A couple of Warrens

The Warren is a role-playing game about rabbits. No, not anthropomorphic rabbits with swords and rabbit wizards. Just rabbits. It's the Watership Down of RPGs. You are prey. And the world is trying to kill you.

I first got to play The Warren at Big Bad Con 2016 with The Grand Warren. My GM at the time was Colin Fahrion, and he has playtested and written a little companion setting for the game, called Apocalypse Warren, which combines a little more of Apocalypse World with The Warren... a little Mad Max flavor of Aussie outback and post apocalyptic mayhem.

Apocalypse Warren test run

So, I was actually planning to run The Watch for a few friends, but due to some mix-ups and a drop out, and my daughter joining us, we ended up doing this instead. Now, although I'd played once, and have reviewed things like the playbooks and such, I hadn't really read through the book. But how hard could running the game be, right? Fortunately, PbtA does make it a little easier than most games to wing it (but more on that, later).

What resulted was a bit of quest... 4 bunnies sent from Sweet Tree Valley to Bigly Noise, the human encampment, to get medicine. Medicine that publicly is for a rabbit struck by a car, but privately is really for the queen of the warren, dying from a cancer.

We had Waratah (special move: Tooth and Claw), Straw (special move: Squirmy) and litter-mate Lightning (special move: Swift Runner), and Midnight (special move: Seer) who has visions of the future.

They dodged a few hunting humans. They visited Luiz, the crazy rabbit who lived on her own, a waypoint on the journey to the town. And finally some domesticated dingo dogs, rats and medicine, and an epilogue which included the queen dying anyways. But Waratah, scarred but alive, eventually takes leadership of the warren.

Favorite quote of the game... each time the phrase "chaotic humans" or "crazy humans" was mentioned, Waratah would pipe up: "You can just say human".

Lessons learned: Have them roll Resist Panic (or just give Panic) more. Use the moves more frequently. Hard moves are great, but don't go immediately to scars without some setup, or it feels a bit too harsh (especially for the one rabbit who was the toughest!). Oh ya, and read the actual rules. There was a great special move on the "kids" character sheet called Littermate, which would've been excellent to use with Gina and the kid’s characters, for example. Live and learn...

Jason, Gina, Morgan, the kid; survivors all. Those are tiny Lego rabbit avatars they're holding.

Jason, Gina, Morgan, the kid; survivors all. Those are tiny Lego rabbit avatars they're holding.

Kids Apocalypse Warren

So, prior to Strategicon, I had a few weeks, and somewhere in there I actually read the book. It was great working out all the things I hadn't done in the prior session, and it solidified how to improve.

At Gateway 2017 I setup a Kids Only Games on Demand session, and in that I ended up with two players, the kid and Finn. The Warren, being about rabbits, is not necessarily a kid friendly game, as the themes can go dark, and you are pretty vulnerable to severe injury and death, and are really somewhat limited in the normally easy go to option of "attack". The daughter I know well, and she likes things a little on the dark side, enjoying movies like Mad Max Fury Road and Aliens. Finn is a little older, but I've seen him at the con for a few years now, and he also seemed pretty clever and emotionally mature.

We went with the Apocalypse Warren (as the prior game I wrote about), but in asking them about their goals for the story, they wanted more of a "raid a trade caravan" feel. We had a cool little 2-3 hour session, with Finn playing Scarface (move: Not Scared of You), and the kid playing two rabbits: Lightning (move: Swift Runner) and Vision (move: Seer). Their leader, the Duchess, told them to steal some plant seeds the humans were growing in their glass house.

They tried to convince their owl friend (who hates the taste of rabbit) to assist, but she wouldn't have any of it (bad roll). Eventually, some of the rabbits were captured by humans driving through the desert, and the last rabbit was able to jump onto the truck and hide (some good rolls). Scarface was pretty clever and bit through the net holding them, but then decided to stay in there and wait for the opportune moment to escape. They took the ride and got to the human encampment, their goal, and fled, finding the rats, and negotiating a favorable deal with their leader.

