MurderHobo.club

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Category: Gaming

Playing games.

  • Tree of Iron and Ivory

    The group consists of Goliath Elemental Monk, a Wood Elf Gloomstalker Ranger, a Bard, a Human Warlock of the Outer Gods, and Human World Tree Barbarian,

    The Monk and Ranger were participating in an annual collection of Axebeaks, when they were set upon some assassins near their campsite. The Warlock had recently met up with them and attempted to aid the injured.

    During this encounter, they were given a message by another target of the assassins, that they had been summoned by the “Green Lady”, and her location was not far, so they decided to go and see what she had to say.

    She directed them to enter into the ruins and seek out a mural in a temple, to figure out a prophecy.

    The four of them, the Bard, Ranger, Warlock and Monk faced a series of challenges, before finding out that there was some sort of teleportation system atop a buried tower.

    During their explorations they encountered a World Tree Barbarian who had been in some form of magical sleep for quite some time.

  • Creepy Redneck Dinosaur Mansion 3

    Back in April, a strange puzzlequest + visual novel Resident Evil Parody game came out on steam, the Third in the series, though the first two didn’t exist at the time. Recently, that’s changed, as Creepy Redneck Dinosaur Mansion 1 Re-Raptored has released. I had reached the end of the third game and enjoyed it, but there was still content I hadn’t unlocked. And with the re-raptored version of the first one available, I’m going back to clean it what I hadn’t seen yet.

    The game uses “traits” to unlock the various paths, and there’s a few that I’m missing.

    One minor issue, it’s occasionally hard to tell what some of the commands me. Like when it says it’ll remove all of one colour and I’m not sure which symbol matches that colour, due to my issues with recognizing colours.

    It looks like I hadn’t given a random god the mystic hourglass that turns him into a boss, and then defeated him.

    Having done that, I’m only missing 2 more achievements to say I’ve completed the game.

    And there they are. I’m not 100% complete, but I have all the achievements.

    Now on to the Re-Raptored one.

  • Orcacon 2023

    I’ve made plans to attend Orcacon up near Seattle in the new year. It’ll be my first convention since SHUX back in 2019, I think. Seems like it has a similar attitude, which will be nice.

    I had originally planned to drive up, but I decided that I’d rather not deal with the potential snow going through the Snoqualmie Pass. So flying it is. Until recently, it had been at least a decade since I’d flown, I’d even driven to the Maritimes, rather than fly.

    Friends of mine from Vancouver will be driving down, and it’ll be good to see them again.

    I’ve booked my tickets to fly in the night before the convention, I’ll get a good night’s rest and then figure out how to get over to the convention hotel. I’ve booked into an RPG on the first night, but I think that’s the only game I’ve planned for that weekend.

    According to the website, there will be food trucks outside, so that’ll be nice. Reminds me of GottaCon in Victoria, back when we went.

  • Campaign Thoughts

    A few years back, I designed something we called the ARSE, Active Research System Experiment. It was a system agnostic way to handle historical knowledge in RPGs. The players would encounter a mystery they wanted to solve, such as the location of an object or the fate of an expedition, and they’d do their leg work to get an appropriate lead, such as a journal written by a member of the that expedition. At which point they’d be given a selection of character sheets to pick from; they would be taking on the roles of the members of that expedition, and the storyline that played out would give them the answers they’d sought in the future. Or not, as it was possible they wouldn’t solve the mystery, the lead turning out to be a dead end.

    This allowed us to experiment with different systems, settings, etc, and give players a break from a campaign, something that can prevent burnout. In theory, the system also allowed the GM to pull less punches, especially if there were more members of the expedition than in the party. One of them gets killed off, the player picks up one of the unpicked sheets and someone else has stepped up to fill in the vacancy left by the recently deceased.

    That system is still something I’ve had tucked away in my toolkit, for the day when I might actually need it.

    This post however, is about something a little different, thought it emerges from a similar stream of thoughts.

    I’d like to do a campaign loosely inspired by both Eternal Darkness from the Gamecube, and that recent Netflix series Fear Street, with it’s 3 parts taking place in three timelines. I’m sure there are other things that fit into this mould also, but those are the two that leap to mind currently. Also, I suppose it would owe some credit towards Doctor Who, with the various episodes that took place across human history. Or I suppose even the whole Assassin’s Creed series with the whole Abstergo operatives looking back through history.

    There would need to be a central threat or mystery, that the group was somehow exposed to, and having survived that, they’d have reason to seek the other groups who’d also encountered this, in an attempt to learn what they could about it.

    A basic framework like this gives you reason to visit places like Ancient Greece, Victorian London, and a whole variety of other evocative places.

  • The Last Witch Hunter

    I think someone once told me that the movie was inspired by Vin Diesel’s D&D character, which is partially why my previous post was about D&D. A quick google shows a whole article/video about that, but since I’m watching the movie right now, I don’t really have the time to actually do the research. Or maybe influenced by?

    I’ve heard people say it’s a bad fillm. I’ve watched about 90 minutes of it now, and I’ve been enjoying it. Though some of the themes, especially the wiping out humanity to save the planet and a global plague, feel a little strange. If the bad guy was less cartoonishly evil, there might have been an “Are we the baddies moment?”, which might have made the whole thing more satisfying. Still, it was fun, more than I was expecting.

    Having finished it now, I have to say it’s not quite as good as Constantine, but a solid entry in that category.

  • D&D on my mind again.

    The other day, I picked up a copy of the new Icewind Dale book, a 5th edition Dungeons and Dragons adventure. I’ve not played much 5th edition. I’d done the two partial campaigns with Matt that I’d mentioned here, and that’s been about it. Before that, it was Pathfinder, which I did for a while though Dimestore and I found a few ways to break things in those. Before that, 3.5, with various folks, including the man who became Olaf. For someone who has been interested in D&D for so long, I haven’t really played all that much of it.

    Most of my gaming has been Shadowrun, which I find more narratively satisfying. The d20 system, always feels too random to me, while the d6 systems, where the better the skill, the more dice, feels like you still get a range of results, but the range is more closely tied to your skills. Though that might just be because I feel more in control of my destiny in Shadowrun. (I may have mentioned this in a previous post.)

    But, I’ve heard good things about this new set of D&D adventures, and I’ve been tempted to pick them up a few times. And this one, had some good buzz, and a great picture of a moose in it.

    In theory, there’s a plan to run it for some friends online, though before that, I will probably be running a few games to get my familiarity with the system back. For whatever reason, running games seems more appealing than playing in them, at the moment.

     

  • Matt’s Campaign – Day Six

    After a long break, we have managed to get the group back together for D&D. We’re in a forest, and two of the party members have gotten into a fight and exploded. Currently, the forest is on fire because of their fight.

    And we are running away from it. The elfadin has the stag, the bard casts cat’s grace to make it easier to weave through the trees, and the mercenary is in trouble. There is also a druid, who has recently assisted the party in finding their way through the woods. The bard attempts to inspire the mercenary, and then the druid turns into a dire wolf for the mercenary to mount.

    We escaped from the woods, and there was a strange voice that we didn’t hear, memories that we no longer remember, and now we know that we need to find the Leader of the Feathered Ones, who lives among the vines. Though old, he has one more flight in him.

    And we are now some place near the Wizard of Wines, and we’ve noticed that there are lots of vines around.

    The swordsman that we’ve been dragging along with us seems to have a different set of memories than we do. And when the bard checks his notebook, he notices that his notes aren’t in his hand. There has been a shift in reality, someone has handcrafted a patch over this reality. But the changes seem fairly minimal and benign.

     

  • A different campaign

    So, since Reive is stuck working with an unreliable schedule, we’re starting a new campaign.

    We’ve got a human criminal who woke up after his execution in a strange metallic body, and had to craft himself a human suit to be able to blend in. It took him a while to realize that he’s a continent and a few hundred years away from where he died.

    He was buried with a rather large rifle, which despite having no memory of, he knows intimately, including how to fire it, reload it, and craft ammunition for it.

    For those who were wondering, the skin for the human suit came from “recycling” a bandit who died during an ill-conceived attack on the people who had recovered him from the ruins. The bandit continues to contribute to the greater good, post mortem, despite his ill intentions in life.

    Speaking of the people who dug him up, one of them is a strange elf, and the other is a catperson.

    He looks much like a beggar, wrapped in stained rags.

    The adventure began with some traveling down a road, approaching a village. The party was look forward to relax over a nice roast beast at the village, but the village is currently be roasting by a beast. Kobolds and humans wearing purple robes are running around causing trouble, while dragons fly around overhead, spitting flames.

    Running into the village, we ran into kobolds running out of the houses. They don’t live long, facing of against a tabbymonk, a elvish swordswomen, and angry half elf dragonstalker. Oh, and a tall silvery man who did some healing.

    However, they were just a scouting party for something much larger, so we fled into the nearby keep, getting inside just before they sealed it.

    Inside the keep, we helped with the defenses, and waited out the attack. There was talking about why the cult would be attacking the city. The old man kept smoking his pipe and mended things.

    There were people who we probably should have killed, but they wanted to take things slow, so we went down the tunnel.

    The door was locked, so the strange ragged man pulled off his gloves and then his finger tips, and then inserted the metal underneath into the lock. After a bit, he’d cleaned enough of the lock for the key to work properly again.

    On our way out of the sewers, we ran into a rat swarm, which would have eaten our faces, if we hadn’t had a ranger who knew how to whistle for the rats.

    Then the ragged man ripped something wiry from his arm, and dripped liquid from it onto the hinges. After that, the sewer exit opened silently.

    Outside, a couple of kobolds and some dragonborn and a guard drake are searching for the party. But since they don’t know where we exited, the party manages to surround them.

    The monk throws darts, the ranger manages to calm down the drake, the funny man shoots the leg off one of the dragonborn, and the other kobolds get knocked out.

    Then the monk gets a skunk thrown into their face, which sickened her. After the battle, the ranger made the drake into a pet, and stored it in the basement of the tower. The beggar picked up the dragonborn’s severed leg, with the spoken intent of creating a lamp out of it later.

     

  • Matt’s Campaign – Day Five

    The party continues to try to get off the crumbling bridge. Ismark tried to leap onto the wagon, but failed, falling to the ground.

    One of the werewolves leaps up and tries to pull Vellos from the wagon, Vellos resists, and then throws a thunderwave into him, knocking him off the side of the wagon.

    The merc tried to press on, his horse was slashed by the larger werewolf as he got into range.

    The elf drew the sun sword, which blazed to life, filling the forest with light.

    Ismark gets up from being run over by the cart, and leaps onto the back of the cart.

    Ianyor drops flat as the cart rushes towards him. The cart rolls over him harmlessly, but he fails to grab Ismark’s hard to pull him onboard.

    We continued to flee from the werewolves, heading down the road.

    After an hour of riding away, we ran into a barricade with children attached to it.

    The party attempted to parley, but this didn’t work.

    The elf rode his horse up to the barricade, then teleported over it, stabbing the werewolf as he arrived.

    The huge winter wolf landed on the roof of the wagon and blasted with it’s breath, knocking down the strange sorcerer. Vellos fed a potion to the sorcerer, and then blasted the wolf’s mind. As it flew from him, Ismark stabbed it through the throat, killing it.

    There was much fighting, and people keeping knocked down.

    At some point, a strange woman on a horse showed up.

    The wolves were killed or driven off, then stuff needed to be sorted out. Including the woman stealing the wagon from us.

    The party hid in the woods, and then set up inside the tiny hut.

    And in the morning, we woke up someplace else.

    After a day’s walk, we found a barbarian and had a conversation.

  • Matt’s Campaign – Day Four

    Returning to the Vishtani encampment, the party partially split up to rest. The bard and mercenary ate and quickly went to sleep in the encampment. The wizard and the cleric studied the book, to figure out what would need to be done to weaken Strahd’s hold.

    The wizard summoned a new familiar to replace the one that melted earlier. She attempted to summon a snake, and ended up with an undead snake. Cause Ravenloft.

    Half the party headed back into the town, using disguises to get past the guards, who are still looking for us after that whole coffin maker’s house fire issue.

    The cleric made some new friends, and was told about something that needs to be investigated in the west, the Wizard of Wines and his shipments.

