ConQuest 2005 Report

         These are my thoughts on the ConQuest 2005 gaming convention. I only was in three role-playing events. I spent a while Saturday hanging around the convention. I played a number of games with my five-year-old son Milo in the convention kids room, including Cheapass Games' "Bitin' Off Heads" (which was cool) and "Kids of Catan" (which was not). I chatted a while with Ken Hite and briefly with J of Shifting Forest Storyworks. Two were ones that I was gamemastering, and the last was in a series that I had played in before. So no great discoveries, but some deepened observations.


"Dugway Canyon"

Game system:

Dogs in the Vineyard

Start time:

FRI, 6:00pm

Category:

RPG
Duration:
6 Hours

Event ID:

----

Location:

-----

# of Players:

5

GM / Judge:

John Kim
Description:

You stand between God's law and the best intentions of the weak. You stand between God's people and their own demons. Sometimes it's better for one to die than for many to suffer. You are God's Watchdogs, guardians of the faith in a fantasy inspired by pre-statehood Utah in the 19th century. There is a sickness in Dugway Canyon, and you are the cure. An event heavy on conflict, strict yet creative mechanics, and moral judgement. For details see http://www.darkshire.net/~jhkim/rpg/dogsinthevineyard/


CHAR: Provided    LVLS: --    Complexity:Simple    Experience: None

Though I've run many games at conventions and played a number of indie games, this was my first time gamemastering a Forge-style indie game at a convention. It went pretty well in general. I had gamemastered Dogs before with my Harn group, though not extensively. I had prepared only rough notes for this, along with some general game aids.

I had been scheduled to be one of three games in a large room (both GMs I knew from previous years). Luckily one of the games was called off for lack of players, but I still had to share a room with a Savage Worlds game. So noise was a factor. We started a little late, but that's to be expected for a game starting at 6PM on a Friday. I had two players who were pretty gung-ho on indie gaming -- Carl and Jon. Carl was actually more prepared than me in ways: he had bound copies of Jason Mornningstar's online game aids "Wisdom from the Book of Life" and "Names among the Faithful". He also was up on the rules, and corrected me at one or two points. Jon wasn't experienced but he was eager. The other two had no idea what Dogs in the Vineyard was, but were game to try. One of them (Jerry) had played in a Buffy the Vampire Slayer event I had run at a previous convention. The other I hadn't met before.

We were scheduled for six hours, so everyone went through full character generation. Roughly, Jon, Jerry and the other guy made fairly combative types. In response, Carl made a less combative type. The results were:

An interesting note was Brother Josiah. His player was at first stuck for how to make a character, then started writing out notes on his history -- wherein his parents and then two other sets of people who cared for him died. He was the only one who had no relationships at the start -- though he established one during his accomplishment phase.

The accomplishments were:

I noted that the first three were all internal change, with the player rolling as the character the way they were. What stood out to me was mostly that this phase amounts to player choice, since they could be guaranteed win against the fixed dice by escalating and/or drawing in traits.

So we took a break for a bit after initiations. I made a point of trying to draw in as many of the PC relationships as I could into the town. What I originally had was a basic progression of Pride to Injustice and so forth. However, once I had worked in the relationship characters it was perhaps not so narrowly focused on that. So I soon had a list of 10 NPCs who were involved in the plot, which was a fair amount. As it turned out, the event went over the six hours it was scheduled for. We started at 6PM and went to 12:30 or so. A large part of this was talking to all the NPCs, who all had something to say.

At the start I had my core two characters. The story was basically that there was a prior Steward of the town, and when he died the young new Steward, Nathaniel, found it hard to fill his shoes. Many people went to the old Steward's widow Hester for advice, and Nathaniel set out to undo this. When some kids got sick, he took it on himself to take charge of treatment even though he knew nothing about medicine. Demonic attacks follow that more kids get sick, and Nathaniel has to find a cause he can attack. He theorizes demon worshippers poisoning the water and secretly begins organizing to catch them.

To this, then, I wanted to fit in the relationships of the characters:

So I had five of the eight relationships worked in, and figured that was good. The relationships deepened interest, but they stretched out the time and they broadened the focus away from Nathaniel's Pride. It's a tradeoff I was comfortable with, but could have gone either way.

Play began with them riding into town, going to the Steward's house and finding Hester -- who explained that her husband had died and that Nathaniel was the new Steward. She had critical words of Nathaniel, and they decided to talk to the other people of the town first before talking to Nathaniel. Basically there were a number of scenes of talking to NPCs without much conflict. I won't go through all the scenes, but the conflicts were:

Overall, I thought it came off pretty well. If I had a critique, I think it went well scene-by-scene, but the story as a whole didn't have as much punch as it could have. On the other hand, I think everyone liked the NPCs, especially Temperance preying on Brother Phineas. On the down side, I at least was dissatisfied with group conflicts. So when I had them ambushed, I had an arbitrary choice of how many guys Azariah had with him. I eventually decided on four guys (i.e. +8d6). Taking on four Dogs, the only way I could challenge them was by giving myself extra dice this way.

There was also a rules issue or two. During the climactic gunfight, Carl attempted to escalate to Non-Physical to get extra dice. I was a little leary of this, but it wasn't defined strictly in the rules. I also felt awkward sometimes when players tried to drag questionable traits into conflicts. I think I only denied this once, but it felt a big arbitrary to me.


