Hamsterprophecy: Prevision

It’s All About Pen, Paper and People.

Archive for the 'Actual Play' Category

Posts about actual play of games.

So I Finally Have A Life With Master

Posted by hamsterprophet on May 12, 2008

I ran a short game of My Life With Master this evening. Tomorrow I should have some time to actually talk about it.

It was really, really good. Without hyperbole, I think it’s one of the tightest, most effective games I’ve ever played. I wouldn’t say I had the best game ever (we got through maybe Act I of a three-act story arc, and I’m not going to have a chance to continue the game with these players for a long time, if ever), but it was very solid.

We made extremely vibrant fiction. More thoughts tomorrow.

Posted in Actual Play, Roleplaying | No Comments »

Moments In Annalise

Posted by hamsterprophet on April 27, 2008

Here’s the (filled-out) play aid that I threw together for the JiffyCon Boston playtest of Annalise. Click for full size.

Moment Chart from AnnaliseWhenever you get into a moment in the game, the group generates an array of possible achievements and consequences that could come out of the moment. If you read down the paper, you can kinda see the flow of the game based on which achievements and consequences were on hand for the various moments. Which is hella cool!

I plan to revise it into something a little easier to parse at the table (probably with little circles or boxes for assigning dice, with the chart at the bottom that tells you which number means which either relegated to a different play aid kinda thing, or integrated into the sheet in a less obtrusive manner).

Anyway, something I’ve been meaning to post for awhile. In general life news, we’re at the end of the season at the shop I work at, so we’re in the big final build crunch. Lot’s of overtime in the next two weeks, but no free time a’tall. I am waiting on the proofs for the next printing of carry, though, so that is probably the next thing I’ll be posting about.

Also, news soon about my booth at Gen Con!

Posted in Actual Play, Annalise, Conventions, Personal, Playtesting, Promo | 2 Comments »

Character Effectiveness

Posted by hamsterprophet on April 4, 2008

This turned out longer than I thought. Skip to the end for the point.

Characters are (usually, not always, but the vast majority of the time) the interface that the players use to interface with the fiction.

Character “effectiveness” is a good (and commonly understood, I think) phrase for talking about the way in which that interface works. A characters effectiveness may be because of the stats that it has, or it may be measured by a metaresource that is used by the player in order to change the fiction in order to “help the character out,” or whatever else. But it’s a trivial point to say that a 10th level D&D character is more effective than a 1st level D&D character, right?

Well, I’m not sure that thats a trivial point at all. Because, yes, a 1st level D&D character in the same party as the 10th level one will be overwhelmed - they just won’t be able to effect the fiction in a meaningful way through the manipulation of mechanics. They will not be able to hit any of the monsters, for example. Now, the person playing that character may be able to make them effective in a “soft” fashion - for example, someone plays a 1st level noble in that 10th level game, and he has social authority in the fiction that the 10th level barbarian doesn’t have. But, as a general statement, most characters in a given game usually have about the same amount of effectiveness, right?

Let’s keep looking at D&D. Whats the other measure of character effectiveness? Your hit points. When your hit points hit 0, you are no longer effective, because your character is dead.

This is the big thing that lurks in the background of most games, right? That your character, at some point, could die, thereby severing the players ability to effect the fiction.

Man what?

The point of a roleplaying game is that you are playing, right? So what is up with the constant threat of you not getting to play anymore?

Anyway, thats not what I actually wanted to talk about. Got sidetracked, sorry.

Ahem.

So, for a certain style of play, player effectiveness = character effectiveness. My GURPS character that I just made has a 15 in the Occultism skill, so I the player have a chance north of 90% of successfully influencing the fiction whenever I use him to find something out thats related to Occultism.

For another certain style of play, player effectiveness is completely disassociated from character effectiveness. My last GURPS character died because I talked to the GM and said “hey, I’m not really interested in playing Reyes anymore, and I know you think it would be appropriate for a PC to die during this mission,” not because Reyes blew any rolls.

My question to you, gentle reader, is whether it’s ever more desirable for thematic or genre-celebratory play for player effectiveness to be curtailed because the character effectiveness has gone down. Easiest example, why should you have to stop effecting the fiction because your character dies?

