GoPlayNW 2015 - Sunday and Monday

Breakfast the second

Another breakfast. Can't remember much as this was three nights of 5-hour sleep in a row, so it was starting to drag on me. 

First game: Carcass

Straight into it... ran into Jim again in the morning, and Jerry and I got co-opted (willingly, of course!) into one of his games. His friends Ian and Sarah joined us, and the five of us launched into The Carcass. In Jim's own words: 

The Carcass is a roleplaying story game where players take on the roles of the last members of a dying post-apocolyptic tribe. The leader is dead and the members are now on their last legs through the broken wasteland.

I played it once before, when Jim was down for a Strategicon in L.A., but it was a relatively large table (7 of us?), and I remember enjoying his other games more (at that time it was George's Children and Dying Memories, two very excellent games).

But I gotta say this was a great little ride. I felt like my character was more of a supporting roll, more so than a center-stage character, but I really just loved the whole table dynamic and the resulting story. Despite the relatively bleak topic, and immediate rivalries, I just remember being extremely entertained and laughing considerably. And of course it's always fun being the direct antagonist to Jim's character.

The story itself was interesting, with our prior leader dying in child birth. We were tree dwellers, known as The Hunters, living in a symbiotic relationship with The Growers. What do we hunt? Well that brings up the other tribe: The Breeders. As giving birth to healthy children is a scarcity, we hunt men from that tribe to use for breeding purposes. A fun exploration, with very memorable characters (including the sarcastic Leaf, and burly Smabb).

Edit: In the prior post I mentioned drama points when describing Ship Lanterns. As Jim has pointed out, my memory is shoddy, as this was really a mechanic of Carcass. So here it is: I really liked how drama points were spent not into the middle bank, but instead paid from one player to another (to their "foil", the player who later narrates how things work out for them). It definitely makes you consider how you want to spend those narrative points; advantages and disadvantages. And it bit me in the ass. At the very end of the game I was about to grab control, when Smabb (Jerry) bought out  a disadvantage, and passed a handful of tokens over to my rival, Mercury (Jim). And I ended up murdered to preserve their agenda. Fun!

A game of Carcass

A game of Carcass

Second game: Numenera

After a quick lunch, we returned, and Jerry ran some of us through a Numenera one-shot, including Soren (from my Friday night game) and another random traveler. Numenera is a Monte Cook designed game, and has a combination Scifi + Fantasy setting. The "numenera" is effectively "technology", although technology that is beyond our comprehension, bordering on the fantastic and magic.

I was curious about the system since I had heard conflicting things: both positive and negative. After discussing with Jerry a concept for a game I want to run for some friends, he mentioned that Numenera might be a good system for it. That piqued my interest further, and so here we were.

We had a relatively short slot (3 hours), so used the straight pre-gens that came with a pre-made adventure. The adventure, despite being pre-canned, was actually interesting and had a good twist. I played a nano, which is effectively a wizard / engineer who works well with the numenera (i.e. technology), and I specifically chose that class so I could get a feel for (what I think is) the essence of the setting. 

Although Jerry claims the mechanics of the game are relatively simple (and I can't argue too strongly against that, compared to games like D&D and GURPs), it's definitely not as simple as something like Apocalypse World. I do love how the character sheet evoked some weird-o sci-fi feel.

Jerry ran a fun game, and gave us a really good taste for the setting and system. 

Third game: Forget-Me-Not

Another Jim Pinto game. It was Jim, Jerry, Soren, and myself.

I have to admit, I was not excited going into this game, really due to my own shortcoming: I have never watched Twin Peaks. "What!?" you exclaim? Or maybe, "So what?" you ask.

OK, so what is Forget-Me-Not? It's one of Jim's original GM Zero games; a bit of a narrative card game. The background (perhaps not too dissimilar to one of your favorite David Lynch creations):

“In the remote town of Northern Falls, Rebecca Ashwick has been murdered. But no one seems too keen on solving the murder, not even the residents…”

And a little more:

Set in the fictional town of Northern Falls, [it] allows players to take on the roles of various key figures in town — the Sheriff, the Town Drunk, the Heiress, the Reporter, etc. — but no one owns any of the characters. Each scene is played different from the last, as we explore the confusing and weird behaviors of the people unaffected by Rebecca Ashwick’s death.

This game was absolutely fantastic. My initial concern was that I wouldn't be able to bring much to the table without that background. But the fact is, almost anyone can do justice to the story, because the game guides you in crafty ways. I won't go on about details, but I will say that I probably laughed hardest all weekend at this game, and that says a lot.

Splendor

The con was winding down. And that's when a random passerby started chatting with us, interested in gaming. Before I knew it, we were playing another game of Splendor. I was pretty exhausted, so didn't really have patience to teach the game, but kudos to me for being patient and introducing someone into the hobby. Seriously, it was hard. 

