Showing posts with label orccon. Show all posts
Showing posts with label orccon. Show all posts

Saturday, December 31, 2016

[Faith Corps] Rebelling Out of 2016

Pictured: January 1, 2017.
What's it been, six-plus months?

Anyway, I'm gearing up to run another Star Wars Rebels game in February at OrcCon, and I'm expanding the cast of characters beyond the five members of the Ghost crew I used last time, so... I thought I'd post them here, because where else am I going to do it?

There's Rex, former clone captain in the Grand Army of the Republic.

Ketsu Onyo, former partner of Sabine during their Imperial Academy days and then later their Black Sun bounty-hunting days. (My son gave me Ketsu's ship, the Shadow Caster, for Christmas, which may or may not have been a factor in the inclusion of this character.)

C1-10P, aka "Chopper," the Clone Wars-era astromech for whom the word "cantankerous" seems to have been invented.

(Have you been keeping up with Rebels this season? It's real good.)

It was tempting for a bit to try to include a Rogue One character or two in this scenario, but... I didn't. Jyn doesn't really work as a rebel earlier than, like, a week before the events of Episode IV. Saw was fair game, because he showed up briefly in the last scenario, but -- and this is going to sound a little ridiculous, I know -- there isn't a good picture of him in the style of Rebels, and the depiction of him in The Clone Wars isn't really consistent IMO with how he's presented in Rogue One. But that'll change soon!

Plus, I dunno, it felt a little like I'd be doing it just to reference Rogue One, which isn't the best reason. And he wasn't a great fit for this story. I'm a little concerned about him showing up in Rebels, to be honest. I still want him to be an unhinged rebel nutbag in Rogue One; making him a team-player like this... I dunno, I'd pictured his slow descent into extremism and having a robot foot to have been a years-long process rather than a... two-years-long process. He looks better in Rebels than he does at the beginning of Rogue One!

(Everyone's seen Rogue One by now, right?)

And for a bit, I was like, "Hey, Chirrut and Baze!" But I got the impression that two years before the Battle of Yavin, they were doing a lot of hanging out on Jedha rather than gallivanting around the galaxy on some damn-fool idealistic crusade. I could've had the story come to them, but I have another one in mind that I like a whole lot. Maybe next time, fellas.

I also thought about bringing Leia in, for obvious reasons. Maybe I still will. I still have a few weeks to sort all of this out. Besides, as it stands, I have seven PCs for hopefully only five players.

At any rate, this story takes place between the season 2 finale and the season 3 premiere. So Ezra's darker, Kanan's had that thing happen to him (now I'm worried about spoilers?), the Phantom's still around, and -- oh, what the heck -- Thrawn hasn't shown up yet.

In case you're already familiar with the sheets from the Rebels game I ran at Gamex last year, I just want to say that I really their layout, but I had to change things up for this game. Apparently Disney never released any good full-body posed pictures of Ketsu or Old Man Rex like they did with the Ghost crew in season 1, and those art elements were a real focal point of the other sheets. I like these too, though. You probably don't care about this part, but seriously, I think a lot about it. Too much. And I'm only working with Word here, so I'm doing the best I can.

So! Happy New Year, and may the Force be with all of us.

Tuesday, February 10, 2015

[OrcCon 2015] Fate With a Side of Fate


Hey, OrcCon's this weekend! And, as usual, there's a whole whack of Fate games happening. Pre-reg for these events has already closed, but the majority still have open seats for sign-up on the day.

Friday the 13th
"The Rule of Magic" (Fate Core, GM: JiB)
Crown Jewel of the Free City of Aescerlon, the Schola di Magii rises glittering above the streets of the mighty city, and from there are all real decisions made in Aescerlon. Will you survive the plots and intrigue of the most powerful magical conclave in the world? Schola di Magii is a high fantasy game where magic is the force that gives both power and position but at what cost.
I don't know anything about this other than what's in the description, but it's JiB, so it'll be fun and you should get in on that. Is this an established setting, or is it something he made up? I don't know either! Find out!

"Star Wars: The Dark Times" (Fate Core, GM: Morgan Ellis)
It is a dark time in the Galaxy. The Republic has fallen and the evil Galactic Empire has risen. The Jedi have been outlawed and all knowledge of them has faded into legend. But now rebellion against the Empire has begun and civil war threatens to consume the galaxy.
Morgan and I were both bitten by the Star Wars bug this OrcCon, thanks to Rebels. As I've related many times, our first experience with Fate was Colin's Star Wars hack of Spirit of the Century, back before I knew either of them, so this is a very natural turn of events. I'm not sure what time I can get there on Friday, but hopefully I can make it to this game. If not, you must play in it for me.

Saturday the 14th
"Scum and Villainy" (Fate Accelerated, GM: Seth Halbeisen)
A smoky bar, strange music, and rare exotic drugs. This is where you live, when you're not on a ship. Maybe it's your ship, maybe it's someone else's, but it's a ship, and that means freedom to do what you want, where you want, and blast things if you want to. Until the Empire steps in, they piss on everybody's parade. Maybe this is the big score, the one that gets you out of debt for good.
More Star Wars Fate! Seth's a Fate mainstay at Strategicon, so between his expertise with the system and a can't-miss premise -- you are Han Solo! -- this is obviously worth playing. Do so!

"Thieves' World" (Fate Core, GM: JiB)
Thieves’ World is a gritty street level fantasy game set in Sanctuary, the location of the Thieves’ World Series of books. Sanctuary is always dangerous, but something dark is moving in the shadows and narrow alleys, something that has even the most hardened of Sanctuary’s denizens afraid. Many people have left or are making plans to leave and those that remain talk of the end of the world.
Hey, JiB's back with another Fate thing! If you're not familiar with it, Thieves' World is a very cool setting created by a Robert Lynn Asprin bunch of hippy D&D-playing authors in the '70s who essentially wanted a shared home for their communally shared fantasy characters. Chaosium produced a multi-system boxed set for it back in 1981, but, tragically, Fate was not included because it didn't exist at the time. Thankfully, JiB is here rectifying that error.

"Hana Academy" (2:00 pm, Fate Core, GM: Jesse Butler)
Welcome to Hana Academy! This is a game about relationships and finding yourself in a magical high school setting. You will be playing one of the Gifted, someone apart from the bulk of the student body who will be able to engage with the supernatural elements of the setting. Each of the gifted can be easily identified by their unique symbol, or garland. Midterms approach, will you be ready?
I don't know this setting or where it might be from (other than the Elemental Plane of Anime), and I'm not sure I know this particular Jesse, but y'know, that sounds like a thing! Go check it out.

