Showing posts with label Thrilling Fate. Show all posts
Showing posts with label Thrilling Fate. Show all posts

Thursday, April 30, 2015

[Atomic Robo] News You Can Use

In before May!

I know it's been a long time since I rapped at ya, but I've been busy with a variety of things -- many not even gaming-related! But I did want to post about a couple notable recent... things.

First off, Atomic Robo: The Roleplaying Game has been nominated for an Origins Award for Best Role-Playing Game! It's a real honor. Even more of an honor is the crazy list of other nominees: Dungeons & Dragons Player's Handbook, Firefly, Icons Assembled, and The Strange. As you can see, those range from pretty huge to as huge as they get. Two of them I own and like, one I've only played, and the last I admittedly really know nothing about other than it's from a highly respected, well-known designer and its predecessor cleaned up at the ENnies last year. (Guess which one is which!) Seeing the team behind ARRPG on that list... it's surreal.

To say that I do not anticipate that ARRPG will win is something of an understatement, but that's fine! It's amazing to see it up there with those other games. If you'd like to help it along, though, go here and vote for it. Or any of the others! They're all great! And there are other things to vote for, too, so vote for those. I... don't really know what this online voting means -- I coulda sworn there was a judging panel or something, and that the fan favorite award was voted on by Origins attendees -- but hey, it can't hurt.

Second off, what'd you do for International Tabletop Day? (It was April 11th.) Me, I playtested the Sparks Nevada Thrilling Adventure Game for four Thrilling Adventure Hour die-hards, then saw the final monthly Largo show. Bittersweet, but I'm so glad I got to be there.
Pow. Sniff.

Meanwhile, elsewhere in LA, the man known as the Dungeon Bastard, aka Bill Cavalier, aka Tom Lommel, and Lyndsay Peters, who has the audacity to face the world without a single alias, let alone two, ran a demo of Atomic Robo at ITT HQ. I wasn't able to attend, but it went well. Pretty cool, that thing happening at that place for that event. The best part? I wasn't even involved! Always gratifying when you discover that someone else likes your work enough to actually use it.

That bat'leth is a dry-erase surface -- perfect for any Fate game!
What's more, Mr. Bastard has kindly put his materials for the game online. It was a little nonstandard, and certainly deviated from one or two standard ARRPG standards and practices, but it worked, so who cares about that. Maybe you can make use of the Bastard's work to run a Robo convention demo of your own! In fact, go do that.

And that's it for the news, I think! Oh, I ran a Majestic 12 playtest at Kingdom-Con in San Diego last weekend, and it went well. The supplement's mostly done, barring a minor but important change as a result of the aforesaid playtest and some adventure hooks by Brian Clevinger and myself that we thought would be handy. Plus, new modes! New skills! New mechanical bits to make things extra-Majestic! New Scott Wegener art! Tons of background material from Brian that may never make it into the comic! I'm looking forward to getting it into your hands. (If you don't have hands, we'll work something out.) Should be out in June.

Coming Up: Gamex is happening soon! I'll do my usual roundup of Fate games so you can schedule accordingly.

