Big Bad Con 2015 - Sunday, Oct 18

Wolf Chase 2015, 7am-8am

You read that correctly... woke up before 7am to go on a 5k run. At a game con. This needs to be something that is emulated at other conventions, in some fashion. No, I don't expect it to be popular, but I hope that it does become more so.

Also, I'll preface all this by saying that I have probably never in my life ran this far in one stretch. Like, ever. I have started getting into trail running in a very minor way in the last year, but haven't done so in more than a few months, I must shame-facedly admit.

Anywhos, met up with the crew at the hotel turn-about, and led by Kristin, we all ran off. Fortunately I found a jogging partner in Rob Hall, because we both were able to mostly keep up, but if it wasn't for him, I'd have dropped off somewhere towards the last quarter of the run. And apparently I was a similar inspiration, as we discussed later.

Runners included the likes of Sean, the aforementioned Rob and Kristin (in full mohawk regalia), and Oscar Simmons. I don't really know the rest, but we had a crew of about 10 or so, all up.

A little run from the hotel, near the Oakland airport.

A little run from the hotel, near the Oakland airport.

My friends Gina and Jayson had handed me two free breakfast passes the day before, so after a shower I headed there to chow down. Fortunately I ran into Rob, and we had a pleasant hour long gaming conversation, of the type that I've grown to love at these cons. Before I left I even got to run into Vera and Vivian from the night before, and found out that I may now have gaming contacts in the Sacramento area, which is not far from where the parents are moving; so another bonus!

Rise of Nations (Fate Accelerated), 10am-2pm

GM: Ezra Denney

Players:

  • Shawn Enderson as the nation of

  • Tyson Fultz as the nation of

  • Paul Bezultek as the nation of

  • Tomer Gurantz as the nation of Nova

  • Eric Zim as the nation of

I was drawn in for two reasons. One, the title. I love me some Civilization type games, and Rise of Nations was a favorite for a while. Two, the description, which reads, in part: "Explore the toybox that is FATE by trying my new concept where each player will create a nation in a world we will all create together."

I love me some games where you get to play as a tribe, or a voice, or a family, or... a NATION!

We sit down and Ezra is straight with us... he "lazy GM'd" this piece. He's got an idea, and some starting stuff, but he's gonna depend on us to be cool. Fortunately we had a pretty cool table.

We started by defining the type of game we want to play. This was a pretty free-form discussion. We went with pseudo-realistic, pre-industrial revolution type society. That said, and although most of the world is not "fantastical", there was (or will be) a discovery of Dragon bones, which is a power source of a very limited nature. We had agreed that we could do pseudo-scientific, steampunk-style stuff, of a limited nature. Additionally, we wanted to explore concepts such as natural disasters, a large external nation / force, and more.

We each get a pretty simplistic chara... er... Nation sheet. We need a Name, a Capitol, two descriptions of the capitol city, and some Approaches. Approaches will define the way our nation approaches problems and such, and we are to each define 2 of them. And then the fun part... we pass the sheets around and the other 4 players each add another approach to our sheet. In addition, after all that we would need to define their strengths as +3, +2, +2, +1, +1, and 0 (because: Fate).

All the other nations were settled by a far, and powerful nation called Marshak, which is sort of like our story's England, to our colonies. We decide to play the game about 10-20 years after the "revolution", where we beat back the Marshak forces. One of the colonies ends up being is a pseudo New Orleans / hippie-ville, one is a powerful New England type region (with closer cultural ties to the parent Marshak nation), one is a less successful, but industrial area which is still neighboring a region controlled by Marshak, and the fourth is a penal colony a la Australia. 

