Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Friday, 1 March 2019

Highlights of the D&D 5e Starter Set Misadventures!

A little over two years ago, Christmas-time 2016, I met up with Patrick Stuart and David McGrogan to have a meal, catch up and play something. Patrick suggested the D&D 5e starter set adventure. Dave and I had played a little 5e but weren't really familiar with the system. Over the course of a few hours things got weird...

*





Patrick: "You're a couple of adventurers taking supplies to a village... Do you want more than one pregen each?"
Us: "We'll be fine!"
...five minutes pass...
Us: "Who else have you got?"



*

We kill some goblins. My goblin-hating elf desecrates the shallow graves that Dave's responsible dwarf digs. We head to town and promptly leave the wagon in the open with one guard, not knowing that a gang of brigands roams the town after dark.


Violence follows.

The mayor is concerned that adventurers have arrived in town and started murdering the locals. We suspect (wrongly) that he is in league with the brigands. My chaotic elf wizard fakes a weird holy symbol to try and force a (non-existent) confession out of him. We persuade a brigand to help us out, but then fake a curse on him to try and ensure compliance. We get caught out but kill him.

*

Moving on to an area we think is the real source of the problems we encounter a strange creature. We need to tell deep, dark secrets to get past it. We invent things, getting deeper into our characters. One of us is a thief, another killed their goblin-deity worshipping grandmother.

Things get dark.

*


We rush into a wizard's bedroom and seize the advantage. We hurt him and then put him to sleep. He's the head bad guy. We tie him up, gag him and break his fingers - "just in case" - then when he still raises the alarm we drag him along with us because he knows stuff.

Some impressive visual cantrips scare away enemies, but then we're cornered by three larger foes. We take out one, and then two of our party are slain. Our last PC runs into the night, escaping with no friends, no treasure and no XP. She lives to tell the tale, but barely.

*

All of this happened over the space of about fourteen in-game hours. A series of seemed-like-a-good-idea-at-the-time choices, followed by instant regret, mayhem and disaster.

Maybe it was a mistake to desecrate the goblin graves.

Maybe it was wrong to push a prisoner down some stairs into a stone basement.

Maybe we should have thought through some of our plans more.

*

Editor's Note, two years later: It was a really fun game. I found some of this in a G+ post I wanted to see archived, and it seemed like it might give some amusement to the general reader!

Sunday, 24 April 2016

Actual Play: Escape The Undermaze

Yesterday was a Manchester Games Day, and me, Chris, Barry and Nick met up to play some games. I was excited because I had offered to run Escape The Undermaze, my tiny little RPG about thieves trying to find a way out of a labyrinth beneath a dead scientist's house. The game's mechanics are stripped-down from Into The Odd, and everything about the game and setting is on a sheet of A5. I made it as an experiment, was 95% sure it would work, but still hadn't tried it with a group.

The cover side of Escape The Undermaze

The thieves were:
  • Chris, playing as Gizzard, we weren't sure if that was a first or last name;
  • Nick, playing as Trevor Mountjoy, a disgraced officer;
  • Barry, playing as Evans the String, a wily thief capable of Macgyvering out of any situation.
Technically everything below is spoilers of a sort: the sequence of Undermaze locations and encounters are generated from tables and a simple procedure. If you were to play this these would be shuffled around based on what the procedures spit out; plus you as player or GM would be inspired to use the ideas differently. I guess I'm saying, this AP has details that are both unique to this game and potentially common to any game of Escape The Undermaze. Sort-of spoilers below the cut!

Friday, 29 August 2014

AP: Doom-Cave of the Crystal-Headed Children

Finally got a game in! noisms was visiting, Patrick was around and so was David W, so finally after many long months we sat down and played something.

