The Gauntlet meetup: Online session of The Final Girl

The Gauntlet

The Gauntlet is a great little indie RPG community you can find in the land of Google plus. They've got a couple of great podcasts out there, including Discern Realities (a Dungeon World RPG podcast) and +1 Forward (a Powered by the Apocalypse RPG podcast), as well as a few others.

One aspect I love about this community is that they are actively promoting and running games online. I mean, constantly. And they try all sorts of independent press RPGs (not just Apocalypse World based stuff), which is just up my alley.

The Final Girl RPG

The Final Girl is a role playing game by Bret Gillan of Gas Mask Games. In their own words:

The Final Girl is a horror movie roleplaying game meant to emulate slashers or any other horror movie where the characters are picked off one by one until only one survivor remains to confront the killer.

It's a GM-less game, which means no one is running the overall story. Instead each player takes turns setting scenes, or playing various characters in the story. Sometimes the scene directory also plays the killer, whatever that is.

This game was being run by David LaFreniere, one of the Discern Realities hosts, and was played by myself and another named Tim. First, we started with a basic premise. We ended up deciding on a Bass fishing competition, the Granite Lake Fish Off, happening up in the remote, high-elevation mountains. The killer? Some good ol' Cthulhu style fishies, not to be confused with Bass:

We started by defining 12 characters in the story. You take turns defining characters, so each of us got to create 4. We had a few competitors in the tournament, a wanna-be news anchor, the sweaty camera man (who is always eating hot dogs), a slick sales rep, a competent local sheriff, a buxom trophy queen, a paranoid cat, and the passionate conversationalist. Sounds like a great line-up!

The Google Doc we used to record our characters from the movie.

The Google Doc we used to record our characters from the movie.

It was a cool little game. Very open ended as far as the theme and character generation. The scene creation and assignments felt very similar to Forget-Me-Not, one of my favorite easy-to-play RPGs (that I've written of previously). Similar to that game, no player has any ownership of specific characters, so we all get a chance to play any variety of the roles involved.

The first few scenes set some relationships (important in character survivability), and then there is a massive die-off as the killer gets going. As the game starts getting into second gear, every scene involves 2 or more people, with generally about one survivor, as people get picked off one or more at a time!

Hence the title: The Final Girl. The point is seeing who lives to the end, if anyone at all. Doesn't have to be a girl, and in our case it wasn't. It was the conservationalist Mikolas Jampot. And this is what was brilliant, was the ending character gets decided for you through luck, cards, and tragedy. One player gets to narrate the ending; the player who had more of their characters killed off during play. As you can see in the above table, Tim was killed off 5 times (we left our player colors on those characters that died off while we were playing them).

In this case Tim gave us a beautiful end, where Mikolas goes out to thank the creatures from the bottom of the lake in helping him preserve nature by killing off all the humans. It was glorious.

All in all, I highly recommend the game. It was very free-form, and provided us a campy horror movie. That said, I can see how you could do something more suspenseful, like an Aliens, or even a Funnel-style fantasy game (similar to Dungeon Crawl Classics funnel). If I was playing with completely new players, I might lean towards Forget-Me-Not, as this provides a little more guidance, and less pressure to be "creative". But all-in-all, good fun.

ASTG meetup: The Quiet Year with Lego

Ran another fleeting Quiet Year session with four of us in total: myself, Aaron, Harry, and our newcomer: Tim. We decided on that one since half of us hadn't played it before, none of them had played with Lego, and Tim was coming in cold to RPGs (first time in decades) so asked for something light.

This fit the bill. We played a tribe dealing with an incoming ice age, bones from giant ancestors, cliff watchers with deadly mushroom that made for chemical warefare, and some very giant sunflowers.

ASTG meetup: Fallout Shelter RPG

Another Art of Story Through Gaming meetup. This time for my Fallout Shelter RPG. Four entered, most lived to tell about it. Including:

  • Harry as Major Jones, the Ex-Overseer

  • Charlie as Carl Davidson, the Wasteland Explorer

  • Wale as Bucket, the Immigrant (the first time anyone has chosen this role in all the times I've run this!)