Lessons learned: Don't use the pre-made map, draw it out at the table (this was the kid’s feedback as she sat through both of these sessions).

Gauntlet Warren. In the Desert.

The most recent game was one I was much happier with, as far as results. I had signed up to play in The Gauntlet's series on The Warren. This was the second session, and they had done some world building and play the prior week using the Painted Desert play setting written by Marissa Kelly (found under World Playsets on the Bully Pulpit Games website). Similar to the Apocalypse Warren setting I wrote about above, each setting comes with custom questions about the warren, setting, relationships, and stakes, and includes custom moves, names, NPCs, predators, threats, and so on.

I was connecting simply to play, as one of four players, with the GM being Gerrit, a regular at The Gauntlet. I recently had the pleasure of playing with him, but unfortunately, Gerrit's internet broke due to a combination of Guatemala and rain and bad timing. About 15 minutes in, just after we'd created out characters and were about to start, the game looked like it might get cancelled. Gerrit suggested we could just have one of us run the game, and after a quick look around the room, I took the reigns. (I was the only one who had run the Warren before, so why not, right?)

Our four little bunnies: Viho, Brickle and Prickle, and foreigner Rubus

Our four little bunnies: Viho, Brickle and Prickle, and foreigner Rubus

A Warren fascist state

The game started with the death of Chief Suntail, a well regarded leader. Also, many rabbits from other warrens are currently joining, and the tunnels are starting to collapse (due to disorganization, or population, or some other means). The leadership vacuum is quickly filled by Blackburr, a strong and capable rabbit. But as it turns out, also a rabbit which wants to solidify power against those that would oppose him, and one that blames the foreigners for the current troubles.

The game quickly became dark, with Blackburr recruiting his Black Suns, rabbits who would mark their chest with a dark sun showing their allegiance. The PCs were called to support, and we fast-forwarded a few days to see the results on the warren. Little Brickle was saddened by the lack of all his pals, as he was always a social rabbit, and now many of the foreigners were no longer seen around. Viho was concerned about this power grab, but also seemed powerless to do much about it. And little Prickle was quick to join the Black Suns, thinking this all a fun game where he gets to boss around rabbits larger than himself. I've got to admit that the parallels between Prickle, and a misguided and simple-minded Hitler youth, were a bit rough to watch!

Before long they had some decisions to make. They were approached by Coriander, an old friend and storyteller they hadn't seen in days, warily wandering around the warren. Turns out he was sneaking out rabbits and guiding them to a new, secret Warren, where they could be safe. Coriander ran off, as the PCs were then approached by some Black Suns and called into court of the leader Blackburr, who assigned them the role of routing out spies in their midst.

After a few close calls with various encounters, and a playful moment where they were able to use the Relax move to assuage some Panic, we got to use the Innovate move. This is a special move in the Warren game, where rabbits can create a move, an action unheard of among rabbits. If they roll well, they do it and that move becomes something any rabbit can do (for good or ill). If they don't do it, well then, no rabbit can ever attempt that action again.

There was a recurring theme of bullying in the session, and so we ended up with the following:

"When you act like a bully to someone above your station, on a 10+, they will back down (at least temporarily). On a 7-9, they are not convinced, but you are able to make an opening.

They successfully bullied some Black Sun guards away from an entrance when trying to meet Coriander, and bolstered by their newfound confidence, were later were able to save Rubus who was about to get killed by a hawk. They journeyed to the new warren, but were split up during a bit of chaos.

Prickle and Viho follow Coriander to attempt to ask advice of a wise rabbit who lives on her own in the vicinity, a prior resident of the warren: Sage. They get attacked by a venomous snake when exploring the wrong cave entrance, and Viho is now at 3 scars for the session. (Each scar in the Warren means you lose one of your basic, or your character moves.) They find Sage, and ask for advice (and I got to use the custom move for the setting: Honoring Your Elders). My favorite was Prickle asking for advice on how to become a wise rabbit... with Sage saying she was just like him many years ago; simply listen to your heart, instead of following the orders of others.