The guys all knew that they were playing DCCHC, but hadn't read it. They rolled up new characters, two each (ending with a party of six, two fighters, two MUs, a cleric and a specialist) and then found themselves a little way out of the town of Rookwood (there was a steakhouse out of the window of the cafe we were playing in with the same name, and it sounded good). A series of women of all ages approached and *SPOILERS* (if you've not read or played DCCHC and don't want to spoil anything, then don't click through; I will try to refer to things as sensitively as possible to avoid spoiling, but cannot promise I won't miss something).

Click through!


Wednesday, 3 July 2013

Somewhere South: The Plots Thicken

Previously: Patrick and David's characters hired some new staff for their bar, The Grotesque Cudgel, and spotted someone tailing them. Gorble of Corg, who is also blackmailing them, says he needs them for a job, and that he will be in touch. Orchard the magic-user kills a man in the street, but the party evade consequences by turning the dead body into gingerbread and distributing it to people... Later, they magically disguise Rowntree the Elf as a gingerbread man and sneak him into the house of a rich immortal. Destroying the painting that keeps the man eternally young, they then throw him out of a window with a fake suicide note in his hand, and "rescue" a former guest at their inn.


Wednesday, 26 June 2013

Somewhere South: Two Uses for Gingerbread Curse

Previously: the party (Patrick and David) killed Arvik Bleeve, the thorn in their side, and dumped his body in the river. Bleeve's relative attacked others in the party, but were then killed themselves. A retainer of the party ended up dead, and so they held a great wake in her honour. Towards the end of the street party an urchin approaches one of the party with a note from someone who saw the party dump Arvik Bleeve's body into the Weth...


Wednesday, 19 June 2013

Somewhere South: Living, Dying and Mourning in Wetham

The last few months have been quite patchy for gaming; fortunately I have only one week coming up when I won't be around to run/play something - until I become a father in September, and who knows how that will effect things then. But 'til then, let's see what sort of things have been happening recently in Wetham, shall we?

Patrick and David went to sleep after their trip to the warren of the Dread Rabbit, and woke to find themselves in a strange sugar-coated nightmare world - Lamentations of the Gingerbread Princess. Despite the machinations of evil stuffed toys and dastardly cherubs they were able to escape, bringing back some items with them that would probably prove useful...

Thursday, 18 April 2013

Games Night: Of Mechs & Men

Last night I joined in my second session of Pendragon of Mars (noisms' homebrew mash-up of Pendragon and Mekton on Mars) on G+. We had a lot of fun, particularly when we got out into the Martian wilderness and were hunting down a fugitive knight

The story picked up a few months after the winter phase of the previous session, at the Easter Festival. Earl Roderick tasked the noble knights - Owain (me), Xyre (Zak) and Wiglaf (Patrick) to hunt down Sir Michael, a knight who had lost his honour when he slept with another man's wife. The other man is a rival lord from the south, and if Michael is not presented to him soon he may start a war with the Pendragons as he seeks justice. Not good.

Sunday, 14 April 2013

AP: Pendragon of Mars

It's been a crazy topsy-turvy sort of week, but I couldn't let it end without talking about one of the highlights for me: my first chance to join noisms' game, Pendragon of Mars, which was also my first time playing anything over a G+ Hangout.

I'll talk about my character, Sir Owain the Red, and his mechs in another post, I just want to focus on what happened and what it was like playing with noisms, Patrick (Sir Wiglaf), David W (Sir Elias) and Zak (Sir Xyre).

The other guys had already had a couple of sessions to get used to things; I'd done most of the statting up beforehand, but there were a few things I didn't know about my character. As ever, as soon as the questions started flowing - What does he look like? What sort of family is he from? - the few details I had already brought together started mating like crazy.

A lot and a little happened in the session. So far, Pendragon of Mars is really unlike anything else I've played in the last two years: we spent ninety minutes playing through the events of a formal-ish ball, full of court intrigue, flirting with the Ladies of the court, being knighted, passing initiations and sometimes making asses of ourselves as we tried to impress women with knife skills or back tattoos (both techniques I tried, both of which failed). Finally we were formally knighted by the Earl (including being punched in the face and jumping over a sword to mount our steeds; that's how we roll on Mars).

