I was running a lot of games. So many that I didn't necessarily have enough time to take in the rest of the con to provide anything other than a brief look at some things.
For example, I wasn't hip to any new product announcements or any of the various panels. Heck, I didn't even go see any of the movies the Con usually has playing.
Last year I would've swore that laptops were on the way out and tablets in. Maybe next year. Most of the people I saw were still using their phones for a lot of things and no one at any of the games I ran actually used a tablet outside of myself. For me though, it did replace my laptop. See, my laptop actually died right before Gen Con. I thought about getting a new one but with the convention itself being a place where I spend a lot of money and with the new Windows coming out supposedly at the end of October... yeah, I was going to wait on that one.
And that worked out fine. I was still able to read my PDFs and everything so that worked out well.
In terms of free wifi though? Man, last year it seemed to be everywhere. This year every hotel I was at had some premium membership you had to be a member of to have it or pay some outrageous fee to buy it. Suffice it to say that did not happen for me at least.
My purchases this year center around a few spots. As I was working for Cubicle 7, I did receive some credit for every game I ran. They make some great and beautiful games but alas, those games are not inexpensive so I went well over my credit limit. Many of these I bought because I wanted either a hardcopy reference, like the new Doctor Who boxed set or Yggdrasill, or they were new and might be handy to show players of the sesson like the Loremaster Screen for the One Ring and the new adventure. Some of it was just stuff I was interested in for a while like the new Runequest and one of the setting sourcebooks as well as some Legends of Anglerre, which some of my friends swear by, although we never play it. Oh, and dice for the One Ring. While its not a HUGE deal to use regular dice, having the special d12 does give it a bit more visual appeal.
I also stopped by the auction hall this year. Twice even. Apparently the material starts at one price Thursday and often is marked to go down Friday and Saturday. Mind you, this is in the 'store' part of the auction. I didn't stay in the auction proper or do any bidding. I still managed to spend quite a few dollars in the hall on miniatures I don't need but at the price was thinking... why not? Some of these were from lines I've bought before because they're a little off the beaten path and are nice simple casts while others were for good old Warmachine.
One of the biggest booths I stopped in had to be Cooliminornot. They were promoting the hell out of various games and had some fantastic set up all around them. Being a huge miniature game fan, I spent not as much money there as I would have liked, but more than enough. I picked up a Kingdom Death Flower Knight, which I haven't even meseed with yet as I'm still cleaning up my apartment, as well as a Dark Young.That sucker is huge. I bought it almost entirely on the strength of the paint job and its size. Looks like it could easily be a prime monster for any type of campaign.
At the Paizo booth, I saw a ton of third party Pathfinder material including one I helped Kickstart, Rappan Athuk. That pissed me a little. Some other Kickstart projects allowed you to pick up the book. I could be smoking dope here, but I don't recall that being an actual thing here. It's not the first time a Kickstarter I've backed has allowed the product to be put on sale before the people who you know, made it possible to actual exist got their copies first and it probably won't be the last but it is annoying as hell.
I also stopped by the Warstore, another miniature specialty place. Here I just picked up a ton of bases from Microart that were on sale. Maybe a few other things that weren't standard either but nothing out of touch with things.
Another place I spent money on was the Something Positive store based on the webcomic. I wanted to pick up the Super Stupor comics for a while and finally managed to do so. I'd still have prefered to pick these up in digital format from say Comixology but hey, if the guy isn't going to do it, have to get 'em any way I can right?
Games Workshop had a presence this year and were selling Forgeworld stuff. Everything that I wanted was out of stock and the guy was practically grabbing my leg and begging me to buy it now and they'd ship it free to my house later on. Uh... no thanks.
I was going to pick up Dungeon Crawler and the miniatures and the maps but they weren't set up to take credit cards. In the year 2012, when people are pulling out tablets and letting me sign for my toys on these tablets, or phones in some cases, to not have that ability well... it cost him a sale of over one hundred bones. I know someone is going to say that I should carry excessive amounts of cash on me for the chance that yeah, someone is not going to take credit but... here's the thing. That company takes credit online so if I really want to buy it, I'll just order it online. I don't. It was a "hey, this looks neat thing' and now sanity has returned so no sale for him. Maybe next year.
I also spent a lot of money on shirts and goofy hats for my girlfriend. She likes some of the stuff they have and its not quite so 'corporate' funny like a Simpson's tee-shirt so I wound up picking her some odd five shirts and two different hats. She likes them so that's great.