    The sellsword scouted out the town, determined that the guards have brought in reinforcements.

    The party headed west, towards a covered bridge that we’d visited before. Nothing happened as we crossed it. We decided to head west, towards the Tower, the Winery, and the Hill.

    They decided to approach the Tower. They passed a woodsman on the way, and then found a wagon near the base of the Tower.

    The wagon was boobytrapped, and inside were alchemists fire.

    We read a note and decided not to loot the wagon.

    Then we opened a door by dancing in front of it.

    The wizard sent in the snake. Then the Paladin decided to ride the elevator up the tower.

    At this point, it started to get dark, so we went into the tower.

    They found a suit of armour in the tower,  it turned out to be animated, but we couldn’t find the command word.

    Then they noticed it had gotten dark, and the wolves were howling. So we took watch and rested over the night.

    In the morning, they took the armour outside, and then proceeded to use identify on it. While they did this, the bard took up a position on the gargoyle, outside the window, securing himself with a piton and rope.

    There was a command word to activate the armour, discovered by the wizard.

    At which point the bard had the bright idea of telling the armour to “bring me the Sword of the Sun”. The armour rode up to the top of the tower, pulled the sword out of the stone wall, and held it up triumphantly.

    At which point the sword melted the armour, and then dropped through the floors, before landing point first in the tower floor.

    The bard used his rope to drop to the ground, and pulled the sword to him with mage hand. At which point the island started to collapse.

    Vellos climbed onto the wagon, and proceeded to attempt to come up with a variety of command words for the wagon. This failed to actually summon the horses. So he tried famous Vishtani horse names. That didn’t work either. Then he screamed “Damn it, how do you summon these horses.” And that summoned the horses.

    At which point we fled from the island, towards the wolves.

    The paladin fired an arrow at one of the wolves and killed it outright.

    The wizard threw fire at one of the wolves, burning them.

    One of the wolves howled, and froze the ice. At which point, wolves moved onto the ice floe.

    Then the cleric threw more fire at the wolves, sinking one of them into the ice.

    Vellos decided to send his hand forward, handing off the Sword of the Sun to Twin Blade.

    Twin Blade slashes out at the wolves, burning them with the sword.

    Ianyor’s being pulled from his horse has blocked the bridge. He managed to kick his horse corpse off the bridge, but it’s slowing the rest of the party down.

    The wizard manages to take control one of the werewolves, and turns it against it’s fellows.

    The hand delivers the Sword of the Sun to the paladin, and it blazes up in his hands. 

    The wagon continues to push forward, into the group.

    The wizard continues to blast away, and in the process creates a cloud of fog around herself by accident.

    The priestess fought the werewolf, the bard distracted the him while he fought against the drunk.

    Then the bard blasted the fog back with a thunderwave, tossing the party out of his way, as he drove the wagon forward. This also cleared the fog away.

    And then we got everyone back onto the wagon, as and rode off the causeway, running down the werewolf.

    There are still more wolves in the woods ahead of us, and many of our resources were used up in the escape.

  • Matt’s Campaign – Day Three

    Two players are missing, so today’s game will be a little odd. 

    The cleric is going to set up the tower to properly burn after we killed the hags in it. The bard will study the book, in an attempt to translate it.

    The paladin and the fighter went down the hill to talk to some ravens, and then into some ruins. There appear to be some giants guarding the ruins.

    The ruins contain an altar, likely the altar of seasons.

    The batten down the tower as best we can. The strange barrel of ichor is moved in front of the door.

    The first two watches passed rather uneventfully, or so we thought. Turns out that the vampire lord snuck into the tower in the middle of the night, took one of the NPCs out of the tower, by turning her into a vampire.

    In the morning, we loaded up the wagon and headed towards the nearest town. The elfadin decided to load the ichor barrel on the cart.

    We ran into a skeletal knight along the road, riding on a skeletal horse. The knight wore an emblem of a silver dragon, and didn’t seem hostile, so we let it pass.

    We reached a village, and when the guard’s questioned our intent, the bard broke into song, stories and even played the drums for the priestess to dance.

    This almost worked, but the village has rules against the Vistani. So he explains that he’s an En Meda, rather than a Vistani; explaining the whole origin myths of the two peoples. This gets the party into the town.

    We visited a stockyard, and after disturbing something large and feline sleeping inside a wagon, Twinblade got hired to perform guard duty.

    A strange man followed us through the town, but we mostly ignored him.

    In the cathedral, we were told to go find some bones. We visited the gravedigger, he told us that he’d been hired by the coffin maker. Visiting the coffin maker, we find out that there is a vampire nest upstairs.

    The elfadin decided to head into the the house, to search for the bones. He manages to get upstairs, get the bones, and get out the window before the vampire spawn catch up with him. This is partially because of the Cat’s Grace he’s had cast on him.

    They return the bones to the priest and quickly devise a plan. They’ll get a ladder from the stockyard and the bard will balance on top of it outside the window, while the elfadin holds the ladder. The bard will blow the windows open with thunder wave, then backflip away, while the sorcerer begin throwing flames into through the openings.

    Getting the ladder is simple. While the merchant wants to charge more for the ladder, the bard points out that if he fails to kill the vampires, he’ll shortly become one and he’ll come back for the merchant.

    This mostly worked. The sorcerer disappeared into puff of blue smoke after throwing the fireballs in through the open windows. And the vampires don’t scream when we burn down the building. The sherif, who the mercenary brought to the coffin maker’s house. This was not the best outcome, since he decided we were troublemakers, who had burnt down a house after murdering a citizen. But at least he didn’t arrest the party.

    While returning the bones, we found that there was a bribe stashed in the bag.

    At which point, we left the village through the northern exit. Noisily and obviously. And then we went through the woods, around to the western exit.

    Arriving at the Vishtani camp, we found the missing priestess whipping some random guy for not doing his job. He’d lost the headman’s daughter. So a bargain was struck, we help them recover the girl, we get a treasure from the wagons.

    The elfadin’s character explores the elven encampment that is around the outside the vishtani camp. He finds an elderly elf, who confirms that he probably came from the village, and was kidnapped from it, roughly 500 years ago, their time, and roughly a hundred years ago his time. The wear on the coins fit that story. The old elf wants us to visit the top of Mount Ghakkis with him. We have a mission into the bowels of Mount Ghakkis. And he shows the Bard the Map, so the Bard can now access the world map button. We also got confirmation that the road we were taking to the west to the druid’s hill was a good plan, though we may want to stop at a tower near a lake along the way.

    During the break, the bard decides he needs a pair of banjos, so he can play dueling Banjos on his own, well, with mage hand anyways. 

    The following morning, we meet with the fellow who had been whipped. He was appreciative of the healing word that had been cast on him. He led the party to where the girl had disappeared. With Owl’s Wisdom, the bard was able to determine the trail of the probable abductor. They led to a fisherman’s shack, and the fisherman had recently gone out into the lake, with a large sack.

    Following him out into the lake, the bard pulls out his fishing gear, in an attempt to be nonchalant about the encounter, but the fisherman panics, and throws the bag of the side. So the bard casts Bull’s strength, and then dives into the water after the bag.

    Under the water, ghostly apparitions appear, which terrify the bard. The rest of the party leaps into the water and dive towards the bag. The fighter is scared, and the paladin casts a quick spell to prevent fear, before diving in. Together they bring the girl up. The brute is pulled into the boat with a command and a charm.

    Then heading back to the village, guards attempted to bring the party in for questioning, but a quick charm person convinces them that we aren’t the adventurers that they are looking for.

    And then we return the girl to the village, earning a treasure in the process. We also brought back the villain, who will be punished by the priestess of pain for his attempted sacrifice.

    While attempting to figure out what treasure to take, we accidentally summoned Kevin the sorcerer back. We were offered a delightful rug, for saving the girl.

    We took the gold instead, and used it to buy horses.

    We returned to the town, entering into the Inn for knowledge.

    In the Inn, A man’s name, Kazan, up at a tower on a lake. Dangerous wards guard it.

    We also learn of the weaknesses of the vampires, running water, sunlight and wooden stakes. They can’t enter a residence without permission from one of the occupants. They aren’t fond of sunlight. Resistances to bludgeoning, piercing and slashing from non magical.

    We visited a few other places in town, but didn’t learn anything useful.

    We rode back across to the river to pick up the boats, so we’d be able to search the shore tomorrow. We took the row boats down to the bridge. The next few days, we’d be able to search the north side of the lake. It took half a day to cross the lake, but we’ll be able to return to the encampment at night. The process is long and may be unwise.

    We got timestopped by a strange wizard, and this resulted in us getting trapped on the wrong side of the lake. So we decided to anchor the boat in the river, hoping that the running water will protect us from the vampires.

    During the night, we were attacked by a pack of dire wolves. Cutting the line, we managed to flow out towards the lake, slowly. It was a nasty fight, and people nearly died. The usage of colour spray to blind two of the wolves let us escape into the lake, and we managed to kill one of the wolves.

     

  • Matt’s Campaign – Day Two

    We awoke after sleeping in the gypsy camp, to find that Kevin now has breasts and considerably more curves than the night before. Most of the party don’t comment on this. The paladin, goes out of his way to comment, and seems okay with it.

    The party backtracks past the gallows, before heading to a bridge that crosses the river that fed the lake that the gypsies had camped near.

    We reached a second set of gates. Passing through them, we secured them closed and camped for the night.

    During the third watch, when Silion and Vellos were on watch, something brightly lit came out of the woods and attacked them. The zapping attack was loud enough to wake up the rest of the party.

    The paladin smote it, which resolved the threat. Untying the gates, we continued west.

    We encountered a body that had been savaged by wolves.

    We carried on, until we reached a mill on a hill.

    Approaching the mill, we were warned off by a raven.

    The mill seems fairly fortified.

    The mage and the paladin went into the mill, while the fighter tried to find a place to climb up.

    They go up the stairs inside the mill, silently. The top floor appears to have witches, who are eating children.

    The mage and the merc surprise the witches, while the paladin surprises himself and loses his footing. After that, he gets tossed out the window and crashes into a heap at the base of the windmill.

    The mage hit one of the hags with a lightening based spell, which connected them with a chain of energy, but the hag escaped it by turning invisible. The other hag turned into a seagull and flew out the window. Vellos attempted to shoot down the seagull, but missed completely.

    The cleric attempted to force the seagull to grovel.

    There was combat, eventually one of the hags was killed, and two were driven away.

    Twin Blades found a book in the attic, the Tome of Strahd.

    Bottles of Youth, Laughter and Mother’s Milk were taken, along with six Dream Pies.

    The bucket of Black Ichor in the corner glowed brightest of all, and it appeared to be conjuration. The barrel turns out to be demon ichor.

    So we’re going to be burning down the mill.

    There are now four altars that we need to visit to reconsecrate as part of a ritual to destroy the Heart of Sorrow, which protects Strahd.

    The altars are at  Luna Lake, the Velacian Valley, the Swamps of Iviliss, and the bowels of Mount Gahkis.

  • Matt’s Campaign – Day One

    Iannyor, Twin Blades, and Vellos are sitting around a camp fire, while Sileon is sitting nearby, manacled. Iannyor is cooking, Vellos is strumming his lute, enjoying the captive audience, while Twin Blades is looking for trouble. 

    As the sun goes down, the mist rolls in. The mist is rather creepy, and chilling. 

    The strange priestess attempts to bash her head in against the tree, and while Iannoyr wanted to stop her. Vellos felt this was a religious, so told them not to.

    In the morning, while Vellos was checking around, he noticed that they’ve gone to a new land. A land that he previously thought was only in legends.

    Kevin, the Magnificient asks where we are, and Vellos explains that we’re in Barovia. A land ruled by a dark lord known as Strahd; a legendary vampire.

    Kevin attempted to open a magic door to exit, but it didn’t work. This attempt made everything really bright. All the magic glowed.

    Iannyor climbed a tree, we only saw mists. Kevin attempted to summon his familiar, but this didn’t work all that well. The familiar burst into flames while attempting to come into existence.

    The road that we’re on, is a very nasty road. As soon as we leave the clearing, the mists swallow it up. Maybe the Vishtani will be able to get us back, if we can find them.

    Walking down the road for several hours, we eventually found something rather large and stone, with huge rusty iron gates.

