Sacramento Gaming (Take: 3) - Indie RPG night with Atlas Reckoning

So, now that I was a temporary GM for the I Attack The Darkness meetup, I went to work creating an event for an "Indie RPG / Story Games" night at The Game Room Adventure Cafe. The event was only up for about 3 days, but I got 3 bites, so that's a start!

I showed up a bit early, as did some of the players. Brolyn just moved to the area from Ohio, and just happened to find the meetup as I was posting the event, so just great timing!

We did a few rounds of various things, including Carcassone, so I could show the cafe owner Matt how it works. Just as we were about to start, two new customers came in and joined us for a 5 player session. Turns out they're also in D&D and such, so we chatted much of gaming.

They left, but then Matthew, the other story games player showed up. We then started in on a King of Tokyo game just as two more new customers walked in (Annie and Tyler), and we got them to join us. A fun romp was had, and there were dice and claws flying. I was the first killed, but also had to take over for owner Matt's Space Pengiun, and therefore also won the game. Turns out Annie and Tyler are super in Star Wars RPG and Werewolf, so quickly were bought into the stores premise, and would be coming back another time.

Story gaming: Atlas Reckoning in the far future

When it finally came time to play, we waiting a bit for another meetup person, but she ended up being a no show. I went through my binder to pitch games, and it looked like Matthew had heard or played many of them. In fact, he even brought his copy of Fall of Magic to the meetup just in case!

The last game I pitched was Atlas Reckoning, which was at the end of the binder, and Brolyn's eyes just sort of lit up. He's a huge fan of similar anime, and Matthew was excited by the premise as well. As the game is still in beta, he hadn't heard of it and was curious.

We dived into it... world building was unusual. We ended up with a premise of humanity being sent out in various ships into space, but our colony is the only one we're still aware of. At this point, humans have been genetically modified so much that they're almost not recognizable, except for their overall shape. We had people with green hairless skin and glowing eyes, among many other varieties. The ship had been out in space for an unknown amount of time, slowly accumulating material and salvaging what it can from various star systems. In this game humanities last stand was Gaia, our floating community / vessel.

Atlases? They are the mechs we use for mining and foraging, having the shape they do because of its utility in a variety of environments we may find ourselves. Although the human pilots are purely organic in nature, we decided there are a few implants designed to better interact with our technology.

Behemoths? In this case they are a recent occurrence: a randomly appearing set of creatures from an alternative dimension who appear through rifts in space. Although the humans believe they are just appearing and causing havoc for little reason, we all decided that really it was us humans who've invaded their territory and are the nuisance.

How can we win? We decided that learning to understand and control the ability to produce these warp portals would be decisive in victory. If we can control the portals we can easily close them... or enter them and salvage what we can. We've already returned with behemoth parts and have started to use that to enhance our Atlases to better deal with the threats, and upgrade our sensors.

Creating the Atlas

Creating the Atlas

We had enough time for an engagement, and I threw them into the combat for session 3, which was a very tough combat. That said, they got to explore all sorts of things like Stress and Burnout and Recovery actions, which really helped them see different parts of the system, and play lots of roleplaying scenes and flashback story elements. I felt like the characters really started to come to life, and despite Brolyn's little experience with story games, he just felt very well suited to the style. Matthew already seemed to have the background to dive into such a game. I was in heaven.

We didn't get to really play a full Downtime set of scenes, but tied off the fight prematurely so they could see what it was like and enjoy a great little scene in the Medbay. It felt like they were able to see most of the components of the game, even in an abbreviated way.

We did a Roses and Thorns session afterwards for feedback, and the biggest detractor was the limited time we had. We talked about ways to tighten up the session (like reducing the world building, or preplanning the Behemoths, and so on), but we all agreed that some of those things were really enjoyable, and it was a real struggle to see how to do it differently. In the end we played a bit over 3 hours, so one issue was just the late start... a full 4 hour session wouldn't have felt quite so rushed in the end (although as has been my experience, it would have only contained a World Build + Engagement + Downtime... I still haven't figured out how to get all of it to work with an additional Engagement at the end).

Matthew was also very motivated to get something like this meetup happening on a more regular basis, and I couldn't be more pleased if he's successful. I'd love to come visit at a future time and join in!

Happy customers, I hope!

Happy customers, I hope!

