Archive for the ‘actual play’ Category

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D&D 4e Actual Play: First Impressions

July 11, 2008

My group played D&D4e for the first time last night. We have a strange and quirky bunch of characters, but once we got into combat the role-playing part fell away almost completely in favor of figuring out how to use the rules. It was fun, but definitely not the kind of fun I usually play RPGs for.

Anyone who says that 4e characters are “superheroes” is totally full of shit. The heroes’ numbers are higher, but so far even the weakest monsters are consistently vicious and dangerous. Kobolds with slings were dishing out as much as 9 points of damage at a time, where my fighter has 31 hp (the highest in the party). And that’s before we mention the fire beetles. We really had to go all-out using powers, Second Wind, and other little tricks just to avoid a TPK. (Though it doesn’t help that the rogue has a sub-optimal build, something the DM will hopefully let him fix before we play again).

The logistics of playing the game are a bit more intensive too. We played the game with minis and a map, and after doing so I really can’t imagine playing it without them. There’s also the matter of referencing powers, which in turn has us wanting to make cards or worksheets with the necessary info. (This site has links to lots and lots of promising stuff) I found that just writing the page number down on the character sheet (a trick I got from some Japanese RPGs) helped ameliorate the difficulty somewhat, though even with 3 copies of the PHB we were contantly having different people trying to grab a copy to look stuff up. But regardless, the powers were consistently useful, though some more than others. I almost got to use Cleave once, but Sure Strike was very important tactically.

We got through two encounters, so apart from some initial role-playing and killing kobolds, not a whole lot happened that session. However, all my friends who’d played 3.5 marveled at how fast it went.

Update: We wound up playing D&D again and finishing the dungeon on Sunday. I had bought a pack of cardstock (why is it they sell packs of 250 sheets of white cardstock for $12, and packs of 100 sheets in funky colors for $10, but not packs of 100 sheets of white for $4-6?) and printed out power cards for everyone. My friend Tim brought card sleeves to go with them, and they definitely did help. Everyone is also getting to know the rules better and generally adjusting to the attendant paradigm and avoiding stupid mistakes.

The final battle was against a young white dragon. It first used its presence attack ability and its breath weapon, which hobbled half the party with status effects, but once we recovered enough the rogue got his Blinding Barrage off on it, the fighter and paladin flanked it, and we all generally pounded on the thing until it died (though the paladin took a lot of bad hits and was knocked out just before the battle ended).

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Random Stuff

January 28, 2007

I kind of like not trying to have this blog be a series of carefully-constructed articles, because I can do meandering posts like this one. Anyway.

Last night we wound up playing InSpectres for the first time. We’d never played anything quite like it before, and it totally clicked perfectly right away. It helped that Mike was so on top of the GMing part; the GM has less creative control in that game, but IMO is every bit as important, if not more so, to making it happen.

I got to flip through his shiny new copy of BESM3e, which he picked up while he was in Berkeley to see Robotech: Shadow Chronicles (while I was home with a cold and lots of translation work, from which this post is in fact a distraction). Still waiting for my copy to come in the mail from Amazon, but then I paid $26 for it, so I can’t complain. I’m not sure what to say about it, especially since I haven’t really read much of any of it yet, but it seems very much like the game that comes after BESM1e and BESM2e, in good ways and bad ways. There tons of full-color art, though I recognized a lot of it from earlier BESM stuff, from second edition, d20, and various sourcebooks, including covers. It’s all the really over-the-top color CG stuff, naturally. Although there are bigger numbers (stats are 10/level) to deal with, and optional rules for tweaking the hell out of Attributes, it doesn’t seem like it was made all that much more complicated, though I still think OVA will be my go-to game for that kind of thing.

Mike’s co-worker who was joining us for gaming the second time, mentioned about a card game one of his friends had showed him called Thing Game Sucks, which is about participants running out of patience at a bad RPG session. I don’t normally like card games (or board games, or war games), but this one was too intriguing to pass up. I found the (tiny) publisher’s website, and ordered it. I will post about it when it arrives.

