Showing posts with label Convention Games. Show all posts
Showing posts with label Convention Games. Show all posts

Wednesday, September 4, 2013

Tales of MaricopaCon 2013 VI: Star Wars Edge of the Empire - The Edge of Despayre

The Edge of Despayre is a prison break scenario.  First run as a New Year's Eve game in 2012, I tightened the focus, and rewrote the endgame to turn it from the intro to a short campaign into a self-contained adventure.  The truth is I've run prison break scenarios in just about every sci-fi system I've ever run, and while the trappings are different depending on the game, the basic plot is the same.

The inspirations for this particular scenario were the old Classic Traveller adventure Prison Planet, the Star Wars novel Death Star, and the d20 Modern Post-Apocalyptic setting Darwin's World.

The characters are an odd mix: the stormtrooper who realizes he's been fighting on the wrong side and years to escape; a political prisoners; con men; an ingenue; and a smuggler set up by his comrades.  They are then stuck in a prison camp full of some of the worst scum in the galaxy.

Effectively, in four hours, the players have to scrounge, trade for, or steal the needed equipment, and formulate a plan for an escape from Despayre, the prison planet that is home to the under construction original Death Star (the one that will eventually be destroyed by a farm boy from Tatooine).

In the meantime, while they are working on solving the main plot line, a variety of complications and sideplots threaten to derail them.  Their camp is run by a martinet commander who threatens to derail their escape plans.  The camp guards are a sadistic bunch who could care less whether the prisoners live or die.  Also, just to add to the festivities, there is a serial killer on the loose in the camp, and one or more of the characters may be the next victim.

Without doing a blow by blow synopsis, due to a combination of wise horse-trading, offers of sexual favors (yeah, the players went there...I just went along), and outright guile, the group managed to escape the world only to be chased by TIE Fighters, including a TIE Advance being flown by a great pilot who may, or may not, have had a Darth before his last name (I'll never tell).  The group managed to hold their shuttle together, singe a few of the Imps, and then, just before the inevitable weight of numbers began to tell, a small Rebel contingent, intent on attacking the Death Star, materialized from hyperspace to give the pursuing TIE Fighter wing something else to worry about.

We had a group of players for this game which included at least one player who was familiar with the Beginner Game, as well as at least one fan of the EU.  The game went well, and everybody had a great time.

Monday, August 12, 2013

Tales of MaricopaCon 2013 IV: Better Angels, The Unbearable Being of Lightness

 Better Angels was the first game of the convention run on Sunday.

I have to admit that this running 12-1/2 hours of games on a Saturday was a lot easier when I was under 30 (or 20, for that matter) than it is at just a couple of years under age 50.  Needless to say, I was dragging on Sunday.  Still, caffeine got me going, and it wasn't long before I recreated the adrenaline buzz I'd had through most of Saturday.

For this event, I broke a couple of my own rules.  To me, the best portion of Better Angels isn't the chance to play supervillains (everybody's been doing some of that going back to FGU's Villains and Vigilantes and the original TSR Marvel Heroes RPG back in the 1980s, and there are settings that specifically playing supervillains (such as Savage Worlds' Necessary Evil).  It's the interplay between the human and demon halves of the supervillain that really makes it a fascinating game.

Convention Game Rule 1: Always Have Pregenerated Characters.

Therefore, breaking with long-standing tradition, I decided this dynamic would be best created by letting tthe players generate characters.  I armed them all with a list of the Fiendish Powers and Demonic Aspects, a two page walkthrough, step by step of character generation that I created for my previous runthrough of the game for a new group, and actually printed copies of the Powers/Aspects chapter of the PDF for use at the table.

We walked them through it in about 45 minutes.  With everybody else new to the game, I thought that an accomplishment.

Convention Game Rule 2: Always Have a Prepared Scenario in Hand.

Yes.  I went there.  For Better Angels, I created an opening scene, a couple of NPCs, applied a lot of the Better Angels Mobs and Mook rules, and let the chips fall where they may.


They were told that they were at the Hope Museum of Art (hopefully you'll see more about my Better Angels setting for Hope in the future), and that they were to steal a very important artifact from a touring Egyptian Museum Exhibition that was touring the United States.  One of the artifacts actually housed a demon, Magnifico Giganticus (bonus points if you get the literary reference to a Golden Age Work of Science Fiction) the Unconquerable, Indomitable, Indestructible, and Infernal, Lord of the 7th Circle, Prince of the Lesser Regions of Hell.  For clarity's sake, we'll call him Magnifico from this point forward.

