Gaming Life: Return to War of the Dead Finale

The other night we had our final game of the War of the Dead campaign. It’s rare that we finish a campaign, so this was a particular treat.

We pick up with our heroes deep inside the Center for Disease Control Headquarters in Atlanta. They had just escaped the main control room for the self-destruct system before it was overrun with the living dead after fighting with soldiers intent on setting it off. It had been armed just as the elevator doors, but the zombies had also just overtaken the room, so the heroes hoped that they might have taken out the soldiers as well.

Safe in the elevator, they push the button for Level 5, where they had left their allies in control of the main security operations centre. When the door opens, a security guard lies on the ground in front of them in a pool of blood, bite marks evident on his neck, another’s head and shoulders can be seen sprawled halfway out of the door to the ops control room. It is all quiet otherwise and no zombies can be seen.

IMG_0130

Immediately, the cat burglar fires a burst into the chest of the guard in front of her. The others spread out, two moving quietly up toward the control room, the others flanking around the side corridor while the kid stays back at the elevator.

The other guard pops up when the burglar approaches and strikes at her. Already strained from almost being zombie lunch in the previous session, she’s slow and almost gets bit, but the mother moves up and deftly slips in behind the dead guard and slams her knife deep into its chest, puncturing its heart and spraying blood over the burglar. The zombie drops to the ground.

The lounge singer, held up by his daughter, peer around the corner in the hall and notice one of the lab techs who had just arrived a few minutes before them and was just as puzzled as them about what has happened. The only hint was the faint sound of keyboard strokes coming from the control room and now sounds of someone moving around in the room.

Suddenly, the floor is filled with the booming sound of alarms, “Self-destruct system initiated, 10 minutes to self-destruct. All personnel evacuate immediately. All personnel evacuate immediately.” Lights flash and klaxons sound. The nuke has been activated.

Peering around the corner, the burglar and wife notice feet vanish from a hole in the ceiling tiles above in the control room. Also, their FBI contact lies in a pool of blood on the floor and the CDC security commander is clearly dead, her neck snapped lying at an odd angle.

The burglar again moves in and fires off rounds into the commander’s body, ensuring she stays down. The FBI agent croaks out, “It’s Khan, get him!” They look at the screens and see that he has activated the self-destruct system and the monitors show hordes of the living dead pouring over the walls outside, overrunning the camps and the soldiers vainly trying to hold them back.

The technician moves over to the computer terminal and begins trying to cancel the self-destruct system, but keeps being locked out. Finally, he manages to add 10 minutes to the count-down, buying them more time.

As they investigate further, the kid by the elevator watches on and is surprised by someone dropping down on him from the ceiling. The kid rolls out of the way and looks up to see a strange face. Oddly rotted and wearing patient’s robes, but with an intelligence behind his eyes he snarls, “There’s a new evolution that is taking place, either you are part of it or you are part of the past. The last threat to it will die with this place along with you. As for me, my servants have cleared a path for me to leave, so I will say goodbye.” It’s Khan! Patient Zero for the plague, a former BioTech executive who had stolen a virus from the lab to sell to unknown parties. The heroes knew him originally as an elderly wheelchair bound man on the cruise ship, but learned that was his disguise and last saw him on an island after the cruise ship sank, having apparently recovered from the sickness and with superhuman strength and strange determination.

He steps back into the elevator and pushes the door close button.

The burglar, hearing this, sprints back to the elevator and slides in as the door is about to close. The kid grabs a wrench from his backpack and lodges it in the doorway.

IMG_0134

Slamming into the back to the elevator, she pulls up her carbine and unloads on full automatic, riddling Khan’s body with bullets. But, he keeps coming, leaping on her, biting with a fury. The kid opens fire blasting the killer’s head, dropping him to the ground.

The klaxon continues to sound. The heroes regroup and the technician tells them that Dr. Oppenheimer has found a cure. They descend in the elevator to the Secure Labs, leaving Khan’s crumpled body in the corner.

They arrive to find Oppenheimer alive and well. She explains that she believes she has found the cure, but needs to test it. The burglar, burning up with fever already and covered in zombie bites, volunteers immediately. Oppenheimer points what looks like a modified cell phone at her and activates it. The burglar drops to the ground with spasms, convulsing and blood spilling out from every orifice.

The others look at the Doctor and ask, is this what’s supposed to happen? The doctor looks excited. She says, yes, that’s what I expected. The virus is shutting down and is trying to take her with it. Will she live, they ask? Probably not, the Doctor replies.

IMG_0135

Meanwhile, the kid has stayed back by the elevator and is startled by an unnerving bang on the roof of the elevator. Then, Khan rises up and lunges toward the kid, biting at him. The kid dodges out of the way and races away. Just then, a zombie drops from the ceiling of the elevator, picks itself up and shambles toward the nearby group.

IMG_0137

 

The herbalist turns and unleashes a full auto burst on Khan again, this time blasting his heart apart and ending him for good (they hope!). The zombie shambles forward just as another bang is heard in the elevator. They quickly dispatch them and try to close up the elevator ceiling access door.

Looking at their friend who had received the cure lying limp, they ask the doctor about the cure (good to ask after getting it!). She explains that the virus is in fact a nano-virus – microscopic robots with the ability to self-replicate. BioTech had created it trying to find a path to immortality. The nanites were designed to not only repair damage to the body (hence the zombie’s ability to regenerate), but improve it. Unfortunately, the project was not a total success at the time Khan stole it (the technicians had hidden information about it from the VPs).

In infecting a body, the fever caused brain damage that the nanites weren’t able to repair and led to the body returning to life with a reptilian brain focused on feeding and spreading the virus. Only a very, very small percentage kept their faculties intact (such as Khan). The nanites were very determined though and would regenerate any body that had an intact heart. And even that could be repaired given enough time (weeks), so the only way to permanently destroy a zombie is to burn it entirely.