Tuesday, August 19, 2014

[GenCon 2014] It's Over, Go Home

This is funny, trust me.
Well. GenCon 2014 was one for the books. Yup. Some high points:
  • The State of the Hat panel on Thursday. Fun way to kick off the convention. (I like doing panels. Are you doing a panel for a thing? Maybe you want me on it!) Some cool stuff on display there, including the Campaign Coins fate point tokens and a spiral-bound copy of the War of Ashes playtest rules. Finally got to meet Fred, Rob, and Sean in person. At least, I'm pretty positive Sean and I have never met. Anyway, also got to meet my personal savior, Adam Jury. Plus, the panelists didn't outnumber the audience this year, which was nice.
  • Three very successful and fun playtests of The Sparks Nevada Thrilling Adventure Game, including one for a table of four superfans and one for aforementioned Evil Hat project manager Sean Nittner. Good feedback all around. This new version really feels like the show, and it's faster-playing to boot. One of these had the best aspect I've ever come up with (pictured above).
  • An equally successful and fun game of Atomic Robo that let me playstorm ideas for training and planning montages for Shadow of the Century -- plus my players included Dave and Liz of Nearly Enough Dice, all the way from Scotland, which was very cool. Great to meet you guys in person! Wish we could've found time to do an interview face-to-face, but oh well. Hangout it is.
  • The fastest ARRPG game of my or anyone's life at Games on Demand -- about 90 minutes, after introducing the PCs and explaining the basics of Fate -- but still managed to squeeze in two fun fights, a brainstorm, and, y'know, general roleplaying and farting around. Felt like a sprint from start to finish, but we did it, and everyone had a great time. I really enjoyed conceding on behalf of those last two NPCs.
  • Playing in a Tunnels & Trolls game run by childhood idol Ken St. Andre. I told him later at the Flying Buffalo booth that T&T was a formative game for me, and that I was now a famous game designer. I don't think he believed me on either count. But it was still nice to tell him anyway, even if only one of those things is true.
  • A drum corps fan I met Thursday morning while making our D&D characters for the convention. Most of the rest of the gamers at the table were fairly unpleasant, demeanor-wise, so it was cool to be able to talk drum corps with this guy (marched Cadets '92, son marched SCV in... 2011, I want to say), let him look up stuff in my PHB, and ignore those other people entirely.
  • My first D&D game of the convention, when the DM had everyone go around the table and call out their race and class. After "Fighter, fighter, fighter, wizard, cleric," it was a pleasure to say "Bard!" The looks on their faces... priceless. But they changed their tunes the first time I handed out an Inspiration Die. Take that, unbelievers.
  • My second (and, unfortunately, last) D&D game of the convention, when the tweenaged girl at the table got to strike the killing blow against the monster with her magic missile. I just like it when first-time players get to do cool stuff, especially if they're kids.
  • Seeing ARRPG on the rack at the IPR booth and hearing that it was selling like hotcakes.
  • Getting interviewed (on video!) about ARRPG, and suggesting questions to the interviewer, who was -- admit it, Spencer! -- more enthusiastic than prepared. Not that there's anything wrong with that. It was flattering. Cool guys, those guys.
  • Played a demo of D&D Attack Wing. Like X-Wing, but with dragons. I... may be in trouble.
  • Signing books! I feel like I signed a lot of books, including one copy of Jadepunk. No Fate Core, though. I guess that was a 2013 thing.
  • Meeting a few industry-types who either wanted to meet me or felt they had no other option once I had been introduced. Regardless, hey, meeting new people.
  • Talkin' business! Business business business! Numbers!
  • Every single time someone told me they liked/loved/were excited about ARRPG.
  • You! That time I saw you there and we talked about, I dunno, some gaming thing, probably.
  • Going to the ENnie Awards the night that Fate Core, Fate Accelerated, the Fate System Toolkit, Fate Dice, the Fate SRD, and Evil Hat itself won ALL THE ENNIES. And also John Adamus and Ericka Skirpan got engaged on stage, which was a thing only one of them knew was going to happen. I'd never been to the ENnies before -- never really felt like I had a reason to go -- so I can only assume they're all like that.

Low points!
  • Only getting to play games for 3 hours. Boo.
  • That T&T game wasn't actually, like... good.
  • D&D DMs being stingy with Inspiration. I'm roleplayin' my face off over here! Gimme the Inspiration already! Sheesh.
  • Staying at a hotel out by the airport and having to take a 40-minute shuttle there and back every day. This was a bigger hassle than just the time lost. The shuttle only ran once and hour, and at night there was just a 10:00 and a 1:00 -- so if you didn't get the former, you had to wait around for three hours for the latter. Say, if you're at the ENnies and the thing lasts until 10:30.
  • Being constantly aware the whole four days (five, including traveling Wednesday) that Gateway's in two weeks.
  • Not getting around to meeting you. Yeah, you! I meant to meet you, honest.
Looking forward to next year, when I will make good on my promise to myself to not schedule so much stuff. See you there.

Thursday, August 7, 2014

[GenCon] What Am I Doing I Don't Even

GenCon is next week! Holy troat!

Somehow or other, I already have a pretty full schedule for the con. Here's what I know so far:

  • Thursday, 1pm: The Sparks Nevada Thrilling Adventure Game. 
  • Thursday, 5pm: State of the Hat, the Evil Hat what's-goin'-on panel. Yay, doing a panel! For future reference, I would do more panels. Panels seem fun. Are you putting a panel together? I bet we can contrive a reason for me to be on it!
  • Friday 10am: GMing at Games on Demand (pictured above). It's only a two-hour slot, so odds are good it'll be Sparks Nevada.
  • Friday 2pm: Atomic Robo: The Roleplaying Game.
  • Friday 7-ish pm: Attending the ENnies. I may be missing an Indianapolis Indians game for this, so some Evil Hat Fate thing had better win something to make this worthwhile.
  • Saturday 2pm: GMing at Games on Demand again. Four-hour slot, which makes Atomic Robo or my ARRPG-based Crimson Skies thing likely.
  • Sunday 10am: My last two-hour stint at Games on Demand.
I'm also currently slated to play a few scheduled games, including a one-hour D&D 5E demo-intro-thing Thursday morning, a Tunnels & Trolls game (with Ken St. Andre!) Saturday morning, and some Crimson Skies (the WizKids minis game) Saturday night. But... I dunno if the D&D and Crimson Skies games are going to make the final cut. For one thing, the shuttle to and from the convention center is an hour. For another, back when I booked those games, I was like "OMG, what will the new edition of D&D be like?!" (I've since played it more than a little) and "If I'm going to run a Fate Crimson Skies game, I should probably play the minis game" (I've since become... less convinced of the necessity of this). 

