Showing posts with label PAX. Show all posts
Showing posts with label PAX. Show all posts

Wednesday, August 28, 2019

Three Cons, Old Friends, and a Boom

I have been busy as heck lately, and playing a lot of games.

Work sent me out to GenCon, were I ran demos of Shadows of Brimstone, Forbidden Fortress, Last Night On Earth, Fortune & Glory, and A Touch Of Evil. It was super fun and I love sharing and teaching many of my favorite games to total strangers... but it was also very exhausting because GenCon is a huge show with a million faces and a hundred thousand games.

In my off hours at the con, I played a couple of new games I hadn't tried before.

Incan Gold is a fun press-your-luck game that I reliably came in... well, certainly not winning, but not in last place, either, so I feel like I did okay for a newbie. The best part was that I got to play the game with my old friend Brendan Riley, who lives far away and I hadn't seen in several years, and my buddy Bill French. I never would have expected them to meet, given that they live in different states, but GenCon is a place of miracles.

Brendan's company Rattlebox Games is playtesting a game called Udder Chaos, the only competitive cow-milking game I've ever seen. It's fast and goofy and full of rhymes. It was light-hearted fun, and you'd be helping support a old friend of mine, so check it out if you get a chance.

One night at GenCon I played a party game called Buy The Rights, in which you get a random hand of high concepts and genres and have to make your best pitch about why producers should invest money with you. I hammed it up, basically role-playing as a different screenwriter or producer in each round, and it turns out that nonsense is a very successful strategy in this game.

The other fun new experience of this GenCon for me was Hellapagos, a party game that starts out fully cooperative and then suddenly very quickly descends into murder and sometimes cannibalism. It was a social game that really felt like the first season of Lost. Everyone was working together to build a raft and catch fish, except for a couple slackers who just raided the wreckage for personal treasures. Much fun was had by all, including those who died when suddenly everyone started scrambling for the limited space on the raft. I, as one of those horrible slackers who spent a lot of turns searching the wreck, found a decent supply of bullets, which I traded 1 at a time to the only person who had found a gun, in exchange for her using them on people other than myself. In the end, 3 of the 8 players, including myself, made it back to civilization to tell the story of how we were the sole survivors of the wreck. Just don't ask about the barbecue.


Shortly after getting back from GenCon, I packed my suitcase a second time and headed to my favorite little (~1,000 attendees) local gaming convention, Dragonflight. I had originally planned to just go for fun, but at the last minute agreed to volunteer to run the Story Games Lounge when the usual volunteer dropped out. As it turns out, volunteering to run the Story Games room is itself a lot of fun.


First day of Dragonflight Game Convention:

GM'd an awesome double-length Psi*Run for 7 players.

Explored an alien planet in The Quiet Year

Lost a game of Snake Oil to the dreaded Fraud card

Played "2 Rooms and a Boom" till my brains hurt. It's a great social-deduction game, kind of like "Are You A Werewolf?" except everyone gets to play the entire game and know one has to die until the last couple seconds.

Won a game of Jetpack Unicorn. Honestly, I'm not crazy about this game. I think Superfight does the same thing, but better.

Played some more 2 Rooms and a Boom. (Across 6 games I've now been on both teams a couple times, been the bomber and been an Ambassador.)

On Day 2 of Dragonflight:

 GM'd Og the caveman RPG for 5 players. No use big words play Og. The cavemen met The Doctor, and caused a regeneration.

GM'd another successful Psi*Run, for 4 new players. Hallucinatory madness derailed everything in a delightful way.

Hosted a giant marathon Microscope timeline for 6 players. It was epic! One of the best-developed, most fleshed-out microscope games I've ever seen. These new players really picked it up quickly and dove deep into the game.

That night, I got the band back together! Playing in Laura Mortensen's annual midnight Urchin game, as my recurring character, Rory Wanker of the formerly famous Rory Wanker and the Bloody Stickers. We're making a comeback, if only in my mind.

Other games played in the Story Game Lounge included more Quiet Year, some Zombie Cinema, and a few escapades of esteemed Baron Munchausen.

Day 3 of Dragonflight:

Played in a delightful Lego and d20s game run by Tim Beach. Two of the 5 players were kids, and they kept the game light-hearted and unpredictable. Tim did an amazing job of making the game work on the kids level and not lose the adults to boredom. Nearly all of my GMing experience in the last 20 years is with adults, but I can only imagine GMing for kids takes extra creativity, patience, and panache. Well done, sir.