There were a few bits in the hall that I didn't get to check out as much as I wanted. For example, Gale Force 9. Apparently they had some new miniatures that they weren't selling for WoTC but did have on display. I went there to pick up a bunch of pressed wood bases that you get to shop out in a Chineese take out container. I was hoping to pick up some terrain as well but too busy.
The art gallery is another spot I didn't get to check out. It was huge and had a ton of people there but I had limited time so, like the author's alley bit, maybe next year.
In terms of my own patterns, I'm an early riser thanks to working first shift where that means getting up at five AM every day so I was always up even without the alarm clock. Meant I also always went to bed early too. Or at least as early as I could.
I find it interesting that the hall is dominated not by publishers, but by stores these days. The two miniature stores I was at had huge presences. Mind you, that could be because, at least for Coolminiornot, that they were demoing Relic Knights, Super Dungeon Explorer, Dark Ages, Wrath of Kings, Confrontation, and other games and needed that space. Still, there were multiple shirt sellers and video sellers as well. I guess its a consequence of the convention having a name for itself where you can make some money if you have the right mix of products. I expect that aspect of the convention to grow.
The convention also seemed very crowded and apparently broke more attendance records. Most of the people seemed pretty well behaved but man, there needs to be a course on learning how to walk. I know that sound stupid but there were numerous times when people walking in front of me would just stop and start to look around at a booth or pick up their phone or engage in conversation. Don't like, you know, move to the side and do any of those things. Just stand there like a slack jawed dumb ass and do it. Ugh. Ah well, crowds have that effect one me regardless and I'm sure I'm exaggerating a bit but not much.
Another pisser for me, is in the past, my mom would take the car and go visit her relatives also in Indiana. She hasn't been doing too well these last few years so in the garage the car goes. So almost one hundred bones to you know, park the car. And gas. I remember back in the day Indiana used to be far cheaper for gas than Chicago. Mind you, it's still cheaper, but the comparative price is nowhere like it used to be.
Foodwise I didn't do bad. We have a 'biggest loser' contest going on at work and since I am a fat ass, I've joined just to see what I can do. We get free breakfast at the hotel so it was a few eggs, always bad, some fruit, some juice, and some coffee and then for lunch and dinner, most of the time it was power bars. Ugh. Not the most tasty convention I've gone to but that did save me a LOT of money compared to how much I've spent in previous years on food.
Don't know if I'll be going next year, but one of these years I figure I'll have to go just as a jack ass who isn't running any games or manning any booths and just roam about. I have a hard time justifying that 'sell' though because I get to game on a fairly regular basis and don't really need to leave the state for that. However, I would like to go to some of the various painting sessons or enjoy the paint and take itself again some time. I'd like to check out some of the other games I never get to play thanks to my group's love of Pathfinder. Still, the whole hotel and pass fees can be daunting. Something to think about next year.
Showing posts with label Gen Con 2012. Show all posts
Showing posts with label Gen Con 2012. Show all posts
Monday, September 3, 2012
Saturday, September 1, 2012
Games I Ran At Gencon Four: The One Ring
Sorry about the pause in updates there. Came back from Gen Con and had to pull overtime on the weekend both Saturday and Sunday and then some ten hour days in the last week as well, you know, end of the month push and all that. Thankfully I was still able to get into my regular Pathfinder game yesterday and because of a cold or allergies or something, decided to avoid the booze so am relatively sane this calm Saturday morning with no hangover.
Anyway, another game I ran at Gen Con was The One Ring. It's been out for a while and it's a great looking book with a fairly simple system that revolves around a target number and all sorts of other nifty bits. Cubicle 7 also had a new screen that came with some information on Lake Town, as well as a new adventure source book, all with the same format and art and style as the core book.
Despite having owned The One Ring for a while, I'd never run it before. While my friends all dig the movies and the original stories, they are all about the Pathfinder/3.0/3.5/OGL variants. So while I'd prepared myself to run, I was uncertain how things would actually roll out.
In my first two games, I had some fantastic players in terms of knowledge base. They really added to the game and helped move things forward. With their assistance I was able to kick up my rules mastery of the system very fast.
In the first game I ran, the players and I fumbled the first combat a little in terms of the stances and how they worked in terms of player going on group initiative and monsters going on their initiative. Some of this was due to my lack of actual play but by the end of the session it was under control. One of the players was such a rules guru that he had a few links for me, that of course I promptly lost, that had links to a massive twelve page index. Despite being a beautiful book, the One Ring's index is not one to make you go, "Ah, found it first try." It's a modest two pages so there was some page flipping during that all.
