Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, November 05, 2013

Fate Halloween Trial Run AAR

So, a late After Action Report on my test run with Fate Core. I ran a one-shot adventure that I found on-line, a convention scenario that said it could be run in three hours, including the choosing of characters. It was titled "Spirit of the Tentacle," and was a Cthulhu-themed adventure using the Spirit of the Century rules, built on an earlier iteration of Fate.

Prepping the adventure took a lot more work than expected. Fate Core defaults to much simpler characters than Spirit of the Century, with fewer aspects and skills. This appealed to me, not only because I've read complaints about Spirit of the Century that the vast number of aspects and skills made characters too hard to challenge, but also because my players, being unfamiliar with the game, would probably have an easier time with simpler, more focused characters. At the same time, the characters created for the adventure were more  like parodies of pulp characters, goofier than I expected in a Cthulhu-style adventure.

So I spent some time rewriting origins and stripping down skills and aspects and bringing in some of the iconic characters from Spirit of the Century to replace guys like the Mexican masked midget wrestler.

Then there was the scenario itself, which had its own problems. There was what seemed like a neat action opening, except that--after I'd already declared I was running this scenario--I discovered it was a classic railroad, designed to funnel down to only one outcome, no matter what the players did, which I HATE. But I did what I could to make it interesting.

The adventure was supposed to run in four acts: the action opening, an investigative phase, a party where they meet the guy who gives them the MacGuffin to beat the monster, the big action finale. As it turned out, we spent more time discussing the rules than I expected at the beginning, and then the big action opening went WAY longer than I'd planned.

Part of it was players being unfamiliar with the game system. But a large part of it fell on me. I was simultaneously 1) unfamiliar with the rules myself, 2) being very lenient about what I was having the opposition do, because I didn't want to discourage the players, and 3) being even more extra-lenient because I felt bad about the railroading and didn't want the players to feel like they'd had their time wasted.

By the time we finished the opening scene, we had gone over two hours into a 2 1/2 window for playing the adventure (after the discussion of rules and character sheets was done). There was no way to finish the rest in our remaining time, and really, no one--including me--was very invested in finishing the story anyway. Not having had a hand in creating the characters, the players weren't very invested in them, either, and unable to play their aspects to the hilt because they didn't always know what they meant (one of my biggest problems with Fate, actually--aspects are not always written in a way that immediately tell you what they mean or how they should be played).

Looking back now, given the spooky nature of the game, I could have and should have played the opposition much harder (yes, sargon, you were absolutely right about this, and I wish I had taken your hints) and kept things moving. But we were all learning.

But this was all being done as preparation for starting my own game, one I've been wanting to run for almost four years now (looking at some of the documents I've put together for the game, I see that one of them was created in February of 2010). I'm really excited about the campaign background I've put together, but that's because it's set around a lot of things I love, that my friends may not be as enthusiastic about. I've finally sent out some background information to let people see a little of what I'm shooting for, but I haven't gotten any feedback yet.

If the game does come together, I'm hoping that the Fate Core system will work out well for me. If not, I can switch back to one of the other systems I've debated using, like Open d6 or Champions (I actually have character write-ups done for several of the NPC's in Champions 4th edition terms). But Fate has been especially good for me in terms of spurring my creativity and getting me to fill in the blanks on the campaign world in a way the other systems weren't. I'm hoping that will translate into a fun game at the table.

Monday, May 06, 2013

A Very Late Look at DC Universe Online

I finally decided to take the plunge and give the now-free-to-play DC Universe Online a try.

Right up front, it's kind of a culture shock, because I've only ever played two MMO's, City of Heroes/Villains and Champions Online. Not only are both superhero MMO's, which have major differences from fantasy-based MMO's from what I hear, but both were designed by basically the same people, which means both games are very similar in their design philosophy, mission design, character design, power design, villain groups, etc.

