Mark ran this awesome little Risus scenario inspired by a TV show Primeval. I'd never seen the show, but the premise is pretty simple: portals open up to the ancient past, dinosaurs pour out, and the PCs have to wrangle the monsters back in. Kill a dino and you might change history.

He said for player characters, we had basically four options.
  1. Badass
  2. Scientist
  3. Badass Scientist
  4. Some combination of 2 or more of the above.
That cracked me up.

My three Cliches (the Risus system's form of attributes) were:
The team was rounded out with an ex-special forces commando, a quick-thinking facewoman, and multilayered inventor type. We built our characters to complement each other, and the group functioned great as a team.

Mark did a wonderful job of handling the game, and it's mechanics. I've found that, despite being a light and simple system, the spiral of death inherent to Risus can really be a problem. Out of probably 8 games I've played of it, this was only one of 3 where the mechanics really shined, instead of hindered. It's a deceptively simple system, that takes a good GM to make it work - and Mark was up to the task, I'm happy to report.

To start the session off, we were called down to the Pike Market in Seattle, responding to an anomaly / gate that something had come through. We all had dinos on the brain, and as the clues amounted to some smaller critter, we assumed little compsognathses or the like.

Turns out they were trilobites, instead. This was a fact we discovered when I was dangling some bait over the hole in floorboards. Instead of a little lizard popping out, long exoskeletal tentacles lashed out and tried to pull me in. "Croiké! They said dinosaurs, not giant bloomin' cockroaches!" It was a great surprise, and really shook up our assumptions. Well done, Mark!

He did a series of short encounters, spread over several in-character days, as various gates opened. When all was said and done, we'd wrestled with trilobites, commandeered a DUKW from a tour group, swam with an apatosaurus, crashed an ATV into a smilodon, and exchanged trophies with primitive hominids. The plotline was simple, and largely an excuse for megafaunal havoc in the modern day, but it was a hoot. Great game, all around.

Thursday, April 16, 2009

F#iref#ly

Having had some time to reflect on F#, I think it's the system I'll use should I ever end up running a Firefly campaign (which I've wanted to do for years). F# is very flexible (good for all that multi-genre-ism), handles tech extremely lightly (just like the show does) and it features the right amount of danger to characters that the series has. Yes, F# doesn't do the "characters die like flies" thing that the Serenity movie did, but that's okay - I wouldn't be likely to use Reavers as Orcs, either.

I'm tempted to run F#iref#ly at the Thursday night group sometime, to try it out. I'm also intimidated/scared to do so, because the coffeehouse we play at on Thursdays is the Seattle Browncoats HQ, and I'd feel like some stranger (or the barista) might wander over and correct me if I break cannon.

Thursday, January 29, 2009

Clerical concepts from Lucy

A month ago, I went to the Lucy exhibit at the Pacific Science Center. Surprisingly, it was really more of an Ethiopia exhibit, focusing on their culture, history, and religion. I learned several very fun facts that I think have applications for fantasy gaming. I've been sitting on them, for lack of a good fantasy campaign to use them in. Perhaps someone out there will find these ideas useful...

  • Kiss the Cross: Old Ethiopian Orthodox tradition dictates that all priests must carry their Crosses prominently. Any of the faithful who encounter a Priest kiss his Cross for good luck. The Priest is expected to touch any stranger he meets with his Cross to bless them. Apply that concept to your next D&D Cleric for some very cool role-playing opportunities. "I walk into the tavern, and make the customary rounds of touching every patron with Pelor's Sunsign." If someone resists, it might mean they're a vampire, or just a follower of a competing God.

  • St George Church in Lalibela, Ethiopia is a work of awe-inspiring architecture. It's a church in a pit, the whole church literally carved out of a single rock. I could picture a world where every Church of Moradin were built the same way - or maybe every Dwarf settlement. Entire castles built this way might be practical in a setting with Move Earth spells, provided more aerial threats exist than burrowing threats in the game world.

  • Red Ink is the Word of God. The exhibit featured old hand-copied Bibles and Korans. In most of them, everything that was the word of God was in red ink - descriptions, narratives, and dialog from other characters was in black. The fantasy gaming interpretations of this are pretty cool. Just as in certain kingdoms only royalty could wear purple, you could have a fantasy priesthood claim a monopoly on a certain color of ink. "Only the words of Correlon may be written in Cyan, you Heathen!" Or perhaps spellbooks / scrolls could require certain colors of ink to function, and so seeing a particular color of writing was a tip off that it was magical in nature. Some Magical Order might have convinced the King into granting them a monopoly on a color, and without access to the orange ink, no other wizards can pass on the secrets of Transmutation spells.


Feel free to use those ideas in your campaigns - they aren't mine, they belong to Ethiopia. :)

P.S.: Go to the Lucy/Ethiopia exhibit at the Pacific Science Center if you live in Seattle. It's chock full of cool information.

Wednesday, January 14, 2009

SWAT vs Kaiju (and other Playcrafter news)

My latest game on Playcrafter is "SWAT vs Kaiju"

In the game you play a police helicopter, battling against various big ugly monsters of the sort you'd expect to see in a Godzilla movie. Each has a weak point you must shoot to destroy them - random body shots typically accomplishes nothing. They wave their claws at you, spit atomic fireballs, etc. It's kinda short, and not that great of a game, but it was fun making the custom graphics and setting monsters loose on downtown Seattle. It's worth taking a peek at and blowing up few levels just so you can see my monster designs. The two-headed spider-lizard is pretty neat.























The "Attack Choppa" player piece is incredibly hard to build good games for on playcrafter. This was my third attempt, the other two games were so bad I never even published them.