And then the night of our knighting over noisms said "OK, so now it is winter and you are back at home. Here is what happens..." and each of us had some scenes back at our manors for the winter (passing judgement on commoner disputes, finding out what happened with our families, and just generally getting older).

Where things really got fun was seeing what the other players' characters were like, and how they interacted.We weren't trying to tag team fighting Martians or performing some mission. We were trying to help each other out at court. Brothers in arms!

The experience of playing over G+ Hangout was interesting. It was a lot of fun to be playing from home, and playing with people not just in different parts of the UK but different parts of the world. It also made me wonder about playing ViewScream, a game which I've read about and intrigues me...

Anyway! Lots of fun, and looking forward to this week's session. I have to stat up another mech! One final part of the character gen was rolling for an important family belonging. I got another charger, which in Pendragon of Mars means designing another 150 construction point mech under the Mekton Zeta rules...

Roll on Wednesday.

Wednesday, 3 April 2013

Somewhere South: The Warren of the Dread Rabbit!

Previously: Orve, Vaskin, Orchard (all Patrick) and Rowntree (David W) set out from the city of Wetham to investigate rumours of a Dread Rabbit, a big demonic creature that rises every thirteen years from slumber to wreak havoc. After a few encounters with a small Grogan, psychic rats and giant mucus worms, they retreat to the nearby town of Bilge...

Wednesday, 27 March 2013

Somewhere South: Wetham Days

GMing felt great last night - it had been far too long between games nights. Will have to think about that in the next few months, as there are still times when I'm going to be away. But anyway! On to the AP. I did a oneshot for Patrick a while back that started off in Tales of the Scarecrow and ended up in the city of Wetham. Last night continued the adventure...

Wednesday, 13 February 2013

Actual Play: Somewhere South

Last night Patrick and I were the only ones available for games night. After a quick discussion we decided to play something as a bit of a oneshot, and so I used Tales of the Scarecrow as a starting point for an evening's adventure...

Patrick quickly rolled up a party for himself; while he generated four sets of stats, I used Vornheim NPC tables to create some people to populate the world, and pulled some names out of the air ("Usher Beak, who is a herbalist, has asked you to take a chest to a friend of his in the nearby city of Wetham; you've been on the road a day..."). Patrick used Vornheim to name all of his characters - including pulling the detail that Vaskin, his fighter, was in fact two goblins standing on shoulders. Awesome.

PROBABLE SPOILERS FOR TALES OF THE SCARECROW BELOW!!!
But I'll try to keep as many details out as possible.


Wednesday, 6 February 2013

Actual Play: Somewhere North, session 8

Previously: Kulk and Joonas arrived at the Palace of the Perfect Moon, a minor underground castle of the Dwarven Lord Strangeli. They investigated a few areas, finding magical darkness (that temporarily blinded Kulk), skeletons and giant mechanical spiders. They sustained a few injuries, but mostly did will with just finding treasure. Resolving to delve deeper into the lower levels, they venture into the palace again...

Wednesday, 30 January 2013

Actual Play: Somewhere North, session 7

Previously: our heroes Kulk and Joonas (Patrick and David W) took their merry band of retainers and hangers-on to a Dwarven tower (a silo effectively) and battled through a minor Pug warband and avoided undead threats, before escaping with the head of a Shiner (mechanical? man made by Dwarves) and treasure.

They head off with the artifacts that they have found, and despite finding themselves adrift in a blizzard they make it back to the Hentunen nomads. They make a trade of hotstones for a large covered sled, and the following day head off on a new quest. They have heard of the Palace of the Perfect Moon, a minor Dwarven base that has fallen into disrepair; it lies to the north-west and may contain more artifacts, maybe even the materials necessary to repair PeMem, the Shiner head that is acting as their guide to all things Dwarven.