But DCUO is a very different animal. It was designed to work as both a PC game and a console game, for one thing, so the control schemes and on-screen graphics owe a lot more to console games than other MMO's. There are key combos for special moves, and combo hit counters, and very simplified power controls.

But the game is absolutely gorgeous. The avatar costume designs are not as customizable as Champions or City of Heroes, but every available costume piece seems to work pretty well with every other available costume piece. The attention to detail in the visual design is incredible.

That's my first character, Mr Contingency, on a Gotham rooftop.


Of course, since this is a DC game, the two big locations are Gotham and Metropolis. And unlike the other games I've played, which had accelerated day/night cycles, DCUO has none. It is always night in Gotham, while in Metropolis, it is always day.

That's my second character, Ms Crush hovering over Metropolis, showing just how high you can fly and good the distance rendering is.


Jim Lee was supposedly deeply involved in the visual design of the game, which means everything has a lot of flair, but for an old-school fan like me, I don't always appreciate the Image-Comics-meets-DC aesthetic.

The DCUO website also brags about having missions written by DC star writers like Geoff Johns and Marv Wolfman. However, while I think a lot of the missions are fun, there is one aspect to most of them that I'm starting to find tiresome bordering on ludicrous.

Missions are designed in arcs--you fight several linked missions in the open world, and then are sent to an instanced mission for the boss fight (if you don't know, "instanced" means the game creates a special map just for you and/or your team--you and another player could go through the same entrance at the same time, and if you aren't teamed up, end up fighting solo in separate "instances" of the same map).

But just about every boss mission, with only one or two exceptions, has you fighting other heroes. They might be hallucinations of the Batman family created by Scarecrow's fear gas, or illusions created by Dr. Psycho, or they may be robot duplicates, but usually they're just possessed and/or mind-controlled. In one, you fight the Teen Titans one by one, who are mind-controlled by Raven, who is in turn possessed by her evil demon-father Trigon. In another, you fight Aquaman, who is mind-controlled by the sorceress Circe. Robin is pheromonally controlled by Poison Ivy. Eclipso possesses the Spectre, Green Arrow and Green Lantern in turn. It gets pretty silly after a while.

Sunday, August 07, 2011

A Farewell to (Hairy) Arms


So this is it, the last Smeaton post (probably). This will be long, but I want to get it out, so bear with me.

The Atlantis campaign is officially over. We played the last real session on Thursday night and had a brief epilogue/wrap party last night. Scotch was sipped, secrets revealed (more plotting to kill Smeaton by the other party members than I was totally comfortable with, actually--don't blame them, but still...), and songs were sung. There ended up being a total of thirteen song parodies inspired by the game, which is just... Oh god, I'm almost a filker. It's seriously embarrassing. It may have been one of the dorkiest evenings I have ever spent in my life, which is saying something, but it was also one of the most fun.

Because this game was something special to all of us, I think. Besides the 13 song parodies, the game also inspired faux tintype portraits, physical props, various other illustrations including portaits of efamar as her character:


Smeaton's original, but too small and plain, sub design:


And Smeaton's letter to Gentry after the night of the demon battle:


As well as a few side porn stories for the ladies, the copious notes written up by the GM for campaign background including a world's worth of locations and a huge cast of NPC's. And then there were my own piles of research for Smeaton, including research on making Scotch, info on early submarine designs, research on period poetry, and even a full manual of light artillery from 1896 I found on Google books. Oh yeah, and the recipes. Seriously. (ETA: And how could I forget that bat-cheva recorded something like the last 10 months of game sessions? Or the CD of soundtrack music and naamah's description of the game's proposed movie trailer that inspired me to construct an audio track of my own version of the trailer?)

And the thing is, it wasn't clear from the start that things would turn out so well. Our previous superhero game had been wildly fun, a laugh-a-minute gonzo ride through space and alternate dimensions. But for the new game, we were not only taking a more serious approach, but also adding two new players, efamar and jormungandr. Jorm had played years ago, but not recently, while efamar had not really gamed at all. Bat-cheva had only one campaign under her belt, and sargon and naamah had been gaming solely with each other for years, and so had developed a very personal gaming style that might not translate to a bigger group.

