Pinecon 2017: Camp de Benneville Pines, The Warren, Ten Candles, and archery

Pinecon and Big Bear

Pinecon. Basically 3 guys got together and started a weekend gaming camp. It's up in the San Bernardino Mountains, not far from Big Bear, at Camp de Benneville Pines. (In other words, Los Angeles adjacent national parks.) I met one of these guys, Chris Shorb, through The Gauntlet online community, and at Strategicon, when he came to play and run some stuff at Games on Demand.

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The only thing possibly keeping me from there: an already packed schedule, and figuring out how to manage that with the daughter. And hence I reached out about how kid-appropriate or kid-accommodating the convention would be. And the answers were mostly positive, with more than a few people saying they'd bring a few young ones and teens. And Adam, one of the other founders, would attempt to bring his daughter of the same age as mine.

The Lodge and Camp de Benneville Pines

I picked up the daughter from school and headed straight to the location... a solid 3 hour drive with good ol' LA traffic slowing our progress. We just about ran out of gas as we pulled into the camp's grounds due to some fuel mismanagement on my part... but made it!

The main feature of the camp, past the parking lot, is the large lodge. We were greeted by Chris, who was managing the check-in process; pretty low-fi, but just the pronoun stickers made me confident I was in the right place.

Although to be fair, Chewie appears to identify as "he" in the movies.

Although to be fair, Chewie appears to identify as "he" in the movies.

The lodge became the focal point for the convention and gathering, as all the meals are included (and served here). This large room can accommodate over 100 people, and also served as the open gaming area. A long table in the corner became the game library (a lot of folks brought things they'd be open to sharing). 

There was also a fireplace area with pretty regularly maintained flame (in the evening), a constantly available tea and coffee bar, some small refrigerators for beers and smaller food items, and many, many friendly folk.

The Lodge, with game library table at the far back (from this view).

The Lodge, with game library table at the far back (from this view).

The Lodge after dark.

The Lodge after dark.

Meals

Normally meals are served at 6pm for dinner and 8am and 1pm for breakfast and lunch. This works perfectly for scheduled game slots that are 9am-1pm, 2-6pm, and 8-midnight. But for the first night, they served dinner at 7pm to give everyone time to get there (taking into account Friday work and traffic).

The meals here were pretty solid. Very much camp-style meals, with hot meat and veggie options, and vegan and gluten-free options mixed in there. There were always steamed veggies of some type, and a salad bar as well. I was pretty impressed with the food: not super high end, but much better than fast food.

Werewolf and One Night Ultimate (Friday 8pm +)

At any given slot there were about 4-5 RPGs running in various cabins around the campground, and always many folks playing or open to running board games of various types at the lodge.

I volunteered to run a few games, coordinating these decisions with my travel partner. One game she loves playing at Strategicons is Werewolf, late at night. And so we did that as our intro game for the convention. I ended up attracting a small crew, both with and without Werewolf experience. The game is all about deduction and social intrigue, and we played about 2-3 rounds of the old-school standard game, and then switched over to play the shorter One Night Ultimate Werewolf version, which was also fun in a slightly different way.

All this was a way to get to meet some of the various kids who we'd see later in the weekend. Unfortunately Adam and family didn't get there until late, so their daughter Cassie (roughly the kid’s age) wouldn't be around to play until the next day.

Our Werewolf crew debating and voting to off each other

Our Werewolf crew debating and voting to off each other

In the spirit of open gaming, we had gamed with Seven (at Werewolf) and met his mom Tina, who convinced Dorian and the kid to join them for a game of Spaceteam. This was a fun, collaborative, timed, and hectic card game involving a space crew trying to repair their spaceship. The parts and tools are all weirdly named, and it is one of those games that, when played, will cause you to get stressed out and loud.

Playing Spaceteam.

Playing Spaceteam.

The cabin

There are a number of cabin's peppered throughout the camp. Each cabin building may consist of a number of rooms, and each room may have a few bunk beds. The cabin shares normally 2 full bathrooms with showers. There are also more private style cabins which you can pay a little extra for (we didn't). Overall, the rooms were comfortable, if tight, and you must bring your own things, like sleeping bags or blankets, and towels. I was lucky that I threw the sleeping bags in the car last minute, because I otherwise didn't prepare well. I didn't bring towels at all, so we just used my old T-shirts.

A room with 2 bunks; could fit 4 comfortably. Because they don't completely fill up the campground, the daughter and I shared this room on our own.

A room with 2 bunks; could fit 4 comfortably. Because they don't completely fill up the campground, the daughter and I shared this room on our own.

The Warren (Saturday 9am-1pm)

During breakfast the next morning, the kid got to meet Cassie, which she would later play with throughout the convention.

The kid had asked me to run The Warren as a role playing game slot. There was four players, and I decided to play the Abigail Meadows setting from the book. I didn't come with anything prepared at all, so just went with what the players brought to the table and the way they answered questions. We had:

  • Lightning, a quick rabbit (played by the kid)

  • Clover, a seer (played by Dorian)

  • Thorn, a tough tooth and claw rabbit (played by Sophie)

  • Max, a dominant rabbit (played by Ben)

  • Moss, a nuturing rabbit (played by Emma)

They mentioned gathering herbs for an old rabbit, so I made the quest about being asked to gather such medicine. I kicked off the game in media res with the final question being: How did the hunters get between you and the warren? We immediately launched into panicking mode, with dogs and hungers running around, ran into Lump, the large toad hiding in the bushes, and rabbits trying to make sense of it all and survive. By the end of the first half, all the rabbits were captured in a steel cage (some purposefully so, so as to rescue the others). 

At this point the daughter said she was done playing and wanted to go hang out with Cassie, and so they went back to the lodge to game. This worked out, as halfway through the game a young lad named Alex came in and was very interested in joining us, after listening in the background. It worked out perfectly, with the story dramatically shifting.

  • Leaf, and engineer rabbit that was marked by the black rabbit (played by Alex)

Leaf ended up Innovating a move that helped the other rabbits get free. He was also a bit of a wandering rabbit, with no permanent home. The second half of the game became one of political intrigue and a struggle against the current hierarchy of the warren. At the end a sly fox tried to cause trouble, but the rabbits used him to chase off the matriarch who was standing in their way. We did some epilogues and it felt like a solid landing for the game. (Unfortunately forgot to get a picture of my players!)

I returned to the lodge to find the kid and Sophie playing (and teaching) Sushi Go, and running their own table!

The kids running a table.

The kids running a table.

Archery (Saturday 2-3pm)

After a hearty lunch, we had nothing planned. This worked out well, because at 2pm the camp was providing access to their archery range. They provide a basic set of bows and arrows, and about 6 people can shoot at a time.

Cassie's dad Adam had brought his own traditional bow and arrows, as apparently it's something he's into. There were a few people who had, in fact. The range was great, and the women who ran it (who works at the camp) was great. We had a good hour+ shooting arrows, and all this without any cost above what we expecting to pay at the camp. Bonus!

