This Week

Jan. 30th, 2010 04:26 pm
tablesaw: A trial sign ("This trail is OPEN") against a blue sky in Los Angeles's Griffith Park. (Hiking (Open Trails))
Some stuff from the past week.
  • Hitched a ride out to Mission Viejo (inorite?) to go to Farrell's for [livejournal.com profile] wjukknibs's birthday party. W's on a quest to have birthday parties at locations when Angelenos our age would have had birthdays as children. We've done Chuck E Cheese's, and he's contemplating a McDonald's party.
  • My role-playing group has been having a lot fun playtesting a new game. Of the games we've played, this is probably the one most up my alley, and I've been smiling because of it for the past two weeks.
  • Went out to eat at Little Dom's. I enjoyed it, but Ojou was a bit taken back by the too-much-porkness of the menu. My entree, linguine with New Orleans–style BBQ shrimp, sounded unlikely, but was very tasty.
  • Short hiking through Griffith Park. I wanted to take the Ferndell-Observatory trail, but I was stopped midway by a lonely coyote. My policy is to just leave coyotes alone when I'm hiking by myself. I repositioned, and walked up from the Greek Theatre to the Observatory and back down again. It's always fun hiking after winter rains. I'm walking along the side of the mountain, and instead of gold, everything's black and green. It was like I was in not!SoCal.
  • I've been playing Sam & Max: Season One. Adventure games in 3-D still feel a little clunky to me, but the dialogue is spot-on and a lot of fun. Unfortunately, the used copy I bought is skipping a little bit. I'm goign to see if I still have time to find the recent and try for a different disc.
  • [livejournal.com profile] jedusor was in town for grad school interviews, and on Friday, I met up with her and [livejournal.com profile] cramerica and Artistry and Mr. Pizza on Fairfax. I got a really (really) big calzone, and two bottles of Dr. Brown's Black Cherry. 'Twas yummy.
tablesaw: Dania Ramirez reads an issue of X-Men (Comics)
I'll admit that I'm not all that comfortable with sales gimmmicks of the "buy this and I'll donate the proceeds to charity" variety. But this is something else:
DriveThruRPG announced a major incentive to the roleplaying gamer community today to incite donations to aid in rescue and recovery in Haiti and the Dominican Republic. Called the "Gamers Helping Haiti Bundle," the product includes over a hundred products totaling over $1000.00 in retail value. For a simple donation of $20 - all of which goes to Doctors Without Borders to support their post-earthquake Haiti relief efforts - RPG fans can have this once-in-a-lifetime collection of gaming products.

DriveThruRPG already had opportunities to donate up and running within a day of the disaster. When publishers began asking how they could support the cause, the bundle was created to be an all-inclusive shared effort.
The total retail value of the $20 charity bundle is $1481.31.

For a $20 donation.

$1481.31

The bundle has over a hundred products, which seems to include components, resources, adventures, self-contained systems, and other gaming-related stuff for download. Fred Hicks has the full list.

You can also make a donation to Doctors Without Borders that DTRPG will match.

If you know a gamer who is a humanitarian or if you know a gamer who is a cruel, greedy troll, they will want to hear about this. Spread the word.
tablesaw: A trial sign ("This trail is OPEN") against a blue sky in Los Angeles's Griffith Park. (Hiking (Open Trails))
I'm running a game for [livejournal.com profile] ojouchan, [livejournal.com profile] cramerica, [personal profile] amythyst, and maybe [livejournal.com profile] thefreak (who's will probably be working) and [livejournal.com profile] pbchris (who hasn't let us know whether he's coming glare). Ojou asked for Call of Cthulhu, which I've run before, but I decided to switch to Trail of Cthulhu, which looked awesome and is nicely streamlined. I'm finishing up writing my notes now, which is good, because I still keep moving things around as I do it. But two things have been bouncing through my mind.

(There are no spoilers for the game in this post.)

One, it's awesome that the places that I walk to when I want to clear my head are exactly the setting of the game I'm writing. I live just a few blocks away from the old Krotona Colony. Krotona was a colony for Theosophy, an esoteric religion that still exists today. (So does the colony; it moved to Ojai in 1926.)

A regular feature in my walks is this stairway, which served as the southern entrance to the colony. I knew that several of the buildings up there were from the colony, but I didn't realize how many. A review of the architecture of the area (available as a PDF) has this to say:
Nearly all of Krotona's major and many of its minor buildings still stand occupied, though all have been to some extent remodeled and most changed dramatically in function. Together they comprise what may well be the largest coherent group of architecturally significant, Theosophical structures in the western hemisphere.
And sure enough, looking through the pictures, I kept recognizing the less flamboyant buildings as ones I walked past.

Tomorrow's adventure begins at this house, though not with its then owners, the parents of Mary Astor.

Second, I've always wondered the extent to which Cthulhu roleplaying games are fundamentally racist. Not in the sense of mechanically dealing with 1920s American race relations in roleplay. More in the sense of whether Lovecraft's stories structurally racist, whether they contain or foster or support ideas of the primacy of whiteness. There's no doubt that Lovecraft was a serious racist, even for the 1920s. (If you doubt it, read this; you can get the gist by looking at the title in the URL.) But the last time I ran the game, Ojou drew up a character that was essentially her grandmother, and it threatened to break the game. Not because of min-maxing or anything, just in having a view of the world that was not the WASP academic worldview that Lovecraft relies upon. That worldview is necessary for the horror to work, and as a result it supports it in the reader. Add a character that doesn't fit into that worldview (like a rich black woman withconnections to other African-American practitioners of Vodoun), and the story completely changes.