But there is zero chance of me missing that T&T game. And I have plenty of generics, so come at me, bro.

I'm also trying to leave more gaps in my schedule for GoD or off-the-books games or, like, someone saying, "Hey, I want to talk to you about this project," which, based on the past few months, is a thing that could conceivably happen. If you interpreted that statement an assertion that I am so important and in-demand that I expect people to be stalking me just for the mere chance of hearing words fall out of my mouth, you are absolutely correct.

Seriously though, it's nothing like that. It's more like this is my fourth year at GenCon, and every year I promise myself that "Next year, I'm not going to sign up for any games in advance! All the cool stuff seems to happen at GoD and in off-books games!" and then I've done the exact opposite of that three times now. So I'm trying for a late-game course-correction here.

Anyway, see you there. And hey, if we don't see each other there, then maybe I'll see you at Gateway, because it's only two weeks after GenCon, which was only two-and-a-half weeks after Comic-Con. 


I'm freaking out.

Friday, July 11, 2014

[Atomic Robo] The Robo Has Landed

Pictured: Atomic Robo, existing as a physical product
you can hold in your hands and everything. 
Has your copy of Atomic Robo: The Roleplaying Game arrived yet? Well did you preorder it? Of course, at this point you could just buy it, because it's out and in stores. You are running out of excuses, in other words.

In all seriousness, it's been extremely gratifying to see ARRPG getting such a great reception from people online. I spent more than two years neck-deep in this game, so it's really rewarding to see tweets like this, or this, or this thing here, or this other bit over here plus this frankly embarrassing praise, and so on. I guess what I'm saying is that the approval of strangers is very important to me, and then on top of that I'm obviously not able to be one-hundred percent sincere about any of this because it's so genuinely affecting. All of this boldfacing is actually part of a defense mechanism against emotional vulnerability. So... thanks!

Anyway, if you're still waiting for yours to show up in the mail, or even if you aren't, you can while away the empty, meaningless hours listening to a couple recent Robo-oriented (Roboriented!) podcasts.

Late last month I was on Useless Drivel talking with Rob and Matt about a bunch of stuff, including but not limited to:
(I mention on this podcast that I'm going to make those Crimson Skies Fate dogfighting rules available, and that's still my intent, but they're not up yet. End of line.)

And just a couple weeks ago, Atomic Robo scribe Brian Clevinger talked Robo and the Technocracy with Ryan Macklin on Master Plan. The focus of the conversation is RPG licensing from the licensor's point of view, and also Brian corroborates my ARRPG origin story, which is kind of a relief.

On a related note, Ryan and Tim Rodriguez are running a Kickstarter right this very moment for Backstory Cards, so go get in on that.

BONUS PODCAST RECOMMENDATION: The last episode of Nearly Enough Dice (episode 141, for future generations) has a very nice, unapologetically glowing review/unpaid endorsement of ARRPG. The episode isn't completely Robo-centric or anything, and neither I nor Brian are interviewed on it, but still, it's good. Especially if you're like "ARRPG sounds pretty cool, but I dunno, I need someone with a Scottish accent to convince me," then this is -- it's the podcast for you. It's almost eerie how precisely they've tailored this episode to suit your exact needs. You'd be foolish not to listen.

Saturday, May 17, 2014

[GenCon 2014] I Assure You I'm GMing

I can't be sure, but I think that's me and Mark Miller talking
while we wait for the hall to open at least year's GenCon.
Event registration opens tomorrow (Sunday) for this year's GenCon, and naturally my scheduled games aren't actually, y'know, on the schedule. So you won't be able to sign up for them tomorrow. However, should you want to attend either of them, here's when they're happening.

"Sparks Nevada, Marshal on Mars" is happening Thursday the 14th at 1:00 pm.

"Bring Me the Head of Dr. Dinosaur," my Atomic Robo game, is happening Saturday the 16th at 1:00 pm.

They'll be online within two weeks. Why the delay? Because I registered them a couple hours after the March 14th deadline. So... two weeks. Fair enough. (I don't actually think that's fair, but whatever. GenCon's big, and I'm sure getting all these things into the system, in whatever form that takes, is a giant pain, so more power to those unsung heroes who do that.)

I also plan to run a game or two (one of the above, or maybe some other ARRPG scenario) at Games on Demand. Don't know when just yet.

One last thing schedule-wise: I'll be a part of Evil Hat's State of the Hat panel on Thursday the 14th at 5:00 pm. I probably won't have anything especially important to say, but I'll probably crack wise, and you wouldn't want to miss that!

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 Hour, Sparks 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.

