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Sorry to say I'm going to pull out of Gameday this round. Work is offering to provide money in exchange for brute labor in an extended fashion this weekend, and I do like the cash. Hemmed and hawwed about it for the last hour, which is why this post is so late, but time and a half is good in a nervous economy so I'm doing the "right" thing instead of the "fun" thing.
Regrets to Vyvyan and Fenril for leaving them a gamer short, but each table was full of known, solid players and I'm sure everything will rock.
See you all later. Slap TracerBullet for me. Just 'cause.
Stink! No sweat. And, done.
See you all at Gameday!
__________________ If knowledge of a game's plot would spoil its experience, it isn't a game.
... A player cannot learn of a game's ending without experiencing it, because a game is not a linear object.
—Mike Mearls
Thanks to thalmin (Curt) an Buzz for hosting and organizing this event! It was a fun day, the burgeoning Spring weather making travel and breaks an easy thing to handle and great games providing a foundation for a perfect gameday. Thanks to all of my players for joining in the miniatures gaing with such gusto and enthusiasm! Here's a link to some pics from the day, including shots from both slots -
As usual, a fantastic time! Thanks to the Games Plus crew and Buzz for pulling off anothr great Gameday.
Breakfast game: Thanks for playing! It was neat to play a quick game before the real fun started. If you have any comments on the game, including suggestions on how to improve it, please send me an email wjmacguffin (at) gmail (dot) com.
Greyrock 4E game: Thanks to Tony for running the game. I'm sure I'll get used to all those cards eventually.
PARANOIA: Thanks to everyone for playing. I'd like to collect some of your favorite parts/recollections and post an Actual Play on rpg.net. If you want, send me an email wjmacguffin (at) gmail (dot) com with any notes, comments, or feedback. For example,
"Who am I to stop intercine warfare?"
Randy the Wonder Lizard Thingie getting Gary-R executed by The Computer.
Tim, Laurie, Nev, and Lifelike, thanks for a GREAT game of Hero's Banner in the morning. My god, the way all the drama comes smashing together...that was pretty epic; it's a fantastic game, Tim. And if that really was a relatively standard amount of dramatic conflict? Holy crap, how do people play the multi-generational version? Wow. (I'm also decidedly amused by the fact I suggested the setting could be thought of as a fairy tale as opposed to high fantasy, in the Grimm sense what with all the conflict...then my character ended up with the Happily Ever After ending, hah.)
To my Supernatural crew, thanks as always for an awesome time. We're practically a thrice-a-year campaign at this point, and that's sort of awesome in and of itself. I'm brewing ideas for Bobby's episode for next time, and I actually read a story last night that gave me a plot to use if a core member of the group can't make it at some point, heh. (There's a distinct possibility I have FAR TOO MANY IDEAS IN MY HEAD, but we'll see what happens.) I'm already looking forward to next time, even if it has to wait til the fall GameDay; I wish we could make this happen more often.
And to Buzz, Curt, and GamesPlus, thank you so much for organizing and hosting these events; they never fail to be an outstanding time. You guys are all great.
First off thanks to Curt, GamesPlus for hosting another great games day. Second, thanks to Buzz, good job as always!
I would also like to thank everyone who played in my Zombipoclypse game. Many thanks to Redizilla and JadeFire for staying and talking about how we can improve the game.
The adventure itself went smoothly with the biggest threat being the the spider monkeys. I would have thought it the flaming infected Elephant....but hey, I obviously have different priorities.
Ah, I've finally recovered enough to muster the strength to post.
Thanks to everyone! People I did play with, people I didn't play with, to the GM volunteers, and to our gracious hosts, Games Plus. Morning D&D was a blast (quite literally, with two warlocks and a wizard in the party), and the afternoon Mouse Guard game went better than I could have hoped. Much awesomeness!
Please make note of this photo, which documents Rich rolling eight successes (4, 5, or 6) on eight dice, which is pretty astronomical. That'll show those weasels!