The problem that I’m seeing in some of my play is that I don’t want characters to be injured, because it makes them less effective, which means that their players don’t have as much ability to have input into the game, which make it less fun for me.

This is a genuine question. Is mechanically determined lowering of character effectiveness useful? Why? When?

Posted in Actual Play, Artistry, D&D, Roleplaying | 10 Comments »

Lame!

Posted by hamsterprophet on April 1, 2008

April Fools is, like, the lamest thing ever. Google usually gets me, and Jared has had some good ones, but other than those? Gah. Please stop.

In productive news, some things I’ve been thinking of posting about!

- First Quarter play report.

- Useful technique: three-stage character jam.

- How I run InSpectres.

- Empires of Glass.

And finally, new Annalise stuff soon! I hope!

Posted in Actual Play, Gaming, Roleplaying | 2 Comments »

Commercial Gaming!

Posted by hamsterprophet on March 29, 2008

I dunno if Dev shared this with anyone else, but I think it’s hilarious.

SG Dunkin

(via Dev)

Posted in Actual Play, Conventions, Gaming | 4 Comments »

Next Time I Run The Mountain Witch…

Posted by hamsterprophet on March 15, 2008

…I will be using these images.

http://bibliodyssey.blogspot.com/2008/03/japanese-toy-designs.html

Damn but I love running that game.

Posted in Actual Play, Roleplaying | No Comments »

JiffyCon Boston 08

Posted by hamsterprophet on March 11, 2008

Wow, what a great time!

This my first time co-sponsoring an event (along with Dev) and it went pretty darn smoothly. We had a good attendance of 30+, including peeps from far-flung NYC and New Jersey (thanks for making the trip, yo!) as well as locals and many representative from Western Mass. We even had more people than games in our morning slot, and Dev got to run a playtest of his game The Dance and the Dawn. So it was, like, Boston designer playtest day, between that, my Annalise, and Jonathon’s Geiger Counter.

I facilitated a very solid playtest game of Annalise in the morning, and played Misspent Youth (again, a playtest) in the afternoon. I think Rob got some good feedback out of that game, so that’s a nice feeling.

And I saw friends and had a good solid chunk of social time! Shreyas and Elizabeth were wonderful houseguests, and it’s always exciting to see the friends I’ve made since getting into this fragment of the hobby. Thanks everyone for coming!

And, without further ado, the pictures:

Annalise JiffyCon Boston 1

Jonathon and Shreyas have introspective moments while playing Annalise. Prominently displayed is our third sponsor and official morning fuel of JiffyCon, Dunkin’ Donuts. In the background are Melissa, Kat and someone I can’t make out playing the Dance and the Dawn.

SotC @ JiffyCon Boston

Adam Flynn winds up for another knockout punch while running Spirit of the Century! for a full and (from what I was overhearing at the time) enthusiastic table.

Videographers @ JiffyCon Boston

There were some kind folks present who have been filming a documentary on Pandemonium, the game store that graciously provided our venue for JiffyCon. They came by and filmed a couple games and did a couple of interviews, and were generally cool people. Yay, JiffyCon on film! I’ll be sure to put a link when the thing is available.

Eppy @ JiffyCon Boston

Two friendly fellows whose names I, unfortunately, don’t remember (sorry guys! though, they were playing characters by the names of Sam and Cornelius, respectively) flank Eppy as he poses for me. Ah, always posing for me, thats my Epidiah. We were playing Misspent Youth, by the way.

Misspent Youth @ JiffyCon Boston

My Misspent Youth character sheet and notes.

StM @ JiffyCon Boston

Emily Care Boss playing Shooting the Moon with John and Deanne Adams. John is aghast at the dastardly deeds of Emily’s shootin’ fingers.

Mist Robed Gate @ JiffyCon

Shreyas runs a playtest of Mist Robed Gate for a packed and super-boisterous table. There were tears AND Kung Fu. Most excellent.

So, again, thanks everyone for coming! It was a blast!

Posted in Actual Play, Annalise, Conventions, Gaming, Playtesting, Promo, Roleplaying | 4 Comments »

Piecemeal Armor Rules for D&D

Posted by hamsterprophet on February 17, 2008

So I’m playing D&D with my monday-then-tuesday-but-now-wednesday group. It’s fun. My character is badass and emo at the same time. She’s a rogue/cleric, and so far she’s exploded a skeleton (by turning it) and stabbed a dude in the lung, but then she healed it.