In this game, I didn't bring up the ability of traits to make automatic successes because I had completely forgotten about it and in their haste to play, apparently the rules guru always ran, they didn't actually take advantage of it themselves. But at the end of the game, I always ask for feedback either positive or negative and this one was one of the things brought up so I made a note of it.
In my second game, one of the players took a blank piece of paper and some prepainted minis he had and did a grid for the stances. Wow. That worked fantastic in terms of not only keeping the players in line for their initiative stances and their target numbers, but quickly and easily showing the players where they were in combat order and what they were committed to and made a great visual reference. I snagged that for my third game with no problems.
Traits still didn't get a use as I don't think the players were absolutely sure of what they were used for but I did try to go through their utility at the start of the session.
For my third game, one of the players, a dwarf, was always in the most aggressive stance and rarely got hit in return. The dice were kind to him, even as they were not kind to others.
This one traits came into their own for a few skill checks as we had several new players and I tried to make sure to point out when they could use them.
The 'problem' with a convention adventure was in full swing here though. The One Ring is a pretty rich game for home gaming where things are going to take a long time. For a convention game, there's really not a lot of fear of burning through your starting hope. There's no chance of getting blight. There are no cursed magic items. These limitations make the characters far more powerful then they would be in a home campaign because all of those things become 'real'. You might not necessarily have to conserve hope, but you're not going to be spending multiple points in multiple combats over the course of a single session.
Overall the experience for me got better and better but as it did, the adventure got shorter and shorter. The players were able to take advantage of my growing knowledge of how to run combat for example, and cut through those combats far quicker. One of the prebuilds for example, has a character with a spear that has a fairly low 'Edge' and that came up a lot and took out a lot of foes. The dwarf, as mentioned, took out a lot of foes in that third game. The more aggressive and lucky the players, the better off they were in terms of getting combat done quickly in most cases although a few did take a Wound here and there.
I'm looking forward to trying to get my players into this one again but since I'm a player in a Shackled City campaign using the Pathfinder rules and we'll still stuck in that first adventure, I think it will unfortunately be a while.
Anyway, another game I ran at Gen Con was The One Ring. It's been out for a while and it's a great looking book with a fairly simple system that revolves around a target number and all sorts of other nifty bits. Cubicle 7 also had a new screen that came with some information on Lake Town, as well as a new adventure source book, all with the same format and art and style as the core book.
Despite having owned The One Ring for a while, I'd never run it before. While my friends all dig the movies and the original stories, they are all about the Pathfinder/3.0/3.5/OGL variants. So while I'd prepared myself to run, I was uncertain how things would actually roll out.
In my first two games, I had some fantastic players in terms of knowledge base. They really added to the game and helped move things forward. With their assistance I was able to kick up my rules mastery of the system very fast.
In the first game I ran, the players and I fumbled the first combat a little in terms of the stances and how they worked in terms of player going on group initiative and monsters going on their initiative. Some of this was due to my lack of actual play but by the end of the session it was under control. One of the players was such a rules guru that he had a few links for me, that of course I promptly lost, that had links to a massive twelve page index. Despite being a beautiful book, the One Ring's index is not one to make you go, "Ah, found it first try." It's a modest two pages so there was some page flipping during that all.
In this game, I didn't bring up the ability of traits to make automatic successes because I had completely forgotten about it and in their haste to play, apparently the rules guru always ran, they didn't actually take advantage of it themselves. But at the end of the game, I always ask for feedback either positive or negative and this one was one of the things brought up so I made a note of it.
In my second game, one of the players took a blank piece of paper and some prepainted minis he had and did a grid for the stances. Wow. That worked fantastic in terms of not only keeping the players in line for their initiative stances and their target numbers, but quickly and easily showing the players where they were in combat order and what they were committed to and made a great visual reference. I snagged that for my third game with no problems.
Traits still didn't get a use as I don't think the players were absolutely sure of what they were used for but I did try to go through their utility at the start of the session.
For my third game, one of the players, a dwarf, was always in the most aggressive stance and rarely got hit in return. The dice were kind to him, even as they were not kind to others.
This one traits came into their own for a few skill checks as we had several new players and I tried to make sure to point out when they could use them.
The 'problem' with a convention adventure was in full swing here though. The One Ring is a pretty rich game for home gaming where things are going to take a long time. For a convention game, there's really not a lot of fear of burning through your starting hope. There's no chance of getting blight. There are no cursed magic items. These limitations make the characters far more powerful then they would be in a home campaign because all of those things become 'real'. You might not necessarily have to conserve hope, but you're not going to be spending multiple points in multiple combats over the course of a single session.