    The huge iron gates slam shut after we pass through them.

    As it gets dark, the strange cleric begins to glow.

    Iannyor found a body, and decided to bury it. The rest of the group left him, though Vellos stayed with him. The peasant had been murdered by wolves. Wolves, not werewolves.

    Down in the valley, we see a village.

    We figure it’ll take us about an hour to get down there.

    And we walk towards it, and it’s taking much longer than an hour.

    And now we’re fighting Zombies. In grasslands. While the mage is throwing magic fire around. He summons a pair of fireballs which splatter on the zombie.

    Vellos takes a shot at the zombie, puts an arrow deep into it.

    The zombies rush in and attack.

    Twin Blades slashes at one, killing it.

    Sileon uses her faith to push the zombies away.

    Iannyor takes an arm off a zombie, and then Twin Blades rushes up and slashes that zombie.

    Kevin accidentally multiplied himself, then splashed rays into the other zombies.

    Vellos stepped into the bushes and thundered into the zombies, tossing one of them through Kevin’s illusion.

    Iannyor moved to slash at the other zombie, but the severed arm reached for him first, so he had to take a break to throw it away first.

    Then we finished off the zombies, with Twin Blade walking up and slashing at them.

    And then Kevin started speaking pink bubbles, his hair fell out, he became covered in grease and then started teleporting around, before finally settling down.

    So we took a bit of a rest.

    And then we wandered into the village.

    Iannyor heard some wailing, so he followed the sound, ripped down the boards over the doors, went upstairs. Kevin and Iannyor talked to an old lady, while Twin Blade tried to climb up the balcony.

    Sileon went into the tavern, Vellos stayed outside, looking confused.

    The crying woman inside gave them a doll, named Gurtruda, which belonged to her daughter Gertruda, who was named after the doll she had had as a child. Iannyor made an agreement to try to save the child, which is why she gave him the doll. Kevin had plied her with shiny rose to get her trust.

    Meanwhile, Sileon in the tavern had made friends with the Vishtani, and secured herself a line of credit. When Vellos walked in, the Vishtani recognized him of being part of the enmeda ( inspired by the edema ruh), another troupe of gypsies.

    We are told of Madame Eva, who talks to Travellers, and knows the way out of the land that we’re trapped in.

    We’ve also learned that the burgermaster wants us to kill Strahd, because this land is cursed.

    As we leave the tavern, the churchyard starts glowing with green light.

    So we went to the mansion, and were greeted by a woman in armour, who was carrying a sword.

    The party bedded down for the night. The priestess molested the son of the burgermaster.

    In the morning, the elf decided to carry the coffin, while the bard used his minor illusion to create a funeral dirge.

    The mage wandered off to get a brass brazier, while the rest of us solemnly carried on.

    We entered in the chapel, to bury the body.  There was some screaming, followed by some hollering.

    We found out that the priest’s son had become a vampire and is locked up in the undercroft. At which point, Iannyor decided to go down to cure him. With steel. In the chest.

    The plan of going down into the undercroft to stab the vampire is not a great idea.

    Once again Iannyor had his throat bitten. This time, by a vampire. We managed to put it down, eventually.

    Vellos stopped at the tavern to get some details, and managed to learn a bit of history, about the burgermaster’s daughter, but nothing overly useful to the campaign.

    After that, we headed towards the gypsy camp. We crossed a bridge over the river, and the mists were less oppressive. Our journey was fairly uneventful, at least initially. We managed to reach the crossroads, without incident.

    At the crossroads, the gallows haunted Vellos. His face on the hanging body, which hadn’t been there moments before. They were infected by the madness, each suffering a minor curse.

    Then to the camp, where they were fed, and given a tale. And then to the fortune teller, to learn of their futures.

     Charlatan – The book – The Past – History, Knowledge of the ancients and an understanding of the enemy.  “I see a only mill on a precipice, the treasure lies within.” –

    Druid – The holy symbol – Powerful symbol of good. “A evil tree grows atop a hill of graves where the ancient dead sleep. The ravens can help you find it.” – There are druids in the far west, a place called yesterhill.

    The wizard – the weapon – Power and strength, a weapon of vengeance. – “look for a wizard’s tower on a lake, let the wizard’s name and servant guide you to that which you seek.”

    The broken one – one who will help you. – ” your greatest ally will be a wizard, his mind is broken, but his spells are strong.” – Black robed mage who rallied the peasants a year ago, and after a titanic battle, he plunged off the walls. His body was never recovered.

    The Raven – creature of darkness, the place – “In the castle. Look to the mother’s tomb.” – The Tomb of Ravonia, of Ravenloft. Lord Strahd’s mother.

     And with that, we rested.

  • Firewatch : probably worth playing

    So, the Campo Santo game Firewatch was released the other day and I finished it in a pair of sittings. Overall, I enjoyed it, and I’m going to discuss it. Warning, there will be spoilers.

    (more…)

  • Weekly board games – end of may.

    51st State Master set, arrived in the mail yesterday, got in two games of it last night. Despite the similarities to Imperial Settlers, it plays fairly different. The limit on the tokens you can convert per turn changes the dynamic. You can’t just work with the raw materials.

    Innovation, twice over the weekend. It plays fairly quickly, though it gets a big chaotic with 4 players.

    Shipwrights of the North Sea. Sunday night. Drafting ships and workers, with limited space. Workers are your income and base material to convert to other goods. It’s interesting. But seemed to stall midgame.

  • Back turning!

    Not a bad day. Spent some time playing with Andryoid and bluestack, found it runs the pathfinder adventure card games decently. Then I had a thirty minute walk. Partway through I was asked if I wanted to do some gaming. Picked up my copy of don’t turn your back, a deck building game by the evil hat guys, in the insomnia fueled nightmare city setting that they created for don’t rest your head. It’s interesting, I enjoyed it, though the card draw engine is unsuited for my preferred strategy of card cycling. Hopefully tonight I’ll get a chance to play millennium blades. It’s a meta tcg board game.
    But first, another thirty minute walk.

  • Fiasco

    I’m thinking I’d like to play Fiasco. It’s an RPG-lite, with no GM, or an improv game with some dice and charts, depending on your perspective.

    Samples:

    Anyone interested in getting together for this? It would probably be on a weekend, though potentially on a weeknight with some preplanning.

  • The Ashlands Expedition

    Extract from Ashlands Expedition: 

    “I was told you know your business. I’m sending this call to more than I’m willing to hire so answer fast if you’re in. Solid pay: milk run if you can keep your head. Screw it up and I’ll slot you myself. Come prepared for a trip deep into Hell’s Kitchen. Meet me at the Magician’s Feast, back room. I’ll be waiting.”

    So, the crew met up in the back of a rather nice family style restaurant. The J wanted us to recover a package from the back of a bulldog that had been left out in the ashlands during a storm. The driver had crawled back, injuring himself in the process.

    For some reason the team had gotten kitted out and walked out through the restaurant, which would have been a problem, if not for Forked Tongue’s quick tongue and D-Cord’s tumbling skills. We were having a nice dinner before heading to a charity function, we probably didn’t need to have our costumes on quite yet.

    Driving into the ashlands in a storm, that’s a bad idea. Navigation was a problem. We had All-Starr, troll detective able to reach out and act as an astral tomtom, which helped a fair bit. One of the trucks went into the drift, and the troll and the dwarf helped to shove it out of the way.

    Fork’s spirit of air acted as an air filter, keeping the worst of the dust out of the engine. One of the trucks got bogged down in it.

    We were getting closer, following the breadcrumb trail of broadcasting beacons. And then, all the beacons were in the same spot. Initial fears were that something had collected the beacons in it’s belly, but this turns out to be the package boy, collecting up his markers on the way.

    The spirit Fork sent in to explore the crater got shot at by the defense systems on the truck. Which was quickly disabled by the code we received from the bar.

    Devil rats were munching on some corpses, another spirit led them away peacefully, so we could examine the corpses. On them, they had a compass. With the spirit’s last service, it searched out a camp to the south, aligning with one of the markers on the compass.

    Summoning a spirit of air again, we headed towards the camp. Plenty of people are waiting for us at a rebuilt community center. All-Starr manages to figure out how large the facility is and how populated it is.

    Forked walks up to the gates, asks if he can spend the night, perfectly happy to make new friends. They let the ground into the gates, after asking them some pointed questions.

    We managed to make a deal with the locals, we’ll trade them the gun from the truck for the package that was in the truck. Half the party will go recover it, and Fork will guard the vehicles while they manage that.

    Of course this plan assumes that they won’t run into danger out there, which is soon proven inaccurate. Something was out there in the ashes, buried. It stalked them, but didn’t get the jump on them, due to their vigilance. A couple of rounds and a grenade into the chest cavity and the ghoul is a salsa spread around the crater.

    We brought the gun back, bartered with the crew at the center, learned that they were known as the South-West Rat’s Nest.

    Package returned, job completed. We profited and didn’t kill anyone. Just one ghoul.

  • Job – Bunraku Bust Out

    Extract from Job – Bunraku Bust Out:

    “Hoi omae, got a job lined up for you. Some Italian J in a shiny suit needs a body brought back breathing and unharmed. You want the gig hit me back.”


    (Out of character notes: This will be the first time Dimestore and I have actually played in the same RPG in probably a year or more. That was Pathfinder and we kinda broke things a bit. This should be a fun session.)

    A drizzly Friday Morning in Seattle. The meeting takes place in an A zone. The meet is taking place in a nice restaurant. The J is an Italian, as promised in the message from the fixer.

    Fork shows up in his usual actioneer and greatcoat combo. Splice shows up on his bike, changing into his actioneer suit. Our Face is a well dressed woman, who hasn’t been introduced yet. There’s also another woman there.

    The J wants us to recover a woman who has somehow shown up in a Bunraku Parlour, with a strange fullback phoenix tattoo. We get a copy of the tattoo, and the location of the parlour. We’re getting 60K for bringing her back safe, after our negotiation.

    We queried our contacts, Fork asked Ross about the tattoo, he knew a chain that still used the tattoo machine. We filed that away for later.

    We found a local bar to hang out in, while doing some basic scouting. Fork did the astral search, found a pair of wards, a force 2 over the place and a force 4 under it. Slipping through the ward, he scanned the area inside, getting a read on the people inside. Then he headed back outside.

    Flowerchild went in, and used the old school throwback touchscreen system to rent his girl for the hour. Failing to find a girl of interest, he decided to ask the gangers if they had special order options.

    After flirting with them for a bit, she wandered in, the facility was mostly automated. The lights pointed the direction to the right room, which was the only open door. Entering the room, a jammer kicked in.

    Forked went in via Clairvoyance, and did a survey, but couldn’t penetrate through the secondary ward under the building, though the elevator will take it downstairs.  Did get a decent understanding of the building though.

    Reaching out to our contacts, the downstairs area is pretty high level.

    Without much information, Fork decided to slip through the wards into the basement is a big open room, with around 30 people in it. He found a tunnel that lead down into a more industrial part of town. The tattoo parlour happened to be 5 blocks away.

    Fork went to the tattoo parlour, and used his magic carelessly, probing into the guy’s mind, then holding him with a spell while he erased the memory of what he’d done. Not exactly subtle.

    We planted cameras at the tunnel entrance, found out that cars drive into the tunnels. Splice decided to trail one of the cars that left the tunnel. His first attempt to tail them, didn’t succeed, but he didn’t arouse suspicion either. His second attempt was much more successful.

    Someone was in the van, and they went into a house in a swanky part of town. The van may or may not be empty, and it’s the best way back into the facility.

    We splashed the guard with a combination of stick and shock and a stunbolt, knocking him out in the first round. They popped into the van, I proceeded to clean up my signature.

    They’ve tied the guard up, proceeded to tailor his pants and vest into something more revealing. An Assless Zoe Suit and a Vest combination. With a strange symbol carved into his ass cheeks.

    Hacking into the van’s computer, we looked up our target on the van’s reservation. So, we went to visit that guard. We tried to talk to him, but in the end, it was better to put him down. A couple of stunbolts, one of which he resisted rather well. The sneaker used the heavy machine pistol on him, which put him down hard, non-lethally.