Meanwhile, little Brickle lost Rubus after attempting to dig him a temporary shelter, but later found the new warren using his sense of scent. The new warren wasn't comfortable like the old, but he was reunited with many of his old friends, and he found Rubus there as well! In that final scene, Rubus nursed his injured hind legs, gives Brickle a conspiratory nod, whispering, "We've found all the spies."

Lessons learned: It's good to learn lessons! The prior "mistakes" (or regrets) when running the earlier Warren sessions set me up to feel comfortable running this game. I felt like we did a great job hitting many of the moves in interesting ways. I'm pretty happy with how we got to also hit a few world setting specific moves and threats, although next time I'd like to have noted down the PC moves, as I don't think I kept those in mind. Getting to run a grim Warren session was extra fun.

Also, there were many times when the Help move came up during the session, and this led to some great drama. The rabbits don't have many strengths, but one of them is definitely this ability to help each other eek out a bit of better positioning. I highly recommend letting that happen as often as possible.

Normally, I'd say epilogues are really great for one-shots, however because this is an ongoing series, and I don't know how much time will pass between this session and the next, the next-best thing to an epilogue was the various closing scenes for the PCs... one gets to the new Warren, but doesn't know if they will be ratted out, and the others find the sage and get some expert advice. It felt like a decent landing.

Strategicon Gateway 2017 Recap

OK, so normally I go into probably way too much depth in my con recaps. But I've been lazy about this stuff, and so I'm letting y'all off the hook...

Thursday evening

Headed over to the west-side for my traditional pre-con sleepover. Because friends Howie and Lisa now have little Bei-Hai, they were a little busy with the night routines, so I went to meetup some friends of the Happy Jacks persuasion over in El Segundo.

Gateway2017_01_HJDrinks.jpg

Played a little Monopoly Deal with Howie and Lisa late in the night (they've learned to optimize the game, but I still kicked some ass), and got to teach little Bei Hai a little gaming as well prior to the next day's con-going.

Gateway2017_01_BeiHai.JPG

Friday 2pm: The Sprawl with Hamish Cameron

This was probably my first time starting the con by not running a game in over 3 years. I was pretty stoked to get into Hamish's The Sprawl. He used to be a con regular when he lived in the LA area, but now is on the other coast. He also authored The Sprawl, a PbtA game about mission-based cyberpunk, and specifically this was a hack that it made it a little more Shadowrun-ish (i.e. cyberpunk + magic).

We started by defining some corporations, and had an interesting spread of characters. One aspect I was looking forward to was seeing the gathering of abstract resources (like "intel" and "gear") in preparation, and then watching it play out during the mission itself. All-in-all I had a great time by the end the game seemed within my grasps for running in the future. 

Friday 8pm: Mad Max Fury Road Dread

I had 5 players, including Morgan (who originally suggested that I run the thing). I was surprised by how many players had not seen Mad Max Fury Road, and in some cases, had not seen any Mad Max movies.

Each player had 2 characters, and they ended up being a band of bandits, looking to capture a trade convoy from the Algae farms. Mostly the game did what it was supposed to, audio blazing, and Jenga tower falling about 4 times.

I failed in the following ways (for future improvements):

  • I should've let the audio play as is, and allowed for more downtime. Instead I often replayed heavy-action tracks because I felt the action of a situation wasn't yet resolved, however that also meant the action dragged out a little too long and it became exhausting for both myself and some players.
  • Tone conversation: We should've had one. At least one player was making suggestions that weren't really in the tone of the game, partly due to unfamiliarity with the franchise. That's not always an issue, but at least some players were there to play Mad Max Fury Road in tone. We did get on track so it wasn't too dramatic.

Saturday 9am: GoD - Tales from the Loop

First off, it was great that I did a little sweep upstairs, as I found Hamish about to start a shceduled Dungeon World game, but only had 1 player show. I invited him down to Games on Demand, and we were able to get their table joined by a family of 3 (including a young girl), and so he had a good Dungeon World session run.