"Funkadelic Dance Off" (2:00 pm, Fate Accelerated, GM: Seth Halbeisen)
It's a meme catastrophe! A wish -mash of 70's bling, 80's indigence, and 90's criminal grit. Everything goes down at the Roxy, where anything that's hip happens, including Sex, Drugs, and Extreme Violence! Pick a meme, and save the day, all while swinging a nunchuck and sipping a Mojito... Lots of bad guys, Ninjas, and you, being awesome. Period.
I have no idea what's going on here, but it really sounds like Seth does. Memes! '80s-style poverty, which I'm sure isn't what he intended to say there! Ninjas! "Pick a Meme" sounds like he might be repurposing (or maybe just renaming) approaches in an interesting way. On an unrelated note, it's the second game from him to mention drugs in the description. Is he trying to tell us something? Something about drugs?

"Star Wars: The Dark Times" (8:00 pm, Fate Core, GM: Morgan Ellis)

"The Kaiju vs. Mecha Power Hour" (8:00 pm, Mecha vs. Kaiju, GM: Ira Traborn)
For you, it's just another day of killing evil kaiju (or other people, whatever). But then something different happened. A pair of twin fairy priestesses calling themselves the Cosmos summon you and other kaiju fighters to their dimension to battle a great evil that they need help with fighting. Can you and your allies face this great evil to save a world not you own, but similar?
...so if you didn't get in on the Mecha vs. Kaiju Kickstarter that wrapped up about a year ago and want to see what it's about, this is the game for you. I don't know this Ira Traborn guy, but he's running a few cool-sounding games (like this one) at OrcCon this year, so good on him.

Sunday the 15th
"Carnivale du Malheur" (9:00 am, Fate Core, GM: JiB)
Carnivale is a gothic horror fantasy game set in Ravenloft, the Domain of Dread. As members of the Carnivale you travel the highways and byways of the lands of Barovia. People call you gypsies & worse but you call yourselves Vistani and you have seen things that the townsfolk fear to utter even in the safety of their homes. But, will even the mighty Vistani survive the storm brewing in the mists?
Hey JiB! Why do you insist on doing this to yourself? Just run the same game three or four times! This is too much work. He must be doing it for a good reason, though, and that reason is probably "Fate Ravenloft." Play in it! You won't have a malheur. That's the Mike Olson Guarantee*!
*Not to be construed as a guarantee.

"Operation Crossover" (9:00 am, Atomic Robo: The Roleplaying Game, GM: Me!)
Since 1947, the brave soldier-scientists of Majestic 12 -- that's you -- have toiled in the shadows, waging a secret war against threats the average civilian doesn't want to believe exist. Whether securing rogue Tesla-tech, apprehending dangerous terrorists, or exploring other dimensions, you keep America safe from things that go "ZKZZRAK!" in the night. Today's mission: saving the world. Again.
Yes! One of these games is actually run by me! (For the record, I'm running two other games in two other systems this weekend.) This is a playtest of sorts of the Majestic 12 supplement Brian Clevinger and I have been working on. Would you like to see the PCs for it? Well, here they are anyway.

"Hana Academy" (2:00 pm, Fate Core, GM: Jesse Butler)

"The Kaiju vs. Mecha Power Hour" (8:00 pm, Mecha vs. Kaiju, GM: Ira Traborn)

And that's it! Twelve Fate games. Not bad. Come out and play-yee-yay.

Saturday, January 25, 2014

[OrcCon 2014] Cowboys and Dinosaurs

Pictured, from left to right: Sparks Nevada and a lunatic.
Ah, late January, a time when a middle-aged SoCal gamer's mind turns to thoughts of OrcCon and the games to be run and played there. This middle-aged SoCal gamer will be running three games over the course of President's Day Weekend (aka Valentine's Day Weekend... awkward...), which is what this post is about.

I know lately I've been doing breakdowns of all the Fate games being run at these conventions, but it's been a long day and I just wanna get this one out. I will say this: There are 10 eleven such games at OrcCon, including the three below.)

Friday night at 8:00 and Sunday afternoon at 2:00 are playtests of the Sparks Nevada Adventure Game (working title -- maybe the Sparks Nevada Thrilling Adventure Game?). Why not call it Sparks Nevada: The Roleplaying Game? I dunno. I kinda like "adventure game." I seem to recall it was out there in the '80s, but never really caught on as a term, which is too bad, I think. I like how it tells you what the game's going to be about: adventure! I mean, yeah, it's about playing roles too, but if you were to ask me "Do you want to go on an adventure?" vs. "Do you want to play a role?" I'm pretty sure I'd take you up on the former faster than I would on the latter. Plus, it feels like a natural derivation of "The Thrilling Adventure Hour."

Anyway, I digress. Here's the blurb:

Kids! Shine your astro-spurs and don your robot fists! It's time to playtest the Sparks Nevada Adventure Game! Based on the wildly popular Thrilling Adventure Hour, the Sparks Nevada Adventure Game uses a greatly altered and simplified version of Fate Core that emphasizes character interaction and big dramatic moments. Newcomers to Sparks Nevada and/or Fate welcome!

I'm... not entirely sure what the premise is yet, but for some reason I'd like to make use of K of the Cosmos, if I can get the voice down. Oh yes -- owing to the audiocentric nature of the Thrilling Adventure HourSparks Nevada is one of those games that really benefits from getting the voices down, which makes it an unnatural fit for me, but whatever. I'd also kinda like to make it Valentine's Day themed, but y'know, President's Day might be just as good. Sparks and Croach fight Lincoln and Washington for reasons that only make sense to K? And hey, wasn't there a Star Trek kinda like that? This idea's sounding better all the time.

More on OrcCon after the jump.

That was the jump! Did you enjoy it?

Sunday morning at 9:00, which you may know better as "the best time to not run a game at a convention," I'll be running an Atomic Robo scenario I'm calling Bring Me the Head of Dr. Dinosaur. It was prompted by the thought that if Dr. Dinosaur is a spectacularly failed genetic engineering experiment, then -- well, the blurb explains it pretty well, I think:

You were elite agents of a secretive government agency, genetically engineered to be the best of the best. But 14 years ago, the black sheep of your group, a psychotic with the delusional belief that he's a velociraptor named H'ssssk, slaughtered your creators and set off on a worldwide chaos spree. Tesladyne wants to imprison him. Majestic 12 wants to study him. But you? You just want revenge.

So it's that game, the one where the PCs are non-insane versions of Dr. Dinosaur, more or less, and both Tesladyne and Majestic 12 are the badguys. It'll take place after volume 8, which just concluded this past week. For those among you who are sticklers for canon, this means we will be operating without a net. I mean, obviously I know what goes on in volume 9, to a certain extent, on account of how special I am, but we'll be ignoring that for secrecy reasons, and also because I honestly don't know that much.