The cure is simple, a microwave sending instructions to the nanites to shut down. She explains that since the zombies need the nanites to keep going, anyone fully infected will die once they receive the cure, but those who have not yet succumbed might survive, depending on how infected they are.

Further, she says, this cure could be spread throughout the world through satellites still functioning, they only have to transmit it and instructions to retransmit across the globe using the satellite uplink on the roof of the building.

The group pulls together and regroups in the elevator, heading up to the first floor (the highest this elevator goes to). The burglar comes conscious and the group sighs relief that she has survived. The doctor is fascinated.

The elevator door opens to the main floor and zombies fill the area. The kid races across the hall toward the stairs, finding more walking dead inside.

IMG_0138The burglar pushes forward, unleashing her carbine, taking a few of the closest down. The next second though, more move in and pull her down, tearing her to pieces.

IMG_0140

The group pushes on, unleashing torrents of bullets clearing a path to the stairs and up them. As  they climb the stairs, the klaxon continues to sound. Even with the time they bought, they are now down to five minutes to self destruct.

One of the players asks, Hey, even if we get the cure out, aren’t we going to trapped in this building and all killed by the nuke? Good question. I had wondered how long until they realized this.

On the top floor, they emerge from the staircase and find only a couple zombies stumbling about.

IMG_0141
The wife moves forward and quickly dispatches one of them, but is suddenly surprised as someone grabs her from behind and points a large pistol at her heard. It is Hell Furrie, a gang member they had encountered earlier and who has been hunting the lounge singer for a long-past betrayal of his gang. “I told you you would pay, and now you’re going to watch your wife die in front of your eyes before I kill you,” he calls out.

IMG_0142

Before he can pull the trigger though, the kid gets a lucky shot off, killing Hell instantly. They easily take out the remaining zombie and arrive at the roof, only to find a helicopter there sitting on a landing pad.

There is only three minutes before the self-destruct goes off. The technician goes to work uploading the cure instructions and the rest pile into the helicopter, trying to get it started. They manage with seconds to go and the cure is uploaded. The technician loads into the helicopter which they have gotten going and lurch off the roof as hordes of zombies continue to mass below them.

The nuke goes off just as they make it outside the main blast radius, but the shock wave hits them and the rookie pilot can’t keep it in the air, the helicopter slams into the ground.

The next day, four survivors awaken and pull themselves from the wreck to find a strangely silent world, cured of the plague that had wreaked such destruction.

Here are the four who lived:

The Kid: Grandson of “The Cuke”, a retired firefighter who had died on the island confronting Khan.

Laura: Daughter of the lounge singer.

CDC Technician: Transmitter of the cure.

Dr. Oppenheimer: Creator of the cure.

IMG_0144
None of the original PCs survived, but they succeeded overall and two of their family members survived. A brutal, but exciting end to the War of the Dead campaign.

Gaming Life: Return to War of the Dead – Going Nuclear

We’re closing in on the finale of our Savage Worlds War of the Dead campaign. We pick up with our heroes after they escaped the relocation camp run by the army just outside and broke into the CDC buildings. There, they are greeted by a few of the surviving employees and brought down into one of the sub-levels of the CDC Headquarters in Atlanta.

In a situation room, they learn that the remaining scientists and technicians have recruited their loved ones to help, given that there are so few of them. Two of the original characters from the start of the campaign are here, a doctor and a lounge singer, now hardened by the events of the last few months.

IMG_0084

The loved ones learn that Khan (patient Zero who started the infection in New York City and then on the cruise ship the PCs were on) has been captured and brought here. He was being studied by their scientists, as well as interrogated by the General. The General in particular was fascinated by this man who had survived the infection and now appeared almost invincible to all disease and injury.

They have learned that the infection is unlike any they’ve seen before. It is incredibly infectious, causes a fever that almost always kills the patient, then starts regenerating bodily systems and brings the body back to life – but with an animal-like intelligence, only interested in attacking others and spreading the infection.

But, they have seen in Khan’s case, and heard cases of at least a couple others, surviving the infection with their intellect intact, and gaining a regenerative system that protects and heals them from all disease, poison and injuries.

Only by damaging the heart can they stop the process – for a time. Eventually, even heart damage will heal up and the dead will walk again. Only complete incineration is a final solution.

A couple days ago last couple days, Khan broke free from his secure holding area and is somewhere in the building. The General views him as the biggest threat there is. He blames Khan for all the walking dead who are massing around the walls of the relocation camp and CDC. There are hundreds of thousands now and the General seems to believe that by killing Khan, he can somehow end this disaster.

As such, the General has put the CDC under quarantine, surrounded it with troops and vowed to activate the facility’s self-destruct system, a nuke embedded in the building. He believes everyone left in the building is contaminated and will shoot and burn anyone who tries to leave.

However, their research on Khan and the information provided by the memory stick and hard drive the heroes recovered from the cruise ship (from Khan’s possessions – he was an VP with a bio-tech firm and was trying to smuggle the information on a new project out of the country to a secret buyer, but feel victim to it), they are close to finding a cure. In the secure lab on the next level below, a lone scientist believes she can stop the virus.

While the CDC Director is explaining this to the PCs, an alarm goes off – two breaches detected. One of on Level 2 – where the self-destruct control terminal is located and one on the main level (where they had entered themselves). They quickly discuss what to do and decide it is likely the General’s soldiers trying to activate the nuke, so head to Level 2, arming themselves with the remaining CDC Security Station weapons.

On Level 2, the elevator doors open and they see the control room, but three walking dead are here.

IMG_0088

The heroes decide to keep quiet and holster their pistols, instead using knives and a fire axe to go to work on these zombies. As they do so, the kid scoots past them, grabbing a mop as an improvised weapon and harasses them from behind.

They suddenly hear automatic gunfire from behind the door across the room. The kid breaks off and runs to the door, listening closely (and rolling an 18 on his Notice roll!). He hears a group of men talking in hushed whispers, “Don’t put too much, we only want to open it, not blow up the whole place!” Wisely, he dashes away from the door into the corner, but shouts out, “Hey guys, I think there’s someone at the door!” to his friends (Big Mouth disadvantage).