The role-playing games are very good at breaking down the stories of Lovecraft (and other Mythos writers), and examining them can give a sense of what's there structurally. There's definitely a sense of extended Terra Nullius. The Mythos contains a whole host of gods, creatures, and alien races that populated earth long before "humanity." And yet, non-White humans (like the native Tongva of Southern California, or ancient or even contemporary Africans) seem to have regular contact with this mentally toxic existence.

Trail of Cthulhu takes Call of Cthulhu's legendary "Sanity" stat and breaks it into Sanity and Stability. Stability is what many people consider to be "sanity"; it's the ability to hold yourself together when terrible things happen, whether they're natural or supernatural. Sanity is specifically tied to knowledge of the "Cthulhu Mythos." From the ToC manual:
Sanity is the ability to believe in, fear for, or care about any aspect of the world or humanity as we know it: religion, science, family, natural beauty, human dignity, even "normal" immorality. The horrible truth of the Mythos is that Sanity measures your ability to believe a comforting lie . . . . It is perhaps best understood as a long-term measure of how close you are to fully realizing the bleak and awful reality of the cosmos.
Given all this (and some other things), I start to see Lovecraft's take on horror as one in which Whiteness and its privileges is equivalent with "humanity." Horror comes from the threat to Whiteness, the comfortable (and comforting) lie that is threatened by incursion from or exposure to the Other, who are alien and unhuman. It's an attitude and analogy that does permeate the structure of Lovecraftian horror, and I'm trying to find ways to neutralize it.
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Work: We are understaffed; I've been dealing with lots of stress.

RPG: Unknown Armies is fun. Look at my map. Cthulhu next.

Videogames: I just keep playing Mr. Driller; need to restart DDR.

Wedding: June 19; looking at Marrakesh House; working on guest list.

TV: Lots of fun stuff, Mercy's a surprise winner for me.

Fandom: Joined [livejournal.com profile] whedonland on Team Angel. Having lots of fun playing.

Books: Reading LA history slowly, catching up on Escape Artist podcasts.

Weather: Rained two days, then back to heat. I miss the rain.

Clothes: Bought new shoes and pants; sitting between 36" and 38" waist.
tablesaw: Paul, who is a ghost, declares this to be "Booooring!" (Booooring)
Meeting [livejournal.com profile] ojouchan for lunch at Octopus. Lots of fun stuff in their lunch special.

Tomorrow, it's back to gaming. I think that's tomorrow. The e-mail chains have confused me a bit.
tablesaw: My apperance on Merv Griffin's Crosswords (Let's Do Crosswords!)
It was a hell of a day to be on the roads.

I went to my new gaming group last night, so I drove to work last night instead of the metro. On the way home, my usually clear against-traffic ride was snarled by a massive accident. Then I had to drive to the dentist's office. That usually clear against-traffic ride was snarled by a stalled truck and the remnants of a massive accident. And when I drove home? One stalled car, one massive accident (on a different freeway, but near enough to clog up mine), and debris in lanes. So much for fuel economy.

The dentist wasn't much fun either. Don't get me wrong, Dr. Chalian is a fantastic dentist. Anyone who can convert [livejournal.com profile] ojouchan from being rabidly anti-dentistry to fervently pro-dentist is pretty amazing. And he takes great care to make sure that there's no pain.

And I didn't feel any pain, but I did feel a lot of pokes and prods, more than he was comfortable with. He'd inject some anesthetic, everything would be going fine, then I'd start feeling the drill. (I guess, more accurately, I was probably feeling the debris from the drill. It never hurt, but, you know, I shouldn't have been feeling anything at all.) Dr. Chalian was apologetic, and a little flustered. He gave me a temporary filling with some sort of medicine attached to prepare me for next time.

As I was leaving, the other doctor told me not to eat for an hour while my mouth was numb. I told him that it was already feeling pretty hearty; as I got out of the chair it felt less like anesthesia and more like my a limb that was just waking up from being "asleep." He suggested that the anesthetic wearing off quickly might have been part of the problem.

So I'll have to go back in two weeks to see how things get finished off. A little harrowing, but for all the loss of anesthesia, no actual pain, so I'm counting it as a net win.

Endgamex

Jun. 11th, 2008 12:51 pm
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Back to actual games. After my shopping, I headed over to my first game.

Sunday, 10:00. Election Day (Mike Olson). Getting up at ten in the morning on the third day of a con can be rough (hello, NPL business meeting!), so there are typically a lot of dead games. The makeup of this game ended up being pretty eclectic. I'd preregistered, and I think only one other person (maybe two) signed up on the day of. But our party got bulked up by two GMs, who had nobody show up for their games. And a little bit after we started, we got added another player who'd come for a game run by one of the GMs folded into our game. (One GM and one player apparently weren't enough for the game he'd planned, so we welcomed her into our game.