Finding the Ahtisaari nomads, who speak a bizarre language, they are eventually able to communicate their need. Given directions, they set off the next day with a new friend, the massive Magnusson Monsterslayer, the favourite son of the Ahtisaari (however, he does not easily pick up words, and communication problems ensue...). On their journey they avoid a Hate Bear, which by reputation they have not gone near.

Arriving at the Palace of the Perfect Moon, which legend says was magically built in a single night. Entering carefully they scout around and find rooms that are smashed up, odds and ends of silver but nothing much really. Until they find strange gold Z marks that emanate a faint heat. After Kulk sets off an explosive runes trap with the same marking, and has his hands branded for the effort (with a gold Z across them) they start to come around to the idea that Zinternik, the toymaker, must have been here once before. Indeed, when encountering skeletons or giant mechanical spiders they notice clues that point to him having been in the palace, possibly delving and researching years before.

The group are strong, and in each encounter they don't seem to be in danger. After all there are a lot of them. In reserve by their sleds are two academics who have travelled with them, a cleric and two halflings; their dungeon-crawling force comprises the two PCs (a fighter and a specialist), three regular cannon-fodder fighter-types, Magnusson and the head of PeMem (strapped to Joonas' back "like C-3PO on Chewbacca").

Kulk is temporarily blinded by a magicked corridor, but that only knocks him off front line duty for a couple of hours. The party are kicking in doors in the seemingly abandoned palace, fighting off the occasional skeletons and metal spiders, but being cautious all the same. They know that part of the palace contains a Muurahainen nest, and while they have not seen a Muurahainen swarm they have heard enough to be worried. With half of the main level mapped and a clear route through the magicked corridors, they now intend to head down into the lower levels...

Notes
Too much XP: Seven sessions in, and I'm trying to get the balance between possibilities for earning XP and the likelihood that PCs will find stuff that is XP-worthy. In the last two sessions they've picked up way too much stuff that has given them a boost. In this session they earned over 5000XP each; although, if the XP were split between more people, this wouldn't be as big an issue. Something to think on.
More danger needed: Maybe. I was chuffed that Kulk got blinded by the corridor. There was a table of possible effects (some of which were far more permanent than temporary blindness). The physical threats have appeared and been less than severe - perhaps there are just too many in the party for anything other than a seriously big creature or a massive horde to be much of a threat? I don't know. The deeper levels of the palace are more dangerous, and from what they've heard a nest of Muurahainen could be pretty lethal if not approached carefully.
XP Watch: Joonas jumps to level 3 (hello Fighter combat bonus) and Kulk continues his journey to level 6.
Magnusson: I have a table for generating nomadic families who live out on the snow and ice. These are large groups of around 100 people, and mostly subsist off what they hunt and fish. I have some subcharts for flavouring them, so for example, a particular quirk or detail of the clan, and a detail particular to their favourite son. I rolled up half a dozen before play, and last night rolled the Ahtisaari as the group that the PCs would meet. The bizarre language presented a nice bit of role-playing as the players tried to communicate. And the favourite son being a monster-slayer added an intriguing possibility - especially with the language factor. A 6'8" muscle-bound killer with a giant club and an eight word vocabulary. A joy to play.
Sharing Stats: I'm hoping that the PCs do meet some of the residents of the palace (Muurahainen, the contents of the menagerie) in the next session, as then I'll be able to share them here without fear of spoilers!

Wednesday, 23 January 2013

Actual Play: Somewhere North, session 6

Previously: Külk (Patrick) and his party (two fighters, a reformed bandit, a cleric and two halflings) flee the region around the town of Rovaniemi, having annoyed large numbers of people. After seeking guidance from a retired hero they head north and stop at the last village for a long time, Sirkka. There they thwart the schemes of a group of slavers, slaughtering them all.

The next morning: Külk has found a new ally in the form of Joonas (David W, rejoining the group after a seasonal absence!) - a fighter who was captured by the slavers. He agrees to join them on their journey north, and they connect up with a couple of academics from the northern city of Zelman. Safety in numbers. They leave the town with what supplies they can get (not many) and hope that they will reach one of the nomad families that live on the snowy, frozen plains.