Con Wrap-Up and Drinking

From here there were a few groups that were getting together to share in chit-chatting. Jim took off, and Jerry, Soren and I ran into Andy (from Friday's game, and of GeekGirlCon fame), Chris (also from Friday's game), Max, and various others.  We ended up at 8 oz burger., and despite the wait, that was some excellent grub. Beer selection superb, and lots of great "what was your favorite game?" and "what did you play?" type conversations, which would only interest the folks there.  Extra props to Chris, from which an unreal milkshake came about, and to the staff, that allowed us to stay until way past when we should've been out the door. 

But alas, it was time to go. The con was over. Or was it?

Monday

Actually, yes. The con was over. However Monday was just a super relaxing day, involving numerous walks and conversations with Jerry, and visits to Stumptown, game stores, and more. Although we had to check-out at the dorm around noon, they allowed everyone to store their stuff behind the front desk, just like a hotel. We eventually found ourselves in the dorm lobby, waiting for Jerry's final moments before he had to go to his train.

That's when we ran into Morgan Ellis (of Fate fame, who I had played with once down at a Strategicon, and seen there many times) and Stras. Jerry left, and then Morgan, and then Stras and I just had one of those amazing conversations that lasted about 4 hours. So many conversations, such an interesting dude, and again just inspiring as far as the folks behind the scenes in this wonderful RPG world we live in. I got to hear amazing stories of Andy's Mad Max: Fury Road Dread game from Saturday, and  Logan Bonner's Refuge in Audacity, both of which I am sorry I missed.

Just goes to show, you think you've had a great convention, and played so many great games, and yet there is always more excellent creativity and fun to be had. Inspiring.

The rest of my trip involved visiting a long-time friend in Seattle and hanging out with her family, and even a trip to Ray Gun Games. But it all had to come to an end, and eventually I had to head back to San Jose. 

Thank you GoPlayNW. You will always have a special place in my heart, and I will strive to make it again, one day.

Raygun games, with my friend Ryan and his daughter Ella in the background.

Raygun games, with my friend Ryan and his daughter Ella in the background.

GoPlayNW 2015 - Saturday

Breakfast and con meals

Glorious breakfast. I have to say the dorm cafeteria food at the con was pretty nice. As part of the convention cost you get tickets for breakfast and lunch. The tickets are a little restrictive sounding, in that they say you are only allowed to have 1 hot item, and 1 salad bar, and 1 fountain drink, etc. So no, it's not all you can eat. But the food amount that you get is still plenty (more than I could eat at times). And the cafeteria had at least a few stations, so there was always a bit of variety, and the simple standards (like burgers and sandwiches and a pretty decent salad bar).

First game: Ship Lanterns

Ran into Jim Pinto (of postworldgames fame), who I've played with a few times at Strategicon, and I kept in touch with when coming up to the con. He coerced me (without too much resistance) into playing with him, and I likewise coerced Jerry into joining us. We got a few more players. And then we launched into Ship Lanterns, a protocol game.

Now, as far as a description of the protocol system, here is the one from drivethrurpg: The Protocol game series uses vignettes, interrogations, interludes, and ensembles to tell a story. Each story explores disparate characters dealing with adversity and isolation in a dramatic fashion.  There are a few mechanical devices, including a deck of cards (as the randomizer which provides story framing and other input), as well as tokens that represent drama points (that are spent by the players).

Ship Lanterns specifically deals with "wish-fulfillment gone awry and set in a Southeast Asian village. Children gather on a bridge to throw cherry blossoms into the water, asking the river spirit (Thuy-Tinh) to grant their wishes. Characters take on the roles of children, dealing with the results of their wishes."

The Protocol system immediately allowed us to define all sorts of relationships between the characters, including lust (which sounds like it could be dangerous when playing children) however all the players really played the shit out of this game and it never got weird (without us wanting it to be weird). Of course it was a Jim game, so it did get dark... one NPC had a coma, and was later murdered by one of us as a sacrifice, a wayward soldier gave a kid his gun, all but one character had sad endings, and the one happy ending involved a kid stepping on a land mine.

This was my second (or third?) time playing a protocol game, and I definitely have a better handle on how the system works. The part which initially confused me (and takes a little time to sink into my skull) is the difference between the different scene types (vignettes, and the others that come in this game). But once you have that down, it rolls well.

If you like narrative driven games, and you haven't gotten to play with Jim, I highly recommend doing so.

Lunch

Again, food was good. Great salad bar, and I think I had the black bean veggie burger, but with bacon. Delicious. Also, we had a nice big group of folks, and again everyone was easy to mix and talk to. Great crowd.