The early sessions were erratic, trying to find our place in the world and our dynamics as a group. Efamar was very shy and unsure, jorm's character had trouble finding his niche, and bat-cheva felt unequal to the leadership role she found cast upon her. As for me, it took me a while to find Smeaton's voice, but between the first moment I obeyed the impulse to have Smeaton deny the reality of magic and the time I gave the speech about Smeaton's goal in life--selling Smeaton's Own Steam Man whisky from town to town back in Scotland--I think he fell into place.

And about the time jorm dumped Dr. Travis for Strego, the entire group began to click and things got seriously fun. And now we're looking at the next game with some anticipation--because though we loved Atlantis, I think we were all ready to move on--but also with some trepidation, because what if we can never recapture that lightning-in-a-bottle thrill we got during the best parts of the Atlantis game?

Sargon is unsure of the campaign setting he wants to run. I had been planning to propose taking my own turn GMing after Atlantis ended, but I'm barely keeping up with my blogging commitments now. I don't think I could sustain a decent campaign as things stand right now, though I am keeping the notes I've prepared in case circumstances change and I want to try at a later date.

One of the coolest things about the game for me is that the game ended, in dramatic terms, with a kiss between Smeaton and Amice, his secret crush for most of the game. Games are played in basically two modes: dramatic mode, when players speak as their characters in scenes of discussion or action, and narrative mode, when time gets compressed and information in discussed at a higher impersonal level. And as far as I can remember, the last actual scene was between Smeaton and Amice. In a movie, it might look something like this:

Amice plunges the enchanted dagger into Smeaton's chest. He jerks and gasps as magical life flows into him. His eyes fly open to see Amice sitting in his lap--covered in blood, still flushed and panting from the battle, her concerned face only inches from his own, her eyes gazing into his.

Impulsively, he leans forward and kisses her, heedless of the blood. After a moment, she kisses him back. FREEZE FRAME. FADE to sepia as Waylon Jennings narrates.

NARRATOR


And that's the story of how Mister Smeaton freed the hydra goddess and then killed her ass, with a little help from his friends. Smeaton and Amice never really discussed the kiss afterwards. They had both already made other choices with their lives.

DISSOLVE to sepia toned shot of the palace.

NARRATOR


Smeaton eventually married the Empress Leda, while High King Valor returned to Avalon to wed his queen. Lady Victoria and King Acrisian, not to be outdone, had two weddings, and in the years to come, there were children, kittens and puppies for everyone.

DISSOLVE to shot of the mountains in sunset.

NARRATOR


Strego, Son of Thunder, led his followers back to their home in the mountains, where they learned the art of breeding dragons from the Dorks of the North, who were much impressed by Strego's boots.

DISSOLVE to shot of Atlantis as the sun sets over the distant ocean.

NARRATOR

And Amice Belden, the true hero of the Battle of Bel-eth? She assumed the throne formerly held by the late Lady Celaeno. History doesn't record whether rumor ever reached her ears of Empress Consort Smeaton's favorite concubine, a petite brunette redhead who was always seen dressed as a British librarian, and if anyone ever drew a connection between the concubine and the fearsome Witch Queen, they were probably smart enough not to speak such suspicions out loud.

And so everybody lived more or less happily ever after, until Smeaton's son, whom he always called Alfred after his favorite poet, assumed the throne and declared himself Caesar, which never works out for anyone. But that's... another story...

CUE THEME MUSIC. ROLL CREDITS. FADE OUT:

So that's out of my system now, and I move on to a new character (though if anyone wants to write their own alternate ending, go for it).

I'll be back.


Wednesday, July 20, 2011

Smeaton Sings


Yes, the Atlantis game is still chugging along, though drawing to a climax soon. And so, I thought it was a good time to reveal a particular aspect of Smeaton's character that has gone unrevealed to the others for over a year. And because the Atlantis game is unlike any other RPG I've ever played, I ended up revealing the secret in a song.

