Gamehole Con 2017

November 9, 2017

Where to begin?  Oh, probably with some unexciting stuff.  I do have some enthralling material later, but let’s get some minutia out of the way.

It sounds so simple.  Take two days off from work.  Fly out to Madison on Thursday, fly back on Sunday.  No commitments other than True Dungeon.  Take L5R to play when bored and take Traveller to show off.

I kind of forget what it’s like to fly East.  Set alarm for like 3AM to get up and finish packing before getting to airport and being delayed half an hour because of undownloaded paperwork.  Set alarm for 4:30AM after Daylight Saving Time ends, in the dark, at 2:30AM, to head back.  Sure, we could sleep in twice, but, then, there’s the “what the hell are we going to do with all of these tokens we just acquired?” phase of the con.

Everyone else, even Californians who flew out, seemed to really like GHC.  I didn’t.  Oh, I don’t think it’s the con’s fault.  I think it’s the city’s fault, in part.  The convention center is isolated, so you can’t just run over to a restaurant and run back between games.  The food trucks and stalls didn’t have bad food, just food I didn’t want (well, the smoothie that was $2 more than it should have been was desirable tasting).

The hotel was loud – first night seemed like a helicopter flew right over the building.  Okay, that’s unusual and hard to control for.  Next two nights could hear our neighbors talking clearly, and I’m sure they could hear us talking clearly.  Doesn’t it get cold in the North?  Would think sturdier buildings.

Our one opportunity to go out for food was okay (if expensive).  Always amusing to go to Wisconsin for your Laotian food.  I wonder if the pork tod mun would have been better as beef, and the beef Lao paradise meat would have been better as pork.  Might have fixed the texture oddities the two appetizers had.  The main dishes were good.  Who doesn’t like deep fried noodles?  I could get even further off topic by talking about ratings for food as I travel, but let’s get around to gaming at some point.

We played a game of L5R Thursday night.

Friday

Three True Dungeon runs and True Grind.  Since there were only two dungeons, a lot of stuff just runs together.

I think I played monk on the first run, cleric on the second, ranger on the third.  Did play ranger in Grind.

The first two runs weren’t terribly notable, except some general views on the changes from Gen Con.

I didn’t like Dancing at Gen Con.  I loved Moongate at Gen Con.  I actually wasn’t terribly fond of Moongate at GHC and thought Dancing was respectable at GHC.  Switching out one of the puzzles in Dancing improved it.  Sure, the fights were still not great, one of which was actually ridiculously pointless on normal and hardcore because of how little damage was dealt.  Moongate suffered from having too little combat.  And, while I understand why it was used and we even somehow solved it on our third run of Moongate, it had a puzzle I hate … not hated … hate.  Plus, it had a puzzle I was over with the second time I ran Moongate at Gen Con.

Then, came run three.  We played hardcore, with six players, three of which lacked much experience, and two of which didn’t have hardcore level builds.  What’s a hardcore level build?  Hard to quantify outside of my view that you should never play hardcore with less than 30 hit points and shouldn’t play nightmare with less than 40.  If we had a full party, probably would have been more enjoyable.

So, we got to the second fight and we got wrecked.  Two players were a round away from dying.  I took 42 damage.  I figured we were doomed at that point, even though we got through the room.  Look, the point of challenge level is to be challenging, not to be “well, you asked for it”.  The fight didn’t scale based on our party size, and I still contend that it should due to how it worked.  If it worked differently, then, sure, don’t adjust it for underadventurered parties.

Now, we did the exact opposite of what you are supposed to do in another room.  After that amusing fiasco, I knew we were going to get wiped fast in room seven.  In some ways, that was a good thing.  For, you see, in none of the other six runs were Andy and I challenged.  Now, some of that had to do with knowing the solutions to many of the puzzles from Gen Con.  A lot of that had to do with my whining about playing a loser paladin who only ran around with 60 hit points, unlike my 77 hit point monk.  Of the seven runs, I think three were normal and four hardcore.  When we played with nightmare level players, we also had party members who could never be relevant at nightmare except as victims.

So, we were challenged and end room wiped.  Something else happened during this run.  I used consumables.  I never use consumables because that’s like burning money, in a way.  Not only did I hand out potions, but I actually used a Mystic Mushroom to bring someone back to life.  That’s right.  I finally used a token to bring someone back to life.  That’s actually more like what TD should be when you play a combat run.

There’s an argument that the reason to rein in the Eldritch healing bonus is because it makes runs boring with how easily clerics/druids mass heal parties.  Having played various ultrarare builds on normal difficulty, I totally get the idea of not feeling like there’s anything at stake, anymore.

We went to play Grind.  Before I get into some facets of that experience, I’ll note that while talking to Andy about how the last run went, I realized that I had completely forgotten:  I was psychic and could heal 4 hit points; 5th level ranger has a healing spell; I was wearing both a Linked Shirt of Healing and Pants of Blisswalk to get bonuses from Andy’s healing spells.  I may also have forgotten Icecrag healing at times.

Then, I failed to murder a puppy.

In True Grind, we played with six players who didn’t know anything about what TG is like, which is reasonable as I didn’t know what TG was like until … until … I played it.  More problematic may have been that they really didn’t have the tokens to be playing Grind.

Though, our bigger problem wasn’t combat effectiveness … no matter how much the giant head and neck of the puppy evaded my +18 to hit with my +2 Keen Slayer Longbow.  Our biggest problem was indecisiveness.  At Gen Con, with a similar plot, the group made decisions, mostly to fight, and it was good.  With this group, we kept not knowing whether to fight or not.

It was amusing.  Besides missing every single attempt to put an arrow in a puppy’s head, I did get devoured by a Gazebo – the just punishment for not being a “I guess I Mad Evoker’s Charm my Lightning Storm and Ring of Spell Storing my Charm of Spell Swappinged Magic Missile” wizard.

Worst ranger ever.  I think it only fitting I never play ranger again.  “Oh, crap, I had spells!?!”  I didn’t even remember to cast Barkskin, which I talked about doing before we started playing.

If you’ve survived to this point, let’s say I’ll go over what I thought of playing different classes after I explain Saturday.

Saturday

It is pretty sweet to have transmuting when you want to transmute.  We got 50 treasure pull bags and got mostly junk, which is to be expected.  We did finally get an ultrarare in like our sixth bag, maybe fifth bag.  We tried to put together trade item transmutes to cut weight.

For, you see, TD is really all about reducing how many tokens you have.  TD is all about cutting weight.  As Leftcoastians, we fly.  Now, if United or Southwest, we can get by with weight.  But, even so, I had to correct the counter person that I could have two overweight bags at my status level.  If you are kind of dim and fail to comprendez the problem, plastic tokens with metal inside of them weigh a lot, especially when their owners aren’t too organized and bring extra stuff to try to get rid of it only to realize that you constantly get more stuff you want to get rid of and don’t have time to because you need to get back home before work starts.