The problem is lack of enemies. There's only one flying bad guy on playcrafter's default piece set - the UFO. It flies randomly. It's aim is horrible, with short range and a bullet that's hard to see. If you put more than one on the level, they'll probably kill each other before getting in range to kill you. Other enemies behave in completely non-airborne ways. Most are land-bound, so they're no threat to the Choppa. Those that are a threat generally out-gun the choppa, so level design becomes very trying. Unless you supply custom graphics, most bad guys seem out of scale with the choppa - such as spear-carrying giants that are bigger than the helicopter. Those that are essentially in-scale are top-view enemies, where the choppa is side-view. And then there's little oddities like the choppa can't turn around, only shoots forward, and is so wide you can't make a good maze for it. As I said, it's a really tough piece to build for, and I know because I tried three times and failed miserably twice.


In hindsight, I should have made simpler monsters in SWAT vs Kaiju, and put some work into making custom city and population pieces. Killing the monsters is rather formulaic and unexciting once you figure out a couple of simple tricks. On most levels, you can stay pretty much out of harm's way and take pot-shots at your leisure. Someday, perhaps I'll make a sequel where you have to kill the monsters before they collapse buildings and kill innocent civilians. That'd be more exciting, and thus make for a better game.


In other PlayCrafter news, they just trimmed down the Staff Picks list. It was well over 500 (I think it was over 900, but don't quote me on that), and is now down to just 140. So, at least 75% of the previous picks were purged. I'm assuming this means they've raised the bar on what it takes to get picked. Three of my four previous games made the list before, and all three are still on the list post-purge. My work makes up 2.14% of the list. Needless to say, I'm feelin' pretty good about that. It's a nice little ego boost. Thanks, PlayCrafter!

Friday, July 18, 2008

The Wayward Coffeehouse

3 posts about Thursday:Part 1 Part 2 Part 3:

And now, a tangent about the Wayward Coffeehouse. That place has got it's geek on. It's the HQ of the local Browncoats. They feature sandwiches named after all the crew of the Firefly, and drinks referencing the same plus Dune, Star Trek, Farscape, and The Princess Bride.

I wish we'd tried more (what we did have was very tasty)... but at the same time, there's something very intimidating about a latte flavored with iocane powder.

Hollows & Hobgoblins

3 posts about Thursday:Part 1 Part 2 Part 3

Last night, we played Hollows and Hobgoblins. It's a dark fantasy RPG based on the Wushu rules. Humans were the minority, forced to live in the impoverished wastelands, not far from the haunted Hollows. The setting had a lot of depth behind it, I could tell, but our one-shot about a bar besieged by corrupted animals and something akin to a barrow-wight didn't provide us much opportunity to explore. We had fun, though, and I'd enjoy a chance to explore the setting further.

Wushu is a great system, a "hippy game" as they called it, since it's rules light and very flexible. Our characters were three descriptors, a magic item, and a signature move, all of which we made up. I made a somewhat Bleys-ian flamboyant warrior type, spiced up with magical power over metal. The magic was fast and loose: I made a doorknob bite a badguy, directed a coat-rack to grapple someone, and when the leaded window-glass shattered it fell onto the floor as caltrops per my command.

The best part of the mechanics is the huge amount of power granted to the players. On your action, you say what happens. Not what you want to happen, but what actually happens. The thing you described happens regardless of how you roll, but the roll quantifies the effects. For example, we faced an unspecified number of mooks, so we could freely narrate how many any given action killed and how we drove the enemy legions back. But until we scored 20 or more aggregate successes, there'd always be more mooks.

The cooler your description of your action, the more dice you roll (like Scion's stunt system, but more integral and more potent). The battle against the big bad was a bit more structured than the mook fight, but we were still empowered to describe amazing acts of heroism and skill. For example, we couldn't chop his head off until and unless we'd worn him down a lot, but nothing stopped us from using our actions to throw him off balconies or into the fireplace.

Actually, I could get the hang of Thursdays

3 posts about Thursday: Part 1 Part 2 Part 3

My wife and I finally got to go to the Emerald City Game Feast. The feasters are a weekly RPG group that mostly does "short-shots" (one-shots and slightly longer), trying many different systems and settings over time. We'd been meaning to join them for months, but it kept not happening. Sarah's Mondays tend to be heavy workload days, and her Tuesdays are packed with meetings. As a result, Mondays just aren't a good night for us to commit to gaming. That coupled with uncertainties about the membership dues at the Seattle Metro Gamers facility, kept us away.

Thankfully, the Game Feast decided to try a second night a week, Thursdays, and instead of running it at the SMG clubhouse, they're hosting at the Wayward Coffeehouse. Sarah telecommutes Fridays (meaning she can sleep in 1.5 hours later), so Thursdays are a perfect day for us to stay out late. Plus, the coffeehouse is within walking distance of our home.

I'm glad the opportunity came along, because we had a lot of fun last night. This may well become a regular weekly thing for us.

Wednesday, May 14, 2008

A, B, and/or C

In my ideal world, I'd have 3 different RPG groups every week, or at least biweekly. (They need better names than what follows, but at the time of writting the following in an email to a friend, I didn't want to spend a bunch of time brainstorming names, so letters were good enough.
  • Group A would be a serious method-acting group, where the goal was to tell an ongoing narrative as artfully and entertainingly as possible.
  • Group B would be a more freeform group, where we tried different things. Everyone would try to resist getting too attached to their characters, and in general take the game a little less seriously. That grants the freedom to experiment.
  • Group C would be somebody else's campaign, so I could learn from sitting in a players chair, and seeing what did and didn't work for them.
I've got a pretty solid Group A up here, meeting nearly every week with long-term plotlines and character development. I've been mainly getting my B and C fix just once-a-year of late, at Gwen Con.

Getting to blow off some steam via slightly off-kilter D&D in Portland sounds like Group B Heaven.