  • The kid as Nova, the Scientist

Harry and Charlie have played in my prior games (Charlie was probably 11 years old the first time with my Lego dungeon crawl). Everyone had played in my Star Frontiers game last year as well. I was also excited that Wale made it, because I have a lot of respect for her as a player and gaming collaborator, and wanted to get her thoughts on this game. And this was the kid’s 3rd time playing!

Basically we ran about 4 hours, or just over. There were a few changes I wanted to make prior to the game, per suggestions from my last table at Gateway convention, but just didn't have the time.

That said, the pace was decent, and although I had that GM feeling that things aren't nearly where I want them to be, the players were happy. I got some good constructive feedback as well, including to make the questions on the character sheets more relevant. I.e. I should reduce them so that as a GM I can actually make use of the fewer answers, instead of getting overwhelmed by too much information for this already heavy game and system. At least that's my interpretation. 

Mainly thought, had a great lunch with these people, a very pleasant game session where everyone participated equally and together, even when they were playing against each other, and Major Jones even sacrificed himself at the end for the sake of the party.

Wale, Harry, Charlie, the kid... most survived.

Wale, Harry, Charlie, the kid... most survived.

I've got a few tweaks before bringing it up to Big Bad Con in October, where I'm running it as part of the "teen" track.

And speaking of which, Harry and I made sure to register for our first two games for BBC at noon, while everyone was eating. The excitement is palpable... that is an event I am very much looking forward to.

Strategicon Gateway 2016: Sunday, Monday, Familyday

Sunday sleep-in

By this time in the con I'm sleep deprived, so always opt for a Sunday sleep-in. I never get as much sleep as I want, but it's my winning strategy.

J and the kid were scheduled to come out around 11am. I got them situated.

One of the first things we did was go to the Paint and Take. Saturday and Sunday, all day, they have a table set up with free miniatures, with paints and brushes and help at the ready. Everyone can have a miniature to paint and take, and the three of us sat down for some painting. Highly recommended for downtime. The staff are super friendly and helpful, and happy to give painting tips to pros and newbs alike.

It was also nice running into Jonathan, a first-time con-goer who I had many chats with in the prior days. He joined us for the painting and various chats. I make mention of Jonathan here because he reminds me of something. I met Max up at Go Play NW 2015. Max was super friendly and just set the tone for the entire weekend, with how welcoming he was to new con-goers. At the end of the weekend he mentioend that he was actually quite an introvert, but was working against this to try and welcome others, the way he was welcomed in the past. He was an inspiration then, and continues to be today. Be the Max I want to see at the con. I invoked his memory by welcoming Jonathan and others, this con, and got to meet more than a few new faces.

Sunday 2pm: Animalia playtest

The kid had recently showed more interested in RPGs after some decent experiences at the last 2 conventions, and Animalia was listed with "Playtest small furry animals (ala Zootopia, Redwall, Mouse Guard) in a fantasy world as adventurers setting out to on your first adventure." I got J's buy-in, so the she and the kid signed up. 

Ben (who I played with Friday night for Delta Green) was the GM and game designer. Due to his kids' love of books such as Redwall, and a request by his daughter to create a game around such a feel, he has been working on Animalia.

Unfortunately no other kids or families showed. I decided to jump in there and play with J and the kid. Although there are definitely aspects I liked about the game, I think the game mechanics were too crunchy and complex (especially with a 7-year old). That could be mitigated with materials (well designed character sheets, for example), but Ben wasn't planning to run this for another month, and so it wasn't in a manicured state. That caused a few complexities up front in regards to having to write down stats and skills, many of which are a bit heavy handed for a 7-year old. Don't get me wrong, it isn't a problem teaching words like Intelligence and Prowess, but 6 stats and 9+ skill types, and it was overload too quickly.

That said, Ben himself was a great GM, and J was impressed with how he incorporated things that the kid brought to the table, and his overall patient demeanor. He had a rough outline for a story that worked. We ended up cutting down the story severely because the kid was only so patient, so ended with about 1.5 hours of pay time. 