The Lottery

For the second game on the Saturday they have a special version of The Donut (introduced earlier), called The Lottery. Instead of calling for games, they let all participants place their name tags into a "hat", and then draw them in groups of 4 (or roughly four, depending on the total number of participants).  These groups then find a table, and play. What do they play? Well, obviously that's up to the table. You can see how this might go awry, however it seemed to work pretty well.

Not interested in this level of randomness? No problem, there are still sign-up games, and of course you can just grab people you like and go gaming, separately.

But I wanted to give this a try, and ended up with a group that consisted of Lucien (one of the same players from the morning Ship Lanterns game), and two others. One guy mentioned he could run Microscope, and I expressed interest, since I'd never done so.

Second game: Microscope

Have heard about this for a while, but all I knew was that it was a collaborate exercise in world building. Check the Microscope website at Lame Mage Productions for details, but here are a few summarizing statements: 

  • Mock chronological order.
  • Defy time and space.
  • Build worlds and destroy them.

That pretty accurately sums up most of the feel of the game. I've played The Quiet Year before, and found this game equally accessible and well structured. There are definitely specific mechanics and rules in place that  restrict the way narration and collaboration occur, but specifically to benefit the ability for everyone to share narrative control. You can see how it's been playtested many times by many people to produce a fairly simple structure that yields beautiful exposition.

I won't go into the details of our game, but we decided to explore a sci-fi setting, where magic is introduced and begins to gain in power (however, is incompatible with technology). One "bookend" - the frames between which the game is explored - is the discover of magic, and the other is the "Magical Singularity" where humanity ends, which wasn't defined any further than that, at the outset. In the end we had an eons-long history of empires coming and going, struggles between magic and sci-fi factions, and eventually the discovery of a an alien plant race (that provided the magic through its seed pods). The Magic Singularity? That moment when the alien species combines itself with humanity (hence now they are "singular"), which ends both individual races to produce a galaxy spanning, magic wielding, super-race. Fun!

Microscope crew

Microscope crew

Dinner

Dinner was included the first night, on Friday, but the after that it is only breakfast and lunch. So Jerry and I ran into Soren, and took him along with us. The streets were a bit mad, since just north of the University is the local gay district, and what do you know... the Supreme Court made a pleasant ruling that just happened to coincide with the Pride festival! So the streets were busy. We scoped out a local gastro-pub called Quinn's (thanks, Yelp). The beer was very good. And as always love eating with Jerry, because almost every meal is family style.

Sunset from the 8th floor of the dorms.

Sunset from the 8th floor of the dorms.

Third game: One Night Ultimate Werewolf

We returned back for the last official game of the night. Jerry had brought One Night Ultimate Werewolf, a party game not dissimilar to Werewolf (which itself is similar to Mafia, if you know it). A bit of a deductive party game where players take on the side of the villagers, or of the few werewolves who are trying to eat them up. Except instead of taking exponentially long (based on number of players), One Night Ultimate Werewolf can actually be played in a fairly short round.

As opposed to being played over many "nights" (rounds), this version is played in one quick session, and involves everyone (you don't need a dedicated narrator). After 2 or 3 rounds you quickly get it, and yep, I definitely like it much more than the traditional version.

It was definitely what I needed at about this time as well, as my mind and body were a bit fried, and I don't think I could've done an RPG justice.

Saturday wrap-up

We didn't play for too long, with many players about in the same shape as us: exhausted. Jerry headed back to sleep, but I stuck around for a little bit. Many folks were either wrapping up games, or playing other small ones. I taught some folks how to play Lost Cities. I ran into Jim, who's game didn't go quite as well as he would've like (read: got to hear him rant for a bit, always fun!), and finally went back to the dorms. It was hot, so shower and sleep, then woke up around 3am to take another shower, and then back to sleep.

GoPlayNW 2015 - Friday

The short story: I was taking my daughter up to San Jose to visit my parents for 2 weeks, and discovered that GoPlayNW, a table top RPG-based game convention based in Seattle, was going to happen during that middle weekend.

  • Free babysitting = GO.
  • Friend Jerry from Oregan can make it = GO.
  • People on the GoPlayNW forum seem cool = GO.
  • Friends to stay with after convention = GO.

All systems launch!

Going to Seattle

Up and at 'em. A 6:30am flight from San Jose to Seattle for the min-max win (minimum price, maximum time at Seattle). Travelling with lots of gear is a pet peeve, but I was planning on running my Lego-based Star Frontiers game, which has lots of moving parts. It was worth it in the end, but meant I had to lug my stuff around for a bit.