Later that night:
I went to a birthday party at Zulu's game cafe. While there, we played a game of Dark Gothic. We all lost when the Shadows filled up in a sudden hurry. Quite the shame, as I was super close to winning, and probably could have done so in one to two more turns.


The next weekend:

Battlestar Galactica board game with old friends I hadn't seen in forever: Andy Collins, Gwen Kestrel, and Greg Collins (and their friend Ben). I was a frakking toaster the whole time, and I successfully destroyed the pathetic human fleet by breaking their morale. It was a solid game, and the humans came very close to winning. Possibly the closest game I've ever played of BSG. 

After that, we played Between Two Cities, which is a very clever cooperative drafting and tile-placement game where you're building a city together with the player on your right and simultaneously building another city together with the player on your left. I didn't do so good at this, coming in 4th out of 5th place. I love the entire-cooperative nature of the mechanics, and how that's counter-weighted by the scoring. It's a game that exists in a very unique head space. I want the players adjacent to me to do well, and any other players to do poorly, but I don't really have a way cause that second part. There's probably some deeper strategy I'm not seeing yet, but I can at least admire the novelty of this truly unique game.

We followed that up with Royal Turf. It's a Knizia game about horse racing and betting on horse racing. In the abstract the topic doesn't sound interesting to me at all, like if you said "want to play a game about racetrack betting?" I'd reply with "not unless it's Royal Turf". Every time I play it I feel like a) I'm really not very good at it,  and b) the game is surprisingly fun and enjoyable despite all that.

Then the wonderful Bobbie Hyde showed up to pick me up and we talked her into playing a round of Decrypto. It's a team code-guessing game, and we both really enjoyed it. If I didn't already own Codenames Duet, I would immediately rush out and by Decrypto. I feel Decrypto is a much better game than normal Codenames, but that makes it about equal with Codenames Duet (which is closer to codenames, but also generally a vastly improved version of Codenames itself).

So, it's been a summer cavalcade of new games and old friends. Pretty damn cool way to spend the days. And it ain't over yet. This weekend is PAX West! I will once again be running demos of Flying Frog adventure games. Sleep is for the weak.

Tuesday, September 8, 2015

Focusing the Microscope

The last weekend of August was PAX, a huge convention here in Seattle. I ended up quadruple booked that weekend. I ran three RPG sessions in the Games On Demand area, spent a day with a friend from Chicago who was in town briefly for an unrelated business meeting, and then helped out a little at the Flying Frog Productions booth between other commitments. Triple-booked like that was intentional.

What I wasn't expecting was for Jury Duty to run long and eat two whole weeks just before the convention. People had to cover for me at my job while I was deliberating and convicting, and then I had to cover for them over the weekend to make up for shifts I missed. So I was going in to work at 6am each morning, throwing freight for 8 hours, and then rushing down to the convention center to do my hastily rescheduled volunteer work at the con. It was a very exhausting weekend, and came at the end of an entire month without a real day off (between three conventions, jury duty, and work, I had 8+ hours of commitments planned every day from August 4th to September 2nd with no exceptions). So wonderfully tiring.
3 days of painful deliberation.
Despite all that craziness, I had a lot of fun at PAX. The three RPG sessions I facilitated ( two games of Microscope and one of PSI*RUN) were all highly enjoyable laugh riots. Natalie and Morgan from Games On Demand were able to provide me with an extra one-day PAX badge so my friend Brendan from Chicago could actually attend the convention with me on Sunday. That was pretty damn cool of them.
Me and Brendan just outside the convention.

The Games:
The first Microscope game I ran was an exploration of a post-apocalyptic setting, with Mahmood, Quintin and Brian. We chose that both of our end points (the start and the finish of our tale) would be nuclear explosions. In between those mushroom cloud bookeneds, we'd be spending time with a mining community that took shelter underground to survive the end of the world. Most games of microscope cover a stretch of made-up history running hundreds or thousands of years. This one, however, was measured in decades, and saw a lot of recurring characters as a result.