Pre-reg opens today at noon PST, so get on that. I want full games, people! There may be a little tiny cool surprise at one or more of those games, if you're a dedicated fan of the thing that one of those games is based on, but I promise nothing.

In related news, there may be some exciting related news soonish, so keep checking the blog. Or y'know what? I'll just let you know via Twitter. Yeah, that's better. Saves you checking the blog in vain.

Saturday, January 4, 2014

[Fate] Happy New Year Three Days Ago


Hey, so 2013 was a pretty great year, right? The kinda year people make lists about.

But let's not dwell on the past. Let's dwell on the future. What does it hold? What does 2014 have in store for us? More on that right after we dwell on the past a little bit. And then I swear, it's future-stuff all the way.

A couple weeks ago Thrilling Fate got another playtest, specifically to try out a couple changes that cropped up as a result of the last playtest (which, as you may recall, was awesome).

The major one had to do with cues, the roleplaying-prod mechanic. I'm trying to standardize cues for all PCs so it's easier not just to make characters, but to make quick comparisons between them. In my last post, I talked about how I'd given them categories (a proactive mannerism, a reactive response, two connections with other PCs, and a big dramatic cue that only happens once an episode). Every PC has a potential connection with every other PC, as shown on their character sheet, but not all of them are in play in a given episode.

I'd planned to use the connections to establish ties between PCs by having each player name another PC and say something about them, something to setup the current episode. I was thinking it'd be stuff like "What did they reveal to you yesterday?" or "How did they recently disappoint you?" We'd start with Sparks -- "When last we left our hero..." -- who would pick someone, and those two players would have a connection with one another for that episode. Then it'd be the second player's turn, and we'd continue until everyone had two connections (so it'd loop back around to Sparks with the last player).

Trouble is, that requires a certain degree of familiarity with those characters, and as it happened, Will Huggins, playing Sparks, didn't really know anything about Sparks Nevada at all beyond the theme song. Neither did Jim Waters, playing Cactoid Jim. (Gina Ricker and Jason Tryon are both relatively recent converts to the Thrilling Adventure Hour, so they had good handles on their PCs -- Red and Croach, respectively. And Gina did a spot-on accent for Red, I gotta say.)

So we went with Plan B, which was this: Everyone circles their connection with Sparks, then picks one other connection with another PC. Cross the rest; they're not relevant in this episode. (Sparks circles his connection with Croach.) This proved to be a great alternative, and resulted in a lot of what I'd call "mechanically productive" player interaction. More than last time, even.

The other change I wanted to test out didn't actually get any actual "testing," unfortunately. I changed troubles to be more straightforward and more reflective of how the show usually goes. Now it's this: You have three trouble slots, each with two check boxes. If an attack against you is a success, write down a trouble and check one box. If it's a thrilling success (success of 5+), check two boxes. If you ever check a fourth box, you're defeated. No more tracking damage.

The intent is to let, say, Sparks intimidate a guy to give them a trouble, then, when that troubled badguy decides to get violent anyway, he guns them down fair and square. (Most NPCs won't have as many trouble slots as the PCs do.) It feels like it could use an escalation mechanic, but man, that really seems too fiddly and involved for what the rest of this Fate variant is trying to do (which is, basically, not be fiddly or all that mechanically involved).

Fun-wise, fun was had. Once again, the PCs seemed to have been written well enough that even players who weren't familiar with the source material were able to help create an authentic-feeling episode of play. Since then, I believe Will and Jim have both subscribed to the podcast and have plans to attend at least one show at Largo, so once again, Acker and Blacker, I have created new fans for you. You're welcome.

THE FUTURE... OF TIME!
Planning on playtesting against on January 19th, again at Game Empire in Pasadena, assuming I can think up another scenario and stat up some new PCs for it. Whatever it is, it'll have the Troubleshooter, Mercy Laredo, and, like, Gene Peeples as PCs. (For some reason, I want to do something featuring K of the Cosmos. As an NPC, of course.) I can't believe how many of these game days I've attended lately. (Two.)

I'm also going to run at least one session of Sparks Nevada at OrcCon in February, plus Atomic Robo. I have this Robo scenario in mind that sounds like a lot of fun, but I have no real idea how to do it just yet. The premise is that the PCs are some sort of genetically engineered elite agents created by someone or other. (So... not Action Scientists at all.) They're running a mission in the service of their creators, but upon their return to Taravai Island they're shocked to discover everyone's dead. Everyone, that is, except one of their own, a fellow "experiment" deemed too unstable for field work and scheduled for destruction, now missing and presumed responsible. And the PCs want only one thing: revenge. Bring Me the Head of Dr. Dinosaur. Coming soon to... well, OrcCon, like I said.

After that in 2014? ARRPG's impending release, continued work on Shadow of the Century, my bit for a Tian Xia stretch goal... and who knows, maybe even something that doesn't use Fate! Stranger things have happened. Not to me personally, but y'know. You hear things.

Thursday, February 14, 2013

[OrcCon 2013] D&D-ish Fate Core PCs


Hey, I almost totally forgot to post these Fate Core characters for my games at OrcCon this Sunday, F1: Expedition to the Sinister Temple of the Reptile Cult on the Borderlands and F2: Descent into the Tower of the Silver Demonweb at Dunwater!

So here they are. Enjoy picking them apart, if you're the kind of person who does that.

On that note, I should mention that they're not, strictly speaking, by-the-book Fate Core characters. They're more of a product of hacking Atomic Robo. But Atomic Robo's built on Fate Core, so... it counts!

And don't forget, I'm running Atomic Robo Saturday morning -- a scenario I prepared a couple months ago but never ran called Atomic Robo and the Invaders from Mars. Here are those characters, too, if you want to see them.

Oh, how's Atomic Robo coming along? Well, thank you. Getting stuck in the canonic character write-ups now, in between prepping for the weekend's gaming. Brian Clevinger, as I may have mentioned before, kindly wrote brief bios for close to 30 characters from the pages of Atomic Robo, some of whom had never before been given anything more than a name and a face. Now we know all about 'em! I'll post a few of those next week -- they're fun.

Also coming soon: info on Fate games I'm running at Emerald City Comic Con! Stay tuned!

Saturday, January 26, 2013

[OrcCon 2013] More Like Fate CoreCon!

OrcCon's comin' up, President's Day Weekend (February 15th-18th), and that thing is positively lousy great games. In particular, and of more immediate concern for you if you're reading this blog, it's lousy with Fate Core games. Here's a breakdown of who's running what when, and how many seats are still available as of this posting, after Saturday's initial pre-reg onslaught.