I had set up this exact scenario for my previous play group in what was my first run of Better Angels, and chaos and hijinks abounded.


Meet Security Guard Bill

Whereas in the previous playthrough, the human halves of the characters had at least tried to minimize the collateral damage, in this playthrough, the human side of the characters basically handed the keys to the car to the demon, got in the passenger seat, and were along for the ride.  The id was basically given full reign vs. the ego and superego.

The characters then went about whole hog trying to not only acquire the artifact, but to find a willing stooge to serve as Magnifico's vessel.  Did they look for some sort of shining paragon of virtue, a Mother Teresa or Gandhi who would keep the demon mostly in check and use the powers, if not for good, at least to avoid doing any great harm?  Of course not.  Page 1 of the PC playbook kicked in, and the group looked for the most ruthless, utterly irredeemable, character to empower.  In this case, a luckless (but essentially corrupt) museum security guard named Bill Williams.

Bill was a sketchy character who failed in everything he'd ever done in his life.  Joining the Army after completing his GED (naturally, he'd dropped out of high school), he was a disciplinary problem who was discharged for reasons that weren't entirely clear (the DNA test to prove or disprove rumors that he'd impregnated the base commander's 16 year old (but of legal age) daughter were never done).  After leaving the Army, he then failed the Hope Police Department's entrance exam.  He then bounced around a series of low-paying jobs, first in retail, then private security, and finally as a security guard in the HMoA.  Needless to say, this didn't make him look like a shining paragon of virtue, and when approached by the PCs, he came across as a bitter, sullen personality who clearly would be a dangerous man to give superpowers to.  So naturally, the PCs set about to do exactly that.  All they needed to do was steal the artifact.


The Museum and Collateral Damage

Being the rat-bastard GM that I am, the first big fight of the scenario was set in an environment where there couldn't help to be a large amount of collateral damage.  That's right, an Art Museum, on a School Day, with busloads of grade school children, teachers, and parent chaperones along to visit said Egyptian Art Exhibition.  


And along comes Collateral Damage.  Needless to say, she doesn't call herself Collateral Damage.  She's styled herself the Avenging Angel.  The media named her Collateral Damage, simply because wherever she showed up, people tended to wind up dead.

Without fully detailing the character, Collateral Damage is a 15 year old, Olympic Games-caliber, pious young woman (her particular faith is Christianity, though I didn't chose a particular sect beyond that) who has been possessed by a demon who has convinced her he's an avenging angel.  Her main problem is that she doesn't really distinguish levels of sin.  She is as likely to pummel somebody for double parking, adultery, or having too many library overdue fines as she is drug pushers, mobsters, pimps, or street gangs.  And wherever she went, innocents would be harmed.  It was no different today.  She came crashing down out of a glass dome like Batman from the first Tim Burton film (if Batman truly didn't care about the innocents of Gotham), sending shards of glass into the crowds below, and then proceeded to try to beat the characters to the artifact.  However, this plan didn't get going.  First, two of the characters had the ability to create objects.  One of them hit her with a net, which caused her flight ability to become a plummet ability, while the other was creating, then hurling harpoons at her.  By the end of the battle, she was on the ground, tangled in a net, with two harpoons sticking out of her in very inconvenient places, and the players had not only beaten her down, but indeed had broken the news to her that she was being ridden by a demon, not an angel.  By the end of the battle, she wasn't so much a villain as a cautionary tale, carefully prepared face paint running down her face in streams from the tears, with wounds all over her from broken glass and harpoons.

Needless to say, the group got the artifact and immediately handed it over to Bill the Amoral Security Guard.

If we had continued, I'd have undoubtedly had them have to take on Bill, the newly Empowered Amoral Security Guard Who Could Shoot Laser Beams Out of His Eyes, but we had run out of time.

I'm fairly certain I probably sold a couple of copies of the game, and the group had a good time.  And that's about all there is to report.  Runtime: 3-1/2 hours.

Wednesday, August 7, 2013

Tales of MaricopaCon 2013 II: Call of Cthulhu-Danger Roadwork Ahead

I had four players for this one.  Effectively drawn from the background material for the evening's game, it was also informed by two different games run by Caleb Stokes on RPPR's Actual Play feed, as well as one recorded for The Drunk and the Ugly.  I basically reverse engineered it, and ran it as an afternoon prequel of sorts to the evening scenario for Saturday, Lover in the Ice.

