Lady Blackbird: Flight of The Owl

The Gauntlet's online community is amazingly good. I've played many one shots of various RPGs there, and have never been disappointed with the players at the table or the game being played. That said, the Gauntlet thrives on running games in short story arcs that last 3-4 sessions, normally played during an individual month. I hadn't played in any on-going set of games, mostly due to timing issues and the difficulty in committing game time to weekday evenings and weekends.

Within The Gauntlet, the subculture there that I've grown closest to is the Asia Pacific (ASPAC) crew. They're an exemplary group of folks, and include members from countries such as Australia, Singapore, Japan, and even various USians (including myself). And so it was only fitting that my first "campaign" would be with this crew.

In April, friend Sid decided to run Lady Blackbird. It's a game by John Harper that I've been wanting to try forever, being a prime example of collaborative story gaming magic. 

If I look back in the last year of gaming and decide on my favorite experience, it is these four sessions. This is high praise given some of the games I've played in the last 12 months, but so well deserved. The other four players (Elle, Stephen, Lu, Ary) and our lovely game master, Sid, were such a treat to play with.

The game itself is some cool story game shit. It starts with some hard framing with the crew of The Owl (an air ship) in a prison, captured. The five available characters are all unique, and with their various backgrounds which give them a lovely starting point and some interpersonal tension and connections, but with a lot of room for customization and growth.

Sid ran an extremely collaborative table with an artist's light touch, and he'd probably tell you that he was just making us do the work for him, but that's a bit of bullshit. He knew when to push us and when to get us to bring our magic. He experimented with all sort of interesting and beautiful techniques, such as doing session recaps through TV-show style intros, and all sorts of fun things with smash cuts.

Oh man, and what players. I can't do them justice in my descriptions, but I'll just say that the depth of Naomi (Stephen) and lovely chemistry with Lady Blackbird (Lu) was killer. Starting the game off with some good ol' mutiny threw some nice wrenches in to the works, which of course was patched up by yarn from the most amazing Snargle (Elle). Kale (Ary) was supremely authentic and sympathetic. I just tear up thinking back to this game. 

I can't really do the game justice in describing it, but will just leave it out there for those crazy enough to watch things like this. Enjoy!

SGG: Star Crossed and Winterhorn and autumn of the ancients

David and I have been running Story Games Glendale for almost 1.5 years now. It's only fitting we finally get some new blood and some consistent friendlies coming, damnit! And it's only fitting I give it some love here. Because I've been "lazy" at updating. (Note: There is no such thing as Laziness. Thanks, Shane!)

March 20: Star Crossed

On this eve we were joined by Asher (almost a regular, now!) and their friend Aaron, and Todd. I didn't realize it until later, but I had gamed with Todd before when he ran Cat (the RPG where you play... wait for it... a cat) back at a Strategicon a few years back!

We ended up going for Star Crossed, Alex Roberts' two player game of forbidden love (which I got to originally play at Bid Bad Con 2017). Asher and Aaron ended up playing a game of forbidden love between a Drow and a High Elf (cute concept!) and unfortunately I was playing at the same time as facilitating, so probably did them a disservice in that regard. I know I showed an example of play, and David was sort of floating between our tables to watch us, and tried helping them out a few times, but as a note: if you have folks relatively new to story games, maybe a stronger hand holding would do.

On my end of the table I played across from Todd, and we ended up with a scenario where a scientist and a janitor were falling in love as death and nanites and the end of the world were eminent. There were some awkward scenes in the lab, late at night. And a moment outside where we... almost... confessed something. And then it ends in some sadness.

April 3: Winterhorn

David has been wanting to run this at the meetup for a while now. "Chomping at the bit", you could say. He got to play in an online version of the game run by Gerrit for The Gauntlet, so had played once before, and had all the cards and such printed out and ready to go. This particular meetup had the perfect number of 7 players, including some new faces.

Winterhorn is by Jason Morningstar, and is pitched as about how governments degrade and destroy activist groups. By playing law enforcement and intelligence operatives working diligently to demoralize and derail, you’ll learn about the techniques used in the real world in pursuit of these goals.

And that's what we did. It's a "table LARP", which is to say you play completely in character at times, just like a LARP, however around a table in a manner and environment similar to many RPGs. Much like a LARP there are various LARP-style safety tools, debrief sessions, and methods for getting in and out of character, like leaving the table during breaks.

After setup and discussion, you play the game in 3 30-minute scenes where you are in character, a bureaucrat around a table making decisions to dismantle a "dissident" group (that may or may not be what it appears). Everyone has there little secret prejudices, and the way you can uncaringly make decisions that could destroy peoples lives is a bit unnerving (and reminds me of that Twilight Zone episode "Button, Button" in that manner).

Something I truly enjoyed about the game is how certain facilitating roles, such as debrief, time tracking, and managing some of the drawing and other components, are all assigned around the table. The management load is spread out by design. Additionally, breaks are done away from the table, so the table space is reserved for being in character only. The intent is to take these rules of play seriously, to provide a more LARP-like experience, and I can only say: Try to do what it says.

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April 17: The Final Girl / Autumn of the Ancients

We had a decent turnout this night, with enough folks to split into two tables. David took some folks and run The Final Girl, a perennial favorite.

I got 3 players and played Autumn of the Ancients, a game based off of Fall of Magic, but in space. (Orccon 2018 writeup here.) You are travelling with the Liminal to find the source of ancient technology, which is dying. My version of this game is printed on index cards, since playing on a large star map on a table at a game convention can be exceedingly difficult to do. 

My index card version of the game was used to great effect, inspired by some ideas discussed in the past, and a suggestion by one of the players, Gene. We started with the initial location (Alpha Station), and then had a few rounds of intermediate locations, chosen at random, which itself was great. When we felt that we were getting ready to wrap up the game, we immediately went to the final location: The Black Hole (which I had placed to the side). This enabled us to play in the melancholy, slow paced way that the game usually plays out, but still tell a comprehensive, satisfying story.

And I got to play a Dralasite! (Bonus) We had some silliness occasionally, but the game was far from gonzo, and played well. There was one time that I did "X-card" another player for tone (he appeared to be getting tired and a little silly and added something that definitely was of the gonzo derailing sort). Otherwise, good session.

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