Having gone through our first session of Blades in the Dark, I have to say, I’m loving the creation process.

Having gone through our first session of Blades in the Dark, I have to say, I’m loving the creation process.

Having gone through our first session of Blades in the Dark, I have to say, I’m loving the creation process.  It brought back the only thing I’d been missing, which is that collaborative “who are we and what are we doing here” emotion.  Listening to everyone else come up with characters, and especially since we were down a person, having to decide what skill set we would be “without”, made me really enjoy coming up with both the character and the gang, as well as deciding what kind of jobs we were going to pull.  

I think that might be something that I used to get from Shadowrun, or World of Darkness style books.  Apocalypse World & Monster Hearts set players against each other to create fiction from friction, and Dungeon World/Dungeon Planet/Monster Of The Week create a “team” but one where everyone still feels like an individual.  Blade in the Dark though made me really want to know “what can I do for the team?” and I look forward to our vices interfering with our plans, and the downfall that comes when you get everything you ever wanted.

I ran my first session of Paul Czege’s The Clay That Woke  tonight and I wanted to share some quick thoughts.

I ran my first session of Paul Czege’s The Clay That Woke  tonight and I wanted to share some quick thoughts.

I ran my first session of Paul Czege’s The Clay That Woke  tonight and I wanted to share some quick thoughts. 

The session prep for this game is easy and quite enjoyable. It’s right up there with Dogs in the Vineyard for me in terms of games that have a structured prep that allow you to get it set-up fairly quickly, while also forcing you to spend time thinking critically about the world. The entire time I was engaging with the prep process, I was chewing on the elements necessary to bring the world alive. It felt good (and I felt prepared). 

Notes from gameplay: it is not a game that comes immediately or easily. It took us about an hour into the session before we really started hitting our groove (and we’re fairly experienced gamers). But unfurl itself the game did. We gradually began to understand the token economy, and got a good feel for how these minotaurs conduct themselves. There were really good moments where I could visually perceive the players restraining themselves in an attempt to play the minotaurs honestly, preserving their Silence. There were also times when the players had clearly had enough of restraint, and allowed their minotaurs to act on instinct and emotion – loss of Silence tokens be damned! I think the push and pull of the players’ reactions is a big credit to the game. 

We didn’t get to the jungle this session, and I’m kind of glad. It was enough for us to get accustomed to life in the Degringolade, and simply master the Krater of Lots. We have some nice little story arcs going, a couple of which ended on cliffhangers, and there are at least two minotaurs ready to travel to the jungle at the start of session 2. I suspect the game will continue to open itself up (Voices, gifts, and externals – oh my!), and I’m excited to see where it goes. 

An observation: I have no idea if Paul intended this or not, but the setting feels like the American South during Jim Crow. The parallels popped-up over and over again. In that regard, it was a very thought-provoking, and occasionally uncomfortable, game. I certainly wouldn’t expect anything less from the designer of My Life with Master.  

We had great fun during our Summer in Carcosa kickoff session.

We had great fun during our Summer in Carcosa kickoff session.

We had great fun during our Summer in Carcosa kickoff session. I’m running my table more or less extemporaneously, which is a big change from how I normally do it. I think it’s going well so far. Converting things from the Carcosa book to DW is pretty easy to do on-the-fly. I’ll still prep some overarching campaign threats (and grim portents), and maybe one or two set piece scenes, but other than that, I’m just referring to the Carcosa hex map as the characters wander about, looking for a way home. 

One last bit: I’m taking a lot of inspiration from Paul Czege’s The Clay that Woke when thinking about how to portray the people of this world. While Carcosa is definitely not the Dégringolade, there are undeniable similarities, such as the fact these tribes of people are more less isolated from the rest of the world, have strange beliefs, have forgotten about their past, and are surrounded by an environment that is strange, dangerous, and ever-encroaching. 

Thanks to Scott Owen  for running the other table, and to everyone else for coming out!

I’m incorporating some changes to Carcosa that make it possible to die during character creation.

I’m incorporating some changes to Carcosa that make it possible to die during character creation.

I’m incorporating some changes to Carcosa that make it possible to die during character creation. How fucking OSR is that?

In a session filled with great moments, my favorite from last night’s Monster of the Week:

In a session filled with great moments, my favorite from last night’s Monster of the Week:

In a session filled with great moments, my favorite from last night’s Monster of the Week:

Kristen D’s character was a Wronged, and the focus of her ire was a gang of ex-military, biker werewolves. During her epilogue, she described trapping them in their bar, lighting it on fire, and then, as they burned to death, shooting her rifle in the air 21 times and saying “Thank you for your service.” 

Fucking classic. 

The Gauntlet had a weekend packed with gaming.

The Gauntlet had a weekend packed with gaming.

The Gauntlet had a weekend packed with gaming. On Friday, we played a number of games, including Goblin Quest, Love Letter, Witness, Jungle Speed, and Coup. On Saturday, we did an all-day capstone for my DW mega-dungeon, called Kazumandor’s Lair. On Sunday, we played the Miyazaki-inspired game, The Whispering Road. 

We’ll cover all this on Friday’s podcast, but for now, thanks to everyone who came out: Daniel Lewis Steve Mains Jeff Burke Ferrell Riley Russell Benner Jorge Salazar Marcus Centurian Kristen D Scott Owen Daniel Fowler and new guys David & Yuri.

Kazumandor’s Lair, which is the dungeon I am making for tomorrow’s game, is probably one of the best I have ever…

Kazumandor’s Lair, which is the dungeon I am making for tomorrow’s game, is probably one of the best I have ever…

Kazumandor’s Lair, which is the dungeon I am making for tomorrow’s game, is probably one of the best I have ever made. It’s going to be a blast!

I wanted to take the pulse of the group on something:

I wanted to take the pulse of the group on something:

I wanted to take the pulse of the group on something:

What is exciting you in roleplaying games right now? A particular game or movement? Maybe the work of a certain designer? A podcast or blog? An artist, perhaps? 

In other words, what in gaming is giving you life at the moment?