  • Friday at 8:00 pm: Big Damn Heroes, run by Sayler Van Merlin. This game explicitly has no pre-determined premise -- everything will be decided at the table. Sounds like a challenge for Sayler, but I'm sure he's up to it. Should be interesting. Max four players, four seats open.
  • Saturday at 9:00 am: Atomic Robo and the Invaders from Mars, run by me. "Ladies and gentlemen, I have a grave announcement to make. Incredible as it may seem, both the observations of science and the evidence of our eyes lead to the inescapable assumption that those strange beings who landed in the New Jersey farmlands of Grover's Mill tonight are, in fact, the vanguard of an invading army from Mars." You get the idea. Max five players, two seats open.
  • Saturday at 2:00 pm: Bait and Switch, run by Seth Halbeisen. I don't know Seth! But this is a Fate Core treatment of Shadowrun (I dunno, maybe it isn't) called ShadowPunk! Exclamation point! Max six players, five seats open.
  • Sunday at 9:00 am: Tron: Rebellion, run by Morgan Ellis. "Greetings, Programs! The Grid is now under the complete control of CLU. The outlaw Tron has been derezzed, and the tyranny of the Users is at an end. All remaining ISOs are to be rounded up and derezzed. Any attempt at resistance will be met with swift punishment in the games. The perfect system will finally be achieved. End of line." Signing up for this game today was my top game-signing-up-for priority. It'll give me the chance to say "Greetings, Programs!" and have it be totally acceptable in context. Max four players, one seat open.
  • Sunday at 2:00 pm: Stand and Deliver, run by Seth Halbeisen. This is Seth's other ShadowPunk! game using Fate Core. I still don't know him. Max six players, four seats open.
  • Sunday at 2:00 pm: F1: Expedition to the Sinister Temple of the Reptile Cult on the Borderlands, run by me. "Come celebrate games both old and sorta new! A confused mess of several classic D&D and AD&D modules as seen through the lens of Fate Core, this promises to be, if nothing else, a good time for me personally. Characters will be provided and references will be made. No experience with Fate Core is necessary." I wanted to hack Fate Core for something, but I couldn't decide what. Then dndclassics.com came online, and that was the end of that dilemma. Max four players, one seat open.
  • Sunday at 8:00 pm: F2: Descent into the Hidden Tower of the Silver Demonweb at Dunwater, run by me. My other D&D Fate Core game. A nominal sequel to the earlier game. Max four players, no seats open (!).
At the risk of sounding, like, way into myself, I'm probably looking forward to my D&D Fate Core games the most. I kinda love the characters I made -- they're full of rules tweaks, including two separate magic systems, and I'm really curious to see how they play. I'll post the character sheets in the next week or so.

Thursday, February 17, 2011

[Kerberos] Sample Characters for OrcCon

So, as I believe I've mentioned before, I'm running a couple sessions of FATE Kerberos this weekend at OrcCon. The scenario's called "A Penny Dreadful for Your Thoughts," and it involves... some things. I don't want to spoil anything. I'm getting it together in a more-than-notes form, which is a new one for me -- usually I go in with a few paragraphs of rambling ideas, some stats (often complete!), and crossed fingers, so it's terra nova to try to make all of that into something substantial enough to share with the playtesters.

Anyway, it's been fun making characters for it. For some reason, I ended up with a preponderance of "old" characters -- either they're actually ancient, or they're the vessel for something ancient, or they're just ageless. Most of them, anyway. Here are a few:

A sort of immortal-champion take on Robin Hood (inspired by a thread on RPG.net)
Ferrous, a magical man-sized homage to the Iron Giant
A foul-tempered chimney sweep named Nick Fuller, a.k.a. the London Fog

Each session only takes five players, but I made six PCs anyway (with another three or four waiting in the wings that didn't make the cut). Hope to see you there!

Friday, February 11, 2011

[Kerberos] Playtest Packet #6 Away!

Greetings, programs! The most recent batch of playtest materials for FATE Kerberos was sent out earlier today, so if you should've gotten it but didn't... let me know and we'll get that taken care of. Playtest Packet #6 definitely has its share of improvements, but the big addition (IMO) is the six sample characters from The Keberos Club, converted from Wild Talents to FATE. They were fun to do. I especially like the part where I can condense a half-page column of WT stats into four or five lines of FATE stats. That's... pretty sweet.

More characters on the way next week, plus an introductory scenario (the one I'm running at OrcCon next weekend), so keep an eye out for that. Believe it or not, we're actually nearing the end of the playtest period, so if you haven't playtested or reported in, then, y'know, get on that. Your feedback makes the game better.

Friday, February 4, 2011

[Kerberos] Playtest Packet #5 Away! (Also, OrcCon.)

The latest Playtest Packet for KFC went out in the wee hours of this morning (Pacific Standard Time), so if you're on the list and didn't get it, drop me a line and you'll get it. Some minor errata's already gone up in our discussion forum, so check that out, too.

Lots of improvements in this one, most notably a greatly simplified character creation process that simply everyone is talking about. I mean, look at us -- we're talking about it right now!

There's also the beginning of some actual FATE rules -- zones, scene aspects, the Time Table, simple actions, contests (simple, consequential, and extended), and the bare outline of conflicts. While I continue to flesh that out, sometime next week I plan to send out some converted characters from The Kerberos Club, and an introductory scenario (either the one from the original book or my own) sometime after that.

Speaking of scenarios, I'll be running two sessions of FATE Kerberos at OrcCon in a couple weeks. (Wow, typing that makes me realize that it's literally only a couple weeks away.) Here's the blurb for the convention:

Something peculiar is afoot at the Pillars of Hercules. Or rather, it *was* afoot - and the only witness to the fate of the pub's patrons, a deaf mute, is, as they say, not talking. Who else but the Strangers of the Kerberos Club could hope to solve this mystery? Come playtest this specially designed FATE conversion of Benjamin Baugh's celebrated THE KERBEROS CLUB with the designer!
(Look, I'm not any more comfortable with calling myself "the designer" than you are, but if it'll fill up my tables, I'll go there. I guess I should've mentioned that it's a soon-to-be-published product and not one of my usual FATE hacks, but I ran out of characters.)

I'm running that Saturday night and Sunday afternoon, so come check it out if you've a mind to. Also, check out the other great FATE games being run that weekend. Will Huggins, of the Actual People, Actual Play podcast, is running two Dresden Files games, one spoileriffic and the other Leverage-tastic. Platonic FATE-mate and friend of the blog Morgan Ellis is running this ridiculous you're-all-Changelings-in-a-rock-bad DFRPG game -- let me just say here that I love it when Morgan comes up with a wacky high-concept FATE game and then actually runs it -- along with two sessions of his Avatar: The Last Airbender FATE hack, which sounds really cool but which I'll have to miss because he didn't schedule his games soon enough and had to settle for a Monday morning slot. Let that be a lesson to us all.