Election Day was an adventure run in Spirit of the Sword, a fantasy hack of Spirit of the Century. Century is a pretty awesome game designed for pulp adventures. The mechanics are pretty simple, and they are designed to have players do awesome things with relative ease. (Compare that to players trying to duplicate Legolas's moves using AD&D 3.5.)

The key to Century, though, is something called aspects. For your character, these are the things that make your characters characters. The things that are special about them, their strengths and weaknesses, the things they always have to run back into the burning building to save. Other parts of the games have aspects too, your enemies, your environment, etc. And the game then reduces down to the cool parts of you character interacting with the cool parts of your enemies and the scene, and the rest of the rules are really just a formality.

Spirit of the Sword, as I said, is a hack on this system. Century is set in the early twentieth century, with an emphasis on the Western world (or a Western perspective on "exotic" or "oriental" locales). Sword has a detailed fantasy setting and several changes to skills and such to make it appropriate to the new world. It also comes with a magic system, that I got a taste of. (Olson has been posting his information on the hack on his website.)

Anyway, the game started with an overview of the world and the characters. I chose Yves, the "Spellcasting Thief" Olson posted PDF files of the character sheets, but the links are broken right now. (I still have my copy with me, though.) In addition to the technical sheet, we also got a page with our characters' backgrounds broken into five phases: Origins, Calling, Goals, People, and Adventure. That last one was left blank, and we started our game by having each player devise and then roleplay their character's latest escapade. For Yves, I said that she infiltrate the "Pepperers' Guild" and stole a huge box of very fine pepper. After our adventure, we added two aspects to the five already given us; Yves ended up with:
  • Member of the Thieves' Guild
  • Spell and Shadow
  • "I've got an angle."
  • Flashing Eyes
  • Squirrel the Fence [that's a seller of stolen goods named "Squirrel"]
  • Box of hot, hot pepper
  • When the going gets tough, the tough hide in the dark
The adventures were a nice way to get started with the game. It demonstrated how the mechanics worked, and let us show off our characters. After everyone was finished, we got into the adventure.

It was essentially an escort mission. This ragtag bunch of adventurers had been hired to protect a huge cartload of money in the most dangerous part of town for complicated political reasons that need not be described here. We would, of course, be ambushed and then forced to recover the lost money. At the end, there was a giant monster.

Unfortunately, there really wasn't a place for a thief in this mission, especially after I'd taken Yves to a place where she was really more into hiding and taking things in the dark than guarding something with a whole bunch of people. Sure, she knew how to cast magic missile, but she was much more apt to cast Darkness isntead.

When the first battle was joined, Yves hid, and . . . then I was stuck. I couldn't really tell what the character would do. Attacking didn't feel right; I'd hidden nearly perfectly. Leaving that safety seemed against character. What I was really itching to do was betray the party—after all, I was a thief who was pretty much invisible at the moment and I had a huge sack of other people's money on my back. My instinct was just to run off and see what happened. Why I didn't was a little complicated.

For one thing, the adventure didn't really seem laid out that way. Having one character disappear with the loot would send things going a little crazy. Still, with most of the other people at the table, I probably would've felt safe doing it. However, one player— the one who'd come to play a different game—made thigns different. She hadn't played a tabletop RPG before, a fact that I'd picked up on pretty early and that she confirmed afterward. So, I just didn't feel right changing the game so drastically when she was still getting used to things. And she was having a great time, dominating the swordplay of the main battle. I felt better with her driving the adventure than with me doing it, so I laid off. I kept looking for a hook to get Yves into the story, but it didn't really gel.

Olson addressed this and other things in his own writeup. Overall, the adventure felt a bit more traditional than I expceted, but that might simply be because the size of the group and the number of enemies in the ambush meant that a lot of time was dedicated to fighting one group of guys (while, you know, Yves hid in the dark). Still, things worked out pretty well, and I know I would've enjoyed the fighting more if I'd been some sort of battle-oriented mage or something.

Still More Shopping. My last stop in the dealer room. At about this time, [livejournal.com profile] ojouchan called, and she was lonely. I felt absolutely terrible for leaving without her. I'd asked her the night before whether she wanted to come, but she demurred because she thought she might have to do some work. Then, when I left I woke her up to kiss her goodbye and asked if she wanted to come. Or I thought I did. It turns out, she didn't really wake up until a few minutes after I'd left. Feelign like an idiot, I picked up two games for her, a Killer Bunnies expansion (which turned out to be unplayable—making me feel even idioter) and Gloom, which we haven't played yet but which looks like a lot of fun.

And then, I finally remembered that I still needed dice. But this time, I actually did, I picked up two sets of black "baby dice," which were cheap and generally very nice (though the numbers on the icosahedron are a bit hard to read. And quickly it was off to my next game.

Sunday 3:00. The Council of Elders Has Convened . . . (Alejandro Jose Gervasio Duarte). This was a playtest of a game Alex is working on called Unwritten. (There's a development blog, but it's kind of hard to follow and doesn't give much concrete information on the game itself.) I'd describe it as a mix between In a Wicked Age and Shock. Since the game is still being designed, everything I say here is, of course, subject to change. In fact, Alex was making changes over the course of the weekend. Still, this is what the game was like when i played it.