It's been 11 years or so since I've been to Seattle. The most obvious difference was the Link light rail. Just $3 for a straight shot into the city during rush hour? A godsend. Doesn't get you to Seattle University (the location of GoPlayNW), but that's only about a mile away from the downtown light rail stations… I mean, you can walk that in like 20 minutes right? Do not be deceived! Seattle, much like SF, has a well deserved reputation for being hilly. If you have luggage, make it easy on yourself. In my case I used a Lyft (aka a smaller Uber), for the first time in my life; my brother works for them and was trying to convince me to take them.

Lyft PROTIP: If you sign up for it, wait until you get to the city of choice, since – as of this writing – you get 3 free $15 rides, however only in the location where you initially sign up. I signed up in San Jose, so couldn't use my freebees here. I had my friend Jerry sign up in Seattle when he got here, and that worked out quite well for us late in the weekend, when we actually needed rids. (You likely won't need any while at the con itself.)

Getting to GoPlayNW

Fortunately, unlike hotel-based cons with hotel check-ins, at GoPlayNW you can "rent" a dorm room for the weekend, and they care very little about check-in times. I was able to get in my room when I arrived there around 11am, and that meant time for a cat nap. Yes, I'm that old.

Jerry took the train up from Oregon, and landed around noon time. He unfortunately didn't heed my advice (which I hadn't quite formulated yet) and walked the mile to the school with his heavy luggage. After a sweaty hug, we settled for a bit, and then headed down to the dorm building lobby, where we slowly started to meet folks that were here for the con.

We immediately were approached by friendlies! This is a theme that would be pretty consistent throughout the weekend: Don't know that person? Say 'hi'. Someone doesn't look included? Include them. It was so unbelievably refreshing and pleasant. And the caliber of gamers was just very high. Lots of people with interesting perspective, experiences, and motivations, all with a heavy love of gaming.

I brought a little collection of board games in case we had downtimes that needed to be managed, and it immediately came in handy with some 2-player Lost Cities, and a few sessions of Splendor.

Initial meetings and friendlies in the lobby of the dorm. A game of Lost Cities in the fore.

Initial meetings and friendlies in the lobby of the dorm. A game of Lost Cities in the fore.

Because the con was relatively small in scale (about 120 people), it had a very intimate and relaxed feel. There was a "formal" dinner on Friday evening, although there was really not that much "formal" about it, just some yummy eats, and more friendly conversations. Other than how friendly folks were, something that impressed me was that after these great little conversation, I'd then find out that the person was actually someone I was familiar with, or have designed a game I had heard of. This was like a little hippie game nexus! (to borrow the "hippie" game parlance from the Happy Jacks RPG crew and forums).

I'll give a special shout-out to Max (who has posted his write up of GoPlayNW 2015 here), who had a specific goal of welcoming folks who looked new / lost / alone, and have since found inspiration from that for future con attendance.

The Donut

Dinner over, and time for the first game, in this case one I was running. I had 2 pre-registered players, Jerry and Chris. And that's when I was introduce to The Donut.

Now, some games are setup ahead of time and have a sign-in sheet, similar to other conventions I've been to. However, there were about 20-30 people standing around with no game to play. Interesting. So, The Donut is a little thing they do before a gaming slot runs to solve this problem. Any GM with a sign-up game and missing players comes up, and then they ask for volunteers who want to run games. Effectively it's a "games on demand" type setup, but the GM pitches the game real quick and says how many players, and the organizers try to ensure it looks like there are enough games for the number of lost souls. Then they just let all the folks find their games in a mad-dash of chaos. And it works, beautifully.

The Donut

The Donut

Distress on LL928

So, after all that I got Soren and Andy, 2 more players, and we were off to play. This was my first time running my game with some new tweaks (from my initial game build), and I think they definitely worked out to smooth some kinks that I found in prior runs:

  • Character creation was all handled in one phase, instead of an initial race/stats/skills phase and then later an equipment phase (which ate some time).
  • The story complications (i.e. hidden backgrounds and motivations for each character) were tweaked to be easier to read and use.
  • Story complication for Dralasite character was made more palatable.
  • All the players are "new" members to the Scrap and Salvage vessel, meaning they are all coming in with little experience in this line of employment, which works better in evoking the theme and feelings that everything is a little out of their depth.

All in all the game went well, and finished about 30 minutes after midnight. That's probably the shortest run of the game I've handled thus far (a total of 4.5 hours). The players seemed happy, and in the end that's all that mattered.

The crew of the Life Liner 928.

The crew of the Life Liner 928.

Off to the dorm room, and to find that it was really a hot box, and the windows were completely misleading since they did nothing to bring the slightly cooler air from the outside, in. In the end we probably got about 5 hours of sweaty sleep. It was an unusual warm Seattle week, so if you come on a future GoPlayNW, you probably (maybe) won't have the same issue… at least I hope not.