Sacramento Gaming (Take: 2) - Dungeon World hijack

A quick one-on-one Dungeon World session

On Sunday night, I headed over to The Game Room Adventure Cafe in the evening to see what was happening. Adriana, one of the employees, was there, and the scene was pretty dead. We got to chatting about D&D, which she has played for about 6 months now, and was sort of enjoying. I say sort of, because we talked about all the fun, but also some of the things that could be drags in some games.

I offered to run her a quick Dungeon World session, and she took the bait. Before long, we had Quorra the Elf Bard, raised by humans with an unknown lineage. We jumped into it, and I used the questions from my Scrimshaw Pass questions (which I posted about previously). It's always fun playing a game with the same set of starter questions, but coming out with a different outcome based on the player's outlooks and interests! There was a tower with the last signs of her unknown mother, a mute packmule of a man who ends up being a wizard of sorts, and two suspicious hirelings who try to murder her for her money. We ended on a cliffhanger, and it was good.

The session was about an hour long, and in our discussion afterwards, it sounded like this hit many of the marks for what she wants out of an RPG. She's still relatively new to the RPG scene, but I like to dream that these are the seeds that'll make another GM out here, one day. (Especially given that Dungeon World is just so much easier to manage, not just as a new player, but as a GM.)

This was also one of my first times running a one-on-one session, and I gotta say: I love it! I might need to make more such things happen in the future. 

D&D Adventure League night

So, the Game Room Adventure Cafe has Tuesday and Thursday Dungeons and Dragons Adventure League nights on their calendar. Thursday is especially busy, and Tuesday a little less so. I headed on the Tuesday for the 6pm start time.

There were two tables of gamers. One was running a homebrew setting that sounded pretty interesting: High elves had taken over the world in a Nazi-esque fashion, and have been dumping other races down a "bottomless" pit to get rid of them. However, those races have been unknowingly creating a hodge-podge culture down there, and are now working to free themselves.

The other table was 4 high school kids, mostly having never played D&D before, who were there to check out the scene. Normally, one of the cafe owners would run a D&D game for them. However, I was happy to step up and volunteer to run a thing!

Dungeon World and the Scrimshaw Pass

I warned the kids that this wasn't D&D proper, but they were cool with whatever. So, they did pay the cafe the normal $5 fee to play in D&D Adventure League, but I sort of hijacked them into Dungeon World.

We did some character creation, and had:

  • Kim J.U. (played by Tyler?): A halfing Druid from the frozen north, out to cleanse the land of evil spirits
  • Maiev (played by Ojhan): A halfling thief who grew up on the city streets in the south, and who is the estranged brother of Kim
  • Anduin (played by Eddie): A human Cleric who grew up on the streets and was adopted by the goddess of charity and the downtrodden
  • Hamoud (played by Joey): A human Ranger from the forests with his eagle companion, Habibi.

Before we started, I took a look at Time Franzke's wonderful Things to Do In the First Session document (also linked at this reddit page). It highlights those elements to bring up in session so that the players get to use the moves associated with their character. As we were establishing bonds between the characters, I took some notes in preparation for the session:

A cheat sheet for the first session on an index card.

A cheat sheet for the first session on an index card.

This gave me a few milestones to try and hit during the adventure, and I was able to make most of them happen. (Even a few of the ones that look unchecked, above, we actually got to later, such as the Druid talking to some animals, the thief disabling a trap, the cleric communing with his god.)

It made me realize that I want to have a cheat sheet version of these I can just whip out into play during the game. I remember reading Tim's original document and thinking, "there is no way I'm going to remember all of this!" But in fact there isn't too much you need to remember, if you condense it into little bullets. So... this is a background project that I'll link to when I'm done! [It is done! Check here for standard size and here for 3x5 index card size cheat sheets for Dungeon World!]

As far as the adventure, I went with the Scrimshaw Pass again... I mean, why not? It's totally open ended, and again, it worked really well. Why did you hire Lyurk's gang to get you through the pass? The spirits that haunt the lands there. How did you find out they are going to murder you in their sleep? We see that one of them has tagit oil and is trying to poison us / My god has told me not to trust them / etc.

All in all, we had a great little 3-4 hour session, which included some good bonds and tensions, suspicious hirelings, another hireling which turned friend, bone golems in a disturbed graveyard, a friend turned ogre, and a fire wizard's tower.

We discussed how they dug it. They enjoyed aspects such as the pace, the system, how easy it was to pickup, their freedom of movement. We did have to wrap up the final fight fairly quickly, but it included an unexpected betrayal, where one of the PCs sided with the fire wizard in the tower.