Monday, December 16, 2013

[Thrilling Fate!] More Playtests

So this happened. Clockwise, starting with me: Me (speaking with hands), top of Mark Gagliardi's head, back of Molly Quinn's head, side of Ben Blacker's head, Ben Acker, fan-favorite Hal Lublin.
Hi all my buddies! Right up top, this week's episode of the Thrilling Adventure Hour podcast is last year's "Christmas on Mars" show, so go download that.

Now that that's out of the way, I've done two more playtests of Thrilling Fate! since my last blog post. Both were fun and productive, but I'm not gonna lie: I preferred the one pictured above, for reasons which should be obvious.

In late November, I ran a playtest at the Nerd SoCal Game Day at Game Empire in Pasadena. Besides me, we had Hamish Cameron as Sparks, Morgan Ellis as Croach, David Gallo as Cactoid Jim, Megan Arch as the Red Plains Rider, and Gina Ricker as Rebecca Rose Rushmore. Although only Morgan had really had any exposure to the source material at that point -- he did play the theme song for everyone before I got there -- we produced a very authentic-feeling Sparks story nonetheless, which is kinda the point. Plus, a couple of them are now subscribers to the Thrilling Adventure Hour podcast, so you're welcome, Acker and Blacker.

The big thing that came out of that playtest was that the PCs need cues that point them at one another. Croach had a cue that encouraged the player to mention his weird Martian anatomy; Sparks had a cue that encouraged the player to be grossed out by Croach. There was a cool moment when that synergy worked like a charm: Croach shoved his secondary esophageal tract down Sparks' throat to save him from suffocation, which naturally grossed out Sparks (and, to be honest, the rest of us as well).

But... nobody else really had that level of mechanical incentive to interact with the other characters. Worse, some had cues that were purely reactive, and that relied on other players doing something first -- like Jim's cue about deflecting praise, which is meaningless unless someone praises him. So that was a problem. I was reluctantly convinced that the best solution was to give everyone a cue for each other PC. This also seemed like a problem, but I couldn't see a way around it.

Another thing was that people were only incentivized to play to their cues when they had aspects that needed recharging, which meant that in the beginning of the game there was no incentive to do that. The simple solution, from David, was to start everyone off with all of their aspects pre-exhausted.

(It's also worth noting that in the next game that day, Gina invented the law firm of Acker, Blacker, Marc & Mark. We'll be seeing more of that sooner or later, I'm sure.)

Before the next playtest, I gave each PC five cues. These broke down like this:

  • Mannerism: Something active the player can almost always do or say in a scene.
  • Response: Something reactive the player can usually expect to have the opportunity to do or say in a scene. 
  • Connections: Two cues that tie the PC to other, specific PCs. In the end, I just couldn't do one cue with each other PC for two reasons. One, it was unwieldy -- every new PC I made would've meant n+1 cues for me to write and for the player to manage. Two, it just didn't work. The fact is that not every character in Sparks Nevada has a meaningful relationship with each other character. I figured if each PC connected to two other PCs -- which ended up being Sparks and one other -- that would make for enough of a web of interactions.
  • Dramatic: The big once-per-episode cue that should happen at a dramatic moment. Sparks announces he's from Earth. Croach discards the customs of his people in service of the greater good. Red confesses her feelings for Sparks, Croach, or Jim.
I also simplified troubles and made some cosmetic changes in the interest of making everything as accessible as possible to new players -- specifically, I renamed "fate points" to "story points" and changed "stunts" to "gimmicks." 

This was all in preparation for December 7th, when the playtest pictured above took place. And it was so rad, you guys. We had Mark Gagliardi and Molly Quinn playing their characters from the show (Croach and Pemily Stallwark, respectively), Ben Blacker playing the Barkeep, Ben Acker playing the Red Plains Rider, fan-favorite Hal Lublin playing Cactoid Jim, and Clint Trucks as Sparks Nevada. (Marc Evan Jackson couldn't make it, but Clint was a great Sparks.)

Here's another picture of that!
Left to right: Gagliardi (cosplaying as Scroach the Rocker), Quinn, Trucks, Lublin.
I will keep posting pictures of this game, because it was awesome and I can't believe I was lucky enough to run it with these people as players. Video of this will, as I understand it, be included as an extra on the DVD of the concert film that this Kickstarter helped produce. So get that DVD when it comes out. Thanks to Charlie Fonville for capturing and providing all this media. I'll post more pics when I get them, for the aforesaid reason.

Clint's a dedicated GURPS player, and I believe Hal plays D&D and Pathfinder, but the other four had no gaming experience. (Molly had a friend in high school -- which... was only a couple years ago, apparently -- who was into RPGs, but she never got into them herself despite some interest.) I'm happy to say Acker, Gags (look, I'm just gonna call him Gags), and Molly seemed to get the hang of it after a couple rolls. Blacker had an air of apprehension about him whenever I talked about mechanics, but even still he steered the Barkeep to glorious victory over the Bad News Compadres in the game's final scene. In the end, he estimated he got about 80% of it. Which is fine -- we wrapped things up in about 90 minutes, so I'm sure if we'd taken more time on the front end to discuss things he would've been closer to 100%. As it was, I was very conscious of not taking up too much of everyone's time with the game.