    With the guard unconscious, it was a simple matter to pick her up, and deliver her to the destination. The face gave her to the J, we took the payday and left.

     

  • Job – Final Notice.

    Extract from Job – Final Notice:

    “J needs some uncooperative tenants evicted from his property without them raising too much of a fuss. Think you can handle things?”

    So, he showed up at the meeting, at a Soybucks wearing the Actioneer business suit. Carrying the greatcoat with the biker helmet. Forked Tongue, Delivery Boy, trying to climb the ladder down into the shadows.

    The J wanted a DNI call in a Soybucks. Unfortunately, the trodes were installed in his helmet. So, since the fellow was insisting on a DNI, he had to put on the helmet to take the call, which was inappropriate. The Johnson was not impressed, and didn’t consider us to be professionals. (Different styles, I suppose. I’m used to runs where mages are not  assumed to have trode nets. But that might be because I’m used to mages who take Gremlins.)
    Apparently on Runner Hub, DNI is de rigueur for public meetings.

    The gunbunny suggested a bar, provided a map to it. On the edge of the Barrens. Not my favorite place in the world, but not a bad place for a planning session. When we got inside, he decided to pull out his piece and slap it on the table. Given that it was a sniper rifle, this seemed in rather poor taste. Then again, given his attire, that wasn’t a surprise. Also, the gunbunny may not be stable, as the J took a lollipop on his way out, and he decided to sing a lollipop song.

    The datachip contains some details on the job. 6 apartments to clear out. 4 of them in one location. An old lady with her cats, 2 orc families, and a young male troll, chromed up and possibly gang affiliated. In the other two locations, both in Touristville, an old orc groundskeeper and a young female elf, who is being spied on, apparently.

    Forked Tongue is having some doubts about this career path. He stops at little electronic shop to grab some extra gear. A trode and a bandanna to cover it, and a micro-tranceiver.

    Then we headed into the projects. The gunbunny is going to play the body guard for the fellow who seems a little stuffy. The other guy, the face, he’s the driver, showing off the area, I suppose.

    Forked checks in with the locals, wanting to pay his respects to the local mojo-slingers, getting a name. Maya, who may or may not be the cat lady he’s been hired to evict. He proceeds to head up into the apartment block to meet her.

    The suit is surveying the neighbourhood, looking at it as a business proposition. The building is old style soviet block concrete building. One entrance, one exit, on either side.

    Well, Forked managed to learn the layout of the building, that visitors get escorted in and out, and that Mia is the lady he was asked to evict. He also gained a free reagent from the whole process.

    Forked goes for the summon spirits, deliver messages plan. The first apartment he visits, the spirit gets disrupted violently after delivering the message. That fits with the young male troll being dangerous. The other two message deliveries work reasonably well, though he takes some drain in the process. Then it’s a two hour nap to recover. And then a new spirit to try to check on the results.

    While I was taking my nap, the face headed over to the elf’s place, and used the still frames from the camera to get into her apartment. He used his P.I. credentials and his bug scanner to locate the camera and remove it. Then he tried to put the fear into her. This was rather successful, she decided to pack her stuff and move out.

    The spirits visited the 5th floor, where he’d requested people leave. They hadn’t left. Using fear, they didn’t leave either. They fought back.

    Forked quickly checked out the older ork gardener, who fortunately wasn’t awakened, though he did have cybereyes and bone lacing. They decided to visit him and intimidate him.

    So they’re knocking on the door of the ork under the stairs, since he’s in a basement apartment with the entrance under the staircase to the main building. And trying to get him to come out.

    Dimestore, reading this feed, suggested that we provide some goats to the ork, a la the billy goats of grim. I passed this along to the chat, they were amused but confused, and decided to force the door open anyways, with a halligan tool. The resulting explosion was pretty massive, reflected in the small space.

    This resulted in the delicious aroma of roasting edge, on both the individuals in the doorway. The suit in the car, he heard, ran in with the medikit, stabilized them, brought them to Fork in a non-aspected place to heal them up a bit.

    Took them a couple of days to recover. Forked sent in a spirit, but the place had been warded. I went in astrally, to check out her wards. I pre-edged my roll, then critically glitched on it. So now I’m terrified of the old cat lady, and her doom wards.

    Forked manages to convince the old lady to move out, going to a retirement community with a magical bent, but he has to take her place as the protector of these projects. So he’s buying a low lifestyle in the projects.

    The process requires him to go apologize to the tenants of the apartments, which he does, sincerely. And then he applies for a new apartment, in the building.

    We still have a young male troll to remove from the building, but the gunbunny managed to convince his fixer to hire the guy, as an up-and-coming runner.

    We called in the J, got paid.

    Forked Tongue will now live in the Avondale projects and has a public awareness, since he admitted to being hired to clear a building.

    Mr. White and Dart have a new contact, the elven girl who may lean on them in a pinch.

    The gunbunny made friends with YMT, who his fixer hired.

    Overall, an interesting way to spend a Saturday Morning.

  • Final Version Arthur

    Arthur
    METATYPE: HUMAN
    B 3, A 3, R 4, S 3, W 5, L 6/8, I 3, C 3, ESS 6, EDG 4, M 6
    Condition Monitor (P/S): 10 / 11
    Armor: 8
    Limits: Physical 5, Mental 10, Social 6
    Physical Initiative: 7+1D6
    Astral Initiative: 6+3D6
    Active Skills: Alchemy 1, Arcana 1, Assensing 4, Astral Combat 1, Banishing 2, Binding 1, Computer 1, Con 2, Counterspelling 4, Etiquette 1, Perception 3, Spellcasting 6, Summoning 5
    Knowledge Skills: Gambling 2, Grey Markets 2, Magical Bounties 3, Magical Security 4, Magical Theory 4, Seattle Gangs 3
    Languages: English N
    Qualities: Allergy, Common (Mild): Soy, Creature of Comfort (Middle Lifestyle), Hermetic Magician, Prototype Transhuman: Allergy, Common (Mild): Soy, Uncanny Healer
    Spells: Fireball, Improved Invisibility, Increase Reflexes, Influence, Lightning Bolt, Magic Fingers, Mana Barrier, Manabolt, Mind Probe, Mob Mind, Physical Barrier, Stunball
    Augmentations:
    Cerebral Booster (Prototype) (2) w/ Prototype Transhuman
    Damage Compensators (Prototype) (4) w/ Prototype Transhuman
    Mnemonic Enhancer (Prototype) (2) w/ Prototype Transhuman
    Gear:
    Actioneer Business Clothes w/ Fire Resistance (4), Nonconductivity (2), White Noise Generator (4)
    Astral Space Preservation Society (ASPS) x3
    FTL Quark w/ Modify the Firewall Attribute: Data Processing
    James Sanderson w/ Fake License: Mage (4), Fake SIN (4), (1 month) Middle Lifestyle
    Micro-Tranceiver
    Percival w/ Fake SIN (1)
    Reagents, Raw (dram): Hermetic x10
    Sustaining Focus: Health Spells (4)
    Telescoping Mirror on a Stick
    Trodes
    Contacts:
    Dimestore (Connection 5, Loyalty 2)
    Henry (Connection 2, Loyalty 1)
    Starting ¥: 70 + (4D6 × 100)¥

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

  • Hobo with a shotgun – James


    James – created with Hero Lab®



    James
    METATYPE: HUMAN
    B 3, A 5, R 6/11, S 3, W 4, L 4, I 4, C 5, ESS 0.02, EDG 4
    Condition Monitor (P/S): 10 / 10
    Armor: 9
    Limits: Physical 7, Mental 6, Social 5
    Physical Initiative: 10/15+4D6
    Active Skills: Acting Group 5, Athletics Group 1, Blades 1, Computer 1, Demolitions 1, Escape Artist 1, Influence Group 1, Locksmith 2, Longarms 2, Outdoors Group 1, Perception 3, Pistols 3, Stealth Group 3, Unarmed Combat 2
    Languages: Aztlaner Spanish 3, Chinese 3, English N, German 3, Japanese 3, Russian 4
    Qualities: Big Regret, Hobo with a Shotgun, Incomplete Deprogramming, Restricted Gear: Wired Reflexes (Alphaware)
    Augmentations:
       Cyberears (Alphaware) (1) w/ Audio Analyzer (Alphaware), Sound Link (Alphaware)
       Data Lock (Alphaware) (1)
       False Face
       Reaction Enhancers (Alphaware) (2)
       Skin Toner (Alphaware)
       Smuggling Compartment (Alphaware)
       Voice Modulator (4)
       Wired Reflexes (Alphaware) (3)
    Gear:
       Identity: Specify Name w/ Fake SIN (1), (1 month) Squatter Lifestyle
       Identity: Specify Name w/ Fake SIN (4), (2 months) Street Lifestyle
       Lined Coat w/ Lightly Worn
          Meta Link
       Lockpick Set
       Meta Link
       Sequencer (5)
    Weapons:
       Remington 990 [Shotgun, Acc 5, DV 11S, AP –, SA, 8 (c)] w/ (20x) Gel Rounds, Personalized Grip
          Bayonet [Blade, Reach 2, Acc 4, DV 4P, AP -1]
       Bayonet [Blade, Reach 2, Acc 4, DV 4P, AP -1]
       Combat Axe [Blade, Reach 2, Acc 4, DV 8P, AP -4]
    Contacts:
    Bartender (Connection 1, Loyalty 3)
    Church Pastor (Connection 2, Loyalty 2)
    Fixer (Connection 5, Loyalty 2)
    Starting ¥: 775 + (2D6 × 40)¥

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.


  • Arthur – Hobo Mage

    Arthur – created with Hero Lab®

    Arthur
    METATYPE: HUMAN
    B 2, A 4, R 4, S 2, W 5, L 6/8, I 4, C 3, ESS 6, EDG 4, M 6
    Condition Monitor (P/S): 9 / 11
    Armor: 8
    Limits: Physical 4, Mental 11, Social 6
    Physical Initiative: 8+1D6
    Astral Initiative: 8+3D6
    Active Skills: Acting Group 1, Arcana 1, Assensing 3, Astral Combat 1, Athletics Group 1, Conjuring Group 3, Counterspelling 4, Enchanting Group 1, Influence Group 1, Perception 3, Pistols 1, Ritual Spellcasting 2, Spellcasting 6, Stealth Group 1
    Knowledge Skills: Classical Music 2, Gambling 2, Grey Markets 2, Magical Bounties 3, Magical Security 4, Magical Theory 4, Seattle Gangs 3
    Languages: English N
    Qualities: Allergy, Common (Mild): Soy, Hawk Eye, Hermetic Magician, Prototype Transhuman: Allergy, Common (Mild): Soy, Uncanny Healer
    Spells: Control Thoughts, Detect Enemies, Extended, Improved Invisibility, Increase Reflexes, Lightning Bolt, Mind Probe, Mindnet Extended
    Rituals: Watcher
    Augmentations:
    Cerebral Booster (Prototype) (2) w/ Prototype Transhuman
    Damage Compensators (Prototype) (4) w/ Prototype Transhuman
    Mnemonic Enhancer (Prototype) (2) w/ Prototype Transhuman
    Gear:
    Actioneer Business Clothes
    Astral Space Preservation Society (ASPS) x12
    FTL Quark w/ Modify the Firewall Attribute: Data Processing
    Stun Dongle w/ Internal Battery
    James Sanderson w/ Fake License: Mage (4), Fake SIN (4), (1 month) Middle Lifestyle
    Percival w/ Fake SIN (1)
    Weapons:
    Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
    Contacts:
    Dimestore (Connection 5, Loyalty 2)
    Henry (Connection 3, Loyalty 2)
    Jason (Connection 3, Loyalty 2)
    Starting ¥: 1,500 + (4D6 × 100)¥

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

     

     

  • Shadowrun character building

    Well, we’ve got Fluffles the Troll, being built for Ian. We’ve got a black mage for Lori. Kylie has an elf killer, and Chris has a second story man.

    My character feels a little unfinished. I feel like I need to rebuild him. Right now, he’s a powerful mage, but it feels like he’s lacking motives.

  • FMV / QTV

    So, next time I have a lack of motivation to learn a new game, rather than looking on Netflix, we’ll put on Until Dawn or Contradiction or Her Story. Video driven games that work well with an audience.

