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.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Showing posts with label Psi*Run. Show all posts
Showing posts with label Psi*Run. Show all posts
Wednesday, August 28, 2019
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.
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.
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.
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:
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.
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.
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. |
![]() |
| 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 |
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.
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:
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.
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.
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.
Labels:
Conventions,
legos,
Links elsewhere,
Psi*Run,
Seattle,
Shadows of Brimstone
Thursday, September 4, 2014
Dissecting Psi*Run
Psi*Run is a great little pick-up game that requires no prep work from the GM (other than printing 2N+1 single page documents for the group of N participants to reference mid-game). The PCs have partial amnesia, mysterious powers, and are being pursued. That’s it. Everything else is determined by the players during the game. I do mean players, because, (like Urchin) it’s a game that intentionally takes some of the power usually reserved for GMs and distributes it around the table.
It's a game about an extended chase. You could use the system to tell tales along the lines of Bourne Identity, Logan’s Run, or The Terminator, anything where pursuit is a huge part of the plot. In practice (because there’s no default setting, it’s all improvised, and relies on collaborative story telling) I find you tend to get things more like a gonzo, trippy, four-color version of the X-files. A wild ride, to be sure. The mechanics push you towards this sort of story, with flashy misfiring powers going haywire in nearly every scene.
It’s mostly awesome, but sometimes strains disbelief or kinda fails to come together in the third act. There’s a couple of recurring pitfalls inherent to the system, stemming from the odd mechanical structure and the lack of a single guiding hand at the narrative wheel. Here’s the problems as I see them:
The most common Psi*Run problem is thankfully a minor one. Despite not being a huge issue, it has come up in at least 4 of the 5 sessions I’ve run, so it deserves some attention. I’m talking about the problem of low-key, non-threatening, and/or passive powers. When someone’s making their Psi*Run character, sometimes they’ll describe a power that doesn’t do much, or shouldn’t realistically endanger anyone, or (going the other direction) is just one giant enigma beyond their faintest understanding.
If the power doesn’t do much, or is _completely_ outside the PC’s control, then they won’t get to roll as many dice and won’t have as much of the spotlight. That part of it is a self-correcting problem, in that most players will quickly figure out that they’ve got to start triggering their own ability… but once you’ve started arbitrarily dictating that your power “randomly” kicks on in the middle of actions, you tend to use it in every single action. “All the time” is better than “none of the time”, but either is missing out on some of the depth of the system. A player who chooses “none of the time” is basically choosing to have a boring game, and missing out on at least half the fun of the setting. Don’t let them do that, GM. Encourage them to take a more active power, and tell them that the game will run better for everyone if they do.
A related problem (really the second half of the first problem) is what happens when you have one of these low-key or passive powers, and then proceed to assign a “1” die to the Psi category during play. When the dice are arranged in that way, it’s supposed to be lethal and destructive on a grand “would make national news” style. Every single power has the potential to go horribly awry. In recent memory, I’ve seen this happen with powers like “my hands glow different colors” or “I have a 12-foot tongue”. How do those kill dozens? As a GM, I’m willing to roll with it and narrate a crazy overblown moment. Turns out your glowing hands are just the warning lights of a much more deadly power, or your prehensile tongue doesn’t know it’s own (super)strength. Oopsie!
The problem here is that the player may actually want to play someone with subtle low-key powers. If so, they need to never put anything less than a 3 in “Psi” so that nothing over-the-top gets narrated… and that’s really hard to pull off for an entire session unless you’re willing to let something else horrible happen (or willing to never succeed at your goals and never regain lost memories). Player, it’s on you. If you want a subtle power, you just have to accept that the story is going to get dark in other ways. You’re going to fail and you’re going to get hurt, because you don’t have “Psi” available as a place to dump your lowest dice. Subtle powers either become outrageous over time, or they successfully remain understated while everything else bad happens to you all at once. There’s really no other alternatives (unless the dice are abnormally kind). The GM should mention this early on, preferably during character creation, so there’s no unpleasant surprises during play.
The other major problem the game sometimes runs into is a 2nd or 3rd Act slump. The first Act always opens up strong, with character introductions amidst a flaming wreck, and mysterious pursuers right behind you. There’s built in dramatic tension, and we’re all still experimenting with the mechanics, so that first part is golden. Sometimes (2 out of the 5 Psi*Run one-shots I’ve done) the players will, instead of experimenting, just click on the supposed “optimal” plays or get freakishly good rolls. Some people always play to win, even if it’s an RPG.