Wednesday, 9 January 2013

Actual Play: Somewhere North, session 5

I was so busy just now scrabbling some notes down for the next session of Somewhere North that it has taken me this evening to realise that I haven't written anything about the last session!

So: previously Külk and Esa-Pekka have ticked off a lot of people - cursing a wealthy village to silence, refusing to sell a magical tome to a probably evil man - it was only a matter of time before there would be consequences. A week or so has passed since they fled Rovaniemi, and in that time they saved some cheesemakers from a big wolf, and then delved into Oddli's Tomb.

Now: Külk (Patrick) leads the band on, as Esa-Pekka has taken his dog and his magic and escaped in the night (noisms has moved! So the game ultimately might migrate to G+). Külk takes a rag-tag group of fighters and halflings across the cold wilderness. They meet some fellow adventurers who are headed for Oddli's Tomb. They seem friendly enough, and mention that there is uproar throughout the region: the cursed village is emptying the treasury to send mercenaries after "those bastards who cursed them to silence." Of course, Külk plays it cool and pretends that he is someone else, and the groups go on their separate ways.

Things are tough though. Meeting with some friendly reindeer herders they are acquainted with fills them in on the big picture: there are groups of people looking for them on all the roads, and after killing a pack of banshee wolves that attack in the night they set off for a mountain pass to try and head out of the region, and head... NORTH!

But first: the mountain pass is guarded by a competent group of adventurers looking for Esa-Pekka and the book that he wouldn't sell to Ungrall the Unctuous. After they realise that he is not there, and that their leader is homicidal, the other group accept a bribe to turn a blind eye. The next day, Külk and company head on to Harjuusma, a village known for enchanted hot springs. After getting some advice from a retired hero, Külk tries the springs, and comes away feeling stronger and more nimble. He meets a new friend, Hugo the Cleric, who joins the party.

Their course is north, but first they decide to stop at the last village before the long road, Sirkka. There are rumours of slavers operating in Sirkka, pressganging travellers into service. Külk and company, disguised as the family of a cheese merchant, turn in for the night in Sirkka - and then kill the slavers in a long combat taking place in a hotel hallway. Things are touch and go, but once again, they pull through...

Notes
Wanted! I found it interesting that Külk was determined to escape to the far north. Things might be tricky, but surely things aren't that bleak? Especially as I've mentioned that the north contains monsters, long-abandoned Dwarven fortresses, cities of bad people - oh, and the true winter is supposed to come soon. Day after day of snow and ice...
One Down... Külk has discovered some of the powers of one of the hammers that was found in Oddli's Tomb. The nicknamed "Runehammer" deals d6, but if a 4, 5 or 6 is hit then the hammer deal an extra d4 damage AND the victim must make a save versus paralysis or be flung to the floor or 10 feet away (wielder's choice). It's a magical item in an LotFP game though, so there's got to be some downside to it... It's not been found yet though. (heh)
...One To Go: The much bigger hammer found in Oddli's Tomb has just been carried around in the last session. I wonder what it might do, other than drive back Dwarven undead monsters?
Treasure: The party spent a lot. Mostly in bribes. Cheese was given away, thousands of silver pieces, an ancient Dwarven ceremonial rod - how are they going to pay their way from now on?
Hugo: Favourite NPC of the night. I have no idea where the voice came from, but Hugo is a cross between Bill and Ted and a warrior-monk. Hugo serves Iiola, the spirit of better days, a spirit that wants the world to be a better place. "Wooah, dude, like, slavery is haaarsh!"

Next time: it seems like Patrick is going to press on with north. So: new random encounter tables, notes on new places, new people, and also need to think about what happens when snow really starts to fall. Will have to do something about provisions and shelter: if inches or feet of snow are falling each day, and there is nowhere to rest, the party will not last long. I'm confident that Patrick will think of something - and we might have someone else joining as well.