The next second, the door is blasted open and a flash bang grenade is thrown in, blinding the herbalist.

IMG_0093

One of the girls runs across the room, grabbing the re-killed security guard’s pistol as she goes, hiding in the other corner.

The soldiers go next and unload their rifles at the group, spraying them and the zombies as they burst into the room, running for cover on either side.

The Corporal in charge runs toward the corner with the girl, laying down suppressive fire on the main group as he goes, but misses seeing the girl. She pops up and unloads her pistol into him, scoring a head shot and dropping him instantly.

Meanwhile, two of the soldiers are in the other corner with the kid. He’s hiding and they haven’t noticed him, concentrating their fire on the main group who are now caught between shooting back and dealing with a couple remaining undead. The kid pulls a flash bang grenade from one of the soldiers, pulls the pin and shoves it back in the soldier’s pocket. BANG! Soldier down.

IMG_0097

The burglar meanwhile is struggling with the zombies and pulls off a double-move, grabbing one of the zombies and using it as cover while she shoots at the soldiers. Unfortunately, the zombie breaks free and bites the arm that held it, chomping down hard and knocking down the burglar. The other zombie bites at the herbalist and connects with her shoulder, she screams and is taken down as well.

IMG_0099

The doctor shoots the soldier still outside of the room and hits him, knocking him down, then races forward to finish him off, but his shot hits armoured kevlar and looking up he sees there are more walking dead moving in, so decides to abandon the soldier’s fate to the zombies and get out of there. He sprints back into the room, just as the lounge singer who has been exchanging shots with the soldiers to the south is hit by a burst of automatic fire and is almost killed on the spot.

The soldiers turn their attention to the console and one begins starting the nuclear weapon activation sequence while the other covers him. The doctor sees this and stops to open fire on them, unfortunately hitting their armour.

The rest of the group sees the horde of walking dead approaching and decide they need to get out here now, the kid, the girl, the lounge singer all sprint to the elevator, pulling the zombie off the burglar and into the elevator too. As the door slides shut, the soldiers continue the arming process as zombies pour into the room, overwhelming the doctor who is busy trying to shoot up the console and dodge the covering soldier’s bullets. He is overtaken and the door closes.

IMG_0101

The doctor is overtaken as the elevator door closes and the session ends.

IMG_0103
One PC was killed, as well as his loved one. Two more are badly wounded. The kid and the girl survived untouched. I don’t think there were any bennies left by the end. A bloody night.

The next session will likely be the last when we’ll find out:

Was the nuke activated?

What happened to Khan?

And, what about that cure?

 

GAME PROP NOTES

This session, I used the third basement level from Dramascape’s The Bunker for the main sub-level and situation room and then their City Sewers map for the Level 2 control room. For minis, I used the usual assortment of Heroclix and a bunch of painted minis borrowed from one of our players, Michel (thanks!).

I also used the Stuffer Shack counters for keeping track of the various soldiers and zombies, as well as the Shaken (S), Wounded (W) and other (X) notations as needed. This allows me to run a combat with almost no paperwork, other than marking off when someone is killed. I highly recommend them.

Confessions of a Kickstarter Junkie: April Roundup and Retrospective

There’s only one Kickstarter that I’m currently backing this month and I haven’t seen any others that have caught my eye enough to warrant an honourable mention. So, I’m going to cover the one I am backing and then review how Kickstarter has worked for me over the last few years that I’ve been backing projects.

photo-originalRPG Card Decks: NPCs, Creature Ecologies, Adventures (ends April 21)

RPG card decks: one with a mini-adventure on each card, a deck of NPCs & a deck of ecology info creature cards. I backed their last Kickstarter, the Creature & Encounter RPG Card Decks, a couple years ago and received pdfs of about 270 creature cards and 108 encounter cards for $15. A pretty good deal.

I enjoy in particular the creature cards, which, like Paizo’s Face cards, I use extensively in my games to show players what a particular NPC or creature looks like. My players love them and I’m always searching for more, especially since Paizo seems to be slowing on producing Face card decks.

For this Kickstarter, Inkwell is producing another creature deck, another encounter deck and an NPC Portraits deck. Woo hoo! For $5, you get a pdf of one of these decks or all a pdf of three for $14. That works for me!


Kickstarter Retrospective

I came to the party late with my first Kickstarter pledge in late 2012. It was the first Reaper miniatures Kickstarter, in which nearly 18,000 backers pledged almost $3.5 million. Most pledges were for the $100 “Vampire set” and after all the stretch goals, backers received about 237 figures, which works out to about $0.42 per figure. Can’t beat that deal and so it hooked me into the stretch goal addiction that is Kickstarter.

cairn interior testThat year, I backed five more Kickstarters, one for terrain products, two RPGs, one RPG supplement and a documentary about D&D. I didn’t do great that first year, as one of them failed (Cairn), only later to be picked up by SoulJar Games (who amazingly finished the game and provided it to backers, well done!) and the other one, the D&D Documentary, has become embroiled in a major legal battle, remains unfinished a year after its planned release date and has no end date in sight.

Nevertheless, the next year, I leapt into Kickstarter with both feet backing 31 projects over the course of the year. Mostly they were new RPGs (10), RPG supplements (10), gaming terrain (8), as well as a couple for miniatures (including Reaper Bones II) and one art project that I couldn’t resist (Dogs Playing D&D).

None of these have failed yet, but I am waiting on five of them still, which are all late, some up a year and a half late. I’m only worried about one that might fail though. I should note that they have all tried to keep their backers up to date through the various delays to varying degrees.