Of course, nobody with a real life ever has the time for 3 gaming groups*, let alone the social dynamics of hanging in three circles. It almost has to be 3 different circles, too, as there's some danger if you have too much crossover between A and B. Either you end up taking B too seriously, or A gets disrupted by B's lighter/experimental influence. It seems there needs to be at least one player in each group that isn't in the other groups for it all to flow naturally without the streams ever getting crossed. Of course, some folks who do have (or make) the time for 2 or more groups just pick A or B (as fits their style) and focus on it to the exclusion of all else. I bet that's far more common than the A/B/C pattern I try to follow.

*: Then again, some would argue I don't have a real life.

Friday, March 7, 2008

Previously, On Scion...

PCs:
Ash (CIA agent),
Alyssa (Federal Prosecutor),
Omar (sort of a bounty hunter / hit man / international vigilante)

Campaign started in Seattle, Washington. PCs were each independently pursuing the same criminal/giant. They met, killed him and most of his henchmen, but spared the life of one henchwoman, who is now their sidekick. A few sessions later, they similarly convert the minotaur of the Market into a minor ally.

As a result of all this intelligence gathering and creative problem solving, they became aware of a big plot on the part of Mr Caponeson, an even bigger Giant, who's trying to free an Ogdoad / Titan / Cthulhoid that buried under Downtown Seattle and Puget Sound. To prevent that, the Dwarves told them they'd need a few things to fashion a titan-proof diving suit. Dragonfire, a nemean hide and a sea-gods toga.

But first, they had a gripping chase sequence through the Seattle underground, and then had to fight some terrorists, who probably weren't connected to the whole muspelheim mafia thing. Still, it gave them a chance to look bad-ass because they were trouncing mortal evil-doers and zombies and lived through a pretty scary gas attack.

They decided a Benu/Phoenix was close enough to a dragon, so they climbed up the Space Needle, and rescued the Wheedle from Caponeson's harpies.

From there they went to Albuquerque, to meet with Hercules. As fate would have it, they stepped on board a plane that was being sabotaged by a little gremlin in a nazi uniform. Totally unrelated to the main plot, just the impact of fate. They save the commercial airliner full of people, and land it in the midst of a busy highway.

They finally get to New Mexico and meet Herc. He looks like Steve Reeves, but runs a demon-beset gamestore in Alb. He climbed up into the ceiling storage space of the game store to find his old Nemean hide for them, but no luck. He did however, find some other tools and armor that could be helpful in hunting a Nemean, so he gave those (and complimentary copies of the players handbook and a starter-level magic deck) to the PCs. Since Nemesis (mother of one of the PCs) had cursed him to never leave the game store, he sent the PCs on their merry way to battle the Nemean Bat in Carlsbad.

The PCs outwit a bat, and get close enough to grapple it. They skin it (using it's own teeth as knives) and head back to Seattle.

They're still a bit uncertain how to get a Sea God's toga, so they start nosing around Caponeson's operation again. This results in an argument with Ivar. Trying to avert a major war between Loki and Hel (Loki's related to several of the giants in question, but his daughter Hel is the mother of one of the PCs), Caponeson offers a truce. The PCs accept it, but start moving secretly against his agents anyway.

They get a lead on a sea-god's toga. The PC with Prophecy has a vision about talking to a nixie who lives in the fountain near the space needle, and carrying a mermaid away from the Hiram Chittendam Locks. A quick stop at the fountain introduces a nixie whose mermaid friend was supposed to visit today, but is a couple hours overdue. "She's never late, and I'm starting to worry about her".

They bushwack the wackenhut-meets-innsmouth guys at the lock who had the mermaid pinned in the fish ladder. But there's this other guy there who's a bad-ass. He's dressed in barnacle-encrusted gladiator armor and riding a nautical chimera (part gigantic angler fish, part gigantic lobster, plus a few tentacles and a stinger for good measure). There's a pretty fancy battle, and while two PCs escape with the mermaid, the third PC is kidnapped by the gladiator guy.

She awakes in a watertight internal chamber of an ogdoad. It has two fairly gross exists - one opening beneath Puget Sound and one opening onto the shores of the river styx. The gladiator takes off his helmet, and says he'll unchain her if she promises not to attack or escape for one hour. He just wants to look at her, and to talk.

For the past several thousand years, he's been fighting a guerilla war against Poseidon. His full name is Julius Quintus Nautico, but no one's called him anything but Tethysion since the fall of Rome.

His wife, bless her soul, was a Scion of Nemesis who was raped and murdered by a Scion of Poseidon. For political reasons, Nemesis couldn't strike the rapist down directly. Julius became disillusioned with the Goddess, and turned to Tethys for empowerment. He drowned the Poseidon-scion in vengeance (imagine how happy I was when Scion: God came out months later and said Tethys drowns her enemies) and then started working his way up the ladder. Polyphemus nearly killed him, and he decided to tackle things more his own size, hence his pursuit of the mermaid, great-grand-daughter of Poseidon. His failure to keep upping the ante is what stuck him at Legend 5 but not yet a Demigod for all time - an important thematic lesson for my players - raise the stakes or be left in the dust.

Then comes the big bombshell (stolen straight from Dracula). The captive PC is the very vision of his long-dead wife. Perhaps she's reincarnated? He tries to woo her, but she sticks to business and logic.

Tethysion becomes convinced (by his reborn love) that Tethys is a villainess, seeking to destroy mankind, and that it's wrong for him to run around killing and raping mermaids. He decides that in order to regain his honor, he must fall on his own trident. But first, he gives his old centurion locker to Alyssa (the PC who was his wife in a previous lifetime). Inside is their wedding clothing from ages ago - a beautiful stolla and palla for her, and for him a toga that was a gift of the gods.