My nation was none of these, and was in fact made up mostly of indigenous peoples, who also feel a kindred to these Marshakians, because only a century earlier we had begun taking land ownership seriously and taking over neighboring clans and peoples. This is why we felt a kinship with these Marshakians, and also why we were able to secure our borders from them and negotiate settlements. I liked the concept of a never conquered / colonized kingdom, similar to Thailand, of sorts. I decided to have a society which had its upper tiers as a meritocracy, where anyone (male, female, any background) could become a chief engineer... the highest designation. That said, the rest of society functioned in a very region-centric way, where the region had all sorts of local laws that depended on the people who lived there. This meant that specific regions could be patriarchies, matriarchies, or all fashion of various structures... as long as they played by the overriding Nova federal laws, which are punished in a severely harsh manner.

I started with: Nation: NovaCapitol: Refenja which is both a mountain fortress as well as incredibly dense. My leader was Cog Lysa. My approaches that I came up with were Innovate (+3), which is how we solve most problems, and what keeps us ahead of our neighbors and opponents, but also Measure Thrice, Cut Once (+2), which is to say that everything takes a huge amount of time.

We past our sheets around, and I got mine back with these four additional (very excellent!) approaches: Not Paying Attention (+1), Pedantic (+1), Never Look Back (+0), and Tyrannical Politeness (+2).

The game proceeded excellently, with a League of Nations type meeting, which Marshak sent a representative so that its local government could attempt to join. The role playing during this session was excellent fun, and it all continued from there. We had some scenes of conflict, and decided on one action per season. After a season, depending on the action and the situations at hand, our nations may gain aspects, or more likely consequences that would later need to be addressed.

We had a gold rush of dragon bones that caused some havoc, but we soon ran out of time. The 4 hour gaming session had a very long front-load time of nation generation, but in no way did I feel like this detracted from the situation... if anything this made the game that much more enjoyable. Ezra wanted feedback on the game, and we gave it back to him in spades, and all very good sounding stuff. It made me that much more interested in playing in this at a future time, or at the very least seeing what Ezra may come up with later. I wouldn't mind running this at all at a con or with friends. I can even see how you could use it Microscope-style as a world building session for another campaign or game.

As far as the theme, player participation, and overall excitement, I think this may have been my favorite session of the convention (although many others were close, to be sure).

Games on Demand... Forget Me Not, 3pm-4:30pm

I originally had signed up for 3-7 pm game, but I had crossed my name out much earlier in the day, when I realized that I just wouldn't be able to maintain that level of constant go go go.

That said, I was very interested in checking out the Games on Demand, and maybe running something light and GM-less. I brought a bunch of stuff with me, including Microscope, The Quiet Year, George's Children, and...

Forget Me Not. I found three other players to join me in this lovely game: Liz Ruifrok (who played in my Distress game Friday), Rob Hall (who ran with me), and Joyce (who was new to the con, and just getting her bearings). Forget Me Not is a jim pinto / postworldgames GM Zero game, which is a card-based role playing game where you create a story similar to Twin Peaks.

We had a great time with missing garden gnomes, and secret conspiracies between the sheriff, and the local millionaire and rich heiress, and other romantic and non-romantic drama. I'm just glad I got to introduce some more people to this excellent little game!

End of the season, as things begin to wrap up.

End of the season, as things begin to wrap up.

Microscope RPG, 5pm-6:30pm

GM: Tre' Grisby

Players:

  • Eric Rollins

  • Kevin Murphy

  • Me (later)

And I thought I was done... I was about to head home, maybe hitting a thrift store or two on the way. But the con just kept drawing me in. And I ran into Tre Grisby running his Microscope game, which had started at 3pm. They had two drop-outs, so it was a three player, and he asked if I'd like to join, mid game. I was a bit fried, but how could I say no!?

And so I joined their game for about an hour and a half. It was an exploration of hidden conspiracies in a real history timeline of the world, from middle ages, to present.

I did have fun watching them conjure Illuminati, and Benjamin Franklins formula for alchemical gold, however in the end my brain just couldn't keep up. Tre and I were struggling with the very historic nature of the game, and it just had a bit of a feel of being in a history class, and at this point in the weekend I couldn't keep up. So I contributed some bits of fun, but then it just collapsed around our feet. Fortunately we devolved into friendly banter about the con weekend, and everyone was getting ready to go their own ways anyways.