Four runs, including the last Dancing run.  I played paladin in our first run, our only run organized ahead of time through the forums – one of our better runs … hmmmmm … could there be a connection?  Then, I played monk, bard, and, finally, paladin.

Beginning with the ending, because save the best for last, our last run was so easy that I guarded someone squishy and never received any damage on a combat run at hardcore.  See below for more on playing a paladin.

Will get to playing a bard in a moment.

I found monk to be rather pleasant.  Of course, I was playing a ranged monk, as all “geniuses” do.  See … no, screw it, let me talk about ranged builds now.

Ranged Builds

I was told that in Kirk’s DMing class/seminar on Thursday night that the most common or one of the most common mistakes by room DMs is using melee stats for people using ranged weapons.  I believe, though I’m old and increasingly senile, on every single one of my seven TD runs (not my TG run, of course), there was at least one room that the DM used my melee stats when I never used a melee weapon.  Yup, in seven runs, including playing cleric(!!) and monk(!!), I played seven ranged builds.

I’m trying to get increasingly efficient with tokens and it’s just really easy to use the same high Dex builds for every class.

On some runs, it was particularly egregious how my attack mode was ignored.  In the only challenging run, my melee stats were used in the room that doomed us.  Look, I’m into being a sidekick.  I’m good with others murdering puppies better than I.  But, when I’m needed to impale fae spiders, I kind of want to be impaletastic.

I’m aware enough to call out that someone should use my ranged stats on a challenging run.  My bard can bury my strength so deep that I get -2 to hit and the DM realizes that can’t be right.  (Btw, when I played bard with a STR of 6, I was also hauling around a 30 pound backpack for 8 hours of upright gaming.)  But, what about other poor schleps who don’t scream bloody puppymurder?

Rating

It was not a bad experience.  It was a learning experience.  What we learned is that there’s not really any reason for us to go to GHC again.  We could have been at the L5R Worlds, at a HoR con.  All we really did was play True events and it was repetitive and below great.  Yeah, I’m cool with the idea of getting to know other forumites better, etc.  I just don’t need this particular setup to do more of the same.

Ratings

Bard

I don’t want to play bard again.  Maybe it would work in a run where I knew everyone.  But, it’s not the awkwardness of singing that sapped my enthusiasm while I was playing, it was that bard has too many options.  I could lore, I could bardsong, I could attack, I could scroll, I could cast.  Just too many options where I’m not that into any one of the options.

Andy’s girlfriend did ask about highlights of the experience.  I did eventually remember that having like four attacks succeed … in one round … because of bardsong was a highlight.

Cleric

I only played cleric on a run where challenge was so irrelevant that nobody even bothered skill checking me.  Hello, why do we play the game?  We play the game to pass skill checks through being suprageniusy at memorization.

I studied beads.  I never studied beads before.  I … I … *weep* … never got to prove I could identify a bead.  My soul has been crushed.

I hated playing cleric, anyway.  As I figured would happen, I was just constantly in “do you need any healing?” mode, which is tiresome.  I want spells that can burn any puppies who blink at me.

Monk

Good times.  Originally, I pegged monk as one of the classes I would never want to play.  Then, I won an auction for a crossbow, and I realized it would be perfect to be a crossbowing monk with saves greater than that of God.  I didn’t go full overboard saves with my GHC build, but I was pleased with my +14/+5 ranged monk build, playing either normal or hardcore.  On hardcore, maybe I switch into Bracers of Supreme Archery for more damage, but whatever.  I’m not sure how, but I was doing like 21 damage with some shots.  Not sure where bonuses were coming from that would have got me there.

Maybe I create some sort of thematic monk character to get into character.  Or, I just impale things with bolts instead of useless puppymurderfailing arrows.

Paladin

Two runs, two not remotely in danger scenarios.  But, I did learn one thing.  Every DM I had avoided attacking me or my ward(s).  I’m pretty senilesure that nobody I guarded and not my own personage were ever targeted for attacks.  That’s something that maybe someone can abuse in a meta way.  It’s also a bunch of crap.  The point of having abilities is using them.

The irony was that I was playing a paladin build that didn’t have an unusually good AC and had relatively poor hit points.  I was guarding the ranger on one of the runs, too.

Ranger

Dead to me.  Devoured and fertilized in the great gazebo planes.

Wizard

Not a single wizard or elf wizard play.  That was good.  Fighters are mindnumbing to me, rogue would only be tolerable in Grind, druid was so close but I didn’t have a build built because I don’t expect to be able to play druid, barbarian is just too brutal for sensibilities except maybe on nightmare where I can unleash.

Next

Finally, I can get someone to go to Origins.  Now, I can play in the V:TES NAC with TD as … a time competitor?!?

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Loyalty

October 21, 2017

I’m not sure why it’s surprising given that I’ve been on the periphery of L5R VCG play to a degree.  I guess not to enough of a degree to be impacted.

L5R CCG players are way, way, ultraway more devoted to their clans than anything I’ve ever seen with the RPG.  Sure, there are people who play the same clan all of the time, though even people I know who love to play the same clan over and over still play other clans.  But, I have never seen the obsession with a clan, where someone feels a personal stake in their clan.

But, then, while I may have said that having players have impact in the storyline was something that set L5R apart, I only ever heard about results much later.  V:TES storyline events were often disappointing as people chose poorly in what clans they wanted to do even better.  I’d imagine I would have hated the oL5R environment not just for how much people didn’t care about the big picture but also because of the bounties, the miscellaneous FUing to others, and whatnot.

Why doesn’t the RPG see the same thing?  Of course, some players play both.  Is it the lack of ability to impact storyline?  Is there more of it in the HoR LARPs that I rarely play in?  Even in HoR political interactives, I don’t feel the obsession with a particular clan, though, of course, there’s the hatred of clans.

Being a hater, I get that.

I have done some development on a Failures of the Five Rings campaign where multiple clans get obliterated.  If this sounds worrisome to you, embrace tranquility as the families survive to join other clans in ways that I’m sure will grossly offend fanatics.  Don’t worry, this paragraph is getting to the point.  The only clan I see having any purpose in Rokugan is the Crab, yet Crab is one of the clans that cease to exist … because logic.  I increasingly am cognizant of how much I like Crab … since they have the only job in Rokugan of the various clans that needs doing.  But, I’m not so attached that I would feel put out by them getting what they deserve for being such incredible failures (any time drama is needed in history).

Btw, the clans that don’t do anything besides make things worse – Dragon and Phoenix – are freed up to have to actually be responsible for providing value to the Empire, but I’m sure the Failures of the Five Rings idea is a topic for another time.

I’m obviously not clan loyal.  I’m willing to various degrees to play anything besides Scorpion.  In the RPG, I’ll even play Spider just for the absurdity.  I don’t care which of the six clans I splash in my conflict deck.  Speaking of which, for tomorrow’s single core tournament at Game Kastle, I ran through all of the five options for what splash to make in my deck trying to see if I could find something I thought was better than what I ran in the one game I’ve ever played of the LCG.