I gave some feedback, mostly around cutting down the various stat+skill choices. This didn't mean he had to remove them from the full version of the game, but when running with toddlers, he could reduce the 9 skills to just 3: physical, mental, social, and leave it at that.

The wife, the Ben, the daughter.

The wife, the Ben, the daughter.

Sunday 3pm: Rolling Dice seminar with Jim Pinto

I was able to duck out for about 20 minutes during the prior game to check out Jim's seminar on dice rolling. Just a few of us there, but I so wish I could have spent more time hanging out. Great dice-rolling wrist skills were displayed. No, not really.

Some good discussion of the role of dice in RPGs, with a focus on the failings. I wish I had a doppelganger to both hangout with the family and keep hanging with seminar, but such is the way...

Sunday 2pm: The missed Hero Kids game

I had already sold Animalia to the kid prior to con, and so that's what we did. But simultaneously, Stu Venable (per Happy Jacks RPG podcast) was running Hero Kids. He ran this in the family area on an open table, and had some younger kids there, including his son Zack. I got to see it as I passed them to and from the Jim Pinto seminar. 

The props looked cool and kid friendly, and the character sheets were nice and simple and the kids looked invested. Wish we could've sat in on that as well; need 2 doppelgangers. Another time...

Hero Kids by Stuart Venable

Hero Kids by Stuart Venable

Sunday evening gaming

We had some mixed success with the rest of the day. The three of us headed to the game library and the family area, borrowed a few games that were too complex to learn quickly with a 7-year old (much less 40-year olds), and then were approached by an older lady happy to teach us Fluxx. For a game she loved, she didn't know how to teach it very well, and we had a mediocre time.

Fortunately, we ran into 2 younger kids (who were nonetheless well versed in gaming) with One Night Ultimate Werewolf, and grabbed my friend Mario along the way. We found a quieter location, and had a blast playing a few rounds.

After that we had a fun round of King of Tokyo, which we taught to Mario. The kid and I were the last two standing, and then she destroyed me with her vicious claws. 

Monday

At one point, J and the kid and I met in the grand ballroom where all the board game tournaments and miniature craziness occurs. J found a Stone Age 101 session, and wanted to sit in. I took the kid and went around wandering for an hour.

Convention with Kids Pro-tip: Taking kids to game conventions is not just about formal games. You must find the game you want in the convention. In this case, the convention was winding down. Many rooms were empty. And I decided to pitch a dungeon crawl to the kid: The search for the missing dice

We ended with all sorts of goodies, and yes: a single, black d6. It was a lot of fun, and for those with kids, look for opportunities like this when you can, if needed.

The kid with her finds... writing tools, unused tickets, paper clips, empty badges, Happy Jacks flyers in 3 flavors, 10 cents CRV, a map, and the holy grail: a die.

The kid with her finds... writing tools, unused tickets, paper clips, empty badges, Happy Jacks flyers in 3 flavors, 10 cents CRV, a map, and the holy grail: a die.

And that pretty much concludes this years Gateway. On to home, naps, and two days of recovering the lost sleep.

Strategicon Gateway 2016: Saturday and GoD and Praxis

Saturday and Games on Demand

Games on Demand at Strategicon is basically time and space dedicated for open gaming that specifically explores indie RPGs. This type of thing is done at various conventions, including Gen Con and Origins. See Indie Games on Demand for an example description. My experience with this format was mostly at Go Play NW, in Seattle.

Working with Jim Sandoval (Generalissimo of RPGs at Strategicon), we decided on a one-day roll-out, targeting Saturday only, with scheduled time slots that started 30 minutes after each standard RPG start time. In other words: 9:30am, 2:30pm, and 8:30pm. This allowed for those who found themselves unable to get in a game the ability to get into one of these.

The sign

The sign

Saturday 9:30am: The Quiet Year with Lego (take 2)

There were 3 people total: myself, Ryan from last night's Delta Green game, and Mikal. Mikal actually had a Ravenloft type scenario, but with his own system, that he was prepared to run. I think he wanted to run it in a normal time slot, but was too late in getting it in to the con schedule. Jim gave him this option of running it in GoD.