If you’ve always got 5’s and 6’s to stick in “Harm”, “Chase”, and “Goal”, the PCs can quickly shoot out to 5 or more locations ahead of the chasers. At that point the dramatic tension diminishes significantly. The notecard system clearly tells us exactly where the conspiracy has gotten to, and with no injured characters your dice will probably continue to extend the lead, so things kinda slow down. The players spend a ton of time discussing options at this stage, which is sad because it’s not really a game with a “right answer”. If there's anything that can ruin a game of Psi*Run, it's the second act slump, but in practice I find even the slumpy games have such good starts that you don't regret playing at all.
There’s three ways to get out of this slump, should it happen during your game.
The best way is for a player to ‘intentionally sabotage’ the PC’s progress, by sticking low numbers in “harm” or “psi”. The GM has less power in this system than most, so it’s hard for them to create tension or steer the plotline. Players, by putting their dice in “sub-optimal” parts of the resolution sheet, can rapidly change the tone of the game. As a player, if you feel things are starting to slow down, you should grab the reigns, and intentionally screw up. It will rescue a game that’s starting to get away from the GM.
Even if the game has given no indication that things are going wrong, it can be very helpful (to the narrative) if someone purposefully fails or causes trouble from time to time. It helps keep the game tense, and sometimes amazing scenes develop from it.
The second best option is for the GM to introduce a subplot about the Pursuers conducting some act of evil at an off-site location. Give the PCs a reason to leave the safehouse they found, and start heading towards an enemy stronghold. If anyone’s Questions implied a friendly NPC is out there, put that NPC in danger. If not, then think big, and engineer things so that the PCs are the only ones who know about the villain’s planned coup or terrorism. If they do dive into the heart of evil, the lack of tension from having such a huge lead on the Chasers may make it anti-climactic, but at least with them rolling dice there’s a chance things will go south. It only takes one bad die roll to suddenly make the game interesting again.
Getting the reaction you want is hard when you’ve got limited narrative windows, and an inability to dictate the danger level. The PCs might call your bluff, and there’s really no consequence if they do so. The Crossroads system in the end game will usually let them hand-wave a solution to your impending apocalypse even if they ignored it all session. GM, don’t restrict yourself to only in-character motivations. Tell the players “I think we’ll probably have a more enjoyable session if you put yourselves back into dangerous situations.” You’ve escaped, caught your breath, and time has gone by. What would your favorite movie heroes do next? Vengeance? Justice? Infiltration? Pick one and do it.
The third option is untested (by me, anyway). That would be to just cheat the chase tokens. There’s no official mechanism by which the GM can ever control the rate of the pursuer’s advance. Officially, the players set the bad guys pacing, and their location on your trail is public knowledge. You really couldn’t get away with suddenly moving the pursuit token 3 or 4 spaces along the trail just to make the game interesting again. Doing so would break the rules, and more importantly it would make the players feel like their previous decisions (about where to go and what dice to assign to various boxes) were meaningless.
What you could do without breaking immersion or rules, is just decouple the Pursuit token from the narration. The Chasers are officially 5 spaces behind you, but that just means the bulk of their forces (enough to turn “Chase” into “Capture”) are trailing that far back. Instead, you introduce scouts or advance units that are much closer. They can’t capture any one, but they provide immediate danger (forcing players to add the “harm” die to every roll) and keep the plot rolling. This still runs a tiny risk of generalized “our actions were meaningless” perception, but certainly less of it would come from arbitrarily moving the markers around. Again, the players could call your bluff and just ignore the scouts with only minimal consequence. As with the “Remote Villainy” option, you may have to get a little meta and ask the players to please try to work with the plot, since they’ve already proven they can beat the mechanics.
My advice is to move those dice around fast and not worry too much about the exact numbers.
A little less than half the dice in the game won’t actually affect the narration at all, so don't sweat it. No matter where you put dice, you will eventually experience a roll where some else getting first say on a single die completely derails what you were trying to do. That’s okay. The game is actually at its best when the unexpected is suddenly happening out of nowhere. Don’t overthink it, just play the dice where they lay. The only thing you’ll ever actually regret is if you put a “1” in the wrong place at the wrong time, so if you get your ones solved the rest can be arbitrary.
Like Urchin, the GM in Psi*Run has very little narrative power. You get to set up the original crash, and cobble together your badguys from the things implied by the PC’s descriptions and Questions. After the game starts, you’re down to just narrating side effects and the degree of success, with the occasional physical description thrown in for flavor. If you try to force a plot, the players will ignore it. If you try to establish background detail, the players will contradict it when they answer Questions.
