Showing posts with label convention reports. Show all posts
Showing posts with label convention reports. Show all posts

Wednesday, November 13, 2019

Acadecon 2019--Games I ran and Played


This past weekend I went to Acadecon in Dayton for the first time. It’s a smaller con, a few hundred attendees maybe. I spent way too much money on the (admittedly nice) hotel, but the con staff were all friendly and the whole thing seemed very well organized, which is more than I can say about a lot of cons of this size (BASHcon).

I had registered to run two Dungeon Crawl Classics adventures, and I signed up to play in a few other games over the weekend. This is how things went.

Friday afternoon I ran “Sanctum of the Snail” from Crepusucular #1. Not surprisingly, I can pretty much run this game in my sleep. I had three players—one who had played DCC a few times at cons, one who had played DCC, like, once, and a third who had never played DCC but had heard stories about its unique and deadly experience. All together they had 12 zero-level zeds ready to run through the funnel.

I don’t get a lot of TPKs as a GM. Perhaps my hippy-dippy upbringing has made me soft. But this session wound up a total blood-bath. Things looked pretty promising for the players at the start, when they all got initiative over the Sharkboys and raced through the sanctum door to relative before the monsters could attack any of them. Things went down-hill quickly after that.

Post-game, when I shared the dungeon map and went through the adventure a bit, one of the players quipped “Wow, we really did take the path of most resistance!” Through no fault of their own, they missed every weapon cache, armor stash, magical benny, and treasure pile. Gong farmers fell like cordwood, the party split up, and the “replace your PCs here” room was avoided. Blorgamorg was never encountered.

The swarm of 1hp floating skulls were the worst menace. The fragile little monsters chewed up the PCs while bad dice rolls prevented the heroes from landing blows. The last three survivors managed to make it all the way to the Snail Sorceress’s bedroom, but breaking down the door created a lot of noise that attracted Chaos Slug Men. These wandering monsters were the death stroke for the party. All hands lost.

And yet! Despite that, the players all had fun. They knew DCC’s rep, they knew what they were getting into, and they had the proper DCC experience. Good times all around!

I didn’t run anything on Saturday, but I got to play in three different games. All Out of Bubblegum is one of those one-page mini-RPGs you find on Reddit. This one was about playing 80s action dudes. It was very silly and fun, and run by one of the guys from the Critcast podcast (which I will have to check out now).

Also, a gift from Chris Lauricella!
Later, I got to play Shadow of the Demon Lord for the first time. I’ve been meaning to try it out for some time. The adventure was a pretty linear—take this evil artifact to the obelisk and destroy it—but it did a good job of demonstrating the system and setting. That’s what I want from a demo game! The GM was also engaging and system-smart, so kudos to him.

My last game on Saturday was Worlds in Peril, run by another of the Critcast fellows. Worlds in Peril is a “Powered by the Apocalypse” superhero game. I love PBtA games, and I love superheroes, but I’ve never found a supers RPG that I really loved. I’m not sure this is it yet, but I like how “Bonds” worked a lot. I still have to find a group to play Masks: A New Generation with.

On Sunday, my Leopard Women co-conspirator Leighton “Laser Ponies” Connor came up from Cincinnati to play. We had a power-brunch at Waffle House, then went back to the con to do some “Saucer Full of Secrets.” “Saucer” is the zero-level funnel for LeopardWomen of Venus. I’ve run it once before at Gencon, while LC has ran it a couple of times himself at various cons. LC would play some zeroes in this session, but he’s very good at “fading into the back” and letting the other players run things. All together, I had six players with 18 zeds in total.

The adventure started with the gathered zeds receiving their mission from Forecastle J. MacBeth, leader of the Humanoid Coalition and my favorite NPC. The party needed to cross through the dangerous jungle to a crater where an alien spaceship had crashed 72 hours previous. They were to salvage what they could from the saucer and find out what had happened to the previous retrieval team.