  • Shadowrun character ideas.

    We’ve got our DM back and we are looking at starting a new campaign. I’m a little unsure about what to play, since the characters seem to have a lack of cohesion at this point. We’ve got Katsu, a corporation-raised infiltration man, a mage who is very focused on avoiding conflict, and someone who is considering building a wookie in a winnebago. The latter fellow probably needs a smack upside the head, but the character concepts could work, potentially. Shadowrun is a rich system, and there are many routes to many end results. The same character concept can be made through magic or machinery with roughly equal success. I normally put together a face character, someone who can keep the game moving forward, since I tend to be pretty comfortable with improvising. For the secondary role, I go with either a hacker, or a mage. The problem is, because there are so many build options, I need to have a good concept, or I’ll get lost in different build ideas.

  • Empathy Training tools.

    My copy of …and then, we held hands. has arrived.
    It’s a strange board game, and the writings about it have mentioned this. It can be played in silence, with both players showing what they have, attempting to work together to reach a common goal, for if one of you can’t use their cards to move, you both lose.
    I think Reive and Moondancer would be interested in it.

  • Blood Rage!

    So, we played our first game of Blood Rage today.
    It was pretty enjoyable. The drafting mechanics were interesting, especially since nobody knew too much about what to expect.

    We found a few combos that felt a bit broken, like the leader who could travel after battle, pillaging around the board during the first age.

    In the third age, I managed to get the lovely combination of Eternal Dragons and Friga’s Domain, allowing my flaming ships to return if they were destroyed.

    We ended the game with myself at 144 points, Dimestore at 106, and the others not far behind.

    I suspect this will hit the table again shortly. It has some elements in common with Cthulhu Wars, specifically the Power/Rage system, but I think Cthulhu Wars might be a slightly stronger game still, though certainly less played by the majority.

  • The DKIS Problem

    The DKIS Problem a shorthand term for pair of competency related issues known as the Dunning-Kruger Effect and Impostor Syndrome. In simplest terms, a lack of perspective means that people will misjudge their abilities, with less introspective individuals judging themselves superior, while same time, more introspective individuals will judge that the tasks were simple. This leads to doubt that they have any additional competence, feeling that they are in fact impostors for any credit that they are given for their skills.

    Mainly this comes from the fact that the better you get at something, the more you understand all the nuances required to do the job properly and all the little things that can go wrong. These are things that a person not experienced in the task would overlook and potentially underestimate. Instead of understanding the task, they’d relate it to a task that they do with ease, and in the process they would not only draw false parallels, but they’d have also likely forgotten the time spent developing those skills to the point where they became effortless.

    I suspect that there is also a variant of this for physical appearance, where people will judge themselves, at their average, based on the appearance of others at their best, especially in this post Photoshop era. Thus people who would be of better than average attractiveness consider themselves to be of below average.

    In any case, I was wondering what the implications of this were for the various communities that I’m involved in, and some examples of it are glaringly obvious. There’s a particular GM who comes to mind, who is at best average in his ability to tell a compelling story, most of his plots are remixes of other stories, without much in the way of unique takes. But as this individual is not overly introspective, he won’t realize the limitations of his creations.

    On the other hand, another GM I can think of, underestimates himself, despite being one of the best GMs that I’ve ever sat down with. He is annoyed by the fact that he needs to refer to the audio logs to recover details from a side plot that occurred during one of the previous 6+ hour sessions, usually a week or two prior.

    In the BDSM community, the same pattern is likely there. I can think of a variety of individuals who consider themselves to be competent or skilled at things, only to have the general consensus being that they inflate their competence. Though in those situations, it is mostly attributed to ego, rather than a flawed thought process.

    Conversely, there are some who are extremely skilled at a certain task, but through practice it has become rote for them, and thus they don’t feel that it is worthy of the praise that they receive for it.

    The balancing act between confidence in something and crushing doubt, made more difficult by the inability accurately judge the difficulty of a task, coupled with the inability to discern the biases of external arbiters; it is daunting. And many would question the value in having that structure in your head in the first place. Why convert the idea into a mental construct, rather than just trusting your gut?

    Without some external points of reference, you can’t have accurate perspective, and I think that’s dangerous. Too many knocks on the head from misjudging the height of things to think otherwise.

  • Starlit Citadel, and Advertising.

    Starlit Citadel is my FLGS of choice, despite not being all that local to me, having hours that totally don’t overlap with my work schedule, and them being more a warehouse than a store. I met them a few years back at Gottacon, and we’ve run into each other at various places since then. I’ve even helped them move. No surprise there, who haven’t I helped move?

    For ages now, I’ve been referring people to their site, though I haven’t actually been using the referral links, so I haven’t been getting the Citizen Rewards bonus points that I should be getting; it’s a pretty nice program, btw… I’ve used it to get a decent number of free games.

    Well, now they’ve set up an affiliate program, so I’m going to be adding those links to a couple of places on my blog. Mostly to posts referring to games that were purchased from Starlit, or could be purchased from them now, since a few of my games weren’t originally available from them, but have since been brought in.

    I’ve been told that this whole social networking thing can bring in money, and while I doubt that’ll happen in this case, I’m at least curious to give it a shot.
    When I initially tried to add their link to my blog, it didn’t work properly, partially because I’m running adblock plus, which I’d forgotten I’d left running. While Starlit aren’t at all excessive in their ads, they’re going through an affiliate company that provides ads to a ton of other companies, which explains why adblock has them blocked. So, I’ll be modifying some of their ads to make them work with my site, and trying to get them to still function with the affiliate code.

    Below is a sample of what I intend to be using.




    Purchased at Starlit Citadel

  • Ashes… Its coming.

    So, my pre-order of Ashes is officially on it’s way here. Its been shipped out of Snakes and Lattes in Toronto. So, I’ll have a copy by Wednesday or Thursday night. This means I need to plan a session for Saturday/Sunday.

    Who wants to give this game a chance?

  • Ashes : Rise of the Pheonixborn – It’s exciting.

    There is a game being published by Plaid Hat Games, that I’m really excited about. It’s a card game, where you’re playing a mage, that uses dice for the spell power pool.

    It comes with a half-dozen heroes, with a premade deck for each, but also with rules for building your own decks and for playing it as a draft.

    The game has elements of several popular games, but has a unique feel to it. Breaking down those mechanics, here they are.

    It has a card pool, provided completely in the core set, with expansions that will be provided quarterly, and not as a blind buy. I’d use the term LCG, but someone owns that term, so I can’t use it.

    When you’re starting the game, you pick 5 cards for your opening hand, a mechanic similar to the Posse in Doomtown : Reloaded.

    Then you roll dice, like Quarriors, or Marvel Dice, or Roll for the Galaxy. Those dice form your mana pool. The higher level dice can be used for any of the lower levels and there are ways to reroll them.

    Some spells like to summon tokens, similar to Magic : The Gathering, but unlike the MtG tokens, these all have card text. Some with special powers, some without. Like Magic and various other games, there are spells that you can attach to your creatures to make them stronger or more durable. There is also an exhaustion mechanic, that while similar to magic’s tapping mechanic, or the kneeling mechanic, has a few differences. You can throw multiple on a card, but only one are removed per turn.

    There is a mechanic I can’t recall seeing elsewhere, which allows you to play down extra copies of an individual card to reinforce it’s powers. These are called Focus, and they trigger at various levels. You’ve also got the ability to toss a card aside to flip the dice around; this is called meditating.

    Basically, it’s a game with a pretty interesting magic system, using dice rolls and dice manipulation mechanics, creating a nice mix of randomness and strategy.

    The biggest thing that makes this game stand out is how fast the turns feel, when compared to Magic or some other games. Each round, you can perform a major action and if you want, a minor action. Then the other play takes their turn, and it goes back and forth for a bit. After you’ve run out of dice and options, then you end the round, pull of the exhaust tokens, heal the cards that can heal, re-roll the dice, and refresh the hand, and start it over again.

    The deck design is 30 cards, with no more than 3 of each card. So you’ve got a 1/10 chance of drawing a card. Given that you can discard and draw 5 cards in a turn, plus whatever you use for meditating, you can burn through your deck pretty quickly. When you hit the bottom of the deck, you start taking damage, similar to hearthstone.

    For comparison, Hearthstone, 30 cards, of which there’s a max of 2 of each per deck. Magic, it’s 60 cards, 4 of each. Netrunner, it’s 45ish, 3 of each card. Doomtown, it’s 52, but you’ve got poker mechanics and 4 of any given card type. I’m not enough of a math guy to actually make much out of these numbers, but I’m sure some of you are finding this fascinating.

    Each of the heroes has at a few cards that are exclusive to them, a limit to the amount of spell cards they can have active in front of them, a limit to the number of allies they can have protecting them, and of course specific amount of health. They’ve also got a power that they can trigger, which is exclusive to them.

    When building a deck, you’ll decide which spells to include and how many dice of each type to include. The dice have 3 different faces, the common face, which is shared by all dice, the path face, which has the basic power for that type of magic, and the empowered face, which you need for the higher powers of that path. I’m not sure on the specific terms, but the ideas are there. The player who rolls the most common dice, they’re first player for the round.

    So far, I’ve only seen it played as a two player game, but I can see it as being pretty cool as a multiplayer game.

    Anyways, that’s why I’m excited for my copy. You’ve got a few hours left to pre-order your copy if you want to get it as part of the Pre-GenCon shipment. After that, I’m not sure when the next shipment is going out.

    http://www.plaidhatgames.com/games/ashes

  • Games I should be playing.

    Solo
    Friday – its apparently really good. Solo Survival.
    Mageknight – complicated, but the gold standard for solo games. A tough nut to crack. Maybe my goal for #GencantSolo.
    Lord of the Rings – solid mechanics, good thematic experience.
    Robinson Crusoe :  – another solid game with some interesting mechanics. Based on the novel, it’s very much a survival game.
    Alien Uprising – Worker placement escape the alien planet game.

    Two player – exclusively.
    Claustrophobia  – asymmetric dungeon crawler. Go into the dark places to fight demons…
    Mage Wars Arena – wizards fighting!

    Two Or more.
    Valley of the Kings – Egyptian deck builder. Neat Crumbling market mechanic.
    Five Tribes – Mancala-based  tiles puzzle. Pick up meeples, drop in them in paths, collect the matches on the last tile, and go for a score. With some auction mechanics.
    Legendary Encounters – co-op survival in the Aliens movies.
    Xenoshyft – co-op lane defense against alien hordes, ala Starship Troopers.
    Blood Bowl : Team Manager – Sportsball battles
    Tokaido – Zen game of wandering through Japan.
    Abyss – Pearls, Keys and the undersea kingdom.

    Three or more
    Dead of winter – tense survival with personal goals and the potential of traitors, and of course zombies.
    Among the stars – build a space station by drafting titles.
    Star Wars : Imperial Assault – mission based adventure game, in the Star Wars universe, around the time of original trilogy.
    Cthulhu Wars – Conquer the world, and end it.
    Black Fleet – Pirates!
    Terra Mystica – Magical landscaping.

    Four specifically.
    Shadowrun : Crossfire – Co-op combat.

    BTW, Most of these games were…




    Purchased at Starlit Citadel

  • Scencest – practical or paranoid?

    Many years ago, when asked why I didn’t date a particular girl, I used the term scencest to explain my discomfort with dating someone inside a small and insular community. Too many crossing paths, too many common friends, or worse too many common ex’s.

    The BDSM community has grown a bit since then, but I find I still have that discomfort. How does one get over it, or it it healthy to maintain it?

    I suppose it doesn’t help that plenty of the guys in my community tend to crowd around the attractive newbies, which tends to scare them off and that just makes the problem worse.

    When a couple breaks up, odds are good that the male will stick around, and the female will either leave or get a ton of messages.

    I’m old, grumpy and bitter, I’ll admit. But how much of this problem is in my head, and how much is what you also see?

  • Characters

    I’m thinking I should put together a page that lists the various characters who appear in this list, separating those who exist from those who don’t and providing as much or as little real world context for them as they feel comfortable with.

    This was motivated by aRedBaroness joining the board games and DerBlob having a handle that I am having a hard time associating with him.

    So, if you want to volunteer your context, let me know.