The Dictionary of Mu and The Shab-al-Hiri Roach both came in the mail yesterday too. Happy dance. :3

I also wound up coming up with a concept for another, as yet unnamed, anime RPG, which is now starting to come together (just when I’m too busy to really commit much time to it…). More on that later.

Addendum (January 30, 11:38 a.m.)
Just got my copy of BESM3e in the mail (like, the mailman handed me the box from Amazon 5 minutes ago, so I haven’t even opened it just yet. I also gave into temptation and ordered some Japanese TRPGs from Amazon Japan:

  • Alshard ff
  • RuLiLuRa (which I totally can’t say at all)
  • Arianrhod (which was apparently published in a bunko/little paperback format for about 700 yen)
  • The latest issue of Role&Roll, which AFAIK is Japan’s main tabletop RPG magazine.

I also got some manga (Rozen Maiden, Genshiken, and Yotsubato! all came out with new volumes), and caved in and got those “Moe Moe” guides to ancient and modern weapons.

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Things

January 7, 2007

I know there’s maybe four or five people who really read this (Elton, Guy, Mori, and occasionally Jake), but I’m going to go over where things are, admittedly more for my own benefit. This has been a very strange winter break for me, and I’m not totally sure I’m ready for more grad school in the spring, but we’ll see. My fan translation of Maid RPG has kind of gotten sidetracked on account of other, more pressing projects (like translation work that I get paid for).

Probably the biggest thing for me, RPG-wise, is Moonsick. This weird little RPG, inspired by Superflat surrealism, is a possible candidate for the next volume of Push, but it needs a major overhaul from my first draft. Surprisingly helpful thread on it here. Rethinking the game has been a wonderful challenge, and I think I’m moving in the right direction.

At some point I do still want to do the we are flat game anthology, but I’m thinking for that I’ll replace Moonsick with something deliberately aimed at looking at American otaku through a Superflat-like lens. One of the inherent limitations of this project is that I’m an American (if a Japanophile) interpreting these elements of Japanese culture. The similarities and differences between American and Japanese otaku are a source of endless fascination to me, after all.

We also finally had our first real session of Ghostbusters, run by my friend Elton, and it rocked. He honestly keeps impressing me with his GMing skills and creativity, and everyone else was unusually on the ball last night. And my character, an amoral technical guy named Art Griffin, is incredibly fun to play.

Clancy: “Yeah, I’ve flow before. Military vehicles.”
Oswaldo: “Don’t listen to him! He means he’s flown a jeep!

Which leaves just about everything else being neglected. It’s been weeks since I had a chance to look at Tokyo Heroes, much less Thrash 2.0. Hopefully school won’t totally kill my free time.

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Tokyo Heroes: External Playtest

December 16, 2006

Mendel Schmiedekamp from the Story Games forum was kind enough to run a session of Tokyo Heroes the other day, and today he emailed me with the results. Not surprisingly, this was major food for thought, and it shows that as far as the game has come, it has a long way to go yet. I’m extremely grateful to have gotten this opportunity, since it exposed some stuff about the game that didn’t really come up with my group, at least not in the first session. I’m onto something (one of my friends called the game “addictive”) but there’s still plenty of work to do.

On the plus side, for his group character creation went very well, and became this sort of mashup of evil aliens and Iron Chef. (”the main villain being Apocalyptic Chef Andromedan - who is planning to cook Earth as part of his course for Theme Ingredient: Mortal Souls.”)

The major problem is that the combat rules need an overhaul. They don’t allow for a whole lot of variety, which makes whittling down the opponent’s Stamina a repetitive process, and initiative and attack power are the only things that really matter, and they can seriously overwhelm the opposition unfairly. It ought to reward creativity a bit more,

I really need to sit down and think about this, and try to get something new together for Mendel’s group and mine alike to try out, probably some time after winter break. For the moment my creative stuff is kind of hamstrung by finals and freelance work.