I don't know that I've prepared them for playing D&D so much, but they do have a feel for RPGs and what they can provide, so with them good luck in their journeys!

A somewhat crappy photo at night in front of the cafe with my Dungeon World players.

A somewhat crappy photo at night in front of the cafe with my Dungeon World players.

Sacramento Gaming (Take: 1)

Been visiting my folks in Sacramento, and because they are relatively new to this city, it means I get to explore things as well (and with a full time babysitter taking care of the daughter!)

Downtown Sacramento and Big Brother Comics

I got explore near downtown Sacramento one day, and after hitting a few thrift stores, I visited Big Brother Comics. Store was great! Huge selection of comics, lots of eye candy around the shop (like an old gumball type machine full of pink muscles!), shelves full of all the current board games, and more than few RPGs (but only of the D&D / Pathfinder / Star Wars varieties). Only one dude was working there at the time, but he was pretty friendly, and knew exactly where to take me to find things. I'm not a big comic guy, but love the occasional graphic novel, and was itching to buy Jason Lutes' Berlin. They also got two rooms of tables in the back dedicated to gaming, and apparently get good card game (a la Magic) and RPG business.

Great Escape Games

After a random farmers market and a slew of additional thrift stores, I headed to Great Escape Games, which is about 10 minutes out of downtown Sac. God DAMN that's a great game store. They specialize in miniatures, board games, and RPGs, and have plenty of each of those. RPGs are my thing, and I was pleasantly surprised by their extensive selection, including some indie stuff, and picked up a copy of Blades in the Dark (the John Harper production for which I missed the Kickstarter).

The store has as much, or quite possibly more space dedicated just to gaming. The back of the shop is full of tables made for miniature warfare, tournaments, a room with 4 tables for RPGs, and another section for pick up games and board games. I saw a couple of D&D games going on, and another table was about to start a session of something Savage Worlds related, but they already were full. I ended up getting into a pickup game of Settlers of Catan with some local friendlies, and got my gaming fix.

I Attack the Darkness (Meetup)

In preparation to game in the area, knowing I'd be here for about two weeks, I reached out to some folks, and joined a few meetups. The most active one that looks like it hits most of the right marks is I Attack The Darkness. They're located in the San Francisco / Bay Area in general, but there appears to be a Sacramento faction of gamers lodged in there. They're also very D&D specific, but I suppose to be expected in most parts.

After my Catan game, I ran into one of the aforementioned D&D GMs, and struck up a conversation. Turns out this was Tamir, one of the organizers of the I Attack the Darkness meetup! I got to meet him and Selena, his partner who originally started the meetup. They originally created it to replace their RPG gaming group, and now a few years later they are nearing on 1,000 members in the meetup.

We did an informal interview so they'd feel comfortable with me GMing under their banner, as they are very much advocates in ensuring a safe table for meetup. This made me even more confident that the group was the right one to be a part of! By that time it was late and the store was closing, so we parted ways.

The Game Room Adventure Cafe

Last time we were here in El Dorado Hills, there was a sign for a game cafe that was to be opening up. Obviously we were excited. The Game Room Adventure Cafe is still in its early days, but you can see the love put into it. 

The two owners, Matt and Ben, are both very friendly and motivated. They've built an escape room which is evocative and well designed. Depending on the night, the escape room is either $25 or $30 / person, and that gives you an hour of timed madness.

The space is not very large, but houses a small kitchen which serves some simple hot food and great coffee, two large shelves of the newest board games (and D&D books), a large shelf which is the free-to-play game library, and four very large rectangular tables that can serve well for the space needed to play intense board games and RPGs. These tables could actually be split into 8 large square tables as needed.

Currently they don't charge to enter, except for certain events or when they are full. For example, Tuesday and Thursday nights are D&D Adventure League nights, and they charge $5 entry for those events. That said, they also give you a $5 discount on D&D related purchases after paying that entry, so you can easily recoup the charge by making a purchase.

A growing shelf of free-to-play games; I've been slowly contributing to it as I've visited various thrift stores in the area: Qwirkle, Rack-O, Jenga, Maya Madness, Apples to Apples, Carcassone...

A growing shelf of free-to-play games; I've been slowly contributing to it as I've visited various thrift stores in the area: Qwirkle, Rack-O, Jenga, Maya Madness, Apples to Apples, Carcassone...

Escape Room: "The Machine"

On one afternoon, me wife and I scheduled an escape room session at the Game Room Adventure Cafe. We brought my parents (not really looking forward to it) and my daughter (really looking forward to it). 