As for attendance, my sign-up sheets say that we had a total of 40 attendees. Not the biggest Gameday ever, but certainly in line with our average. Sharing the play space with Wordwide D&D Gameday worked out quite well, and I'd have no problem aligning Gamedays with similar events in the future.
Kudos, everyone. See you next time!
__________________ If knowledge of a game's plot would spoil its experience, it isn't a game.
... A player cannot learn of a game's ending without experiencing it, because a game is not a linear object.
—Mike Mearls
I had a great time yesterday. Thanks to everyone who played Hero's Banner with me in the morning. The drama was really cooking. I know we had to force the ending a bit, but I think everyone was satisfied.
(Josh, to answer your question, yes, that's about right for the level of drama in a typical game. I'd say that we all did a nice job of interweaving the different characters' stories, which amped things up a bit more. For multi-generation, keep in mind that you're starting with fresh characters. It's just the consequences of their actions that carry more weight because you know what the previous generation had to go through to create what the new characters are manipulating.)
Mark, thanks for the wonderful Mouse Guard session. I was glad I got to finish out the second session (I'll have to practice my train schedule reading skills evidently.) I was certainly inspired to finish up the Fall collection of comics this morning. The game had a very nice heroic feel to it, where I think we were all wondering whether we'd get through the challenges or die trying.
I have been wondering about a couple of mechanics, though. First, it seemed like we had a tough time earning "Checks" (i.e., character advancing bonuses). I know we discussed this a bit yesterday after the game, but with the level of tension we were all facing, it seemed that there was a real incentive to push as hard as you could instead of purposefully agreeing to a setback (which is how you earn Checks for those reading this who don't know). On the other hand, I think I was overlooking something. Losing a challenge doesn't necessarily mean we were all going to die, right, unless that was the explicit goal of the opposition. Is failure meant to be more common I wonder?
Second, it seemed that basic skill checks were really hard. I'm thinking of my attempt to make windows to repair the baker's battered bakery. Even though I had two points in "Glazier", that was obviously not a lot. To make even basic functional windows required three successes (at most you can generate one success per point of skill). Were there other things I could have done to improve my odds?
All in all a great time. Thanks again to everyone.
Morning Hero's Banner game was enormously fun. It's a great challenge to turn personal failure into tremendous success, but I think we all pulled it off nicely. I'm proud of finding a way to turn an attempted assault into a bargaining chip, and for the ending set of affairs where we ended up legalizing gay marriage.
There were times that I was frustrated with myself for just letting someone else think for me instead of coming up with something brilliant, but I think we all have that feeling at one point or another when playing games with strong narrative control components. I know nev was feeling pretty burned out toward the game's, but I felt as though he got a second wind around the very end. Also, I didn't feel rushed at the end because I knew coming in that this was a one-shot.
I'll look for Hero's Banner at Gencon, and am considering running it as a one shot for the local group out in DeKalb. Tim, (A) any advice for running it as a one-shot and (B) Ever considered running it set in the modern day (C) Any way to soften the stress of having to take on narrative control? I know not every player loves that uncomfortable feeling where you have to come up with something creative on the spot.
Thanks also to the evening game and the organizers. Zombie thwacking was an experience, and thank also to buzz for running everything as always!
Elijah
Last edited by Lifelike; 23rd March 2009 at 04:16 AM..
Mark, thanks for the wonderful Mouse Guard session.
You're welcome!
Quote:
Originally Posted by Tim C Koppang
I have been wondering about a couple of mechanics, though. First, it seemed like we had a tough time earning "Checks" (i.e., character advancing bonuses). I know we discussed this a bit yesterday after the game, but with the level of tension we were all facing, it seemed that there was a real incentive to push as hard as you could instead of purposefully agreeing to a setback (which is how you earn Checks for those reading this who don't know). On the other hand, I think I was overlooking something. Losing a challenge doesn't necessarily mean we were all going to die, right, unless that was the explicit goal of the opposition. Is failure meant to be more common I wonder?
