GURPS Ghostbusters: Pumpkin Jack Update

September 1, 2010

The Carnage submission deadline passed by while I was on hiatus. Due to scheduling concerns and other demands on my time, including taking on more duties as a convention staffer this year, I decided to scale back on running games this year. So in addition to a session of Arkham Horror, I’m going to run Pumpkin Jack twice. Yes, twice, on both Saturday and Sunday mornings.

Sunday morning’s typically a low energy time slot at any convention, so that can work both against me — there won’t be many people awake — and for me — those who are awake don’t have many choices in what to play. But really the key benefit is I now only have to write one adventure instead of two. I still want to write that Broken Spokes adventure, but it wasn’t coming together very easily and I think Ghostbusters will be a bigger draw for obvious reasons.

Convention games are always a crap shoot. You never know what’s going to grab the interest of that year’s attendees. I feel reasonably confident about Pumpkin Jack, though. It’ll certainly go off Saturday morning, if not Sunday. And if it doesn’t go off Sunday, then no big deal. It’s not like all the times I wrote an adventure that didn’t get played at all.


Back in Business

September 1, 2010

After a month off, I return to the blogging hobby. And I do need to remind myself it’s a hobby. It’s too easy to let myself slip into amateur journalist mode, which is more time intensive than I’m interested in getting into.

August was an atypical gaming month for me. I went to Tuesday night board games a few times — it’s been quiet lately because it’s summer, which is a very special three months in Vermont when people spend as much time outdoors as possible; cases in point are Alex and Houser, who went off to hike the Long Trail.

I’ve got an actual play report or two coming up, on the role-playing games I played. Yes, I actually got some role-playing. I’m shocked too. One was a FATE variant and the other All Flesh Must Be Eaten. I even joined an on-going fantasy campaign. Astounding. More on those in the coming weeks.

Other than that, I mostly spent August thinking only tangentially about games. I read Christian’s print zine Destination Unknown. I watched the glorious DVD version of Gold. I contributed to planning this year’s Carnage convention.

For September, I predict I will finally write out Pumpkin Jack with time for playtesting in October, buy the Back to the Future card game, think longingly on the still too far off Betrayal at House on the Hill release, do my due diligence for the fantasy campaign — primarily explaining why my character has a badger for an animal companion — and probably still not get any further in my Read ‘Em ‘Cause You Got ‘Em effort.


Unboxing Betrayal at House on the Hill

August 21, 2010

Boardgame News posted a video today unboxing the new edition of Betrayal at House on the Hill. It looks pretty much like the original version, which is unsurprising. Most of the changes probably went into incorporating errata and generating content, such as putting the underground lake in the basement where it belongs.

Two physical changes I liked were reducing the number of tokens and color-coding them, as well as the introduction of a plastic tray to the box. The original version of Betrayal at House on the Hill used a cardboard tray divided into six sections, which in practice meant all the pieces were shuffled up and mixed together if you ever did more than let the box lie flat on a shelf. The new tray looks like it go a long way to keeping the bits more organized, although the monster tokens will certainly still need baggies, if fewer.

I’m really looking forward to finally getting my own copy of this game, as well as exploring the content changes from the original. Haunts have reportedly been improved, or replaced with new haunts — hopefully more robustly tested than the last batch.


[Tuesday Night Board Games] Vanilla Ichor with Genuine Sugar Flavoring

August 13, 2010

I made it to Tuesday night board games for the first time in a while this week. I thought I’d get in a round or two of Dominion, basic and Intrigue varieties, then head off home for chores. But game night just isn’t predictable like that.

Instead, Munk proposed, nay, demanded Arkham Horror. So I acquiesced. It was ordinary, vanilla Arkham using Quarterstaff’s copy — unforgivably, I haven’t touched mine in months now, not even integrating The Lurker at the Threshold — but it was pretty fun all the same. For one, it’s easier to get the fun weapons: tommy guns, enchanted blades and elder signs abounded.

One player, Sasha, went through an entire arc of understanding as we played. Having only played Arkham Horror with a pile of expansions included, he started off thinking the base set was easier and more fun. Then, as the game wound up, he decided it was easier and less interesting, because it wasn’t as difficult. It was interesting to watch him work through the implications of basic Arkham versus the wrinkles the expansions introduce.