There are actually minor clans I’m not in favor of.  Boar-ing.  Fly away Dragonfly.  Back in the box Ox.  Forsake the Snake (though, this is more because I feel they have so little development that it’s hard to feel like they ever existed).  I’m no go on Otomo most of the time, which is why Otomo Kidai was that much funnier.  So, so fun-ny.

On the other hand, I’m game loyal.  I don’t die on games, they die on me.  I never invested in Netrunner or Dragonball Z (or 7th Sea or Buffy or Hyborian Gates, Tempest of the Gods, Guardians, Highlander, etc.), so my having dispensed with my meager card totals for those games didn’t strike me as giving up.  At this point, I’m not committed to the LCG.  I’m really curious as to whether tomorrow will be fun or not.  Also, where single core makes for awful deckbuilding, since there isn’t any for Dynasty Decks, triple core now also looks to me to be awful, as the choices are far, far too marginal.

Now, there is such a thing as subtle mindblowing, like having your courtier run around with a weapon skill of 10 at, um, Rank 1.  But, the current cardpool just forces so many Dynasty choices where people are still running Wandering Ronin and Miya Mystic, that the whole point of CCGs – customization – feels like it’s waiting until the long, long … wait, correction, erelong of November.

There are good reasons for me to get into the LCG.  I don’t think I’ve played a two-player CCG competitively in the last 15 years.  I know the genre.  I have opinions on the IP.  The game seems pretty well designed at this point.  I might be way more enthusiastic about deckbuilding for a game where deckbuilding matters more than it does in your typical multiplayer CCG affair.

There are two reasons I haven’t already preordered six copies of every card, which is what I consider a basic buy in to a 3CL CCG.  One, I’m not sure I will enjoy playing the game.  Two, I get concerned about the fanatical “loyalty” that the game seems to engender, not because everyone is as myopic in person as some people sound on forums, but because there’s an element of repetitiveness in play that concerns me.  Also, will the management of the game suffer from players caring too much about factions?

More than anything else, to me, CCGs are about variety.  I manage to somehow even find it in Ultimate Combat!, which had all of one expansion.  If you know you are just going to play against Scorp Dishonor, Crab Dishonor, Crane Dishonor, Phoenix Dishonor, … [okay, maybe the game is a bit off in terms of design at this time, hopefully not be so easy to win through a mechanic that is so negative] … every time, bor-r-r-ing.

Maybe, my doubts are overstated.  Didn’t I achieve enlightenment when it came to Shadowfist?

Just play it, Willamette!

I don’t care that Shadowfist has all sorts of problems.  Why should I care about L5R?  Can’t I just be in it for the groupies, the free airfares to Chiang Mai, and the gold medal when it becomes an Olympic event?

I’m hunting you, Black Widow.  If you get this reference, well, maybe you game too much.

Art doesn’t offend me.  Some of the mechanics are really, really similar to Traveller, which I’m not surprised by.  Just like many early CCGs were similar to Magic, veteran floppers have experienced a lot of the same mechanics and draw upon that experience.

Bidding may get tiresome over time.  I said in a post “I think I mentioned something about auction games in a post this year.  If I haven’t, I need to.”  That was 2015, by the way.  What I may have never said is that I like auction boardgames.  I’m not sure why.  I don’t love every auction boardgame and I’m sure there are ones I don’t like.  Ra is an auction game that I don’t care for, for instance.  But, the big problem with auction games is that some people are really, really bad at them.  Now, in a two-player game, if you bid better than your opponent, you win and move on.  Wait, that’s not better.  Bad games are bad games.

So, I guess I’ll see how bidding works out.  It may be enjoyable.  I have some doubts, though, because one of the aspects of the LCG that I feel presently is that it’s too harsh a game.  Just like how every single move in chess matters, I feel like every decision in the LCG is important, and that’s not appealing to me.

I like goofing off when I play games.  Multiplayer CCGs are inherently forgiving in that you have other players to beat down the clear leader.  Two-player CCGs are all about deck construction and/or in play decisions.  That’s not a bad thing, but, curiously, perhaps, I actually care about deck construction.  Curious because I think it’s relatively unimportant in the two CCGs I play the most often these days – V:TES and Shadowfist.  This is why not playing a two-player CCG is so counteryeah for me – I like building decks.  I like seeing how my decks play.

If I can gain a substantial advantage through deck construction, then the pressure to play optimally is reduced.  Yet, L5R might be so balanced at the moment (outside of Unicorn) that all of the pressure is in guiding the deck to victory through *gasp* decisions.  So many decisions.  No “Hmmm.  My 16/4 triple striker attacks your soul.” but lots of “Gee, I really want this ring, but I need another Fate from that ring, and I have to account for conflict type switching or Display of Power BS.”

So, in a way, the LCG isn’t ready for what will appeal to me.  I’m really interested in deckbuilding and care far, far less about managing the play.  This isn’t something new.  I kind of approach Magic this way, Babylon 5 could be this way, Wheel of Time (especially building Children of the Light decks versus playing their neg-game) might have been rather this way, though I did enjoy playing my decks.

So, sometime in the near future, probably hear about me pulling the trigger on getting into the LCG or not.  I mean, pretty much as soon as I have three copies of every November expansion pack, I’m pretty much going to be a lifer, as that’s what happened with every CCG besides, arguably, Magic, though I never had complete Magic sets.

In some side news, we played two, five-player Shadowfist games Thursday and five-player is losing its appeal to me.  The correct way to play, in my mind, is to take someone out of the game and go hard with collaboration with an ally.  Instead, I tend to screw around because it’s more fun to let people actually play the game, but it’s still likely to get unbalanced situations where our four-player games usually have more interesting interaction.  I guess it’s not worse than three-player play or other possibilities, but it seems to have become too … vicious.

 


Flopping – Part Two

October 15, 2017

The new TV season started (for me).  Supergirl, Flash, Legends of Tomorrow, Arrow … nah, no pattern to what I watch at all.

Let’s work backwards.  I’m going to rant about shows and point out how this is relevant to RPG play.

Arrow

More than any other premiere, I just didn’t care what was going on.  Arrow did the worst job of following up on the season finale, which is saying something for these shows.  Is this because they don’t know how to do season premieres?  I would say it’s because they don’t know how to do season finales.  Do not have cliffhangers.  Cliffhangers are for when you follow up with a new episode immediately afterwards, like a week or two afterwards.  Cliffhangers work … when you give a damn what’s going to happen and can even remember what was happening.  I have only vague recollections of what happened in the season finales, which has something to do with how not great the season finales were, as well.

What is enjoyable about superheroes?  Right, as I said, antiangst.  What do we get in TV?  Wrongness.  Angsty wrongness.  Parenting issues.  Yup, that’s why I watch.