Anyway, the setting is a world that the DM has made up, based very loosely on Dark Sun and some other stuff. There a mountain with a dragon below it, and there’s 7 Giants who spend all their time keeping the Dragon asleep, cuz if it wakes up everythings gonna die, and this whole thing is surrounded by trackless desert, and so on. So, we geek out about cool stuff from Dark Sun that should exist in this world, and piecemeal armor kept on coming up. Like, gladiators with platemail arms and chunks of chainmail, elven nomads rockin’ layers of skins with metal sewn into them, whatever.

So, with some spare time in my weekend, I made up some piecemeal armor rules. I really like them! They’re only a little more complicated than armor already is in D&D, and I think they lend a lot of flavor to the whole endeavor. There’s also a system for piecemeal armor getting destroyed in combat, which is easily extensible to being a general armor destruction system that doesn’t involve any new mechanics beyond what you already use in combats. Which is pretty cool.

Anyway, pending DM approval, we’re gonna use ‘em in my game. I’m posting the 5-page PDF here also, in case anyone is interested in checking them out, especially people with more experience with 3.5 than I have (which is anyone who’s played it for more than 2 sessions, at this point).

So, the D&D Piecemeal Armor Rules are linked right there. Lemme know whatcha think!

Posted in Actual Play, D&D, Playtesting | 2 Comments »

A Little Thing

Posted by hamsterprophet on February 9, 2008

I’m cleaning my desk, and I just found the stuff from my playtest of Annalise back at JiffyCon. Here’s the claims that were made during that game:

  • theft
  • iPod
  • Jenny’s vulnerability
  • car
  • Piercings
  • Heavily Tattooed
  • “Victim of Society” type store
  • Mr. Mysterious (used a lot)
  • Crush (used the most, I think)
  • could have been suspended (used)
  • Blood (used, I think)
  • The Tattoo Parlor
  • Your Most Reviled Teacher (used one, maybe?)
  • warning from a teacher

So, this little list makes me happy, in the “oh I totally remember where all those things came up in our game!” way.

Posted in Actual Play, Annalise | No Comments »

My Dreamation Tribe

Posted by hamsterprophet on January 28, 2008

Yay Dreamation!

Due to a personal scheduling kinda thingy, I was only able to go to Dreamation for a little while this time around. Thursday through Saturday morning, to be exact. So I went into it aiming for it to be primarily a social event for me, as well as to conduct some biz for upcoming excitingness.

In this, I felt successful.

Games, quickly:

I ran a pickup of InSpectres for Rob Donaghue, Remi Truer (sp?), Alexander Newman and last-minute-joiner Emily Care Boss.  It was, as always, wacky and fun. Rob and Remi had never played before! Upon learning this, I made it my mission to make a mission happen, and as far as I could tell it went well. We set the franchise in Indianapolis, and their first mission was a strange possessing spirit that was linked to Gen Con attendees. Nerdy injokes ensued.

I played in a playtest of Serial, Kat & Michael Millers police procedural/serial killer investigation game. I had played an earlier version of the rules at Origins, and I enjoyed it much more this time around. It’s really tightened up a lot, and has a lot of potential as a party-style game for people not familiar with roleplaying, I think.

I played a game of In A Wicked Age with Dave Younce, Alexander Newman and Kevin Allen Jr. We had war giraffes. I really liked my Reaver King character. Wicked Age is a little stabby for the kind of play I’m into right now, but I totally had fun playing.

Non-Game Stuff:

I hung out with my tribe. It was really fantastic. I made some new just-met-you-and-I-think-you’re-cool friends (hi Eric and Star and Chad and I’m sure I’m forgetting someone cuz I suck!). I did a whole lot of conversing and drinking and just having a good time. I <3 all of you!

That said, it really sucks that I saw many of friends for a few minutes at most (sorry Dave C and Adam and Joshua and Jeff and Judd and everyone else!), and didn’t get to share meals with more than a few people. I didn’t even see many people that it turns out were there, so that sucks too.

I wish I could just do this every weekend. Seriously. That would rule.

See y’all next time!

Posted in Actual Play, Conventions | No Comments »