All three of these players were amazing. They were hilarious when it was appropriate to be so, and really dove into the world-building during the less flippant scenes. Voice acting and characterization were really rich, so you got a sense of this fictional community and its problems. We built a great palette, including the wonderfully fresh "RULE #7" which forced us to avoid stealing characters or plotlines directly from pop culture. Tropes were still okay, but everything needed it's own fresh spin. The rule was placed mostly to prevent Quintin from just lifting characters whole-cloth, but to his credit he stepped up and did a marvelous job bringing in new fresh ideas and being very respectful and conscientious of the rule.

Subplots involved rigged local elections, a justice system devolving into gladiatorial games, a war with the next town over (Greenspring) for very petty reasons, nordic naming conventions, deserters from a nearby military base usurping power within the town, sensitive data stored on milspec e-readers, three months of nearly-daily drone attacks from an unknown enemy, and goat-based bestiality.

Microscope palette for Mining Town #37b
The goat fucking was my fault. (Not a phrase I utter lightly.) We were having an in-character argument in a tense scene and my opponent said that he had a confession to make. Since the confession was almost certainly going to be the revelation that he'd helped my Mayor character rig the elections in a previous event (years in the past), I felt the "need" to head him off at the pass and discredit his testimony. "There's no need to confess. We all know about the goats, Scott. There's just so few of humans left after the nuclear war, so we've all agreed to look past your repeated visits to the barn." And everybody just rolled with it, from then on and for the rest of the game in every scene involving any of those characters, it was just taken as fact that Town Clerk Scott Johansen was officially a notorious goat-humper.

Another great moment in the game involved unexpected revelations about a mysterious sniper. Early on we'd alluded in-character to there being stranded units of some sort of Chinese army on American soil during the run-up to the first nuclear exchange. So when a few characters went off on a quest in one later scene, I chose to introduce the "Unknown Sniper" character mostly as a plot device to be overcome on the way, and again I heavily implied (by way of equipment and vehicle choice) that the sniper was from the remnants of one of those Chinese units but never established it as definitive fact. In a later scene, Mahmood played the same sniper that I had, and when he did so he revealed she was actually sent by the Mayor (a prime mover in several previous scenes) to ensure the quest (which would have undermined the Mayor's authority and power) failed. That was a brilliant turn of events that I did not foresee. Well played, sir.

Note as well that one of the restrictions on the palette was that there are fewer than 1,000 bullets available in the entirety of our timeline. Brian tracked that religiously. He noted every gunshot on-camera, and assigned bullet costs for off-camera conflicts. In the end, 809 bullets were fired. Brian also played a recurring gunsmith/gunrunner character, who had a penchant for boobytraps, as well as selling blank cartridges to those he didn't trust. So many good moments in that game.

Emergent Complexity:
 I've said this before, but I'll reiterate it. "No" statements are of great importance and value when starting Microscope. Some folks just put "Yes" statements on the Palette, but I find that "No" statements impose interesting limitations and force people to get creative. Too many "Yeses" can make your game messy, and you can often get away with just laying down the things you're dead-set against.  Here's the entirety of the palette from the second game of Microscope I ran at PAX:
A streamlined minimalist Microscope palette.

 This second game started with an odd and unique premise. It was all about bugs and insects. Our start and end points were "Pre-Sentience" and "Ordinary Again (Our Reality)". In between, we'd tell the multi-generational tale of intelligent arthropods rising to the top of their food chain, building multiple civilizations and figuring out dimensional physics so they could interact briefly with our world before somehow losing the ability to reach between worlds. None of that showed up in the palette, it was just in our basic premise. All we felt the need to say in the palette was what we didn't want to see, and this keep it tight and focused. Astute readers will notice that "Rule #7" was reprised --- I'd told this group (two of them strangers, and the third a person I'd gamed with before at GwenCon several years back) about the previous night's pop-culture ban and they fell in love with the idea behind it.