If you’re the GM who loves to run taut mysteries or large casts of NPCs, Psi*Run will seem like you don’t have enough to do. If you’re the sort of person who loves GMing more than Playing, Psi*Run is going to feel weird to you. If you’re the inverse - a person who would rather Play than GM, or who likes describing combat scenes colorfully but is intimidated by the idea of generating entire plots - then Psi*Run is right up your alley as a game to break out whenever it’s your turn to provide the evening’s entertainment.
The hardest part of being the Psi*Run GM is choking back the answers you want to give to everyone’s Questions. Only players answer Questions, so the GM never gets a say in anyone’s backstory or mysteries. I’ve considered changing the “Reveal” box so a 3 result lets the GM answer a Question, but I think that would speed up the game too much for long-term play. For a one-shot it’d probably be fine, you’d use 5 or 6 Questions per player instead of the truncated 4 per player currently recommended for Con games. Perhaps more interesting would be to use the “1” result not the “3” for GM reveals, but in the process encourage the GM to narrate the most punishing Answer they can dream up when those 1s do happen. That would make Reveal much less of a safe die sink, and I haven’t played around with it enough to know if that’s a good or a bad idea. Next time, I guess.
These are small problems with wordy solutions, but not much needed in terms of house-rules. I've run the game 5 times total, with 3 of them being brilliant and the other 2 hitting the second act slump mentioned above but still being mostly solid. It's an easy game to run when you don't have time to prep something more involved, and it's a great icebreaker game for conventions or strangers.
Psi*Run. It's cheap. It's easy. It's fun. Check it out. Link to publisher.
It's a game about an extended chase. You could use the system to tell tales along the lines of Bourne Identity, Logan’s Run, or The Terminator, anything where pursuit is a huge part of the plot. In practice (because there’s no default setting, it’s all improvised, and relies on collaborative story telling) I find you tend to get things more like a gonzo, trippy, four-color version of the X-files. A wild ride, to be sure. The mechanics push you towards this sort of story, with flashy misfiring powers going haywire in nearly every scene.
It’s mostly awesome, but sometimes strains disbelief or kinda fails to come together in the third act. There’s a couple of recurring pitfalls inherent to the system, stemming from the odd mechanical structure and the lack of a single guiding hand at the narrative wheel. Here’s the problems as I see them:
- Powers cannot be subtle.
- The 2nd Act Slump.
- Die-assignment paralysis.
- Passive GMing.
Powers Cannot Stay Subtle.
The most common Psi*Run problem is thankfully a minor one. Despite not being a huge issue, it has come up in at least 4 of the 5 sessions I’ve run, so it deserves some attention. I’m talking about the problem of low-key, non-threatening, and/or passive powers. When someone’s making their Psi*Run character, sometimes they’ll describe a power that doesn’t do much, or shouldn’t realistically endanger anyone, or (going the other direction) is just one giant enigma beyond their faintest understanding.
If the power doesn’t do much, or is _completely_ outside the PC’s control, then they won’t get to roll as many dice and won’t have as much of the spotlight. That part of it is a self-correcting problem, in that most players will quickly figure out that they’ve got to start triggering their own ability… but once you’ve started arbitrarily dictating that your power “randomly” kicks on in the middle of actions, you tend to use it in every single action. “All the time” is better than “none of the time”, but either is missing out on some of the depth of the system. A player who chooses “none of the time” is basically choosing to have a boring game, and missing out on at least half the fun of the setting. Don’t let them do that, GM. Encourage them to take a more active power, and tell them that the game will run better for everyone if they do.
A related problem (really the second half of the first problem) is what happens when you have one of these low-key or passive powers, and then proceed to assign a “1” die to the Psi category during play. When the dice are arranged in that way, it’s supposed to be lethal and destructive on a grand “would make national news” style. Every single power has the potential to go horribly awry. In recent memory, I’ve seen this happen with powers like “my hands glow different colors” or “I have a 12-foot tongue”. How do those kill dozens? As a GM, I’m willing to roll with it and narrate a crazy overblown moment. Turns out your glowing hands are just the warning lights of a much more deadly power, or your prehensile tongue doesn’t know it’s own (super)strength. Oopsie!