Also: we are flat
Just before that, I got a bit further on we are flat, my anthology of three crazy Superflat-inspired games. In particular, I’m finally starting to figure out what to do with Magical Burst, the over-the-top insane-o magical girl game that’s basically a reworking of my Magical World campaign setting, with its own set of rules. One of the major things I did was to go hog-wild with random tables, inspired by Maid RPG, and for similar reasons. There’s still lots of things I need to figure out, but the crazy random tables angle is definitely

The first draft of Moonsick is done too, but I suspect it desperately needs playtesting, and to at least be eyeballed by some other people. This is where I run into the problem that the way the game is set up, someone who’s read it all the way through would make a very poor playtester, and it’d be harder to get the full effect on someone who’s played it before. Shades of Paranoia and Cell Gamma (one of the games from the No-Press Anthology), not to mention The Mountain Witch having accidentally become a major inspiration.

For the third one, Black Hole Girls, I’ve come up with some stuff that seems kinda sorta promising, but I really have to develop and playtest it in order to see if I’m even remotely on the right track.

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Cranium Explosion (Or, Thoughts On Character Creation)

November 21, 2006

(Because Panty Rats would be just plain wrong…) Over the weekend I finally got around to running Panty Explosion, as well as reading Cranium Rats, and wound up pondering character creation a bit.

Panty Explosion
I first heard about Panty Explosion when Jake Richmond posted about it on RPG.net, and I instantly fell in love with the concept. I’m not sure what this says about me, but then I also really like superflat, so go figure. My tastes keep getting weirder and weirder, and especially in terms of what’s actually in the rulebook, PE is less shocking than, say, Narutaru or Alien Nine, much less Takashi Murakami’s Hiropon (I would give a link, but for some reason even the Wikipedia entry is NSFW…)

Creating characters went pretty smoothly, and the players were able to come up with fairly interesting characters to boot. The one issue that came up was one in no way specific to Panty Explosion, and one I think I want to look at more in RPG design in general. Since creating a character involves picking out elemental dice, blood type, and zodiac animal, none of which a beginning player can really understand the significance of just by looking at the names. As a result, making four characters at once was a bit cumbersome and required passing the book around a lot. Needless to say it was nothing compared to any number of other games I could name, but next time I think I’ll make some cheat sheets or something. Still, once it was done the players had surprisingly distinct and well-defined characters, from Haruka, the socialite kogal, to Kuromu, the creepy psychic girl who always tries to defuse arguments (and whose telepathic abilities cause nosebleeds).

One of the things about Panty Explosion is that the conflict resolution mechanics work best when the conflicts are decently long. We kept having overly short conflicts; this isn’t necessarily a bad thing in itself, but it means that the players often had no reason not to dump a bunch of dice on one or two actions. The way narration is distributed on the basis of Best Friends and Rivals took some getting used to, and some players wound up narrating much more than others.

In terms of getting the proper Panty Explosion feel I think I made a mistake in that I had the PCs all be from a school that was closed due to a mysterious fire, and were sent to another school. Hence, it created more of an us-against-them feel, instead of an us-against-us kind of thing, and made it so the PCs didn’t have many hooks into the setting. Though to be fair, I suspect my group isn’t used to playing RPGs in any remotely competitive way in the first place (need more Paranoia).

Unfortunately we only got about halfway through the scenario I’d planned, and Real Life™ interfered with our plans for playing more on Saturday. I’m not sure when I’ll be able to run the conclusion, but hopefully this coming weekend.

Cranium Rats
I probably would have overlooked this game were it not for Guy persistently asking me to check it out via AIM. His big thing is what he calls “CSI games,” and it being his baby he can explain it far better than me (and he will if you give him half a chance; his enthusiasm is impressive). I’m going to have to read it over again to really see how the pieces fit together, but I’m starting to understand why he’s so enthusiastic about it. It’s very “indie,” and it has elements of both narrative control distribution and almost board game-like competition. Given that I’ve seen none of the films he lists as inspiration, I don’t know that I’m the best person to comment on it. The essential idea is that you’re not playing a character, but one of three Aspects—Water, Dirt, or Rat—of a character. Ideally the group makes three characters, and in each scene one player is handling one of each Aspect, and each player plays every Aspect at different times during the game as it cycles through different characters.

The thing about it that I found exceedingly cool was the sort of “round robin” character creation. In CR it comes from the fact that each player is playing Aspects of characters, rather than the characters directly, and as a result it naturally lends itself to the different players having different kinds of input into the character.