Yes. A failed roll doesn't necessarily mean that the task was failed; you can succeed with a condition, or fail and the GM adds a plot twist. And outright death is really rare; you have to lose a full-on conflict by a very wide margin in order to die outright. If the winner has lost any Disposition, there's going to be some compromise.
That said, the snapping turtle is a really tough opponent; even with help you're looking at really slim chances of success. I'm not sure if that's intentional or not for the scenario. I was going to ask about it on the BW forums.
Also, failing is important for skill advancement. You need X successful checks and Y failed checks in order to advance a skill. So, there's another incentive to take a failed test, albeit one that really doesn't manifest within the scope of a one-shot.
Quote:
Originally Posted by Tim C Koppang
Second, it seemed that basic skill checks were really hard. I'm thinking of my attempt to make windows to repair the baker's battered bakery. Even though I had two points in "Glazier", that was obviously not a lot. To make even basic functional windows required three successes (at most you can generate one success per point of skill). Were there other things I could have done to improve my odds?
I agree that the ways skill obstacles are figured, things err on the side of being pretty hard. Granted, Glazier 2 is a pretty basic level of skill. 3 is competent, and 4+ is where mastery comes in. Ergo, Sloan isn't a particularly good glazier to begin with.
The main ways you improve odds are by getting help, having the right tools, and via your wises. That's 3 potential dice right there. Then there's always Fate and Persona.
Also, I'm still fairly green with running BW, and this was only the second time I've run MG. I could have been erroneously figuring obstacles on the high side. Another thing to talk about on the BW forums!
__________________ If knowledge of a game's plot would spoil its experience, it isn't a game.
... A player cannot learn of a game's ending without experiencing it, because a game is not a linear object.
—Mike Mearls
Thanks to our gracious hosts, Games Plus; thanks to our wonderful organizer, buzz, and thanks to all who ran something and made it a great day for everyone involved.
To my GMs, Vyv and WJMacGuffin, thanks for running top notch games!!
My 4e game with Vyv showed me that 3 strikers and 2 controllers can do just fine without a leader or defender....if you like living on the edge / flirting with the death save fairy.
I'd like to apologize to mr. macguffin and the rest of the table for leaving early--had to jump my girlfriend's car battery. Paranoia is an absolutely amazing game, and I had a blast--I don't think I've laughed that hard in a long time. I hope the rest of you brave citizens were able to defend Alpha Complex from those strange creatures while still leaving flames and rubble in your wake!
__________________ "My name is Will... Will Negates."
Thanks to my three sets of pairs who played in the SWSE game.
I can honestly say I've never seen a character taking two attacks roll two 1's followed immediately by two 2's. Amazing!
Rich, Alex is welcome to play any time he'd like.
Rob, way to power attack and cleave with the broken handle of your vibro-ax. Upwards of 70 points of damage in one round? Essentially with a stick? You are still awesome.
Buzz-Mark, thanks again for organizing, and the guys at Games Plus, thanks for hosting.
__________________ How camest thou to be the siege of this mooncalf?
Hey, I'd just like to thank Mark and HinterWelt for putting on such great games. THis was my first game day, and I must say this has easily been the most fun I've had gaming in a long time. I'd also want to thank them for putting up with a little 14 year old like me. While I think I held myself in line, I did kinda get a little excited with shooting stuff in the Zombipocalypse game near the end. I had a great time playing such a unpowerful character, a 12 year old computer hacker. It was so fun when I saved the party from lighting on fire when I hit the flame grenade with my baseball bat (whether or not I'm exaggerating the situation or not, I'll continue to embelish the details in my own mind )
Thanks again, I really appreciated all of your work Mark and HW.
Thanks to Mark for both organizing the day and for running a very fun game of Mouse Guard. BTW, my co-worker says getting 8 out of 8 on that roll is about 1-500.