Because I'd only met Tre before online (and for a few minutes at the bar on Friday with a random run-in!), it was nice chatting it up, and I can't wait to find him and others online for more virtual con action in the near future.

Eric, Tre', and Kevin for Microscope action

Eric, Tre', and Kevin for Microscope action

...and out

And with that, it was time to go. I headed back to San Jose. My brother and his wife didn't have their baby yet (despite the due date being that Saturday), my daughter was waiting up for me, I got there with no traffic, and had a pleasant morning with my mom and daughter the next day, before an easy SouthWest flight back south to LA. All-in-all, just a wonderful trip and game con, and something I'd be happy to repeat again and again.

THANK YOU BIG BAD CON!

Coming home to seeing daughter playing with Kinderbunnies with my mom. Gaming was going on while I was gaming... excellent!

Coming home to seeing daughter playing with Kinderbunnies with my mom. Gaming was going on while I was gaming... excellent!

Big Bad Con 2015 - Saturday, Oct 17

Sleeping in

Fortunately, Ross scheduled his game, which is on the somewhat shorter side, for noon. I got to try and sleep in (emphasis intended), and got to about 9 am. Did a 7 minute workout for a min-max win, then off to munch and wander.

Went into the Games on Demand room. Now, one lovely idea that they have here, is that they had a table full of board games, and each one was basically up for grabs... in the sense that if you played one, you could add your name to the raffle for that particular game. What an excellent way to exposing people to new games!

Ran into a lovely couple, Andrew and Dawn, who were playing one of these games, Elevensies. This being my favorite Hobbit mealtime, I was drawn in. It's effectively a game like Love Letter, but with a little more meat on it. The goal is to set your tea-time spread, in competition with the other servants. The graphics are lovely, and one of the cutest components is the little plastic sugar cube tokens.

My favorite Hobbit meal, along with Second Breakfast. Definitely a game for the day bag to share with the family.

My favorite Hobbit meal, along with Second Breakfast. Definitely a game for the day bag to share with the family.

Serpent's Tooth, 12noon-2:30pm

GM: Ross Cowman

Players:

  • Jenn Martin as Celeste the Moon Cleric (adventurer)

  • Noam Rosen as Blind Janella the Beholder (minion)

  • Tomer Gurantz as Marklor the Mysterious (adventurer)

  • Russell Borogove as Vig-Narg the conjoined twin Kobold Librarian (minion)

Link: http://www.bigbadcon.com/events/serpents-tooth/

This was another game I was very much looking forward to this weekend. I met Ross up at Go Play NW earlier in the year, but didn't get a chance to play with him. He's the designer for Fall of Magic, which he also brought and was showcasing. In fact, I tried to get in to that one too, but it was full. When I was up in Seattle for Go Play, I went to the Ray Gun lounge (aka Gamma Ray Games), and ended up picking up a copy of Serpent's Tooth, Ross' earlier game. Although I perused it in weeks prior, and I absolutely love the layout (very accessible!), being an indie game means it's hard for me to grok it without seeing it in action.

First, we had to choose the type of game we wanted to play, by choosing a King. There are choices such as The Taco King, The Prom King, and many more. We decided to go for Dungeon Master, which I suppose is quite appropriate given: game convention. This means that Ross would be playing the "dungeon master", although technically this didn't mean he was a DM, but played the controlling big bad of the fantasy world; in this case Lawrence Dragonsbane.

Next, we need to define the Kingdom. From the description of the game: "At the start of the game the King possesses three Regalia: a crown, castle, and sword, that give them authority over the characters, places, and threats in the kingdom. Like a Game Master in a traditional role-playing game, the king wields vast power over their Kingdom." He passed out one sheet for each of these three Regalia, and we players started filling in the blanks.

What a great table... we already started with interesting open-ended adventurers, minions, lairs, and treasures, which you just knew would be used to great effect. As an example, one of the minions was listed as "Blind Janella". Who's that? Well, it ended up being the choice of characters for one of the players (Noam) and he took it to the next level by making it a blind beholder. The eye stalks all work (but don't provide sight), and the big eye was unfortunately blind.