Overall the experience for me got better and better but as it did, the adventure got shorter and shorter. The players were able to take advantage of my growing knowledge of how to run combat for example, and cut through those combats far quicker. One of the prebuilds for example, has a character with a spear that has a fairly low 'Edge' and that came up a lot and took out a lot of foes. The dwarf, as mentioned, took out a lot of foes in that third game. The more aggressive and lucky the players, the better off they were in terms of getting combat done quickly in most cases although a few did take a Wound here and there.
I'm looking forward to trying to get my players into this one again but since I'm a player in a Shackled City campaign using the Pathfinder rules and we'll still stuck in that first adventure, I think it will unfortunately be a while.
Labels:
Cubicle 7,
Game Master,
Gen Con 2012,
Middle Earth,
The One Ring
Thursday, August 23, 2012
Games I Ran At GenCon Three: Clockwork and Chivalry
Clockwork and Chivalry is a relatively young game that's already gone through an edition change. A very good one in this case as the new edition actually brings all the rules together in one spot as opposed to relying on say, Mongoose Runequest which you know, is now Legend and blah blah blah.
I was pretty familiar with the BRP system (Basic Role Playing) that is the core of C and C so didn't have too worry too much about messing around with the character sheets. I even copied out all the spells that the characters in the setting can use ahead of time so that they weren't flipping back and forth a lot.
The adventure for the con was the Dragon of Naseby which ties directly into the setting. The pregenerated characters had a lot of versatility to them not necessarily in their abilities, but in their motivations and goals. It was a little bit of a cheat in that one of the characters was 'very experienced' and the rest were above the starting goal. Still, the point is to have a good time right?
The characters come from both of the main factions in the game. The overall theme of hunt the dragon that's burning the towns to ash made for a good super hero moment where the two teams must put aside their mutual hatred in order to overcome the greater foe.
My first game went pretty smooth save for one thing. The party avoided almost every fight until they got to the dragon. When they did get to the dragon, they managed to use a familiar and some spells to spot out a weak point in the dragon's armor. They also noticed the dragon's egg. Threatening the dragon's egg is one of the few ways that the dragon will 'stay' and not take off. Well, the party rolled fantastic in terms of damage on their 'critial shot' and the most experienced character used his elemental to drop freezing potions on the dragon with assistance from his loyal ally. Suffice it to say that the dragon was quickly knocked out and about.
The group in this instance was a little pacified in not going that extra mile to try and achieve the goals of the characters.
In the second game, it ran all the way till the end as the players role played out the conflicts of the characters more. This group included Ed, Hanse, Gary, and Mikhal, three of which made it to another game of mine. Unlike group one, I won't say they reviled in getting into the conflicts, but they didn't shy away from them. The dragon also got punked in this encounter, but that happened by ramming, some excellent damage dice, and some great rolls to control their tank in order to get some more cannonfire against the dragon.
In this session, the characters DID follow their backgrounds and it was almost a civil war not only as the two factions broke down to try and claim glory after the ending, but also as each member of that faction tried to fulfill their specific goals. It was fun to see from my side although as it ended in a stalemate, mostly due to time than anything else, I'm not quite sure what the players were thinking at the end of it all.
I was glad to have run Clockwork and Chivalry. It's a pretty tried and tested game system and I'm sure if the players had a better feel for how powerful their characters were in terms of the game and in terms of each other things might have been even MORE interesting.
For someone looking to run BRP in an alternative history setting where the English are in a civil war, I'd recommend this game. The add ons aren't obtrusive enough to make you not recognize the game system and they can be fun when pitting the characters against different factions and cults that seek to steal their 'zeal' and convert them to the cause.
I was pretty familiar with the BRP system (Basic Role Playing) that is the core of C and C so didn't have too worry too much about messing around with the character sheets. I even copied out all the spells that the characters in the setting can use ahead of time so that they weren't flipping back and forth a lot.
The adventure for the con was the Dragon of Naseby which ties directly into the setting. The pregenerated characters had a lot of versatility to them not necessarily in their abilities, but in their motivations and goals. It was a little bit of a cheat in that one of the characters was 'very experienced' and the rest were above the starting goal. Still, the point is to have a good time right?
The characters come from both of the main factions in the game. The overall theme of hunt the dragon that's burning the towns to ash made for a good super hero moment where the two teams must put aside their mutual hatred in order to overcome the greater foe.