The writing in Cranium Rats is interesting in terms of how Guy uses and controls voice. This is something I find incredibly hard, to the point where I’m designing an entire RPG (Moonsick) around working the writing style. It’s really frustrating, since I don’t have the same struggle to control voice when I write fiction or poetry. CR has a mixture of a lot of different things, each “compartmentalized” in the text. There are “Legends” sections that set a deep, philosophical tone (“And Man and Woman tempt Snake - into coming and tempting them once more.”), fairly measured rules explanations, and footnotes that very much remind me of the virtual noogie giver I talk to on AIM (“Fuck that lie! Play for the win!”). This is one interesting solution to marrying the need to present clear and concise rules and the desire to give the game personality and teeth.

Creating Characters
One of the things I’m noticing is it seems like not too many RPGs give much thought to the circumstances in which characters are being created. Some make it much easier to create characters as a group than others (and to a certain extent it’s just page-flipping that makes this annoying), but the question is what kind of experience is born at the gaming table, and how it fits in with the aims of the game itself. Risus‘ roll-your-own Cliches make the book (all 6 pages) almost completely unnecessary, and there’s games like Toon, where if you know the basics, the character sheet has everything you need. For Tokyo Heroes you have to create characters as a group, and if my playtest is any indication the brainstorming was far more time-consuming than anything stemming from the game mechanics.

Of course, like not a few indie games the character creation in Tokyo Heroes is in part a codification of stuff my group tends to do during play. Ever since the first Mascot-tan playtest, where all three PCs had Smarts at 1 (and thus my original scenario fell apart under the weight of the characters’ stupidity), my group has been trying make characters that are as distinct from each other as possible. In the case of Panty Explosion, without any prompting from me they made a point of having no two characters with the same Zodiac sign or primary element. D&D encourages this kind of behavior to a certain extent, since a party can get into big trouble without a cleric or rogue (when we played no one really wanted to be the cleric though…), but you must have a copy of the Player’s Handbook to create a character. In the cases of Cranium Rats and Tokyo Heroes, the way the character creation process is carried out stems from the intended genre and such, but the end result is that both games strongly take into account the environment in which a group of players will be creating characters.

What published games do this particularly well or badly?

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Random RPG Night

October 29, 2006

So, I’ve managed to coerce my friends into having a second weekly game night, dedicated to trying out new stuff in one-shots and mini-campaigns, which in practice will mostly mean a mix of crazy indie stuff and me subjecting everyone to playtests of my games. Hopefully it’ll also mean other people running stuff now and then (including but not limited to the Ghostbusters RPG I ordered for Elton), and maybe even new people (or old friends who don’t normally roleplay) joining us sometimes.

So, here’s the list of game’s I’m contemplating running. The first week is going to be the second episode of the Tokyo Heroes playtest mini-campaign (Shadow Hunter Akuranger).

My Games
Tokyo Heroes
Halo: The Covenant War
Thrash 2.0
Mascot-tan

Published Games
Panty Explosion
The Mountain Witch
Mister Lincoln eXperiment
Cat
InSpectres
octaNe
Prime Time Adventures
Schauermarchen
Dogs in the Vineyard
My Life With Master
Exosuit A-ok
Buffy The Vampire Slayer
Toon

Games I’m Thinking About Getting
The Shab-al-Hiri Roach
Don’t Rest Your Head
Shock:
The Dictionary of Mu
Hero’s Banner
Faery’s Tale
Orbit
(Your Game Here, Maybe?)

Setting Ideas (To Be Paired With An Appropriate System)
Magic Shop (Slayers meets Are You Being Served?)
Angel Soul (Scryed, but with angels)
Kitsune (fox-spirits in modern-day Japan)
Full Metal President (inspired by Metal Wolf Chaos)
Black Hole Girls (normal schoolgirls with extremely powerful alien symbiotes)

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[Actual Play] Truth & Justice: Gatekeepers

September 19, 2006

I thought it’d be a good idea to write a little bit about our T&J campaign out of character, partly to give some perspective to anyone who might be reading this blog who isn’t part of the campaign, and partly to take some time to examine how the game is playing. To those who are participating, please post comments and call shenanigans if necessary.