All of these factors together forced us to really think outside the box and try new things. There were elements of Alternate History, Cosmic Horror, a scene about the devil's successful efforts to eliminate hominid (and more generally mammalian) life on the bug-world, communication barriers and societal differences between different bug types, a ton of 6-legged characters, fire-ants with pyrokinesis, bug-on-bug violence, a clan of stickbug/spider hybrid ninjas, pscientist and inventor (and eventual speed-based superhero) Phineus Polonius Pillbug, and a never-ending series of puns. Oh, dear God, the puns. I will not repeat them. Brian (the guy I'd gamed with at GwenCon years ago, _not_ the same Brian as played Microscope with me the night before) loved to make bad jokes and worse puns... but he also came up with the amazing idea of exploring the politics and religion of dimension-hopping sentient insects, so I've got nothing to complain about overall. Another great game.
Tragedy + Time = Comedy

In addition to the usual cards for periods, events and scenes that always show up in microscope (for example the cards surrounding the devouring of the queeen, above), we made other use of spare notecards figuring out ways to make the game more insectoid. We spent a lot of time, energy, and flash cards on trying to emulate all the non-verbal ways that intelligent bugs might communicate with each other. "If anyone would like to smell my pheromone trail, you may read these notecards and learn what they reveal..." was announced to the room in several scenes. Which was dangerous, because within the setting, "the devil" was a contagious and willful scent that could drive entire hives wild. (And again, nothing like that was expressly listed in the palette, it just grew up organically during play.) It was pretty cool.

Tuesday, September 2, 2014

PAX 2014 Highs and Lows

Wow. Pax was mostly pretty wonderful, though I did have one ugly Enforcer incident, and one very failed demo, both of which I'll whine about below.

Dragonflight is more my speed (the crowds of tens of thousands at PAX were at times overwhelming) but I certainly had a great deal of fun.

High Points:

  • Flying Frog Productions blew me away with their sheer power of their awesome friendliness. My wife and I really connected with Scott Hill and Mary Beth Magallanes, and we gabbed with them quite a bit. They gave us lots of free stuff, a great deal on something too big to just give away, and then they go their whole staff to sign everything, and then gave us more free stuff so they'd have an excuse to sign some more things. It felt like we were reconnecting with old friends, not having our first real conversation with total strangers. It's cool to learn that the designers of some of my favorite games (I love A Touch Of Evil, and the demo I played of Shadows Of Brimstone was great) are such friendly, excellent people.  If you have money burning holes in your pockets, might I suggest you spend it on a Flying Frog game?
  • Games On Demand was great. For those unfamiliar, Games On Demand is like going to the library during the con, except you're not checking out a book you're checking out an RPG to play, and the GM to run it.  My wife and I were volunteers. I ran three tables of Psi*Run for total strangers, including two amazing incredible games, and one just merely solid and enjoyable. My wife ran three tables of Microscope, which were, to quote one of her players, "Fucking _Metal_ As Hell!"  Good times.
  • So many awesome things to spend money on! Dice, T-Shirts, RPGs, board games, video games, you name it. Expect a series of posts about all the cool stuff we bought, at least until the check for our internet bounces. Then expect smoke signals.

Low Points:

  • Overall there weren't enough chairs or tables, and the lines were too long. With 70,000 people out there, it's hard to find a place you can just catch your breath for a moment. Random chairs in the various nooks and crannies and back passages would be wonderful. I don't quite get why they stuff 50 bean bag chairs into two places, rather than spreading them out across 10 or 20 different spots across the various floors, which I think would be a huge improvement.
  • Absolutely pathetic demo of the Netrunner card game from FFG. The guy from FFG forgot to tell me two really important rules that resulted in me actually losing during my first turn, and then couldn't shut up about how he'd never seen anyone lose that quickly or make such a big mistake.
  • One of the Enforcers (a bearded guy in the Indie Megabooth area sometime between 2 and 3 on Friday afternoon) was a total asshole too me, screaming in my ear from well inside my personal bubble because the heel of my right foot was across a line of pink tape I hadn't even known existed. When I tried to apologize, he flailed his arms and yelled more like he thought I was starting shit. His aggression actually drove me out of the convention center for more than an hour till I could calm down and cheer up, and I stayed out of that part of that exhibit hall for the next two days in case it was his assigned area. If someone on my staff behaved the way he did, I'd fire them immediately. The Enforcers don't have badge numbers or name tags, so there was nothing I could do to report him. I suspect his blue uniform labeled "Enforcer" had gone to his head. Seems like that word is just asking for trouble. At the very least that term has some risk of attract raging jerks to the position, and I suspect it was provoking a bit of Stanford Prison Experiment mentality too. I would strongly encourage the PAX organizers to change the labeling of their staff, but they'd probably just tell me I should just be happy the shirts read "Enforcer" not "Dickwolf".