The basic synopsis of the scenario is this:  Counterculture author Ryan Whitehead and his college dropout, drug-addled friend (along with a translator/editor, and assorted other camp followers) travel to Brazil to investigate a traveling tent city following in the wake of the construction crew for the Trans-Amazonian Highway, discover a jungle parasite that reproduces in the most horrific way possible (turning their hosts temporarily into hormone-fueled horrors of sex and violence), and investigate what was going on, and then have to escape.

I ran this one as a playtest several weeks ago.  In that playthrough, two of the group survived, the others not so much.  One of the characters was infected.  However, the run through of the game revealed several problems with my scenario as written, and I made significant revisions to the endgame for the con.  These problems mostly revolved around a too quick reveal where the group stayed together.

Fortunately, this run of the scenario had none of those problems.  The group split up, and the reveal was more or less simultaneous for all involved.  One of the four player characters was infected by a seeder almost immediately, then spent the rest of her all too brief life trying desperately to hold herself together.  She wound up getting cut down by gunfire from soldiers of the Brazilian Army.

At the end of the scenario, the players are presented with an Alamo style situation.  The few surviving, non-infected civilians, the surviving soldiers who now occupy the camp, and the player characters are surrounded by enough of the young adult Amantes (the horror) that they are presented with a stark choice, stand and fight, or run away and try to get to safety.  If they choose the latter course, they have several directions they can flee in (though only two hold any real hope of salvation).  The three survivors chose to stand and fight.

Unfortunately, the stand and fight option is effectively a stand and fight and die option.  In this way, I effectively narrated the ending, a TPK, as the group was simply overwhelmed by the numbers of the Amantes.

We had a couple of seasoned Call of Cthulhu veterans in the game, along with one player whose only previous exposure to RPGs was D&D.  I'll talk more about her later.  The game went well, and was a huge success.

The game basically concluded about 15 minutes early, so I timed it perfectly.

Tuesday, August 6, 2013

Tales of MaricopaCon 2013 I: The Idiot's Array

Suzette (Mrs. Grognard), Grant (Spawn of Grognard), and I (Grognard) settled in at the hotel Friday night.  I took the evening not so much to go over the scenario as I did another pass at the rules.

The Idiot's Array might very well entail my first vehicle combat in the new system, and even though I've run about 20 hours of Edge of the Empire in total since the beta book came out, it's just enough of a weird system that I was nervous.  I didn't sleep much Friday night as a result, which meant I was tired going into a marathon 15 hours in the Mesa Room in Centennial Hall at the Mesa Convention Center.

The scenario went smoothly.  We had a full table, six players, including Mrs. Grognard.  I don't want to give too much away about the plot, except I really wrote as a effectively a film noir-inspired homage to Casino Royale, with a fair amount of some of the wonderful, early Han Solo/Lando Calrissian trilogies, and just a dash of the Timothy Zahn Thrawn Trilogy to give it that kick over the edge.

Every NPC the characters meet has an agenda, often at cross purpose with each other, and by the end of it, the players wound up doing something unexpected that threw the main villain, an Emperor's Hand, for a complete loop.

In general, the scenario went well, but the pregenerated characters I provided weren't great.  I learned a lot about character building from The Idiot's Array, and ironically, the pregens for The Edge of Despayre were much better constructed.  For those who want to know my opinion, if you aren't dumping virtually all of your starting experience into Characteristic increases, you're doing it wrong.

Still, by the end, the group had won the sabacc tournament, had created such a confused situation that at one point Imperial stormtroopers were firing on the Emperor's Hand, and managed to escape, albeit with a couple of PCs and the Imperial Admiral who was the point of the whole scenario, badly wounded.

For all of the players with the exception of two, this was their first exposure to the system.  Feedback was positive.

Thursday, June 27, 2013

Miscellanea

None of these comments really justify a post of their own, but they've been stacking up a bit, so here goes:

  • I ran two games at last week's Free RPG Day.  Eschewing the convention of actually running one of the scenarios given out, I instead ran two Delta Green Scenarios, the classic scenario Convergence, as well as The Last Equation.  Both games went well.
  • Work continues apace on The Idiot's Array.  It's taking a bit longer than I expected, but I've finally got an outline, so it should speed up.  I'll be posting a few builds once I have it written into coherent shape.
  • I will be attending Imperial Outpost's Gamer Garage Sale on Saturday.  Hopefully, I can find some goodies there as I did last time.
  • Finally, I'll have some spoiler-free information about The Edge of Despayre posted later today.  It's based on the starter of a short campaign, that's on hiatus at the moment, I ran on New Year's Eve last year.