"Split Decision"

Game system:

Buffy RPG

Start time:

SUN, 10:00am

Category:

RPG
Duration:
6 Hours

Event ID:

----

Location:

-----

# of Players:

8

GM / Judge:

John Kim
Description:

Barb is a Slayer from 50s New Jersey, reincarnated in modern-day Santa Cruz into an android body. For the past several months, she has fought evil in Santa Cruz with the help of a circle of friends. But now there suddenly appear to be two of her. Now her friends and, er, both hers have to figure out what happened and what to do about it. This is a both funny and dramatic event in the spirit of early Buffy.


CHAR: Provided    LVLS: --    Complexity:Simple    Experience: None

This was the third Buffy game I had done using roughly the same characters. I had originally created the series concept (Fifties Slayer reincarnated in modern-day Santa Cruz) and characters as my test drive of the Buffy system. Since then, I've run three convention games using them. I think it's a good device but it is a little silly, which I generally try to play to.

Explaining my plans in advance, this event was focused on character relationships with a wrapper plot to bring those out. The central device was that the Slayer, Barb, was split into two bodies -- these were the fifties Barb who only knew her early life, and the modern Barb who only remembered since her reincarnation. Also, fifties Barb was straight and modern Barb was closeted gay. After that concept, I knew I wanted a villain from the fifties who created a duplicate Barb body. I settled on making "Dr. Botnik" -- an over-the-top crackpot beatnik who builds robots. I also came up with a guest star -- a male romantic interest for Barb from the fifties.

I got seven players for the event. One player (Julie) signed up but walked out prior to the game start. For the others, I had a mix of six fairly typical twenty-to-thirty-something gamer guys and a teenage girl. What I got was:

The plot went pretty well. By design, the external plot per se was not the point. There was some good use of the "Plot Twist" mechanic by several players, including Jon who spent that Ashley knew a real psychic who could diagnose what happened to Barb's soul. The logic was simple, and the PCs were able to proceed reasonably. Notable bits: they initially called Dr. Botnik by cell phone, and while ranting against him, Fifties Barb said:

Barb: ...while you go ahead and make your army of robot vampires or whatever.
Botnik: Hold the phone. Say that again.
Barb: What? Army of robot vampires?
Botnik: I've got to take that down. It's happening... visionary, even.
One of the players commented positively that "It's in the tradition of early Buffy to have a villain that's totally non-threatening." -- which was certainly my point. The central conflicts were within the party and within the PCs.

As I predicted, only a few relationships actually panned out. Fifties Barb and Steve had a simple but amusing dysfunctional relationship. The two Barbs had excellent clashes. And Tori and Steve had a good hatred/rivalry. The others didn't really pan out, but I set up a lot of relationships with exactly the view that few would work out.


"X-File High: Dru's Clues"

Game system:

Hero System

Start time:

SUN, 7:00pm

Category:

RPG
Duration:
6 Hours

Event ID:

RP31901

Location:

Monterey 3

# of Players:

6

GM / Judge:

Greg Haslam
Description:

More myth, mirth, and mayhem as the O.N.I. (Occult Netherworld Investigations) Club finds itself involved in a feud between ancient foes. Druscilla (BtVS) comes to Springdale (mistakes it for Sunnydale -- which got nuked) and is looking for trouble. But there is room for only one dark demented...er dementor of the night in Springdale and Jack won't give up the crown without a fit... fight whatever! As if things weren't bad enough, the Terrible Trio (school mean girls) also have plans to scuttle the Scooby Gang's quest for school honor and glory.


CHAR: Provided    LVLS: --    Complexity:Simple    Experience: None

This was part of a series of events using roughly the same characters. I had played in two previous events of the "X-File High" series: once at ConQuest 2003 and once at ConQuest 2004. So it was a safe bet for me. It was pretty fun as usual. The GM almost entirely ignored the HERO System per se and simply went for freeform using 3d6 rolls. (I have played good games which actually used the HERO System, but this wasn't one of them.)

One interesting point was that there were originally premade named characters. These were then replaced by premade archetypes like "Jock", "Kitsune", "Goth Boy/Girl", "Martial Artist", and so forth. We would pick a character sheet, and give it a gender and name. However, the character sheets often reflected the original characters. i.e. The "Prom King/Queen" was pretty clearly designed to fit the female stereotypes. On the other hand, this made it an interesting twist to intentionally allow for role reversals. In this game, one of the players went with the Jock archetype and specified a female softball player. I took the "Goth Boy/Girl" -- who got undefined vampire powers for one minute when he drank blood. I named him "Lex Tevski" and specified him as the over-the-top stereotype of a modern gothboy who wore heavy eyeliner and tight androgynous clothes. I didn't say the word but made it very clear that he was bisexual.

There was first a separate first-act plot of dealing with a vampire giant snake. This then dovetailed into the main plot, which had the loose theme of "Blue's Clues". The PC's were charged with finding three items as part of a scavenger hunt, and after various escapades in getting them, we had to figure out from the three clues what the vampire Drusilla wanted with them. So each of the three was a minor quest to itself -- one from the basement of a sorcerer's house, one from a museum, and one from a vampire party.

There was a bit of tension between the fairly specific character-as-written on the HERO System sheet and the fairly loose character-as-imagined during play. Personally, I slightly preferred the premade characters. However, I realize that not all players enjoy the challenge of taking a predefined character. For the most part, though, play went smoothly.

 


J. Hanju Kim <hanjujkim-at-gmail-dot-com>
Last modified: Mon Nov 13 09:47:57 2006