Archery with an adult bow the first day.

Archery with an adult bow the first day.

The rest of the afternoon we spent playing a game or two, but mostly just wandering around the grounds, playing in the play structure and with the other kids, and chilling out.

Ten Candles (Saturday 8pm-midnight)

The second RPG I wanted to run this weekend was Ten Candles. A tragic horror game written by Stephen Dewey, Ten Candles is about and apocalyptic scenario where the world goes dark. Completely dark. And They want to get you. And the only thing They are afraid of is light, which is in shorter and shorter supply. You actually play with ten candles, in the dark. This game was perfect for the camp. 

The game has been written about more thoroughly in other places, such as in Bluestocking's blog and the 3W6 podcast interviewing the designer (in English despite the fact that this is German podcast), so I won't go into the minutia of how the game works. But I will write about some impressions and things I really liked about it.

The daughter was supposed to play, but it turns out was dead tired. Instead she sort of crashed out, an just slept in the room while I ran the game.

Ten Candles explicitly prevents the GM from prepping anything around the story. I did prep the props, as real candles in a forest (and game convention hotels) are generally forbidden. I got some recommendations somewhere about running it without actual candles and so I purchased LED tea candles, and some water-dissolving "spy paper" (for when you need to "burn" the player stats cards).

I will also credit myself in putting together a pretty solid cheat sheet (which is found, and will be updated, at http://tinyurl.com/tencandles-cs). I didn't want to break immersion in the game by having to refer to the book, so this is something I spent some time preparing prior to the game.

I used the Light in the Dark scenario, which has the players be a crew that has some weapons and a Humvee with a massive flood light, and are tasked with getting survivors from a small town, and heading to a chopper to be rescued. I liked the idea of them feeling powerful at the outset. We had:

  • Gregory (M), authentic, and an ex-telemarketer (played by Joe)

  • Jane Thomas (F), a short and sturdy and harried nurse, looking for her mother (played by Chris).

  • Sam (F), a meek and withdrawn 29 year old masters / PHD candidate, scared (played by Galen).

  • Travis (M), a grizzled, retired marine, promising to get back to get back to his mate, Troy (played by Tom)

Actually playing the game is fascinating. My favorite aspect has to do with narrative control. There is an interesting dynamic where the players have almost complete narrative control in the beginning of the game, so can be as successful as they want to be (although some players get into the part of causing their own pain, and Galen did that brilliantly). But as the game progresses, the GM has more and more control of the narrative, and They start to appear and cause problems. And who or what They are at this point can easily be colored by what the players or characters themselves have revealed about what they fear. Feels in some ways similar to a GM-less game in some respects.

The characters explored a few car wreckages, found spare batteries, went through a safehouse which didn't provide much in the way of "safe", recovered some scared children from a hardware store (and discovered the many strange human remains left behind), found survivors (including Jane's mother) at the hospital, ran into a rogue group and crashed the Humvee, continued with a crippled car as gas was running low, saw the helicopter in the distance, hit a deer, almost made it to Drop Point Delta (but heard the helicopter leaving), crashed over the side of the road, losing Jane's mother, lost the children, found another crappy vehicle, and then were waylaid by Them on the road. Almost everyone died, except for Sam, discovering that humans had probably let them loose through Lovecraftian means. At this point she screamed at Them to kill her already, but the wouldn't, they just surrounded at her and stared and stared.

The pace of the game is very interesting, with a slow start, but with that building speed of a downhill rolling snowball. And then the ending is fantastic. (But no spoilers here.) We all had a blast playing, and despite my nervousness coming into it as a no-prep game, it really supports the GM very well in that regard. This may be my con-game go-to for 2018.

Just about getting ready to turn out the lights

Just about getting ready to turn out the lights

Thank Galen for the picture!

Thank Galen for the picture!

More Archery and gaming (Sunday morning)

The next morning we had breakfast, and I checked our stuff out as the daughter played with her new friend. It was a relatively chill day.

We got out to the archery range again, and this time there were kid bows, which worked a lot better for the girls. At one point, the kid was able to hit the far targets. There were few people out, and so we got a full hour of shooting, and it was quite enjoyable.

Archery, round two.

Archery, round two.

At one point she got to watch, and then we later got to join in and play, a game called Captain Sonar. It's basically a 4 vs 4 player game of Battleship, with everyone getting a specific role on their sub, and the goal being to sink your opponent. 

The game has some really clever elements, including one crew member listening to the other sides instructions to try and get a reading on where they are (without knowing where they've started). Definitely a fun party-type game for board gamers.

After some heart felt goodbyes and exchanges of some contact info, we went off to face the long drive home. Oh ya, that was made possible by the friendly staff who helped me fill my gas tank. They get big props for being so lovely (and fortunately there is a tip jar there to put money behind those sentiments).

All in all, an amazingly great experience. This was the second Pinecon, and they plan on doing it again next year, and still capping it at 100 people (for which they sold out this year). It's not trivial in cost, but considering it comes with food included, it's actually very reasonable, assuming you can make it there. It is definitely on my to do list for conventions next year.

Captain Sonar!

Captain Sonar!

GauntletCon 2017 and Saga of the Icelanders

GauntletCon, the first

I've talked about the Gauntlet online community and podcast network, and it has quickly become one of my favorite places to learn about new and innovative role playing games out there. Well, it has also become my favorite place to play online games, and because they hit a Patreon goal, they had decided to run their first online gaming convention!

GauntletCon's first convention was October 20-22, 2017. The listed games was insanely good. Here's a sample (first taking a deep breath):

Sagas of the Icelanders, World Wide Wrestling: Gauntlet Roadshows, Fourth World (Earthdawn hack): Ardanyan's Revenge, Rad Hack, Space Wurm vs. Moonicorn, Traverser (run by Paul Czege), DCC, Monsterhearts 2: Seven Spires, Dungeon World (including sessions run by Jason Cordova, and some sessions using Ray Otus' Plundergrounds), Star Wars: Edge of the Empire, Heroes and Crystal Kingdoms (run by designer Maria Rivera), Survival of the Femmest (Original System by River), Blades in the Dark,  Pugmire, The Veil: Cascade, Alas for the Awful Sea, Dust, Fog, and Glowing Embers, Katanas & Trenchcoats, Poutine, Swords Without Master, Golden Sky Stories, Troika RPG, Peril on the Purple Planet - World of Dungeons, Murderous Ghosts, Dogs in the Vineyard, Rockerboys And Vending Machines (a Lasers and Feelings hack), Libreté, The Black Hack, Godbound, Pigsmoke, Cthulhu Dark, City of Mist, Ryuutama, Atlas Reckoning, Fate Accelerated, To Serve Her Wintry Hunger, Vanagard, Psi*Run, Moldvay Basic D&D, Tenra Bansho Zero, Funnel World, The Happiest Apocalypse on Earth (run by Chris Grey), Legend of the Elements, Threadbare (run by Stephanie Bryant), Into the Odd, Dream Askew (run by Avery Alder), Cartel (run by Mark Diaz Truman), Apocalypse World, Malandros (by Tom McGrenery), Freebooters on the Frontier (run by Jason Lutes), and The Veil: Cascade (run by Johnstone Metzger)

Good lord. This is the bread and butter of toast I'd love to be eating. And in many cases above I listed some of the people running the games in cases where they are the game designers themselves or grand names of the sub-sub-sub culture this is a part of.