    Dimestore is our shadowrun GM, a regular board gamer, a scholar and a gentleman.

    John Duggan, when he appears in the blog, is a fictional interpretation of a real person, who I never spend much time with. Less of a scholar, but no less a gentleman than Dimestore, he has serious obligations that tend to interfere with board gaming.

    Reive Doig has been a figure in the Vancouver kink scene for a few decades now. He’s something of a pioneer, with a passion for community building and education. He is part of the team behind Noir and Erotic Vancouver, which I help with. He tends to have too much on his plate at any given time.

    aRedbaroness and I have known each other for years, since I dated one of her friends. While that ended with a bit of a flat note, the friendship has remained. We’ve recently started to collaborate on some projects, as we both have a strong focus on the written word.

    mogdoll, the henchmuffin, is a great minion.

    I’m sure there are more and more details will be added, but this was what came out of my head on the ride to work.

  • Shadowrun returning

    So, it sounds like we’ve for enough players to actually have a Sunday shadowrun start up again. aRedbaroness has an elf adept she’s working on, specialising in some variant of killing hands. DerBlob has a Dr.Nick style streetdoc he’s building. I’m probably doing a face mage again, probably face secondary. Hopefully this time it won’t be a slippery slope into blood magic depravity.

    We played a round of five tribes, and apparently I didn’t explain the game very well, because people were realising midgame some of the rules. But everyone had fun, so that’s not to bad.
    After that, DerBlob and I played a round of Imperial Settlers finally. I now understand why people like that game. The drafting mechanics, the tableau building, the choice to convert a card directly into resources, and the empire building. Over a period of 5 turns, making a game session less than an hour. Definitely one I’ll want to play again, now that we have the hang out it.

    Didn’t get a chance to play Spyfall or Dead of Winter, though Spyfall is now prepped for next time. Well, partially. We’ve decided to upgrade it with manilla envelopes for all the mission sets.

  • Doomtown!

    Saturday Afternoon, I headed over to Magic Stronghold, to check out the new Doomtown : Reloaded Organized play sessions.

    I was late, because of the events of the night before, and the extended period of taking care of Nikita and Guinness, over at my parent’s place. And the transit problems created by Hat’s Off Day, and the related road closures.

    Had I had more sleep, and had more time to properly rebuild my decks, I’d have enjoyed the game more. The deck I built, terrible design. Not enough starting influence. Maybe I should use other people’s deck designs off Doomtown DB, until I get better at it.

    That’s the big stalling point of Doomtown, the deck construction is just a little too heavy, when compared to every other game out there. Balancing the deck structure and the draw structure, balancing influence and bullets. Being sure to have enough starting influence and enough money to keep working on the game. It’s tricky.

    Again, I recommend watching Willingdone’s videos.

    The hosts was a friendly guy, I’ve proposed we do another game in a couple weeks, and hopefully that’ll get things ready for the tournament he wants to run next month. Hopefully that gives me time to get a decent deck built. Still, $5 entry fee, so no big deal if my deck isn’t strong.

  • Our Karma Distribution System

    A while back, we decided that we wanted to figure out a way to make the karma system more interactive and more real time. We took the concept of bennies from either Dresden/Fate or Savage World, and brought it into our Shadowrun 4th Edition game. Players were given a handful of Poker chips that had their initial scribbled on it. Originally it was one chip for each player, but we later raised that amount to be one or two above the number of players. The GM took a handful of red and blue poker chips. The white ones with the player’s initial on it was worth .5 Karma when received from another player. The Blue ones were worth a full Karma, and the red ones were given out to mark a problem or debt that the player had picked up during the session; to remind the GM and the players that there was a shoe that was yet to drop.

    During the course of the game, if someone did something cool, you’d throw them one of your chips. If they took one for the team, or had the right skills at the right time, or any of the other things that the GM might have awarded the end of session, that was a reason to throw them karma. Also, if they did something you thought was worth rewarding, if they exhibited behavior you’d like to see again, you threw them a chip. A particularly cunning plan, or a great joke, a quick recovery when something went wrong; all good reasons to toss a chip over.

    The GM still tosses out the occasional bit of Karma from time to time, for things he thinks should be rewarded, and there’s still the end of mission Karma for obstacles faced and challenges overcome. In the long run, this won’t be more karma than the players would receive, but because it’s more tied to specific events, it tends to encourage better play.

    Anyways, that’s our system, and I think it’s one you might like.

  • Some gaming, finally.

    Over the weekend, Dimestore, Thike and I got together for some gaming. We had a game of Legendary Encounters Alien, where we won for a change. This was likely because Dimestore was playing the commander role and his main move was to collect up all the sergeants, allowing him to grant us an extra 2 purchase credits during our turns, or giving me an extra two damage when I was using the mercenary. It was definitely much easier than in the two player games.

    I think it was also less fun for me, as I was playing as the mercenary, and most of the time I’d sacrifice my purchasing power to be able to damage the aliens that were coming at us. I almost never purchased anything good for my deck, and it was definitely something I noticed. The deck felt weak, or perhaps lacking in development. It felt like I wasn’t seeing any cards other than my basic starters, with the exception of one coordinate card I’d picked up. I think that’s a weakness of the mercenary role.

    Legendary is a decent co-op game, and I’m going to enjoy playing more of it.

    We’d intended to play Doomtown, but didn’t have decks built for it.

     

  • Podcasts I listen to.

    This will probably get converted from a post into a page, to make it easier to reference, but I was checking reddit today and was reminded of a podcast I’d listened to but I’d lost when I’d swapped phones. So, this will be a list of podcasts I recommend, which can also double as an easy place to reload my podcasts if I swap phones again.

    Giantbombcast.  – Solid Video Game discussion with a mix of interesting personalities and digressions.

    Stop Podcasting Yourself – Vancouver-based comedy podcast, with Overheards, material taken out of context.

    Video Games Hot Dog – A great video games discussion podcast

    Horror Show Hot Dog – Horror movie discussion podcast. Love the cast.

    Slaughterhouse Princess – another horror show podcast. Moderately crazy. Mostly talk with them via their facebook.

    Kingdom of Loathing Podcast – Where the guys from Video Games Hot Dog came from, fairly interesting, some material is only relevant if you play the game.

    Welcome to Nightvale – Surreal community public radio from the desert.

    Idle Thumbs – Video games discussion.

    Shut Up and Sit Down – British board games podcast.

    The Secret Cabal – Board games discussion.

    Blue Peg, Pink Peg – Board games discussion, focus on gaming in regards to relationships.

    Cardboard! – Board Games discussion.

    Terminal 7 – Netrunner Discussion.

    The Dice Tower – Board games discussion. – see also, Dice Tower Network.

    Low Player Count – Board games discussion with a focus on smaller groups.

    Critical Glitch – Shadowrun podcast, with a focus on teaching and public gaming.

    The Arcology Podcast – Shadowrun podcast, focus on 5th Edition, and some recorded play sessions.

    Harmontown – Only recently added to the roster. The brains behind Community, and they do some live Shadowrun, so it’ll likely stick around.

    8-4 Play – Video games podcast, focus on Japanese gaming.

    There are probably some that I’m missing, as I lost a bunch when I swapped phones recently after my nexus 5 required an RMA. For whatever reason my backup didn’t preserve the podcast software’s subscription file.

  • Upgrading my current PC

    I’ve got an invoice for a PC I built in 2012, for around a grand. I want to figure out what’s the best upgrade path. Aiming for playable Star Citizen at 1920X1080. Any thoughts would be welcome.

    The parts list from the invoice:

    EVGA GeForce GTX 460 823MHZ 1024MB 4GHZ GDDR5 SLI Ready 2DVI Mini HDMI PCI-E Video Card

    Antec Truepower New 650W Modular Power Supply ATX12V V2.3 Active PFC 80 Plus SLI Ready 120MM PWM Fan

    Corsair CMZ8GX3M2A1866C9 Vengeance 8GB 2X4GB DDR3-1866 CL9-10-9-27 Memory Kit

    AMD Phenom II X4 965 Black Edition Quad Core Processor AM3 3.4GHZ 8MB Cache 125W 45NM Retail Box

    ASUS M5A99X Evo ATX AM3+ DDR3 AMD 990X 3PCI-E16 2PCI-E1 1PCI USB3.0 SATA3 GBLAN Motherboard

    Mushkin Chronos 120GB 2.5IN SATA3 Sandforce SF-2281 SSD Solid State Disk Flash Drive – Replaced with a different SSD after a failure.

    Update :

    I’ve doubled the Ram and installed a second SSD as my games drive, using my funds from my midnight moving service.

    I’ve also swapped back to Windows 7, and most of the issues appear to be resolved.

  • Lord of the Rings – LCG

    The other day, I picked up a copy of the Lord of the Rings card game. It’s a co-op LCG, where you run a trio or sextet of heroes through a series of encounters on their way through the events of various sections of the LoTR mythology. The starter box comes with Through the Mirkwood, where you face off against the giant spiders, and two other scenarios. I’ve done about half a game of through the Mirkwood, attempting to get a feel for the game. So far, I really like it.

    I picked this up after listening to the Low Player count podcast. It was the favorite game of two of the three hosts. I’d also watched through some Watch it Played, to get a feel for the mechanics. They’re similar enough to the mechanics to Magic to be familiar, but also unique enough to be interesting.

    On a whim, I also bought a copy for pair of old friends who I never spend time with these days, as they tend to be busy raising their daughter. I figured since they both enjoy LoTR and this is a good co-op, they might enjoy playing it together. They just picked it up from the Post Office last night, and I’m curious to hear their first impressions.

    Amusingly, while I initially bought it on a whim, I found out the next day that it was her birthday. While I rarely actually send people birthday gifts, as I have a strange policy regarding birthdays, this case of synchronicity worked out nicely.

    I suspect this will become a series of short articles regarding my thoughts on the LoTR LCG and on the whole solo/single co-op aspect of board games. I’ve got a few I’ve picked up over the years that are supposedly playable as single co-op, and as I rarely have much social gaming time, it might be nice to enjoy the mechanics on my own.




    Purchased at Starlit Citadel

  • If I had friends…

    …I’d plan to spend this weekend playing  board games with them.

    Since I don’t seem to have friends with free time or an interest in board games, I’ll binge on netflix, play some ingress, and walk until my feet hurt. And maybe do some writing.

  • Decompression.

    Well, it’s Tuesday now. I had an interesting weekend at GottaCon. On Sunday night, I got news that my grandmother had injured herself on the stairs, she’d slipped fallen a few stairs. She didn’t break anything, but has a few bruises and is obviously stiff. She’s currently walking with a walker, and will be staying with my uncle for a bit.

    We headed back after we heard the news, rather than sticking around for the extra day. During a rush to catch the last ferry, we managed to leave behind a big IKEA bag full of board games, which have since been recovered and are on their way to being returned.

    Work has been a bit hectic. The unanswered email pile got a bit large while I was away. And the other guy who was on nights with me tonight, had a bit of an emergency, and hasn’t come in.

    Not much longer, and I’ll head home.

    I’ll heat up the leftover pizza, crawl into bed, and then come back in tomorrow.

    Then Thursday, I’m going for AYEC Lunch, before work.

    Unclear about my plans for the weekend, though I’d like to try to get people together for Shadowrun planning on Saturday. Most likely it’ll end up getting botched again, but it’s worth trying.

    And in two weeks, I’m heading back to Victoria for Domlander. I’ll be doing some coverage on it for EV.

  • live fire enviroment.

    Testing in the laboratory is a good start. Once its solid there, then you test it under field conditions. Then you get someone else to test it; if it can survive that, then you’re ready to deploy it.

    Remember the key to success is being able to recognize when you’re completely unprepared and having the fortitude to go for it anyways.

    Having a wide ranging skill set and the right tools is far less stressful though.

  • Games for Gottacon.

    Those that are coming:

    The Maybe List:

    The Nope list:

    Pile is too big!

    Down to the vitals:

    Cthulhu Wars
    Roll for the Galaxy
    Dead of Winter

    Alchemists?
    Evolution

    Among the Stars

    Doomtown – May need to pack smaller.
    Netrunner – Has it’s own bag.