Wednesday, February 17, 2010

OrcCon 2010 Wrap-Up

So! OrcCon was a blast for the nth year in a row. This is a convention I used to go to in junior high -- I remember buying Dungeoneer's Survival Guide there -- and sometimes it amazes me that it's still going on and I'm still going.

The FATE supers playtest was a hit, and confirmed what I'd suspected: that this power-tier/die-replacement method really, really works for me. Everyone had a great time, and the characters felt appropriately "super." The mix of contemporary character aspects and Silver Age-y campaign aspects worked fine -- "[See issue #4. --Ed.]" ended up being tagged and everything! And "Power and Responsibility" was good for a few compels to make sure at least one of the PCs stayed in the story when the player was somewhat at a loss.

The plot involved a science class full of giant ants, an villainous ape named the Headmaster, Insectobots, a final showdown with the insect-themed supervillain the Dementomologist, and much more (including some creatively used donuts and beer cans). Along the way, they racked up a few Heroic consequences: Becky's Mad at Chet (created by a character with a secret crush on Chet, attempting to drive a wedge between him and his girlfriend), Gas Leak, Chemical Spill, and Acid-Splashed Bystanders. That last one was a Severe consequence, so if we were to keep playing beyond that one-shot, I'd have to change one of the campaign aspects to reflect the fact that the heroes allowed some innocent bystanders to get in the line of fire of the Dementomologist's Insectobots and their formic acid cannons.

Right now, I can't think of anything that I'd change apart from a couple minor behind-the-scenes things to do with the cost of some trappings. That's pretty remarkable and rare -- I almost always come out of these things with a few changes to make.

But this time, everything went swimmingly. The invoke-for-effect to add a trapping to a power came up enough that it was clearly a good safety-net addition, but not so much that it was a problem. For example, when Morgan realized that his super-strong opponent Ajax had a weakness for sonic-based attacks, he grabbed a couple pieces of sheet metal, spent a Fate Point to add the Unusual (Sonic) topping to his Physical Conditioning attack, and smashed them against Ajax's ears like a pair of cymbals.

(Moreover, that fight involved Morgan, playing the super-powered quarterback MVP, shouting "Let's do this, Greek Week!" at Ajax -- then taking a 12-stress hit from his Trojan War-themed foe. So double-plus good, that.)

Granted, it wasn't an extremely rigorous playtest -- the PCs and one notable enemy were built on 80 points, whereas most of the opposition was built on around half that -- but at this point, the only things I'd want to change would be in character creation. After those tweaks, the next step would be giving the rules to a player and letting them make their own. I find there's often a world of difference between my thought process when making pregens for a specific scenario and a player's thought process when making their own character for an entire campaign.

I can't talk about my game, though, without mentioning the other FATE game I was in: Morgan's Sky Pirates of the South China Seas game. Pulp aviation and adventure, 1930s-style! I was Ignacy "Phoenix" Sokolof, an Austro-Hungarian "Honorable Enemy Ace." My fighter-bomber had an aspect of "NEERRROOWWWW!!!" Good times.

Like I said in an earlier post, before the con we'd talked a bit about how to do dogfighting. Now that we've seen those dogfighting rules in action, Morgan and I agree they're less than ideal. I mean, the game was still great -- don't misunderstand me there. It's just that the rules didn't feel very... playtested. On paper, they look great: You have to get in position before you can make an attack, and getting in position requires getting spin on an opposed Pilot roll. On your turn, you can maneuver to create an aspect, or make a positioning roll. I mean, on the face of it, it's not so different from my swashbuckling Advantage thing.

However, it has the same problems the Advantage system had, as originally written. One, it can have the undesirable side effect of making combat drag. Round One: Maneuver. Round Two: Position. Round Three: Oh, he beat me by three on a Pilot roll, so now he's escaped. Back to Round One. You can cut that down a round by skipping the maneuvering, but that's, like, skipping what's supposed to be the fun, desirable bit: creating aspects.

In the meantime, once you get position and attack, you aren't actually all that better off than you'd be in, say, a fistfight. Dogfighting is all about "waxing" your opponent's "fanny," in old WWII fighter-pilot parlance (apologies to my British readers -- "fanny" means something different to you, but there's nothing I can do about that). That is, once you get behind the enemy plane, he's done for. But not with these dogfighting rules, and that's a problem. You invest multiple rounds in maneuvering and positioning, and your payoff is likely to be, say, two points of stress. That ain't right.

James Ritter, also a player in that game, suggested requiring three aspects before being able to attack. This makes aspect-creation more central to the process, but it also means that you'll only be able to attack every four rounds. At least you'll be able to tag those three aspects for a +6, but still, things shouldn't be moving that slowly. I countered with the idea that you'd be able to create one aspect per two shifts, but that's more or less trading Fate Points for time. Whether that's a good or bad thing is your call.

My quick fix would be to eliminate the separation between maneuvering and positioning, and say that getting spin on any opposed skill roll with your target will get you in position. I understand that it makes things easier, but it also makes them faster, and that's a fair trade, if you ask me.

In the end, it was probably only me, Morgan, and James who gave it all that much thought. Half the table were FATE newbies, and it was good (as it always is) to see people new to the game get used to its concepts and mechanics. As the pilot of a fighter-bomber, I enjoyed maneuvering as much as possible to let my gunner get plenty of spotlight time by tagging all those aspects. Any game where you blow up a zeppelin is all right by me.

Thursday, February 11, 2010

Expert Pilots Don't Have Pilot

A few weeks ago, Morgan, Colin, and I were emailing about Morgan's upcoming "Sky Pirates of the South China Seas" game at OrcCon (I look forward to hearing Morgan's stentorian recitation of that title: "The Sky Pirates... of the South China Seas!"). Specifically, he was looking for ways to spice up dogfighting, since he planned to have it figure prominently in the game. He didn't want it to devolve into a series of opposed Pilot rolls, which would be pretty boring.

Some good ideas came out of that exchange, but one that stuck with me was my own. Whaddya know?

Anyway, it's like this: I suggested that if these PCs were all primarily identified as pilots (and they are), then it should just be assumed that they're all experts when it comes to flying airplanes. Therefore, take Pilot out of the equation. Realistically, they should all have it as their apex skill, but that makes it harder to really differentiate between them in a meaningful way. Or, put another way, if they're all equally good at the main thing they have in common, they don't feel unique enough.