That all said, this convention comes one week after Big Bad Con, from which I was away from the family for 5 days, and so negotiating another weekend, or even more than a few games, was unlikely. It also overlapped with Pinecon, a local Los Angeles convention (which I will post about separately), and that was something I could negotiate, because I would be taking the daughter as part of it.

Needless to say, I was feeling sad that I would miss the first Gauntlet convention... but... it turns out I would get to feel a bit of the convention.

The Gauntlet Con Discord

Normally the Gauntlet primarily communicates to its audience via the podcasts, and listener communication is provided through discussion on the Gauntlet G+ community. There is also a Slack channel, but that is only open to individuals who support the Gauntlet at a specific Patreon tier.

During Gauntlet Con, however, a Discord server was created to host convention. This created a really fascinating space that really felt similar to the gathering you normally find at the meatspace conventions. 

For me, the timing was fortuitous. I was just coming back from Big Bad Con, and beginning to feel that con crash low that many of us associate with returning from these conventions. I was having an extremely busy work week. And then suddenly, I was virtually able to jump into these rooms and chat, sometimes in audio forums, with all the people I normally only have haphazard communications with on Slack and G+. The vibe was great and the place was buzzing with excitement. RPG luminaries (I may be stretching this a bit) were hanging out among us common rabble, but mostly it was just like hanging out in the lobby of the hotel at Big Bad Con, hobnobbing with friends, old and new.

Originally I had signed up for a few games, but that was all in the case I would somehow be able to attend them, which I knew was unlikely. I bailed out when that became apparent, and gave my space to other, now happier, individuals. But there was one game I stayed in and played...

Saga of the Icelanders with Gerrit Reininghaus

Saga of the Icelanders is a Powered by the Apocalypse game where you play as an Icelandic settler between the end of the 9th and 10th centuries, also known as the time of the Icelandic Sagas, and tell the stories of the settlers families, their lives, trials and legacies. Discover or change history as you forge a veritable Saga worthy to echo through time.

It's been around for a while, and I've heard great things about it, but haven't ever played. And I know Gerrit through the Gauntlet slack and we've chatted extensively, and only got to play a little bit in the past. Also, this game happened to fit perfectly for something I could squeeze in (although there were plenty of other awesome games during that timeslot).

The other two players included Patrick Knowles and Chris Wiegand (a fourth player was a no show). The other two chose men playbooks, so I chose a woman.

Saga of the Icelanders is one of a few games where the characters have very gendered roles, and some moves are specifically for male- and female- identified roles. For example, men can convince someone of something by insulting them, whereas a woman can talk sense into them. You can do things outside your gender norms, but doing so "tempts fate", which may have consequences. This actually becomes quite fascinating in play.

Per many games of this ilk, you build the world at the table, and as I can attest, you need no knowledge of Iceland, vikings, or their lore!

The story ended up one of my family homestead, with myself as Dala, originally owned by my mother and father, and now in contention with our Godi (i.e. priest) Njal Bardson (played by Patrick) and my husband-to-be Torun (played by Chris). Also, the priest has a thing for my mother, since my father had past a few years back (under somewhat mysterious circumstances). And Torun's son is rumored to have caused my father's death. And then there is my brother, who thinks he should run the homestead. In other words, all good drama-fodder! At some point Gerrit puts away the book with all the external threats, and just plays with all the internal threats we've posited.

We had some supernatural symbolism and interference by the gods, perhaps, and Dala and Torun do marry and take ownership of the homestead, which becomes a flourishing town many centuries later.

Gerrit ran some great characters, and my co-players brought good drama. I had a blast, and this really re-energized me at a time when I needed it.

Interested in the game? You can watch the video, as it can be found on YouTube here (world-building mostly occurs from around 0:15:00 to 0:48:00, break for about 10 minutes, and the game mostly played out from ~1:00:00 until the end):

The Gauntlet Con recordings

OK, so you missed it. But it's not too late! You can still take advantage of all this gaming love by watching some very focused and brilliantly recorded actual plays and panels! The panels each run about an hour, and include advice on playing, GM-ing, running different types of content and inclusivity in games. And the games themselves are under the "day playlists" and include many of the games that ran:

Until next year, for GauntletCon 2018!

Big Bad Con 2017: Final days

Games on Demand: Atlas Reckoning (9am-1pm)

Unlike prior years, where I brought my larger Lego-based RPG things, this year I was not feeling it, and prepped to sign up to GM until very late in the game. Fortunately, Games on Demand is a place for just such a situation!

For Big Bad Con, they request that a GM be prepare to run one of two games for a Games on Demand slot, and I chose both Dungeon World and Atlas Reckoning. The latter was chosen.

I've written about AR more than a few times (see here and here and here and here and here; shit, I have run it more than a bit). I'll keep this relatively short and sweet. I got to use Stras' new beta 3.1 playbooks, which are clean and crisp and so well laid out. The rest of the game still needs to be updated accordingly, but I can roll with that.

I had four players: Jerry (yes!) as well as Jeff, John, and Brandon. I tried to ensure that world building was collaborative by getting a few sentences from each player, and we ended up with a sort of space colony on a planet with lots of volcanic craters and underground lava fields. Apparently the colonists dug deep in some volcanic tube and hit on the planets living core, initiating an immune system response. Behemoths represent the planet's response and are trying to rid the planet of us humans (and thus far succeeding very well). We are in the last remaining city, which is completely built within the crater of a huge caldera. A spire (The Lance) rises out of this city, which is likely the remains of the colony ship that landed here many generations ago.

The pairings of pilots worked well, in that both Jeff and John had some similar ideas and directions for their Western cowboy-themed mech, and Brandon had very strong thoughts on what he wanted (with a dragon-looking mech), and fortunately Jerry didn't really care as much about that, but had much stronger thoughts on his character, and playing the Leader (a new direction for him this convention, especially after his enjoyment of playing our leader in The Watch the prior day). 

I forgot my pre-printed location cards, so asked the players to define 4 locations, and we ended up with the Lance (the command center), the Lair (medbay + lab), Sarah Connor's Place (the bar), and the Greenhouse. These are locations we use later during the Downtime (roleplaying-heavy) phase.

But the game always starts with Engagement... battle. That said, I will again point out that the questions that prepare you to jump into combat also have you show and introduce your characters in such a brilliant, anime- and move-inspired way, which does reveal aspects to the characters that ooze with personality.