The other PCs show up to save her, but she's already ready to go. They take a stroll on the shores of hades, then head home. She needs a couple days to just sit and think.

During those days, they deliver the toga, nemean hide, and benu to the dwarves. They're reluctant to build the diving suit, because the dwarf leader's wife is being held hostage by one of Caponeson's luitenants. Apparently, they aren't the only ones paying lip service to the truce.

Then a building blows up. It was the 30-story building whose penthouse served as home to one of the other PCs. Ivar had rigged it to explode in vengeance for the way the PCs had treated him previously. In a cool series of super short cut-away scenes, he learned about Caponesons truce and rushed to the building just a minute too late. The whole building collapses, and Omar (one of the PCs) is barely able to save the life of Cleopatra.

Crap! I forgot to mention Cleopatra. Famous Queen of the Nile - it's a long story, but she's his girlfriend. Everyone's a little unclear how she ended up in the slave auction beneath the Pike Market, but Horus had paid for her on his son's behalf. It all started really uncomfortably, but has grown over time. That was back in the session where they converted the minotaur.

Anyhow, the "terrorist" bombing downtown is enough to wake Alyssa out of her "did I just talk my soulmate into committing suicide?" funk. She takes part in the rescue efforts at ground zero. Since Dubya was trying to replace AG anyway (Alberto had had a nervous breakdown when Alyssa confided in him that some of the criminals she prosecutes aren't exactly human), and Alyssa is a Federal Prosecutor with a primo photo-op, she get's sworn in.

That's the moment I did their assenscion to demigodhood. Big fancy montage of divine intervention scenes, with each visitation plucking them from the real world and returning them changed. Barbarella (the NPC sidekick Scion of Tlazlteotl) is left out. She's been a bit unreliable, running away once or twice 'cause the PCs sometimes use manipulation instead of charisma when motivating her. Anyhow, she's feeling "second class" and is none-too-happy.

Getting ahead of myself. Somewhere between ground zero and being sworn in, the PCs fight Ivar, who barely escapes with his life. Then they kidnap the right-hand henchman of the luitenant who kidnapped the dwarf. The hostage exchange goes poorly at first, with a PC incapacitated in the opening round of combat. But then a different PC has two ridiculously unbelievable rolls back-to-back and one-shots a higher-legend Undead she shouldn't have been able to hit.

Anyhow, a side tangent on Ash. She's been playing both sides of the fence. Loki visits frequently, and Hel does every so often, too. Ashilda's had a couple non-violent interactions with the dreaded Mr Caponeson, who has offered her a position in his army come ragnarok. So her visitation ends with a big party at the Jotunheim Bonfire, Mr Caponeson's nightclub. This will matter further down the road, but not in this post.

After the demigodness, I switched gears, trying to give each PC a look at how much simpler and meaningless their day-to-day life is now that they have all that divine power.
Alyssa gets scenes in the courtroom and before congress, and she outperforms the leaders of the free world.
Omar gets a job to overthrow a petty dictator in Africa. I expected him to use his uber-strength and magic armor to just walk in and crush him.

Instead, Omar invites the others with him. Their African vacation involves overthrowing 3 different warlords, converting one of them (the one most acceptable to Ash's CIA superiors) to worship the three of them, and put him up as a puppet state of the US. PCs dodging law rockets and heavy machine guns, then using Sekem Barrier to humble the militants, and massive social stunts to restructure the region. When all is said and done, they've improved the lives of a good hundred thousand people in central africa. But they've also fatebound themselves to the wartorn country they are in.

After some research, they deduce the only way to untie themselves is to exit to the underworld so that some portion of mortal fate will slough off them. The best Terra Incognita route to do this is guarded by an Adze and his buggish minions. They best him, and head into the unknown. There's a chase by a dinosaur, lots of Fenrir, and even Garm.

Somewhere along the way, creepy little twin girls tell them that the relic ring Ash wears, which she took from the corpse of the Undead back on Ballard Bridge, once belonged to the Adze she just fought. Loki had traded four Lindwurms to the Adze for it - and then presumably arranged the situation to make sure Ash got her hands on it. Whose side is Loki on, anyway? He showers his grand-daughter with gifts, while at the same time putting more and stronger foes in her path.

Eventually, they manage to punch through to Helheim, and accidentally walk in on Hel and Balder in an intimate moment. Balder expresses an interest in Ash, and implies that Ash's daughter's father is not that no-good mortal Ex of hers. This all gets really uncomfortable, which is a big plus for dichotomous Hel. Eventually, the PCs catch a ship back to midgard.

A big storm blows in, and a the longship full of PCs somehow ends up in a viking display in the British Museum. This is all for the best, the PCs had long ago considered researching in the Egyptology section here to learn more on how to fight an Ogdoad. Apparently, Hel or the Fates had heard their idea, and decided to be helpful.

But an old enemy, Caponeson's wife (before the truce, they mailed her photos of Caponeson having an affair), is waiting outside. She's been lead here by Sisyphus. Ol Sis outtalks the PCs, and convinces Maia Zipacna Caponeson to attack the PCs. She grabs Cleopatra's Needle (all 160 tons of it) and chucks it through the crowded front of the Brittish Museum, taking down most of the building. The PCs manage to avoid most of the publicity here, and Mrs Caponeson ends up fighting British anti-terrorist forces on a live BBC feed. She's fatebound to London, they aren't.

They scavenge some relics they need for the Ogdoad battle from the ruins of the museum, break up a local ring of titan-worshipers, and head to Cambridge.