In addition, we had a cheese farmer (that of course figured prominently in the game), a GM PC, the lair of eyes, Onyx the dragon (which burned down the cheese farm), some cameos by Celeste's god Lumos, and a deep treasure vault.

What was fascinating about this game was that you, as a PC, can take control of one (or more) regalia, and that gives you some power over setting scenes. I.e. when you grab a piece of regalia you take 1/3 control of GM-ing power from the GM! And players can take control of these from other players throughout the game as well (although we didn't get quite that far given the short play time). Vig-Narl ended up with much control, taking his masters crown, and control of the "sword" (in this case a lich hand), and Blind Janella took the "scepter" (the eye of Vecna, or something similarly named).

This was one of my favorite games of the weekend. I just loved watching it morph from a GM-based game to GM-less in spurts and starts. Very interesting system dynamics. It's just lovely starting to feel like you've gotten a hold of different systems, such as GM-based versus GM-less games, and then BAM, getting knocked on your ass with something that's somewhere in between the two. Definitely one of the games I'm taking back to play with the home group. Maybe even the next Strategicon.

The Secret Vault of the Queen of Thieves (Torchbearer), 3pm-7pm

GM: Thor Olavsrud

Players:

  • Jason "JiB" Tryon as Beren the Dwarven Adventurer

  • Demian Luper as Ulrick the Cleric (I might've gotten him confused with David, below)

  • Gina Ricker as Carolina the Fighter

  • Tomer Gurantz as Tiziri the Thieft

  • David Gallo as Taika the Ranger from Elfland (yes, that is a place)

The absolutely best description of this game I heard all weekend is that this game is the "Vietnam of dungeon crawls." Want to feel like a scrappy, dirty adventurer, living by the skin of her teeth in dank corridors, barely able to carry her gear, much less food, water, and other necessities. And oh ya, you want to pick up that treasure? Hope there is something you can drop in lieu of these vital life-saving utilities.

I've heard various things about Torchbearer. One is that it's a bit resource management heavy, and that is definitely something I do not like to manage as a GM. However, as a player I found this game fascinating. I did not know ahead of time that it's based on Burning Wheel rules. Apparently Mouse Guard is as well (although a simplified version), and apparently this game fits somewhere in the middle... simplified rules of Mouse Guard plus some crunchy bits from Burning Wheel. 

Thor (who, incidentally, is the game's designer) was an excellent as a GM, and I just love coming away with the feeling of old school dungeon crawl, with all the excitement and risk that was associated with it. It reminds me of the very first game I ever played of Moldvay Basic D&D, where we went into a crypt, ended up surrounded by Skeletons, and just ended up dying. The fear and trepidation. Excellent.

And all this without even saying that I got to play with two of my favorite Strategicon gamers: Gina and Jason (aka JiB), of Happy Jacks RPG fame!

We were a party of dungeoneering rapscallions, and were asked by Lady Attar to find the missing Jackal's Eye, which she was being framed for stealing from her lover, Taymar. This would involve going into the Tangle, the sewer depths of the city. Many giant rats and cultists of the mistress of plagues later, we emerged, not quite successful, scarred, but also laden with some few riches.

A bunch of dirty, grimy adventurers

A bunch of dirty, grimy adventurers

Generation Starship (Songlines), 8pm-12pm

GM: Aaron Vanek

Players:

  • Mark Ellsworth as family Tannen

  • Morgan Hua as family Drood (Captain)

  • Tomer Gurantz as family Nova (Psychologists)

  • Vivian as family Navidson

  • Vera Vartanian as family Saint-Fleur (Stowaways)

Another game I was excited about... the description being "This is a playtest for a new RPG system that uses music as a story guide. In this scenario, players will represent generations of one family line aboard a starship looking for a new home among the stars." Now, being someone who uses audio frequently, and in some cases quite heavily, in my games, I was quite intrigued.