Sunday, June 23, 2013

MaricopaCon Game Preparation IV: Star Wars: Edge of the Empire - The Idiot's Array

Work begins on this one today.

My goal in creating this scenario is to create a game that will have the feel of a cross between the old L Neil Smith Lando Calrissian trilogy of novels and the much more recent Bond film (and to a lesser extent the novel) for Casino Royale.

We're going to stretch Edge of the Empire, and see how well it runs an investigative game, in other words.

For those curious, no EU characters will be present for this one.

I'll discuss more about this once preparation is complete in a few days.


Thursday, June 20, 2013

MaricopaCon Game Preparation III: Better Angels-The Unbearable Being of Lightness (and a Confession)

OK.  Here's a dirty little secret about this scenario.  I came up with the title before I had a story seed, or had even run Better Angels for the time.  Yep.  I'm that guy.

I knew what the game was supposed to be about from the Kickstarter and Previews, and I'd briefly skimmed a draft version of the rules circulated to backers as an ePub, but I hadn't read them.

In an effort to get a feel for the play of the game, once a final preview copy that I did proofreading for came out in PDF, I took that PDF and ran a session of Better Angels in late May for one of my groups.  It was brilliant, but it also destroyed any preconceived notions I had of how to run a one-shot in this system.

The central part of any story, regardless of the medium in which it is told, is conflict.  Without conflict, there is no story to tell.  With about 99% of all of the RPGs out there, that conflict is external.  Someone or something is out there to prevent the characters central to the story from getting what they want.  That someone or something may win or lose, but it is there to oppose the hero's plans or aspirations.

Now Better Angels has these sorts of antagonists: do-gooder angel-powered superheroes, dark antiheroes who may not worry much about collateral damage, angels in abusive relationships, other demon-ridden supervillains who have let their ids run wild, etc.  The difference is, in Better Angels, these are background conflicts.  The real conflict in Better Angels, the Central Conflict, is between the human and demon sides of each supervillain.

The truth is the flip side of your character can wreck the character more easily than an angel riding on a white steed firing lightning bolts of holy vengeance out of its ass.

This central fact has led me to six weeks of figuring out how I was going to write a scenario to capture this.  It led me to two conclusions:

1. Pregenerated characters in this game would suck.  Hard.  Getting one person to buy into characterization of a pregenerated character in a convention game setting is tough enough.  Two people (screwtape and human) doing it?  It isn't going to happen.  I might as well run Mutants and Masterminds or Wild Talents.

2. The interplay between the human and screwtape halves of the characters, as illustrated by my one playthrough of the game, is central to the game.  When done right, all the GM has to do is throw out the beginnings of a scene, and let the chaos flow from the players, occasionally adding new plot elements to further things along.

With these two conclusions in mind, I'm doing a couple of things in preparation for this game that I would have never considered doing even as recently as a year ago.

A. No pregenerated characters will be used.  The characters will be created by the players, at the table.

B. No plot will be written prior to character generation.  That's right.  I will be running a game based on the characters generated at the table.

As part of the character generation, each human half of a character will need to provide a goal they want to accomplish in the session.  The demon will then name a goal that aids, or hinders (or probably a bit of both) the human's goal.  Arc Dream wrote up this idea more or less a few weeks ago, but I had pretty much come to it on my own prior to the publication.

So, what am I preparing?

I'm preparing a handful of villains and a deluded antihero who has a real problem with target identification (the unbearable being of lightness of the title).

I've created a two page, front and back, cheat sheet for character creation.  I will photocopy it and the Powers section for use in character generation, and will walk the players through the creation process.

I will take their goals, and then make a scenario out of it.  How Indie Game of me, eh?

We'll see how it works.  It may be a brilliant idea, or it may be the most spectacular disaster since the last flight of the Hindenburg.  Either way though, it's bound to be entertaining.

Monday, June 10, 2013

MaricopaCon Game Preparation I: Danger Roadwork Ahead/Lover in Little Altamira.