My first game went pretty smooth save for one thing. The party avoided almost every fight until they got to the dragon. When they did get to the dragon, they managed to use a familiar and some spells to spot out a weak point in the dragon's armor. They also noticed the dragon's egg. Threatening the dragon's egg is one of the few ways that the dragon will 'stay' and not take off. Well, the party rolled fantastic in terms of damage on their 'critial shot' and the most experienced character used his elemental to drop freezing potions on the dragon with assistance from his loyal ally. Suffice it to say that the dragon was quickly knocked out and about.
The group in this instance was a little pacified in not going that extra mile to try and achieve the goals of the characters.
In the second game, it ran all the way till the end as the players role played out the conflicts of the characters more. This group included Ed, Hanse, Gary, and Mikhal, three of which made it to another game of mine. Unlike group one, I won't say they reviled in getting into the conflicts, but they didn't shy away from them. The dragon also got punked in this encounter, but that happened by ramming, some excellent damage dice, and some great rolls to control their tank in order to get some more cannonfire against the dragon.
In this session, the characters DID follow their backgrounds and it was almost a civil war not only as the two factions broke down to try and claim glory after the ending, but also as each member of that faction tried to fulfill their specific goals. It was fun to see from my side although as it ended in a stalemate, mostly due to time than anything else, I'm not quite sure what the players were thinking at the end of it all.
I was glad to have run Clockwork and Chivalry. It's a pretty tried and tested game system and I'm sure if the players had a better feel for how powerful their characters were in terms of the game and in terms of each other things might have been even MORE interesting.
For someone looking to run BRP in an alternative history setting where the English are in a civil war, I'd recommend this game. The add ons aren't obtrusive enough to make you not recognize the game system and they can be fun when pitting the characters against different factions and cults that seek to steal their 'zeal' and convert them to the cause.
Labels:
Clockwork and Chivalry,
Cubicle 7,
Gen Con 2012
Wednesday, August 22, 2012
Games I Ran At GenCon Two: Yggdrasill
Brand new for the convention, Yggdrasill was run twice by me. Well, I should say so brand new that it wasn't actually at the first day of the convention when I ran it.
I'm not going to blather about Yggdrasill too much but since it's a new game will mention a few things. It's a d10 based game that uses a target number. Characters roll a number of dice equal to their stat plus the appropriate skill. Characters get multiple actions per round. Characters have a lot of options going for them at character creation including runes, gifts, weakness, furor, skills, combat feats, magic, and equipment. Some of these options are negative and not all options provide the same benefits even in the same category. Some of them are 'story' or background options.
In terms of layout, typical two column format with some fantastic sepia tinged pages and a few full color art pieces, like for the characters. A very decent looking book.
I didn't feel I did enough work on this one to start with. The game does an excellent job of providing background details and a wide variety of information that would be useful for any game system that was looking to bring some Norse action and excitement to their table. In some ways it reminds me of the best of the older games in that vein where there was enough sourcebook to make it valuable even if you didn't play the actual game engine.
In terms of not feeling I did enough, I'm thinking about the character sheets. The character sheets we were given were straight out of the book. In those terms, they don't include stuff that a con gamer should actually have like weapon damage, what feats do, or what spells do. For another game I ran, I knew enough that I copied those bits out and attached them to the character sheets. Not having run the system before I wasn't quite sure what I should copy.
Ugh. Suffice it to say ugh.
Still, the players caught on to the core system of having to hit a target number even though there are a lot of combat options to choke a cat!
The other problem was the adventure. It wasn't a bad adventure by any stretch of the imagination but it wasn't a con adventure. For me, a con adventure should have a pretty clear goal and a pretty clear way to get to it. This one is almost like a campaign start up where the characters have several areas to investigate and is based off the second act of the adventure as opposed to the first part.
In terms of gameplay, let me say the berserkers are going to be stealing a lot of the limelight until they wipe out the party.
My first game I didn't have the physical book in hand because it had no come out yet but did have the PDF on my Toshiba Thrive Tablet. The party did manage to complete the adventure at the four hour mark and things were good.
My second game was a bit strange. The group showed up an hour early and I had to wait until ten minutes after start time to make sure there were no generics or no ticket event holders that were going to show up. Three of the players, Ed, Hanse, and Gary, were in another game I ran the previous night. I had a 'feel' for how they might approach the game. Eloise was a French Canadian who loved the original French version of the book and was looking forward to it. We have another two players... Ed and Ian I want to say but don't hold me to it.