This game system that was created by Aaron, called Songlines, consists of a mix tape that you use to inform role playing and mood. During a song, you perform tasks or role playing scenario (which is timed with the song) within the context of a scene (which is defined by the song number, or vice versa, as the case may be). The specific session we were playing was also written by Aaron, and called Generation Starship (the working title).

In this session, we each create, and play, a family on board a star ship being sent to colonize another world, as the Earth is sinking into collapse. We each create a family name, and define up to 6 family members. This could be a parent and children, or whatever. We also define a (aka make up any) role that our family performs on the ship, however one family will definitely serve as the Captain, and one family will be Stowaways on the ship.

In my case, I was neither of those two roles (neither Captain, nor Stowaways). I decided to make a "family" of six 16 year olds. In fact, they aren't genetically related at all, come from diverse backgrounds, consist of 3 males and 3 females, and have all taken the name "Nova" as a new surname. I decided to define my family as the Psychology Officers of the ship.

Part of defining your family includes choosing from a pool of traits (and each trait can only be owned by one family at any given time). I decided to go with Clever and Creative. Each trait gives you some benefit, whether that is power, in the form of dice, or tokens, which stand for some sort of fate chip-type mechanic (which allows you to change die faces, or perform re-rolls). Additionally, as the game progressed, you would gain or lose traits within your family, which was also cool.

As it turned out, many scenes were like various games and puzzles. In some we played dice games. Some were competitive, with each family trying to surpass the other. Some were puzzles that had us work together. In some we had to negotiate a favorable outcome to a difficult decision, all with the time limit looming over your heads.

One of the best scenes was one where we all listened to a melancholy piece, and had to separately write a letter. The letter was from one of our family left behind on Earth. The end came, and then Aaron announced, "The transmission never reaches the ship. You can throw it away." Holy shit. All our jaws just dropped. It was an awesomely depressing moment of the game. So good.

This game is the one that has been sticking in my head the most since the con. I want to write my own session of this game, with ideas about what I'd like to do different. Fortunately for me, Aaron is super cool and happens to live in the LA area, so we'll see where all that goes!

Great set of players, and everyone had great feedback for Aaron after the session. I think we all agreed that some of the dice games were cool, but some became repetitive or need work. The generation shift mechanic, whereby you gain new family members was interesting, but a bit broken and laborious. Also, naming all the children began to feel like useless exercise since their names were rarely used, or came up in the game. I think we all agreed that a little more role playing would definitely suit the game well. That said, overall the feedback was provided in such an excited way, that you could tell that the players bought into the system, even with the work it needs.

So I don't lose it forever, I will transcribe my letter, that was lost to the stars... 

To Boora Cameroon,

I know you've chosen the new surname, but I can't bear to use it, my lovely daughter.

I wish I had good news. Half of Africa has been destroyed by the bombs. Those that live, struggle. The rest of the world also suffers. I don't mean to burden you with this news, but I hope you will learn lessons from our failures, when you reach the stars.

I am so proud of you, and wish only the best for you in your new family. You are all that keeps me happy; the thought that at least you have escaped.

I have changed my mind. I will take your new name, so you can tell your children about who you left behind.

Love, your mother, Sabrina Nova

Big Bad Con 2015 - Friday, Oct 16

Getting there

Took a flight to San Jose, hung out with the family, and then left the kid with my parents so I could head up to Big Bad Con 2015.

I've been supremely looking forward to this for quite some time. The list of games was looking brilliant, and the games I signed up for included all sorts of interesting ones, such as Torchbearer, Vox, Songlines, a Fate Accelerated game where you play nations instead of characters... I mean, seriously. All in one con.

Got up to the con before noon, so had time to spare before running my game. The hotel was great in that they let me check in at 11:30am without drama, and I quickly grabbed a bite, and then headed down to checkout the scene.

Setup was still in progress, and Registration was still being constructed. Sean Nittner, the Chief Gaming Officer of the con, was there, so I said a hello, and he quickly got me situated and registered. I wandered about, getting oriented, and then went back to the room to get my gear for gaming.

