Showing posts with label GenCon. Show all posts
Showing posts with label GenCon. Show all posts

Wednesday, August 7, 2019

2019 GenCon Reflections



Alright, I'm back from GenCon, so I decided to put down some of my thoughts on the events I played in.
 

Paranoia: The Happiest Sector in Alpha Complex

This was the adventure I ran at GenCon. I greatly enjoy running Paranoia for all the chaos that it brings about. The adventure focused on players trying to stop a terrorist plot in an entertainment sector of Alpha Complex.

The enemies, it turned, out, were employees of a different entertainment sector that were tired of Friend Computer World getting regularly named "Happiest Sector in Alpha Complex," and so had set out to drive away its customers before destroying the sector altogether.

During the course of the adventure, my players destroyed two of the rides in Friend Computer World, with very little provoking from the adversaries. The sector got shut down because of the rides being blown up, and the enemies used this as an opportunity to set up their weapons. Of course, this was when the players managed to catch them and stop them, after having caused far more destruction and killed far more people themselves.

Monster of the Week: Weekend at Winsome

I've been looking into a lot of Powered by the Apocalypse games lately (more on that in an upcoming post), so I was happy to get to try out two different PBTA games at GenCon.

Weekend at Winsome had us investigating attacks in a small town that seemed like they might have been caused by a large wolf. It wasn't a wolf. It wasn't a werewolf either.

Our team had a unique collection of characters, and I felt like our character types really did have an impact in how the adventure played out. The adventure was slow at a couple points, but all-in-all pretty good.

Masks: Caped Extravaganza

Masks was our other PBTA game of the convention. Here we got to play as teenage superheroes that were starting to gain recognition in the city.

I liked the variety of character types. The mechanics and moves seemed like they were fun and could keep things moving well.
The GM was very nice, and she tried to give us each an opportunity to explore our characters and experience different events based on what our characters wanted to do.

However, the adventure itself was a little bit...lacking. There was really only one encounter of the whole thing that was at all conflict-based, and that was a bit repetitive. I'm not sure what things looked like behind the GM screen as to if there was something we had to do to beat the boss or if we had to rip up his equipment a certain number of times, or if she just ended it after we each had taken a couple turns.

I think that because the adventure was so limited, there were times when the GM floundered a little bit because she was trying to draw things out. I think this took away from the game a little, and came off as a bit indecisive/uncertain.

Don't get me wrong, I greatly enjoyed playing this game, but I would say that based on the adventure itself and its execution, this was probably my least favorite of the games I played in at GenCon

Over The Edge: Under Broken Wings

Masks and Monster of the Week both provided a large number of character options with a lot of customization within each of those choices. Neither of these was as open-ended as the character options of Over The Edge, where the only limitation really is just one's imagination. This allowed for an incredibly unique team that included a pathological liar conman (my character), a short bodyguard, a monster hunter, and a rock bassoonist.

I think that this was the funnest adventure that I played at GenCon. The adventure was a little more gruesome/horror-ish than I tend to enjoy, but there were a lot of wacky bits that made the whole thing a lot more fun. The GM was very adaptable and did a good job responding to the crazy things that we, as players threw at him.

The setting of Over the Edge seems interesting and like something I'd be interested in exploring in more detail in the future.

The system itself didn't seem all that special, and I don't think there's anything it did that wouldn't have been handled as well or better by something like The Puddle. (Not that it did these things poorly, just that the system didn't really stick out to me as something remarkable.)

Call to Adventure: Board Game Demo

I almost managed to get out of GenCon without buying a board game this year. There were several that had caught my eye, but I never have as much time to play board games as I'd like, so I didn't want to spend a lot of money on something to just have it sit on my shelf.

Sunday, the last day of the convention, we'd gone back and looked at the exhibit hall and seen everything we wanted to see. We were going to grab a quick lunch at the food trucks and then head home.

We just happened to choose a table with this guy who had bought the game Call to Adventure, and who seemed incredibly excited about it. His explaination of the game spread his excitement to us, so me and one other from my group went to check out the game in the exhibit hall. We sat down and enjoyed a quick demo.

A lot of games that I enjoy (Betrayal at the House on the Hill, Untold, Secrets of the Lost Tomb, etc) are really almost more a mechanical justification to indulge in stories. Call to Adventure seems like almost the reverse of this. 

With Untold especially and Betrayal to a lesser extent, the mechanics of the game don't really matter as much to me as whatever the story/events of the game are that time through. The mechanics are there as an excuse to tell whatever the story is.

Call to Adventure uses a lot of storytelling-type elements, but they are being used instead to justify the mechanics of a board/card game. In Call to Adventure, players are given a character type and background as well as a secret destiny/goal for their character to get bonus points at the end of the game. Gameplay extends over three phases, or acts, ranging from a character's humble origins through their growth as a hero or antihero to their climactic finale. In each phase, players gain cards representing different events in the hero's journey but mechanically granting additional resources to gain more cards. When one player manages to get their hero to the end of Act 3, gameplay ends and players all tally up their points (from cards, experience, and other things). Whoever has the most points wins.

It's a pretty fun game, and it's notably playable with 1-4 players and only runs 30 min to an hour, which makes it easier to play than some other games I have which require more time or players.

Friday, August 25, 2017

I am not dead, Nor am I dying

Rather than spending a lot of time talking about health problems, being temporarily displaced from my house for several months, computer problems, depression, it pouring when it rains, or anything else, I'm just going to say it simply: I am not dead, nor am I dying.


