Should be reasonably quick.
Friday, head from work and get to con at 5:30PM, which is not long but felt long in the rain and with a missed turn.
No dinner plan. Jeff and I do two hours of Traveller CG play.
Saturday morning, I did my usual pastrami (unfortunately on a bagel) and peach smoothie. Ran my Rio Grande games. I taught Cardcassonne, Assyria (which ran surprisingly long). The Assyria game was incredible for how close it was. At times, it looked like someone was behind only to develop in a way that allowed for catch up. The game ended with the winner being one point ahead of second (140-something to 140-something) and last place only being maybe 6 points behind.
I show Loch Ness to one player, when we sit around waiting to see if more people show up. He’s not enthused. We play two player Assyria, which I hadn’t done before.
Then, V:TES. So, I’m all in favor of new players or returning players, but it’s not fair to anyone to throw people who don’t know how to play into a five player game. In hindsight, quick hindsight as I realized when the game ended, the way to teach someone is with three player games. The more time other players take, the less the learning player spends doing things and seeing what happens. Also, never give a new player “toolbox” Gangrel or Brujah or Nosferatu or any of the other clans that don’t bleed for a bunch. It’s incredibly frustrating to be trying to bring out allies and retainers or to bruise bleed or to rush or whatever when a player could have been learning Govern/Conditioning.
It’s not just being a simple deck. My +1 STR deck with Sport Bikes that I played wasn’t complicated in what it was trying to do. An inexperienced player needs to see and learn bleed.
We really need more demos and casual learning games to recruit. Alternatively, throwing someone into a fire can work … if they are not at a con. If it’s all V:TES, all of the time, only people who attend such things are likely to be motivated to learn all sorts of challenging rules.
Sunday morning, I actually played a RPG. I put my priority into Feng Shui. The game was enjoyable, but a few things.
Feng Shui’s mechanics just seem suckier and suckier as I endure them. Skill rolls are boring because you either have an insane skill that should make rolling meaningless or you have a target number so high that it’s far too unlikely you make the roll. But, that’s not the big problem. The big problem is that FS combat sucks.
I loved our home campaign of FS back in the day, and I enjoyed combats where we would all whip out our AK-47s, so it’s not impossible for combat to be fun. It’s just unlikely. Mook murder is incredibly unsatisfying. Named battles are tedious grindfests.
Sure, the set up for the combat can be made to where there’s more to do than blast away over and over again. But, the thematics of FS lend themselves to mechanical monotony. See, the action flick is typically about beat down. But, it’s beat down that doesn’t particularly work. Named characters take way too long to take out. Everyone is doing their own thing rather than “ritual rending” big bads into oblivion.
I used a homebrew for Feng Shui Tu Huo precisely because I knew combat was a weak point with FS and not a weak point with L5R.
The GM did have cool cinematic combat that didn’t involve mechanics at all, based on playing cut scene music. Meanwhile, normal combat just dragged on interminably.
The other thing is that both my RPGs put action-y stuff after breaks. That’s not the end of the world, but I think it’s suboptimal. Players who want to use their combat abilities are going to wonder if they ever get to use them. Players in general are going to get whipsawed by how much the game changes in nature between character interaction and dicefesting.
I keep thinking that the games I should run should be high action, like FS thematically, with an opening of dicefesting and more dicefesting after a reflection point, second reflection point, final dicefesting.
Finally, the party did some really weird stuff. One group got thrown out of the police station for trying to convince the sheriff that we were in town to help in ways that didn’t lead to constructive discourse. The other group choked out a forest ranger for unclear reasons. It was hilarious. When two PCs got arrested and one of them called our monster hunter team boss to get help getting out, his response was “Just two?”
I had nothing afterwards, so I walked over to try to get curry only for the place to be closed (even though internet said it was open), so I got a burger at the Hopyard, which was okay foodwise but going to restaurants by yourself tends to be rather boring. So many of the places I wanted to go to or try just had awful hours, being oriented towards breakfast/lunch, which I don’t have time to run around to get.
I played some turns of Paths of Glory with Jeff because he wanted to talk about wargame mechanics. We played a three player A Game of Thrones LCG 2e game, which had all of the usual elements of what does not enthuse me about the game – inability to play cards, getting annihilated by things I can’t do anything about, having no way to hold on to gains and just getting rolled with no comeback ability. Now, we were not playing real decks. But, real decks make me often feel the same way, which maybe is more due to how I wasn’t involved in building something with the economy and permanents I want.
Monday, I played in a Changeling game. It’s a recurring con game where many of the players were used to playing specific PCs. I had little choice and took the leader. Oh my … it actually worked out fine. While I hate being party leader, I could play a somewhat subdued leader who mainly stepped in when there was a reason to step in.
It was really good in certain ways early on – both my RPGs had really good role-players in them. Hilarious, meaningful feeling. But, when we left town, too much worrying about trivial things, like whether to eat a restaurant or a fast food place.
I didn’t feel a lot of Changeling to the game. I hadn’t played Changeling in a long time, plus I haven’t played Changeling much, so the mechanics of how your powers work were mostly lost on me. While there’s the struggle between growing up and wonder in the ethos of the game, there wasn’t much of that conflict in this game. This was far more about interpersonal relationships, which I don’t have a problem with, as I like soap operas, but I can see someone wondering why there isn’t more magic.
Admittedly, if you have 10 player games, you kind of need the players to interact with each other a lot to give everyone time to do stuff. Apparently, I played my character the way he is normally envisioned.
Getting back to mechanics for a moment. In both games, there were lots of things on the character sheets that never ended up mattering, including a bunch of “this is what sets you apart” stuff. Even if the stress is on character interaction, still seems to me that it’s good to make use of abilities characters have. My PC had True Faith, which is supposed to be rather rare, and at no point was it mechanically relevant, as an example. Of course, in the FS game, a couple of my abilities were used at the end in what was far more of a cut scene than actually resolving things, so that made the abilities irrelevant (to play).
Or, choose a different system that doesn’t give PCs these abilities. Now, I guess it’s a lot of work to mix and match systems, plus the GM may really like part of the system and just not care about other parts.
Amusingly enough, it was my mother who asked what score I’d give the con. I’d give it a 6 out of 10, as something pleasant but close to mediocre. I’d give the gaming a lower score because of the non-RPG stuff. The RPGs were enjoyable but could have been more so if there was a faster tempo and/or more plot.
I got into both RPGs I tried to get into. As both were series, I find the parties interesting. But, I just don’t really care about playing con RPGs at local cons, anymore, because I’ve had the awful games, I’ve had the amazing games, I’ve had a bunch in the middle. I’m just not engaged at the level that I can get engaged with trying out something new at Gen Con, playing HoR, playing certain home games.
Nostalgia kicked in to some degree. What I miss with gaming is more the small group V:TM game, Conan, doing research for FSTH/LBS/Solomon Kane. I don’t think it’s because I was wrong about con games being on average better, but it’s that I’ve done enough of them that there’s not the same level of resonance that sets in. They are increasingly blurring together, might even get that way with Gen Con games at this rate, though 2017 is a big HoR/TD year (in theory), so I won’t have as many miscellaneous RPG sessions.