NC Game Day XIII (April 21-22): aka "Mini-GenCon"

Just in case it didn't come through in that earlier message, Piratecat's Dread game was awesome - there was tons of great roleplaying all around, aided by an awesome DM! :) I'm now really itching to use the Dread system for a horror game of my own -- the suspense of pulling tiles out of the Jenga tower does actually enhance the experience.

I'd like to extend a big thanks to all the players in my True20 Epic Greek Heroes game - Alenda, Belen, reveal, and WillWally -- you guys were great, and I appreciated your willingness to serve as guinea pigs for epic True20!

It was entirely too much fun asking Belen "Do you feel good about that save you just rolled?" while he debated whether to not to burn a Conviction point. :]
 

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As I said over on CM...

I got to duel with a fish-ninja and spout inanities in a Spanish accent.
I got to scream "No, YOU'RE the doppelganger!" at The Universe, even as his poor stump kept dribbling gore.
I got to sit underneath a table, talking into a bagel box - AND try to convince Lady Lolth that I could speak in reverb.
I almost got to kill a character just for making the equivalent of a spot check, and - blessed by six fantastic players - I got to run the closest thing to a cold-sweat, heart-thumping actual horror story I could imagine in a game.
I got to eat beer and barbecue with friends.
I got to eat my first corndog.

I'm a happy, happy guy.
 

Mark CMG said:
Don't forget that Creative Mountain Games is happy to support your (and any) gameday. Once the day has come and the games have been played, anyone who has run a game can simply email me, include a link to the thread of the gameday with some post in the thread that verifies they actually ran the game (perhaps one where they thank the players and hosts). CMG will be happy to give a prize chosen from the most recent CMG products.

Have a blast with your gameday! :)


The_Universe said:
That's awesome, Mark. :)


Glad to help out! Shoot those emails my way, DMs, and let me know whether you'd prefer a copy of Superstitions, one of the eConic character offerings, a copy of The More Better Indispensable Character Formfolio, or even one of the classic CMG products.

http://enworld.rpgnow.com/default.php?manufacturers_id=357

Sounds like everyone had a blast! :)
 

NCSUCodeMonkey said:
I'd post some quotes, but the only ones I can remember are from Halfling Musketeers and that is certainly NOT grandmother approved ;).

There is one and only one that sticks out in my mind (from Sky Galleons):

"We are very pleased to meet you!"

Also, thanks to everyone for making the Starcraft game and my first Gameday in general unbelievable fun. Can't wait for next time; maybe I'll actually play in something.
 


Not a line but an action from Dread:

The PCs are terrified that someone is trying to kill them. One PC gets a rifle. The other, having just been shot at and seeing the rifle, demands that the first PC hand it over; when he refuses, the two get into a struggle over it.

In Dread, that's handled by a pull from the Jenga tower. If you refuse to pull, the other PC gets the gun. If you pull and succeed, you gain control of the gun (until the other player decides to pull). If you pull and fail, you die horribly.

The players made a couple of pulls each as they struggled silently over the rifle, knowing that if they failed in their pull, the rifle would probably go off in their face, killing them instantly. Finally one player decided to back off, and the conflict was over.

And it was over nothing. Both players knew that there was nothing to be gained through this struggle; it was purely an expression of control, as the characters panicked at their lack of control over the situation. It was one of the least gamey moments I've seen in a roleplaying game.

Daniel
 


Pielorinho said:
Not a line but an action from Dread:

The PCs are terrified that someone is trying to kill them. One PC gets a rifle. The other, having just been shot at and seeing the rifle, demands that the first PC hand it over; when he refuses, the two get into a struggle over it.

In Dread, that's handled by a pull from the Jenga tower. If you refuse to pull, the other PC gets the gun. If you pull and succeed, you gain control of the gun (until the other player decides to pull). If you pull and fail, you die horribly.

The players made a couple of pulls each as they struggled silently over the rifle, knowing that if they failed in their pull, the rifle would probably go off in their face, killing them instantly. Finally one player decided to back off, and the conflict was over.

And it was over nothing. Both players knew that there was nothing to be gained through this struggle; it was purely an expression of control, as the characters panicked at their lack of control over the situation. It was one of the least gamey moments I've seen in a roleplaying game.

Daniel

Sounds like the Shadows of Yesterday game I was in with Henry.... my character, Piotr, and his, Theoden (who was Piotr's guardian) getting into a fistfight over something so dumb.... a pair of gloves that both wanted, Piotr wanting them just so Theoden wouldn't get them....

We,the players, didn't know what the gloves were until after the fact.... And Piotr was a stubborn ass who thought he was better than Theoden the dwarf....
 

Pielorinho said:
Not a line but an action from Dread:

The PCs are terrified that someone is trying to kill them. One PC gets a rifle. The other, having just been shot at and seeing the rifle, demands that the first PC hand it over; when he refuses, the two get into a struggle over it.

In Dread, that's handled by a pull from the Jenga tower. If you refuse to pull, the other PC gets the gun. If you pull and succeed, you gain control of the gun (until the other player decides to pull). If you pull and fail, you die horribly.

The players made a couple of pulls each as they struggled silently over the rifle, knowing that if they failed in their pull, the rifle would probably go off in their face, killing them instantly. Finally one player decided to back off, and the conflict was over.

And it was over nothing. Both players knew that there was nothing to be gained through this struggle; it was purely an expression of control, as the characters panicked at their lack of control over the situation. It was one of the least gamey moments I've seen in a roleplaying game.

Daniel

That bit was incredibly awesome. The tension the first time we went into the cellar, with the tower at 18 or so pulls already, was also absolutely great.

The other thing I think is fun about Dread that a lot of other RPGs don't have is the competitive factor. There was a palpable sense of wanting others to die first so you could survive, and I think all of us took actions at one point or another towards that end.
 


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