Metatopia 2014

I think this was the best time I’ve had at Metatopia yet, and that’s saying quite a bit. Many thanks to Avie and Vinny and our hard-working hospitable hosts from Double Exposure for making this amazing gathering possible.

*With Great Power* My first moments at the convention were the first playtest of my newly-revised kappa edition of With Great Power. I had a great table, with Lisa Padol, Joshua Kronengold, Lilith Taylor-White and Julia Elingboe. I appreciated their input and their patience as I barreled down blind corners, stumbled over words, and forgot to look at my notes. Despite all of that, and the two-hour timeslot, we managed to tell a great, exciting superhero story that I really wanted to keep playing and find out what happened next. And I valued everyone’s feedback about how the game could improve.

*With Great Power* Early Friday afternoon, I ran my second playtest session, this time with Eppy, Rich Flynn, Christian, Alden, and Dev. The Swords engine stretches right to the edge of its capacity with five players, so the play itself was less developed. But we got to kick the tires a bit harder, both because I could avoid some of the pitfalls of the first session, and knowing when to fast-forward over things to get to the parts in need of testing. The great feedback I got filled two invaluable pages in my cramped scrawl. While I cannot thank everyone enough for their help, I can say that I was glad to get my own sessions done early, and spend the rest of the time being a guinea pig for other people.

*Solar Flare* was one of two different space games that Dev was testing this weekend. This was the lesser-developed of the two, and my sparce notes have things like “‘Answer questions slowly’—what does that mean?” and “What do we do?” The setting has a cool bit of future history of humankind being driven to spread throughout the galaxy due to a solar flare that makes Earth unihabitable. It struggles with several of the same issues as games in that Universalis-space that are very much “make up what you want”. I think that several things here could be fruitfully merged back into Starjump Chronicles to make one stronger game.

*By Word and Deed* was Mel White’s embryonic game of fantasy. With a single mechanical idea of how to apportion narration, and no strong driving situation, the session became more of a focus group than a playtest. Ideas were flying thick and fast about the focus the mechanics gave to play, and whether that was in line with what Mel wanted. Even if we never got past the trolls on the bridge, it was good food for thought.

Friday night I played Keith’s *Ill Counsel* again for the second year in a row. This one went wildly differently from the last one. Partially due to the condensed timeframe, the fiction didn’t really have much time to coalesce, which is very important for this type of game. I lost badly. And the changes Keith had made to patch over some holes in the previous version didn’t quite work as intended. Which is a good thing to learn. The quest for the proper endgame remains an _intriguing_ proposition.

Even though I awoke early Saturday morning, Laura’s *Dreamfall* made it feel as if I hadn’t awoken at all. It’s a Powered by the Apocalypse game where the characters do amazing things in their shared dreamworld. The setting premise is powerful, and Laura excels at asking provocative questions. I played a roofer who had lost the use of his legs in an accident. He dreamed of walking, and of building the White House brick by brick. The game has a lot of promise and I could see that it would truly blossom over a longer timeframe. There’s some work to do on the daytime portion of the game, but it’s a strong start.

Saturday lunchtime I spent like an Intellect Devourer slurping up the wisdom of Epidiah Ravichol, particularly on the topic of a certain game of his that I’m using as a springboard into something else. More pages of cramped notes about game design resulted, as well as the tragic, quintessentially American tale of Ruth Wakefield, inventor of the chocolate chip cookie.

I spent some of Saturday afternoon in panels, like the *Retailer roundtable* with Jim. Also went to the *Hacking Apocalypse World* panel, perhaps better titled as “Watch Vincent squirm while Mark, Mark, Marissa, and Misha say nice things about his game.” I finished up with *Crowdfunding* tips from Fred, Hannah, and Joshua. Lots of food for thought.

Choosing a favorite session at a con like this can be like choosing a favorite child. Emily’s *Heart of the Rose* game was unique in several ways. I rarely get to play in a game with Kat where one of us isn’t facilitating it, so that was wonderful. And I had never gotten a chance to play with Avie before. And her talent was able to imbue drama and gravitas into a time-limited playtest, which was awesome. And watching Emily’s mind work is a thing of wonder. I usually pride myself on knowing which rules are doing what things in an RPG. I’ll honestly say that because we fast-forwarded to the endgame, I really didn’t get the token system. But I could see that Emily did, and it’s always kind of thrilling watching that nigh-scientific attention in action with “try it this way and see what that does.” It was quite a session and I look forward to more about this game.

*Starjump Chronicles* was Dev’s other space game. This one was more developed, lighter and looser. It wins the “most unique mechanic” award from me, for the part of character creation where you choose a song for your character. You then play 30 seconds of each song, and all the other players write an opinion about your character based on the song. It gave rise to the best phrase of the con: “Sinatra is overpowered.” I had fun with this light game, and I think that replayability is going to be a big issue that Dev will need to overcome. When everything is rolled off of lists, those lists can run dry pretty quickly.

Saturday evening was more panels. *Lovecraft WTF?* was Julia, Bill, Ken, and Darren trying to struggle with how to embrace problematic material (Lovecraft, specifically) without also perpetuating its problems. While a few techniques were discussed, they raised issues of their own, and although no one had a surefire way to quell the evil inherent in the Mythos, sometimes struggling against that which will not yeild is the best one can do.

Rob, Cam, Clark and Stephen talked about “Least System Necessary” which prompted me to scribble a line or two in my notebook. I might have personally liked the discussion to include the Lumpley-Boss principle, and games like The Pool, and Once Upon a Time. I didn’t want to be “that guy” in the audience.

*Six Guns Without Master* is Keith’s Swords Without Master hack of the haunted West. We had a great table of Kat, Michele, and Sean. Lots of good color came forth, like a rampaging gray bull, a creepy old man, and a trapper turning into a werewolf. It’s neat to see someone else working in the same design space, and making different choices to mold the same clay into a different shape. Much brainstorming followed.

I don’t know if I can bear to wait until February to see many of you again. I was surprised by the number of people who were surprised to learn that we’re in Allentown, PA. I’m within 90 minute drive of downtown Philly, and willing to come to games! Although December is always crazy, maybe we won’t have to wait until Dreamation. Which is only 102 days away!