They did a pretty bang up job on most of the stuff but were a little annoyed at the rules. Because they got there so early they were able to get a fair reading in and noticed some potential 'transalation' errors. I wasn't going to go into it in terms of what might or might not be as I'm not the writer or anything and found some that may be similar to the errors they found. This things happen eh?
Anyway, because of the open nature of the scenario, they didn't even make it outside the city but still managed to meet some of the scenario's objectives. Having an open ended session like that allows for 'victory' under a lot of different circumstances.
Its always interesting to run a game multiple times and see how different people approach the exact same material. If you get the chance to run a Con adventure, try it out and see how those strangers play compared to your close knit group.
I'm not going to blather about Yggdrasill too much but since it's a new game will mention a few things. It's a d10 based game that uses a target number. Characters roll a number of dice equal to their stat plus the appropriate skill. Characters get multiple actions per round. Characters have a lot of options going for them at character creation including runes, gifts, weakness, furor, skills, combat feats, magic, and equipment. Some of these options are negative and not all options provide the same benefits even in the same category. Some of them are 'story' or background options.
In terms of layout, typical two column format with some fantastic sepia tinged pages and a few full color art pieces, like for the characters. A very decent looking book.
I didn't feel I did enough work on this one to start with. The game does an excellent job of providing background details and a wide variety of information that would be useful for any game system that was looking to bring some Norse action and excitement to their table. In some ways it reminds me of the best of the older games in that vein where there was enough sourcebook to make it valuable even if you didn't play the actual game engine.
In terms of not feeling I did enough, I'm thinking about the character sheets. The character sheets we were given were straight out of the book. In those terms, they don't include stuff that a con gamer should actually have like weapon damage, what feats do, or what spells do. For another game I ran, I knew enough that I copied those bits out and attached them to the character sheets. Not having run the system before I wasn't quite sure what I should copy.
Ugh. Suffice it to say ugh.
Still, the players caught on to the core system of having to hit a target number even though there are a lot of combat options to choke a cat!
The other problem was the adventure. It wasn't a bad adventure by any stretch of the imagination but it wasn't a con adventure. For me, a con adventure should have a pretty clear goal and a pretty clear way to get to it. This one is almost like a campaign start up where the characters have several areas to investigate and is based off the second act of the adventure as opposed to the first part.
In terms of gameplay, let me say the berserkers are going to be stealing a lot of the limelight until they wipe out the party.
My first game I didn't have the physical book in hand because it had no come out yet but did have the PDF on my Toshiba Thrive Tablet. The party did manage to complete the adventure at the four hour mark and things were good.
My second game was a bit strange. The group showed up an hour early and I had to wait until ten minutes after start time to make sure there were no generics or no ticket event holders that were going to show up. Three of the players, Ed, Hanse, and Gary, were in another game I ran the previous night. I had a 'feel' for how they might approach the game. Eloise was a French Canadian who loved the original French version of the book and was looking forward to it. We have another two players... Ed and Ian I want to say but don't hold me to it.
They did a pretty bang up job on most of the stuff but were a little annoyed at the rules. Because they got there so early they were able to get a fair reading in and noticed some potential 'transalation' errors. I wasn't going to go into it in terms of what might or might not be as I'm not the writer or anything and found some that may be similar to the errors they found. This things happen eh?
Anyway, because of the open nature of the scenario, they didn't even make it outside the city but still managed to meet some of the scenario's objectives. Having an open ended session like that allows for 'victory' under a lot of different circumstances.
Its always interesting to run a game multiple times and see how different people approach the exact same material. If you get the chance to run a Con adventure, try it out and see how those strangers play compared to your close knit group.
Tuesday, August 21, 2012
Gen Con: Games I Ran One: Doctor Who
My experience with this year's Doctor Who was interesting.
I don't own the rulebook in a dead tree format. I ran games last year from my tablet. Silly me though took those PDFs off my tablet so I picked up the dead tree version from Cubicle 7 to run it.
Had a blast. I was fortunate enough to have Kurt from GameGeeks pick up and play the Doctor himself and while I don't want to say that his performance encouraged other players to pick up the slack or anything like that, they certainly feed into the game in an organic matter that seemed to me that it would've fit the show perfectly.
The actual organization of the game was a bit wacky though. See, a few of the actual ticket holders were late, but not so late that I couldn't take their tickets, so some waiting to use their generics, couldn't play. And that was after I handed out an extra character that was 'gender neutral' and so had a male and female version, which I just decided were husband and wife. The bad thing though, is that during the game, two of the people had to leave so I could've taken the other individual with the generic tickets. Ah well, outside my control.