First, players work to create a few "prompts" that are the seeds of the story, much like the an oracle in IAWA. Then one player frames a scene with or about their character, picking a prompt for inspiration. This player also picks a question off of his character sheet. These questions reflect a Hero's Journey–like character arc, and each one is designed to make the player either learn more about their character or change something about their character they already knew.

After one player (the primary player) sets the scene, the other players begin narrating everything that happens other than the primary character's protagonist. The goal for these players is to drive the scene to conflict. More specifically, it's to offer the primary player a conflict that they find particularly interesting. When the player has accepted a conflict, dice are rolled to determine the what happens in the scene, what happens in the story, and what happens to the character. The resolution of the conflict is then narrated, and the character sheet is modified, and story prompts are added or changed.

We based our story off of the rough guideline Alex had provided in the description of the game:
The council of elders has convened. They have decided to send out a task force to enforce the new law. You are that task force. You will be armed with a council wizard, a guardian, a spokesman, and a silent agent. The new law: complete submission.
We were legendary heroes resurrected to quash a resistance, though we did not know the nature of it. We represented the archetypal RPG party—mage, fighter, cleric, and rogue—though we differing views of the present conflict.

We didn't get through a full game (or even a half game). The system is a bit finicky, and it takes a little while to get used to. In a previous game, Alex said he'd been able to get things going much faster, and it may simply be that the amount of time the game takes grows drastically as the number of new players rises. Still, I enjoyed the game. It did a great job of spurring dramatic changes in the world and in the characters using a pretty spare set of rules. I'm going to be keeping an eye on this one as it gets closer to production.

Dinner. I ate dinner with the same co-supperers as I had the previous two evenings. Colin was in a bit of a hurry, so we ate at the lobby restaurant of the next-door hotel. It turned out that it's a decent place to get a meal, without the crowd of the con hotel.

Sunday, Eightish. Inspectres Pickup Game ([livejournal.com profile] joshroby). There was only one game that looked interesting to me on Sunday night, Colin's Spirit of the Force. Many others agreed, which meant that the game was full, but also that there were a lot of people looking for a game. [livejournal.com profile] joshroby decided that he was too tired to play Inspectres, but he was coherent enough to run it. So a bunch of us gathered for another game.

In our first case, we had to help a child that had been transformed into a huge tentacle creature at the Beverly Hills City Hall. Plotwise, it was relatively straightforward. Our second case involved a mysterious something at a residential development, cultists, and a glowing door through space and time. But the highlight of the night happened in the first case and was unrelated to the plot. Alex (the GM of the Unwritten game) had left the game momentarily to take a phone call. When he returned, he decided that his character, who had been driving to town hall on his own, had gotten lost. So he started calling the other characters on our company cell phones (cell phones that were disastrously malfunctional). Despite having really nothing to do with the case, he called each character in turn for wacky hijinks. And with each call, he got farther and farther away from Bevery Hills. (I think he was close to San Diego by the time he turned around.)

Wrap-Up. After the game was over, many people left. I stuck around to talk with James about IAWA. We discussed how the problems that had plagued Friday's game could have been avoided. Then we went in to kibbitz on the end of Colin's Spirit of the Force before most of his players left. Morgan told us the fantastic details of his own Spirit of the Century games, the post-apocalyptic Spirit of the Shattered Earth. With so much Century hacking, Colin joked about running the most inconceivable variation and seeing who would want to play: Spirit of the Tax Code and Spirit of My Little Pony. Sadly, these two options may be too viable, as I later demonstrated.

And that's it, and I think it's enough. The next one's during Labor Day weekend. I currently plan on going, but I'm probably going to hold off on deciding. That's a big weekend for people doing stuff.
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(I'm still going to post about Sunday at Gamex, but this post got overtaken by one game that I bought that day but didn't play. I figured I might as well just give it its own entry, then write up the games I played in a later entry.)

I got up early and headed to the hotel again for my 10 a.m. game. In the time before it started, I headed to the dealer room. I wanted to pick up Steal Away Jordan. I'd meant to pick it up the day before, but I didn't have enough cash on me. I decided to buy the two books that I felt were the most likely to sell out by the next day. I figured that an RPG about slavery would be a slower mover than the indie-darling games about pulp adventures and television.

Steal Away Jordan by Julia Bond Ellingboe made a bit of a splash at last year's Gencon because, well, it's an RPG about slavery. It made people uncomfortable and defensive and excited and curious. I know that I was interested, but ultimately, I didn't feel attracted to the game. It was supposed to generate slave narratives and neo–slave narratives, and while I imagined it did that well, I wasn't interested in role-playing them.

But I kept following it. I'd occasionally check up on the Stone Baby Games blog ,and I'd listen to Ellingboe talk about the game on various RPG-related podcasts. I first started getting interested again when she posted about adopting American Black folklore into the game to create "more folktale than straight slave narrative." That certainly sounded more appealing to me. I mean, I roleplay the myths and folklore of other non-American cultures all the time, and I know I don't know as much about Black folklore as I'd like to.

The real point of understanding came during a podcast (I think it was the Independent Insurgency, but I could be wrong) where Ellingboe talked directly about the connection between slave narratives as African-American folklore, and the protagonists of them as heroes. Superheroes even. In a terrible time, they didn't merely survive (a notable feat of itself). They learned to read and write; they escaped or bought their lives back; they became influential activists. The game started to make sense.