All is well, Somewhere North...

Friday, 4 January 2013

Actual Play: Somewhere North, session 4

Last night was the fourth session of the campaign. Ideas of stealth largely went out of the window, as Esa-Pekka (noisms) shouted "Halloooo!" at the probable bandits he saw on the hillside surrounding Oddli's Tomb. Külk (Patrick) was able to stealth up the hillside a little, and when the inevitable fighting broke out he was able to provide some sneaky covering fire before he was spotted.

After a brief but hard-fought combat, the party (two PCs and four retainers present) had massacred the bandits. The kill-toll was 11 to 1; while they had defeated the bandits and their leader Mad Aamos, they had lost their companion Eerik to a lucky hit from one of the criminals. He died in Esa-Pekka's arms, revealing that he was indeed a Dwarf and passing on some clues about Oddli's Tomb...

Monday, 31 December 2012

Actual Play: Somewhere North (session 3)

Yesterday I met up with noisms and Patrick to continue their adventures Somewhere North... Actual play report, and then some notes/thoughts at the end.

Previously (at the end of session 2, which I forgot to mention last time), Kolk the Artifex (Patrick) and Esa-Pekka (noisms) had really ticked off a greedy toll-levying village by cursing the village and surrounding area to silence. Forever. Hastening to the town of Rovaniemi, they set about installing themselves in some digs (above that wonderful drinking establishment The Knife & Cousin - thanks Vornheim!) and going for a lookaround. Esa-Pekka took a seemingly blank book to the grotesque and diseased Ungrall the Unctuous (a bookseller), who made a big noise about wanting to keep it. The contents could be revealed and read only under the light of a full moon. Ungrall sent his hulking servant Jonas after Esa-Pekka, but despite accusing him in public of being a thief, Esa-Pekka was shrewd enough to worm his way out of it. Meanwhile Kolk had acquired the services of Helvi Ritva, a cleric (NPC) of the spirit Ritva; the PCs planned to take her with them when they went to explore the tomb of the long-dead Dwarven King Oddli. Oddli's burial place is rumoured to be filled with treasure and undead monsters. The PCs know that some reindeer thieves are camped out there as well.

So, session 3!

Saturday, 29 December 2012

Actual Play: LotFP, Somewhere North

December has gone by in a flash, and I've not written on here at all! I disagree with noisms describing me as having an irregular blog - I just haven't written in the last month. I was pretty regular before then. But no matter. I'm writing here and now.

And it seems appropriate to write about the campaign that I seem to be running for Dave and Patrick. It started in the week before Christmas, when I offered to run a festive weird horror setting for them; I had just recently received LotFP (taking advantage of the 50% print discount), and created "the Lodge of Zinternik" - an evil red-dressed toymaker, who delighted in putting life of all kinds into things. The local villagers had heard that he had recently died, so his house on the mountain, and more importantly the conternts, were ripe for the taking...

Patrick rolled up a Specialist (or as he prefers, Artifex), a young adventurer named Kolk, and Dave created a Magic-User, the older gentlemen-rogue Esa-Pekka. Both had to be careful, as they had low STR, and Esa-Pekka also suffers from having a Charisma of 3. But they have their wits and creativity to keep them going.

Zinternik's Lodge was a mix of monsters and traps, and NPC "baddies", some of whom the players turned really quickly. They convinced a pair of halflings hired by "Zinter" to labour in his workshop, and turned some elves against each other; they avoided Dolf, the animated evil stag with a blazing red ruby for a nose and and tractamorphic tentacle antlers, firing at him from the roof of the lodge. And finally they left the Lodge with some mysterious (probably magical) items, and with a promise to Mumble and Crumble (the halflings) that they would help them return to their home in the far frozen north.

And that was that... Or so I thought...