119321-thumb140Out of these Kickstarters though, I have gained some amazing terrain for my games, I launched a campaign in the world of Weird Wars Rome and have some great accessories for my games, as well a great poster for my wall. I’m happy with all of them. If not for Kickstarter, I most likely might have bought one or two of the RPGs through a brick and mortar store or through DrivethruRPG and probably would never have seen the terrain or RPG support materials for sale unless I attended a major convention like Gen Con. The deals on Kickstarter were good enough to draw me in to check out products that I normally might not have given a second look.

In 2014, I backed 28 Kickstarters. They were mostly RPGs (12), RPG supplements (8) and terrain for my games (5). I also backed a card game for my daughter and a toy for the kid in me (Spawn of Cthulhu action figure). Out of these, fifteen have been delivered, six are not due yet and the remaining are late by around six months or so.

Again, these Kickstarters introduced me to some great new games and provided a forum to purchase terrain for my games otherwise unavailable and some great material about gaming. None have failed yet, but I’m not expecting any to fail. They’re all keeping me updated regularly and are fairly close to completion.

Now, we’re mid-April 2015, and I’ve already backed twelve Kickstarters. This time five are for RPG support materials (adventures or support materials for adventures), three for game terrain, two for RPGs, one board game and one card game. Only one has been delivered (on time!), the rest are due later this year or early next year. I’m excited about them and pleased with my pledges. Again, I’m feeling confident that all of them should be fine, though some may be a little late.


Evaluation

Overall, Kickstarter has allowed me to access more for my games for my dollar. Yes, I’m probably spending more than I would normally, but the stretch goals generally result in the value of materials I have received for that money far and away outweighs it.

I have been luckier than some with only one partial failure out of 77 projects. The average delay has been about six months so far, which will no doubt climb as releases continue to be pushed back. I also suspect that at least one or two of the outstanding projects could fail. That’s not the end of the world to me though, as RPG releases have always been unpredictable. It is more so with Kickstarter, but not unbearably so.

My luck with RPGs and RPG support materials might have to do with picking companies that are either established, present as professional or already have the product ready and only need lay-out and art. Or it could just be I’ve been lucky.

Terrain and miniatures are a little trickier. There have been some great deals offered by new companies that are a lot riskier. The amounts involved tend to be higher and, especially when their Kickstarter is too successful, producing the product quickly enough can be overwhelming for these new entrants.

In this respect, I have seen one Kickstarter deliver its rewards and then promptly go out of business, another is struggling to complete its backer rewards over a year later and I suspect may also go under before or immediately after completion (hopefully after I receive my rewards though!). Others have struggled to get their products out, but did manage to do so and are now doing fairly well, either having further Kickstarters or maintaining a business providing their products. And then, of course, there’s Dwarven Forge, which is rocking the whole industry.

I haven’t ventured far outside of tabletop RPGs and related products, so can’t comment on those, but in this industry, it is definitely the way to go. There is a risk to it, but overall, it’s been quite a successful way to get more bang for your buck and to expand your gaming horizons in ways that I could never have dreamed of three years ago.

Gaming Life: Return to War of the Dead Campaign Session 4 – Relocation Camp 5

We returned to the War of the Dead campaign just outside the CDC in Atlanta with the PCs (survivors) being herded to a relocation camp set up by the military to contain the residents of Atlanta who had not succumbed to the sickness.
IMG_0047

As they were being led to their camp, the FBI agent with them breaks away, running toward a military commander on the scene. She yells at him, “Morrison, what the hell are you doing!” as the survivors notice that the CDC buildings are themselves surrounded by barbed wire fencing and soldiers facing in. The commander tells her that her little plan is over and that he’s in command now. She is led back to the group, who meanwhile use the distraction as an opportunity to steal a taser from one of the soldiers.

IMG_0050

As they’re being forced into the fenced in camp, the soldiers pat down each of the survivors, but through more distractions, the survivors manage to sneak in the taser and a couple of small knives.

IMG_0048

Inside the camp, they meet a number their fellow inmates residents, including Max the Fixer. You want it, he can probably get it. They trade the taser for crucial information on the guards and a promise of some lockpicks in four days time from him. They learn that some bikers recently arrived, but were put in a different camp.

The next day, a biker in an adjacent camp threatens Gina, one of the survivors. Hell is coming for her and her husband. She taunts him back to come and get her.

The rest of the group settles in to figuring out the weaknesses in the fencing, tracking the guards to ensure their information is correct and planning their escape. One of the survivors was bitten and has hidden it from the guards, but she knows it’s only a matter of time before she starts showing signs of the sickness. A guard who carries a flamethrower is a grim reminder that the camp’s way of dealing with the sickness isn’t a nice one.

IMG_0054

The survivors put their plan to escape in action close to midnight on the their second night there, using a weak point in the fencing to sneak out. Miraculously, they all make their stealth checks and manage to get away. As they’re leaving, Gina notices the profile of Hell Furrie, the biker who is coming to kill her in an adjacent camp. He’s obviously waiting for his opportunity to escape into their camp and kill her. The group decides to just leave him and proceed to the barbed wire fencing.

IMG_0053
Although a few of them get caught on the barbed wire, cutting themselves up a bit, they use a blanket and make it over without attracting any attention. It’s only once they make it into one of the CDC buildings that one of the girls with them slams the door closed too loudly and suddenly all lights are on the building. But, they’re in and they encounter some CDC scientists who, upon meeting the FBI agent with them, urges the survivors to go with them, there’s something big they have to see.

This night went very smoothly for the PCs. They played it smart and careful. No big risks were taken (other than the escape). They planned their escape well and didn’t take my bait for them to settle some scores and instead kept to plan and as a result there were no combats and no major confrontations at all. It was a good information gathering and plot development session, which is ironic since the sets were a huge amount of work, but everyone loved it and it added to the feeling of being penned up.

I also wanted to take a shot of what it looks like behind the GM screen. I have my item cards ready for most things they could get their hands on (and some that they’re not likely to get), face cards for the major NPCs they encounter, a zombie deck of cards, dice, markers, my wheel of raises, rulebook and notes for the session.

IMG_0045

Happy gaming!