As I do with these games, I create the Behemoths at the table based on the setting we've created, and went with two creatures. One was a quick little fighter that I based on the Displacer Beast in the old D&D monster manuals, with the power to teleport short distances. The second was "The Carrier", which was a very large, turtle-looking creature with hard carapace slowly moving towards the city. It's powers included brain shrieking, armor plating, and regeneration

They fought the creatures and it was great hitting the players with special powers unexpectedly (like the "brain shrieking"). Jerry took a Burnout, not so much because he had to but it worked very well with the narrative (and it's a one shot, so who cares mechanically if that wasn't an optimized move). We had some great action scenes, and had enough time to go through two role playing scenes during Downtime, which helped flesh out some of our locations, and the relationships between the pilots.

I was very happy with the timings in this session, and being able to expose all the players to enough of the game for them to get a good feel for the different components. Although I just can't pull off the Engagement-Downtime-Engagement sequence that Stras appears to do in his one-shots, I find that my Engagement-Downtime game is tight, and by choosing the Engagement level (for recommended enemies) as one higher in difficulty from the suggested starting point, it provides the players a difficult fight and just enough to get them exposed to game mechanics such as Stress, Burnouts, and burning Traits. Delighted that the players really seemed to enjoy the game, and Jeff even admitted to this being one of his favorite experiences at the con (via word of mouth and tweet!)

(If you are interested in the upcoming Kickstarter in early 2018, the best place to keep informed is the Atlas Reckoning public G+ community, or wait to hear me squeal like mad).

Jeff, John, Brandon, and Jerry

Jeff, John, Brandon, and Jerry

During the game, I was super happy that Yoshi came by with Philip from the Gauntlet. We've been chatting for a while in the Slack community there, and it's nice to turn virtual friends into physical friends. We'd end up hanging out much more in the evening.

Air Hunters, Legend of the Elements (2pm-6pm)

Andy was running a two-part Legend of the Elements adventure during the weekend: The Iron Turtle, where the PCs break some prisoners from prison, and then Air Hunters as the sequel. As it turned out there was zero overlap between players, but we still played through the setting in the sense that two of us just got broken out of prison to help the others with an airship heist.

As far as character creation, I watched what playbooks the others would choose, and after seeing one bender and two non-benders, I went for a bender, which I've never gotten to play. I settled on a water-bender, but stopped for a moment to think: where is this person from. I mean, I could be from the north or south pole (per the bulk of water benders on the Avatar show), or maybe the swamp cousins. But then inspiration hit: I'd be a set of waterbenders that lived underground, using water to slowly dig through the earth. And then that sort of collaborative magic occurred, where suddenly Jim's Aristocrat character in the fire kingdom has been protecting my family, who lives underground in their lands, and the artifact he's after is intrinsically linked to our families past / has a locking mechanism that needs to be open by an underearth waterbender. 

As I wrote about the prior year, Andy does some serious magic with images and pre-printed Tags that just help guide the game and the story. (See image below!) Legend of the Elements makes use of Tags - in some ways similar to Fate, but in many ways different - to enable the characters to interact with opponents and objects in the scene. This sort of interaction encourages narrative coordination and cooperation with the other player in interesting ways, and was something I was looking forward to seeing again. (The game is on my short-list to run, and I already have something scheduled for December.)

The story had the right balance of drama, silliness, and Andy's amazing characterizations which do so much justice to Avatar, and it all left me with warm feelings inside. We had spying and planning for a hijacking, inter-familial scheming, a brilliantly intimidating matriarch, and firebending fights on the top of airships... what's not to love.

When originally planning the weekend, Jerry and I decided on this game based on my recommendations, and also on the fact that he knew he'd be interested in possibly running something like this for his kids. I had also planned it on being the last game of the con, because I knew it would be such a great way to such a full weekend. It was exactly how I wanted to tie it all up.

Pre-printed object and location cards and Tags. Jerry's holey coins for effect as Chi.

Pre-printed object and location cards and Tags. Jerry's holey coins for effect as Chi.

Andy, Jim, Patrick, Jerry, me

Andy, Jim, Patrick, Jerry, me

Dinner at Opa

Ah, the final supper. I knew it was coming, and there are always great people to go hang out with... but I'm just stoked we got a great crew together. Kristine did her Yelp magic, and we ended up at Opa! Authentic Greek Food.

I ended up strategically placed to have conversations with groups on both sides of the table, and some great family-style food sharing (my favorite!)  

Even got the staff to take a picture for us: Andy, Banana-chan, myself, Philip, Yoshi, Dave, Tracy, Max, Jerry, Noel, Emily, Kristine (I might've missed someone hidden in there... yes, Max's partner hidden!)

Even got the staff to take a picture for us: Andy, Banana-chan, myself, Philip, Yoshi, Dave, Tracy, Max, Jerry, Noel, Emily, Kristine (I might've missed someone hidden in there... yes, Max's partner hidden!)

Lycanthroscope readings

Came back to the hotel lobby love-fest. Everyone buzzing with warm post-con feels and conversations.

One of my favorite moments was in talking to my friend Andi, and realizing that in honestly communicating my need for introversion with my friends Kristine and Jerry earlier in the day, I was practicing some self-care. This would not normally be something I'd honestly communicate for fear of tarnishing my "image" of "friendly" Tomer. Don't get me wrong, I'm honestly quite interested in making friends, but as most humans I will get socially overwhelmed, or need a break, or get tired and need my space. And most of the time I will get what I need either by running away to a quiet corner, or less constructively by getting angry or passive aggressive or whatever other reactions to let off steam. But it was nice instead being vulnerable and just saying what I needed, and also realizing I was with friends close enough that I could do that without fear of their reaction. In some ways a very minor thing, and yet in some ways very much not.

It colored the rest of my evening in a nice multicolored shade of lovely. I spent a few hours bouncing back and forth between different groups of conversations, getting to chat more with Kristine, and Brie, and Emily, and Jerry, and Andi, and Andy, and Stras, and Nathan, and Gary, and Philip, and Yoshi, and Bryanna, and David, and Tracy, and Banana-chan, and ... well, so many others.

The amount of laughter in the early hours of the morning was intensely high. Enough that the hotels security came over and angrily told us we'd have to keep it down. The highlight was Stras, Andi and Bryanna giving us our Werewolf readings (clans and such) especially for those of us who knew nothing of that world.

Morgan and Carl were also chatting down there and were about to concede the prize of con-closers to us, but we gracefully all left the lobby at the same time. I got to bed just before 4am. 

Monday and onwards

I awoke to my roommate gone. Jerry had an early flight, and I slept through him leaving (but we had said some heartfelt goodbyes late last night). Having crashed out so very late, I slept in to 10am or so, and it was good. Packed and checked out. Said goodbyes to Andy and Kristine in the lobby. Ran into Stras and we went out for brunch at Kinder's Meats, which is a short walk from the hotel. I had eaten there earlier in the con, and it was nice introducing it to a newb. We chatted about various con-stuff, and I decided to accompany him on the BART towards our respective airports. We talked con stuff, did an Atlas Reckoning re-hash, and parted ways for a BART transfer; Stras to SFO, me to Oakland. I got to the airport, had a nice beer and book-reading at a bar, and then took the calm flight home.