The three of us converse, and it was decided to go for The Quiet Year. Ryan was excited. I think Mikal a little less so, but open. I broke out the Legos, and we had at it.

In this case we decided on a stranded planet colony. We're a few generations in, and don't really have much idea about the origins. The oldest people, of which there are few, may have been the first colonists. We lack potassium, life weed for food processing, and steel. The only thing in abundance is guava fruit, which we need to be able to breath properly, as otherwise the atmosphere is a bit thin.

We got further than the previous night's game, and actually got through a bit of Autumn. Ryan and I really enjoyed the game. Mikal also dug it, but said he wasn't as into these mechanic-light GM-less games. I know he struggled a bit with the narrative constraints of the system, which I enforce somewhat to stay true to what I believe is the intention of the system: everyone shares equally in the story.

A defunct ship, a greenhouse, lifeweed, students and teacher, a satellite outpost for crazies...

A defunct ship, a greenhouse, lifeweed, students and teacher, a satellite outpost for crazies...

Saturday 1pm: Ten minutes of Kaiju

I almost forgot! After my morning GoD session, I was wandering about and ran into Mouser (aka Patrick) running his Pacific Rim FATE monster mech / kaiju game.

Brian Allred's mech partner had disappeared, so I got to jump into the pilot seat and make some advantages to help the party overthrow the super large kaiju monster thing. Basically, I got to jump in and help with the final fight.

One thing that Patrick has mentioned around this scenario is that it well demonstrates the Fate philosophy of using aspects and advantages with characters that are able to do a bunch of setup, and then take down the big bad in one big wallop.

I am very curious, however, what Patrick would think of Atlas Reckoning, a similar type of setting, but a vastly different game. I got to play it with creator Stras at Go Play NW, and it's still in beta, but I hope to figure it out before next con in February, to run it at Games on Demand if nothing else.

Loved the use of the fold-out Noteboard as a grid for these monster mechs! Didn't get a picture of his awesome surface pro + label maker for portable printing of Aspects on demand.

Loved the use of the fold-out Noteboard as a grid for these monster mechs! Didn't get a picture of his awesome surface pro + label maker for portable printing of Aspects on demand.

Jumping into a table of mech madness mid battle. 

Jumping into a table of mech madness mid battle. 

Saturday 2:30pm: Microscope

A bit later, and it was time to run another GoD session. In this case we had a good turnout. About 9 people, all up. After pitching various games, and reviewing the various players' time constraints, we decided on 2 mini-sessions. From 2:30-4pm was a 5-person game of Microscope. Players included Ed (our con's resident Paranoia and Fiasco GM), Dorian Richard, Matt Smith, 

Microscope is a history- and world-building game by Ben Robbins. Some few players had a little experience with Microscope, but most were new. I ran them through the initial game setup, and we ended with:

  • Big picture: "Two space faring races, the Humans and Borents, try to colonize the same planet."(with the focus being the planet, and not other parts of the galaxy)
  • Bookends: "Both races have discovered signal from Sefron VI" and "The planet transforms."
  • Palette (Add): Multiple colonies in space; Lizardmen; Short range / high cost teleportation; Human matriarchy; Lizard telepathy; Human magic is recent and chaotic
  • Palette (Ban): No prior sentient lifeforms on planet; No warp speeds; No general AI; No spells / day (i.e. no Vancian magic tropes)

We built the above setup in starts and spurts, which was great. Everyone was feeling out what they were and weren't comfortable with, and we went 2 rounds with Add and Bans. As the facilitator, I took a light hand and passed after the first round, to allow for their participation.

We started with a focus of "Exploitation of sentients on sentients". Loved it. Leaves so much open for dark times. We got to role play one larger scene, but after completing the first full round, we were about out of time. That said, everyone enjoyed the session, and the feedback was very positive.

I was very happy with one lesson I learned from prior sessions: Make sure to discuss with the group what you plan to write on the card, and then write it down. This allows for some slight revision, and working out the essential parts of what you want. It provides for concise and appropriate phrases on the card.