Deadlands: Reloaded – Into the Caves

We returned to Deadlands: Reloaded for another session. We’ve been having a great deal of difficulty getting all four players together, which is making me rethink how I’ll approach the upcoming Masks of Nyarlathotep campaign I’m planning. I may have to work out a system to allow for one or more to be missing from any given session, otherwise it’ll take forever to complete.

In any case, I decided this time to go entirely off the cuff, creating an adventure from the backgrounds the player’s built up for their characters and focusing on a particular setting that had been requested – caves!

IMG_0009

Our night caps off with the crew accompanying their rail baron on a trip into the badlands on his personal train. Unfortunately, just as the sun comes up, an explosion can be heard and the tracks have been blown up. Before anyone knows something is wrong, the train derails, throwing them from their bunks and seats, rolling the main car. They emerge to find a group of Sioux warriors circling the train, armed with rifles. They mean business.

Unfortunately for my planned encounter for the night, the gunslinger draws a Joker and decides to unload on them. He drops two, as well as the shaman with a critical-instant kill hit. Not normally a problem, but I had planned on him being the main foe for the evening. Dead on the first round. Serves me right for having him show his face in the first battle.  Aw well, must roll with the punches.

IMG_0011

While the shaman was going to be the main foe, he had already summoned a wendigo who had happily seized the rail baron in the confusion. There was a bit of a shoot out with him, but fear checks were failed and he simply floated off with the rail baron in tow. The players had some punches to roll with too.

IMG_0014

The posse tracks the warriors to a waterfall.

IMG_0016

In behind the waterfall, they find a cave opening.

IMG_0029

Through that little opening, the posse enters and finds a stagnant pond and passageways.

IMG_0030

The priest, unwisely, dips his shotgun in the pond, then slips in the pond and nearly vanishes completely. Covered in scum, he cleanses himself with a blessing, which is good, because it was nasty stuff.

IMG_0031

The group continues on into the cave, finding a pitch dark chamber.

IMG_0033

Before they can get very far, a couple warriors strike from the darkness, but the gunslinger again unloads his six-shooter, this time shooting his pal in the chest. Grim Servant o’ Death strikes again. They dispatch the warriors quickly and find themselves in a strange chamber with ancient carvings on the walls and a warning in Sioux across the archway warning that only death can be found beyond. A bottomless chasm stretches between them and a landing on the other side.

IMG_0034

The priest decides to take a leap of faith.

IMG_0036

He makes it and soon is joined by the rest of the posse.
IMG_0037

Finally, they find their boss in a chamber with the wendigo ready to eat him. There a couple cave men with him and immediately, they all race to cut the posse to pieces.IMG_0038IMG_0042

 

The battle is soon over, though the scout was almost torn to shreds by the wendigo.

IMG_0043The gunslinger and priest manage to take down the cave men while the wendigo tries to escape through a vent in the ceiling.

 

 

IMG_0044

But, is cut down by a double-barrelled blast from the priest who redeems his faith he had lost earlier in the evening.

IMG_0040

Here’s the full cave that they explored. 

It was an easily-pulled together session, building off the Sioux shaman that is one of their main enemies, but instead of going up against him, they went against his servant (who was terrifying in his own way). And, though he was killed quickly at the start of the session, it’s funny how evil things don’t seem to stay dead for very long in Deadlands…

We loved playing with the Dwarven Forge caverns set, it really brought the caves out. I also used Bits of Darkness: Caverns for the atmospherics. It’s an excellent product and very much complemented the physical caves that the players could see with great descriptions of the caves and passageways.

Pitting the Role-playing vs. the Game

I have bought one superhero game in my 30+ years of gaming – Marvel Heroic Roleplaying. It’s just not a genre I’ve been into in the past, but it was the darling RPG of the year and everyone was raving about it. I jumped on the bandwagon, encouraged by the narrative game play that the game promised. And it delivered to some extent. The problem that I began to notice as we played more and more of it, was that so much of the game’s time was spent by players building their dice pools.

This was the first time I really stepped back and thought about the two distinct parts of a role-playing game. The “game” part (mechanics) and the “role-playing” part (story).

We all know this, but I had always considered games in terms of how “crunchy” they were and MHRP was not a “complex” game so would not be termed crunchy but players still were spending a lot of time building their dice pools and then deciphering them. I was frustrated by how much time we were spending on these mechanics. I guess because MHRP is supposed to be more narrative-focused the time spent on the “game” part of it was more noticeable than in past RPGs.

A short while later, I tried out Dungeon World (my first exposure to the Apocalypse Engine game mechanics). Here was a game system which consists pretty much of “roll 2d6 and if you roll 7-9, you succeed with consequences, on 10+ you fully succeed and on a 6 or less, you fail and the GM makes a move.”

I’m oversimplifying, but essentially, that’s it. The game system is so simple that in game play I was astonished at how quickly, but with a great deal of depth, the game moved. Rolls were quick, but results could be complex within the story. Not within the game. We spent our time on how the story developed, not pulling together which dice to roll and then interpreting the results.

There is a strong push in RPGs toward more narrative games and here were two “narrative” games, but in one, we spent a lot of time out of the story, focused on the mechanics and in the other we spent most of our time in the story and only a short time on the mechanics.

And this led to my new analysis of games, not based on “crunch”, but on how much time is spent on the “game” and how much is spent on “role-playing.” It’s not that I want to get rid of dice mechanics, in fact my gaming groups and I both enjoy rolling dice and want some crunch to build unique characters with, but we don’t want to spend more time that we have to while playing on the game mechanics so that we can focus instead on the role-playing and the story development.


Blades in the Dark Playtest

Blades in the DarkThis leads me to last night’s playtest of Blades in the Dark. It’s being kickstarted right now, I’m backing it and was excited to try out, as it promises to be a very narrative game.

We had a good time, created characters and played through two missions. We loved the setting and the set-up of a group of thieves in an industrial fantasy setting.