En route, Hel calls Ash. She says Balder took a liking to her, and since Balder's birthday is coming up, she'd like to treat him to a threesome. This was a throw-away comment intended to reinforce how inhuman Hel is, asking for a menage a trois with her own daughter. I wasn't expecting the player to say "Hell yeah - Ash'd do anything to sleep with Balder! He's a hunk! He's the best-looking god in my whole Pantheon." There was no die roll involved, but I rewarded her spunk like it was a 3-point stunt.

Backing up a moment or two - in the museum was a temporary exhibit about the work of Iman Wilken's, a scholar who believes The Illiad and Oddyssey predate the greeks, and are in fact proto-celtic in origin. He places Troy in Cambridge, and Odysseus's voyage as being across the Atlantic. Prophecy (and a couple NPCs) had hinted the PCs would retrace the first half of Oddyseuss's voyage, so the PCs take a chance and head to Cambridge.

Waiting for them is The Maltese Falcon, an enormous luxury sailboat with a Legend Rating of 1. They hop aboard, write the world's best classified ad, and hire some crew. The ship was prepaid by Horus (just as he'd cryptically prepaid for Cleopatra many sessions before) so the PCs took it in stride. The made some rolls to weed out crew that would have mental issues in the event of attack by sea monster or cyclops, and head out to sea following Wilken's map.

First stop - the land of the Ciconnes, a place Odysseus sacked because the natives had sent troops and supplies to support Troy. Wilken's identifies it as the sunken city of Yves, once rival to Paris. Yves is also important in grail lore.

The PCs don the armor Hercules gave them oh-so-long-ago, and fly overboard, using Terra Incognita to enter the realm of St. Yves Ciccones. There are mortals there, 6 large villages and a monestary who have been cut off from the world for countless generations. For the past 20 or 30 years, they have been plauged by ghosts. Aten has torn three rifts to the underworld, to places matching the trisociative nature of Yves. There's ghosts of proto-celts, trojans and achaens, crusaders and arthurian knights, and even a couple frenchmen on penny-farthing bicycles, all pooling up here. The titans intend this to be a staging ground for bringing the war to earth.

The PCs do some exploratory probing of the rifts, outwit a Hekatonakhiere, and kill 3 angels and 4 cherubim. They seal the rifts, and convince the people of Yves that everything they previously believed is false. The turn them away from God (aka Aten) and start them worshiping the Norse, Greek, and Egyptian (sans Aten) Pantheons - or, more specifically, just worshiping themselves. Large-scale rituals are cast to shore this place up from further ghostly or angelic intrusion. They build some aqueducts and printing presses and such to improve the quality of life for their new worshipers, then head back to the ship.

They find it adrift and looking deserted. Below decks, they are ambushed by one of the crew they'd hired back in Cambridge, by the name of Wendy-Lou Smith. A PC throws everything he has into his very first attack, and takes her head off. Despite her awesome armor, she couldn't survive the 35-levels of lethal the PCs dumped on her in one action.

Later, they learn from her ghost that Wendy Lou was the daughter of Weyland Smith, aka "The Norse Hephaestus", what's more, she was Hercules's common-law wife. They'd kinda broken up over a Nemean Schnouzer. Wendy had moved back to Europe till the Nemean puppy passed away naturally, but was now ready to get back with Herc since he wasn't going to mistreat her dog. She'd been sent below decks before the PCs changed into the armor Herc had given them. They'd left their Aztec sidekick behind, who also changed into her armor from Herc. Turns out all that armor belonged to Wendy, gifts from her dad or suits she'd made herself. She'd assumed Herc was robbed by her new employers, so she beat up the rest of the crew and passengers and tied them up.

Somewhere in the midst of all that, Nemesis shows up and says she's proud of Alyssa for the whole converting Yves thing, and wishes she'd spend more time dealing out justice and less time being moappy about reincarnation. Right, I forgot to mention the part where, after chasing off the Hekatonakhiere, Alyssa was nearly raped by Hades, and had to Social her way out of it. "The Unseen" is now holding that over Nemesis's head - "as a favor to you, I didn't take your daughter's virtue or feed her pomegranite, so you owe me". The greeks are a sick and complicated lot. Nem actually said "Next time, just have faith that'll extract vengeance for whatever evil befalls you" to her daughter.

That's about where we left off. We play again this Saturday. On the itinerary:
  1. Cape Malea and/or Cape St Vincent, Portugal
  2. Land of the Lotus Eaters and/or Senegal
  3. Land of the Cyclopes and/or Cape Verde Islands, Atlantic
  4. The Aeolian Isle and/or Saba, Netherlands Antilles
  5. Lamos-Telepus and the Land of the Laestragonians, and/or Cuba

After that, presumably they'll step off Wilken's Oddyssey map, through the Panama Canal, and back up to Washington State to stop an Ogdoad.

Thursday, January 24, 2008

Good News

While web-searching for game stores today, I found a group of folks in Seattle who run weekly one-shots of various RPGs. Back in Albuquerque, we talked again and again of the idea of doing this, rotating the GMing responsibilities and trying out all those cool systems that we had read but never played. Now, I may get to do so. That would be A LOT of fun!

my game store

My game store will always be Active Imagination in Albuquerque. Partly that's just 'cause I used to manage the place, but mostly it's 'cause it has a wider selection than any other game store I've been too. I GM RPGs, but I also really dig boardgames (especially cooperative ones), I collect miniatures, and used to judge Magic tournaments. I like a little bit of everything, so variety and depth are big deals for me. AI scored huge in that department.

I'm about to hop on a bus to pick up my copy of Scion: God at Golden Age Collectibles down by the market. It's a good store, but it's really a comic shop. I have Scion: God on reserve, and it turns out it's the only copy they ordered. Their gaming section is pretty small. The game section is 90% RPGs, with about 5 or 6 boardgames and a few CCGs to round it out. The rest of the store is Comics, Action Figures, Lovecraft Memorabilia, Movie Scripts, Posters, etc. Fun stuff, to be sure, but it's focus and mine aren't quite in sync. Yet it's my favorite "game" store in Seattle.