Happy to be home with the family and ecstatic hugs, but worried about the con crash to come. All this emotional high is often followed by an emotional dip, and in this case I didn't have any particular strategy for dealing with that. Work was busy, but what saved me was some friendly folks to talk to at the Gauntlet Slack, and an upcoming weekend of even more gaming... the next weekend being both the first Gauntlet Con, and the second annual Pinecon (both of which I will write about in another post).

And with that, it ends... my favorite con of the year.

Big Bad Con 2017: White Death and The Watch

White Death (9am-1pm)

I am not a LARPer. I don't say that because I find LARP distasteful or embarrassing. I say it because I've barely done it. The most recent LARP experience was Dog Day Afternoon, based on the movie with the same name, which was made as a LARP and run by Aaron Vanek and partner Kirsten (holy shit that's 1.5 years ago... time flies).

Originally I didn't get into White Death (due to popularity), but I had flagged it as very interesting. However, due to continued availability of online signup, I found an open slot when I checked Friday morning. It was run by the same duo as my prior LARP experience... Kirsten Hageleit assisted by Aaron! This nordic LARP is described as "an abstract, completely non-verbal blackbox LARP focused on physical play. It portrays an allegorical story of settlers who try to make a community, but are stymied by their own limitations, until one by one they die in the snow—and are then transformed. This LARP is built from limited physical movement, simple characters, and symbolic props, and uses theatrical lighting and a dramatic soundscape to explore themes of community, conflict, grief, and joy." Sounded intriguing. 

Although the LARP / game itself is about an hour in length, the 4-hour session was broken up into a 2-hour introductory workshop, an hour of intense, actual game, and then some time for debrief.

The workshop was great: A description and practice of how the game would work, which was definitely abstract. There wouldn't be any verbal communication, between the players, or even from the facilitators and the players. Certain sounds and lights would signal events (such as incoming storms, availability of "resources", and similar events). There was some strict limitation of movement, so we practiced what that would look and feel like. 

The story reminded me a bit of the premise behind The Quiet Year. A village trying to survive under harsh conditions, with the end result being that everyone would "transform" to the white ones / ghosts (i.e. we would all die at the end). Being a human meant that you could move in specific ways, and would have to remain in the lighted areas of the dark room. Once you have passed on, however, you were free to move however you like. However only in the dark parts of the room... and you could no longer interact with the resources or the humans, other than to look from the outside of the village in.

But it starts with you finding out who you are. I got two random tickets: 1. About movement: "Magnets between toes and heels so that the toes on one foot stick to the heel of the other. Elbows connected as if by a stick, so the arms cannot move independently from the elbow to the shoulder." 2. About prejudice: "I hate people with longer hair then me."

This defines your human. Now imagine a room with over a dozen people, all walking in different and limiting ways, and without the ability to communicate in what would normally be easy for us: verbally. And imagine that they inexplicably are OK with some of the other folks in the community, but just hate others. And even showing that love and hate is unclear. Cliques start to form, and then break, in repetition. 

And then resources appear at times... balloons (which represent "dreams", whatever that is), and sugar candies (which represent sustenance), and paper strips (which represent "faith"). And then the storms come, one by one, preceded by an alarm sound. During storms people may leave the human forms behind, and join the white ones, the ghosts, and dance in the darkness just outside the lighted village.

It was a bit of a surreal experience, and one I thoroughly enjoyed. It was interesting how oppressive it was to be restricted in movement, and then how very liberating when you become a white one. You just want to dance and stretch with the freedom! And then leaving behind the hate and the society and just moving freely among your ghostly peers.

The debrief afterwards was interesting, just to hear how different some people's experiences were, and what components of the LARP they latched on to. Definitely something I'd try again in some form.

The Watch: Dark Tide (2pm-10pm)

This was my other of my highest priority sign-up games. This game was listed as 8 hours! That means it also overlays 2 time slots, which is a serious commitment. But, it was The Watch, a game I've found interesting in concept. And my friend Jerry really wanted to check it out as well, so we knew we'd get to hang out for serious gaming.

The Watch is an RPG about soldiers fighting a desperate war to save their homeland. The Shadow has come over the border to the clanslands, and unfortunately all our men are vulnerable to its corrupting influence. But women (and non-binary) folk are mostly immune. So it falls only to them to save our clans. And of course the game is a metaphor for shitty old-school patriarchy and punching it in the face (or dying in the process). Sign me up.

I got to play one session a few months back with the Gauntlet online community, and was very intrigued by the style of play; specifically Missions. Missions are the bulk of session pay, and in some ways they felt a little more like a GM-less game, where we roll and determine mechanics ahead of time for the general results, and then figure out how to fit the story around it. (Although even this isn't quite accurate given how it ran at this table, and how I understand it now.)

The game was run by Bryanna Hitchcock, so that alone was exciting (the con is full of RPG superstars). But really I was just so impressed with how this slot was handled. We weren't just playing a few missions, which is what I expected. We were playing a full campaign! What normally is a 10 mission story arc (for 30+ hours of campaign play) was going to be played in 8 hours. And it went off fabulously.

We did some of the usual PbtA style build-at-the-table magic. Defined characters, all sorts of bonds, and attributes of various tribes of the clans. I played Ahjo the Raven, the fresh recruit, unexperienced in the battle, returning from a journey abroad to this unexpected war. We had Stephen as Parda our Spider, Anthony as Zaysha our scout, Jerry as Paele our fearless leader, Tor as Measho our bad ass, and Alison as Pola our mother bear.

The Watch as a campaign is played over an arc that spans a full storyline, which is recommended to roughly follow something like: Running from an offensive force, defending towns at the new border, coming to the defense of a significant fortress, pushing back against the oppressors and taking back lands and landmarks, and finally taking the fight to their capital and attempting to defeat them. This follows the characters as they progress through the ranks of The Watch, working their way into more prominent positions in the war. Harm is tracked along the way (through Hurting, Wounded, and Critical levels), so dying is a possibility, and there are three ways that growth is tracked: Weary, Jaded, and Experience. Experience lets you advance through advanced moves. Whereas Jaded gives you powers, but will start to quickly snowball so that your character just can't handle it anymore, and eventually retires.

Many NPC (non player character) compatriots join the group and follow the journey, and many may fall along the way. Eulogies are given (which is a core mechanic of the game), and the war moves on. We got to see this in action a few times.

We struggled defending a border town. Found out it was a distraction for a larger offensive against our main base. Rode to the base to find it being overwhelmed, and charged to help out. The base was overrun and partially destroyed, but we did beat back the enemies, at great cost. Much of that cost was my fault, and our own Measho caused drama by telling this to the grand commander of The Watch in a bid to disgrace Paele. Paele was told to give me lashes, but instead she bore the punishment, claiming her leadership made her responsible. The actual reparte was fantastic. We fought and won back our great library (in the form of a large tree), and then across the border to win against our oppressors.

