KantCon 2018, Pt. 4 (Savage Worlds)

My previous sessions are discussed here.

When I pick sessions for a convention, I look for 1) a system I have never played, or 2) a system I like with an interesting hook for the session. If one of the players or GM is someone I know, all the better. In this case, Savage Worlds is my comfort food. A friend of mine turned me on to the system about 12 years ago and I have run campaigns in it ever since. It was a game changer for me, since it handled large combats smoothly and had some interesting takes on character creation, support characters contributing to combat, and an initiative system I fell in love with.

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KantCon 2018, Pt. 3 (Fate Accelerated)

The previous session of KantCon 2018 was covered here.

The only RPG session I ran all weekend was this one, a Fate Accelerated romp called “Forget It, Jake. It’s ToonTown,” a mashup of film noir tropes and Looney Tunes antics. It was Who Framed Roger Rabbit meets L.A. Confidential. A toon ingenue hires a human private investigator to look into threats made against her while filming a movie in Hollywood, with a fox toon journalist on their heels looking for dirt and the detective’s old partner from the ToonTown police force, a pig cop yearning to get back out there and solve crimes. Rounding out the team is the actress’s bodyguard, assigned by the studio to make sure she makes it through the production. These five will hunt through the back alleys of Hollywood and ToonTown, up against kidnappers and the toon Mafia, the White Glove. Each character also has a secret on a slip of paper which affects how the story unfolds. Familiarity with Roger Rabbit helps, but isn’t necessary.

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KantCon 2018, Pt. 2 (Ten Candles)

The previous session of KantCon 2018 was detailed here.

I closed out my first night with another new game: Ten Candles. It came out in 2015 and I haven’t been listening closely enough to hear anyone discussing it. It started showing up in conversations alongside Dread (more on that soon!) and when one of my favorite GMs had a session running, I had to sign up. It is very much in the story-game world of improv and rules ultra-light, with some ritual elements and shared storytelling going on. The premise is that each session is a different chapter in humanity’s final moments against Them, otherworldly horrors that lurk in the permanent darkness that has blanketed the Earth for the last few days. Your characters’ inevitable demise is the story being told.

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KantCon 2018, Pt. 1 (Red Markets)

KantCon, in Overland Park, KS, is my hometown convention. It was my first tabletop con four years ago, and is the only nerd event in town that I will absolutely plan around. This was its 10th year and had a big jump in attendance. The major effect of such high attendance was multiple games filling up, waitlists, and my playtests getting more attention than usual. Given that I was pretty excited to share Heist at this con (and had new buttons!), this was great news for me.

I’ll discuss the playtests in detail soon, but will briefly say I got great feedback and plenty of information for the next printing. Also had a lot of questions about my other projects, so that’s great, too.

My first session as a player was Red Markets, a zombie post-apocalypse game built around hustling for resources. The dice mechanic is clean and fits the theme: A red d10 subtracted from a black d10, plus skill modifiers, is the core mechanic. Any positive result is a success (or “stays in the black”), and any even doubles are critical success. Any odd doubles are a critical failure. A stat called Will allows you to spend a point and flip the two dice. That’s all we got in the session for mechanics.

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Why Stories?

It’s in the slogan. But why?

I’m trained in theatre. I got a college degree in directing, the craft and planning of stories. I also write: plays, short fiction, adventures, campaigns. Stories.

My wallet (a gift from my wife) has a quote on the back from Dr Who: “We are all stories in the end.” And I agree with that. Storytelling is an essential human activity. more “Why Stories?”

Writing Heist

I pushed through and wrote a new card game in about a week (ignoring years of pondering the idea and sketching out some earlier builds that are lost to time). Rulebook one day, and then about a third of the cards each over the next few days. It helps that I sit on this stuff for a while, because it means I’ve already sorted out the flow of the game in advance. This one, however, had some help that previous ones did not: It came to me in a dream.

Literally. I hadn’t pondered doing a faux-70s Ocean’s 11 heist card game until I woke up one morning and jotted down some notes from a vivid dream where I was in a friend’s garage and we were playtesting my new game. There was a card table covered in cards and a Twister-style vinyl playmat where we had just finished a getaway driver minigame after one of us completed a heist where other players were the pursuing cops and we had escaped successfully. We debated the merits of the getaway sequence, whether it added to the overall game or brought the pace down, how it interacted with the existing heat mechanic for drawing attention to your crew… It was very specific and my dream friends had a lot of good thoughts on what worked and what didn’t. By the end of the dream I was confirming my hunch that the getaway sequence was either a separate game or better served as an optional expansion or add-on than being integrated with the base experience of managing your criminal network.

I still fight a bit with myself as to where or how this game fits into my existing worlds, which doesn’t exactly feature a Batman: The Animated Series-meets-Archer sort of faux historical look at crime and the international masterminds who commit it. I considered moving it forward to fit with Cabal’s dystopian cyberpunkness, but it got real techy and didn’t fit well enough. I considered shifting it backward to competing steampunk air pirates in Steelheart Skies, but that felt even more forced. Ultimately, it seems to have settled somewhere in the orbit of my Captain Excelsior golden-era comic book setting (created for a murder mystery, complete with professional comic book art) and that works for me. We’ll see next week how it plays and if dream-logic translates to game logic. Who knows, there might even be an Incredibles-influenced supers vs. criminals playset next.

BITE Playtest

The next game coming down the pipeline is a social game called BITE. It grew out of wanting to write something that could be played during a Halloween party without pulling everyone away from socializing or grabbing something to eat. It’s a Werewolf or Mafia-type bluffing game played in shifting pairs, with players chatting and then playing action cards on each other. We started calling it “Speed Dating for Vampires.” more “BITE Playtest”

KantCon 2016

Last weekend was KantCon in Overland Park, KS. Last year, KantCon was the first tabletop convention I had ever attended and my first convention ever with a game in tow. I have quickly come to appreciate the unique opportunity that tabletop conventions provide: fans ready to mingle, play, and challenge each other, and GMs who are offering their take on settings and rules all over the place. For gamers of most any stripe, it’s hard to turn down the opportunity to be surrounded by a few hundred of your peers, especially when “real life” has interfered with one’s ability to get a game going. For me as a designer, it’s invaluable.

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Character Sheet as Contract

There’s a concept I’ve been throwing around for a while in RPG groups and it is an integral part of what I teach new GMs: “Character Sheet as Contract.” Character creation is oftentimes a lost opportunity to get the game started (a topic near and dear to my heart, and one I will likely spend a lot more time on in the future) but is also the part where the players and GM map out the course of the campaign.

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Why Nerdhaus Games?

A question that needs an answer early in the conversation: Why start my own studio?

The short version: To see if I can and because I want to see stories told in their own way, at their own pace.

I’ve joked with overzealous GMs that if their cutscenes and monologues are so important to them that they should just write a novel. I feel the same way about writing games. more “Why Nerdhaus Games?”