Showing posts with label Gam3rcon. Show all posts
Showing posts with label Gam3rcon. Show all posts

Tuesday, July 16, 2013

[Atomic Robo] Action. Science. San Diego Comic-Con. UPDATED!

>UPDATE: SCHEDULING CHANGE. SEE BELOW FOR DETAILS. <

Hey, it's Comic-Con week! San Diego Comic-Con, to be precise. I know there are a lot of other comic-cons out there, but as everyone knows, this one's the biggest and the worst!

At Emerald City Comic-Con back in March, I got to see what a real, honest-to-goodness, comics-only comic convention looks like, without the Hollywood invasion that plagues San Diego these days, and y'know what? It was pretty great. (The fact that it's in Seattle, a city I like an awful lot, doesn't hurt.) But SDCC has one big advantage over ECCC: It doesn't require airfare and a hotel. It's local. So while I'll hold out hope of going back to ECCC ASAP, I'll continue to attend SDCC, BBQWTF.

Anyway, I'm running a couple sessions of ARRPG at SDCC this year, so I thought I'd tell you about 'em in a bit more detail than I did before.

The first will be Thursday at 2:00 pm. I'm not sure what this one will be. If I can get this Tesla's Seven scenario ironed out before then -- it seems pretty cool, but it requires game prep in the form of creating four new PCs -- I'll run that. It's 1893 at the Chicago World's Columbia Fair, and the assassination of Mayor Carter Harrison is only the tip of a conspiratorial iceberg that, as it turns out, is pretty science-oriented. The PCs are Nikola Tesla, expert escapist Harry Houdini, secret agent Winfield Scott Lovecraft, martial-arts master Wong Kei-Ying, and, of course, celebrity sharpshooter Annie Oakley. If you try real hard, you can fit this into the continuity of the second volume of Real Science Adventures, but if not, enh, whatever.

If that one doesn't come together, though, I'll run, I dunno, something else.

The second will be Thursday at 8:00 pm SUNDAY AT 10:00 AM. This one, I'm running for the Thursday Knights, who'll be... podcasting it? Livestreaming it? Either way. They livestreamed a playtest of ARRPG back in March, right before I finished writing it and before it went through the editing wringer. It was a big success at the table (whew), and when they contacted me to ask if it'd be okay if they ran it again at SDCC, I was like, how about I just run it for you? So that's what's going on. That means that the five player-spots here will likely be taken up by the Thursday Knights crew, but maybe not, and I don't know the specifics anyway, so if you want to play come on out and maybe you'll get to do just that.

The scenario for this evening SUNDAY MORNING game will probably be Atomic Robo and the Invaders from Mars. I've run this one a few times (including one session at ECCC with Brian Clevinger and Scott Wegener as players), and it's always been fun. AND IT WILL HAPPEN ON SUNDAY MORNING AT 10:00 AM.

Which reminds me, one of the issues in the next volume of Real Science Adventures may or may not be inspired by this very scenario, so just in case, play it now before Brian and Scott spoil it for everybody. In fact, was that spoiling something just by mentioning the possibility of it? Whatever -- it centers around one of my favorite Atomic Robo characters, so I'll be psyched for it either way.

Both of these games will take place in the open gaming area, which is in Mezzanine 15A. You can't miss it! It's right next to 15B!

"What about Gam3rcon?" Uh... I dunno. Maybe Saturday THURSDAY night? I'm playing this one by ear right now, which probably isn't very smart, but look man, I've got a lot of stuff going on.

Now if you'll excuse me, Harry Houdini isn't going to stat himself. See you at the thing!

Monday, July 8, 2013

[Atomic Robo] Various Updates

How I feel lately.
Man, it's been a while, right? I've just been too busy and/or tired to talk to you. You know how it is. But let's have a few updates to keep you in the loop.

What's Up With ARRPG?
I don't know why I was so excited that the edit punch-list was so short when it only takes three words to say "Rewrite this chapter."

To that end, I've enlisted the aid of Brian Engard to help get these Jeremy Keller-edited chapters revised and back to Jeremy Keller. Brian, of course, is part of the Fate Core team, so I have every confidence etc.

A big -- really big -- part of the revision process has been reformatting all of the examples in the book to align with the new aesthetic. We're still using panels from the pages of Atomic Robo to illustrate rules concepts and provide examples, which is great, but instead of just showing panels with captions (like the one above), we're providing a running dialogue between the GM and the players, all of whom happen to be Action Scientists. It's been a ton of work, I'll be honest with you, but the results are really satisfying, and it's going to result in a more engaging experience for the reader.

So, to sum up, it's coming along, and soon it will be out of my hands entirely, at which point we can talk about things like printer and shipping delays.

How Was Gamex?
Great! Two of the three games I ran were a lot of fun. The one that wasn't was an ambitious endeavor that didn't really come together the way I'd imagined.

I'm running the ARRPG scenario, "Robo Force," at GenCon. Wanna see the character sheets? Here.

I also ran a D&D-like Fate Core-based (based!) game called "Return to the Expedition to the Sinister Temple of the Reptile Cult on the Borderlands." There were blaster pistols and a froghemoth. Wanna see those character sheets? Look upon them and be confused!

As for the games I got to play, Morgan Ellis's really wacky way-out-there TMNT Fate Core game didn't involve any teenagers, ninjas, or turtles, although we did have a super-evolved marmot, a walrus from Ancient Egypt, a sentient hadrosaur from another dimension, and my character, Oreo Futurebaby, P.I. It was... pretty silly. And a lot of fun.

