Still exhausted from the best five days of gaming in my year. As always, Vinny, Avie and the entire Double Exposure staff put on a great show every year and I thank them for their tireless efforts.
Wednesday night, I taught four people how to play Joshua’s _The Bloody-Handed Name of Bronze_ which was pretty impressive, as I wasn’t certain I knew how to play it myself. But together, Sean, Blair, Misha, Will and I unveiled the secrets of the infamously opaque text to find a very fun, functional, and evocative game within. One of the heroes lifted a river to rid himself of pesky crocodiles. The spear that never misses hunted a sneaky name-dealer, but was duped into killing a mighty king. It was a grand spectacle and a grand game.
Thursday morning, I got to sit in as a player for a session of Monsterhearts 2. Kat was the MC for Jeff, Brian, JC, Daniele, and me. I played Zed, a ghoul who fed on fear. We were all part of a group of “regulars” in after-school detention called the Bad Pennies. Two of our own had been found dead and no one in town was lifting a finger to find out why. I found some incriminating evidence in an NPC’s locker and tried to get him to confess by zip-tying his hands behind his back, duct-taping one of his own fireworks into his hands and threatening to light the fuse. He didn’t do it, but the fear tasted lovely. Zed ended up getting killed by one of her oldest friends while others had traveled to the realms of faerie and made dark deals with darker powers. All in all, exactly what you’d expect from Monsterhearts.
Thursday afternoon, I ran a Games On Demand session of The Sundered Land with Hamish and Dana. We faced wandering seas of giant, flesh-eating beetles, reanimated skeletons, raiding bandits, and our own checkered pasts along the Burnt Road. I really like The Sundered Land, but I don’t think I teach it very well. Every game I’ve run is very stilted and filled with half-steps. I’ll have to think about ways to address that before I run it again.
Thursday evening I ran TSR’s Marvel Super Heroes from the ‘80s. Despite having a full sign-up sheet, only one player showed up. He was keen for a nostalgic trip, so he ran She-Hulk and Wolverine as they defended Four Freedoms Plaza from an onslaught of villains bent on opening the portal to the Negative Zone and unleashing Annihilus on the world.
Friday morning was the first session of my first-ever KristaCon event, a three-session game of With Great Power. I had five great players: Joe made The Gold Shadow, a police detective who had taken a supervillain’s darkforce-projecting gauntlets from the evidence locker and was using them to fight organized crime. Amber made Orchid Guide, an escapee from a secret quasi-government laboratory with telekinetic and telepathic powers. Misha made Seraphim, who had been raised by Authurian enthusiasts, and been given feathered, angelic wings by Nimue herself. Unfortunately, she couldn’t fly, only fall with style. Cassie made Omen, a time-slowing alien observer who had broken the non-interference directive when a dangerous alien presence was going to kill millions. She contained that presence in the head of Phil’s character, the Drifter, who was just an everyman thrust into this bizarre world of superheroics. In the first session, they faced the threat of Nightbringer, an alien who wanted to hide Earth from the massive alien Armada. His plan was to force the world back to a 19th-century level of technology to avoid detection. They stopped him, got the team together, and Seraphim learned to fly.
After washing out of the pun contest, I took some time in the afternoon. On Friday evening played in the game that so many of my friends rave about: World Wide Wrestling. Joe ran “the Comic Book Wrestling Alliance” where our in-ring personas were comic book characters. I was the main heel, playing Annihilus, Lord of the Negative Zone. Other players played The Toxic Avenger, Catwoman, The Mask, She-Hulk, and Deadman. I ended up kidnapping Lois Lane and transporting the entire ring into the Negative Zone where there were no rules! It was fun, but I don’t feel as though I have the wrestling vocabulary to meaningfully contribute to the wrestling scenes. It felt like trying to tell a joke in a language I didn’t understand. It didn’t help that I wasn’t feeling great on Friday, so maybe it was just that. Regardless, it was a fun game and I’m glad I played.
Saturday morning was the second session of the With Great Power KristaCon game. Our heroes faced down the evil Mayfair industries. They were the quasi-governmental evil corporation that had experimented on Orchid Guide. In the aftermath of Nightbringer’s attack, they were trying to increase their manpower by taking over several of the local mobs. We also had great development of the personal lives of these heroes, with Golden Shadow’s secret identity partner being a detective who thought Golden Shadow was behind the crime throughout the city. The personal phase in WGP are so fun, they threaten to consume the entire game. Seraphim’s chat with her patron, Nimue, resulted in the lady of the Fae coming to Omnidelphia, where she initiated a revelry of Bacchanalian proportions. Seraphim agreed to return with her to the lands of faerie to save the city from her influence.
I didn’t game Saturday afternoon. Saturday evening, I got check a game off my bucket list: I played no-frills Swords Without Master face-to-face for the first time. I generally start my convention games by going around the table and asking people to introduce themselves and why they chose to sign up for that particular game. This time, Shane, Clark, Christo, and Kirk all gave versions of “I’ve heard great things about this game, but haven’t figured out how to play it.” I got to show them the magic trick that Swords does so very, very well: Taking disparate bits of fiction from multiple people and merge them into a single, unified story such that it seems like they belonged there the whole time. We began with a monolith covered in runes amidst the snowy wastes (https://www.pinterest.com/pin/503629170810087027/). We ended up with an ancient fire god locked inside the mountain, a twisted master trying to dominate his old apprentice, an ill-advised wager, bubbles of summertime tossed on an avalanche, a buff human sacrifice, and roiling trails of smoke that possess people’s bodies. A great session, and everyone walked away impressed by the game. As am I. I really love this game.
Sunday morning was the concluding session of the With Great Power KristaCon. Because Misha had to travel, we had written Seraphim out at the end of the previous session. Richard joined us and made The Blur, a social worker who had made a deal with dark powers to save his own life. Together, our heroes faced down the arrival of the alien Armada. Gold Shadow fought back-to-back with her archnemesis who was a crime boss, but at least a human crime boss. Omen started a splinter group within her society of alien observers that takes action as well as study. Orchid Guide crashed a spaceship into the ground with the power of her mind. The Blur and the Drifter faced waves of alien invaders like heroes. It was a great game. I’m very grateful to Joe for suggesting a KristaCon in the first place.
It was a great convention! Thanks to all who made it awesome!