By this point Paele and Zaysha were both of equal rank, and both commanded large groups of soldiers. Although we didn't get much time to develop our NPCs, I can see how in a longer campaign the bonds would be stronger and deeper and more relevant.

Although I expected missions to be mostly about rolling a few dice to determine the outcome, and then narrating it collaboratively, the way Bryanna ran it was more nuanced then that. It felt a little more like a traditional adventure-based RPG, at times. Yes, we'd start by getting roles assigned, and rolling for general outcomes for these missions, which let us know how many complications we had, and whether or not we'd succeed at the task. But as we narrated and played out scenes there was a lot of additional events that would play out, just as in a standard RPG. During those times, we'd be called for additional moves and rolls, which would inform the results of those smaller, individual scenes. It felt a lot more like a standard RPG than I had expected. Bryanna pulled this off very well considering the restriction of having 6 players and an accelerated game in an 8 hour convention slot, with only so much spotlight to shine around.

By the end, we'd wrapped up a great ending, with Zaysha dying for the cause, and scene of final victory straight out of a movie.

[EDIT: Oh yes, I should totally link Bryanna's post here, because she put together such a great writeup that you should check out if this is in your wheelhouse!]

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Our game in progress, by Brian Kwa (official BBC photographer!)

Our game in progress, by Brian Kwa (official BBC photographer!)

The Jerry table selfie, with Alison, Bryanna, myself, Stephen, Tor and Anthony

The Jerry table selfie, with Alison, Bryanna, myself, Stephen, Tor and Anthony

Late night hanging out

Again, night after night, I eschewed sleep in lieu of late night conversations and hanging out in the hotel lobby. This night was no different, and it was great getting chat with Bryanna and others post-game as way to relive some of the action.

Big Bad Con 2017: Friday Feels

Disclaimer: It's been a long two weeks since the con with work and life and games, and I'm just now semi-recovering enough to do a writeup. Which means, memory is a little flaky. Forgive, please.

Meals

Honestly, I don't think I had breakfast at the hotel that day. I brought some cereal-granola mix and bought Almond Milk the day prior, and so had that. But, as far as hotels go, the Walnut Creek Marriott is pretty good as far as food and drink go. And there are a few spots very close by and many spots not quite as close. 

Open gaming room and Citadels

The morning was spent catching up with Jerry (who was my roommate for this venture), doing some chit-chat with all the fine folks we were running into around the convention floors, and eventually hitting the open gaming room to fill in the time. We got sorted with registration around noon when they were opening the table, and that was a blessing, because closer to 2pm (when the first official games start) the line was somewhat lengthy.

This is the first year that Big Bad Con is doing a board game track, with board games on the actual schedule, and they also dedicated most tables in this open game room to pick up games. In fact, a whole table exists simply for donated games as Play-To-Win. Play the game, write your name on the card attached, and you qualify for the drawing to win the game at the end of the convention. Amazing.

The excitement is palapble.

The excitement is palapble.

Jerry and I had met up with our friend Tre who lives in the East bay, and I got a small crew going for Citadels (one of the two card games I brought along). It's a great little game, especially in that it handles 3-8 players pretty smoothly, so you can easily adjust for party game mode. We did a quick round, but were soon joined by many other lovely folks, including Matt from Sacramento (one of the folks I got to meet when I started an Indie RPG meetup there), and we had a good 7 player game going. 

We didn't quite get to finish the game as 2pm was quickly arriving, and so we tied it all up, and everyone started to scramble to their games or otherwise. I didn't actually have a 2pm game originally, as the ones I wanted had filled, but this year they decided to keep online registration open all weekend long. They even had a few terminals at the registration desk just for folks to use in signing up for games (in case your phone made it difficult, although mine worked a treat). Earlier in the morning I had found an open slot for Blue Beard's Bride, and I took it. I similarly signed up for another game on Saturday morning, but more on that later.

Bluebeard's Bride (2pm-4pm)

Bluebeard's Bride is a game I helped KickStart, and has been on my play-wishlist for a long time coming. It plays similar to the old tale about Blue Beard, which (to steal from Wikipedia): "tells the story of a wealthy violent man in the habit of murdering his wives and the attempts of one wife to avoid the fate of her predecessors." Although it is somewhat given that you won't live at the end. Oh, also all the players play facets of the same character: the young bride: the Animus, the Fatale, the Mother, the Virgin, the Witch. If you are interested in the development of the game - which I found fascinating - there are a number of podcasts that interview any one of the three designers: Sarah Richardson, Marissa Kelly, or Whitney “Strix” Beltrán.

Although I hadn't played this before, I got to play Velvet Glove (a game about girl gangs in the '70s) with Sarah at Newmexicon this year, and found the experience fantastic, and times uncomfortable. Sign me up!

This game was run by April Padilla, who had played in my Fallout Shelter game a year prior, and so I was looking forward to gaming with her again. Walking into the room, the atmosphere was perfect. She had toned down the lights, had fake candles on the table, and a creepy doll and picture up on the wall.

Nice LED candles!

Nice LED candles!

Sets a tone...

Sets a tone...

It was myself and two other players, June and Ken. I played the Virgin: "You see beauty where there is none. Others seek comfort in your warmth and delight in your obedience."

As many Apocalypse World-based (PbtA) games, a lot of the setting and background, and specifically ways we relate to Bluebeard, are answered in various questions that we are individually asked. As an example, for the Virgin: "What do the Bride’s eyes look like?", "How do others know you want them when they gaze into your eyes?", and "When you first met, what loving gesture did Bluebeard make that won you over?"

There is also the Ring (and in this case, a physical ring that April had us use), which is passed from one player to another, which provides some control over the bride character in the story. I had heard that at first you want the ring, because I mean, who doesn't want to control the character. But during the story you get to a point where you find yourself trying to pawn it off to others more and more. I found this to be roughly the case.

One fascinating part of the game is that it starts just after the wedding, and with Bluebeard apologizing that he must go, leaving you to your own devices, and access to the mansion. The game is played by exploring rooms, and just trying to make sense of it all, and get through as unscathed as possible.

Normally the game is played with more of a 4-hour suggestion time, but we had 2. So in some sense it was an abbreviated session, and I know we skipped one or two mechanics, but damn did April make it fit right in that time frame. It was great becoming uncomfortable and watching the other players have similarly squirmy reactions, and how we were on the one hand capable in different ways, but as whole quite helpless in the larger picture of the game. A game I'd definitely play again, but also one I'd love to bring to the table. It's now available via PDF to backers, and on DriveThruRPG, but I also can't wait to receive the physical components that are part of the higher KickStarter tiers.

And from there I had to quickly ajourn to the next game...

Love Commander (4pm-6pm)

A little earlier I stumbled into Dev Purkayastha and Laura Simpson in the lift. They design games. Laura wrote Companion's Tale, a game I'm very interested in playing. I gushed a little in the elevator, and Laura even offered to try to fit in the game somewhere else during the weekend, but it wasn't to happen this time. But, I did get to play in Dev's game...