Respected TV critic and not-really-my-RPG-protege Todd VanDerWerff ran another Fate Core game based on the TV series Vikings. It was... well, look, there were some problems with the game, but still, it was gratifying to see Todd, a mere year and a bit after I introduced him to RPGs, running a game that I'd helped write. That was awesome. And I sure like that Vikings show. He promised me I'd have a chance to play Athelstan, and he did not lie about that, more or less.

Isn't San Diego Comic-Con Coming Up?
It is, yeah, and I'll be running ARRPG there, too, on Thursday at 2:00. I don't think the gaming schedule's up yet, but when it is, I'll be on it. (I'm also scheduled for a Saturday game, but I'll tell you right now, I'm going to have to bail on it to see this.) I'm also probably going to run a game at Gam3rcon that weekend, as is tradition, sort of.

Friday, July 13, 2012

[Atomic Robo] San Diego Comic-Con Playtest!

Okay, I'm biting the bullet here and finally settling on a time for the ARRPG playtest on Saturday. It's going to be in room 15AB at 2:00 pm.


I've decided that there's no way I have the patience to get into Hall H for The Hobbit anyway, so let's play Atomic Robo instead.


Saturday, 15AB, 2:00 pm. Look for the guy in the Tesladyne shirt. First four or five people there get to play. I FORGOT MY TESLADYNE SHIRT. Damn it. Well... look for a guy in some kind of shirt who looks like he's playtesting a cool new game about Atomic Robo.


Those of you lucky enough to be at Connecticon, of course, can maybe squeeze into Adam's ARRPG playtest, also happening Saturday at 2:00 pm. Get on it!


Incidentally--playtest last night (Thursday) at Gam3rcon went really well. Only one guy knew Atomic Robo, and only one (other) guy was familiar with FATE. The other three were just curious about new games, I guess. But they acquitted themselves well and had a lot of fun. The scenario (based on a premise by Scott Wegener) was effective and the players enjoyed sorting it all out. We didn't have time to finish, due to a variety of factors--it's been a pretty harried Comic-Con for me already--but that didn't dampen anyone's enthusiasm for the game. Everything rules-wise was well-received. Despite their best efforts, though, they evinced a nearly frustrating lack of criticism!


Morgan Ellis will probably be harsher at tonight's playtest. Or maybe not.

Wednesday, June 27, 2012

[Atomic Robo] Progress so far...

Note: Progress not to scale.
For the last couple weeks, I've really been pushing to put things together for the upcoming ARRPG playtests at San Diego Comic-Con and Gam3rcon, Connecticon, and [another almost-confirmed convention in Wisconsin] next month.

(BTW, have you seen the gaming schedule for Connecticon? Swords Without Master! Misspent Youth! Fiasco! Shock! Dresden Files! Damn, that looks like a pretty great con.)

(Also remember that, at this point, we expect Brian Clevinger, Scott Wegener, and Zack Finfrock to be in attendance at Connecticon, possibly playing ARRPG, possibly just hanging around the table and pointing out everything that's wrong about it. Either way!)

As for the game itself, I'm really pleased with where things are so far. I sent the GMs in question four PDFs, entitled Skills and Stunts, Making Characters, Other Rules, and Sample Characters. I'll give you three guesses what they're about!

There are a lot of new twists and turns to the FATE you know and (hopefully) love, and more than a few to Fate Core, but you haven't even seen that yet so there's almost no point bringing it up. If you're a Strange FATE fan, you'll find some familiar tidbits in there as well. As I've said before, a major design goal for ARRPG is the versatility of Strange FATE in a more streamlined package.

I'm happy -- almost pleasantly surprised, even -- with how easy and fun those sample characters were to make, even if Robo's is likely to draw some criticism. I mean, I think it looks good, but it's a given that when you make a character sheet for a comic-book character, someone's going to point out that you've done it wrong, right? I have nothing but respect for those people. Keep me honest, pointer-out people.

In an odd way, the thing that might stand out the most as a big deal about these new rules is the elimination of Refresh as a character-specific stat or measure of power. It's something that's been in every FATE-based game I've ever played or seen, as far as I can recall, so for that reason alone it feels kinda cool to cut it out. That was another early design decision, too. This way is better, at least for Atomic Robo. You'll see for yourself soon enough.

Anyway. That's the update. I'll post another after Comic-Con, when there's something new to report. Until then, remain calm and trust in Science!

Monday, April 30, 2012

[Atomic Robo] Super-Secret Playtest

I trekked down to San Diego yesterday to run a super-secret playtest of Atomic Robo as part of a Gam3rcon Game Day. It was advertised thusly:

Super-Secret Evil Hat RPG Playtest
This is an early playtest of an RPG in development, to be published by Evil Hat Productions (Spirit of the Century, The Dresden Files Roleplaying Game). Your name will appear in the credits as a playtester. All necessary materials will be provided. That's, uh... about all we can say about it. Don't worry; it'll be fun. Remain calm and trust in Science.
It was a pretty loose little adventure, inspired by this charming but absolutely bogus "news" article from a few years ago, and my four players and I had a good time. Feedback was very positive. They liked the way skills work. They liked being able to define their characters during play, in the moment, instead of doing everything in advance. They liked collateral consequences. They liked the story. Basically, they thought everything was great.

Normally, that'd be fine, but c'mon! Playtest! Gimme problems! Back to the drawing board... to... look at the drawing board, I guess.
Seriously though, I'm not especially concerned with the lack of issues -- I'm happy everything went smoothly, plus there's enough to do as it is, thanks -- and it's actually even more notable considering that two of my players were 12-year-old twins with no prior FATE experience. They were able to pick it all up with minimal difficulty, aspects and all, and even managed a couple perfectly valid self-compels, so that's encouraging. Maybe it helped that they're already Atomic Robo fans, which, of course, means they're smart.

So when and where is the next Super-Secret Playtest? You're not cleared to know that, Citizen. (Wrong game.)