When you fail your roll during a bake-off against the town baker and spill your charred buns on the floor to form an…
When you fail your roll during a bake-off against the town baker and spill your charred buns on the floor to form an occult symbol and accidentally summon a demon made out of petrified baked goods from eons of baking disasters.
Despite the weak start (see: my grumpypants post from earlier) my first day at Metatopia was pretty good in the end.
Despite the weak start (see: my grumpypants post from earlier) my first day at Metatopia was pretty good in the end.
It was basically impossible to stay in a bad mood after playing Brandon Leon-Gambetta’s Pasion de Pasiones, which is a really hilarious telenovela game. In addition to roleplaying the classic telenovela archetypes (the matriarch, the beautiful poor girl, the evil twin, the wise abuela, etc.), the game also has you playing the role of a typical Latino family watching the show as you are playing it out. The reactions of the home viewing audience functions as a sort-of fanmail/XP system, and it was really, really neat. Even in its early stages (we were only the second playtest ever), I can tell Brandon has something really special on his hands, and I can’t wait to see where it goes.
That was followed by a lovely (but too short) dinner with Sarah Richardson, Marissa Kelly, and Joel Sparks. They’re super-cool, and it was fun to get to know them a little better.
And then came the Zombie World playtest with Mark Diaz Truman. OMG, guys, Zombie World is fucking amazing! It’s not even finished and I already want to give Mark my money. Easily the best zombie game (RPG or otherwise) I’ve played in ages. And we have one more session tomorrow (!!!)
Avery Alder released the KS for Monsterhearts today.
Avery Alder released the KS for Monsterhearts today.
I know we have an “all in one” thread going in the community for KS launches this month, but due to all the play of this game we’ve had, Jason and I feel like this is a special exception.
Backers get an automatic sneak peek at the game’s current draft, and the Moves I’ve pored over are incredibly good. Turn Someone On and Shut Someone Down feel like the original rules with some Crabby edition flavor, but updated to offer choice without always making PC choices awful.
I’m so very excited for this game! I may scrounge together a group and get this to the table this week. It’s well worth considering.
I’ve played two sessions of The Final Girl the last two days, part of our Dia De Los Muertos Halloween series. In the first session, I discovered there are some real headaches you can run into when trying to run FG over Hangouts & Roll20. Namely, using Roll20’s deck of cards feature in the middle of a tense scene. We started out pretty strong, because in the first four scenes, you don’t engage the mechanics at all. We were able to focus on our goofy characters, do some funny/gross/sexy shit (like you do) and were just generally laughing and having a good time.
But as the regular rounds started (Scene 5 onward), I found the energy of the scenes starting to drop pretty dramatically. A major part of the problem was using Roll20’s clunky card feature, but there is also something inherent about the game itself I hadn’t noticed before. Namely, when you stop the scene to go to the mechanics, it can be really disruptive, especially if the kills are taking too long or you’re RP’ing out every card play. By the end, I found the killing part of each scene to be a real drag.
Face-to-face, I never really noticed this problem, because physical playing cards are quicker to deal with, and there is a certain energy you can draw on when you are sitting at a table with someone.
David LaFreniere mentioned a change he incorporated into his online FG games, which is to completely resolve the cardplay before beginning each scene. We decided we would do that for today’s game to see how it went.
It was a fucking revelation.
Today’s game was one of the most perfect, coherent games of The Final Girl I’ve played in a long time. Dealing with the mechanics upfront before each scene was quick and effective. It completely eliminated the problem of Roll20-fiddling sapping the energy of a scene.
Furthermore, and this was my key takeaway from today, I just liked the scene outcomes better. When you begin the scene knowing who has to die, you can more effectively frame it and RP it out. We used the outcome of the cardplay to do like a short outline for the scene (“Ok, the killer goes after Susan, but Johnny helps her out. The killer then targets them all and Johnny and Rob have to die by the end”). It was really great. You would think doing it this way would defeat the tension, but I didn’t feel that way at all. In fact, the scenes were so much more satisfying, I don’t think I can go back to doing it any other way, even when playing face-to-face.
Here is a simple dice roller I made for Dungeon World and added the Gauntlet Logo. It doesn’t yet work well on most phones but you might find it friendlier then dice stream during a hangout game.
A few notes:
1. You can adjust most buttons with the + or – symbols on either end.
2. Clicking the center of the button will cause a roll to occur using that value or stat.
3. The check boxes to the right of the stats represent statuses that will add a -1 to those rolls
4. The Hunger button is used by the barbarian class to make one of the dice used a d8.
5. The HP button can be adjusted but is only used as an HP tracker. It doesn’t know your max HP.
6. The next two buttons are for damage or generic dice rolls. One can be changed to any dice between a d4 and a d12. The other is always a flat 2d6.
7. The last button is a global modifier that will be added to all other rolls. (Use this for +1 forward)
8. The results will show at the bottom. Some failures will show an additional message. Most dice results will be shown in square brackets ([4]). The barbarian’s hunger dice will be shown in <4>