Although I've been to about 4 of these in the past, this one has a really interesting design I haven't seen before. The escape room starts by splitting your party into two separate rooms. You can communicate with each other over the wall, and as you might guess, you sometimes have to work together to figure out how to open the doors, which let you continue into the next room. In the last room, you all work together to try and escape.

The ambiance is great, and the puzzles are on par with other really good escape rooms I've done in the past. If you are a fan of such things, this is a good one! They've also programmed various settings using sophisticated electronics, so have a number of difficulty levels, and plan to introduce other modes (such as room vs. room modes), to extend the lifespan of the room, and helps with replay-ability.

We got through the first rooms and into the next, but then failed there. The daughter found the clue we needed to proceed, but we didn't have enough time. She's begging to go back again!

The Final Girl at SGG

So, we found out that we weren't "announcing" meetups for the recurring Story Games Glendale meetup, which obviously might have some impact on whether or not people are getting notified it's happening. This was the first time Mark had just done so, and we ended up with a well rounded group of 6 of us. 

One of the players who showed didn't even know about the meetup, but just happened to be hanging out at Game Haus, and saw that I put up the "Story Games Glendale" name text on my table. He came over and was asking about it, and was already familiar with many of the types of games, so we had another taker!

The Final Girl

After a few pitches, some of which sounded great, we went with The Final Girl for a few reasons. We barely had enough for 2 tables (and if we did split up, the pitched games wouldn't be optimum). Some of the pitched games were new-ish, so would need a bit of reading and work. And best of all: Many hadn't played The Final Girl before (and those of us who had were looking forward to it). 

I had a copy of John Atkinson's Horror Plot Generator, which helped us as we were otherwise being indecisive as a group. I had four of the players each secretly choose one word from each column, and then speaking it out loud: "Writer in Maine eaten by clown". In this case, our new player was mentioning that "clown" just wasn't going to do it for him, and felt like it was taking the game too "gonzo", and would cheapen the session. The player suggesting 'clown' wasn't married to it anyways, so we changed it to "mental patient". Using the X-card for tone FTW!

Writers' Conference in Maine, and the cannibal mental patient

We decided on a conference in a small motel near a lake up in the mountains. We each created two characters, and almost none of them explicitly said "writer" as the profession, which was a great start. Many were perspective, aspiring writers (as it turned out during play), one was at the wrong conference, and of course we had the very odd groundskeeper as well.

After some introduction scenes at the airport and the hotel, we got to First Blood. An newbie ambulance driver pulled up to take care of an injured person, and of course they just happened to have an insane asylum patient in the back of the van, as well. The game proceeded how it normally does, and people started dying left and right. 

A tweak for The Final Girl with large groups

One tweak I really enjoyed, and would recommend when you have more than 5 players: The Final Girl has Carnage rules for larger groups. In those rules, the Killer (director of Standard scenes) kills everyone but one character. In our case, with 6 players, this felt like it would cause the game to proceed too quickly (even though the Killer can choose how many characters are in a given scene).

In our case, we made it so that the Killer could choose ahead of time whether they would play the scene as a Standard scene (with the goal of killing one character), or a Carnage scene (with the goal of killing all but one character). This allowed us to easily tweak the pace based on our desires and how long we wanted the game to possibly last. It was just a little more control over pace that worked to our advantage in this case, and didn't complicate or change the game in any other way.

A Day with Tobie Abad

I got to meet Tobie at Strategicon the last weekend, and had chatted with him online prior about Games on Demand. He came in as a Strategicon special guest, having designed games including A Single Moment, now put out by Nocturnal Media.

He had some days before heading home to the Philippines, and so we planned for some gaming, and for him to come check out Story Games Glendale.

Meeting at Game Empire

I drove out to meet Tobie at Pasadena's Game Empire in the afternoon. It's probably one of LA's better gaming stores, and has a pretty decent RPG section, mostly focused around D&D and Pathfinder stuff, but including decent (but sporadic) representation with some smaller press games. Although he got there shortly after opening, he missed grabbing a used copy of Dogs in the Vineyard by a few minute. We later pestered the guy carrying that around, but he wasn't willing to part with it. Bummer!

After looking about a bit, we decided to play a few games. I was more than happy to try out A Single Moment, so we sat down to play that.  

A Single Moment is a 2-player samurai themed RPG that Tobie wrote. I've recently played a game called Wind on the Path, which is similarly a 2-player samurai battle story game, but one that's very light in scope and theme and runs about 20-30 minutes, so I was eager to see how these two games compared.