Fortunately, everyone had a great time. I believe this because they repeatedly told me so. The scenario was a cross between Dune, Jaws, and a classic Western bank robbery. Cactoid Jim defeated an adolescent Tremors-style sandworm by taming it, Pemily lassoed and rode an enormous Shai-Hulud-style sandworm and rode it into town, the Barkeep gave Alloy Roy some trouble, Sparks promoted Pemily to First Deputy over Croach, and Croach... Croach was Croach. Mark spoke in the Croach voice pretty much the whole time, in character or out. Charlie's video footage will give testament to that. And Hal did the intro narration! Live, in my face!


In short, the game couldn't have gone better. It was just an amazing opportunity, and I'm so grateful to everyone not just for making time for it, but for being and having so much fun. The icing on the cake was Acker telling me I knew more about their show than he and Blacker do, which... I doubt that's true, but it's awfully flattering nonetheless.

(Non-gaming tangent: I had kind of a Thrilling Adventure Weekend, actually. That Saturday night, my wife, a friend, and I went to their Christmas show, which not only heavily featured Jib Janeen the Jupiter Spy throughout but also included a Philip Fathom story. Look for it next December! They're a year behind. Anyway, the next day, my wife and I went to the Thrilling Adventure Hour holiday brunch, which was just so cool. Man. Gags and Molly told me again how much fun they'd had at the game, Paul F. Tompkins almost accidentally struck my wife in the face, I explained roleplaying games to Marc Evan Jackson (who'd been told the playtest the day before had been "the real deal"), I had a great conversation with TAH musical director Andy Paley, we talked with James Urbaniak... there were fritters... I spotted Mark McConville... Weird Al Yankovic was there... I could go on. I felt like I'd won a contest. I know I'm getting all fanboyish here, but c'mon, how couldn't I? Be reasonable!)

Okay, Professionalism Mode re-engaged.

I'll be playtesting Thrilling Fate! again this Sunday the 22nd back at Game Empire. Making another change to cues that incorporates a Danger Patrol-esque "What happened last time?" setup. Have to come up with a holiday-themed scenario first, but I have, like, all week to do that, right?

Thursday, November 14, 2013

[Thrilling Fate!] First Thrilling Playtest (and News)

I got my first chance to playtest Thrilling Fate with a Sparks Nevada scenario last weekend in San Diego. The PCs were Sparks, Croach, the Red Plains Rider, and Cactoid Jim, and though they were played by four players who had zero familiarity with the source material, there were nonetheless some moments that felt like they could've come right out of a Thrilling Adventure Hour show.

So yeah, I'm making some changes, but on the whole I'd say it went quite well! Of course, the players were all friends who were already well-acquainted with Fate, and had played various hacks of mine before, so I may have had a best-case player group there, but whatever. The fact that I'm making changes is at least indicative of a productive playtest.

One kinda weird thing that came up while playing was how liberating it is to just roll dice. Y'know, without worrying about what skill to use. Because Thrilling Fate doesn't have skills. So after the roll, if you didn't like your result, you might do something about it, but until then there's literally nothing else to think about other than "Let's see who wins." It just felt great to say, "This thing is happening, everyone roll dice."

Now, I realize that when I say that, your reaction is probably something along the lines of, "Hey, that doesn't sound like a great or innovative thing you're talking about there, and also I really do like to make interesting choices about my character when I roll dice for a thing," and I understand that. What's neat is how the exhaust-an-aspect mechanic puts that choice entirely in the realm of the fiction, without anything as abstract as even a broadly defined skill, like Athletics, getting in the way. I dunno. I'm probably not explaining it well. But the difference between "I dodge because I have +3 Athletics" and "I dodge because I'm a Quick-Thinking Man of Action" was definitely felt at the table.

As for news, I've been given the go-ahead to post about this: Next month, I'll be running a Sparks Nevada game for TAH co-creators/writers Ben Acker and Ben Blacker and whatever Workjuice Players they can muster, mostly likely including Sparks stars Marc Evan Jackson and Mark Gagliardi -- and, if I'm very lucky, Hal Lublin will be there to narrate (I don't know what that'd mean in this context, but whatever, there's no way I'd pass that up). Plus, I believe it'll be audio and/or video recorded for your online listening and/or viewing pleasure at some point. No pressure, right?

I am super-psyched about this, as you might guess, and also probably more nervous than is required. But then again, I'm kind of in awe of everyone who makes TAH happen, I love it so damn much, and the prospect of getting to run a game for them, any game, is awesome, let alone a thing I've made for a thing they've made. They're pretty excited for it too, though, so maybe we can all just be giddy about it together.