Here’s what I want out of Arrow episodes:  Ollie is working on his new trick arrow.  Ollie has a date with some hottie who doesn’t know he’s green on the outside, when Nyssa shows up and keeps saying “Husband, …”.  Secret identities are not for producing angst – comics actually tend to do a pretty good job with secret identities much of the time – secret identities are for humor and for those rare cases when you get inspired by the protagonist’s dual life.  You know what show did a good job with SIs?  Batman, ’60s Batman.  There was some humor.  There were times when supporting characters told Bruce or Dick about how great the caped crusaders are.  Anyway, humor ensues with Ollie doing stuff while not giving away his greenness.  Ollie wins fight at end with new trick arrow.  Do not bog down legit superhero stories with tedious melodrama.

Was last season better?  Sure.  Was last season great?  No.  Was last season good?  At times, but I got really tired of the endless losing by the protagonists.  TV back in my youth was so different.  It was episodic.  Protagonists won all of the time, and we were satisfied.  Nowadays, you take from the soap opera model of yesteryear and have losing, losing, losing.

RPG:  Don’t do cliffhangers unless you plan on playing again when everyone can still remember what’s going on.  Do not bring children into adult stories.  Do not go to the same dumb well over and over again – just accept the conventions of the genre like how SIs are for the SH to have an internal monologue about how they will keep their secret while actually doing fun stuff.  Get rid of fights that look generic – SH fights are cool because they emphasize the specialness of what the SH is doing in the fight, whether it’s cleverness, unlocking a new level, unlocking a new power.  Have PCs win, often.

Legends of Tomorrow

In its first season, the most cringeworthy show (unless you hate the progressive politics of shows like Supergirl).  At times, the most watchable of the four because it’s trying to be fun.

Season premiere’s problem:  the fun is repetitive and too broad for me.  I don’t enjoy the brofest between Nate and Ray.  Nate’s character has often not been good and the bro-ing only makes Ray seem like a joke.  Firestorm is completely wasted in every way virtually all of the time.  The best moments still tend to be Canary, Heat Wave, Cold making amusing remarks.  Then, LoT was about the less important proving they were important.  The premiere just hammers on the lovable loserness of the crew.  Few losers are lovable.  Sure, I watched Gilligan’s Island, but I also watched TV on TVs that had dials, where one of them was black and white and I had to adjust its ears.  I watched shows I hated, like I Love Lucy, because must show proper obedience to the tube.

There’s a huge time travel problem with the show.  Not that time travel is done all that well in any show I can quickly recall, but let me give some props to Doctor Who for something.  Doctor Who does future stories right, in that the Doctor and his companions can make the future better.  LoT cannot make the future better the way they play it.  All they can do is stop making it worse.  That’s depressing.  Have to fix things all of the time is not fun.  Let the future not be a case of worse and worse options.

What I want to see from LoT:  Mix up the character interactions as Stein is fine when he’s not interacting with Jefferson and the bro-down needs to chill.  Stop pushing how much these SHs are losers.  Stop focusing on fixing the time stream so it can be “meh” rather than catastrophic.  Show more cleverness in the humor.  Have Firestorm be an interesting SH, so bring on cosmic powered villains who can match his level in one-on-one contention.  Have better gender balance so that we can have relationship stuff that isn’t so limited.  Rip isn’t all bad but limit him so that we don’t feel the loser history of the group.  Have Amy show up in non-catfishing mode looking good.  Bring back villains doing their own thing because villains are way, way more interesting when they don’t just exist to be defeated (actually, this is hugely important for every SH show).

RPG:  Villains can be cool.  Let them be.  Don’t go for the same humor over and over again, especially when it’s not nearly as entertaining as other, more clever humor.  Don’t make the PCs seem like losers.  Don’t make the PCs feel like their crusade is just one of keeping the status quo.  Tell more personal stories rather than having to have spotlight time make everything groupful.  Have serious fights, like Firestorm bleeding nuclear fire from half his body as he faces off against a godlike power.

Flash

Talk is about how they are trying to bring the fun back.  What you probably need is to bring Harrison back because he was the reason season one started off amazing, well, sure, there was also the fun that Barry had.

Repetitive.  That’s how it felt, which just made Arrow that much more of a slog because I had already gone through the been to the speedforce, done the speedforce.

Was there anything in the premiere that was enjoyable rather than tolerable?  Danielle can look good, but it requires effort – Killer Frost tended to look way better, for instance.  Don’t do the white t-shirt look.  I know, this is rather specific to my interests, but I’m kind of the one writing.  Felicity would be so much better on this show, if possibly only for a while.  I’m having trouble remembering anything I liked about this episode.  Barry may not act emo, but change the haircut so that I can forget his emo days.  Cisco is so much cooler than Vibe – a little bit of Vibe goes a long way.

What I want:  Interesting power interactions between superspeed and the villains’ powers.  Superspeed is a hugely problematic power because you are a god and speedforce type superspeed is even worse because you can alter reality pretty … quick.  The villains have to have a plan to counteract.  Speed on speed was obviously overdone and got really boring much of the time.  Bring back the fun of things like Barry and Caitlin hanging out.  Iris should hang more with Cisco, perhaps.  Contrast the ridiculous power level of superspeed with the mundane.  I enjoy more the idea of superspeed food runs than much of the drama.  I kind of liked the police force being a character – give them more to do besides getting wrecked – not talking about giving Joe more to do.  Joe can be good but also just seems redundant a lot of the time in preaching same old, same old.  Stop forcing the season to be all or nothing, which is not a premiere problem but a general problem in the past.

RPG:  You can tell fun stories with powerful characters, but it requires thought.  Even if you put thought into it at first, it’s hard to avoid the trap of going to the same well over and over because that’s thematic or mechanically viable.  Supporting characters can be fun, but they need to breathe.  Mix PCs up.  Don’t forget your setting.

Supergirl

Angsty Kara.  Yeah …  Season two started off Class 1000 strong.  Why?  You know who the best character in Supergirl is?  Clark Kent.  No, not Superman.  Superman is aight.  Clark is fun.  Now, sure, can’t have him take over the show.  Instead, have Kara embrace Clark [uh, just cousins, it’s cool].

Of the four, I probably enjoyed Supergirl more, but that could be because it came first, and, rather importantly, it’s season finale didn’t end like the other shows.  There was the least amount of undoing everything that happened, though angry Girl becoming less angry Girl was kind of pointless doing/undoing.

Even Arrow because it’s a DC SH show, but especially the other three need to get more cosmic.  Evil businessman is tired already.  Foreshadowing was fine.

Want:  Clarkbar?  I guess not.  Karabar … hmmm … mmmmm?!?  Actually, Kara was pretty tolerable at times when she was at CatCo until the whole whinefest about how Kara wasn’t important began.  Lena.  Lena and Kara.  Not Lena and Supergirl, that just seems a painful path.  Lena and Kara shopping, golfing, working out …  Alex having interesting things to do rather than dwell on how stuff affects her relationship or on fights I don’t really care about.  Maggie getting back to having some of the fun Maggieness, which probably means hanging out with the boys.  Find all of the funny things Supes has done in stories and make more use of that, as I find Kara’s SI the most annoying except … it’s hard to explain, there are times when she’s being reserved at CatCo or wherever that she’s pleasant.  How about more singing?  Do cool things with powers, since you are a god that can do it all, might as well do goofy power stuff for entertainment value.  Date Ollie, at least twice.