Instead, in a dogfight, reframe all of their other skills as dogfight skills. Stealth becomes the skill you roll when you hide in a cloudbank, Might is what you roll to force an enemy to land (or into a mountainside), Deceit can be used to trick another pilot into an unfavorable maneuver or position, Athletics lets you pour on the speed, and so on. (And Guns is still your shooting skill.) Basically, just pretend the plane isn't there, or that it's merely an extension of the pilot.

This means the big burly pilot is as "strong" in the air as he is on his own two feet, the silver-tongued charlatan is an equally crafty pilot, etc. It's great for making really iconic, almost Saturday-morning-cartoonish characters who are all part of a team. It's also a lot like the Advantage rules I use for swashbuckling, so this isn't exactly a new concept.

I'm pretty sure Morgan isn't going with that solution -- and fair enough, because it'd likely require a fairly significant overhaul of the skill list to really make it work. But the basic idea behind it still interests me, and as I thought on it further I hit on something else that might have legs for somebody somewhere.

This variation requires something akin to defined classes -- we can just call it a "Profession," and treat it as an aspect for the most part. It has an additional benefit, though. Every Profession is associated with a general area of expertise. (Let's use typical fantasy archetypes just to facilitate things.) The Fighter profession would be an expert at combat, the Wizard an expert in magic, the Thief an expert in deception, and so on.

Just like those expert pilots without Pilot, you don't have a skill that covers your area of expertise. Instead, when you're in your element, every skill you have can be brought to bear. For example, the Fighter doesn't have a Weapons skill. If he's swinging a big two-handed axe, he attacks with Might; if it's a rapier, he'll use Sleight of Hand instead. Likewise, when the Wizard uses magic, all of his skills are potentially applicable, depending on the nature of the magic. Unlike the Fighter, the Wizard can take the Weapons skill -- but whenever he uses a weapon, that's the only skill he can use. He lacks the versatility of the Fighter when it comes to armed combat, but neither can the Fighter with a Magic skill match the Wizard's facility and flexibility with spellcasting.

It's an odd little idea, and it'd obviously need a heck of a lot more before it could even be deemed playable (if all of a Wizard's skills are magic, then what's the Fighter's Magic skill do?), but I think there's potential there. It's definitely in the pulp vein, though, what with different character types essentially epitomizing their areas of expertise, so I have no doubt it could work.

Sunday, February 7, 2010

Supers: Three OrcCon Characters

All six PCs for OrcCon are done (well... one of them's about 90% done), so I figured I'd post a few character sheets so people could check them out.

MVP, the physically enhanced football star
Gold Star, the psychic overachiever
Madcap, the wisecracking speedster (having some trouble with the website on this one)

I also have a "campaign sheet" with the game's campaign aspects, space to list Heroic consequences, and a quick rundown on how power tiers work.

In case anyone's curious, the campaign aspects are
  • Power and Responsibility
  • Secret Identities
  • Splash Page!
  • Code Against Killing
  • [See Issue #4. --Ed.]
  • Monologue
Tone-wise, it's apparently a sort of mish-mash between ironically detached, modern-day teen heroes and Silver Age tropes. In fact, it's almost an even split between the PCs' aspects and the campaign aspects. We'll see how that works out.

Sunday, January 3, 2010

OrcCon 2010: Gimme a Genre

So OrcCon's coming up, and I've actually gotten a request to run something FATE-based. But... uh... I don't know what to run. Anyone have a suggestion? My brain isn't screaming to run any particular genre, so a nudge in one direction or another would be helpful.

Sci-fi's out; if I were going to do that, I'd run Diaspora, but by the time OrcCon rolls around in February I won't have had enough experience to be comfortable enough to run it. Heck, if I have any experience with it by then I'll consider myself lucky. I still haven't really cracked supers -- I feel like I'm close enough to get something together by the end of the month, but I just don't have any supers inspiration right now. Western? It's okay as-is, but it really wants some sort of code-of-honor mechanic to make it sing. I have a little idea for a '60s-style James-Bondesque espionage hack, but that one little idea (though cool) does not a conversion make -- and besides, I just don't know what I'd do with a spy game. Just not in the right frame of mind, or something.

So I don't know. Inspire me, Internet.

Tuesday, February 17, 2009

OrcCon 2009 Aftermath

This year's OrcCon was pretty awesome by nearly any metric. My playtests went really well, plus I got to play in Andy's Clone Wars game (I'm such a sucker for the Clone Wars these days), try out the faux-retro Mazes & Minotaurs (which was fun, but had the effect of making me want to play Agon instead), and do a little con-specific shopping. On the downside, there was a shocking trend of players (and even a couple GMs!) not showing up for games. The most egregious and surprising example of this was my friend Chris's Mouse Guard game, Sunday morning. He had five people sign up for it within an hour of its start time, but only one showed up -- and that guy was one of the friends we'd gone there with. So that was disappointing.

But, as I said, both "Spirit of the Fist" and "Spirit of the Sword" went well. Based on the playtests, it looks like we're getting down to some real fine-tuning now, almost entirely on "SotS."

The mass-combat thing was met with some skepticism, but worked smoothly -- and, more importantly, was fun, despite lasting about two hours. There were some logistical elements that could've been better, but they were really circumstantial. It wasn't always easy for everyone to find their own individual units on the battlefield, especially when a bunch of them were clustered in a single zone. For zones, we used a bunch of 10" hexes I'd cut out of foamboard, which the players then got to place individually to make up the battlefield themselves. The units were represented by index cards that doubled as their "character sheets." This in and of itself wasn't really a problem, but with everyone standing all around the table, the cards were facing every which way, making them more difficult to read. Color coding them would've gone a long way towards solving this, but, like I said on the day, it was enough work to cut out a dozen hexes and print labels for a few dozen units. Anyway, as far as I'm concerned all that logistical stuff was far less important than how the system performed, and it performed well. And when it came time to shift from the wargame table back to the RPG table, the players came up with some good aspects for the Adventure phase (which, in this case, was the battle we'd all just fought), and had no trouble giving themselves some good story aspects as we went (a favorite, off the top of my head: My Brother Is An Idiot).

For those who are interested, the scenario was this: The PCs represented an alliance of Kurglaff (human barbarian-types in the mold of Vikings, Celts, and Cimmerians -- mostly Cimmerians) and satyrs (more or less analogous to Native Americans) against a huge army of jerk-head dwarves. Their goal was to fight their way through a bunch of dwarven troops and capture General Kalmettin, to be ransomed back to the dwarves in exchange for the freedom of a bunch of Kurglaff that the dwarves had abducted and enslaved.

