Most recently we played a session of White Wolf’s game of pulp era heroes, the first in their trilogy of “Trinity” games.
Category Archives: Gaming
Random Notes
A few things I’ve had on my notes to write about, figured I’d jot down some thoughts.
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Ambercon 2010 Recappitude
March 25th through 28th, the special lady friend and I ventured out to beautiful and scenic Livonia, MI, for the 21st annual AmberCon. (This is commonly referred to as AmberCon US or ACUS.) Here’s my recap.
From the depths of my subconscious.
I often have random ideas come to me while I’m in that hazy realm between wakefulness and sleep. What happens less often is the recovery of ideas I had entirely forgotten about. I have a few game setting ideas that I’ve tentatively re-tasked to be a setting for a novel in the future, but I have one that I had entirely forgotten about.
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The Force is Strong
I got to play a session of Star Wars recently. Some friends in Portland have a pick up game that they play periodically, so I got to be involved in a session of it while I was down there. I had a ridiculous amount of fun. I might want more depth of play in an ongoing campaign, but for a one-shot it was absurdly fun.
One Hit Wonders: 7th Sea
Our most recent installment of our one-shot-o-rama had me in the hot seat with the swashbuckling fantasy game from the mid-90s, 7th Sea. This game was a cornerstone of my one-time mancrush on John Wick. Elements from this system tie into my usual house rules for my games.
The last time I tried running this, I co-ran it with my then-wife. We blended in some elements of Kushiel’s Dart, The Scarlet Pimpernel and Holy Blood, Holy Grail. She and half of the players were pretty rules averse, so after the first session we mostly ran it diceless. I was left with the feeling of, “I didn’t get a feel for the rules” and “I hate teaching rules to people.”
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Gaming Ennui
I’ve been feeling kinda blah about gaming again lately. A big chunk of this is likely due to the fact that we haven’t been able to game much. Our attendance at games (or our ability to run our games) have been kaiboshed by our other social activities and travel. It’s really hard to maintain enthusiasm for a game you don’t play in for a month or two. Or three. It’s why I prefer “every other week” for a gaming cycle, as opposed to “monthly when we can manage it.” But when you are gone most weekends in a given month… well, that just screws everything up. =P
Beyond that, I’ve been pondering what it is I want out of a game. Part of this came from my renewed desire to play in a Star Wars game, but realizing I don’t have anyone I’d want to ask to run said game. And, really, I want to play. I’ve tried to think about what it was that was missing from my current gaming experience that I had in the past. Which came up with a more bizarre realization: More often than not, my favorite gaming experiences as a player have come from games where I thought the GM was awful. This isn’t to say there haven’t been exceptions. I’ve had great games with GMs I love. I’ve had soul killing gaming experiences with GMs I hated. But I’ve had a ridiculous amount of fun with games where the GM just wasn’t doing it for me.
The things that were fun was that everyone loved their characters and people were really engaged. It’s what I loved about “Dragon Lines,” which I hadn’t really had a lot of in other games I’ve run. I have a delicate ego that feeds off of other people’s enthusiasm. Part of me wonders if the players developed such rich interactions with each other because they had nowhere else to turn to. Not having a plot they could (or wanted to) interact with, they turned all their energy into having fun with the other players. Not all the players did that, but enough so that it was fun and rewarding.
Now I just need to figure out how to pull that off with a GM who is good… ;)
One Hit Wonders: Castle Falkenstein
This is another game that was inspirational in me wanting to do One Hit Wonders. One of the first steampunk games that came out, it seemed like it had a flash of cult popularity (enough to get a GURPS adaptation), and then fade from view. I dimly recall that it’s been re-released, which makes me feel better about the world.
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The Motley Institute
I’ve got another One Hit Wonder post I need to get up, but I figure I’ll wait a little before posting it. Not too long, though, since I’m theoretically running another one this upcoming Sunday.
But I figured I’d let people know that I’m going to be doing Shadowrun and I’m going to play around with a first wave of fixes that I want to try. When the girlfriend starts finding pictures of her character and asking me info about mechanics and setting, I figure I’ve been put on notice that I’ll be doing a command performance for Her Grace, the Duchess of Yarn-Craft.
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One-Hit Wonders: Beatings – The Musical
Pre-Game
I’m a little torn regarding where to place this game in the grand scheme of things. It was originally run as a Call of Cthulhu one-shot at some big con Not Near Here. GenCon? Origins? Something like that. The GM wanted to playtest it before hand, but we couldn’t get a firm enough RSVP going for it to be viable. So this was a repeat of the game she ended up running at the convention.
We barely interacted with the rules, so it was more playing through the scenario than playing with the game itself.
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