RPG:  While some similarities to Flash in that you have godlike PCs, even more than Flash, need to think through how using powers can be fun and not OP or repetitive.  If given godlike PCs, focus on the soap opera, especially a soap opera you can have with a Lena or a Maggie, who both seem like they just want to cast off the angst and have fun.  Jimmy was Supes’ sidekick, maybe have actual fun sidekicks.  Don’t make your PCs unpleasant for melodrama purposes.  Realistic emotions is better than arbitrary wild extremes.  Foreshadow NPCs.  Change the qualitative nature of challenges so that the focus isn’t on power but on how cosmic powered PCs face cosmic level challenges through interesting resolution.

Arrowverse

Most of all, do crossovers.  Take advantage of characters not burdened with their same old tiresome problems and give them a wild party of SHing … or have them date each other.  Green is so much more pleasant when he’s hanging with Red.  Green and Alien should hang more often.  LoT is a bit of a problem because of number of characters, but I also like the supporting characters mixing it up, so it’s not that much different.  Canary and Nyssa making sarcastic comments while Green and Alien are working together – that’s unobtainium.  Firestorm and Martian going full on (please not against Kryptonited Supes but like an actual villain) against big bad.  Guest star some Wonder because who wouldn’t want more Wonder?

RPG:  Give the world enough depth that other characters interact in interesting ways with it.  Maybe players have multiple PCs who mix things up, like an Ars Magica troupe.

Well, here’s to hoping I’m more invested in second episodes.


Gen Con 2017 – The $8 Story

August 21, 2017

I am a Gen Con expert.  A limited one, of course.  I know RPGs and only a bit else gamingwise.  I don’t know a lot of food options that aren’t likely to interest me and a few that might.  I don’t know every ballroom name in every hotel and where they are in relation to each other.  I know nothing about industry events, parties, concerts, etc.  I know nothing about family events or the con puzzles, and I avoid the exhibit hall as much as possible.

But, I have had many years of incredibly smooth logistics because I knew precisely what I needed to do to fit my needs.

This year wasn’t smooth.  It certainly wasn’t efficient.  It wasn’t a cluster by any stretch, but it was a learning experience.

The single thing that had the biggest impact was True Dungeon, where it affected in many ways.  Rather than list those ways now, I’ll just move forward with something of a timeline.

Wednesday

Every travel day is a hassle.  In order to get our 6AMish flights, we do things like get up at 3AM and finish packing.  Already the sleep deprivation has begun.  When the four of us congregated, it turned out we planned on checking two suitcases.  Four of us, to Gen Con, flying Southwest(!!), checking two suitcases.  That was not remotely my understanding and it added unnecessary stress.  We had to move stuff around from a suitcase to carry on bags.  My carry on was already heavy due to Magic decks I never used (I think I just give up on the idea of playing Type P in airports or in the nonexistent deadtime because it’s just not a high priority, anymore) and TD tokens.

Tokens are heavy.  My suitcase was already around 46 pounds, though it had a good amount of space.

Flights were fine.  Lyft was fine to hotel.  Check in was fine.  Some tickets were will call, so we went to dinner first.  Dinner was fine.  I had trades or buys to complete for TD tokens that complicated the night.  Two of us waited around until after the Golden Ticket runs and it was rather tedious and inefficient.  We didn’t have all of the builds ready or tokens sleeved or whatever for …

Thursday

8:26AM Dancing Combat

Our first game was TD, and it was the first combat run outside of the Golden Ticket runs.  I’m going to avoid as much as possible spoilers for rooms as I expect many of the same elements to exist at Gamehole Con and next year’s cons prior to Gen Con.

We broke four things in the first room.  We were not remotely close to figuring out the solution.

I suppose I should back up a little bit and, rather than wait until it was more noticeable, get this out of the way.  Having a collection means far more logistical concerns than not having one.  We were the only players with Charms of Avarice on three of our runs and I can only think of one other 5th level character on any of the four TD runs, though two players on the last run could have been, I’m sure, if they were playing at full strength.

So, I was much more stressed as I was worrying about:  do we have 5th level cards; what difficulty are we playing; does one of our group need tokens, maybe ones I just picked up the night before; does my app build match my album build; will the party card accurately show how many treasure pulls we get.

Learning experience.  I understood conceptually why people liked buying out runs and arranging parties ahead of time.  I now see how much practical impact it has, as it’s a huge pain in the back, shoulders, and calves to carry around a bunch of unnecessary tokens.  I’m thinking I go with a general build that applies to any class and switch out maybe a dozen tokens to cover class differences.

Second room, fight.  We got nowhere.  Eric was planned for bard but ended up ranger because the one other player with significant experience was playing bard.  I gave him a build with like a +16 to hit.  We were playing normal (we played normal in all four TD and in True Grind).  He missed every(?) time.  We think his melee stats were being used rather than ranged stats.  But, talking to an admin Saturday night and reading the forums, also believe the fights were just way too hard, at least early on.

I was telling my mother(!) today that the correct way to lead off TD runs is with a not difficult puzzle, followed by an easy combat, at least if you are running normal.  TD can be really hard for new players.  TD often involves groups who don’t know each other.  Give the party time to coalesce.  Give them time to adjust to what they suck at, like wasting time during combats.  Not only is it more fair to ramp up challenges as teams get into grooves, my personal feeling is that I enjoy runs far more where we are successful early and failing late rather than failing early and successful late.  TD has a ton of casual players at Gen Con, want players to feel good about spending $62 per run.

Third room, I mentally gave up immediately.  They made this easier later in the con, too.  Fourth room, fight with lockdown effects, i.e. spellcasters could not cast spells until something happened.  I’ll rant more about this later.  I could not believe how much damage was required to take out the enemy given we were playing normal.

Four rooms, four failures.  Fifth room, success.  Sixth room, is success even a thing?  Kind of a scenery room.  It was cool to look at but frustrating to play.  Last room, another fight where we accomplished nothing, as I was locked down the whole fight and couldn’t finally unleash my way OP build for normal difficulty.  Everyone did survive, which was something I guess, but it came across as a frustrating run.  I think I dropped below 60 hit points, which never happened on the three other runs.

Our OP builds didn’t really help.  I felt afterwards like I had to deal even more damage to make sure the group could get through fights, though this thinking is probably not the correct path.  If the fight is unfair, let it be unfair on the GM’s side.  Don’t make things even more unbalanced by being able to nuke any encounter at any time, as that just increases the perception problem.

We took treasure chips and went our various ways.  Eric H wasn’t going to do True Grind, so he got the privilege of standing 2.5 hours in line to get L5R LCG cards so that I could play Sunday’s tournament.