I'd read slave narratives in high school and college, and they were always presented in the same way: as political tracts. They were symbolic; they were arguments directed exclusively to white Americans at the time. We didn't read them to understand the lives and culture of African-Americans, we read them to understand how they affected the political landscape of white abolitionists, white slaveholders, and the white people in the middle. That was the aspect of the "slave-narrative game" that turned me off. I didn't really want to role-play a story that was a political tract, or play in a game that was, by extension, a political-tract-building machine.

I'm not alone in my misreading of slave narratives. In addition to explaining her perspective that "we all own the stories of slaves who survived against all odds," Ellingboe described her refined pitch in an article in See Page XX:
I opened by asking, "When you think of slave narratives, what comes to mind." A young man, a Morehouse student, sheepishly raised his hand. "Suffering, punishment, pain?." He said. Another student offered similarly dismal words.

"No one thinks, 'hero'?" I asked. The students replied with blank stares. I'll show 'em! I thought.
Still, it was really foolish of me to get stuck in that thinking. Over a century later, why persist in seeing these stories directed exclusively at white America? And I'd read neo–slave narratives too, the ones that Ellingboe referenced more directly. Beloved certainly isn't presented as a political tract; neither is I, Tituba: Black Witch of Salem. And I loved those stories. Why couldn't I reconcile them with traditional slave narratives? Maybe the pain, punishment, and politics I associated with the traditional stories was seeping into the newer ones. Or maybe it was keeping them apart. Besides, these contemporary stories were about characters, not events or symbols. Why didn't the game focus on that?

Oh right, because it's an RPG; the characters are our job. All the game is supposed to do is give me a wide berth to let us create the characters that we will find compelling. And while the talk about the game often focused on the things that the player can't control (the GM assigns a name and a "worth" to each player's character), those things pale in comparison to what the player can control: a characters identity, hopes, dreams.

When I finally got past everything and started thinking about what slave narratives meant as, you know, narratives—a part of living history, a part of culture, a part of reality, a part of myth and folklore—well, damn, that's exciting.

Put another way, roleplaying Frederick Douglass as a symbol in a story carefully presented to the white power structure of the nineteenth century: not compelling to me. Roleplaying Frederick Douglass as the supergenius powerhouse who bests the man trying to whip him in a physical struggle lasting two hours: awesome.

And now that I read that passage for the first time since college, I'm thinking how precisely Steal Away Jordan models the conflict between Douglass and Covey. Not just the way Douglass rises as a hero, it also succinctly emphasizes the way characters draw from community (the other theme in the See Page XX article).



When [livejournal.com profile] ojouchan saw I brought it home, she was excited. She'd been excited about it from the moment I mentioned it last year, back when I still didn't get the game. Now, we're both excited, but for now she's right when she says we'll never be able to get our friends to play it. I mean, right now we can't even organize a group to be daring pirates, brave superheroes, or gorillas in biplanes. The slave narrative is still a tougher sell. But I know we'll get around to it eventually. And until then, I'll have that book around to remind me of how much I want to.

TueNYTX: 6:15.
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I had a plan to get to the con early on Saturday morning, sign up for some open slots of full games, and play something in the morning slot. But the night before, I had to take NyQuil to get myself to sleep, and that knocked me out a bit. When I came to consciousness, it was ten to ten; I drifted back off to sleep. A few hours later, I woke up a bit more refreshed. I puttered around the house, got some food and did some dishes, and headed back to the Radisson. I was a little bit later than I intended, but there was still time for a little shopping.

Shopping. After browsing around, I headed to the Indie Press Revolution booth to pick up Spirit of the Century (welcome, Google Alert user [livejournal.com profile] drivingblind!) and Primetime Adventures. I'd been meaning to pick up these and a few other games, but it's easier to resist the urge to spend when I'm sitting behind a computer screen. And no gaming store anywhere near Southern California carries IPR stuff.

I was going to buy some dice, when I was called by name. I looked up, and I saw my sister's fiancé. He was there for RPGs too, though he was interested in the other games. Wizards of the Coast had a whole lot of demo games to preview their upcoming Advanced Dungeons & Dragons, Fourth Edition. I'd hovered over a game on Friday, and was thoroughly unimpressed. I've really sworn off tactically minded RPGs. If I want that kind of experience, I'll play a videogame or a boardgame.

Still, it was a pleasant surprise to see him, and I managed to get him to buy Agon. But after all that, I had to head off to my next game.

Saturday, 3:00. One Can Have Her ([livejournal.com profile] bloodthorn). One Can Have Her is an odd little game. It's got a noir theme, every player creates a character based on lists of attributes. There is a list of appropriate occupations (nightclub singer, gangster, doctor) and a list of appropriate personalities (idealistic, greedy, depressed). And you put those together for your character. There's a list of crimes and a list of victims, and you put them together to create his past. There's a list of life dreams. There's a list of ways he may be related to the femme fatale. There's even a list of names; your character has to be from that list.

Then the GM creates the femme fatale, who will be a part of this disparate characters' lives. I was struck by the way that noir misogyny is hardcoded into the game. The femme fatale is literally defined by the relationships that the characters have with her. And the characters can only be men. She is the only woman in the game allowed to have underworld connections. All other women must be either victims or innocents. It's part of the tone and setting, I guess, but I don't know how I feel about it.