Ed, Andrea, Dorian and Matt, with history on display

Ed, Andrea, Dorian and Matt, with history on display

Saturday 4:15pm: The Space Skeletons

Now for our second mini-session. Matt, Ed, and Andrea took off, but Dorian stuck around and we were joined by Aaron and Jen. I've gamed with them more than a few times, and specifically my very first time at this con in an epic 7 hour Cthulhu game that holds a dear place in my heart. They brought their two friends Eric and Chris. Because that was 5 players, I decided to be a facilitator / part-time GM for this session of Jason Morningstar's The Skeletons

The premise is that you are the skeletons guarding the tomb, and awaken whenever there are intruders, and deal with them. In my version, we play Space Skeletons, and use Lego instead of paper to draw our map.

Everyone chose their skeleton character sheets, which is itself a fun little exercise. You start by not knowing a thing about yourself, but have a little skeleton to draw upon. Arts and crafts for the win!

Then they collaborated by creating a space ship. I first had everyone build about 8 pieces each, and then once everyone had started creating rooms and computers, we fleshed out the rest. Here was the little piece of space ship we came up with:

A little broken piece of ship in space.

A little broken piece of ship in space.

We had enough time to get through part 1, The Unsealed Tomb, and half of part 2, The Time of Dust. Everyone got a chance to play at choosing the encounter. I played a sort-of-GM, by controlling some aspect of the badies invading the "tomb", but mostly I had them go around in circles each role-playing what their various space people were doing. They were amazingly players, each having cool and unique personalities, and we all did a pretty good job entertaining each other.

I used music specially curated for this session, and this was the first time I got to test out a plan: when it was someone's "turn", I would ask them what intensity of music they wanted: low, medium, or high. I had previously organized the songs as such, so this allowed them some control over the pace of their specifically chosen encounter. I think that worked pretty well and I'll be doing it again.

Everyone had fun. I have even since gotten a message, days later, from Aaron, telling me everyone had a blast. The "thorn" comments were that there wasn't much mechanics to grab on to, you just sort of "won", which is part of the game.

I was worried about the quiet periods, the 1-3 minutes you sit in silence, in between various encounters. We were at a convention and not in our own room. We couldn't turn down the lights. We had other tables there talking. But the music did some work in giving us something close to drown out the background noise, and simply closing eyes and chilling was really cool, and I don't think it was lost on the players despite those issues.

Eric, Chris, Aaron, Jen, Dorian, and space mayhem.

Eric, Chris, Aaron, Jen, Dorian, and space mayhem.

Saturday 8pm: King of Storms (Praxis)

Games on Demand was over for me, and now it was on to Jim Pinto's new Praxis system game: King of Storms. It is described thusly:

In King of Storms, the characters are descendants of the gods and titans who slew one another in a great battle for the heavens 1000 years ago. From their blood rose the scions of power and the minions who would do their bidding. Some were born of gods' blood, noble and perfect. Others were born from titans' blood, twisted and malevolent. A third was born an abomination of the two — half god, half titan: the bloodless gorgons.

The game took a bit to get going. This was partly my friend Howie's fault. He is a gamer who likes to know rules before diving in. I'm the opposite... let me learn by playing, and failing. Unfortunately, the table was mostly people like me, and Howie just needed to know rules, and clarification when something was slightly confusing, and this took everyone out of immersion more than a few times. But there were some really fun epic parts to this game. 

One of the players, Matt, played an excellent sarcastic raven, and he even got a great Ladyhawk joke in. There was some great scenes with some brutal plays, and overall I'm really into the system. It is very mechanics light and heavy on the narrative aspects, but the mechanics matter immensely, and make for a competitive, enjoyable game.

I played The Black Monk, another Praxis system game, at Go Play NW, and despite the player confusion in this one, I really dig the system, and hope to play it with others in the future.

Saturday midnight

There were plans. Great plans. But much flaking, and those plans just fell apart.

But, Howie and I wandered around, and eventually found a few players interested in some Agricola action. I have played the light, family version a few times at home, and Howie had never played. But we dug in. I got to learn how to use the Minor Improvement and Occupation cards, and Howie learned the whole game. Around 4am we finished, and it was good.