Distress on Life Liner 928 (Star Frontiers  / Savage Worlds / Lego), 1pm-7pm

GM: Tomer Gurantz (that's me)

Players:

  • Joe as Robot Medic #8247

  • Wilhelm Fitzpatrick as Yazirian Pilot Grak-Ahz

  • Liz Ruifrok as Sathar Weapons officer Kip

  • Jason Murray as Dralasite Engineer Bliff

This is my Star Frontiers (Savage Worlds conversion rules) space-based Lego dungeon crawl that I've mentioned on previous posts here.

Starting a 1 pm Friday game has risks, and those risks mainly involve people not getting to the con on time. That's a better narrative than people hearing about my game and changing their minds, so I'm sticking with it! So, two players short, I was able to convince Joe to join us, though he already had a game scheduled later. He admitted that he'd ditch it if he was having fun though (as he ended up doing). And then about 30+ minutes in, Liz joined us as she was free... two unscheduled guests plus two scheduled guests equals gaming win.

Everyone built interesting characters, and I won't go into the details as there are always semi-spoilers if people want to play at a later time, but there were new builds this time around, which is always fun. I'm a huge fan of this plug-and-play method of creating characters, which gives players something of a pre-gen, but also a PC they are responsible for creating, and therefore have some ownership over. And it also means I, as the GM, never run the same game twice.

Some folks met their objectives, some met their objectives and then died horribly, and some continued living in hiding. All in all, good fun. Lessons learned? Mainly, pump up the volume a bit more (the players said it was a bit on the quiet side).

The crew of the Golden Can: Joe, Wilhelm, Liz, and Jason

The crew of the Golden Can: Joe, Wilhelm, Liz, and Jason

The Facility (Vox), 7pm-1am

GM: Matt "Matthulhu" Steele

Players:

  • Bruce Harlick as Gill, I mean Lawrence

  • Tomer Gurantz as Tiffany

  • Christopher Ory as Roberto

  • Julie Dinkins as Hyrum

  • Ezra Denney as Fritz... I mean Hanz

(at least those were our made up names)

I was very excited about this game. In fact, it was one of my two initial sign-ups.(For those not aware, Big Bad Con this year implemented multi-staged game registration. First you sign up for 2 games maximum on an initial Saturday. Then a week later, you can register for as many other games as you desire. Great plan, as this lets everyone get into some games they really want, without it being a complete slugfest.)

Why was I excited about this game? The first sentences of the description of the Vox game system: "Vox is a game in which you play a character and The Voice of the character next to you." Damn.

Here's the description of the scenario that Matt had written for this session: You wake to fire, pain and destruction. You’re in some kind of facility. You don’t remember coming here. You don’t know where you are. Hell, you don’t remember who you are. But then The Voice tells you to get out of there. Whatever happened to you is bad. What happens next could be worse. Time to get out.

And he ran the first 10 minutes of the session so beautifully in playing to that description. It was one of those great games where you chose your character according to a picture, and nothing else. Matt started at one end of the table, as characters became conscious, one after another, and had each character as a lead in to the next one awakening. It was masterfully done. It real lent to the chaos and confusion of the situation. And of course each player was bought in, and played their characters to the tee.

What was interesting was that we were each given 2 character sheets.

One was our main character, which in this scenario, had a number of blank spots. We might know, for example as I did, that I was a good Street Fighter and that I liked to Help the Helpless. But profession? Unknown. Other skills? Unknown. Your name? Unknown. Why are you here? Again, unknown.

The second character sheet was the voice. The voice has a personality. A physique and personality associated with it, and its own set of skills. And the voice knows the name of the character to your right (even though that character doesn't know that themselves). Playing the voice involves occasionally talking, or spitting words and phrases, to the player to your right, at opportune moments. However you can also communicate through other means. You can write things on paper and have those appear to the character on a wall, for instance. But I think the key is that these are some sort of verbiage (as opposed to complex visuals or hallucinations.

On the left, a picture, and character record with blanks that would slowly get filled out. On the right, a ghost that whispers in the ear of another player.