     

  • Review – Xia: Legends of a Drift System

    Background : (Why I got the game, skip if you don’t care about context)

    A while back, I heard great things about Xia from a couple of different people. A guy at the local Trumpeteer Gaming club was drooling over the copy he’d gotten from the Kickstarter campaign, and it was mentioned by a couple of podcasts I’d listen to. I’ve gotten a bit burnt out on Kickstarter, after the Zombicide and Miskatonic School for Girls failed to live up to the hype. I’ve still got the bonus minis for Zombicide, which are apparently selling for a ton each, though not locally, and I’m trying to decide how best to sell them off.  With that in mind, I wasn’t sure how much of the game’s hype was the post-Kickstarter rationalization process and how much was legitimate appreciation. Anyways, the other night, I accidentally sold off some Warhammer stuff that I’d had kicking around the basement and managed to get a copy of Xia : Legends of a Drift System in trade for the balance.

    The game is 3-5 players, and we happened to have 3 players over at my house last night. That gave us a choice between Xia and Dead of Winter, which I still haven’t played. Given that we’d spent a bit of time talking about Star Citizen that day, Xia was the obvious choice.

    Components and Setup :

    We opened the box and were impressed with the quality of the components. The materials feel great. Solid cardstock and a nice variety of pre-painted ships. And plenty of plastic storage bags for sorting out the components. It took us a bit of time to understand all the pieces and where they should go.

    We watched the Tutorial video on FarOffGames site, it helped quite a bit, though it didn’t go into the mechanics much. We read the rules, played the into game, the one with the 5 point goal. It went quickly, with Dimestore almost wining the game in his first turn, through a nice bit of luck in the draws. The other player, Kilo, managed to blind jump into a star, killing himself instantly. With that under our belt, we reset the game and started up again.

    First Real Game:

    This time, we set the point counter at 10 and put together our ships. I made an attempt to travel into the the nebula to harvest plasma to sell on a nearby planet. I managed to get one cube worth of energy from the nebula before my ship’s power supply had been drained to the point where I was worried I wouldn’t make it back to the dock to recharge. Dimestore decided to try scanning for new systems, wary of blind jumping into danger. Kilo decided to pick up a couple of missions and managed to perform “Science!” on a local planet. Basically, the game was living up to the promise of being a sandbox. Dimestore blind jumped through the shields of one of the planets, getting himself a bounty in the process. We attempted to find the rules for getting rid of a bounty, but apparently you can’t buy them off, not that he really had the credits for it anyways. One of the discovered planets was willing to sell plasma so I was able to set up a nice trade route, running plasma from one planet to another. Kilo continued to perform missions while Dimestore explored, looking for a planet to deliver his mission to. He managed to find an amazingly powerful trade route, one that could be achieved twice during a single turn. These two trade routes turned into a race to see who could upgrade their ship the fastest, and we hit the 10 point marker before getting to play with the tier 3 ships. I think next time we’ll play a longer game.

    We sorted out the components and cleaned up the game, and it’s definitely on our list to play again in the future. After that, I updated my game list over on Boardgamegeek, putting in ratings for a bunch of things we hadn’t bothered to rate.

    Summary :

    I like it, and I’ll play it again. It has a nice mix of space theme, cool mechanics and options for gaining Victory points. It is very much a sandbox game, which is something I’ve always been fond of in video games, but hadn’t really seen much of in the way of board games.

    The models are all really neat and fairly distinctive. The ships each have their own special powers and the outfit system, which is basically an inventory-tetris mini-game for the various components and the cargo, works really well. I can imagine an expansion that includes missions with specific cargo requirements that would be really interesting.

    It does require a decent amount of table space, and we probably need to come up with some better solutions for storing the outfits. While piling them up in stacks on the table sort of works, they tend to get messy once you start upgrading ships and moving them to make more space on the table.

    I think one video game comparison would be FTL, though I’ve seen others compare it to Freelancer. Television wise, it’s clearly Firefly or maybe Red Dwarf. Or I suppose Cowboy Bebop.

    I’m not sure how common the game is at this point, but it’s certainly not impossible to get currently, unlike a few other games I could mention. If someone in your local gaming circle has it, give it a try. If not, it might be worth getting, as the component are a good value for the cost and the game is quite a bit of fun.

  • The Kinky and Geeky Munch

    I can’t recall the last time I’ve been out for a munch. Probably at least 3 months. I made the time to come out to this one, expecting to go out to the TNG group to support them. However, I ended up at the Kinky and Geeky, though I’m not exactly sure why I made that decision.

    One factor would be that there’s a one shot game of the Laundry files happening at the Kinky and Geeky and I haven’t played an RPG in ages. We’ve attempted to get our Shadowrun game up and running again for a while, but without much luck.

    The Laundry Files is a series of books by a British author focused on the bureaucratic solution to the problem of non-standard math allowing people to access the parts of reality where the really nasty things live. The Laundry is a department that doesn’t exist, that employs people who have seen things that shouldn’t be seen and survived. Better to give them a job and a pension rather than melting their mind while trying to wipe it.

    Once again, Live blogging from an event, because that’s something that I find amusing.

    We’ve all just arrived to work and we’ve been called up to Mahogany Row.  Based on the file they gave us, they want to send us to West African nation for reasons they’ve yet to explain. I’m playing a female computational demonologist, carrying an iphone with some pre-loaded spells and a laptop with some warding.

    Around the table with me are a variety of other people playing other members of the Laundry. Of them, two have familiarity the Laundry and the others with passing familiarity with Lovecraftian horrors. Overall, probably a decent group for a horror RPG.

    Great, our job is to rescue hostages from a Liberation army. Rebels aren’t the friendliest in the best of times, but in a dictatorship, that seems suicidal. Especially an isolationist dictatorship. No diplomatic contact in more than a few decades.

    As a demonologist, I’ve no idea idea how I’d be useful in a situation like this.

    We’ve got an extraction team, which might come in handy, once we find the hostages. If we find the hostages. Bloody students. Why did they get themselves in this sort of trouble? And why do the the powers that be think it’s a good idea for us to be sent in to get them out?

    Oh. Right. Cults. That explains everything.

    There was a dagger, it was used by a cult, and it was lost in the country before the diplomatic channels were cut off. We need to find it and recover it. We aren’t allowed to destroy it without getting clearance from Mahogany row.

    The hostages are secondary priority, if that.

    We’re being flown into hostile territory.

    I attempt to install the Thaumometer  into my Warding Laptop to create a better scanner system. I succeed, creating a short burst scanner that’ll allow me to check a single building in a burst. So, once we find where the knife is likely being kept, we’ll be able to narrow it down in a hurry.

    The Military checkpoint is nicely intimidating, like any good military checkpoint into a west African dictatorship. I’m not carrying any obvious weapons. The other members of my team have weapons, but nothing that would be a threat against the mounted guns that the guards have trained on us.

    The city that we are driving through looks like a shanty town, something out of the worst of the third world. But given that they’ve been cut off from the rest of the world for decades, that’s not surprising. What is surprising is that there are some fresh power lines that have been run out to a large facility. There are also cellular towers. Given that we know they’ve been working with the Chinese to improve their infrastructure, it isn’t surprising, but it is strange, the limited nature of the upgrades.

    And now we’ve arrived at a colonial mansion that has been upgraded with the latest technology. Big Screen TVs and leather couches. The place is kitted out like a 5 star hotel.

    We also get a better view of the power grid, confirming that it was running out to the Chinese compound. Which has a certain alien aspect to it.

    The solider in the party manages to arrange for a tour of the facilities. I stay back in the rooms to do some hacking, while the rest of the team checks out the mansion.

    Now we’re in a meeting with the headman, who has decided to telecommute to the board room. So we’re in a mansion, and he’s up in a palace some place in the hills.

    We’ve got a possible lead with the cultural museum. It’s possible the knife ended up there. We’ve also got a criminal mastermind, so she can probably locate the underground, and through that find the rebels and perhaps negotiate with them.

    The translator, rather than asking the guard where he could shoot his gun, he asked the guard where he could shoot at him. This appears to have caused some commotion. The stealth members of the team took advantage of this to escape out over the wall. Actually, judging by what the captain said, he offered to carpet bomb some villages.

    And then the translator decided to cast a crazy powerful scrying spell, by hand. And despite the huge penalty, he managed to succeed. Though this might have melted his brain. It may have also melted my Thaumometer. But I didn’t notice, because I was in the hot tub, gambling for bullets with the guards. I apparently turned my two bullet stake into six bullets. So I returned the original pair of bullets to the solider on our team.

    The diplomatic officer used the Sleep-App on the necronomiphone to contact our superiors. She received some serious information, the sort that required her to gain a new clearance level.

    The stealth team managed to find out that the local church appears to be controlled by the cult of the bloody tongue. The stealth team cocked their pistol, and then the guys dragging the body to the altar dropped the body and turned their guns on the stealth team, and the cultists. The stealth team managed to dive into cover, the majority of the bullets went into the crowd of cultists, who didn’t stop chanting.

    They managed to escape into the night.

    The translator has woken up in the morning and decided to burn the paper he had used the night before to cast the spell. He failed to notice the smoke detector, so the guards decided to come in. The guards heard the alarm and tried to enter the room. He responded with “Don’t come in, I’m enjoying my fire time.” At this point, the guard broke down the door, finding him in the bathroom, with blood smeared on his face, and dark circles under his eyes, and a bathtub filled with burnt paper.

    At this point, we have a briefing. We know that the knife is in the Chinese compound, where it may be guarded by otherworldly monsters.

    We know that the cult leader can use the knife to become an avatar of the bloody tongued one, who is probably an elder god of some sort. There also appear to be Ents with iron teeth. Ah, right. it’s Nyarlathotep.

     

  • Gottacon planning.

    Well, Dimestore and I got our Warhorn clearance today. We can now register for the various festivities. Well, we could, if the site was actually letting us register, which it doesn’t seem to be doing. (After a quick email to the organizer, it is now working.)

    I’m wanting to do the midnight game again, as it’s an experience you can’t get anywhere else. But I wonder if that’s being selfish. We’ve done it before, maybe we should leave the slots for people who haven’t experienced a multi-table game before.

    I think I want to compete in a few of the tournaments. Netrunner, for sure. Lords of Waterdeep, probably. Not sure what else would be fun.

    I’ve got my tickets for the Nude Hope and Portal 2 show. Those should be good, I enjoy what the Geekenders have together in the past.

    I wonder if Dimestore and I should put together a Shadowrun Missions session or maybe a game of Crossfire.

    If I had access to more copies of Arctic Scavengers, running a mini-Tournament of that could be extremely amusing. Call it the Frozen North Tribal Challenge. Perhaps pick a few other games with a similar theme and make it into a charity event. I like that idea. I wonder if I can convince anyone else it’s worth doing.

  • Yet More Netrunner.

    There’s a tournament at Starlit on Saturday. Dimestore and I signed up for it. However, he’s got a couple’s day with his wife instead, so I’ll be going in solo. This tournament has a special prize for flatlines, so I’m working on a killer deck for a change. I’m a bit stumped on ice balance currently. I’ll probably work and rework it for a few hours tonight.

    After the tournament, there’s two options depending on the timing. Make an effort to go check out the local vampire LARP or relax for a bit. I’ve got a birthday party later that night, so that’s where I’ll eventually be, unless I start feeling antisocial again. Though I’ll probably show up as I bought the host a present and so I should go at least to deliver that. I think in theory it’s something he’ll enjoy, but perhaps I’m wrong.

    Monday I helped friends move. Showed up with a cargo van, we loaded it to the gills, drove over, unloaded it. Rinse and Repeat. No major hassles, no injuries. A couple squished fingers but no blood for a change.

    Afterwards, the timing worked out for me to hit up the local ingress cross faction meetup, something I haven’t done for ages. I probably haven’t done it since I got this job, if not perhaps a bit longer. Given that I tend to only have a weekday night free a week and I’ve had a backlog of social obligations to work through. But, I was parking the moving van nearby that night, and the food there is decent, so I dropped in to be social. A few people were glad to see me, a few people didn’t know me, and a few people were weird. But that’s no surprise. I learned a few things, and I had a few beer. Interesting flavors. That is the one benefit of eating there, you can usually find a tasty brew to go with your meal.