The problem here is that the player may actually want to play someone with subtle low-key powers. If so, they need to never put anything less than a 3 in “Psi” so that nothing over-the-top gets narrated… and that’s really hard to pull off for an entire session unless you’re willing to let something else horrible happen (or willing to never succeed at your goals and never regain lost memories). Player, it’s on you. If you want a subtle power, you just have to accept that the story is going to get dark in other ways. You’re going to fail and you’re going to get hurt, because you don’t have “Psi” available as a place to dump your lowest dice. Subtle powers either become outrageous over time, or they successfully remain understated while everything else bad happens to you all at once. There’s really no other alternatives (unless the dice are abnormally kind). The GM should mention this early on, preferably during character creation, so there’s no unpleasant surprises during play.
The 2nd Act Slump.
The other major problem the game sometimes runs into is a 2nd or 3rd Act slump. The first Act always opens up strong, with character introductions amidst a flaming wreck, and mysterious pursuers right behind you. There’s built in dramatic tension, and we’re all still experimenting with the mechanics, so that first part is golden. Sometimes (2 out of the 5 Psi*Run one-shots I’ve done) the players will, instead of experimenting, just click on the supposed “optimal” plays or get freakishly good rolls. Some people always play to win, even if it’s an RPG.
If you’ve always got 5’s and 6’s to stick in “Harm”, “Chase”, and “Goal”, the PCs can quickly shoot out to 5 or more locations ahead of the chasers. At that point the dramatic tension diminishes significantly. The notecard system clearly tells us exactly where the conspiracy has gotten to, and with no injured characters your dice will probably continue to extend the lead, so things kinda slow down. The players spend a ton of time discussing options at this stage, which is sad because it’s not really a game with a “right answer”. If there's anything that can ruin a game of Psi*Run, it's the second act slump, but in practice I find even the slumpy games have such good starts that you don't regret playing at all.
There’s three ways to get out of this slump, should it happen during your game.
- Player “sabotage”
- Remote villainy
- Cheating the chase tokens
Player "Sabotage"
The best way is for a player to ‘intentionally sabotage’ the PC’s progress, by sticking low numbers in “harm” or “psi”. The GM has less power in this system than most, so it’s hard for them to create tension or steer the plotline. Players, by putting their dice in “sub-optimal” parts of the resolution sheet, can rapidly change the tone of the game. As a player, if you feel things are starting to slow down, you should grab the reigns, and intentionally screw up. It will rescue a game that’s starting to get away from the GM.
Even if the game has given no indication that things are going wrong, it can be very helpful (to the narrative) if someone purposefully fails or causes trouble from time to time. It helps keep the game tense, and sometimes amazing scenes develop from it.
Remote Villainy
The second best option is for the GM to introduce a subplot about the Pursuers conducting some act of evil at an off-site location. Give the PCs a reason to leave the safehouse they found, and start heading towards an enemy stronghold. If anyone’s Questions implied a friendly NPC is out there, put that NPC in danger. If not, then think big, and engineer things so that the PCs are the only ones who know about the villain’s planned coup or terrorism. If they do dive into the heart of evil, the lack of tension from having such a huge lead on the Chasers may make it anti-climactic, but at least with them rolling dice there’s a chance things will go south. It only takes one bad die roll to suddenly make the game interesting again.
Getting the reaction you want is hard when you’ve got limited narrative windows, and an inability to dictate the danger level. The PCs might call your bluff, and there’s really no consequence if they do so. The Crossroads system in the end game will usually let them hand-wave a solution to your impending apocalypse even if they ignored it all session. GM, don’t restrict yourself to only in-character motivations. Tell the players “I think we’ll probably have a more enjoyable session if you put yourselves back into dangerous situations.” You’ve escaped, caught your breath, and time has gone by. What would your favorite movie heroes do next? Vengeance? Justice? Infiltration? Pick one and do it.
Cheat It
The third option is untested (by me, anyway). That would be to just cheat the chase tokens. There’s no official mechanism by which the GM can ever control the rate of the pursuer’s advance. Officially, the players set the bad guys pacing, and their location on your trail is public knowledge. You really couldn’t get away with suddenly moving the pursuit token 3 or 4 spaces along the trail just to make the game interesting again. Doing so would break the rules, and more importantly it would make the players feel like their previous decisions (about where to go and what dice to assign to various boxes) were meaningless.
What you could do without breaking immersion or rules, is just decouple the Pursuit token from the narration. The Chasers are officially 5 spaces behind you, but that just means the bulk of their forces (enough to turn “Chase” into “Capture”) are trailing that far back. Instead, you introduce scouts or advance units that are much closer. They can’t capture any one, but they provide immediate danger (forcing players to add the “harm” die to every roll) and keep the plot rolling. This still runs a tiny risk of generalized “our actions were meaningless” perception, but certainly less of it would come from arbitrarily moving the markers around. Again, the players could call your bluff and just ignore the scouts with only minimal consequence. As with the “Remote Villainy” option, you may have to get a little meta and ask the players to please try to work with the plot, since they’ve already proven they can beat the mechanics.