A Single Moment

The game starts with two samurai meeting face to face, ready to commit this final act of conflict (all in media res and shit). It's great that it just sets the tone that there is really only one way this is going to end. And then most of the game is created using flashbacks to times and of moments where the samurai are friends, or possibly working together towards various ends, or betraying one or the other.

Elements I enjoyed included the use of cards that informed scenes and provided targets to hit for the story. This includes key character cards in which you can define such as the victim, or the coveted (which in some cases may be a person, but in our story was my family's old sword, which his family had stolen from us generations past). When the scene feels appropriate, you can introduce and mark off these elements in the story, which is a requirement to proceed further into the narrative and action.

Additionally, each scene you could either draw a virtue card (such as Honor or Respect), or use a virtue card that was static and informed the over-arching virtue of the entire story. These were great, as it meant that each scene had an underlying story cue that affected the mood of the scene, and how the players may act in it. 

Example cards used in the game.

Example cards used in the game.

Like many story games, we came in with a very thin understanding of our characters; a name, where we were for the fight, how long this has been leading up. Everything else came up through play, and it was a real joy to explore that, in spurts and starts. 

Our story ended up being one of a young teacher and an old student, old families fighting for power and a ancient sword, an arranged marriage gone foul, and vengeance extracted after the fight crippled the young samurai.  

A Single Moment probably ran us about an hour or so, but you could pretty easily set it up to play for a longer, more drawn out and complex session, if you desired. There were more story cues and moving pieces than the other simpler game (Wind on the Path), which made for a more nuanced story, and more of a story game experience. I would choose the simpler game for newbies or short time frames, but for a more authentic and deeper experience, A Single Moment shined.

A blurry pic from Game Empire playing A Single Moment

A blurry pic from Game Empire playing A Single Moment

Game Haus Cafe and Story Games Glendale

After A Single Moment at Game Empire, I was able to introduce Tobie to Battle Line, a favorite 2-player card game of mine. I forced him to come with me to REI for a return, and then we headed to Game Haus Cafe, the regular meeting place for Story Games Glendale. We played another 2-player game called Lost Cities, an old favorite.

Battle Line! I think this was the first game where Tobie destroyed me.

Battle Line! I think this was the first game where Tobie destroyed me.

David, my meetup partner, showed up a bit early. We use the pre-meet times for chit-chat, catchup, and general game geekery. Also, David showed me A Single Moment before I ever heard of Tobie, and already had the cards printed and laminated and all, so he got to geek out at meeting Tobie. Not long after, a new meetup member named Thomas showed up. He'd never played any role playing games.

We decided to split into two tables. David got to enjoy playing A Single Moment with Tobie, which I could see he desperately wanted to get the chance to do! I played the simpler Wind on the Path game with Thomas in parallel. Although I could tell Thomas was nervous about how to approach the game, he was great in getting into it and trying something that was obviously not in his comfort zone. He even felt bad for killing off my samurai. 

After that, we decided to play a session of The Quiet Year, a game Tobie had heard of but hadn't played before. After a quick go around the table, with everyone contributing an idea of where we were starting, we ended with a community self-contained in a large crater, possibly on some alien planet, with something like a crashed, hollowed-out spaceship for a community building. We played this using Lego bricks from Lego Creationary, but honestly I think we should probably have done it using the traditional map-based version that the game comes with. We did get to play the fleeting Quiet Year the whole way through, although the last bits were a little rushed to coincide with the cafe's closure.

A session of The Quiet Year

A session of The Quiet Year

A shrinking crater (charging cables), grundogs, underground tunnels where the Bad Water used to be, spires out of the sands, and the legacy of children toting guns from the grey twins.

A shrinking crater (charging cables), grundogs, underground tunnels where the Bad Water used to be, spires out of the sands, and the legacy of children toting guns from the grey twins.

The end of the night consisted of driving Tobie back to his relatives place, and fleeting late night conversations. All-in-all, great day with lots of gaming with good people!

An interview a few days prior

I just found this video interview of Tobie at the recently completed Gamex 2017, where he talks a bit about the game itself, as well as gaming culture in the Philippines. Note this was before we hung out on the day I write about, above, so he mentions game cafes, prior to experiencing the one we went to.

Interview about A Single Moment by IdeateTV host Lauren Pappas

Oh yes, and you can find out more about Tobie on his blog, called TAG Sessions, including writeups from Gamex 2017.