Friday, September 20, 2013

[Thrilling Fate!] Some Trouble In This Place


This post does indeed reek of trouble.

If you're one of those poor unfortunates who isn't already familiar with Sparks Nevada, Marshal on Mars, that guy on the right up there, the one speaking trepidatiously about the mere possibility of trouble, is the Barkeep. (He has a name, but it was a fairly recent revelation on the podcast, and I'm embarrassed to admit I don't remember it.) "I don't want no trouble in my place!" is the Barkeep's catchphrase, defining character trait, and probably his concept aspect as well.

So there's no way I'm not using trouble as this hack's term for "damage." So let's talk about damage.

First of all: no stress tracks. Just troubles, which will sub in for consequences in every way that matters. I'm not completely clear yet on how they'll work, but the basic idea is that you have so many trouble boxes, like six. Checking a box reduces a hit by 2 shifts.

But! When you take a hit, you can write down any number of troubles and check any number of boxes for each trouble. For example, if the Binary Kid nails you with a 6-shift hit, you could write down a single trouble, like Broken Ribs, and check three boxes -- or you could take three troubles, like Winded, Embarrassed, and Caught Off Guard, and check one box for each. Either way, you've dealt with all six shifts.

(This is a character sheet design issue: It has to be clear that you can have several troubles, and that each trouble has its own track of boxes, but that you can't have more than six boxes checked at a time.)

So if these work like consequences, why would you ever take three one-box troubles instead of one three-box trouble? Because the fewer boxes a trouble has, the faster it goes away.

  • When you have a moment to breathe, like at the end of a scene, erase one one-box trouble.
  • At the end of some currently unspecified longer period of time, like after a night's sleep or something, do all of these:
    • Erase all  your one-box troubles.
    • Clear one box on each of your troubles that has two or more checked boxes.
  • A trouble can be treated much the same way a consequence can, with a difficulty equal to twice the number of boxes it has.

Now look, I'll admit that this is a little more complicated than consequences as written in Fate Core or FAE, but it's also a little less complicated in that you only have one option for damage mitigation (troubles) instead of two (stress and consequences). In my experience, new players -- my expected audience -- have an easier time with "When you get hit, take a consequence" than they do with "When you get hit, check a stress box or take a consequence, or both, or take two consequences." Plus, I dunno, it seems fun, so I'm going with it.

I also like the flexibility of it, and it makes things like Sparks' make-them-check-another-trouble-box stunt and Croach's clear-an-additional-trouble-box stunt viable and engaging without being difficult to grasp. There are other potential hooks too, like saying that if you take two troubles at once from a physical attack, one of them has to be mental (which is pretty typical of Sparks Nevada characters, who, Cactoid Jim aside, tend to have their share of insecurities). Or maybe a success with style on anything lets you immediately clear a mental trouble box. Just spitballing here -- this whole thing needs more thought, and obviously some refinement of terminology.

Anyway, this looks like the end of the hacking for this hack, but... I guess I'll post a few characters? Next week or something?

Thursday, September 19, 2013

[Thrilling Fate!] Stunts

I don't have a lot of changes in mind for Thrilling Fate! when it comes to stunts. Hey, if it ain't broke, etc. Really, I only have three guidelines for myself: no more than three per PC (so... three per PC), explicitly tie each one to an aspect, and make them about something other than bonuses.

The first one isn't unusual, especially since I'm using FAE as a base, but I need to emphasize it to myself because lately the characters I've been making usually have a lot more than three stunts' worth of stunts going on. I don't want to give my players too much to look at on the sheet. I picture a really clean layout, with stunts in callout boxes connected to aspects.

I want to connect each one to an aspect to make everything feel that much more interrelated. I like FAE's stunt sentence construction of "Because I'm a whatever, I can do whatever," but if I include an aspect in there, it's a little more smoothly integrated. I think it'll make the idea of the stunt easier to swallow.

And the ideas behind those stunts aren't going to engage with the mechanics quite as directly as they usually would. I mean, look, it's really easy to say "Because I have Robot Fists, I get a +2 to attack with them." That's a totally fine stunt. The issue is that I have no idea how much arithmetic my players are going to tolerate. Even experienced gamers forget the odd +1 or +2 here and there. I don't want any of that going on, because I don't want them to feel distracted by the math, simple though it may be.

The next most common stunt is probably skill substitution -- y'know, "Use Athletics instead of Fight to attack when fighting unarmed" -- but since the total lack of skills here would make those meaningless, that's not really an option.

As I mentioned yesterday, I initially made these characters for an Apocalypse World hack (Thrilling World, I guess?). In that incarnation, each playbook had about three custom moves. So... hey, stunts! AW-style stunts! These are pretty easy to do in Fate.

Here are a couple for Sparks:
  • Because you're the Marshal on Mars, when you're acting in your capacity as a representative of the Mars-Earth Coalition, they can either do as you say or give you a fate point.
  • Because you have Robot Fists, when you punch someone with them, they have to check an extra trouble box.