Love Commander is a timed, RPG card game. Honestly, I knew nothing about it going in, but the description grabbed me: A card-driven story-game where a human commander and a crew of aliens must unite to reveal secrets, earn trust, save the universe, and start an ill-considered romance – all in an hour.

Sounds cute. But after playing I think the best description was a quote from Tracy O'Brien's game that she tweeted: "Commander, I can't go on this mission, these pirates remind me of my homeworld's history of predatory lending practices!"

The whole game is premised around getting the one human captain to empathize with as many of their alien crew as possible (the more they empathize, the better you can help them on missions). But in the same way as Taboo, there are certain words or phrases you can't use. It's up to you to hint, and the captain to tease it out of you. Oh ya, and hopefully you can get them to fall in love with you, cause then it gets even better.

We first played in the rules-as-written, which allows everyone to talk at once, but then went on to experiment with a gentler and more structured form where only one person (as directed by the captain) could speak at one time. For a game with size (6 players + 1 captain) that worked a lot better. But, there is a time pressure that also must be dealt with.

Needless to say, I won't get into heavy details, but it was quite fun, had RPG elements, but you could play with non-gamers, and I'm definitely backing the shit out of this when it's ready.

The Axions, descended from guard bots. I just wanted the captain to ask about my pilgrimage and to empathize with how humans were profiting from our oppression.

The Axions, descended from guard bots. I just wanted the captain to ask about my pilgrimage and to empathize with how humans were profiting from our oppression.

The bridge of our ship! Orion and Randy (near Dev), then Jerry, myself, April, Shuo, and Kitty.

The bridge of our ship! Orion and Randy (near Dev), then Jerry, myself, April, Shuo, and Kitty.

Dinner

From there I recall meeting up with Tre for dinner at the hotel lobby, and their little restaurant behind the bar. They have both buffet and entree options (similarly priced), and I decided to go buffet. They had nice grilled veggie and salad options included. Again, the food here is totally decent (unlike my home convention) so I was very happy. It was nice catching up, and honestly, that's a huge part of the draw of this convention, for me. Every in-between game segment is spent happily buzzing around, seeing friends I haven't met in a while, or even that I have. I get giddy with the happy, and the hugs are non-stop.

"You Don’t Look Like a Geek" Panel (8pm-9pm)

This was the first time I've made time for panels. Normally I prioritize games above all else, but I because I got into some games with strange timeframes, I made it a plan to attend at least one of these (I actually planned to attend about three of them, but got into some additional games last minute).

This panel had to do with not fitting the stereotype white-cishet-male geek look, and what-all that entails. Led by Kristine Hassell (a friend of mine from Seattle), it also included Jahmal “Mad Jay” Brown, Brie Sheldon, and Tanya C. DePass. It was a good panel, with some laughs and some not-laughs, and made me appreciate that panels is something I gotta get doing some more, when they're folks I respect.

I still haven't gotten to play with Jay, although we shared a few meals when I was out in Newmexicon earlier in the year. I also later got to be a fan-boy with Brie, as they're the author behind the Script Change Tool (my favorite, and the most comprehensive, of the system-neutral RPG safety mechanics). It's one of the mechanics I've included in my little social contract / safety mechanic cheat sheet (in standard paper and 3x5 formats). I had a printout so was happy to give them a copy in person! Didn't get to chat too much there, but we got to hang out a bit later in the con.

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Tension (10pm-midnight)

Big Bad Con has a tiered signup process, where you get to sign up for you highest 2 priority games first, then a week later another 2, and then the third week they open it up for everything else. This really allows people to get into at least a few things they are prioritizing. And speaking of priorities...

Tension (now called Star Crossed) was one of my first two signups. I had heard of this game from Alex Roberts' own Backstory Podcast, in the episode where she interviewed Epidiah Ravachol (the creator of the fabulous Dread horror RPG). This Tension actual play writeup by Sean Nittner is currently one of the better sources about the game that I've found.

I have heard the game jokingly called "Love Dread" (thanks, Andy), as it also involves a Jenga tower, but is a 2-player game that involves the rising tension of a relationship that two characters really shouldn't pursue, but do anyways.

Alex ran this as two 2-player sessions that ran simultaneously. She set up and facilitated the game, while the two couples in the room played.

Jerry and Shuo (a fellow player from Love Commander) played in one of those games. Their love story premise was amazing. She was a sentient pathogen virus from space that lost their original symbiotic hosts. He was a human with a terminal illness. 

My partner and I went for a slightly less bizarro route. In our case he was the traitor Earthling coming to help liberate the Moonies from our Earth-bound oppressors. I was the domestic wife of the general of the Moon resistance. He was soldier tasked with helping us defeat his own people. A few scenes at a reception, a moon farm, and finally the midst of the battle. He saves my life during a blast and a cave in, and we admit our love for each other inadvertently. And are pulled out of the rubble as the Moon arises victorious... in the midst of celebration... and separated, never to requite our love.

The game consists of each player choosing a playbook: The Lead, and The Follow. The story goes back and forth via "moves". Doing things. However, if you want to speak in character as your move, you must touch the Jenga tower while you do so. (This makes speech very deliberate, and somewhat rare!) If you want to touch the other character or reveal a truth as your move, you pull a block (which you can do once / scene, for the most part). Oh ya, and the Lead generally does these things with intention, whereas the follow does these things accidentally

The pace of the game and the deliberateness of it is delicious. There were so many sweet, and nerve-racking moments in this game. It captured falling in love as I've never seen in a game, and so quickly and succinctly. There were a few moments when I came near to tears. I'd play this again in a heartbeat, and can't wait for it to be ready.

[EDIT: Looks like it's been announced on the Bully Pulpit Games website, and I'm listed as giving Advance Praise! *blush*]

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Walking away from this game, Jerry and I both felt down that the weekend was already so far gone... and then we realized it's not! It was only Friday night. We spent some more time chatting with friends, and then to sleep late in the night.

Big Bad Con 2017: Getting there

Big Bad Con. It's my favorite game convention of the year. I love my other cons, but this is the one that gives me the highest highs, the most hugs (which says a lot considering the hugs at other cons), and the breadth of games is breathtaking. I negotiated the weekend away from the family as my birthday present (already two months prior), and so off I went...

Getting There

I grabbed a flight to Oakland. David, my partner from Story Games Glendale, was supposed to fly into San Francisco the same morning, but due to fires in northern California, they closed some runways... and hence he ended up on my flight! We land, connect up, and head to a few spots.

Half Price Books Berkeley

First stop: Berkeley. I haven't been there in years. I had lots of friends who went to school there, and lived in the bay area and San Francisco specifically for many years over a decade ago, so it was nice to just be in that space.