With that, I'm going to jump right back into this update.


Thursday, June 29, 2017

Announcement: Sufficiently Advanced Dragons

This will not be the real final cover.

Sufficiently Advanced Dragons

In talking to people, I decided that the idea I liked the most of the ones I'd proposed in my last update was the "Sufficiently Advanced Magic" one. So, I'm starting work on the book which I am tentatively titling "Sufficiently Advanced Dragons."

I'll be attempting to jumpstart a lot of it through Camp NaNoWriMo. You can follow the effort here: http://campnanowrimo.org/campers/goal-entertainment/projects/sufficiently-advanced-dragons

That said, I've never been very successful at Camp NaNoWriMo, and I am not sure how much time I'll be able to focus on novel writing.


Wednesday, May 24, 2017

When a Break is Not a Break and Other Madness

A Few Announcements

E-Mail List

Now, if you sign up for my e-mail list, you can get a free download of Heroism and Other Lies Episode 101: Pilot! If you've been waiting to start the Heroism and Lies series, this is the perfect opportunity to jump on board.

Link: http://eepurl.com/cKrLjf

If you sign up for my e-mail list, I'm not going to bombard you with a bunch of spam or talk a lot about random things. That's what this blog is for. The list is mostly for book announcements so that I can keep people informed of new releases.

Heroism and Other Lies: Episode 103: Monster of the Week

The third episode of the Heroism and Lies series is going to be released in ebook form on Friday (26 May 2017). It's already available in physical print. This is one of the most action-packed episodes so far!

Ebook: https://www.smashwords.com/books/view/722906

Kindle: https://www.amazon.com/dp/B072HTMR23

Physical: https://www.createspace.com/7152394

Now On To What I Was Going To Talk About

*Sits down*

Hi. Hello. How are you?

So, I'm on a break, as it were. Not from work or from life, but from running Toybox. We had a session last week, so there will still be another recap coming soon-hopefully. But we have two sessions off, so there will be a bit of a gap before the next one after that.

I have a lot of things I want to do with the break in the time that I would otherwise be planning for Toybox. I'll talk about them in no particular order.

Toybox

"Wait, didn't you just say that you were using time you would otherwise be planning for Toybox?" Yes, I guess I did say that. Still, I want to get ahead on plans. I've got some good general ideas of where I want to send the group for the next several things, but I need to actually get down in the weeds and figure out maps and enemies and other stuff.

One Shot

I didn't say I was taking a break from GMing altogether. I am still going to do a one shot for people with alternative work schedules sometime over the break. I've got it mostly planned already, so that won't really be cutting too much into my planning time. I'll probably post more about it here afterwards, but I'm not sure if I'll post my pre-notes, a recap, or just a general thought response.

Blog Update

The links and such on the blog have fallen somewhat into disrepair. I need to update *most* of the Toybox pages, the links on a lot of the recap episodes, as well as everything on my "Now Available" page.

Heroism and Other Lies: Mini-sodes

I am wanting to write some short stories for Heroism and Other Lies. More on this later.

GenCon Adventures

At present, I'm planning on running a Cypher System adventure and a SCRAM adventure at GenCon. I want to work on putting these adventures together before I get too focused on other things.

Other Things

Here are some things that I generally want to work on, but that I'm not necessarily as concerned about getting done over the break.

New Novel

I have an idea for a novel that I'm wanting to work on, but I've been having some trouble in planning it. Without giving away too much at this point, the novel has two parallel parts that are developed simultaneously. I am having trouble planning and figuring out logistics for one of these parts. However, it's not the part I was expecting.

Cypher System

I've got a lot of different ideas of things I'd like to do with Cypher System.

Scooby Doo Adventure
I don't know why, but one night I was kept up thinking about making the Scooby Doo characters in Cypher System. I sort of like the idea of trying to put together an adventure that sort of parodies a Scooby Doo style thing with investigating monsters that may or may not be real. Probably something with a bit more battles than a normal Scooby Doo episode though.

Fae Guardians Adventures
I've been thinking of a setting that's not quite a fae-based thing, but definitely inspired by fae style things. Something that feels partly like the Trollhunters tv show (which, if you like animated kids adventure shows, I'd recommend watching it on Netflix.) My "guardians" adventures, if I get around to making them, would be short self-contained "episodes" designed to be run with little or no prep on the part of the GM. (Using a format inspired by the Instant Adventures that MCG has come out with for Numenera or The Strange.)

Fae Campaign Path
I would like to do a longer set of adventures-a whole campaign path, taking players from 1st tier (or lower) all the way up to 6th. The idea I have presently would be something set in the same setting as the above adventures, but with a deeper and more developed plotline.

I also have a lot of space-based ideas, but they aren't taking my focus very much.

The Problem

Mostly, it's that without deadlines, I have a really hard time focusing and getting stuff done. So, I really need to give myself near deadlines to get myself to focus, but I don't have any way of enforcing anything like that. So...yeah...

And it's weird, because I feel so much better when I'm actually working on and producing creative stuff. I definitely feel my best when I'm GMing stuff, when I can bring people into my world. Writing isn't quite the same, but it's still better than the alternative. So why is it so hard to push myself to do it?

Saturday, April 1, 2017

Gamemastering Update




With the release of the first Heroism and Other Lies Book, Episode 101: Pilot, I've been posting more about the author side of things lately. However, I've had a lot going on in the Gamemaster side of things, so I wanted to share some of what I've been doing.

Toybox Campaign

If you've been reading the Toybox episodes, then