And here are a few for Croach:
  • Because you are Under Onus to Sparks Nevada, whenever you are in a scene with him, you start with a free boost called Onus.
  • Because of the Sacred Nah Nohtek within you, you heal extremely fast -- clear an additional physical trouble box at the start of every scene.
  • Because of your Martian Physiology, whenever you try to perceive something in your environment, you get a +2 bonus to your roll if you mention how you're using one of your 28 senses in the process.
Right now, you're probably jumping up and down and screaming at me about how I said I wanted to avoid bonus-oriented stunts. That's a perfectly reasonable reaction. I'm okay with them if they look like that last one. It's not a passive bonus that's easy for you to forget; you have to make a roleplaying choice to activate it. As long as nobody has more than one of those, it oughtta be okay.

But hey, what's this "trouble" thing about? It has something to do with this guy:
But what? Find out next time! You can probably guess already!

Wednesday, September 18, 2013

[Thrilling Fate!] Cues and Aspects


So! Self-indulgent tangent time!

I was a music major for a little while -- like, four years -- back in the '90s, during my first go at college. Two years performance, two years composition. I left high school with really no understanding of music theory at all. I mean, I'd taken a fairly informal after-school "class" taught by our band director, but clearly I didn't get a whole lot of actual understanding out of it, because in college, if it was more advanced than basic counterpoint and harmony, it was a struggle for me. (I'm much better now. My ego compels me to say that.)

Anyway, when you learn music theory -- and forgive all this bloviating if you've done just that -- you generally start with Baroque music, and specifically the works of Johann Sebastian Bach (father of PDQ). Baroque music has all kinda rules to follow for it to be "right," and most of it becomes second-nature after a while. Like, avoid parallel motion if you can, and parallel fifths in particular, and this chord wants to resolve this way while that chord wants to resolve that way, and so on. These rules inform all Baroque music, but we study JS Bach because, among other reasons, he's the GOAT.

The thing is, though, Bach and his contemporaries didn't study these rules the way we do. We've reverse-engineered these rules by analyzing their music.

Shift now to game stuff. I've said before that sometimes I see making a game like making a machine: You build it for a specific function, and the more maintenance you have to do on it, the more problematic it is. From this perspective, houserules are maintenance. Relying on the players to ignore problems or exploits because they "get it" is maintenance. I want to be able to send a game out into the world and have it work for everyone else the same way it works for me.

In this case, I want a game/machine that, if you input players and characters, and everyone follows the rules, it produces a Sparks Nevada, Marshal on Mars story. But a Sparks Nevada story is a lot more than whiz-bang action and shoot-'em-ups. Those things, in fact, usually have very little prominence. There's probably only one fight, often even just one shot fired, in an average episode. While it looks like an action-adventure story, it's way more character-focused than you might expect. What keeps me coming back is the characters and the way they relate to one another. If a Sparks Nevada game can't produce something like that, whether or not the players know the source material, it's not much of a Sparks Nevada game, if you ask me.

One of my favorite nudge-them-into-roleplaying mechanics is The Shadow of Yesterday's (and Lady Blackbird's) keys (called milestones in Marvel Heroic Roleplaying). A few weeks ago at Gateway I ran a Saturday-night Firefly-ish Spelljammer game using the Fantasy Heroic rules from the Cortex Plus Hacker's Guide, and coming up with the pre-gens' milestones was integral to getting those characters "right." I loved that the goblin mechanic could earn XP simply by complaining about the ship, or that the Githyanki monk could do the same by offering up a cryptic aphorism. These have nothing to do with complicating the character's life or even spotlight time, really. It's just offering the player roleplaying cues.

The thing I love most about keys is that when you use them correctly, you may feel (as I did) like you're abusing the system, or getting away with something. But you're not! It's a trick. All you're really doing is playing your character to the hilt, because you're incentivized with small, immediate rewards for injecting personality and color into the story.

In other words, it's a perfect mechanic for Sparks Nevada. I want Sparks to be annoyed with Croach, or announce that he's... from Earth. Likewise, I want Croach to inform Sparks of an increase or reduction in onus owed, or to drop vaguely unsettling comments about his egg sacs or multiple esophageal tracts. To me, these fly under the aspect compel's radar, primarily because they're lousy, weaksauce compels. They don't get the characters in trouble in any way. They're fun, but hardly worth a fate point. But it's these little character moments that give the show its, well, character. And for a hack like this, that's absolutely vital.

These are essentially keys, but I'm calling them cues, partially because I'm treating them a little differently, and partially (largely) because I'm writing for my intended audience, whom I figure will more easily parse "cue" than "key."

Every PC has three cues: two Scene cues, and one Episode cue. You can hit a Scene cue once per scene, and an Episode cue but once per episode/session. When you hit a Scene cue, refresh one aspect. When you hit an Episode cue, refresh up to three.