Speaking of Seattle, the game stores here are all overly-specialized. My other choices locally include Uncle's Games and Blue Highway Games, both of which focus on board games. Blue Highway doesn't even carry RPGs, and Uncle's pretty much just carries Wizards of the Coast RPGs. Games Workshop Store #174 is here as well, but it, as you'd expect, only carries GW stuff. The search for links to those shops turned up Gary's Games as well, which I haven't visited, but will have to sometime (next paycheck?). They are all in different directions from me, so I can't even get the "total package" fix by hitting multiple stores - doing so would take all day.

*Sigh* You never know how good you've got it till it's done and gone.

Tuesday, December 4, 2007

Mr. Caponeson's Assignment

I just posted this setting synopsis to the White Wolf Scion Wiki. I figure my players know a lot more about the setting and the badguys at this point, so it's safe to stick this stuff out there.

Seattle: Mr. Caponeson's Assignment
The city of Seattle, situated on the shores of Puget Sound, is well known for it's rain. More precisely, it's known for ever-present drizzle, the weak sort of half-committed moisture that obscures your glasses, promotes the growth of ivy, and annoys fire giants to no end. So why did an important Muspelhiemer like Mr. Caponeson set up his mafia ring in this of all places?

Could it be there's something under all that water that makes it worth a Fire Jotun spending time surrounded by all this water? Rumors say there's something beneath the city and the sound, something that Caponeson wants or needs. Some say it's an Ogdoad, others claim it's Dagon, or a part of Tethys. None would have particularly good repercussions for the region.


Locations

Free Ride Zone
The Free Ride Zone is squarely titan-spawn territory. Giants patrol the piers. Minotaurs control the market stalls. Titan-blooded witches slick the palms down in city hall. Aquatic Titanspawn are reared in the Aquarium. Creepy crawlies are raised at the Seattle Bug Safari.

The Free Ride Zone an artificially hilly place, built up by Dwarves after the city burned down a hundred years ago. Be prepared to make some Stamina+Fortitude rolls if you insist on walking everywhere. Luckily, the busses are free.

The Market
Located in the heart of the down-town Free Ride Zone, Pike's Market (just called The Market by native Seattlites) is firmly in the palm of Mr Caponeson, but it hasn't always been that way. In previous generations, Scions such as Guissepe "Joe" Desimone and Victor Stienbruek championed and defended the Market. But now they are gone, and Caponeson remains.

The Market itself is a maze. It changes daily. Every morning, the daily stalls are assigned to local farmers and artisans who sell their wares. Despite what may be said about the intention of this being to help tourism and enable Seattlites to "meet the producers", the truth is that this randomness is part of the ritual that preserves the Market's unique magic. This is a place where stores move, floors slant, and signs read "Door locked. To enter this business, please use the second stairway to the right."

The further down you go, the less hinged to reality the Market is. Walls shift behind you, and the posted maps are confusing inaccurate. Finding a store you've been to before takes a roll of Wits + Survival vs a difficulty equal to how many floors down the store is. How many stories are there? That depends on how you count, whether you consider the Sanitary Market and Post Alley shops to be part of the complex, and whether or not you know about the invisible elevator buttons.

Deep beneath the Market is a mine, vital to Caponeson's operation. Dwarves work it, and at the bottom of the shaft is a churning whirlpool with a flaming iceberg at it's center. Ole Djaedeluis, the Dwarf Foreman, says it's an Ogdoad they're digging for.

In addition to dwarven miners, other encounters at The Market include giants, minotaurs, ghosts, pixies, and flying frozen fish.

Beyond the artisan booths, grocers stalls, and gift stores, the Market also features a comic shop, art galleries, a brew pub, a day care center, music stores, import shops, metaphysical bookstores, a tibetan center, the very first Starbucks ever built. (Though it's worth noting Starbucks is the only major chain allowed in the district. They were grandfathered in.) etc. Pretty much anything you want to find can be found in this place, and that's just the touristy top floors. The further down you proceed, the stranger the shops get. Shops unique to this campaign include Cyclopean Cutlery, Gettysburg Civil War Souvenirs and Submarine Sandwiches, The Shuttered Window (selling only things by and about Lovecraft), and even an Egypto-Romano Slave Auction.

See also this post for further details about The Market in both reality and imagination.

Underground Tours
In Pioneer Square (and therefore within Caponeson's free ride zone) there's a bar that sponsors guided tours of the city's underground. Seattle used to be situated directly on the tidal flat, and massive sinkholes would open at high tide. After the city burnt down, everything was regraded to get above Puget Sound. The streets were raised artificially, and the lower floors of buildings dissapeared beneath the pavement. The space below is dirty, and exciting. The tours are fun. Just don't wander off from the group to where the Undead lurk. An episode of that ghost hunting show was filmed here.

The Jotunheim Bonfire
Mr Caponeson's nightclub and headquarters. Located within the free ride zone. This nightclub is known for it's extremely high ceilings, and the ever-burning bonfire between the bar and the dancefloor.
(The other locations are based on fact, this is the only one you couldn't actually visit in the real world).

Seattle Center and the Space Needle
A famous landmark of Seattle, the Space Needle and the grounds around it were once home to the world's fair. Nestled onto the land at it's feet are conference centers, auditoriums, sculptures, a nymph-controlled fountain, the Experience Music Project, Pacific Science Center, the Sci Fi Museum and the Seattle Monorail. Many festivals and outdoor movies happen here in the summer.

The Space Needle itself is 60 stories tall. It takes 43 ticks to ride the elevator to the observation deck, and the ticket costs about $15. Falling from that height would inflict 25 levels of damage. It's a heck of a place to stage a fight scene.