I played Holly, a greedy politician who had blackmailed a celebrity. Specifically, he was blackmailing a popular film star because of his ongoing relationship with an underage girl. Holly knew the femme fatale from charity events, and he dreamed of power. The other characters were a paranoid cop who had murdered a child, a hardboiled federal agent who was selling drugs to his own brother, and a depressed war veteran who had stolen something of great value, but couldn't find a fence.

With four characters, we ended up with three stories. While Jesse did a good job having connections between all of the different narratives, the cop and the federal agent ended up merging into one powerhouse of a story. Holly's story was a roller coaster. My first scene was with the femme fatale in my office, where things went pretty normally; but when Holly met with the actor, a real two-faced character became clear. So I kept bouncing between these scenes where Holly was polite, politic, and persuasive, and scenes where he was cruel, callous, and conniving. Eventually, the heat was turned up for him, and he hectored the actor into "getting rid of" the girl. I had foolishly not been specific enough in my request, and so a few scenes later, the girl turned up dead.

The veteran, in contrast, had a much calmer story. In another classic noir trope, nothing went right for him. Nothing. He just kept trudging along, getting beat up by life. I think that his story needed a little time to play out. (Holly's too, really. The vet kept losing, but Holly kept "winning." They were due for a change in fortune.) But the cop and the fed had driven their stories to such a beautiful self-destructive finish that we ended the game.

Dinner. I met up with some more of the Nerd SoCal group and because the sky bar had not yet opened, we had dinner and drinks in the lobby bar. After I was done, I realized I had not yet bought the dice I'd meant to earlier. I went to the dealer room, but it had been closed. Instead, I headed over to my evening game.

Saturday, 8:00. InSpectres (Morgan Ellis). I was a little leery signing up in the afternoon. There was only one pre-registered player, and I was the first day-of signup. But as the day went on, I learned that a lot of other folks were going to be joining the game, including [livejournal.com profile] banfennid and [livejournal.com profile] immortalthief, so I didn't have to worry about the game being canceled.

InSpectres was definitely my favorite game of the con; I played it twice (the second session occurred on Sunday). It was really an amazing game. There's so little to it. A tiny bit of character creation, a little bit of rules, a few cubic dice, and then—and this is not merely a cliché—hilarity ensues.

The game is written to mimic Ghostbusters, paranormal investigators comedically solving supernatural mysteries. They rarely get things right, but they always, as Morgan said, "fail forward." The story just keeps moving and everything works fine.

Really, though, it's a sitcom generator. You create wacky characters, then you give them a pretense for working together. Then they go out and do wacky things that may or may not have anything to do with their ostensible job. On Friday, I'd heard Morgan talk about using InSpectres to run a Futurama-like world—package delivery in the thirty-first century. It would totally work.

In this game—InSpectres Lackawanna—I played Olaf "Big O" Montpierre, a 6'10" albino and former wine critic. Other characters included Marian "The Librarian," a former librarian; Bob, the silent partner in our InSpectres franchise (thus, "Silent Bob"); Victor "Vulture Anthrax" Adams, a former punk drummer; our resident techhead "Einy"; and Frank. Just Frank.

The tone was set when out client tried to call the company and Vulture Anthrax picked up the phone in a hallucinatory daze. Then Silent Bob took the phone away from him, but wouldn't speak into it. Then Big O stood behind Silent Bob and shouted over his shoulder and into the phone, narrating Bob's gestures and general body language.

Soon we were investigating the preternatural pest that was keeping our client from turning a pizza restaurant into a tanning salon. Obviously, as an albino wine critic, Big O had strong feelings about this. Luckily, his ties to the anti-tanning activist community (he's a member of MelaNoWay!) provided useful information.

Vulture Anthrax preemptively showered the tanning beds with bullets, releasing the souls of thousands of albino ghost tans. Or something. Maybe it was the ghosts that were getting tan. Things were pretty crazy. Also, there was a giant ghost spider inside with the face of a little girl, who turned out to be the sister of Frank, who had died in a tanning accident in Schenectady.

In our second case, we had to get in our decades-old North Korean helicopter to fly to Amish country to investigate a strange smell. This was complicated by the fact that Silent Bob turned out to be secretly Amish, while Einy viciously hated the Amish and had a plan to destroy them. We helped Brother Tang (who had been a punk guitarist with Vulture Anthrax before conversion) after some tense contract negotiation. And when the vampire cows began attacking the village (oh yeah, there were vampire cows too), Big O turned them away with a papally blessed cowbell. The cowbell, sadly, created a fever among the villagefolk. After some bovine vampire slaying, Vulture Anthrax, Tang and Big O played "Don't Fear the Reaper" to relieve the fever.

Somewhere along the way, Vulture Anthrax was promoted from dogsbody to vice-president of FUCK YEAH!

After hours. I headed pretty much directly home. Others were going to play a midnight fame of Don't Rest Your Head, but I had preregistered for a 10 a.m. game, and I didn't want to miss it.