(I'm not 100% on the Episode cue's benefit there. You'll only use it in one of two circumstances: you desperately need to refresh multiple aspects and don't have a lot of time to do it, or you've already used your Scene cues this scene and are just using your Episode cue out of necessity to refresh fewer than three aspects. The right way to do this will depend on how exhausting an aspect ends up working, as I mentioned in yesterday's post. Maybe a better option would be "Refresh an aspect and gain a fate point." Dunno. The point is, the reward is getting to exhaust an aspect again for a +3, which is something we want people doing anyway because it calls attention to various facets of their characters in dramatically appropriate circumstances. That's not cheating or working the system; it's being bribed to play up your character's personality, which leads to a fun, memorable game. Everyone wins.)

So maybe these are Sparks' cues:

  • Scene: Act annoyed with Croach.
  • Scene: Call attention to how great you are.
  • Episode: At a dramatically appropriate moment, justify your course of action by reminding everyone that you're... from Earth.
And maybe these are Croach's:
  • Scene: Tell another PC your onus owed to them (or vice-versa) has just increased or decreased owing to something that just happened in the story.
  • Scene: Make specific reference to some bizarre feature of your Martian physiology, or humans' lack of same.
  • Episode: Rank a sensation. For example, "This is the fourth-worst pain I have ever endured" or "Your face is the seventh-most pleasing face I have ever beheld."
In other words, this is just reverse-engineering mechanics based on an "analysis" of (i.e., "re-listening to") episodes of the show itself. And hopefully, those mechanics will successfully create a play experience that feels like a Sparks Nevada story. For example, It's a rare episode in which Sparks doesn't pull the "I'm... from Earth" thing, but he doesn't run around saying it all the time, either. However, bickering with Croach? Calling (totally justified) attention to himself? Pretty common behaviors for the Marshal on Mars.

Next time: messing with stunts!

Related but non-Fate P.S.: BTW, my first whack at a Sparks Nevada game is based on Apocalypse World. There, cues get you either 1 XP or 3 XP. This essentially replaces stat highlighting as the main route to advancement.

Tuesday, September 17, 2013

[Thrilling Fate!] Getting Started


So here's what's going on. I'm probably going to do a few posts about this thing, so consider this the intro.

I may have an opportunity to run a game for a bunch of non-gamers whose work I very much admire, and (more importantly) who I want to make sure have a really good time with their first RPG experience. Some of them may have RPG experience, actually, but I'd be really surprised if it were recent at all.

Anyway, so my first thought is naturally to use Fate, because it's second nature to me and I've already introduced more first-timers to Fate than I can count. But because I want to make any barriers to entry as low as possible, my next thought was to use Fate Accelerated, because it's rad.

However.

This PCs for this game would be specific, well-established characters, characters with whom the prospective players are very familiar. And frankly, the default approaches in FAE don't really fit all that well. I could easily replace them with new adjectives, adverbs, or nouns that fit the property better, but not even that would really do the trick. Ranking these characters by how clever, forceful, or sneaky each one is just doesn't feel right. It feels too confining, and it doesn't put enough emphasis on what makes these characters really interesting. It's too... objective, I guess.

Plus, because of the whole new-to-RPGs angle, I want to cut down on how many things they'll have to look at on the sheet. So I decide to to cut out approaches altogether and concentrate on aspects. (Almost everything from here on out is a little weird.)

You have five aspects. Each aspect has a box next to it. When you roll the dice, if you have an aspect that seems helpful, you can check its box to exhaust it and give you a +3 bonus to the roll. You can only exhaust one aspect per roll, but you can invoke other aspects (the usual way) for a further +1 each.

(Maybe it'd be per roll, maybe it'd be for the scene. I'm not sure yet.)

What this means is that instead of having a predetermined menu of bonuses with attendant contexts, you'd choose as you go what's important right now. Any aspect is potentially a free +3; it's just a matter of deciding which one. It's a bit like Cortex Plus's distinctions.

For example, here are the aspects for, I dunno, some random character:

  • Marshal on Mars
  • Robot Fists
  • Justice Rides a Rocket Steed
  • Righting Outlaw Wrongs
  • Emotionally Unavailable
So if you're chasing down an outlaw, you might exhaust Justice Rides a Rocket Steed, or Righting Outlaw Wrongs or Marshal on Mars. If you're punching out that outlaw, you could turn to your Robot Fists. If someone's trying to talk you into committing to a relationship, which does happen from time to time, and you're resisting, which happens all the time, exhaust Emotionally Unavailable to put up the wall.

Of course, all of these aspects can be invoked and compelled as usual. Situation aspects work the same way: exhaust, invoke, or compel.

But how do you clear those checked boxes? How do you refresh these aspects so they can be used again? Find out next time!