Lemme 'splain. No, is too much. Lemme sum up: efamar and jormungandr have been treating us to song parodies about our characters for a while now. I've got a stack of them in the back of my game binder, parodies of "A Whole New World" and "Total Eclipse of the Heart" and others. I didn't participate because, though I have written songs before and enjoy the discipline that comes with lyric writing, well, I have to get pretty inspired to do it. The last song I wrote IIRC was composed while driving in a military convoy around northern South Korea.

But then jorm sent around a link to a video of a guy named Matt Mulholland doing a mournful minor-key cover of Rebecca Black's "Friday." And I thought it was cool, so I watched some of his other videos, and ran across an acapella multitrack of Ceelo Green's "Fuck You."

Which sparked something in me, because Smeaton has long had a secret crush on someone else in the group, and a not-so-secret grudge against her boyfriend. And when I actually sang the song for everyone over the weekend (and BTW, having not sung in front of people in years, I had to rehearse a lot--try to imagine what it felt like walking around work for two or three days constantly singing "Fuck You" under your breath), I don't know how many pieces actually fell into place for the people listening, but a few big ones obviously did.

But for the benefit of completeness, here is the timeline of the Smeaton crush (pause while everybody else who knows nothing about the game scrolls down to the next post or else leaves entirely).

THE MEETING: Smeaton wasn't actually impressed by Amice Belden when he met her. She was pretty enough, but bookish and full of fancies about so-called "magic."

THE CHIMERA: His attitude toward her changed over time, especially when they went upcountry to battle a chimera. She showed amazing spirit and bravery, yet still remained feminine and somehow fragile. A contradiction.

THE SOLDIERS: Smeaton kept his feelings buried most of the time, but when the group tried to flee the country to avoid arrest by British soldiers due to their association with the spy, Dr. Travis, he let his feelings show just the slightest bit. When the soldiers leveled their rifles, he cried "Amice" (not "Miss Belden"--one of maybe three times in the entire game he has done that, and nobody ever notices) and tackled her to the ground, covering her body with his. She was very annoyed at his sexism.

The trip to and from the city of the Ghuls did not allow much time for him to dwell on his feelings, what with the seasickness and the Hesperian woman and the giant hydra and all. Amice became more involved with her magical studies and Smeaton wondered if it was simply not meant to be.

CUPID'S ARROW: During a strategy session at Lord Acrisian's house, Smeaton was struck through the heart with an assassin's arrow. Everyone else went their separate ways in the subsequent battle, but Miss Belden ventured down to the lawn where Smeaton lay on the verge of death to bring him back. This was also where the group met rather slippery Jareth Rosewood, spy and scout.

THE WET T-SHIRT: While fighting a sea serpent, Smeaton was swallowed whole and carried off. The others pursued the creature to a submerged cave to rescue him. Amice cast off her heavy dress and swam down in only her shift. Though he tried to bluff his way through, Smeaton was not immune to the beauty on full display.

THE PRINCESS AND THE DEMON: Smeaton's feelings became very confused when he met a beautiful princess imprisoned in a tower. She claimed that she had seen visions of him all her life, and long ago fallen in love with him. They began an affair which seemed doomed, for her visions also showed him being killed protecting her from a fearsome demon. The battle, when it came, though, saw Smeaton emerge victorious against near-impossible odds.

But it was clear that the victory was only temporary. Whoever had sent the demon would merely send another, perhaps stronger, to finish the job. Smeaton needed help to sort this out. And who should show up at precisely the moment he needed help with precisely the help he needed but Amice Belden? As if she knew instinctively, as if they were somehow connected.