Hamish's Dungeon World table

Hamish's Dungeon World table

This is the first Strategicon Games on Demand session I've managed where I didn't have to run a game: Achievement unlocked! Enough GMs were there and the right amount of players... so I go to enjoy a game of Tales from the Loop, run by Bill Carter.

Bill had just run it at Gen Con a few weeks prior, and it was a cool little game. The setting is an alternate Earth roughly in the '80s, but with weird sci-fi transportation, robot mechs, and so forth. We are a scrappy group of kids dealing with strangeness (a la ET or Stranger Things), and in our case, were dealing with rogue robots, and someone trying to murder our little gang to prevent happenings in The Future.

Bill's had a great familiarity with the actual real-life city we were set in (I forgot which one, but you know... one of those New Mexico / Arizona cities with large gov't contractors). I wasn't super impressed with the system. I mean, it works and does what its supposed to do, but I'd almost prefer a PbtA system that's been tweaked to fit this narrative style. That said, the premise of the game is great (both familiar with common '80s touchstones, and strange with unusual otherworldly tweaks), and the art itself is absolutely gorgeous.

Tales from the Loop

Tales from the Loop

Separate from Games on Demand, there were some other hijinx going on... CA Dave and Hosier Rob were running a game (in a series of old shitty RPG systems) of: Dallas. As always, looked like a romp. They talk about it in the Happy Jacks podcast further down, if you are interested in that mayhem.

Dallas RPG; in the board room, of course.

Dallas RPG; in the board room, of course.

Saturday 2pm: GoD - Dungeon World

In the next GoD session we had games such as Dirty Secrets.

My table included some returning friends from last con's GoD, and some newbies (2 who play D&D regularly and one who doesn't even do that). Everyone was interested in Dungeon World, and I love me some DW. I ran my little one-shot scenario I've come to call The Scrimshaw Pass, and I was pretty happy with how it turned out. As always, I'm impressed with how easy it is to spotlight 5 players so consistently and regularly in the game. It really felt like everyone contributed immensely to the story. I could see in their reactions how they appreciated how the Dungeon World bonds mechanic really tied them all up in positive and negative ways prior to session start.

One of my favorite things about this session was that one of the players got to play a Bard - a character class she is not allowed to play in her home game - and how she made such great use of her. By the end we had a really cohesive party, and the round of epilogues tied it all up in a neat package. This was one of my favorite sessions of the game convention.

Me peaking for the selfie with the group, and some drawrings from the crowd.

Me peaking for the selfie with the group, and some drawrings from the crowd.

Simulaneously some other GoD games were running, and overall it just felt like another success... happy GMs and happy players. The below set of portraits was from one of the players of Hillfolk, run by Wade Rocket!

Groovy portraits from one of the Games on Demand

Groovy portraits from one of the Games on Demand

Saturday 8pm: Happy Jacks RPG Podcast

With my new powers in managing and scheduling Games on Demand, I was now able to push my Saturday night gaming later (the new "late night" GoD session started at 10pm), which means I could enjoy the live recording of the podcast! And so I did, hanging out with many friends, and digging the show. You'll find me in there somewhere around the 0:43 minute mark.

Saturday 10pm: GoD Late Night Edition - Psi*Run

For the late night session we had a decent turnout. I kicked off one crew of 5 running Forget-Me-Not (which is a GMless game), and they were pretty independent for the entire session (and were laughing out loud quite regularly as well!) Morgan ran some Inspecters, and we had a 3rd table which I can't remember...

I got to play again, and this time in Psi*Run, a game designed by Meguey Baker. The game is summarized pretty handily: "They took your life. You got away. They want you back. Run!" You wake up without memories, but with special powers, and someone or somethings are after you. A favorite part of the system is that you get to define four questions that can be answered about your character, however it may be your play-mates who get to answer them.

The four of us players had a wide array of characters, from 8 years old child to an old grandpa, and powers that included having the ability to connect to wifi, or having the entirety of wikipedia in their head. The game itself had many sweet interpersonal moments, but also exuded the feel of a the chase, as if you were replicants in Blade Runner, or a bit of Logan's Run. Like many fairly loose story games with simple structures, it started out somewhat vague and wandering, but by the end the story took on a cohesive quality that was great to observe. Great GM and fun group of players, and it was really cool to see the system in action.