The trek across the jungle was treated like a dungeon, with paths connecting to various clearings. No need to overwhelm new players with wilderness-crawl rules right out the gate, I figure. The party encountered a shrine to Fantomah, got the jump on some Martian scouts, fought a deranged Flying Saurian, and avoided the deadly Venusian Bees. Little-to-no casualties at this point, thanks to luck and sound tactics.

When the party arrived at Gorgon’s Gorge, things started to turn. Three giant flaming claws smashed, squeezed, and burned several members of the party before they were destroyed.

Eventually the party found the wrecked saucer and set to exploring it. The radium miner’s geiger counter let them avoid the ruptured core at the center of the craft. The Martian cafeteria seemed promising until mutated slime puddings dropped from the ceiling killed several of their number. The sadistic surgical robot the oversaw the bio-lab also managed kill some of the players before getting scrapped. The Martian barracks were the most deadly of course, as a cadre of Martian pikemen and gunners winnowed down the PC party. When they party eventually decided to examine the saucer’s power core, the co-mingled monstrosity that was once two members of the original team killed several more PCs (It had three attacks!). At long last, the PCs managed to rescue the two survivors from the original expedition and were able to call in MacBeth for an extraction. Of the 18 level-zeroes that started the adventure, only seven made it out alive. That’s what I call a good funnel adventure!

Acadecon was fun, and if Dayton’s in your travel zone, you should consider checking it out. My only real problem was that it was the first convention in a long time (maybe ever?) that I attended by myself without buddies or family. That makes for some boring downtime. If I go back, I’ll certainly need to bring company.

x

Thursday, October 18, 2018

Archon Happened! (Archon 42 Convention Report)



Archon is an old-school sci-fi and fantasy convention in Collinsville, IL (just across the river from St Louis) with a pretty decent gaming component. What do I mean by “old-school” convention? Well, they still call it an SF/F convention, they talk about “masquerade” instead of “cosplay,” they still have “filking” and they refer to the dealers’ area as the “hucksters’ room.” Old school, yo. The con attracts about 2,000 people and plays hosts to a lot of room parties. Much of Saturday night just becomes a big nerdy bacchanal. I’ve had a lot of fun there.

Hex Games (makers of QAGS and Hobomancer!) is surprisingly popular there, and we usually sell
decently. Archon’s a bit of a trek for me from Toledo, so I haven’t gone back in about 6 years. But after the fun time I had at Gencon this summer, the Hex boys convinced me to return to Archon. It was, after all, Hex Games’s 20th anniversary, and we had some celebrating to do!

On Thursday, I made my way down to Cincinnati to meet up with Leighton “Laser Beams” Connor, and we headed out to St Louis bright and early Friday morning. The trip was largely without incident and we made it to the Gateway Convention Center in Collinsville with some time to spare before our 2pm games. We used that time to go to the Hex Games booth and touch base with Steve “Dollar Sign” Johnson, Carter ”Greyhound” Newton, Ian “Erudite” Engle, and Jeffrey “Beloved Family Man” Johnson. We admired our new 20th anniversary banner and were especially pleased with our new release, the print version of the complete American Artifacts collection (coming soon to DrivethruRPG!).




My first game was “Warlock High School” using the in-development Cinemechanix system:
  • The Abernathy Q. Weiterstadt Academy for Thaumic Studies is the Midwest’s third greatest school for young wizards. You’ll quickly find that magic doesn’t make high school any easier for your group of misfit teens. Midterms are on the way and those snobs from Presto Prep are causing trouble yet again. It’s high-school hijinx with a magical twist!

I ran this game at Gencon, so I was pretty well prepared. The plot revolves around the mysterious disappearance of the entire high school, an idea a stole from an old Firesign Theater album. The game went smoothly, and the Cinemechanix system works very well. It was easy to plug in sub-systems for magic and relationships. I have vague plans to adapt the setting into its own game using my own story-gamey system. So, y’know, watch this space.