This conflict was the justification for the mass-combat bit. Each player commanded two units, and two PCs had lieutenants under them as well. I'm not an especially tactical thinker, even if I enjoy tactical games, so it was no surprise to me that the players dominated. It took all I had to get rid of just two of their units (and unfortunately, both of them belonged to the same player), while they had obliterated all but three of mine. Play proceeded pretty quickly around the table. I could see people considering the battlefield even when it wasn't their turn, which was exactly what I wanted. They made good use of the zones' aspects, too. One player, Elizabeth, gave one zone the aspect of "Lake," then I gave it "Lake Monster," then she later used that against me, invoking it for effect to prevent my troops in that zone from moving. They were too busy dealing with the lake monster to advance!

When my dwarves were just about wiped out, the sought-after general's war machine crashed through a sinkhole and fell into a deep shaft in the earth. That's when we exited mass combat and zoomed into the PCs as individuals instead of commanders. They descended into the sinkhold and into a huge cavern, where they got a closer look at the war machine, which had been smashed into inoperation by the fall. Several dwarves had apparently suffered the same fate, but most had escaped via one of the large tunnels that led out of the cavern. Dwarven boot-tracks led away from the machine and into one of the tunnels, and at its entrance was another dwarf corpse. Upon inspection, it became clear that this one had been killed not by the fall, but by a blade of some kind. Thanks to an Epic Survival effort, Torin the barbarian woodsman was able to identify some unusual tracks in the soft earth as belonging to an insect of some kind -- specifically, a giant one, seven or eight feet tall.

Here I had the PCs make Resolve rolls to resist the psychic influence of an unknown subterranean horror. I'd intended to have the two lowest rollers fall victim to it, but when we had a tie for #2, I thought "What the hell?" and took all three. Each of these three consequently gained a secret aspect -- "Possessed by the Blob" -- that I didn't reveal to the players. Instead, I just told them that they had a secret aspect, and offered each a Fate Point. "I'm compelling your secret aspect to walk down this tunnel and into the darkness." The idea was that they'd been taken over by something, but didn't know what that something was. They all accepted the compel, and soon disappeared into the pitch-black tunnel. But the darkness didn't bother them, and they moved as if they knew exactly where to go. Voices whispered to some unknown part of their minds in words they couldn't understand, yet found easy to obey.

The others, startled by the suddenness of their departure, reacted in two ways: two rushed in after them and were soon unable to see a thing -- a problem which didn't seem to bother the other three -- while one had the presence of mind to light a torch. When she caught up to the first two, by the light of the torch Leaf-Crossing-River, arrogant satyr hero, was able to find the tracks of his missing companions, plus those of a number of dwarves and the trail of the insect-things Torin had identified earlier.

On the heels of this discovery, the three pursuers encountered one of the things face-to-face. They could just make out its form at the edge of the torch's radiance: a huge creature, some seven feet tall, vaguely resembling a praying mantis, with compound eyes that glowed a pale green. Rain-Splitting-Rock used her Incantation magic to put a "Charmed" aspect on it, which the player then invoked for effect to have it stand aside and let them pass. A non-violent solution!

Meanwhile, up ahead, the three entranced PCs came up against some glowing eyes of their own in the dark. They called for another round of Resolve rolls, which I was happy to give them. Faced with this new development, Torin and Thunder-Over-Mountains fought off the alien influence and were startled to find themselves in the total darkness of an underground passageway, with only a few pairs of glowing green eyes for visible company. Colmac First-Born, wielder of a demondbound sword called the Prison of Vurlon, wasn't so resolute. When an unseen hand took his in the darkness, he followed it willingly, leaving the other two -- who could now see for the first time that Colmac's eyes glowed a pale green -- to deal with a now-hostile insect-thing. Though he couldn't see anything but its eyes, Thunder-Over-Mountains, the bighorn satyr, immediately rushed forward and delivered a carapace-cracking headbutt, while Torin's arrow struck home between the thing's glowing (and easily targeted, apparently) eyes. Another arrow flew out of the darkness behind them and finished the beast off -- and a moment later, Leaf-Crossing-River, Rain-Splitting-Rock, and Queen Molmoria, mother of Colmac and Torin, arrived, bringing with them torchlight and visibility.

By this time, Colmac was long gone, being led by his unseen companion further underground. Eventually, he came into another huge cavern, this one full of pairs of glowing green eyes -- hundreds, in fact. Most clearly belonged to more of the insect creatures, but around 25 were much lower to the ground: the dwarves who'd fallen during the battle, including, one could surmise, Kalmettin. Behind this mass of insects and dwarves, dimly backlighting them all with its own sickly green glow, was an enormous, amorphous being of some kind, pseudopods waving languidly in the stale air. The whispered voices in Colmac's head were now much louder, though no easier to comprehend, and the shocking sights in the cavern both startled him back to awareness (a succcessful Resolve roll to shake off the thing's influence) and unnerved him (a failed Resolve roll -- call it a SAN check -- leaving him with the mental consequence of "Unnerved"). "Torin, my brother," he called out, "don't listen to the voices!" He turned to run... and the mass of bugs and dwarves surged forward as one in pursuit.

Back the way he'd come, the other five heard his faint, panicked cries. "My brother is an idiot," sighed Torin, while Thunder-Over-Mountains bolted off to save him (with, I believe, something around a Legendary Athletics effort -- he spent some Will on that, I think, plus he had the help of his eagle companion, whose bonus to his Athletics effort was rationalized as the raptor being able to guide his master by following the human's scent trail). Colmac turned a corner just as Thunder-Over-Mountains did, and the two collided in the darkness. Thunder-Over-Mountains looked up to see the the steady advance of eyes (both short and tall) advancing down the tunnel.

"Is the general we're after in there?" asked one player, then another (Tom Cummings, showing his familiarity with the system) answered that question with a Fate Point: "Yes, he's in the front." Thunder-Over-Mountains leaped into the fray, cutting down minions in an attempt to give the others a chance to extract Kalmettin and get away. Colmac felt the bloodlust of Vurlon come upon him -- i.e., I compelled one of his sword's demonbound aspects, taking away a Doom Point -- and charged into battle against all sense and reason. Torin and Leaf-Crossing-River assisted at range, while Rain-Splitting-Rock sang a song of confusion that gave Molmoria the opportunity she needed to pull Kalmettin from the crowd.

After that, it was basically a race down the tunnels to the sinkhole to escape with their prize. At the last moment, though, Colmac was unable to resist Vurlon's thirst for death, and threw Kalmettin (who'd been hobbled with a well-placed arrow through his ankles -- ouch!) to the ground, raised his sword, and shouted "Vurlon must feast!" Molmoria threw herself atop Kalmettin to dissuade him, to no avail. Just as he brought the sword down, an arrow from Torin's bow struck the greatsword, sending it flying from his hands to bounce off the defunct war machine and stick into the ground at the entrance of the tunnel they'd just come from (he won the Disarm by a margin of 5, so... that was the justification for Colmac being at a -5 to retrieve it). "Leave it!" commanded Molmoria, sick to death of the damn sword already, but Colmac assured her he could handle it. "That's what your father said...," she mused. The barbarian prince snatched up the ancestral sword mere moments before a hundred insect-things poured into the cavern. The PCs barely made it back up the shaft to the surface -- a successful mission!