Really, though, the highlight of the night was the pleasant surprise that the game space’s soda machine had Mountain Dew Throwback in it. No one was expecting that, certainly not Munk, who was expecting a simple can of Mountain Dew. It inspired a staggered rush on the machine, selling three more cans, including one to myself when previously I’d cut myself off at two for the evening. This was my first nose to nose encounter with this version, so I decided not to pass it up.

Munk didn’t like it, preferring the modern corn syrup version. I liked it, having never been a fan of modern Mountain Dew. Sasha and Nicole didn’t comment much, just drinking theirs in relative equanimity. Sarah detected a hint of orange juice, which Wikipedia reveals to have been a recent addition to the Throwback recipe.

Oh yeah, we won against Azathoth with no open gates. We lucked out with several monster surges giving us breathing room to place seals, which generated still more breathing room. It also helped that I opted to skip the “two monsters emerge from gates with five or more players” rule. Most of the time, it’s just not worth the hassle of remembering.


A Folding of Hands

July 23, 2010

My life is different than it was a year and a month ago. I’m taking August off, to focus on real life concerns and devote creative energies to other gaming projects. I may post an update now and then, but don’t expect me until September.


The Real Stone Chambers of Vermont

July 23, 2010

After I posted The Stone Chamber some time back, a friend of mine who’s a real life archaeologist loaned me a copy of Vermont’s stone chambers: an inquiry into their past, by Giovanna Neudorfer. This is a scholarly work from 1980 that did practical research and field work on some of the stone chambers still existing around Vermont. It was a quick read, but also dense, given the amount of information Neudorfer collected in her study.

Unsurprisingly, her research pointed to practical, historical origins for the chambers, typically after the arrival of Europeans in the area. Used for storage, distilling and other conventional purposes, the stone chambers are part of the historical record, not artifacts from a bygone, unrecorded civilization.

In role-playing games, we make up the things we do because it’s fun to make believe, quite frankly. Role-playing is a highly escapist pastime. I think it’s a fair estimation that most participants in the hobby do so to vicariously live out the thrill of smiting foes, exploring strange worlds and otherwise getting out of their real lives for a few hours in a positive, socially-centered way.

The distinction is it’s made up and we know it. The willful invention of pseudo-history in the fact of contradictory facts — which is distinct from those topics when there is a genuine lack of knowledge about a historical event or era — is a significantly different and problematic issue.


The 2010 ENnies

July 21, 2010

I did vote in the ENnies this year. I did. I just wasn’t psyched about it. For whatever reason, nothing in the role-playing hobby that came out in the last year really caught my attention and ardor. I think I was busy making what I already owned work for me.

There was maybe one category in the ENnies with a nominee I had any emotional investment in, never mind curiosity, Best Podcast. All Games Considered, a show for which I’ve already expressed my appreciation, is back in the running after winning the category in 2009. So I voted for them.

My feelings about awards for games seem to vacillate. Sometimes I find them useful as a guide to games worth checking out. Other times they seem completely inapplicable to my game-playing desires. This year’s Spiel des Jahres nominee list was a similar situation for me, so don’t think I’m bagging on role-playing game publishers or the people who nominated this year’s ENnie contenders.

None of it seems relevant to me these days. I spend more time thinking about my own gaming efforts and activity in the local community than what game is hot elsewhere in the world. I’m clearly in the middle of a grassroots phase.


[Fletcher Free Library Gaming] Prisoners in the Tower of Carcassonne

July 19, 2010

I made my way to the Fletcher Free Library for some Saturday board games for the first time in quite a while. As the weather in Vermont becomes more clement, I and many other sensible people want to spend less time indoors, particularly on sunny afternoons. However, we’ve been going through a bout of heat and humidity lately, so I thought the air-conditioned library would be a good place to hide out for an afternoon. As it turns out, the room reserved that day for board games has a skylight, which is not conducive to staying cool on warm days. Still, we did get some games in before the heat and stuffiness drove us out.