Anyway, the game involved some characters coming from a modern time to the 'Victoriana' age so to speak where a certain reptile woman lurks with a few other standbys. The introduction to get all the players together was fairly quick and no one seemed to mind as it was a good flow to get all the characters from different times together without having to actually have everyone start off in the Tardis at once.
The players managed to avoid most combats by use of quick wits and fast talking, as well as some excellent reminders from Kurt that the Doctor is not one to be trifled with.
With I say everyone had a good time, I'm speaking from my own observation. I can't tell you what people were thinking or actually feeling, but the involvement level of almost all the players was pretty high even when they were playing a father desperately worried about his son.
In terms of the game itself, most people seemed very impressed with the new edition. I'm not certain how much has changed between editions because I don't actually play or run enough Doctor Who to break it down, but apparently there is some PDF with the main changes on it. Everyone was impressed with how nice the book looked, the free dice, the billions of story points, the nice cards, the numerous pregenerated characters and most importantly, how sturdy the box was. Apparently the old box wasn't anywhere near as sturdy so people had some gruff concerns about that, but Cubicle 7 took care of that issue by attacking the root cause of the problem.
I don't own the rulebook in a dead tree format. I ran games last year from my tablet. Silly me though took those PDFs off my tablet so I picked up the dead tree version from Cubicle 7 to run it.
Had a blast. I was fortunate enough to have Kurt from GameGeeks pick up and play the Doctor himself and while I don't want to say that his performance encouraged other players to pick up the slack or anything like that, they certainly feed into the game in an organic matter that seemed to me that it would've fit the show perfectly.
The actual organization of the game was a bit wacky though. See, a few of the actual ticket holders were late, but not so late that I couldn't take their tickets, so some waiting to use their generics, couldn't play. And that was after I handed out an extra character that was 'gender neutral' and so had a male and female version, which I just decided were husband and wife. The bad thing though, is that during the game, two of the people had to leave so I could've taken the other individual with the generic tickets. Ah well, outside my control.
Anyway, the game involved some characters coming from a modern time to the 'Victoriana' age so to speak where a certain reptile woman lurks with a few other standbys. The introduction to get all the players together was fairly quick and no one seemed to mind as it was a good flow to get all the characters from different times together without having to actually have everyone start off in the Tardis at once.
The players managed to avoid most combats by use of quick wits and fast talking, as well as some excellent reminders from Kurt that the Doctor is not one to be trifled with.
With I say everyone had a good time, I'm speaking from my own observation. I can't tell you what people were thinking or actually feeling, but the involvement level of almost all the players was pretty high even when they were playing a father desperately worried about his son.
In terms of the game itself, most people seemed very impressed with the new edition. I'm not certain how much has changed between editions because I don't actually play or run enough Doctor Who to break it down, but apparently there is some PDF with the main changes on it. Everyone was impressed with how nice the book looked, the free dice, the billions of story points, the nice cards, the numerous pregenerated characters and most importantly, how sturdy the box was. Apparently the old box wasn't anywhere near as sturdy so people had some gruff concerns about that, but Cubicle 7 took care of that issue by attacking the root cause of the problem.
Labels:
Cubicle 7,
Doctor Who,
GameGeeks,
Gen Con 2012
Thursday, August 4, 2011
Gen Con 2012: Day 1
So I arrived at Gen Con yesterday. Coming from Chicago, it was a nice drive out. I had already seen a few warnings about state troopers out handing out the dreaded $1,000 tickets so made sure to obey all posted speed limits. There was a lot of construction coming in but I felt that I still made good time. I managed to listen to a lot of newer bands or at least newer releases that I haven't given the attention to that they deserve like the Vaccines, Cults, (not the heavy metal group The Cult), Two Door Cinema, and the new Bon Iver among others.
On the way in, there were two things that struck me. The first was that there were a lot of blown truck tires strewn along the highway. And when I say a lot, I mean thousands. It was a little worrisome seeing all that burst rubber scattered throughout the highway. I couldn't help but think that the best way to prevent accidents is to you know, dispose of such refuse before another vehicle hits it? The other thing that amazed me were the number of wind turbines. These were huge monstrous things and most of them were in full motion. The space they took up seemed minimized as they were well off the ground in order for the blades to clear the land. Hopefully this is providing some useful renewable energy to someone.