The flying-saucer shape of the space needle might have relevance. In '87 the Space Needle moved 300 feet southwest. It would take Epic Strength 9 to lift the needle, regardless of whether you first break it free of it's 6,000 ton foundation. Perhaps the same magic that keeps The Market in flux also moved the Needle?

The roof of the Needle has a nest - it's home to Harpies, a Benu, or a critter called a Wheedle, depending on who you ask. A powerful beacon is sometimes lit atop the needle, this is known as the Legacy Light.

Hiram M. Chittendam Locks and Fish Ladder
The government locks and fish ladder are a holy place to a family that relocated here from Innsmouth, MA, back in the 20's. The fancy brushed steel sculpture of tentacles just south of the fish ladder serves as their altar.



Major NPCs

Mr. Caponeson
A powerful Muspel Jotun, with an extensive mafia-esque network of business interests and Titanspawn. He rides in a Relic Limo, larger inside than out. It is rumored that his position (in the Titan's plans) is to Utgard-Loki's in the way The Director of the CIA is to the President.

He is the prime mover of Seattle, his control over local landmarks such as The Market, The Jotunheim Bonfire, and the Space Needle is easy for any Scion to ferret out. Less well known is his influence at most multinational corporations with local offices, such as Microsoft, Starbucks, and Hasbro (which he invested in so that a more sympathetic portrayal of Giants would show up in 4th Edition).

Caponeson knows he's in the spotlight, and it's only a matter of time before the Gods start to take an interest in his affairs. As such, his first action towards any interfering Scions will be to extend to them an olive branch. This is doubly true if they are Scions of Hel or Loki.

Caponeson is intended to be a challenge worth of high-Legend characters. A starting PC who tries to take him on personally likely won't live to regret it.

Maia Zipacna-Caponeson
She has no idea her husband is having an affair with her best friend.

Ivar
A frost giant, and lieutenant of Mr Caponeson, and also the owner of a series of fine seafood restaurants. Thick russian accent. Has a temper, and ain't afraid to fight dirty. Kills anyone who crosses him. Understands the benefits of modern technology, and isn't afraid to hire arsonists or bombers. Hosts high-stakes poker games in the back room of his Restaurant on the pier.

Joe Iron
A hill giant enforcer on Caponeson's payroll. Does a lot of the dirty work. Intended to be the first member of Caponeson's ring to fall to the PCs.

Barbarella Miller
Goth musician, and low-legend Scion of Tlazlteotl. Addicted to the blood of Joe Iron, though she could be "rescued from the dark side" by creative PCs and rendered into a sidekick.

Puck'o'Pike
Puck is a mischevious little scamp. He's a fey trickster who lives within The Market, picking pockets of mortals and Giants alike. He lives life on the edge, relying upon his various mental and social knacks to get himself off the hook repeatedly.

Ole Djaedeluis
Dwarven architect and foreman of the mine beneath The Market. He works for the Giants due to a sworn oath to serve the current protector and master of The Market. Too bad that's Caponeson right now.

Lena Djaedeluis
Cute little poodle-skirt wearing dwarven lass. Wife of Ole. She'll contact the PCs in an effort to free her husband from his servitude to Caponeson.

Narcissa Jones
Medusa. Manager of the Downtown Seattle Westin. Reports to the giants whenever someone books the lavish Presidential Suite. Her name tag reads "Hello! My name is 'Cissa." Her Relic keycard opens every hotel room door in Washington state.


PCs created for this campaign

Ashilda Helsdottir
PC Daughter of Hel. CIA wetworks operative. Divorced. Mother of little Gwen Inga Woodward. Birthrights include a cursed dagger, an enchanted horse, and Einherjar.

Omar Amin
PC bounty hunter and contract killer, Scion of Horus. Birthrights include a fancy magic business suit (armored, self-cleaning, and color-changing) and purview-granting cufflinks.

Federal Prosecutor Alyssa Cunningham
PC daughter of Nemesis, appointed to her position after her rival had angered Alberto Gonzales. Birthrights include a magic wristwatch and a belt that transforms into a whip. Never goes anywhere without her iPhone.

Monday, December 3, 2007

Ivar and the Titan-Spawn Mafia, part 1

My Scion campaign is set in Seattle. All the crime in the city is controlled by a mafioso named Mr Caponeson. He's a Muspel Giant, way bigger than anything my PCs could hope to deal with right now. But he has lieutenants.

In one session, the PCs were keepin' me on my toes, and I had to improvise. Caponeson was in his Relic Limo, and wouldn't deign to address the PCs directly. So I had to improvise a lieutenant who could act as intermediary. I made up a Russian Giant named Ivar.

There's a chain of seafood restaurants in Seattle named Ivar's. The reference wasn't intentional, but my players hit on it instantly. Since the Caponeson syndicate runs so much of Seattle's downtown distract, I couldn't really say "no". If the Giant didn't start the business, he'd no doubt claimed it as his own.

In my improvisations, I give him a thick Russian accent and a lot of bravado. He's mouthin' off, and my PCs know that his nearby Boss could dust them all. But Sarah steps up to the plate anyway. She identifies her character as Ashilda Helsdottir, and implies Caponeson is in danger of estranging a powerful ally (her mother, the Goddess Hel) if he lets Ivar keep giving her lip. She makes a killer Manipulation + Presence roll to back it up.

So, Caponeson makes Ivar apologize. He says that Ashilda can't have Ivar's life, but she can have a reasonable measure of his blood, taken in the method (and from the body part) of her choosing. She hands Ivar her Relic knife and demands one of his fingers. Since it'd never come up in-game before, I think Sarah had actually forgotten that her dagger was cursed to greatly wound anyone who used it (other than herself). I applaud. Sarah gets one of those "oh yeah" looks as I narrate what follows.