Unfortunately though, it uses a dice pool mechanic and that killed it for all of us. By the end of the night, we were sick of having to pull together another dice pool. It felt like we would start to develop the story, telling what we were doing and then were dropped out of the immersion as we started the discussion around how many dice could be used.

Even the “devil’s bargain” mechanic, which granted you an extra die in return for giving up something or some ill effect and sounded exciting and fun, was tiring. Every time a roll was to be made, the GM had to come up with some offer to the players. There are suggestions, which helps, but unlike in an Apocalypse Engine game where “success with consequences” only happens on a 7-9, this is required on every roll, as players are always (justifiably) curious about what they can do to get an extra die.

I’m very disappointed as I was very excited about this game and was even thinking of putting this into the regular game rotation, but no one wants to continue using this game system. I might use the setting, as it’s quite good, but we’re left cold by the dice pool mechanic.

I’m curious if this is just us or whether other gamers have developed the same analysis of game vs role-playing in their RPGs?

Confessions of a Kickstarter Junkie: March’s Roundup

Here are a few kick-starters that I’m backing and that you might want to check out:

Unknown-1

Uncharted Worlds: A Space Opera Roleplaying Game (ends March 20)

A space opera tabletop rpg of exploration, combat, politics and commerce across the stars. I’ll cover this one first as it’s ending very early. Generally, I’m hesitant to buy into new game systems without knowing them, but this one is powered by D. Vincent Baker’s Apocalypse Engine, a favourite of mine. Then again, games using this engine are quite common these days (it being such a good game system). So, my reason for backing this one is the character creation that allows you to pick a couple backgrounds and then build up your character from that. I like the concept and, although I doubt I would play the actual game, is worth exploring for my own design work for the $10 entry fee.

DF-Poster-ByJustinMartin-sm

Dwarven Forge’s City Builder Terrain System (ends April 2)

This is the heavyweight champion of RPG terrain kickstarters, the third outing of Dwarven Forge in their unique durable yet light terrain material, Dwarvenite. I’ve previously discussed my thoughts on this kickstarter and other city 3D terrain, but I’ll repeat that I’m impressed with their offerings and look forward to more of their excellent offerings. Unfortunately, it’s expensive. For just one unpainted building it’ll cost you $35, but if you have the money, for $220 you can get in at the hamlet level and get access to the many stretch goals that have been achieved.

Unknown

Blades in the Dark (ends April 9)

Blades in the Dark is a tabletop RPG about a crew of daring scoundrels building a criminal empire in a haunted city full of thieves. Again, I don’t usually jump into entirely new RPGs, but this one is by John Harper, creator of Lady Blackbird (one of my favourite designs) among many other great games. It’s also an idea that I explored back when I first discovered DungeonWorld, the concept of a group of thieves in an urban fantasy setting. There’s also a quick start that you can download that shows you how the game works and I’m intrigued. It has me thinking of switching my Deadlands Reloaded game out for this one. You can get in on this kickstarter for $10 for just the pdf, but if you want the stretch goals, you’ll have to pledge at least $20, which is a good deal since they’ve unlocked at least a dozen extras that expand the game into new settings and new playbooks.

Honourable Mentions

I’m not backing these (yet), but they caught my eye:

WITCH – a dark, modern fantasy role play game (ends March 31)

A tabletop role play game where you play a member of the Fated, a witch or warlock who has sold their soul to a demon for power. It’s been featured on the One Shot podcast, which is a favourite of mine. It looks like a d20 type game system, which is of less interest to me, but if you’re into witches, this could be worth checking out.

Curse of the Yellow Sign (ends April 5)

A trilogy of Call of Cthulhu adventures linked by the Yellow Sign. All written by Origins Award winning author John Wick. The adventures were all previously published and I had picked up one of them before. Apparently he’s adding material to each of them and it’s just $10 for the pdfs of all three of them, which is a great deal. I’ve always loved the Yellow Sign in the Mythos lore, so this is very appealing to me.

Shadow of the Demon Lord (ends April 10)

Tell tales of dark and horrific fantasy with your friends using Robert J. Schwalb’s thrilling new tabletop roleplaying game. Chris Stevens has posted his reasons to support it here. It’ll cost you $24 to get pdfs of the books, but it sounds like quite an intense game and the previews look gorgeous.

Why I’m backing Robert J. Schwalb’s Kickstarter – Shadow of the Demon Lord

Why am I backing Robert J. Schwalb’s Kickstarter, Shadow of the Demon Lord? Because Rammstein. That’s why. And other reasons…

Why am I backing Robert J. Schwalb’s Shadow of the Demon Lord?

Because Rammstein.  That’s why.  And other reasons…

Shadow of the Demon LordShadow of the Demon Lord is a cross between typical fantasy and messed up darkness.  It’s really dark fantasy at it’s core.  The game system is easy to learn, plays fast, and requires little preparation to play (something that both novice and veteran players will appreciate, I’m sure).

  1. I love it because it’s fast and brutal.
  2. I love it because it’s a fun game, one that lets us tell more stories.
  3. I love it because it’s awesome for both one-shots and campaigns.

Ever since playing A Song of Ice and Fire (in which Robert was the lead designer), I’ve been a fan – so I’m grateful for being let in on the process of this awesome project.  Over the last year I’ve seen its progression from rough draft to one polished and kick-ass game.  Shadow of the Demon Lord has turned out to be one god-damned awesome game.  I’m backing it simply because I want to play more of it.

I have backed exactly two projects on Kickstarter, and this will be my third.  If you need further explanation as to why I am backing Robert J. Schwalb’s Shadow of the Demon Lord, the answer is Rammstein…

Gaming Life: GottaCon 2015

Recently I attended the GottaCon in beautiful Victoria, BC, Canada. It’s the 7th convention they’ve held and it’s dedicated to gaming of all kinds, but for me it was all about the RPGs.

Unknown

The convention itself was held at the beautiful Victoria Convention Centre after it’s early beginnings in the gyms of recreation centres.