I had more transactions to do.  Here’s something I found really annoying – there was awful direction as to where things were.  I ended up in the wrong training room for the run because we didn’t go as a group (too long putting party cards together on three(?) of our runs).  I didn’t know where the dealers were as I didn’t realize there was other stuff inside.  I found out later where the transmute room was by accident since I was looking for the Grind room, that I didn’t realize was the left entrance rather than the right entrance.  Just awful guidance, where there was no specific information booth.

True Grind (Noon)

I try to get ahold of our True Grind patrons, as we were three replacements for their team.  I fail electronically but, fortunately, I run across one of their team hovering near TG and we figure out where we need to go.  Eventually, everyone is in the right place and Andy has no idea what tokens I forced on him because I didn’t think to print out our builds and nobody wrote anything down the night before when I had them pulled up on the screen.

We decide on normal but hardcore would have totally worked.  This group was really good at such things as sliding!  They pumped out tons of damage to where I could hold back on spells.  We cut a deal against one “room”.  The paladin and I were taken out for a while in room seven, to where my coming back led to a great storm of lightning.

At no time did I feel bad about throwing out 30+ point magic missiles.  Hail power!  I was the only one who took much damage, almost all of which was self-inflicted through Mad Evoker’s Charm.  Got to the point where nobody wanted to heal me until I had taken 42 or more damage just so someone could heal me for 42 damage.  I often spent time down around 24 points, leaving me at 57.  Dave got to successfully hit things with his +14 to hit fighter, dealing 30 points of damage at times, just like … not … when he played/plays cleric.

The best part of this may have been that Eric C was a room GM.  We hadn’t seen each other in years and we chatted a lot while the event was taking place.  I enjoyed my punishment for not metagaming harder.  The group was fun, sociable.  Thank Alek, et al, for giving us the opportunity.  The only thing I would have preferred is that there be more Fae to make more current year tokens relevant.

HoR (Thursday 2PM)

Start the other half of the con.  We get seated with John D as our GM for One Moment, One Encounter.  It goes well.  It’s a far better intro mod than any mod before it to Balishnimpur.  It runs well, with the main drawback being travel guide stuff that I already knew.  I really don’t remember a whole lot about the plot.

HoR (Thursday 7PM)

Can’t get into 5 or 8, so I try to get a table together for 9 or 12.  It’s just me, as Andy and Eric are at the concert and Dave isn’t doing HoR until Friday night.  I get into 9, Essence of Fire, with a GM coming in very late.  What proceeds is an incredibly tedious experience of dwelling on minutiae.  We aren’t into the plot until hours into the session.  I understand that some people want to experience their characters, again, a reason to play online when you aren’t sitting at a table and knowing how much of other people’s time you are wasting.

We finally get into plot, figure out what needs doing.  I have to run but get some rolls in to help the ritual.  Miss post ritual stuff completely.  I specifically wanted open library before late night TD runs to get short mods done early.  This was a fail, but I brought it on myself.

Find out the next day we were especially successful and I got a powerful sounding cert.  I actually want to run this mod as it seems like it could be enjoyable mechanically.

True Dungeon Moongate Combat (11PM)

I screwed up.  When TD was dropped from Sunday, I was annoyed because it meant having to play around my usual RPG schedule.  I worked out a way to have my triple steakburger and eat it too by scheduling late night TD sessions after my usual stuff.  Then, the reality of what this meant kicked in.

Thursday was harsh.  Thursday was brutal.  This schedule only contributed to Andy’s sickness problem.  We cannot do a schedule like this again.  What we talked about on the flight back was consolidating two TD runs into a single RPG slot.  Hopefully, Sunday TD is brought back.

This group was great.  We talked about stuff.  Came really close to playing hardcore.

I so vastly preferred this dungeon to Dancing.  Yes, everyone loves the first room.  But, I just found these rooms mechanically to be so much more pleasant, though maybe being successful at things helped.  The first room was beautiful in a few ways, but I just really enjoyed having a room with light.  It gets old constantly flashing your light around to see things.

Second room was what you want – low effort combat.  Surprisingly easy puzzle, though I now get that it’s only supereasy on normal.  Fight that didn’t seem hard as I mostly ignored it and we were fine.  Another fight that we succeeded at without being clever.  Fight that was awkward, as some TD fights get, and not remotely interesting to me where I still didn’t have to do a whole lot.  Final room puzzle that is fine but we didn’t figure out the second part at all, though there was an accident at the end that gave away what we were supposed to do.

Dave and Eric were playing RoSP classes because they were out of 5th level cleric and bard.  Neither took particular advantage of them.  Eric was an ill prepared troubadour.

Fun.

Friday

HoR CIT12 (Friday 9AM)

We have limited options as we wanted Dave to not play a court mod, and we weren’t missing much, so we did open library.  It went well, it went efficient.  I failed to convince an Owl Clanner who is into Imperial relations with my Imperial which I found interesting for my character.  I discovered my campaign hook in this mod.  I am the Miya of balance, in that complete obliteration, annihilation, and devastation must be rained down upon my enemies.  Will I live up to the moniker of Herald of Destruction?  Time will tell.  Yup, court mods.

Eric also got some character development.  The Flower Champion may have gotten bigger things to worry about after later events, but this is why you go to Gen Con.  Sure, he could have made rolls anywhere, but there are more opportunities to gain character hooks because you aren’t just playing with the same old, same old.

This ran so smoothly, we had time to go back to the room and nap.  Yeah, not a good sign.

ODAM (Friday 2PM)

My only non-HoR/non-True event (foreshadowing).  Of Dreams and Magic.  Sweet.  I get to play a self-help guru, that I attempt to roleplay, sweet.  We take forever to get things done and I have to leave before the game is over to make 7PM HoR even though I know it’s going to start late.  Tiresome.

I almost played the entire session without doing anything magical.

So, here’s something I intellectually know and try to incorporate into games I run.  If you have characters with cool powers, they must use those cool powers and they should use them as fast as possible in games.  Do you know why I loved Immortal: The Invisible War?  It wasn’t the incomprehensible and unplayable RAW.  It was Ran Ackels running my first couple of games and “just roll a die” and awesome special effects explanations of your powers.

Plus, this game was in the JW.  JW is a nice environment, but, as I say every year, it’s a pain to have games in it as it’s a far cry from everything else most of the time that matters to me.

HoR CIT14 (Friday 7PM)

Let’s get ready to rumble in the jungle.  Dave had already decided to play a combat character.  He strides boldly forth and is not punished for it.  Actually, he reminded me of my Daigotsu Bushi.  We learn the true power of the Tortoise.  We get a nice fast game in so that we can wander over to TD.  Solid action where I fail to hit calling 5 raises for extra attack.

TD Dancing Puzzle (Friday 11:03PM)

Solid group, again fun to interact with.  You could tell Andy was struggling with illness.  We were way OP for the one fight that mattered.  I was almost nonexistent on this run, even though we had failed two of the puzzles before.  This group got the workshop.  Got the forge.  Got path at last moment, where I mostly talked to the priest.  Last puzzle looked nice but so not my thing and we weren’t coordinated enough to make anything happen.  The only death.

