Small Game Hunter Ep01: Ten Candles

It took a few weeks, from concept to execution. I think this says something about how mature the Happy Jacks RPG (HJRPG) Podcast network is. (This may also be referred to Stu’s Angry Folk Media Empire?)

I’ve been a constant listener to HJRPG for 8 or so years, and during that time, I’ve also been a heavy participant in their forums, live show chat rooms, and the fan-sponsored Jackercon online convention. HJRPG turned me on to Savage Worlds, and our local Los Angeles Strategicon game conventions (where I now run the RPG Games on Demand department!)

It was Jim Sandoval, the Strategicon RPG generalissimo, who contacted me about starting a podcast under their banner. Something to showcase smaller indie RPGs to the trad-based fans, exposing them to new games, different play styles, and lessons and tools they could incorporate into other games. He called it: Small Game Hunter!

Kimi’s husband Sam’s beautiful work!

Kimi’s husband Sam’s beautiful work!

The idea behind the game would be for us to sit down and play small press indie RPGs, off-stream and off-camera, and then have a round table discussion about the game.

Within those few weeks, we got a crew of HJRPG players together for a game of Ten Candles (Stephen Dewey’s lovely tragic horror game), and we sat down and recorded an episode. Don’t worry, we learned a few lessons… like maybe I can be a little less enthusiastic and share the microphone more with my co-hosts, for instance! (This does improve in the next episodes.)

It should be available at some point in podcast-land, but until then, if you are interested, here is our first episode, covering Ten Candles, with hosts Jim, Lori, Aabria, Mac, and myself. (Got thoughts? Let me know here or over in the YouTube comments!)

Girl Underground, Chapter 1: Wherein a girl falls into a carrot hole

Girl Underground is a game in development by Lauren McManamon and Jesse Ross. It’s a game about a girl who goes to a strange world, meets some fantastic companions, and learns about herself and her place in the world. Media touchstones include Alice and Wonderland and The Wizard of Oz.

Jesse and Lauren have been playtesting the game with various folks, mostly in and around The Gauntlet community. I mentioned the game to my partner J, and she had only recently started getting into a subset of RPGs, and was excited by the premise. A few conversations later, and we’d organized a game with Lauren and Sabine, and we were all ready to enter wonderland…

GirlUndergroundCover.jpg

Chapter 1: Wherein a girl falls into a carrot hole.

Our first session was abbreviated due to scheduling issues, which meant we had less than 2 hours. We did the world-building that the game desires, and that started with Lauren taking us through the add/ban list procedure that those familiar with Microscope may be used to. (See this Gauntlet blog article for an idea of how that works.)

Our Add list consisted of clouds, air and wind, bicycles, flowers, colours, shared songs, impossible environments, worms (creature giving life to things we don't want to waste), chinese-style dragons (without wings), and writing in a strange language that for some reason we understand. Our Ban list consisted of talking food (or things we eat), talking/walking cards or playing card suits of things, and importantly: people: This world would be filled with other creatures. The list not only helped us generate a collaborative, rough sketch of our story world, but was also great to refer to later when we needed an idea of what to do next, in a way similar to the list of principles in some RPGs (such as Apocalypse World).

The first character that we build is not our individual characters, but that of the girl, who is the main protagonist of the story, and which will be shared by the players. Creating the character consisted of us taking turns answering questions about her, what she’s missing from her home life, the sound of her voice, and so on. Because she is a curious girl, her name becomes Kat. (All the names match in this whimsical way; if her home life is rushed and missing “time”, the girls name becomes Patience.)

Our story had Kat, a young girl in a working town, with parents and large extended family all busy making ends meet, while she attends school and dreams of exploration and learning about the wider world.

After creating the girl, we also created our characters using the playbooks provided: The Runaway, The Beastie, The Construct. We had the noble Owl, caged, and looking for a new life (played by J). We had the metal Tick-Tock, constantly ticking, stuck in a place, but looking for a new family (played by Sabine). And finally Dagger, a strange insect creature from another world, not exactly lost - just misplaced, and looking for a place to call home (played by me).

We were running very short on game time, but were able to fit a whirlwind of scenes that showed our girl on what looked like a normal day, heading to school. We played with echoes, showing hints at our characters that she had yet to meet: an owl on a book, a clock on a wall, a little insect in a garden.

We also had time to to introduction this strange world and our characters. The girl heads home, and is asked by her mom to grab some carrots from the garden. She goes out and does so, only to find that strange orange and green worms are attached to the carrots, and then a hole in the ground that grows bigger and bigger, and swallows her up.