When I got there, Andrew and his friend were checking out the library’s graphic novel collection. I think I witnessed someone’s first time reading Neil Gaiman’s The Sandman, which was a funny thing to realize. Once Sarah and Alex came along, we played a couple rounds of Dominion; the first round, we randomly mixed cards from Intrigue with Seaside, which was fun, albeit unmemorable. I can’t remember coming up with or observing any really dynamite combinations.

The second game sticks out in my memory much more clearly. It was straight-up Intrigue — still maximizing my purchase, y’see — and we played the Victory Dance setup, which includes the Saboteur. Now, I’d dealt with the Saboteur before last week at Quarterstaff, but it didn’t do a whole lot. This time, however, it got my damn Province, which was heart-breaking and irritating all at once. If I play that setup again, I’ll try spreading out my victory points more by going for Duchies and Dukes. I opted to stay out of the struggle, thinking that everyone else would descend upon them and I could snaffle up Provinces like usual. And by the way, Upgrading Estates into Great Halls is a wonderful thing.

After that, we brought Chuck into the action with Carcassonne. For this, we used Sarah’s Carcassonne set, which is over-stuffed with a plethora of expansions: Inns & Cathedrals, Builders & Traders, Abbey & Mayor, The River II and, for the first time ever, The Tower and Cult, Siege & Creativity. The latter one was easy, being a pair of magazine promotions and some blank “design your own” tiles. The Tower, however, I was much more leery about.

I have a habit of adopting received wisdom as my own opinion when lacking personal experience. In this case, I accepted that The Tower‘s central mechanic of capturing other people’s meeples is mean and counter to the traditional Carcassonne style of passive-aggressive parasitism. And frankly, they’re right. One player took advantage of the towers as they were intended. The rest of us typically used them just to get our meeples back. And none of us bothered to cap a tower. I think we just became more cagey about placing new meeples relative to existing towers.

This particular session gave me a valuable experience in expansion bloat, when there are just too many rules elements flying around for the game to feel fun anymore. My ideal Carcassonne uses all the tiles, the mega-meeple, the builder, and the abbey tile because it’s useful in completing seemingly impossible to finish features. Well, I found it useful on Saturday.


More News of Betrayal at House on the Hill

July 14, 2010

"Jinkies, gang. That's a spooky old house. Let's check it out!"

Boardgame News posted an announcement with more details for the new edition of Betrayal at House on the Hill — and that’s a link to the refreshed web page at Wizards of the Coast — including box art, pictured to the right, and a release date: October 5th, 2010. Not only does that provide ample time for Halloween themed board gaming, but it’s also a month ahead of Carnage. That should make Alex happy, as he planned to run it there, one way or the other.

Other highlights of the new edition include new haunts, modified original haunts, new items and redesigned tokens. Hopefully “redesigned” means that not only will it be easier to pick out the rats from the tentacles, say, but the two sides will stick together.

I’m going to snap this one up more or less game unplayed. I know I like the mechanics and theme. I’m indifferent to the first edition bits — we usually just grab whatever’s convenient, rather than the specifically named token; Rocketship the Dog is a popular feature in our play sessions — aside from the way all the tokens fell apart, so if they’re improved, my opinion can only go up.

It’s gonna be a long wait until October. I’m torn over whether to get in some more plays of the original version of Betrayal at House on the Hill, or fast completely, to really savor the experience of the new edition.


Turn Me On, Dead Man

July 12, 2010

Paul was supposed to die, not John. In the original history, Paul’s death in 1966 catalyzed the surviving Beatles’ transformation into something completely unlike their History B replacements. The Beatles-A never achieved the mega-mondo-ultra-stardom of the Beatles-B, but then, they never broke up and John wasn’t killed in 1980, either.

The hints in the music and album art of the Beatles-B are psychic bleedthrough from the original timeline. As time moves forward from the disruption point in 1966, the bleedthrough becomes more pronounced: people find clues that weren’t there before in the music, the legend becomes widespread and refuses to die in the face of — from the perspective of History B — factual debunking.

If the disruption isn’t corrected, the divergence will eventually become so pronounced that the rival timelines can no longer share the same metaversal coordinates, ripping each other apart in the attempt to exist independently. The first step to correcting the problem is figuring out who traveled back to 1966 to save Paul in the first place and why.

Mashing up, in my way, Might Godking’s alternate history of the Beatles and The Madness Dossier for an RPG.net thread.