IMG_1916

With over 3000 attendees, the convention has even spilled over into the adjacent Crystal Gardens, where the dealer’s hall and wargaming was held.

IMG_1898


Friday

Trail of Cthulhu – King in Tatters

I ran Trail of Cthulhu for the Friday night session using the Tatterdemalion adventure from Call of Cthulhu’s Fatal Experiments. I changed it up significantly after a playtest with my Victoria group showed that it was far too deadly and railroady the way it is written. That group ended up lost in Carcosa and accidentally dynamited the gate back to their own reality, thus ending in a TPK.

IMG_1906

I also added a prelude in which the characters were chasing a masked figure through an old mansion and into strange lands with an abrupt end where they wake from the dream, only to realize that the figure that killed them was the host of the party they were about to attend. This prelude not only served to establish the mood and themes of the night, but also gave the player’s a chance to test out the game system, gaining a full refresh at the end of the dream.

The main session focused on a masked costume party. One of my oldest and best gaming buddies, Mark, came down for the convention and joined this session. As a long-time gamer who had honed his skills running Call of Cthulhu for me and others, he quickly moved to counter the threat and the others joined in on wrecking the play that was about to be held, ultimately starting a fire to disrupt the proceedings and burning down the mansion in which it was being held.

IMG_1909

A dramatic end to a very dramatic game. A good time was had by all. You can see in the pictures the many figure flats created for this adventure. This also ended my GMing at the convention and for a change, I was able to just play in games.


Saturday

Savage Worlds – 10,000 B.C.

For my first game of the day, I joined my old Victoria group to play in a game of Savage Worlds set in 10,000 BC. We played in the same guy’s game in the same setting last year, so it’s almost a tradition.

Unfortunately, although the game started out well with our group searching for a new home for our tribe as the Ice Age was approaching, it soon went off track.

One of the players was playing a shaman who could shape change and speak with animals, so when we ran into a wolf pack he approached it in wolf form, chatted a bit and made friends. Same thing with a big bear when we accidentally got between it and its cubs. Then, yet again he found a way to make friends with another tribe that we encountered. He was playing his character well enough, but the game soon became “make friends” in 10,000 B.C., not a wild and crazy caveman game.

The previous years’ hijinks-filled session was a blast, unfortunately, this one was not. Unfortunate, but it was good to play with old friends.

In the same timeslot, my Surrey group friend Michel ran the Sailors on the Starless Sea adventure to great admiration for the work that he puts into it.

He uses Dungeon Crawl Classics as the game system and all the player characters start as 0 level villagers.

Gottacon2015_MiniaturesSailorsOnTheStarlessSea

The big finale is an assault on a step pyramid with cultists on top about to bring a demon into the world. You have five rounds to stop them. Go!

IMG_1920

Savage Worlds – Deadlands Reloaded

Michel then joined me for my second game, Deadlands Reloaded. As I’m running my own “campaign” of this at home, I thought it would be fun to play in a game. I think the last Deadlands game that I played in was the original Deadlands many, many years ago, run by my friend Mark as it happens!

The action started immediately with a devil bat attack and then led into an investigation in a town into the cause of a series of mysterious murders. Deadlands is one of those great game settings that almost merges the action of fantasy games with the mystery of a good Cthulhu game. I like the mix.

IMG_1927

We solved the mystery almost halfway through the last hour of play and rushed to confront the cultists in the barn as they attempted to sacrifice the last victim. I like the figure flats that the GM uses, the bases are home made using pieces of plastic and stapled close together forming a nice slot for the figures to go into, put on a cardboard base. IMG_1928This session was definitely more action packed than the previous one with a good mystery and some fun encounters. The final battle was close, as all of our characters were pretty battered and exhausted. A good climax to the adventure.

Cryptworld – Teens & the Haunted House

The final game on Saturday was using an old game system (originally called Chill), now called Cryptworld. We played teenagers who were having a tailgate party in the woods close to a haunted house. A strange fog pushed us toward the house and led to a night of close encounters with ghosts, all with their own troubles and dangers.

I really liked Chill as a kid, it was one of my first games back in the mid-80s. The game system was very innovative for its time and holds up pretty well. All rolls were percentile based, but it had one table for all die roll resolutions with a range of degrees of success: CW Action Table.

The simple setting and storyline made for a great exploration and mystery session. Unfortunately, again, (a theme for my weekend perhaps?), someone decided that burning down the house was the best plan, which ended the adventure in a fiery mass of destruction. We survived, but something evil was released.

A very cool atmospheric game. It ended a little too early, but I understand that’s why game modules now have specific instructions about “the building cannot be burned down” rules.

IMG_1931That wrapped day 2 of the convention. Halfway through the day, I spent a bit of time racing through the vendor’s hall and snapped up some new terrain for future games, including a farmer’s field, a few sets of trees, some rock clumps, an animal pit and a small cemetery piece. Definitely looking forward to using them in the near future.


Sunday

Games on Demand – The Sword, The Crown, The Unspeakable Power (SCUP)

I had intended to play Games on Demand the whole weekend, but seeing various games that piqued my interest, by the time of the convention, my only free slot was Sunday morning. And so, I immediately set up camp in the Games on Demand area.

I had seen that Todd from The Jank Cast was running games and had been intrigued for a long time by their game, SCUP. It’s an Apocalypse World hack for a Game of Thrones-like setting.

We pulled a couple of the other GM’s together to form a group (first thing Sunday morning for some reason was quiet) and got started building our world and power dynamics.

We were only able to play for a couple hours, but in that time we made characters, built our world and managed to engage in a very intense scene or two of politics in which my character (the Voice), a servant in the king’s palace who ran a network of female spies was trying to consolidate her power through her lover (the newly installed king – another PC playing a Noble) against the old power held by the Magisterium who were visiting to try to assassinate the king. I fumbled a couple critical rolls and nearly sparked a palace coup.

This was a great game and I would have loved to have continued it. I’m looking forward to seeing this game in print.