She falls on someone… a strange insect creature which makes chittering sounds that she can soon understand. This is Dagger - a creature perhaps named after its sharp stinger which it uses to point at any threats, often. But it’s relatively friendly, and after hearing the girl remark at wonder, excitedly takes her to see a really dangerous trapped creature that is nearby.

That creature turns out to be Owl, in a strange natural cage of branches, which Kat quickly frees by using Dagger’s dagger (in protest from the insect creature). Owl is thankful, and quickly guides them through the sky. They follow using one of the many strange floating bicycles, and glide through a window in strange upside down houses.

That’s where they find the sullen Tick-Tock, who had been locked away in a barrel by a “giant”, or what the construct assumed was a giant.

At this point we ran out of time and had to wait until the following week.

Thoughts on the first session.

I loved this first session, and was happy about what we were able to squeeze in in under 2 hours. The game is built around a collaborative setup that I also thoroughly enjoyed. The Add/Ban list isn’t part of the game itself as written, but I could see myself definitely using this protocol for this game in the future.

Many aspects of the protagonist are created through a distribution of questions among the players, which reminded me a little of the generation of the bride and Bluebeard, in the Bluebeard’s Bride RPG. One manner in which this game is different is that the answers are chosen from a limited list (a drop-down list when playing online with the Google sheets), and this ensures that the answers are focused in a way that adheres to the story’s tone. That said, the choices are variable enough to also provide a pretty wide flexibility in the types of stories told. You can also see how additional answers could be plugged in with a savvy group.

The creation of individual companion characters is also similarly simple and based around answering a short list of questions with limited, but thematic selections. This made the structure of your character extremely easy and quick to get into.

The companion playbooks are built to perfectly accommodate various levels of players. There are no “basic moves” that you’ll find in many PbtA games. Instead, each playbook has its own moves specific to that character - about 5 or so - and that’s it. This makes for a very curated set of actions that . However, unlike many PbtA games where you must look at the moves to help you determine how this archetype should be played, on these sheets they’ve provided a simple sentence that gives you some player principles to play by. For example, my playbook stated: “When playing the Runaway you should let danger excite you, provides expertise in a crisis, and fear what you run from.” Just by playing to what’s outlined in that sentence works perfectly in hitting most of the moves that are written for that playbook. As a facilitator this is great, because players who are newer to RPGs or unfamiliar with PbtA games can simple play to those player principles.

Because the first session was very abbreviated, we did have to rush many of the scenes. This isn’t really something I had a problem with, and actually had the advantage of getting us quickly into the premise and narrative, but it did give me a desire for some slower paced scenes, and especially ones where we could see some character interactions and development. That would happen in our next session.

For The Revolutionary Queen (2 player variant)

Another Story Games Glendale meetup, and there a few hours early. Asher got there early as well, and after some initial chatting, I mentioned how I’d talked to friend Noella the prior night about trying to test For The Queen with two players. Asher was in for a test session. Additionally, they brought a massive Magic the Gathering art book, and so we used that to flavor our session by choosing an iconic image from that to inspire our queen!

Image from Magic the Gathering (TM)

Image from Magic the Gathering (TM)

The story

Given that most of the time you don’t end up with actual character names in this game, I’ll refer to Asher as “the artificer”, and my character as “the streetwise”.

We played in an entirely urban setting, also inspired in some way by the Magic art from the book, which had a very science fantasy vibe you find in settings such as Eberron. Recent touchstones are the canon from Blades in the Dark, and we wanted our urban setting to feel similar to that: a sprawling city that goes on as far as the eye could see, and maybe a fear of the dangerous unknown that’s beyond the city walls.

As we navigated the game, we found that my character was the daughter of one of this queen’s hardcore followers. That she started an uprising against the government, but it’s slowly been put down piece by piece. That now it’s just the smallest core of us still alive, making a run for a contact at the far reaches of the city, maybe one that is rumored to give us a way our, or an alliance with someone who can change the tide of the revolution. The artificer had skills important to our movements, but the streetwise had been mostly raised an orphan, and knew how to navigate the urban environment.

In the end we made it to our contact, only to be betrayed, and the queen shot down. But the two of us escaped, last minute, in a balloon device of the artificer’s making, floating up above the city walls, to who knows where.

Thoughts on For The Queen with 2 players

Although the game is advertised as 3-6 player, it worked very well for two, which wasn’t surprising to me. I’ve played For The Queen with much more than 6 and its still worked very well. However, there were a couple of small things I noticed in the 2 player version.

More questions than usual would come up that didn’t match or work for the story we were telling, and we X-ed six questions during the game based on this. Again, normalizing the use of the X-card here is key, especially around tone and such, and so it really wasn’t an issue at all. Also, because it’s a two player game and we have probably about 25 cards to go through in a half-deck game, it didn’t feel like this affected the game in any negative way.