Strategicon Gateway 2016: Friday

Another Strategicon Gateway comes and goes! This is my four year anniversary for re-joining my role-playing con-going siblings of the world. The first included great memories of a 7-hour Cthulhu game, RPG overload, and learning to play Wiz War, and Pit-mute (playing the Pit card game with no talking).

Preparations

Other than my Fallout Shelter game (written in prior posts), I was going to be responsible for our re-introduction of Games on Demand (GoD) on Saturday. In preparation, I brought a whole new bag with games at the ready: Fall of Magic, The Skeletons, Microscope, Downfall, The Quiet Year, Dungeon World, Legend of the Elements, and more.

As per usual, I headed a night early, stayed at my friend Howie and Lisa's place, and we ended up playing a round of Citadels (the card game).

Friday 2pm: Fallout Shelter RPG

Friday at 2pm I ran my Fallout Shelter RPG game, with 4 players including Morgan Ellis (a local RPG super-hero; no pressure). During the game, a father with 2 kids swung by, as his game was delayed due to a late arriving GM. The kids just stuck around watching for a while, probably entranced by the Legos.

We did a "roses and thorns" at the end, to review the good and the bad.  There were things they liked. The thorns included some excellent feedback around making PC-specific moves for the various roles, which is a great idea. Also limiting the PC-questions (I had 3 each, which gives too me too much information that I don't end up incorporating into the scenario). Some felt like less time in the Wasteland would be good

On my end, I felt like I didn't run this nearly as well as the 2 sessions at Go Play NW. Partly, it felt a little too easy, compared to the more brutal sessions at the last con. Maybe the PCs just rolled well.

I'm running this again for the Art of Story Through Gaming meetup this coming weekend, so maybe I can make some of these suggested changes and see how it goes.

Friday 8pm: Delta Green

This game was GM'd by Aaron Vanek (of Cthulhu film festival fame, and whom I've played with at the Art of Story Through Gaming meetup in LA, as well as at Big Bad Con 2015 with his Songlines game). It is a scenario that he's running as a playtest for someone else.

Players included Jim Pinto, Ryan (who I play The Quiet Year with the next day), Ben (who runs Animalia on Sunday), Howie, and myself.

Overall, the game was fun due to Aaron's familiarity with the setting and running Cthulhu games. His voices for various characters was great. The other PCs were into it, and brought their various personalities along, which made for some fun dynamics.

System-wise, I'm not a fan. Chaosium's Call of Cthulhu RPG itself is not a system I'm that into (despite loving the settings and scenarios), and Delta Green is not much different. Although there were some things that were interesting (like losing massive amounts of stat points after sanity loss) and a few other brutal mechanics, overall there is too much crunchy mechanics for me... I'm a systems lite sort of guy. Personally, I'm more into Dread as a perfect horror and suspense system.

We ended the game around midnight.

Friday midnight gaming: The Quiet Year and Lego

A while later I run into Dimitri, and a new friend Andre from Sweden. We have a drink at the bar, and then off to look for some open gaming. I offer a few options, and we settled on The Quiet Year. Specifically, a version that I've wanted to play test for a while, which is to use a Lego Creationary set instead of drawing on paper.

Andre is not an RPG-er, so we went with settings he was comfortable with, and settled on a pseudo-Game of Thrones setting after the White Walkers have trashed the continent. In our case we are a little community of Wildlings up in a protected area of mountains.

The Legos... they worked so well. They're 3-dimensional, with vibrant colors, and can easily fit all the same criteria of a standard game, such as forcing you to make things quickly (in this case by limiting the number of blocks, which is similar to the standard guidelines of drawing things that are less than an inch in size and take less than 30 seconds).

We didn't get through a full year, more like half a fleeting Quiet Year, but everyone got the flavor and had a good time.

Dimitri on left, Andre on right.

Dimitri on left, Andre on right.

Totem poles, dead kings, Bengy producing worms, and sexy procreating rovers. What's not to love?

Totem poles, dead kings, Bengy producing worms, and sexy procreating rovers. What's not to love?