Much thanks to sw3333 for letting Alex and I play. And Jedi at that! Also thanks to the others at the table for being good sports about it.
sw3333 I told Alex what you said and he replies: HI dad it's me Alex. My favorit part was tte battel with the craters. p.s. tell him I will be happy to play again.
And thanks to Games Plus for hosting and for being such a great place to buy games at.
All hail the awesome power of Kruskk Johnson and his power attacking mania with a broken axe handle!!! The dice sure tip from one end of the spectrum to the other for me in that Star Wars game. Vader is lucky he didn't show up...
Thanks, Josh, for running. Good times were had. Cathy (Ninja Librarian) is one step closer to being even more of a geek now!
To my fellow Paranoians...have you freed your minds yet? What a blast that was to play! I knew that you all would turn and kill me when I tried to revolt against The Computer when we left Alpha Complex, but it was SO worth it. I've never had so much fun talking philosphy with a gargoyle. I hope he achieved self-actualization! (Don't let biology be your destiny!!!)
Thanks to Mark for organizing again and to Curt and the gang at Games Plus for hosting. So much great fun was had. Looking forward to doing it again. Maybe I'll even run something next time. (It felt so weird to actually play all day!)
Morning Hero's Banner game was enormously fun. It's a great challenge to turn personal failure into tremendous success, but I think we all pulled it off nicely.
Elijah, that makes me very happy to hear. I know you were the only one at the table who hadn't played before. There were a few moments when I worried I wasn't explaining things well enough for you, but I think you really held your own. If you've never played a game where you are given great narrative freedom, it can be intimidating to come up with something creative on the spot (trust me, I know). On the other hand, I always try to encourage collaboration amongst the players. This can really help to take some of the pressure off.
Quote:
I'll look for Hero's Banner at Gencon, and am considering running it as a one shot for the local group out in DeKalb. Tim, (A) any advice for running it as a one-shot and (B) Ever considered running it set in the modern day (C) Any way to soften the stress of having to take on narrative control? I know not every player loves that uncomfortable feeling where you have to come up with something creative on the spot.
If you'd like to run Hero's Banner, I might suggest the demo pack I wrote a while back. It gives you a few sample characters to work with and a bit of advice on how to get the ball rolling. Really though, you've already had the best training on how to run a one-shot. What I did on Saturday isn't really that different from how I run my regular games. Yes, the pace was a bit quicker, but the tension and drama is the same.
As for concrete advice, I recommend coming to the table with at least partially pre-generated characters. For first time players, the hardest part is often just coming up with the three influences. For whatever reason, once they've played through the game once, creating influences isn't a problem anymore. I think it's just one of those things that seems overwhelming at first.
I also enjoy one-shot games where there is a lot of inter-character conflict. This isn't necessary for a good Hero's Banner game at all, but it does help to keep the action moving forward and the players interested -- especially when they are just getting the hang of how the game works.
As for your second question, yes, I have thought of running the game set in modern day, although I haven't yet. I've had lots of people suggest alternate settings, actually. The important thing is to make sure that the characters are in powerful positions. The game really sings when the stakes are high.
Finally, as for taking some of the pressure off the players, I'd have to say: encourage collaboration. Make sure you let everyone know that suggestions are welcome, but also be sure to stop other players from talking over anyone else. You have to give everyone some time to think a bit. So you might also want to slow the game pace down if you have the time. Sometimes that pressure isn't so much a function of the game as it is the perceived pressure that the other players put on you to perform.
I hope this helps. Let me know if you have any other questions.
For those of you in the Mouse guard game, I got some feedback on various questions that came up during the game. Here are the links to the threads I posted on the BW forums:
__________________ If knowledge of a game's plot would spoil its experience, it isn't a game.
... A player cannot learn of a game's ending without experiencing it, because a game is not a linear object.
—Mike Mearls