I've never been to a Half Price Books, but apparently it's a thing. A used bookstore of sorts, and they even have an RPG section! What? It was seriously a large section, and across from the RPGs was a full shelf of board games. I purchased more than a few items (including Booty and Beast with Erol Otus art from 1979), even finding a copy of Yoon Suin (a world setting that I'm currently in a mini-campaign of with some fine folks from The Gauntlet online community). A nice start to the adventure.

Not thrift store cheap, but I'll take it!

Not thrift store cheap, but I'll take it!

Endgame Oakland

My original plan was to head to Walnut Creek and the hotel to meet my friend Jerry, coming down from Oregan, but alas... those runway closures at SFO were causing havoc. His flight was delayed over 3 hours.

So instead I suggest that David and I head to Oakland and Endgame specifically. This excellent game store is a sponsor for Big Bad Con, and brings a lot of the merchandise for the (admittedly very small) "dealer hall" of the convention.

The shop itself is excellent. The indie press RPG section has a great selection of material, and the used area is full of little treasures. It was a bonus that we were there just prior to the convention, because there was a whole bunch of boxes chock full of games they were bringing to Big Bad. In other words, we would get first pick of all the goods!

I picked up The Shab Al-Hiri Roach by Jason Morningstar (used for $5!), First Ride Last Ride (a new solo game by the same), and a hard copy of Scenic Dunnsmouth.

My loot by the end of the weekend (mostly purchased by this point)

My loot by the end of the weekend (mostly purchased by this point)

Jerry had landed, and headed over to Endgame, and the three of us grabbed sausages next door. David went to go meet his brother. Jerry and I settled down to chat, and ended up playing a game of Battle Line (one of two board games I brought for the weekend). Eventually we headed out to Walnut Creek and the hotel.

Walnut Creek Marriott

We took the BART to Walnut Creek and walked to the hotel. Grabbed our room, excitement brimming. Immediately started running into all sorts of friends, Andy and Kristine from Seattle who I'd just seen a few weeks prior at GeekGirlCon, and many others. Hugs all over.

Eventually, we just ended up doing a lot of that socializing that ends up happening when you get this many lovely nerds all in one space. "games games games". Eventually there was a little more earnest in trying to have a game get going. Well... Alex Carlson had a solo game they were working on which involved being a person with a all encompassing collection that may eventually drive you mad. And they were wondering if it could be played in a multi-player mode instead of solo. And hence... playtest.

Alex and Pellet Pals

We adjourned down to lower floor (as we had done in a prior year) to grab a table and start gaming. The crew included Alex as GM, Andy and Kristine, Jerry, . I can't remember all the details, but the game had a simple premise which involved building your collection (in this case we went with Pellet Pals - Beanie Babies with serial number filed), and a sanity-type mechanic which could swing from one side to another on a single axis. If you got to either end of the line, the game ended in one of two (both tragic?) ways.

There was a sort of hex "map" in the center of the table which included a mechanic which led you into story cues of various types to help drive the type of item added to the collection. Instead of playing solo, we each took turns playing the scene, as the same character (a girl collecting these Pellet Pals, if I'm remembering correctly).

If my notes are reliable, our collection ended up including: a green lizard we found on the bus, a purple panda from the hospital gift shop (visiting our sick aunt), a black sea urchin we stole from a bag, a small alligator we stole from a friend, an Eeyore from E-bay, a X-mas variant goose, a malformed people (?) hand from winter camp, a gazelle from an unlocked gym locker, a frog from a rich shop for trade, a hippo with wings from a hobby shop, a beaver taken from the aunt's collection at our cousin's house, a bruiser bulldog again from the collection, a purple heart as a Goodwill find, and finally, the butterfly we coveted from our aunt, from her casket at her funeral (I mean, she wasn't going to use it, right?)

It was a fascinating little game, and we all agreed there are some little tweaks that could tune it up, but it was definitely something we'd play, and had a really good time with! We agreed a multi-user variant for this solo game is a must.

Love seeing a game in raw form!

Love seeing a game in raw form!

And with that, Thursday night ends late. To sleep, little ones, in preparation for the morrow...

Seattle Adventure 2017

To Seattle

Time for a family vacation! Like most travels we take as a group, we tend to love going in the middle of the school year. No crowds or lines, better weather (fall and spring), and you get to dodge truancy officers! This gets harder as the daughter gets older, but currently we can still occasionally swing it.

Why to Seattle? Well, GeekGirlCon 2017 was running, and something I've wanted to see for a while. I already wrote about it on this prior blog post, for details about that convention. But I will also write about other Seattle trip stuff separately, as we got some other gaming mixed in there separate from the convention itself.

The Pearl Jam poster wall at the airport.

The Pearl Jam poster wall at the airport.

The Tranums and Tranum Cafe

Friends Sarah and Ryan have lived up in Seattle area for many years now. Sarah and I grew up as neighbors, and reunite every few years or decades. When I've gone up for Go Play NW (the last 2 years), we've been hanging. Their daughter Ella is about the same age as our daughter, and have gotten along fabulously when they've hung out, and we knew that this family would figure prominently in the weekend.

An aspect I can't help enjoy is getting to be the one to re-introduce them to the world of games 2 years ago, and then come visiting to see the closet full of games. We skipped much sightseeing in lieu of lots of hangout time and gaming. Monday we went to "Tranum board game and cat cafe" as Ryan was free. A game he showed us was Villages of Valeria, enjoyable and one I'd gladly play again.

A game of Villages of Valeria

A game of Villages of Valeria

Blokus Trigon, one of the Blokus variants. It's actually quite a fun little version of the game. On the left you can see the amazingly delicious board game library they have amassed, mostly from thrift stores.

Blokus Trigon, one of the Blokus variants. It's actually quite a fun little version of the game. On the left you can see the amazingly delicious board game library they have amassed, mostly from thrift stores.

Playing Starving Artists at Queen Bee cafe

Playing Starving Artists at Queen Bee cafe

Ray Gun and Games

Another hangout opportunity included The Ray Gun Lounge, a local game shop that we've hung out at in prior visits. They have a good selection of pinball machines (including the Dungeons and Dragons one from the 80s) as well as some retro arcade games, and a game library you can freely borrow from. That and beer on tap! Friday included some hangout time there, although the girls ended up doing more video gaming than other stuff... at least it was loads of playing the Simpson arcade game. We did get to teach them how to play King of Tokyo, so that was a plus.

I also picked up "How to Host a Dungeon", a solo dungeon creating adventure by Tony Dowler. More about that another time!

The Quiet Season

On Friday night, as the girls were keeping themselves busy with play and reading, I was pleased that the adults wanted to do some story gaming. J, Ryan, Sarah and I played a little 2 hour session of The Quiet Year, getting through all of Spring a bit of Summer. Everyone dug the session, and it just reminded me what a nice little game it is, and how new-gamer friendly.

To mix it up for myself as a facilitator, I think next time I'll run The Deep Forest variant.

And out...

Thank you Seattle for the good times. Still didn't get to see lots of friends in that vicinity, but maybe the next time around!