Read the rest of this entry ?

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[Actual Play] Mascot-tan: Tiny Aliens

December 19, 2005

Admittedly Mascot-tan isn’t the sort of game that requires really massive amounts of playtesting, but I did run a test session anyway, partly to look for any kinks and partly just because I thought it would be fun.

The setting I came up with I call “Tiny Aliens,” which I describe as “Bottle Fairy meets Invader Zim.” The PCs are aliens from the Planet Kyut, sent on a first contact mission, and I explicitly told the players to choose whether their characters were interested in peaceful contact or conquest and not tell anyone else, not even me. Also in this setting the -tan suffix of the game is actually an honorific for the Kyutian elites; the normal citizens have to use -chan, while members of the imperial family are called -chama or “Your Awesomeness.”

Character creation had a slight hiccup because the players had a hard time coming up with a full four Gimmicks, but I suspect that’s partly because of the alternative setting. (When statting up the RPG Girls I had a hard time limiting myself to only four). For that I’m thinking of just having a rule that the GM can “call time” and the players lose any Gimmick slots they haven’t used up. And it might be amusing to have them be stuck with any Gimmicks they haven’t finished writing on the character sheet. (”I don’t know what a ‘Special Atta’ is, but you’ll find out if you try to use it.”)

The first thing I noticed was that, to my surprise, the Rock-Paper-Scissors-based resolution mechanic actually worked really smoothly. This was especially surprising because (1) actualy writing the rules put my brain in knots, and (2) we never play RPS normally in the first place. I also seemed to be really good at it, though that’s partly because I would space out and do things like throw Rock three times in a row.

Handing out and spending “moe” tokens (I renamed Popularity, though I still haven’t posted that revision to the PDF on the website) worked out well too. I’d gotten a couple things of those flat marble glass beads months ago (at Cost Plus where they’re meant for plants and dirt cheap) and finally put them to use. Mostly I gave them out when the players were entertaining, though I docked Akido-tan for a reference to anal probes.

In keeping with the spirit of the game, I did my best to mess with the players a bit. I had them choose a number between 1 and 6 for the opening theme, though I was lying then because it was going to be “Birthday Cake” by Cibo Matto no matter what. At one point I announced that whoever bidded the least moe would be attacked by a housecat, and at the end when the fanboy’s little sister found them, assumed they were dolls, and played dress-up, I had each player decide on the outfit put on the character of the player to their right. Then a 1-6 choice (for real this time) for the ending theme (Electric Light Orchestra - Twilight) and preview background music (Unsolved Mysteries), though Akido-tan’s preview was kind of meh.

What threw the session a bit off track was that all three players made characters with a Smarts of 1; they’d decided to have stupid characters, and roleplayed accordingly. It was very fun and entertaining, but I basically had to abandon any hope of them actually completing the adventure’s objective (them being so tiny, they were supposed to fend off a housecat).

Akido-tan saved me the trouble of having the ship be too damaged to fly. When they stepped out of their tiny flying saucer that had crashed in a strange world (some anime fanboy’s messy room) and Genko-tan asked “How are we going to get home now!?”, Akid0-tan grinned and said, “We’re not!” and hit the remote detonator for the explosives she’d planted all over the ship.

The funniest part was when they got up on the desk; they found all these plastic figures of anime characters, and being cute, miniature anime characters themselves, the figures looked an awful lot like Kyutians. Genko-tan went off about how they’d become “plastonians” (gasp!) and Honeko-tan’s question was, “WHY ARE THEY HAPPY?!” They also borrowed some (non-functional) armaments from the figures. The computer was on too, and Genko-tan briefly chatted with someone on AIM, and managed to mistake a casual chat attempt for whoever was responsible for the “plastonians” being on to them. There was also a brief bit of Katamari Damacy action with the ship’s gravity core, and a moment when they managed to make contact with the Kyutian Empire’s Second Crown Princess, who gloated about how she’d ensured they were stranded there, but Genko-tan didn’t get it at all.

But anyway, it was a quick, fun, and zany game (I think we played for two hours tops), as I’d intended, though the players were a lot of what made it work.