When we mentioned playing again in the setting I updated the map, a few more villages (generated with help from noisms' own random village generator) and a handful of details about the nearest large town. I googled One Page Dungeons and had a quick look for something that could be modded easily. I statted up a few more creatures and things. And I thought about what had happened before, and noted a few interesting things that could be good. And that was it.

In the second session the players decided that their characters needed answers, and set off for a nearby village where someone was said to be very wise, perhaps someone who could tell them what they had found at Zinternik's Lodge. The old man, Hannes, gave them some ideas of the artefacts that they had found, and they set off across country for Rovaniemi, the nearest large town. They were looking for provisions and gear to head on the long road north, back to the home of the halflings.

After a run in with a banshee wolf, and a night of talking with some nomadic reindeer herders, they found the road and kept on for the town. However a small village stood in the way; the village was built in a narrow pass between rocky cliff faces. To go around might take a day or more. To go through they would have to pay a steep toll. This did not sit well with the PCs.

In Zinternik's Lodge they had found a magical scroll of incredible power. A one use Scroll of Indefinite Silence. If the nine syllables on it are read aloud then a permanent silence would fall in a sphere with a mile radius. Everlasting silence. As far as they know this can never be removed.

So, what do you do when some toll-charging villagers have hacked you off? You curse their village to silence. Forever. And off you ride to the town you're headed for...

In town they set about trying to recruit retainers for an expedition to a Dwarven King's Tomb, filled with the undead, Kolk sleeps with a young woman (noisms asks "Does she become pregnant?" The DM rolls and makes a note...) and Esa-Pekka of the Low Charisma ticks off a shady bookshop owner, calling the attention of the town guards. As they make their way back to the tavern they are staying at, one of the halflings runs up and says "I was down by the gate, and a posse of a dozen men from that village have just rode up shouting and asking if anyone had seen you!"

Oh dear...

Tomorrow I'll collect some thoughts about what I'm using and how I'm doing this, and what the setting is like. Anyone interested in seeing stats and descriptions of weird creatures that lurk the frozen north?

Wednesday, 21 November 2012

Games Night: GHOST/ECHO

Yesterday's games night was great. We played GHOST/ECHO with me GMing, and Patrick taking the role of GRIP, and Steve playing COIL. One minute these characters were just names on the page, and soon they were thieves on a job-gone-bad, armed with origami guns and brain hack knives, stealing information from the Ghost World and running from men and wraiths in a future-China of seemingly endless night...

Monday, 5 November 2012

Games Day: Risus

noisms has already blogged about our game on Saturday, but I thought I would chip in a few thoughts. The three of us (including Patrick) met up having already decided to give Risus a go. We had also decided that TNG-era Star Trek was the way to go. As noisms has described we ran things pretty fast and loose, although the ability to take on or force GM-ship worked very well for a comedy game. I'm sure that we didn't follow the Risus mechanics exactly, but it lead to a fun bit of storytelling.

We decided on rank by rolling a d6 and working from there. I rolled high so we decided on Lieutenant Commander; Patrick got a 1 and noisms got 2, so they were a cadet and ensign respectively. I have no idea how someone who was born on the Neutral Planet got to high rank; we had a bit of a discussion about whether or not a Neutralien was more or less able to follow the Prime Directive. I think we came down on the side of more able...

The game ended with my character poisoning and killing a crystal alien with a heart of pure dilithium, then escaping back to the Enterprise while being pursued by intelligent radioactive feldspar. Patrick's character had a bizarre stress-related life-cycle, and so stormed on to the bridge - swatting Worf out of the way. My Neutralien needed a life-saving hypospray, and was cured from deadly radiation poisoning in two seconds flat. noisms related every role to his character being born on a prison planet. Typical TNG really.

We followed Risus with Settlers of Catan; it was my first time playing the game, and I really enjoyed it. There were a couple of rules that we missed right at the start (only building settlements at the end of roads etc) but we had a good time, and I'm hoping that Santa got my Amazon wishlist in time to pick it up for me...

A fun Saturday afternoon.