Rest assured that this discussion will remain spoiler free for obvious reasons.

A little background is necessary.  Danger Roadwork Ahead is not a pre-written scenario.  It has however been run into actual play podcasts, however.  First, it was a bonus Skype game for Kickstart backers of a certain level Caleb Stokes/Hebanon Games' excellent No Security package of systemless scenarios.  It's background can be found in the GM information in Lover in the Ice, originally run by Caleb for RPPR's Actual Play podcast as a Delta Green game, but now written up as systemless.  In addition, two recordings of the Actual Play.  First, The Drunk and the Ugly recorded their Skype game.  Also, RPPR recently released their playtest as an Actual Play.

Effectively, I'm doing a loose interpretation of the game based on the two Actual Plays, and the GM information and Lover in the Ice, which was a bonus scenario from No Security.

Danger Roadwork Ahead, as I will be running it will be run with Call of Cthulhu 6th Edition rules.

My work, while it may seem simple, basically consisted of turning three slightly different narratives into one fairly cohesive structure.  Accordingly, I took the time to write up the scenario as though it were meant for publication.  While I tend to run games very loosely, with reference to few notes other than a bullet pointed outline and a fistful of NPCs, I find, for con games especially where I'm a little more nervous than usual, that the discipline of actually turning those bullet points into text gives me a comfortable background from which to run a game.

In this case, that file is 22 pages long. Um, yeah.  I got carried away.  Still, it's 100% ready to go.  The game is best described as a survival horror scenario set in 1960's Brazil.

It's based around an actual historical fact, that being the never fully completed Trans-Amazonian Highway project.  Effectively, the scenario gives a Call of Cthulhu answer to the question of why was it never finished?  The players play a gonzo journalist and his strange retinue, his permanent student friend who knows where all the best drugs can be found, an interpreter, a soldier, a professor, and a representative of the Brazilian foreign office, who is determined to put a shiny happy face on a thuggish military regime.

I will be debuting it this Saturday in a playtest at Free RPG Day at Imperial Outpost games and will be running it again at MaricopaCon.

Sunday, February 5, 2012

Con Game Preparation I: Star Wars Saga Edition-The Betrayal of Darth Revan

Betrayal of Darth Revan is a game I've tried to get on the table for a couple of years now. It's a WotC RPGA module that was created for GenCon 2008 (timed to coincide with the release of the Knights of the Old Republic Campaign Guide for Saga Edition). For those familiar with the Star Wars Expanded Universe (EU), that is the novels, comics, video games, etc. set in the Star Wars universe, the module takes place not long before the start of 2002's Knights of the Old Republic video game and is a key part of an event that appears in a couple of cut scenes from the game.

It's a fabulous adventure that was released by the RPGA when they ended support for the Saga line. It combines a little of everything that makes the Old Republic era great in the first place, Jedi vs. Sith, lots of aliens, space battles, ground battles, the works. I've never run or played it before, but I've read it and can't wait to put it on the table.

The fortunate thing about this one is I've got very little prep to do. Print the maps, create my usual hints one-page to give neophytes a primer on the rules system, print the character sheets and the adventure text, and study the adventure in depth.

As for what led me to choose it? I figured, with the release of the MMO, that there might be renewed interest in the Old Republic era, and that this would be a good, easy to do tie-in to the game. It also acts as a pretty good overview of the system, and looks like a rollicking good time.

Con Game Preparation

After watching one of my long-running campaigns come to a screeching halt a couple of weeks ago, I've devoted the last two weekends to preparation of four one-shot adventures for the upcoming 2012 Phoenix Vul-Con.

Although I've certainly done it numerous times over the years, preparing for convention games is a unique experience. When I run games for my regular gaming groups, I've got a reasonable idea of what may fire up my players (though this can vary at times), and if nothing else, I can always ask.

Obviously, there is no feedback loop in time to do any good with a player group at a session. You can playtest it with your regular group (unless some of those folks want to play it at the con, but that's about it) for length, but even that is a different experience than it will be for first-time players who don't know you as a GM, in most cases won't know the game system, and likely don't even know each other.

So what does a conscientious GM do? In my case, I've created (or chosen, in the case of the couple of pre-made adventures I'm running) games that I think I can run successfully, and would enjoy playing in as a player.

In the coming days, I'll discuss the four adventures I'm running, and comments on each of them (spoiler free, of course), on why I chose them, and the things I think they bring to a con game.