Chris, one of the players, even mentioned that he's surprised that this system hasn't spawned a bunch of hacks in the same way that Apocalypse World has, and I can see how this system could do so. The mechanics definitely help lead the narrative in a manner that's not dissimilar to how PbtA games lead a narrative with player moves, playbooks, and GM agendas and principles.

I love the way the mechanics worked, where you decided things like whether or not you were using your Psi powers, or whether you were risking harm, and these would provide extra dice. How you spent those dice was up to you, but they had to go into the various categories on the sheet... which meant you would decide which things you succeeded or failed at depending on how good your rolls were. This gave you some limited control over the narrative by getting to answer certain questions, but gave the GM or other players the ability to control some aspects of the narrative. Very interesting mechanics.

The Psi*Run risk sheet

The Psi*Run risk sheet

Sunday morning

Slept in, had a breakfast, wandered for a bit, and then went to get the daughter. Coming back to the con, we hit the dealer room, and did the paint-and-take, a popular option for kids and adults.

The Paint-and-Take involves getting a free miniature, and access to paints and brushes. Gretchen in the background with the assists!

The Paint-and-Take involves getting a free miniature, and access to paints and brushes. Gretchen in the background with the assists!

Sunday 2pm: GoD - Kids' Edition

I have run games as "Kids only" and "Family Friendly" (two categories available at Strategicon) many times in the past, and have started to do so on the Sunday afternoons, so as my daughter can play in the game with other kids. Examples in the past being my Lego-based Fallout Shelter game, as well as Golden Sky Stories.

Being "in charge" of Games on Demand, I decided this time around to schedule a Kids' Edition. I was contacted by various GMs ahead of time, some with their own kids, who were interested in running, so I knew I'd have at least a bit of support as well, and had no idea how many kids would actually show up. As it turned out, we got a good dozen takers.

There were 3 teens who showed up, Charlie and Kurt (who I know from prior gaming and previous Strategicons) as well as Jason, a con newbie. I'm especially proud of the results here, because these 3 decided to play The Quiet Year (one had played once before), and because I was called to duty to GM another table, they ended up running it pretty much on their own. I kickstarted them, but hearing their laughter and enjoyment from a distant, and having them see that they could run a gaming table without adults, was golden for me.

The rest of the kids got split into three separate tables: A game of Hero Kids run by Bill, a game of Goobles and Goblins (main website might be down?) by Ryan, and a game of The Warren (specifically Apocalypse Warren) run by my own self. In at least one case two adults joined the kids. In all cases I asked, at each table at game end, if the kids think we should do this again, and got a resounding "YEAH!" each time.

Games on Demand: Kids Edition!

Games on Demand: Kids Edition!

Many of the kids appeared to get along well, and so some friendships were forged. After Games on Demand for kids, we hung out with a few of these little rapscallions, including playing a bit of Lotus and some other games from the Game Library.

Sunday evening: Werewolf with Kids (x2)

The daughter was hardcore looking forward to Werewolf at night. Last convention she passed out in the late evening and I couldn't wake her up for this traditional convention night game. She woke up in the morning furious at herself (and me) for missing it. She wasn't going to let that happen again.

Werewolf is a game about covert enemies in our midst, and trying to route them out (similar to games such as Mafia). The game convention has upwards of 30 people in one room playing such games, and generally late at night.

Turns out some of our previous friends from Games on Demand: Kids Edition were ready to play. Now, we're talking about 28 people in a room playing Werewolf. This game took 3 hours, and ended past midnight.

Voting for some death

Voting for some death

The kids (foreground) realizing Ann Marie was suspicious, and voting to take her out! (Yes, she was a werewolf.)

The kids (foreground) realizing Ann Marie was suspicious, and voting to take her out! (Yes, she was a werewolf.)