    Things got a bit uncomfortable for me when a former friend showed up. I thought about leaving, but I’d already made plans with Dimestore for him to swing through on his way home to grab a datapack from me, so I decided to stick around. For the most part, it was clear we weren’t at the same table. When Dimestore showed up, I pointed out that he was there, they said hello and had a nice conversation. Mildly interesting, since this friend had cut ties with Dimestore and I at the same time, since my stubbornness was obviously contagious. Anyways, it was uncomfortable for me, and I almost regretted that I’d made an effort to extend an olive branch the week prior, even though it was the right thing to do. I was relieved that despite my efforts and the obvious advantages of the situation for him, he’d decided not to bother with it.

    Then Tuesday, I saw that someone had started making an attempt to make the geek community a better place in Vancouver. And I thought that would be great. Until I saw that they’d tainted the well already. I’m sure they had the best of intentions, but inviting the rather defensive girlfriend of a man who abuses the word community for his own profit into the group meant to repair the community… I just can’t see that turning out in a positive manner. Given his actions regarding Zombiewalk and various other things, I’m uncomfortable dealing with him. I’ve burnt out on it. I talked to the guy who’d done the inviting for the group and the guy who’d started the group, let them know that for health reasons, I’m not interested in being involved. My experiences with that individual have been so toxic that probability of his involvement was enough to make me not want to be involved, to avoid that ugliness in my life.

    I’m torn between ranting about him further or just trying to put the whole thing out of my mind. On one hand, if I rant, it has the potential for people to understand where I’m coming from, balanced against the potential for him to use my writing against my friends who still deal with him. On the whole, it’s probably healthier to just put it out of my head. Except this is my place, so I should be able to write what I want here. Eh, I’ll just leave it for now.

    Afterwards, I was looking into some of the symptoms of PTSD, as someone in my extended social network had been interested in the job opening here, but had mentioned he had some doubts about taking the job while he was still sorting out his PTSD and his treatment. I noticed that the symptoms for PTSD match up with what I’ve been experiencing. It’s something I need to examine and it’s resulted in me doing some reflecting.

    As far as I can recall, there aren’t really any specific events that would qualify as traumatic in my life. My childhood was pretty alienated and I have some issues with betrayal and belief, but there are specific major incidents, just a variety of times when things were rough.

    I posted on my facebook that I was beginning to consider the idea that I was dealing with something that had similar symptoms to a mild form of PTSD, and that it was related to my dealings with the Zombiewalk and goth drama. I was vaguebooking, something I hate to do, but after the lecture I received last Saturday for going into too much detail, it seemed reasonable. In response, I got told off for comparing my bullshit to being in a war or being raped. Obviously my traumas weren’t severe enough for me to qualify for even a mild form of something similar to PTSD. My response was hostility and I opened a chat with the person, explaining to them that they really didn’t understand the whole story, and I was trying to work through something, not trying to whine. Apparently the hostility came across pretty strongly, as they got rather upset and wanted to end the conversation, since they felt I was bullying them.

    Yes, I was bullying them for responding to a negative comment on my facebook page. Well, I guess that’s how the internet works.

    Maybe it’s a case of my words being chosen poorly, or coming across hyperbolic. Maybe the symptoms only fit because of a psychological version of hypochondria. I do know that I have some things that are pretty nasty triggers for me, and that I need to sort them out. Not dealing with them is probably partially responsible for my current state of isolation.

    I read something interesting about the Sexodus and male responses to feminism tonight, and I’d intended to comment on it, but I’m already over my 1K words and it’s nearly time to catch my bus so that’ll have to wait for another entry.

  • Upcoming Netrunner

    December brings two Netrunner Tournaments. One at Starlit Citadel and the other over at Connections. In theory, this means I should work on my decks and get some practice in so I’ve got a decent shot. In practice, unless I manage to get some time on octgn, I doubt I’ll get any games in.

    Still, I’m looking forward to them. I enjoy the game, even if I’m not great at springing traps to kill the runners. Or evading traps meant to kill me.

    I have a tendency to not apply enough pressure, something I should work on improving.

    Still, it’s always nice to hang out with Dimestore, even if his evil engineer brain makes things more complicated.

  • Origin of the Phrase

    The most common questions that people ask when they see this site is Murder Hobo Club? Really? What the Hell? Are you advocating getting together to murder the homeless? Or are you homeless murders who share tips? Are you insane? What the hell are you thinking?

    Well, the phrase murder hobo is something that has some resonance for me. For reasons I can’t understand, it’s something that has come to mind randomly over the last few years. I think I originally heard it on the Order of the Stick forums, or the Pathfinder forums. It referred to a style of gaming that I think has become all too common. The characters, the heroes of the narrative, rather than having a noble goal, end up wandering around, with no ties to a society, randomly murdering monsters, some of which have been proven to be intelligent. And for the most part, rather than questioning the implications of such actions, gaming culture has glorified them.

    I recall one public roleplaying game that I was playing in, during which the majority of the damage done to the party was the result of my chemist character throwing around magical molotov cocktails. He was being effective, the enemies rarely had a chance to harm any of the party members. From one point of view, this was a well built character. He efficiently removed the opposition to the party.

    From another point of view, he was something of a monster. Even if he was doing the right thing, for the right reasons, he going about it the wrong way. He had completely disregarded the advice of Nietzsche. He had quite clearly become a monster, while fighting monsters.

    At that point, he and the party of adventurers, they weren’t heroes, they were wandering murder hobos. Around then, I realized that something just wasn’t quite right and I took a break from playing that character.

    Later, I was running a public game and I realized that I hadn’t been alone in my descent from hero to monster, it was something more common to the gamer experience. While most systems have rules that make it less likely that you’ll do splash damage to innocent civilians, many systems have impressive destructive powers that would have at the very least a psychological impact on the civilians who observe your actions. Rather than praising these “adventurers”, writing songs about them, looking up to them, and all the things that these grateful villagers supposedly do, it seems more likely that they’d either be hiding from the party, or getting out the pitchforks and trying to chase them out of town.

    The shift towards anti-heroes in fantasy media and geek culture isn’t something new, but I think in many cases the consequences of this shift are neglected or ignored.

    When I’m playing Shadowrun, I know I’m taking on the role of someone who lives outside the system, as the game is about being a deniable asset. While it is possible to create a party who are all on the right side of the law, this is not the expectation or the norm. It’s understood that you’ll be breaking the law, and getting well paid for it. It is a game that focuses on the many shades of grey.

    Fantasy Roleplaying games, and by that I mean games in the style of Dungeons & Dragons or Pathfinder, tend to assume that the party are heroes. The core assumption is that you are the good guys, trying to save the world from the forces of darkness.

    Both D&D and Pf have the 2 Axis of Alignment, Order vs Chaos and Good vs Evil. There are plenty of memes and postings out there talking about how alignments gets abused, and for the most part, it gets treated like a joke. After all, these are games, we are playing them for fun; we’re rolling dice to enjoy a story with friends, to relax. To get a chance to escape from the stress and mundane aspects of our ordinary lives. So, why take them seriously?

     Well, at some point, we realized that the idea of role playing had some merit as a tool in psychotherapy. We realized that being able to play out various scenarios helped us to engage with ideas on a less cerebral way than merely thinking about them. So, if role playing is valid as a psychological tool, then shouldn’t we consider the psychological aspects of our roleplaying?

  • Netrunner at Magic Stronghold

    Today: a Netrunner tournament at a local gaming shop with my friend Dimestore; (At least that’s his nom de net).

    It’ll be first constructed tournament, and my second Netrunner tournament overall.

    My corp deck, I’m pretty comfortable with, I’ve played it a few times and I know what it needs. Then again, I swapped out a handful of cards last night and I’m not sure how much impact that’ll have.

    My runner deck, not so much. Its been evolving over the last little while, but I’ve not played it enough. It’s been virtually scrapped twice in the last 24 hours. I started with a something that straddled two different ideas,  but its now much tighter and focused mostly on a single concept now.

    Odds are good I’ll write up a summary after the tournament, with some thoughts on what worked and what didn’t. There’s two more tournaments coming up next month and I’ll be able to play in both of them.

    Right now, I’m riding the bus and I’m typing up this post as a way to clear my mind and warm up my brain. To me, it feels like the writing style is different than my usual style, but I’m not sure how much that’ll come across. I feel like I’m being more deliberate and less casual about my word choice.

    On some level, that’ll be because I’m typing on the phone, and I have to concentrate more on the typing than I do when I’m at a keyboard.

    I’ll get there shortly, I’ll get registered, then have a coffee while I wait for things to get started. Or maybe a hot chocolate, since I don’t need the caffeine jitters.

    An hour later, registration is done, maintenance has been taken care of and people are socialising before the tournament.

    Given the number of people attending, its unlikely I’ll be taking home one of the prizes today. This one has prizes for the top 8, so my odds weren’t terrible if only a dozen people showed up, but I think we are at twice that number.

    I had my coffee at the Starbucks after I arrived. The app told me it was free because of my upcoming birthday; a pleasant surprise.

    I’m not sure a peppermint mocha was the best choice. It was tasty, but I’m feeling a little bit twitchy. Hard to tell if its the caffeine or the nerves.

    Still, I’m not here for victory, as much as I might covet getting a cool play mat, I’m here to have a fun social Saturday.

    Afterwards I’ve got to run some errands and then I’ve committed to heading down to Noir. In theory I should take my violet wand with me, and do some electrical play demos.

    And now, it begins.

    The first match up is over. My runner deck lost, a combination of card draw issues and memory issues. My corp deck won due to the timer rule. It was close though. Initially my adjustments and his choice of runner threw me off, as the math was slightly different than I was expecting.

    Time for a bite to eat, then the next round.

    Dimestore lost one and tied one, the tie being one he had the advantage on, but the time wasn’t on his side. He tends to play rather slowly, so this isn’t unexpected. His matchup had the amusing coincidence of a set of neutralisation elements for the other players ability.


    Next round was Dimestore and I, which was a brutal matchup. We’d played each other a few times, so it was a semi predictable battle. Our first battle took forever, but I managed to just barely win. Our second match was high speed, as we had less than 20 minutes to play the entire game. My opening hand was amazing, his was a stalled hand. He had a deadly deck, but I managed to stay alive.


    My third match up is against Nels of Terminal Seven.

    That was a hell of a pair of games. I’ll need to actually write them up in detail for the Netrunner geeks, but suffice it to say that it was bizarre. The first game was one of the longest I’ve played in a while. We finished with less than 10 minutes left. And then started the second game, which ended with a 4-3 time over victory.

    It was some of most fun I’ve had in a while.

    Fourth game, I’m feeling burnt out. I suspect a sugar crash. I should have planned better in terms of caffeine and snacks.

    I lost both games, my worst pair of matches of the day.

    Fifth round, I got a bye. I’m not sure what that means in terms of my overall ranking, but I don’t think it’s a good sign. Still, it’s been an interesting day. I’ve still got to run those errands before heading down to Noir, but I’m quickly running out of time.

    So, got the final rankings, and I came in 15th out of 20 players. Dimestore came in 19th. He was happy not to be dead last.

  • Sacrificial Wisdom

    I hate to be the one to tell you this, but this whole ritual sacrifice thing going on here, while very nice, just isn’t going to work out the way you’ve planned it. Allow me a moment to explain.

    The great old ones, they’re kinda like food critics. If you can manage something pleasing to their palate, they’ll provide you with plenty in return. But, they’re really picky and easily bored.

    You try to serve them the same old sacrifice they’ve had before, odds are they won’t hate it, but they won’t like it either. You’ll get a middling review, they’ll spare your life, blah blah blah.

    That’s why most of these rituals don’t work. They might have worked, once, back in the day, when they were new, and that’s how the recipe got written down in the first place, but following the same recipe isn’t going to cut it.

    Of course random improvisation isn’t always such a great idea either. I’m sure you’ve heard the rumours of rituals gone horribly wrong, and mess that results. That’s them being displeased. There usually aren’t many details, but the pattern is there, if you look for it.

    There are occasionally those that get it right and gain whatever it was that they wanted badly enough to perform the damn ritual in the first place, but those are few and far between.

    Just between you and I, I think it’s more a case of a lucky accident than anything else. But you’re the high priest, you’ve got the fancy altar and the pointy knife, I’m sure you know best.