Later that night, in the dealer’s room, I ran into Jarrett Crader, whose name was somewhere on almost everything I bought at Gencon this year. We talked briefly about the upcoming Mothership horror-sci-fi RPG (looks exciting) and the importance of editing and public gaming in regards to promotion. I wish I had a chance to speak with him more, but we both had things to do. He gave me some sweet Mothership swag, though. Thanks Jarrett!

We had two panels to run Friday night. The first, “Flash Bang Forever!” was about magic in RPGs, and frankly went kind of clumsily. The second panel, “How to Run a One-Shot” went a lot smoother. It focused on running one-shot games at conventions and public venues and I think we had a lot of good advice to share. At some point I’ll put together an article on the subject. I’ve run a lot of one-shots over the years.

Friday morning we carbo-loaded at the Drury Inn’s breakfast bar and made our way back across the street to the convention center. I had two games on Saturday, with only a half-an-hour between them. 

My morning game was QAGS: Apocalypse Truckers:
  • Civilization may have crumbled beneath a rain of nuclear fire, but folks still need their toilet paper, beer, and Molly Hatchet 8-tracks. The irradiated highways are dangerous for any lone trucker. Your best bet is to team up with some other wasteland weirdos and form yourself a CONVOY! Grab your shotgun, jump behind the wheel, and get ready for some post-apocalypse grindhouse fun with QAGS!

The set-up was pretty simple. Take cargo from point A to point B with weird stuff happening in between. I had a fun random-cargo table, and I had a bunch of Matchbox cars for the players to use to represent their vehicles. It was Smokey and the Bandit meets Road Warrior.  I made good of the copy of Country Crawl Classics I got from Jarett at Gencon, for times when I had to decide “what happens next?” It was bloody and violent and weird.

My afternoon game was Hobomancers in Space:
  • It’s the height of the Great Depression, and the Hobomancers are a rail-riding fellowship of drifters and shamans. You’ve fought monsters in a dozen small towns, you’ve even traveled through time, all to protect the soul of America. Now, it’s time to head into outer space and confront a cosmic threat from beyond the Outer Dark!

I also ran this game at Gencon, so I was good and ready to run it. It’s a sequel to last year’s “Hobomancers in Space” which was a sequel to the previous year’s “Hobomancer’s in Hell.” I’m not sure what the next step will be. This adventure was fun because I got to tap into all my knowledge of weird UFO lore—shapeshifting reptilians, blue doctors, planet Nibiru, all of that. It also lets me play one of my favorite NPCs, Thermal Vent Terwilliger, the alien hobomancer.

Saturday night we had our “20 Years of Hex Games” panel-slash-birthday party. We didn’t have a huge turn-out, since we were scheduled opposite the masquerade contest and drinking. Still it was a fun panel that went over the various ups and downs of Hex Games over the past two decades.

As I had said before, Archon is a party con. Much of Saturday night is given over to room parties, drinking, and nerdly frolicking. Not too many years ago, my friends and I were all eager participants in these celebrations. We stayed out until 4am, stopping only because the booze ran out, crawling into bed only to wake up a few hours later to run 8am games, hungover or still drunk from the night before.

Yeah, we don’t do that anymore. This year we just went to Carter’s room with a bottle of Jefferson’s bourbon. We poured liberally from the bottle, reminisced about days gone by, and made wildly inappropriate jokes with Hex Games corporate mascot Happy D20. We were all in bed by midnight.
Calm down, fellas!
Happy D20 sez: "The 90s never died, y'all!"

Sundays at Archon are pretty hit-or-miss. Leighton’s game didn’t go off (no players) and Steve only had a short 2-hour game that attracted a handful of players. We made a few last-minute sales in the dealers’ room, and then it was time to break everything down.  We had our traditional Archon dinner at the thoroughly-average Mexican restaurant next to the convention center, and it was time to part ways.

I used to go to Collinsville twice a year—once for Archon, and once for Diecon. This was my first time back in 6 years, and I was happy to make the trip. The people at Archon are always welcoming, and it’s good to decompress with a smaller con after focusing on Gencon so much. More importantly it was good to see my friends again. I hope to come back next year.