ThuNYTX: 8:45.
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This weekend, I went to Gamex, one of three annual gaming conventions in Los Angeles under the collective name Strategicon. This is the second one I've been to. I attended Orccon in February, and I've been meaning to write up my experience since then. Of course, this weekend I actually promised someone I'd write up my Gamex experience, so I actually have to do that now.

Friday Afternoon. The RPG slate was smaller this year due to a few things, so unlike Orccon, I didn't have a game at three o'clock on Friday afternoon. Instead, I got there a little early to look at the signups and maybe play a few games. I saw some of the gamers from Nerd SoCal, and sat down to watch them play Carcassone. I just watched, because I do that sometimes. Then we moved up to the bar where more of us congregated, and I grabbed some dinner.

Friday, 8:00. Swords and Sorcery in a Wicked Age (James Ritter [livejournal.com profile] joshroby). Since most of the people signed up for (or looking to crash) this game were already in the bar, we made our first decision to switch rooms. One of the reasons that the RPG slate dropped was that the games were now being scheduled in conference rooms with multiple tables. At Orccon (and for many years before), RPGs were played in individual rooms, where games could be as loud or as quiet as they desired.

So we moved to the Penthouse next to the bar. According to the convention map, it was allocated for RPG/LARP use, but the tables were all set up for minis. Regardless, it was big quiet and empty, so we settled in. Since there were so many alternate players, James split us into two games, and I settled in with Josh, Will, and Richard to play In a Wicked Age.

This is the second time I've played this game, and I really enjoy it. It's a bit odd, but it runs smoothly (generally) and there's a lot of power in the game. But it runs differently from other games. For one thing, instead of having a strict setting or a planned adventure, players consult an oracle. The oracle provides a glimpse of the story to come, and players choose protagonists based on the characters seen or implied by the oracle. Then the action comes from the interplay of characters. Our reading from Nest of Vipers was, I believe:
  • The corpse of a lord's hunting hound, caught in a rose-briar.
  • A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.
  • One mistakenly condemned, fled into hiding.
  • The daughter of an emperor, denied nothing, prey to fleeting whims, craving discipline.
And our character choice was a bit odd too. I played the prince, the emperor's son, whose hound had been killed (and also the one truly responsible for the dog's death). Richard played the houndskeeper, and Will played the ghost of the hound. Josh filled up the NPCs with the emperor, the princess, the court dandy, and the gardener (who would be mistakenly condemned for killing the hound).

Things got off to a rocky start, with a few scenes that didn't really get the conflict moving. The prince exiled the dandy easily. The houndskeeper told the emperor of his suspicions of foul play, but he had neither a suspect nor proof. The ghost dog kept watching. The houndskeeper met the dandy sneaking back into the castle.

I started developing an odd character. In the very first scene, exiling the prince, I froze trying to decide if "latitude" or "leniency" was the appropriate word, or if there was another word I was reaching for. Since I had left my arm grandly outstretched (and possibly my mouth handing open), it was an odd little moment. I decided that the prince was very, very bad with words. Since the empire seemed newly established, it seemed appropriate that he had been a mighty warrior, but was proving inept as a noble in court. I would spend a lot of time jamming my foot into my mouth, talking more than necessary, and committing malapropisms.

Eventually, Josh was inspired to create a new NPC, a visiting dignitary, who seemed to grease the wheels a bit. The ghost dog revealed herself to her, which got the investigation moving. The prince had to play the diplomat, while the ghost dog popped up at inopportune times to disconcert him. The houndskeeper was tricked by the dandy into condemning the gardener (whom the prince eagerly exiled). The emperor rebuked the prince for this action, and the prince was forced to conduct an investigation of his own. When the houndskeeper and the dandy's catspaw were jointly interrogated, it was the honest houndskeeper who slipped up and was put into the dungeons.

The prince was berated by the emperor for allowing the miscarriage of justice, and ordered him to find the gardener and restore him to his position. The prince reluctantly agreed but managed to convince the emperor to give him sole control over the palace guards. After giving a private apology to the gardener, the prince was surprised to learn that the gardener had not been found by the palace guards, but by the dandy in disguise, hoping to prove himself to the prince.

The prince killed him then and there.

Meanwhile, in the dungeons, the ghost dog scared the prison guards, gave the houndskeeper the key to his cell, and convinced him that the prince was the true killer. The houndskeeper then sat in the cell anyway because he didn't want to risk getting killed by the guards while trying to escape, even with the key. ("The prisoner is . . . hey why are you still in there?" "Here's your key." "Um, thanks. Just keep . . . not escaping.")

The ghost dog appeared to the princess and the dignitary, now clearly working together against the prince. The ghost dog agreed to be bound to the princess's will.

The stage was set for the final banquet. The houndskeeper was flogged and exiled, but he set his hounds to kill as he left. When the ghost dog attacked the prince, the psychic pain was too much; the prince acknowledged his crime before the whole court. With the public admission, the spirit was at peace. But the hound departed this plane too soon, for the prince refused to take responsibility for his actions. When the princess tried to goad the prince into entering the kennels where the houndskeeper's charges were ready to tear him limb from limb, he managed to threaten her enough that she left the banquet. When the emperor tried to bring back the houndskeeper and hold the prince accountable, he found that the guards were now only loyal to the prince, who initiated a shadow coup. In the end, it was the prince, murderous, blunt, and violent, who emerged triumphant.