I am here this year running games for Cubicle 7. You may have heard of them. They are bringing out The One Ring, the RPG based on the Hobbit and the Lord of the Rings. That's not what I'm running however. I'm running Doctor Who, Primeval, and the Laundry.
The Doctor Who game is based on the newer versions done by the BBC. Primeval is an upcoming game based on the television show by the BBC that uses a very similar system. The Laundry is based on the BRP system from Call of Cthulhu and has its own take on the mythos. I'm certainly no expert on any of the games and have been reading them via PDF which can be useful but can also be slow at times.
I've already run two of the games and they both seemed to go quicker than I would have anticipated. The schedule was supposed to be a four hour slot but the players in the first managed it in under two hours and the latter in under three. I don't know if that stems from my lack of familiarity with the system, not wanting to push conflict on the players when they're playing exploratory types or that the players used, for the most part, good common sense, solid ideas, and were very liberal with their spending of story points to make rolls and avoid conflict that way.
The players seemed to have a good time and a few of them even recognized my name. An interesting side effect of, you know, using your actual name on the internet I suppose.
I have another game tonight and three more to run before the convention is over. The only thing I'm uncertain about is how the game on Sunday will go because it starts at 12:00 and I believe I have to be checked out of here at the same time.
So far the city is very friendly. I spend a lot of time walking around yesterday looking for some speakers for an iPod so that a podcast could be played at the Cubicle 7 booth. It was interesting but way too long. I was also tired from the drive. I know it sound stupid, but driving can take a mental toll on me after a few hours. I'm also six and a half feet tall so that doesn't help in the comfort department either.
I'm fortunate in that my roommates are normal people. I keep hearing horror stories from others but the gamers I played with in both games were good and the room mates are normal. So far it's all win. I still have to check out the exhibition hall. I might do that later on today but after running the games this morning and having another tonight, I may just relax and bum around a bit. Maybe check out the paint and take or watch some movies if they still have them running this year.
So far so good.
On the way in, there were two things that struck me. The first was that there were a lot of blown truck tires strewn along the highway. And when I say a lot, I mean thousands. It was a little worrisome seeing all that burst rubber scattered throughout the highway. I couldn't help but think that the best way to prevent accidents is to you know, dispose of such refuse before another vehicle hits it? The other thing that amazed me were the number of wind turbines. These were huge monstrous things and most of them were in full motion. The space they took up seemed minimized as they were well off the ground in order for the blades to clear the land. Hopefully this is providing some useful renewable energy to someone.
I am here this year running games for Cubicle 7. You may have heard of them. They are bringing out The One Ring, the RPG based on the Hobbit and the Lord of the Rings. That's not what I'm running however. I'm running Doctor Who, Primeval, and the Laundry.
The Doctor Who game is based on the newer versions done by the BBC. Primeval is an upcoming game based on the television show by the BBC that uses a very similar system. The Laundry is based on the BRP system from Call of Cthulhu and has its own take on the mythos. I'm certainly no expert on any of the games and have been reading them via PDF which can be useful but can also be slow at times.
I've already run two of the games and they both seemed to go quicker than I would have anticipated. The schedule was supposed to be a four hour slot but the players in the first managed it in under two hours and the latter in under three. I don't know if that stems from my lack of familiarity with the system, not wanting to push conflict on the players when they're playing exploratory types or that the players used, for the most part, good common sense, solid ideas, and were very liberal with their spending of story points to make rolls and avoid conflict that way.
The players seemed to have a good time and a few of them even recognized my name. An interesting side effect of, you know, using your actual name on the internet I suppose.
I have another game tonight and three more to run before the convention is over. The only thing I'm uncertain about is how the game on Sunday will go because it starts at 12:00 and I believe I have to be checked out of here at the same time.
So far the city is very friendly. I spend a lot of time walking around yesterday looking for some speakers for an iPod so that a podcast could be played at the Cubicle 7 booth. It was interesting but way too long. I was also tired from the drive. I know it sound stupid, but driving can take a mental toll on me after a few hours. I'm also six and a half feet tall so that doesn't help in the comfort department either.
I'm fortunate in that my roommates are normal people. I keep hearing horror stories from others but the gamers I played with in both games were good and the room mates are normal. So far it's all win. I still have to check out the exhibition hall. I might do that later on today but after running the games this morning and having another tonight, I may just relax and bum around a bit. Maybe check out the paint and take or watch some movies if they still have them running this year.
So far so good.
Labels:
Cthulhu Mythos,
Doctor Who,
gaming,
Gen Con 2012,
Primeval,
The Laundry
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