THE PIRATES: Once Smeaton's submarine was finally finished, the group set off to find the lost tomb that would give them clues to the location of the next phase of their quest. Along the way, they were beset by pirates. While Smeaton tried to seal the barrel of the deck gun so the sub could dive safely, he was struck by arrows and fell, senseless, into the water below. With no thought for her own safety, Amice cast herself over the gunwale to save him from drowning. Smeaton began to think she might care for him as much as he was coming to care for her. He was even considering finding a way to split amicably from Leda when they reached the Triton city, where things changed.

THE BUGGER AND THE BABY: Once the group reached the Triton city, however, everything went wrong. Leda and Smeaton ended up in some drunken orgy that he only barely remembers, while at the same time, Rosewood and Amice became lovers. Not long after, Leda informed Smeaton that she carried his baby. Smeaton's opportunity had passed.

THE PACT: Smeaton decided his first responsibility was to the child, and so decided that his loyalties must lie with Leda. However, his distrust of the Viceroy and the current Emperor led him to a dark decision: to insure his child's safety (as much as it could be insured), he must overthrow the throne of Atlantis and see Leda made Empress instead. And the first person he approached with the plan was Amice. He still didn't dare reveal his feelings, but now they shared a secret. It was something.

THE POSSESSION: Unfortunately, Amice was soon taken over by the spirit of an evil ancestor, a powerful ancient sorcerer named Daath. She turned against her friends and caused them to be routed in a crucial battle. And here we depart the actual history for a small meta-digression. I would sometimes prepare speeches for Smeaton to deliver in case a certain situation arose. They were often memorable: the Steam Man Whiskey speech, the "We're in Hell" speech, the Dougal Bloody Smeaton speech. I had actually prepared a "Come back to me, My Amice, My Love" speech for Dougal if he ever had occasion to come face-to-face with Dark Amice. Alas, he was off kicking the asses of an entire army of barbarians and giants while the others got to facilitate Amice's return from Heel to Face. Oh, and Rosewood earned Smeaton's enmity by stealing Smeaton's favorite dagger. Bastard.

THE MIND-READING: Nothing further developed between the two during the trip to the Dawn Forge in the furthest reaches of the north, but there was one dangerous moment (not counting the danger of the giant evil-sorcerer-possessed automaton). While debating the fate of the Forge, Lady Victoria used her newly developed powers of telepathy to read Smeaton's mind. If she had tried to read deeply and learn his secrets, the truth might have come out, but she specifically stated that she was only trying to read surface thoughts regarding Smeaton's intentions concerning the Forge. And so his secret feelings remained secret. And his resentment of Rosewood grew.

THE ASSASSINATION AND THE DEATH OF CELAENO: Lately Smeaton's trust in Amice was shaken when she offered to "fake" Leda's assassination as the factions have begun their battle for the Dragon Throne. Smeaton had no guarantee that the assassination would not be real, and it certainly looked real. But in the end, he chose to trust his heart in trusting Amice, and during the subsequent battle with the sorceress Celaeno, Amice healed him back from the brink of death (resulting in another rare use of her given name when Smeaton thanked her).

Truth be told, Smeaton may never reveal his feelings for Amice, almost certainly not while Leda's alive, especially since it seems evident by now that she does not reciprocate them in the least. Which is fine. I mean, there's a reason why you never hear "romantic" as one of the adjectives bandied about concerning Scottish men, and Smeaton is a stiff upper lip-type. He's good at expressing anger, but other emotions, not so much.

Tuesday, July 06, 2010

New on Examiner--Lum and Abner

New review up on Examiner.com. It's not a great movie by any means, but it's got a Tulsa connection, if only because KFAQ's Sunday night Radio Theater plays Lum and Abner all the time.

Stayed up virtually all night the other night making design notes on a system that was supposed to be a streamlined Champions and has morphed into almost a different game. Basically, stats, skills and combat are all virtually the same, the speed chart has been cut in half, and the way powers are bought and played has changed almost completely.

I have a writers group meeting coming up on Friday, and I need to write a story for it. It's the perfect opportunity to write that Digger story I've been noodling around a while, get it out of my head and onto paper and coincidentally, provide one more story for the anthology I'm coming closer to publishing.