You'd think these little 8 or 9 year olds would be ready to sleep at that point. But no. Most of us got convinced by the kids, and dived into another game. Now, I was able to get out of the first one, but the daughter convinced me to play in the second. And yes, that one ended around 3:30am. I was impressed for two reasons: 1. the daughter made it through without passing out, and even payed attention until the very end. 2. I got to say an amazing power play where one of the werewolves pretended to be a Seer and everyone (myself included) bought it long enough to get rid of a whole heap of villagers. It was beautiful to behold, and I can see the attraction of the late-night Werewolf game.

Monday

The rest of Monday involved waking up relatively late, getting some breakfast from the upstairs lounge, and playing our LARP: Search for the Missing Crap. The daughter found a few dice, and otherwise did a circuit of the convention, and chatted up a few folks.

I ran into friend Andrew (aka lowkeyoh from the Happy Jacks forum) and he and the daughter played a few rounds at the computer game room, including some rounds of Mario Kart (something I'm not really acquainted with).

Mario Kart action in the little video game room.

Mario Kart action in the little video game room.

The final thing we did is watched a bit of the game auction, an entertaining little event that occurs on the Mondays. From there, we headed out and home.

Until next time!

Until next time!

Gauntlet Gaming in the Summer of '17

The Summer of '17

The title feels almost like a Bryan Adams song; enough so that I put Summer of '69 in the background. But seriously, I may one day look back on this summer, and remember it as the year I started gaming with the Gauntlet. 

Let's see... what games?

  • Breakers: (GM: Robert Ruthven) Playing mercenary looters on Earth with rift type events where alien (magical) worlds temporarily collide with our own.
  • Chaos Monks: (G: Andrew Shields) Shao-lin style craziness in a world of crab creatures and other strangeness. (also that session regaled in this blog post!)
  • The Watch: (GM: Michael X. Heiligenstein) Fighting the Shadow, a creeping force that is overtaking the clanlands and corrupting the men, leaving the rest of us to fight for our survival. My character: Lollec the Raven from clan Richti.
  • Stay Frosty (Death Force Doom): (GM: Tom McGrenery) Using a rules-light system for emulating stories like Aliens and Predator... but as storm troopers exploring a haunted Jedi temple on Hoth.
  • World of Dungeons (3+ sessions!): (GM: Tom McGrenery) Using this simplified OSR-ified Dungeon World hack to play OSR modules, I play Adjo, an exotic mercenary-of-sorts with high aspirations, in a close-knit group of adventuring misfits. We're currently playing B2: Keep on the Borderlands.
  • Cthulhu Dark: The History of Mercy Falls: (GM: Jason Cordova) A session in a series exploring the strange and mostly horrible history of this little isolated town in the northwest, in this case a strange "performance art" festival in the late '60s, using the recent (and refreshingly simple) Cthulhu Dark system.
  • Velvet Glove:  (GM: Rich Rogers) Being a member in the '70s girl gang of The Black Roses, playing as Mauli Greenwood - the newbie and a bit of an instigator - and rising tensions with the Crystal Crows and various boys.

All of these games have a level of participation and player presence which rivals many of the better convention games I've played in recent years. Everyone is trying to hit those notes of a good story, whether sad or glorious or slightly silly, in a manner which is collaborative in approach. Games are generally 3 hours, which means that side chit-chat is minimized during play. Everyone has great online-game decorum, knowing how to wait for their turn, which isn't difficult considering the caliber of GMs and games that involve quickly rotating spotlights, so you never feel like it's too long between your turn to contribute.

I can't recommend this community enough if you are into story and indie games and want to play some great online table-top role playing games. All the GMs play and run plenty of these games, and it's apparent that improving their craft is a high priority.

And to that end: Gauntlet Con!

Because the Gauntlet hit a Patreon stretch goal, the first Gauntlet Con will be running October 20-22, 2017.  Initial sign-ups are for Patreon members (as they're the reason the convention is running) but soon other community members should be able to sign up. The level of games here is unreal, to the level of conventions like Big Bad Con (which precedes this convention by a week).