On the left, a picture, and character record with blanks that would slowly get filled out. On the right, a ghost that whispers in the ear of another player.

It was much fun. All I know is that there is something a bit disconcerting about a character that keeps asking about food and saying how hungry he is, and then this character's voice that keeps telling him to eat 'them' (where 'them' is the rest of us). 

All said, great session with a great GM and great players. Won't spoil any endings, cause you may, and should, play this game.

Confusion and voices

Confusion and voices

Late night ramblings

We were done shortly after midnight. What's next to do? Find players and more games! I wanted to get something going, like some Mad Max Dread, or some short GMless thing like Forget Me Not, but most people were pretty worn down by then.

I did run into a grand table in one of the rooms where muchas personas were chatting away. My friends Gina, Jason, and Morgan from LA, including many others. We were eventually joined by Adam Koebel as well, and hearing him, Morgan, and <that other fine gentleman?> chat away was pretty entertaining. They all know a lot of shtuff, but it was on matters that I'm no wizard on. So I just sat back, kept drinking, and enjoyed the ride. 

I got to sleep eventually, somewhere before 4 am.

Character sheets for Dread Mad Max: Fury Road

Andy Munich. This man is a genius. He created a beautifully simple Dread hack for Mad Max: Fury Road.

Dread is probably one of the simplest horror and suspense-based RPG systems out there. Everyone makes a character using a pre-built questionnaire for a specific scenario. And the GM takes the answers, and uses them as part of a scenario. The only mechanics used is Jenga (the block tower). Want to do something difficult? That'll be one, two, or three block pulls, thank you very much. The tower falls? Your character is dead (or at the very least, on the chopping block for a slightly better time in the story). Jenga and the story reinforce the inherent tension in each other.

Andy took the system, then hacked it slightly to create a Mad Max version. And in Andy fashion, everything is just improvised. It goes something like this (actual events may vary):

  1. Get a speaker, and blast the Mad Max: Fury Road soundtrack in a loop, from game start until the game ends.
  2. Ask the players what story they want to run.
  3. Have each player create a number of characters (~3 each) to make a tribe.
  4. Make shit up to go with the music.

I didn't get to play in Andy's game, but got to hear about it from others. And I got to ask him a few questions on how he ran it, because I wanted to run it for friends. I've run it twice so far, and the players say they had a blast, so that' good. And as a GM, I totally loved it.

As far as creating the characters, for the games I ran, I told the players to describe each character with 3 physical descriptions and 3 personality or mental characteristics. They also needed to write down any stuff the character had, although this doesn't come for free... gotta pay for that with some pulls (after all, stuff ain't cheap in the post-apocalypse).

Now, you really don't need anything more than just index cards, but wouldn't it be cool to have little Mad Max character sheets? At least that's what I thought, because I love that shit. So that was my little project.

I looked for a Mad Max: Fury Road logo using Google image searches. Many didn't work, but I finally found this one (which is off of a rogerebert URL):

That looked pretty good, as you can grab the Mad Max: Fury Road words and font without extraneous characters or graphics. There's even the iconic graphics below, which in theory you could include, but I decided to skip that part.

Had to find the Mad Max font, which it turns out is named AgencyFB. It might require a license to use it for profit, but I'm not selling nothing.

You want a pretty simple thing, which isn't more that a name and a few physical and mental descriptions. But of course you gotta have Mad Max sounding stats, right? After a little assistance from the wife, I ended up with Mug (physical appearance), Bent (personality; but just sounds twisted too), and Gear (which works for both stuff in general, but perfectly for that whole car thing). I put the infamous quote from the movie instead of just "name"; maybe that's cheesy. But it's Mad Max. There was cheese. 

And here we go, with little name tent and everything. Four to a page, about the size of an index card anyways:

Character sheets for Dread Mad Max: Fury Road.

Character sheets for Dread Mad Max: Fury Road.

Got a PDF version as well, but can't seem to figure out how to upload it here. PM me and you can have it.