Ivar grabs the knife quickly, thinking he'll just drop some Legend to Self-heal and show her it didn't hurt him. He attempts to cut his finger, but the knife slips and slices his hand. Then he drops it, impaling his foot. He tries to pick it up, and bumbles further. He loses the tip of his nose in the process. Now ashen white, he finally succeeds in brutally hacking his finger off. Shaking, he hands her the cursed knife and a good deal of his flesh.

This makes Ivar look like a fool in front of his boss and half a dozen coworkers. Caponeson makes him walk home. Voila! Instant recurring villain! He's got a back story, a business portfolio, and a reason to hate PCs from here on out.

Wednesday, October 31, 2007

Squishing and Pinning

Edit: Ran some more numbers and revised the system I'd use for squishing & pinning in Scion. It is as follows:

When trapping someone under a mass of 1,000 lbs or more, treat it as an environmental effect, with:
Damage = 4 + (dots of Epic Strength required to lift it) B / minute
Trauma = 4 + (2 x(dots of Epic Strength required to lift it))

The trauma roll may be made with Stamina+Fortitude as per normal "sucking it up", or with Strength+Athletics to represent that you are "pushing back".

Remember that soak does apply to environmental damage, but armor does not.

So parking a Semi-cab (9.5 US Tons, requiring Epic Strength 5 to lift) on someone does 9B/minute , trauma 14. A fully-laden Semi (37.5 tons) with all of it's weight somehow applied only to them would be 10B/minute, trauma 16.

It conveniently works out to the level of Epic Strength necessary to lift the truck is roughly the same as the level of Epic Stamina necessary to lay under the wheels and survive indefinitely. It breaks down a little at higher levels of Epic Stamina, but the result is just that if you want to hurt a God, you have to swing a mountain at them, not just bury them under one.

For example, if I drop all 6,000 tons of the foundation of the Space Needle on my PCs next weekend it'll do 13 dice of Bashing with a Trauma rating of 22. You need Epic Strength 9 to lift the Space Needle, but Epic Stamina 7 will let you survive indefinitely pinned beneath it's mass. Call me evil, but I like being a possibility in my game.

Using this math, if you put a 1-ton weight (damage 5B/minute, trauma: 6) on a mortal for a minute they could get lucky and emerge unscathed, but it remains a potent danger vs even the best mortal athelete.

It's neither a terribly complicated nor horribly broken system, so I think it'll work.

Link to the extremely useful table of weights of big things with which you can squish.

Friday, October 19, 2007

At the Center of the Universe, blood has been shed...

It's been misting all day. Tiny little Seattle raindrops that don't really impair or accumulate, they just make you damp.
Then all of sudden, the fog blew in. It came out of nowhere, and obliterated the view from my 4th-story window.
My balcony ceased to exist.

The only thing visible was millions of tiny drops of water hitting the window, like a firehose into a spinning industrial-fan aimed at the camera. And the sound of those infinitely small drops striking the glass grew to such a crescendo, it sounded like the golfball-sized hailstorms of my youth in MN, pounding off the windows and walls. Yet by sight, it was clearly just atoms of Seattle drizzle. They were thrown with such force it seemed supernatural.

And then a minute later it was gone and all was clear.

Somewhere, in a plateau where Kolvir should be, the Pattern had been redrawn. I wonder what's changed out there. I wonder if it's safe for me to go outside and look...

Monday, October 15, 2007

The Market

So, I'm rambling on in my other blog about how much I love this city, and it leads to a tiny little comment about the maze that is The Market. Since that's not my gaming blog, I figured I should talk about the maze here, instead.

So, there's this place called The Pike Market. It's that place with flying fish and the big neon sign that shows up repeatedly in any movie or tv show set in Seattle. Not as well known as the space needle, but still not exactly unheard of.

It's a produce market, it's the coolest strip mall in the world, it's a historical district, and it's an underground maze. In my Scion campaign, it was built by Dwarves, who were forced to do so by Giants, after they'd burnt down the city as part of a plan 100 years ago to break an Ogdoad out of prison. Current occupants include the above, plus Frozen Flying Fish, a Minotaur, and a fey named Puck'O'Pike.

It's a big complicated, convoluted maze. And it's clearly enchanted - both in reality and in my campaign. The stores are strange, and not just because of funky products, clientele, or employees. Stores move, changing their floors, swapping their places. Signs on doors say "enter this shop by the second stairway to the right". Multiple buildings are connected underground. Certain sections on the same floor are only connected by going up or down stairs and then coming back by a different route. Maps posted on the walls and pillars are intentionally incorrect, and often upside down. The further down you get the more random things become. There's a wall covered with about a million pieces of previously chewed bubblegum. You can literally set out to discover a new shop every visit, and you will. Good luck finding them again next time. There's an exit where the Sanitary Market is two stories higher than it is from any other angle - like entire floors only exist when observed from certain directions. Words can't describe it.

Two days ago, in the real world, Sarah and I got into an elevator there. The buttons were labeled "I", "PA" and "-1". We pushed "PA". It let us out on an alleyway. and then locked us out. I'm not kidding. Seriously, dumped out on the street. Had to walk around the building to get back in.

In my campaign I supplemented the existing shops of every description, oddity and ethnicity with a Egypto-Roman Slave Market, a humidor run by an animated wooden Indian, "Gettysburg Submarine Sandwiches and Civil War Souvenirs", an all-Lovecraft bookstore, a dwarven mine, and a place called Cyclopean Cutlery. The further down you get, the more supernatural the stores become. To defeat the mind-altering enchantment of the place and successfully get to the lowest levels requires a really good Wits + Survival roll and/or the Psychopomp Purview.