Category Archives: Gaming

ACUS 09 Recap

Hey, only took me a couple months.

April 16th-19th, I flew out with the special lady friend for four days of roleplaying at the 20th anniversary AmberCon US in beautiful, scenic Livonia, MI. For those who haven’t attended one, these cons are relatively small (ACNW and ACUS have 80-100 attendees each year) and lack some of the features you see in larger cons. Like a sprawling dealer room and such. Instead, it’s just solid gaming from Thursday night through Sunday night. And by gaming, I mostly mean “roleplaying.” Like serious, immersionist, actor-stance, honest-to-Buddha roleplaying. There’s a bit of indy gaming that goes on. Fringe weirdos like Amber players tends to have some overlap with the indy game crowd. But there’s also some people who staunchly hate indy games. Especially the story game, roll-for-narrative control sorts of games.

The con definitely has a different feel from ACNW, which is the con I spend most of my time at. It was started by Erick Wujcik himself and has about seven years on ACNW. The median age often feels older. It seems like there are more ongoing campaigns than there are at ACNW, some of which may very well have started in the early years of the con. This is, and has been, the major stomping ground of many of the people I got to know through the old Amber Mailing List. When I think “Amber Community,” I think of this place.

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One Hit Wonders: Star Wars

I’m crazy behind on these. It wasn’t much more than a couple months ago that I did my last one, and we’ve had three installments since then. Yikes. My life has gotten busy with work and a new girlfriend and starting a new campaign, so I’ve neglected typing this information up. But now I’ve got a post-con report for AmberCon to write, and I figure if I don’t get these done before I get the con recap done, then these will never get done. Since our next One Hit Wonders is in just over a week, the heat is kinda on.

As mentioned before, this was game used the revised 2nd edition rules of the old d6 Star Wars system. This OHW covered two different things: Taking the old d6 system for a spin and seeing if I could play a roleplaying game without actually being able to communciate.

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One Hit Wonders: Wilderness of Mirrors

One Hit Wonders: Wilderness of Mirrors

This is John Wick’s simple story-game intended to emulate the spy genre, trying to fix what he felt was wrong in other spy games.

Unlike everything else we’ve had for our One Hit Wonders, I’d actually played this game before. A couple times, actually. Once at GoPlay Northwest 2007 and again about a year ago when I was considering using this system to try and do an Amber style game. I’d submitted it to the AmberCon US game book as “Wilderness of Princes,” but no one signed up for it. But I did playtest it out to see how it worked, mainly to find that it didn’t work the way I’d wanted it to.

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One Hit Wonders: Unknown Armies

After a bit of a delay, we finally had another edition of One Hit Wonders, this time with Unknown Armies. I’ve wanted to play UA for a long, long time and I was glad I finally had the chance. Sorry it took so long to get this up. ACNW, combined with a busy work schedule and NaNoWriMo, meant my life has been a zoo.

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Maybe I’m Doing it Wrong

I have another post I’m working on, but thought I’d make a quick post about this.

Played in the second session of both the hack-and-slash Exalted game and the Werewolf: The Wild West game. Not much worth commenting on in W:tWW. It was fun. My Creole accent is really bad.

The Exalted game was also fun, but I had sort of a horrible realization: The game is even more fun once you give up any pretense of serious roleplay. This isn’t to say that no roleplaying occured. We spent some time gathering information, interacting with NPCs in sort of a Diablo-esque fashion. But we had two big combats in the five or so hours we played, dropping charms, stunting, etc. And it worked.

A common problem I’ve had with games that have an involved combat system (like Exalted, D&D or 7th Sea) is that (a) combat takes up a big chunk of a session, (b) this is not helped when you’re running a roleplaying oriented game for people who don’t necessarily understand the rules, (c) not all players are typically present for a given combat and (d) I’ve had bad experiences in the past where the entire session is basically one combat with a light garnish of plot on either side.

Typically my solution has been to minimize combat, sometimes abstracting it a bit when success is a foregone conclusion. This unfortunately means that neither I nor my players get really familiar with the system making combat that much more onerous.

I’ve had luke warm experiences with games that try to go with the route “You are badasses! You can change the face of Creation!” I’ve had a lot of fun in a frankly dungeon crawl driven scenario. Hell, I’ve been inclined to try and make some of my own combos.

While this doesn’t sell me on the “system matters” dogma, it certainly leads me to think that I should reconsider how I approach games in the future. Especially ones where I’m less familiar with the rules.