Three runs of 11B.
With the reordering of the B side of 2022 VTD, this moves from last part of five part story to penultimate. I don’t think that did it any favors.
Friday 5:48PM
This was our usual group run, Epic, no special rules. Since we had eight players, I played pathetic paladin.
The first room looked the same as 11A, but the puzzle had a different solution. The group got it quick, though never articulated the solution clearly.
Room two was same setting, different monster. We took it out in three rounds, dealing a bit more than 1000hp of damage.
Room three was same as 11A. We took four rounds to get through both guards as barbarian did not steal the alarm. We dealt 1500+ damage.
Room four looked the same as 11A, but the puzzle had a different solution. The group did a good job figuring it out.
Room five was completely new. Some comedy. The gimmick of how to approach it was also amusing. I think my main problem with it after the first time was that it was just lots of dice rolling that didn’t mean anything. I kept asking if there was any way to actually fail the room.
Room six was just same as 11A with an extra time-wasting step of having the NPC we are trying to save who apparently became our friend from interacting in one room show up to remind us that our goal is to rescue her. There’s a much easier way to solve this that I only remembered after this run. I did most of the work as only I actually remember details from previous game sessions. In fact, I think I know all of the rooms of the dungeon clips, but nobody cares. Nobody cares.
Room seven was very similar to 11A and we had similar result as to when we first played 11A – we lost. We ran out of time, but much of the party was about to die. This room is just overstuffed, though they did lesson some of the mechanics later in the weekend. It’s also a room you want to meta for, where the group was not well prepared for its mechanics. We lost tons of actions, where the time taken to explain lost actions exacerbated the problem of reducing our damage output. It looks like we only did four rounds of combat. I estimate we were about 55% of the way to winning and 90% of the way to dying.
It was okay. I didn’t like 11A that much, though I didn’t like most of the A side that much. Where other B sides felt different, this didn’t. It felt like doing all of the same things with the names on the jerseys changed, so it was kind of boring. The brawl room was … novel, but I’m not a slapstick fan, so it didn’t matter as much to me. The puzzles felt like doing puzzles we had done before, where one was exactly and the other two were basically the same exercises just with different outputs.
Saturday 12:24PM
Interest in B side is much lower this year. A lot of it has to do with how expensive tickets are for basically doing the same things. Certainly VTD2, VTD3, and VTD5 were vastly better for having more variance, Easter Eggs, and, for me and apparently only for me, not having the awful dice roller that reduces my fun generally and makes me not want to play a wizard at all. So, we didn’t have core player.
We still had seven players. Our theme run was a new format – Subprime. Your build (outside of TEs) had to cost less than the price of a ticket.
Real build diversity happened. I ran some uncommons just because they were cheaper than similar rares. With dungeon knowledge, the bard ran an instrument I have never seen used because of a combination of its effect and cost.
I find trying to figure out cost rather more work than I want to do, but it was interesting to find out what ludicrous prices people are trying to sell junk for. And, it was interesting how easy it was to get to $67 without running much in the way of good tokens.
We didn’t do much coordination of how to own the dungeon, so we only did Hardcore.
The one person who didn’t know the puzzles guessed room one entirely correctly. With extra time because there was a bubble behind us, we got room four. Room six was completed.
We defeated room two in two rounds. Room three in three rounds. Room seven in four rounds.
Now, my view is that Hardcore should be what it says it’s supposed to be – for veteran players with a few starter packs. So, $68 builds with full dungeon knowledge should have been relatively easy. I did end room seven with 1hp. But, cleric could have healed me if I cared about living.
It was successful not just as a run but as an experience. Well, sort of. Some folks were very frustrated with the Zoom call quality, where I’m used to minor problems with VTD so didn’t think much of it. It was the first time I ever ran Medallion of Magick. If I were doing Bloodyish Nightmare, I wouldn’t likely run it as there’s an arguably more powerful rare in neck, but this was a cheap option.
I had a RPG session to switch to. I spent a long time “playing” and talking to people in that game. Got to bed late after a tiring day.
Sunday 8:00AM
Anti-Cabal run, as usual. One different player as regular monk player is boycotting B side.
Only Nightmare as people don’t want to miss a bunch. For this dungeon, that’s also likely the better difficulty if want to win.
I took 5 damage prior to room seven. I didn’t even bother adjusting my HP in room seven for the continuous damage as it was impossible for it to deal enough to kill me in time, and I never got hit by the monsters that did damaging attacks.
Room seven took us five rounds to win, which was a bit easy, but that’s pretty typical for this run historically.
I ate two too large burritos as I suck at making burritos. The ground pork with cumin, epazote, Mexican Oregano, salt, and some chili powder was fairly tasteless. Tomato chunks were uneven. Too little cheese in first one. Too much sour cream, not enough guacamole as I used up too much of the guac in the two burritos I had Saturday morning when I cooked the meat. Hot sauce helped, but I didn’t use enough. I constantly put too much filling so that I can’t actually close my burritos, which means they end up being really, really big soft tacos.
Every time I think I can get burritos right, I don’t. Well, in two days, I used up my eight tortillas, so I don’t need to worry about making any more. Not sure the plan for using up sour cream. I suppose I could bake something. The pork was supposed to be done like my taco meat – browned, then simmered in salsa, but I forgot I didn’t have another jar of salsa. I didn’t want to just unload a bunch of herbs and spices, even though I could have done that. Still could with the leftover pork, but I might dump it in soup where I can just season the soup to taste.
And, I’m still bloated from those two burritos seven hours later.
Had CRUSH session at 11AM. My character got on a plane. My character got off a plane. So, pretty much same session as the one before it.
Of my four RPG campaigns, my characters only do things of consequence in one of them. It’s not fun. This time, it was much more noticeable by everyone else, probably because it was two sessions in a row that my character did nothing. Just nothing. Use any of a multitude of super powers? Nope. Roll meaningful skill roll? Nope. Roll dice for something meaningless? Nope. Make any decisions for the party? Nope. Speak local language as a Linguistic Genius in either of two foreign countries where not everyone in the party speaks local language, including one language that nobody else speaks? Nope. In both sessions, my character boarded a plane, then got off a plane.
Not that this is a new problem. In both campaigns, there are massive problems with players playing. In the Saturday one, often nobody does anything that matters as bog down in minutia with rolls not corresponding to advancing any plot or subplot. In Sunday one, two players play regularly, the rest of us sometimes have something to do.
Now, I could change characters to play someone who is into sneaking and investigating. But, there’s a reason my character is terrible at the latter and isn’t terribly interested in the former – I’ve already played those campaigns. I’ve never played a supers campaign before and want to lean into superhero tropes and embrace the genre, but it’s like we’re playing a World of Darkness game … Well, Aberrant is a White Wolf game, so …??
It’s weird to me that most of the group is into the genre, yet we aren’t playing the genre, at least not the primary subgenre.
But, getting back to VTD 11B. There were things I was interested in trying in additional runs even though the dungeon doesn’t interest me that much. My runs were decent. So, I’m not miserable and my thoughts are divided between productive activity and unproductive activity.
As 9A was my favorite VTD of this year, I’m hoping that the B reorganization of the narrative doesn’t make it worse. I do want the rare completion token for 9B and may want to do four runs instead of three, where I’m only in two at the moment. But, anyway, that’s a review for a month from now.
I had an idea for another blog post – whether it’s feasible to have truly episodic home play or not. Maybe I’ll spew about that.