Dreamation is always phenomenal, and this year was no exception. The work that Vinny and Avie and the whole Double Exposure staff do to make the convention seamless is a wonder in its effectiveness and its invisibility. Thanks to each and every one. Now, here’s the fun I had:
Event: *Kagematsu* “The Grand Seduction”
Colleagues: Jackson, Mikael, John, Sarah, Natalie, Arnold (facilitating only)
In a Canadian rust belt setting, I played Agnes, a 55 year old school teacher and mother of Karen, Mikael’s character. I tried sweetness. I tried flattery. I tried cookies. All ended in disaster. Finally, with thirty minutes left in the session, I went for broke, pulled out all the stops. I offered the doctor a good salary, and end to the financial woes that may have driven him here, and—when that didn’t work—threatened to drown him if he tried to leave. All utter failure. And Agnes was hauled away to a padded room, never to be seen or spoken of again.
Event: *With Great Power* (playtest)
Colleagues: Josh, Mel, George
We took the latest revision of With Great Power (adapted from Swords Without Master) for a test drive and the game went really, really well. I was worried that my new hero creation system wouldn’t measure up to the task, but it came through with flying colors. Within moments of handing out the cards, I heard “These cards obviously go together” when there was nothing obvious about them, which is _exactly_ what I wanted. My players came up with Eve-8—an data-manipulating android who had created a flawed “child” called “Eve-L”. Also, Chevron—a government-sanctioned super-suit-wearing leader of Super Team Six. Also, Red Shift—a speedster who had to be careful of her speed, lest she approach relativistic speeds and destroy everything in her wake. They faced off against The Monolith—a scientist who had been transformed to living rock and wanted to evict humankind from Earth so it could return to the glory of its geological past. We had nice pacing with some great character development. I’m very happy with the direction of the game.
Event: *The Long Orbit*
Colleagues: William, Amber, John, Rachel (MC)
This was the first time I played TLO and it had a nice, slow burn of creepiness. I played the Journalist and spent much of the early game turning nearly everyone on, because I could. In the later game, I clung to the resolve that my sister was alive again and did all I could to protect her. The climax was a bit muddy due to time and my roll to rob the AI of the desire to oppose us. I liked the early scenes laying groundwork for later scenes, and our freedom to make our own decisions within the somewhat structured framework. It was a good game with a great table of players.
Event: *The Clay That Woke*
Colleagues: Aaron, Matt, Dev, Paul (GM)
I played a nameless minotaur who worked for a street performer who sucked and blamed his rivals, particularly a fortune teller who made her predictions by allowing insects to crawl over her body. I came up with a better act about selling the audience leaves for them to write their sins on. I would then consume the leaves as “the Devourer of Sins”. Evidently my cleverness bypassed the Krater of Lots completely. I didn’t make a single draw. The other players’ stories were also interesting with memory stones, and proxy duels, and demigods being reborn through polluted fish. Afterward, we had a good discussion of the game’s roots. I’m not sure that it clicks in my head, but Clay is definitely an interesting game.
Event: *With Great Power* (playtest)
Colleagues: Danielle, Adam, Paul, Buddha
This time, the cards worked just as well, with the players creating the Red Avenger—given energy projecting powers through an unethical experiment, the Red Avenger had caused some damage when she didn’t know what her powers were and was trying to claim a reputation as a superhero. Also, Rapid Racer—a super-speedy bicycle messenger that needed a hard-to-come-by chemical to survive. He had robbed his parents to get a supply of the chemical and was trying to make up for it. Also, The Heir—a jewel theif who stole a cursed diamond which allowed him to manipulate energy, but also held the consciousness of its previous owners. Also, Hellfire—a fiery being who had made a deal with the devil. He was constantly burning and wore an asbestos suit, while followed by his gang of groupies called “The Hellfire Club.” They faced off against Groupthink—a blind woman who had the power to infect others with her thoughts through touch. With repeated exposure, her powers would completely overwrite the personality of her victims, and she had already unintentionally turned her husband into an unthinking yes-man.
The story we played was really, really great. I’m going to go into it in a little more depth in another post, as I want to pull apart some of the great things that this version of WGP is doing. _This was my favorite game of the convention._ It’s rare for me to say that about my own games.
After this session, I was so happy with my little superhero origins cards that I started pestering people in conversation with my “Wanna make a superhero” schtick. Thanks to all who played.
Event: *Everway* “Saved by Zero”
Colleagues: Grant, Joshua, Sarah, Kat (GM)
Although Kat was using aspects of the Everway system, this was a cyberpunk game with some elements inspired by the RPG _Zero_ from Archangel Entertainment. Due to some elevator issues the session was short and didn’t have quite enough time to develop, but what we did was fun. Being desperate and on the run from a powerful corporation is always great. And we got to use the word “exfitrate” which was awesome. And my fellow players brought a lot to the table.
Between slots, Vinny and JR slaughtered Kat and I in Tichu. It was pitiful. Kat and I were rusty, plus I never had a hand with more than three face cards the whole game. It was 600 to nothing after two hands. We managed to get on the board, but it was a bloodbath.
Event: *Power Play: Schemes and Skullduggery*
Colleagues: Howard, Jeff, Paul
Going in, I didn’t know what to expect from this. It was game of narrative control with some board-gamey elements. The idea is that we each are a criminal with a secret goal and we spend time doing actions and adding traits to things to achieve our goal. The game is trying to find a middle ground between the limited menu of options in a board game and the infinite possiblity of an RPG. I wouldn’t say that the game failed, but it got very legalistic very quickly. The rules weren’t as clear as they could be, and it feels very much like there is a missing piece. I imagine that when the game designers run it, they do certain things without thinking that they never wrote down. I might look at it again if someone were running it who had played it successfully, but I’m certainly not buying it myself.
Event: *Serial Homicide Unit*
Colleagues: Michele, Liz, Ephraim, Kat
SHU is just so very heartbreakingly tragic. I love it. We played civilians who were hunted because of our association with the Morristown diner. My character had been eating there every day since his wife kicked him out. He was still paying the mortgage and shoveling the snow and had no idea why she wouldn’t talk to him. When he found out that his best friend was now staying at the house to “help out”, he thanked him and even gave him some money for gas for the snow blower. And then the poor slob was killed by a serial killer. We also had a poor waitress who only wanted to go to Ireland to see her mom, but couldn’t afford it. A waitress who wanted her son to graduate high school, but he already had a shady job on the side. A cook who wanted to open her own restaurant but was blocked at every turn. And a busboy who wanted to land a scholarship and shake the dust of Morristown, NJ from his feet. And all of them but one were cruelly murdered by the serial killer before he skipped town. Man, I love that game.
Can’t wait to do it all over again!