Talked some more after the run.  Fun stuff.  I did some treasure pulls, got a bunch of junk, gave away a rare.  One of the two late night groups, I don’t remember which one at this time, I lent a Defender Helm to.  I should have just sold it for a $1, as it’s completely extra to us.

Saturday

Battle Interactive (8AM!)

Couldn’t miss this, even though I was getting sick and Andy was hurting.

The Flower Champion wilted and didn’t run with our assault team.  Andy and I found other Crab and the glorious killing machine that is Kasuga Ieyasu.  We almost had a Lion commander, but he moved to an extra table, so here’s the lineup for our assault table.

Hida Bushi, Hiruma Scout, Kuni Shugenja, Kuni Witchhunter(!!), Kasuga Smuggler(!!), Miya Herald …

I was living the dream.  The dream of evisceration.  I asked about a bow or armor.  Nope.  Miya Herald with a daisho and no ranged or armor.  Living the dream.

We start tier 2.  We have to keep up with Matsu Berserkers.  We kind of understand what that means.  We hack and slash.  I quickly realize the Smuggler build is essentially my build only further down the path of eradication, plus better in pretty much every other way.

We do reasonably well.  I make a mistake of spending a VP on ATN on round one only to have it end up mattering.  I’m out of VPs around round 3 of this combat.  Kuni Shugenja Medicines me after fight to full heal.  We had really good rolls early.

Tier 2.  We have to clear a building of archers.  Since the door is barricaded, I do the obvious and go to climb to the second story window.  I take 32 wounds, pull myself into the room, and face 12 enemies.  I’m thinking “it’s a good thing I can free action draw my sword”.  The rest of the team follows me, the Miya Herald, into the boss room.  The GM thinks we are nuts.  I think it’s dumb to have a barricade that a tetsubo can effortlessly break down and be punished for trying to do something interesting.

We get wrecked.  I’m about to go full defense when the GM has me notice the fight next door.  I pick up a spear, hurl it through the window and get +1 Devotion to my Matsu gunso ally.  With empty hands, I get reduced to down.  Only Andy’s tank is not ravaged.  The first level enemies are coming up and the Kasuga barricades the path!  The Kuni summons oil!!  The enemies get owned in a contested strength roll.  While Down, the GM lets me cast the best spell in the game:  DIPLOMACY, which summons a higher rank Matsu Berserker from improbablewhere.

By the way, the whole time we were fighting, I was exclaiming “COURTIERS” and “DIPLOMACY” as we cut down warriors and peasants.  Living the dream.

I get healed for a ton and we finally decide to swap with someone in the reserves and go tier 1.  We should have gone higher tier as our new shugenja healed us a ton and dropped Fires of Purity left and right.

The Maharajah’s Banner.  We took one of them.  Andy kicked fiery kicks of death while holding it.  I kept trying calling 5 raises for extra attack and … finally! … got off multiple attacks.  I came up one short one time, three short another, both times rolling 10 dice and having none explode.

While the last round was beneath us and the second round was poor play, this was a vastly better battle interactive to most of the HoR3 ones.  I felt like something was happening even though I probably did more interesting things in the early HoR3 BIs and the enemies were rather dull in our fights.  We could have faced cultists, which would have been different.

I just need to up my power so that I can be like my hero, Kasuga Ieyasu, then we start tier 3ing stuff.

Andy was at my table and got the banner.  Eric got his character defining moment of totally stealing from the Scorpion.  He wanted to wuss out on the political interactive, figuring the Scorpion would just kill him at their court, but I kept trying to get through that that’s not how it works.  Killing isn’t punishment in L5R.

Political Interactive (3PM)

And, so I switch to a political character, the natural switch from Miya Herald to Kuni Shugenja.  Team Crab!

I won’t get too much into clan politics.  I tried to focus on those groups the clan didn’t seem to care much about – Imperials, minors, Owl.  I felt like I did something.  It was interesting to see the real power brokers negotiate.  The Lion declaring war on the Crab was hilarious.  The insults to the Crane were hilarious.

I accomplished nothing.  I have no reward for taking a social character into a social setting.  But, I enjoyed myself.  Didn’t get burned out after an hour as I usually do at political interactives.  Eric got to lie to the Scorpion Champion, so he’s loving being the only Mantis left who is “when you come at the Flower Champion, you best not miss”.

Andy could not do another TD run.

TD Moongate Puzzle (10:01PM)

We had agreed beforehand that if we did normal, we would do 5th level sealed greedy, i.e. use only our 10 packs with +1 level and treasure enhancers.  This was not a boon.  Dave had to run to refund Andy’s ticket.  I still had my entire binder collection in case we weren’t doing normal.  Eric had Andy’s token wooden chest, with a padlock we couldn’t open.

We ran with someone who knew the dungeon well.  I was very much into observer mode on the run.  We didn’t succeed at everything, but it felt like it wasn’t really necessary to do so.  The two new rooms were good and not so good.  I liked the flower room because it looked nice and it was different.  I can distinguish that smells are different, but I don’t distinguish what smells are.  I just can’t articulate what I know.  The dark room was just really boring to me.

We just missed treasure pulls up front, which irritated me as I need at least one bag to not have to do tedious stuff.

We got back to the room and I started in on thoughts on TD.

Sunday

Collectively, we gave up on the one commitment of the day.

I was signed up for the L5R LCG tournament.  I had lost interest during the con pretty quick.  Andy had interest.  Eric got product so that one of us could actually play.  We couldn’t even generate the effort to return the seemingly highly prized $8 ticket given how out of it we were Sunday morning.  Plus, we had to check out (this is one reason I like returning Mondays).

In the past, I got pissed off by forgetting to return generics, which is why I never buy them.  I plan my schedule meticulously and force myself to do everything I sign up for.  It usually works quite well logistically.

I want to hold on to this $8 ticket to remind myself of something.  First of all, I’m not a poor gamer.  Nobody who can afford TD ultrarare builds is.  The money lost was trivial compared to the physical trials I put us through.  Second, it was a lesson in greediness.  TD is very prone to greediness which I’ll go into more in a bit.  I was greedy to play not only a normal schedule of 3/3/3/Sunday event but to add two more events on top of that.  To some extent, I just overlooked how important not only 2 hours is but that a lot of HoR play ends early and it’s far more than 2 hours saved by not running from HoR to TD late at night and that Lucas Oil is a huge drag to run over to.

Btw, if we hadn’t stayed at the Hyatt, this con would have been that much more brutal, as HoR, at least, was convenient.

I so hope TD returns to Sundays.  If it doesn’t, we have a thought on how to do GC next year, but it’s not great and highly dependent upon getting into precisely the TD/TG slots we want.

One of us could have played in a premier event at Gen Con.  We slept or lay in bed thinking about how time was passing and didn’t care.

The lesson wasn’t just that I overdid it, that I didn’t prepare enough, that we didn’t prepare enough.  It’s that I got complacent.  I am so used to having my Gen Con be molded to my interests that it’s easy, only being fraught with peril because I’m a worrywart.  TD at this level rocked my easy – 10 RPG plus something else with triple steakburger every morning at 7AM, 7:30AM, or 8AM and again later in the day between clearly defined RPG slots – world.