The houndskeeper was beaten but alive. And as he left the court, he gave one final command to his dogs. One, his prize hound, broke into the banquet hall, leapt at the prince, and gnashed at his face, leaving a mess of blood that promised everlasting, vicious scars. Then he and the other hounds escaped the palace to join the houndskeeper in his exile.

After hours. I didn't really do much after that. Everyone chatted for a while in the penthouse (even though the bar was still open next door), but I went home pretty quickly, giving a few people a ride to the nearby hotel.
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I went out to survey prices and models for a new TV in my new place. I found one I like, which is a 27-incher and costs between $200 and $220 (I think that one store may have factored a rebate into the price.) Then I bought a used Gamecube. It rocks.
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Nothing screws with my sleep like a day of mind-crushing boredom. Every time I go to bed, I seem to pop back up thirty to ninety minutes later. This wsa useful in getting me up for the Nobilis game earlier today, but not so helpful in getting sleep afterward.

Too awake to sleep, too sleepy to focus on a screen. I may go lie in bed for a while longer and see how far I get.
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So, yeah, two big days. And I need to finish some more moving soon, so let's see how quickly I can tell you all about this.

Nobilis: Session One. )

A long day of moving. )

Harry Potter and Jim Dale )

A search for my driver's license. )

Afternoon Entertainment, Lilo and Stitch )

Looking at my home come into being )

So now I've got to load up my Dad's jeep with boxes and boxes of books and assorted other stuffs. Then I need to sleep. Mmm... Sleep.
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Fifteen minutes till Nobilis Prime starts up. If last night's transcript is any guide, this should be a lot of fun.
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It's suprising, even to myself, how little my nocturnal schedule bothers me. It has a lot of advantages. I'm always driving against traffic. I get to avoid annoying lawyers at work. I can ignore holidays and such that I don't care for by sleeping through them.

One of the areas, though, which continually is online role playing times. Either they start too early or or they continue too late or the whole damn thing takes place while I'm dead asleep.

I've mentioned earlier that I've been very excited over a new game called Nobilis which is going to be run on [livejournal.com profile] ifmud. Well the first session was today. I'd tell you what happened, except that I was asleep. What I do know is that the two session times chosen by the people who were there and not asleep were both times when I will be asleep.

Why did I send my available times in hours after the game was announced if they are not going to be heeded? Why did I send in my character hours later if the later majority was going to drive the time to when I cannot play?

Everyone involved with the project seems to be gone now, and nobody has posted the transcript of the session, so I have no idea what happened. Pah.

FriNYTX: 15. FriLATX: 9:15. SatNYTX: 44.

[Update: It looks as though the times will be changed. Apparently, the organizer misunderstood the times I sent him.
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Emailed T. trying to get her out to lunch or some such thing. I'm not sure if that will happen, though, since her mother is sick and her brother is having difficulty at school. She's doing a lot of work keeping the family together right now.

Le sigh.

If you're interested, there's a website with some of the other Nobilis characters. Some of these are really fun, like the nine-year-old Power of Impetuousness.
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As mentioned earlier, [livejournal.com profile] inkylj is going to be running an game of the RPG Nobilis. I've just about wrapped up my character, so I thought I'd put it up here, for interested parties. It might be helpful to read a summary of the system or refer to a general crib sheet. As mentioned before, I will be playing a demigod with control over puzzles of all kinds.

Gerry Spinks, Duke of Puzzles. )

WedNYTX: 7. WedLATX: 4:45.
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Yesterday, there was an annular eclipse visible in Los Angeles. I slept through it because I stayed up late (see previous entry). I did dream about getting up and watching it with my family, though, which I thought was odd. We went out and watched the partially occluded ball of fire sink beyond the horizon. Then, later, the moon shot through the sky.

[livejournal.com profile] inkylj is starting a new RPG on [livejournal.com profile] ifmud based on Nobilis. Players play demigods who control whatever they wish to control. (That means you, God of Embarrassing Social Diseases and Goddess of Lipton Tea Bags!) It looks to be a lot of fun. I command the Power of Puzzles. (Ok, so it's not the most original idea I could have, but I'd like to start with something simple in what looks to be a very unusual game system.)

Also, GO IRELAND!

MonNYTX: 4:30. MonLATX: 4. (Ha Ha, [livejournal.com profile] davidglasser!). TueNYTX: 4:30. TueLATX: 5:30.
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When I got home from work, I collapsed into bed without even taking off my clothes. I woke up two hours later and had a Happy Birthday talk with my sister. (We're celebrating on Sunday, so I have time to shop.) The conversation energized me, so I got up and checked my email while I made pizza.

The pizza is ready, so I've got to go, but this is my project for the month. I figure I can throw together a few good entries and see what happens.

G'night.
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Busy day at work. Soon I go back, then to coffee and goodbye to [livejournal.com profile] veek. (Mental note: at coffee, hypnotize veek into thinking she's actually in Boston already.) FriNYTX: 17:45, and learned a bit about 57A. FriLATX: 9.

Being merely an amateur cook, I think I did something wrong when slicing the habanero chiles. (Just imagine the tilde, I haven't time to find it.) Right now my finger tips feel like they have fire on them. Actually, I think that's a D&D spell.

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