Whew! That was pretty long, but it was a lot of fun and I wanted to write about it. One thing I really liked about the group was that only one of them was from the San Diego group (Chris, who played Colmac). Oftentimes, when I run these games, half or more of the players are made up of people I already know and game with on a regular basis, which kinda skews the experience a bit. Generally speaking, I want to playtest with strangers, both to me and to the system, to get as "clean" a test as possible. In this case (and in the "SotF" game) I had three who were familiar with the system and three who weren't, but everyone was able to grok how it worked just fine. And Tom said it was -- and I quote -- "a lot of fun," which is a pretty big endorsement in my book.

Chris had some good feedback about both the mass-combat bit and how I'd handled weapons. James Ritter, who played Rain-Splitting-Rock, the priestess/magic-user, wanted to use Incantation magic in the mass combat, but I hadn't worked that out just yet so I had to deny him. Right now there's a very definite split between player characters/leaders and units -- leaders fight leaders, and units fight units, but there's no crossover. However, there really should be a way for magic to have an effect on units on the battlefield, so I'll have to figure something out. It may just be as simple as rolling Art against a difficult of 3 + the unit's Spirit to put an aspect on them.

At any rate, I'm looking forward to the "SotS" campaign we're starting next month in San Diego. We'd intended to make characters at OrcCon, but... there was just no way.

(P.S.: "Spirit of the Fist" may not have gotten a write-up like this one, but it went well, too!)

Monday, February 9, 2009

OrcCon 2009, Mass Combat, etc.

So I've been derelict in my duties as of late, at least publicly. Behind the scenes, I've been sweating over the two games I'm running at OrcCon (and which I've utterly failed to pimp here). This has included revamping "SotS" pretty severely, to the extent that at least four or five posts I've made on it are now pretty irrelevant to its current iteration, ripping out the spine of "Spirit of the Fist" and putting it back in again, and playtesting the mass-combat system for the first time (very elucidating -- and, more importantly, fun).

Like I said, I've pretty much neglected to post anything about the "SotF" (Saturday at 3:00!) and "SotS" (Sunday at 3:00!) games I'm running, and I've also been slow to follow up on my first post about the mass combat system, but I think I can kill two birds with one stone here.

Here are revised character sheets for the two characters -- Silver Crane and Shining Yu Shu -- I mentioned last month. If you want to read more about the mechanics behind what's going on there, I invite you to check out my "Spirit of the Fist" site. Saturday will be the first playtest of these revised rules, but I'm expecting good things. That first "SotF" playtest was fun, but it wasn't nearly as dynamic as I would've liked. These changes should go a long way towards fixing that (fingers crossed).

And here's a one-page cheat-sheet on the mass combat rules I slapped together for my "Spirit of the Sword" players. I'm pretty pleased with how stripped down the whole thing is. I just hope they (and you) feel similarly.

Oh, what the Hell -- as long as I'm linking to stuff, here are a couple character sheets for Sunday's one-shot. Namely, they're a couple of Kurglaff barbarian-types from the Denbecan clan: Molmoria, the clan's warrior-queen, and Torin, her punier-than-his-older-brother son. For those of you who've been following along at home, a quick look at those sheets should reveal some pretty significant divergences from "SotS" as it's been presented here.

One last note: That "Spirit of the West" one-shot I ran a couple weeks ago didn't go that well. I mean, the players said they had fun, but I didn't feel I presented them with any significant challenges, and I missed a number of opportunities to just make things more interesting. Basically, I let them walk roughshod over the opposition, and it ended up being not especially rewarding as a result. To me, whether or not a FATE game is fun hinges largely on how threatened the PCs are, and these PCs were not threatened at all. Letting one of them run around with an effective Fantastic Guns skill that he could use to both attack and defend was only the most obvious of the poor decisions I made. But anyway. The scenario's still a viable one -- so much so that my good friend and co-setting creator Andy will be running it using Boot Hill at OrcCon on Sunday at 3:00. Check it out!

Monday, January 19, 2009

Kung-Fu: A Couple Characters for OrcCon

I can't seem to get back to mass combat... I always mean to, but then I end up posting about something else.

Anyway, this is one of those times.

I'm running "Spirit of the Fist" at OrcCon in Los Angeles over President's Day Weekend (which, it should be noted, is also Valentine's Day Weekend, so... a word of warning: Start earning brownie points now). I ran it a couple weeks ago for three guys in my weekly group, and it was a ton of fun. I got one of the players to sketch a few character portraits, which I then appropriated for some character sheets, so... here are two of those, both students of the Heavenly Lion Clan.

Shining Yu Shu, saber-swinging son of the sifu
Silver Crane, knight-errant in disguise

Actually, they're just the first page; all but one of the five phases is written for each character (Xiao - Filial Piety, Xia - Justice, Jen - Benevolence, and Li - Propriety), but I've left one (Zhong - Loyalty) for them to write themselves, along with its aspect. The idea is for the Loyalty phase to be a very short story about a time when the character helped another character in the party -- or was helped by them. Either way.

Anyway, the other characters are two more students (a drunken boxer and a big staff fighter), the sifu's daughter, and Ghost Doctor. No explanation on Ghost Doctor; I think the name, though wildly inaccurate, speaks for itself. As soon as I get some more sketches, I'll post the other character sheets.

Oh -- one more thing. Almost forgot. After our 4E D&D group suffered through its second TPK (which... I mean... a TPK in 4E?), it was pretty universally decided (that is, by everyone but the DM) to try something different. After some discussion and brainstorming, I'm running a one-shot of "Spirit of the West" on Sunday. They made characters last night, and while they're all fun (a Buffalo Soldier deserter, a dynamite-throwing maniac, a disgruntled proto-mail carrier, and Calamity Jane's sister), I think one of the best things about the character creation process was that we never cracked a book.

All right, we did look at the SotC SRD online for the skill list, and I did replace the entire stunt sub-system with three generic stand-ins (+1 to a skill with a broad category, +2 to a skill in a specific circumstance, or use one skill in place of another in a specific circumstance -- you get three of these in any combination -- a scaled-down version of what I posted about last time), but still, being able to make characters just by saying things like "Write about what you were doing during the Civil War" or "So what role did you play in Montana's first novel?" was awesome. I like 4E fine, but... what a breath of fresh air.