Night’s Black Agents – Assault on Castle Ravenloft

My final game of the weekend was to be an epic one – the modern spy thriller of Night’s Black Agents set in the wilds of Romania, facing the power of Count Strahd. It was D&D’s original Ravenloft meets Jason Bourne.IMG_1937

The RPG Manager for GottaCon himself, Mike Gruber, ran this amazing adventure, complete with awesome props. He even provided expanded maps of the castle itself after my character (a hacker) spent points on obtaining them. They were incredible!  IMG_1940This game was non-stop action, starting with packs of wolves and swarms of bats trapping us in a house with Ireena and her brother and then turning to Strahd picking us off as we searched his castle, guns blazing. I managed to shoot one of my team-mates after Strahd assumed her form. At least I think I did. There was some great fog of war going on.

My only regret of this game was that I had to catch my return ferry and left a half hour before it ended, so missed our amazing victory or catastrophic defeat. I’m hoping it’s the former.


GottaCon is one of, if not the best, gaming cons in the Pacific Northwest and I highly recommend if you’re in the area, check it out next year.

I know I’ll be back.

Gaming Life: Return to War of the Dead Campaign Session 3 – Bennies A’Burning

Having survived a helicopter crash, escaped Augusta, Georgia in an SUV, and successfully fought off a biker gang attack, we find the loved ones of our main heroes continuing on the road to Atlanta, Georgia, and the main HQ of the CDC.

You can find Session 1 here and Session 2 here.

IMG_20150219_180703

Tonight’s session begins with our group finding a pile up blocking the highway. They decide prudently to slow down and a few of them get out to check things out. They discover a few of the walking dead wandering around the scene.

The bennies start flying right off the bat as they leap onto cars to get a better view of what the situation is and to try to find a way through it. The zombies manages to team up on one of the women and bites her. The bennies don’t save her from suffering a wound and… possibly infection. The shots begin to fly and they decide they need to get out of here.

The herbalist notices a path through the wrecks and the rest of the group piles into the SUV as they drive through it, running over several of the zombies on their way. As they leave the area, the burglar notices that the grass is all trampled down around them and realizes it’s been like that since they left Augusta. No one says it, but everyone has a bad feeling about it.

IMG_20150219_183746

Their concerns are soon confirmed as a dust cloud is sighted on the horizon and looking through the binoculars they can see the walking dead filling the horizon to either side of them, hundreds and thousands of them, all moving toward Atlanta. There’s a brief discussion of running through them, but they realize this would be suicide and, looking at the map, decide to backtrack and take an alternate route through a park to the north.

Just outside the park, one of the players asks if there’s an information station. Sure, I say. He goes up to it, knocks on the door and sure enough a moan comes from inside. He opens the door and quickly knocks the living dead attendant down and dispatches her. He loots the station (not finding much), but does get what he was looking for – a map of the park. He locates the camp ranger’s station and they take a back road to it.

They arrive to find the station is a house, a barn and a small tower over looking the main road (they entered from the bottom of the map, the top of the map is the main road).

IMG_20150219_191401

This was a real advantage to them, as I had a group of cannibals holed up here. They had a whole ambush planned for the main road, including ropes across the highway to catch motorcyclists and tire spikes. Unfortunately, they rode their motorcycles into the area, spoiling any surprise. And further bad luck, one of them decided to ride around the barn on the main road and rolled a double 1s as she went around, which I determined meant she hit the rope and was knocked off her bike and unconscious for a few seconds.

IMG_20150219_192617

Meanwhile, the herbalist checked out the barn and noticed a car and fresh tracks showing it had been recently used. As the kid and burglar walked up to the house, she walked across the grounds and then – a shot. A deadly three wound sniper shot hit her hard, knocking her to the ground, but her last benny managed to reduce it to one wound.

Bursting out the front door is a madman wielding two machetes. He attacks the burglar ferociously, and the kid sneaks up along the house to get a peek at the sniper.

The unconscious woman wakes to find herself on the ground with a very sore neck,  her motorcycle running nearby and a man with a rifle peeking around the barn at the rest of her friends. With quick thinking, she drew a flare from her pack and pressed it against him and pressed the trigger. Flares launched into his body, bursting inside him and killing him instantly.

IMG_20150219_193942

The kid opened up with his pistol on the sniper and the herbalist on the ground recovered enough to get her carbine up and unloaded a 3-round burst into him, dropping him from his perch.

IMG_20150219_193857
Meanwhile, back at the house, a raging fight between the madman with machetes finished with him escaping into the house and being gunned down by the FBI agent as he failed to ambush them on the second floor. 

The group searched the premises and found a store of bodies in the barn in various states of carving. They realized that the meat in the fridges wasn’t from hunting, at least not in the traditional sense. Nevertheless, they looted what they could and holed up there for the night, getting some much-needed rest and recuperation.

One of the women decided to take watch in the tower and late at night, she heard motorcycles coming. She watched as they passed, headed toward Atlanta.

The next day, they loaded up their SUV, ditched their motorcycles and took the car from the barn and headed out toward Atlanta.

They found a couple on the side of the road a few hours later stranded. After a tense, but brief exchange, they decided to barter trade and gave them some gas for a kevlar vest. The couple warn them that Atlanta is overrun and that they should avoid the relocation camps. And yes, they did see a couple motorcyclists go by.

The next stop was the CDC HQ in Atlanta. They arrive late that evening to find a very fortified compound with soldiers and humvees guarding the gate (we failed to get a picture of this!).

The FBI agent approaches and explains who she is and they let the group enter. Once inside, they stop them and order them to leave their vehicles. Once outside, they order them to drop all their weapons (they all keep some hidden) and then begin handcuffing them all and explain to the FBI agent that she is under arrest. In the distance, they can see fence lines and tents and hear people’s voices.

And, the session ended here. Next session starts with them in the relocation camp controlled by the CDC. What could possibly go wrong with that?