One interesting side-effect of two players is that, as the non-active player, you can ask whatever clarifying or side questions you want, and you actually don’t have to wait for anyone else. As soon as you’re done with questioning or interrogating the other player, you just pick up the next prompt card! It has an interesting effect on the pace, which just felt a bit faster and more… fluid?

I would say that because there are only two players, it’s probably as important, maybe more so, to get the players on the same page. I mean, this is important regardless in this game, but with a larger table there is maybe more of an expected amount of disconnect - even if it’s minor - between players. But with a good two player game, which is more intimate, I think it’s critical to get both people on the same page for tone and goal. This was done with our game by choosing a queen together, as well as some tone discussion of what sort of exploration we wanted to do (in this case a discussion of the urban setting, and level of sci-fi / magic and other game elements).

I have to admit that the flexibility of having another 2-player game, combined with the smooth and fast pace feel of this game, makes me want to play it again.

The end result of our table.

The end result of our table.

The rest of the meetup

There were other games as well, of course. I ended up pitching and running For The Queen for a table that included regular Todd, who hadn’t played yet and had wanted to try it, and three new friends who were very new to RPGs. The setup was somewhat standard as far as tone and fantasy tropes, but again there was good drama, and always new things.

On a second table, Spenser pitched and ran his game which is a mashup of Dungeon World and Masks, which has a ‘young adventurers’ vibe. Sounds like the play itself was successful, and importantly, the feedback session after the fact looked useful to Spenser, and to the players for getting to debrief and express desires. Another successful playtest at SGG!

For The Queen table

For The Queen table

Spencer running Dungeon Masks, or whatever its working title is…

Spencer running Dungeon Masks, or whatever its working title is…

For The Queen on Shadowcon

For The Queen on Shadowcon

Gina has been running Shadowcon - a part of the Happy Jacks RPG network that specialized in lesser known and sometimes older or independent RPGs - for many months now. I was invited to come on the show and run For The Queen, a game which I have blogged about previously.

It was the five of us: Gina, JiB, Morgan, Gene, and myself. Although I took on the role of “facilitator”, anyone who’s played the game knows it needs little to facilitate. Sure, I’d chime in here and there about my “pro-tips” or what has worked well for me in prior games, but you wouldn’t need that to play or have a great time with it.

I won’t go into the game again and what I find so great about it, as I’ve done so before, but I will say that this particular actual play (AP) was a pretty solid one. All the characters ended up feeling very balanced, and vital to the narrative. The queen was somewhat fleshed out, but unlike some games where she becomes a focal point, I felt like the inter-party relationships were somewhat more interesting to see develop. This was also the second time I’ve used these draft final version of the cards. We placed the end-card about 2/3 of the way in the deck, and the game ran about 2.5 hours.

To watch the AP itself, just check it out here:

Additional thoughts on facilitating the game and the influence it has

I’m curious how much of the game play-style is due to my influence as a moderator. In early games, some close friends gave feedback that they wanted more about the inter-personal relationships of the player characters, and I even made a special deck to explore that, however as time has gone on I’ve come to the realization that by posing more questions to the active player that have to do with inter-party relationships (vs those of the queen), you are able to actively change the focus of the game to be much more about the PCs. I’ve had a few people say that the way I was showing off the game impacted their play, as they felt like it gave them permission to do things more explicitly (whether that was role playing, or scene framing, or the types of questions asked).

Similarly Morgan had played twice before, and Gene had played many times (including facilitating it himself at Big Bad Con lobby-style), and its becoming increasingly interesting to see how the game is influenced by players who have played it before and know what it roughly does, and how they want to influence that.

I’m certainly not alone in watching this shift in how the game is played, as I’ve discussed some of this with some of the other folks who’ve had the opportunity to play this game, either a few times, or a lot. But really it’s just an interesting realization that the game just has so much opportunity to morph, despite its very simple and elegant premise.

Debrief

If you are interested in just the debrief of the above Shadowcon game, we do that at 2:26:00 mark, and carry on for about 25-30 minutes about it. There’s some interesting conversations there about what the game does, various peoples experiences with it, how the safety tools are integrated into the game, and more.

You can see that here: https://youtu.be/1jH5N8dX0PE?t=8731. Note that this is the same video as above, but this link takes you to the debrief starting point.

For more info on the game

Check out the For The Queen page on the Evil Hat Productions website. As of this writing, they recently sent out a tweet that the game is being sent to production, so it looks like it’s on schedule to be released by mid-2019!