Die-Assignment Paralysis.
I’ve noticed that some players take a lot of time agonizing over which dice to assign to which box on the resolution sheet. Sometimes, it feels like the only way to get exactly the result you want is to run a dozen different ordering around in your head and compare them. I understand that, and am known for a bit of analysis paralysis myself in other games. In practice, though, agonizing over the dice in Psi*Run does you no good. It just slows things down for everyone. Also, I find that every time someone has spent a lot of time and energy moving the dice around, they _always_ screw up who gets first say on at least one of the dice. Which means that the thing you just spent 5 minutes silently envisioning won’t actually play out at all like what you pictured.My advice is to move those dice around fast and not worry too much about the exact numbers.
- What’s the most important thing you wanted to accomplish with this roll? It’s usually going to be Goal or Chase/Capture/Disappear, (but sometimes it will be Reveal or Harm instead in certain circumstances) and you’ll generally know which one before you’ve rolled the dice. Slide your highest die onto that first. If nothing calls out to you, just move on to the next step.
- Next, look for the 1’s in your remaining dice. You get to ignore one of them (unless you’re impaired) so just set it aside. If there’s any 1’s left over, put them somewhere other than Harm or Chase/Capture/Disappear; most people find that Psi or Reveal is a good sink for that.
- The remaining dice can pretty much be put anywhere and you’ll be equally happy most of the time, so I recommend just move each of them to the box nearest where that die stopped. It’s quick and easy.
A little less than half the dice in the game won’t actually affect the narration at all, so don't sweat it. No matter where you put dice, you will eventually experience a roll where some else getting first say on a single die completely derails what you were trying to do. That’s okay. The game is actually at its best when the unexpected is suddenly happening out of nowhere. Don’t overthink it, just play the dice where they lay. The only thing you’ll ever actually regret is if you put a “1” in the wrong place at the wrong time, so if you get your ones solved the rest can be arbitrary.
Passive GMing.
This is the most minor of the flaws to this game, but I don’t really have a good solution for it. Passive GMing might not be the right word, perhaps it’s more accurate to call it “GM’s feeling of powerlessness”. It's not that you can't or don't do anything as GM, it just feels like that's the case.Like Urchin, the GM in Psi*Run has very little narrative power. You get to set up the original crash, and cobble together your badguys from the things implied by the PC’s descriptions and Questions. After the game starts, you’re down to just narrating side effects and the degree of success, with the occasional physical description thrown in for flavor. If you try to force a plot, the players will ignore it. If you try to establish background detail, the players will contradict it when they answer Questions.
If you’re the GM who loves to run taut mysteries or large casts of NPCs, Psi*Run will seem like you don’t have enough to do. If you’re the sort of person who loves GMing more than Playing, Psi*Run is going to feel weird to you. If you’re the inverse - a person who would rather Play than GM, or who likes describing combat scenes colorfully but is intimidated by the idea of generating entire plots - then Psi*Run is right up your alley as a game to break out whenever it’s your turn to provide the evening’s entertainment.
The hardest part of being the Psi*Run GM is choking back the answers you want to give to everyone’s Questions. Only players answer Questions, so the GM never gets a say in anyone’s backstory or mysteries. I’ve considered changing the “Reveal” box so a 3 result lets the GM answer a Question, but I think that would speed up the game too much for long-term play. For a one-shot it’d probably be fine, you’d use 5 or 6 Questions per player instead of the truncated 4 per player currently recommended for Con games. Perhaps more interesting would be to use the “1” result not the “3” for GM reveals, but in the process encourage the GM to narrate the most punishing Answer they can dream up when those 1s do happen. That would make Reveal much less of a safe die sink, and I haven’t played around with it enough to know if that’s a good or a bad idea. Next time, I guess.
Despite That, It's A Really Good Game
These are small problems with wordy solutions, but not much needed in terms of house-rules. I've run the game 5 times total, with 3 of them being brilliant and the other 2 hitting the second act slump mentioned above but still being mostly solid. It's an easy game to run when you don't have time to prep something more involved, and it's a great icebreaker game for conventions or strangers.Psi*Run. It's cheap. It's easy. It's fun. Check it out. Link to publisher.
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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.
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".
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