Home with a nasty bug, figure I can at least work at catching up with this a bit.
The next OHW we did was Green Ronin’s Mutants & Masterminds, the d20-derived superhero game.
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Home with a nasty bug, figure I can at least work at catching up with this a bit.
The next OHW we did was Green Ronin’s Mutants & Masterminds, the d20-derived superhero game.
Continue reading
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.
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.
Only took me a month. I blame NaNoWriMo. And laziness. This will be relatively brief since time has faded the crazy high I left the convention with and I don’t want this to be even later than it already is.
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.
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.
I have a post or three brewing, but for now, a link to Delta Green co-creator Dennis Dettweiler’s blog, in which he describes how he himself runs Delta Green. The money quote for me, which I recommend to anyone who has had the good fortune to meet Scott Glancy face to face, is:
In one memorable game, this lead Delta Green co-creator Scott Glancy to utter in despair “I don’t like A-Cell”.
The thought of Scott Glancy knowing despair fills me with cold chills.
This last weekend I picked up a couple of game books. My intro got long, so I’m putting the whole damn thing behind a cut. What’s behind the cut? A couple mini reviews and some commentary on baggage with roleplaying games.
Exalted didn’t happen this last weekend due to a last minute cancellation. Werewolf isn’t for another week. But I did have the first session of the new “kids’ game”. I’m not sure that it should still be called the “kids’game” now that most of them are 18, but there’s still a 15+ year age gap between us, so perhaps the term still applies for now.
Overall it was overwhelming. We had 8 kids show up. I really only thought we’d have 6, but 8 actually showed up. It was loud and a little overwhelming, especially when I had two players who were new and two players who were anything but new but were not prepared to play when they showed up. I tried some new stuff this game, so here’s my thoughts on how it went behind the cut.
This last Sunday we did a one-shot of Dark*Matter, the modern fantasy/horror/conspiracy setting for the Alternity system. The game didn’t end up being very system heavy so I don’t have much to comment on, so this will be a comparatively short after-action report.