Went to the exhibit hall for a bit but didn’t care.  Watched L5R demos and was shocked at how slow they were.  Missed out on swag that could have been gotten Thursday if I had thought through how things were going to go.

True Takeaways

We played with PUGs (pick up groups).  We were grossly OP for normal play.  I got down to like 68 hit points in one run and only took damage in another run from the final room.  I have huge concerns about making a run fun for groups without ultrarare level collections.

My plan is to redo all of my normal builds to focus on saves and to run not so great weapons on normal runs.  No more +2 Keen Slayer on normal, it’s just dumb.  No +3 Deathcleaver, not that I ever gave that out, but, maybe, no +2 Slayer.  No 30+ STR builds.  Sure, I’ll run Mad Evoker’s Charm, but I just won’t use it as I think I used it like once in four True Dungeon runs and not every single spell on Grind.

I may have to break down and go with builds with hit points under 60.  Sigh.

Not only was I unhappy with our builds, I was unhappy with our presentation.  Sure, you can let people know that you know the puzzles or that your builds are stronger.  Don’t make a big deal out of it.  Downplay everything.  Last year, we played with someone who knew stuff and it worked well, but, then, I prefer observing people play rather than doing hardly anything myself, so I don’t care about being challenged.

My biggest failing was more subtle.  I cast very few spells to let others murder stuff.  I didn’t give away puzzles, though in many cases we didn’t know the answers.  But, I just didn’t participate much.  I tried talking to NPCs to pass the time and to be into the events, as I can embrace the role-playing aspects of playing more (not that embracing is anything the NPCs would go for).  But, I think I overdid it and may have come across like “I’m so powerful I don’t need to do anything”, which isn’t contributing to other people’s fun.

Next.

Silence is moronic.  All the rage at Gen Con HoR was throatpunching.  Throatpunching is moronic.  Do not prevent people from being able to do the one thing they care about doing.  For HoR, give a TN penalty to spellcasting non-innated spells or something.  In TD, just get rid of silence on normal difficulty.  Screw over people on hardcore and, especially, nightmare as much as you want, but let the newb or the casual player who plays once a year actually get to participate in what’s going on.  Combat matters in TD or the token economy wouldn’t exist (or would look incredibly different).  Let people do their 6 damage or their 11 damage.  I’ll accept being locked out of Lightning Storm with Mad Evoker’s Charm and a +13 damage stat, but I hated when I couldn’t cast an 11 point Magic Missile, and I’m sure others feel the same.

I know.  Meleers get screwed by fights with no melee, and rangies get screwed by antirange effects, and blah, blah, blah failed saves equal being removed from combat.  But, the casual player isn’t prepared for being taken completely out of fights.  Make them suffer one round of impotence is fine, then let them feel like they are playing.

Next.

We cannot be that disorganized about tokens again.  It was obnoxious as hell, and I think we lost one of our more prized tokens though our only particularly good treasure draw replaced it.  I am not interested in hauling multiple binders around all of the time and making adjustments to things on the fly.  Now, my coin album set up for my wizard build did work well for me, though I don’t know if it worked well for the party card maker.  And, the binders I got right before Gen Con were a way I liked storing stuff I didn’t need on the run.

The Android app was essential.  True Grind, where we worked out things ahead of time was awesome for how simple it was for me, though Dave and Andy had problems because I didn’t know their builds.

I do not want to haul a bunch of stuff to Lucas Oil.  Quip was kind enough to meet me on Sunday at the Hyatt for one last deal, as I did not want to run over there one more time.

I think I know what to do.  It may very well mean beginning to divest of some of the alt build tokens I’ve picked up in the last year.

Treasure pulls.  I actually kind of hate these.  I had completely forgotten about bags until too late in the con.  I did 26 of my pulls for no reason.  I don’t just hate the wands.  I always hated pulling from treasure chests at the end of runs, only liking those treasure pulls that used to happen during runs in the long, long ago.  Give me bags or give me … cash? … friends who don’t mind doing pulls?

I hate doing pulls after runs.  There are so many things going on after runs, like making sure I didn’t lose any tokens and making sure I got my XP card and my completion token, that I just want to get my stuff, get into a well lit, open area, and deal with logistics.

Should be interesting to get to Gamehole Con and do a bag and 11 pulls right away to get caught up or maybe I hold my 11 pulls.  I’ll have to do the math on how many pulls we are going to get from our runs, there.

Next.

True Grind was especially good for me, as it was a first time, I got to hang with someone I knew, I liked the other people in our party, and it’s well lit.  But, I think one of the great benefits of TG is that it’s different from the dungeons.  It’s just good to get away from the repetitive nature of wordplay and darkness and whether your group is balanced.

Doing one of each run was good.  But, it has to be better timed.  I’m old and decrepit.  I can force myself awake at 6:30AM to play games because games infuse me with chi, but it’s just not good that I’m now getting tired at Gen Con midday Thursdays.

Next.

We still no jack and _ about what hardcore and nightmare are like.  We have to do hardcore, at a minimum, for the XP.  I would imagine parties intending to do these things are better fits from a token collection aspect for our UR heavy collections.  I’m not clever, but I might fit into organized parties better as one thing I don’t like is a lot of people arguing about what to do, and I’d imagine hardcore and nightmare inclined parties tend to be more organized just from an experience standpoint.

Next.

To me, TD is like 50% good, 25% eh, and 25% below not good with numbers I’m totally making up.  That’s just the nature of it.  Some runs will be much more fun than others.  I like talking with other players, which I should have done more of instead of talk to NPCs or be baffled by the coaching room logistics.

Next.

Gamehole Con will be another learning experience.  I expect I still have some important things to learn.  For instance, I never slid once the entire con, playing wizard four times and elf wizard once.  I am likely an awful slider, but, mostly, I just don’t care about sliding.  I’d enjoy sliding if it was only people I knew in the party and we talked through strategy/tactics.

Probably should be a next, but I forgot.

Food

I only had triple steakburgers like twice.  That’s not enough.  Full meals at night are hard on me in my sleep deprived, jet lagged, eating at weird times, snacking on weird stuff, maybe having a milkshake without taking Lactaid first self.  This is something the others don’t get.  It’s not like my diet of triple steakburger combos is good for me or all that delicious, it’s that it’s what I need when I need it and does not introduce variance that leads to my body being further wrecked.  I could sub in Subway for every meal and achieve a similar effect, but Subway isn’t open at the hours I need food and it’s boring.

I was introduced to Pearings.  I liked my smoothie.  My panini was fine but not much food, which, in some ways, is good.  But, I don’t like their menu, too limited for what I want … says the person who orders the exact same thing every time to where I have a sense of how much it will cost to the penny at his usual depot.

The sandwich place across the street from the usual depot is not to my liking.  I would so much enjoy my sandwich more without french fries and cole slaw on it.  Plus, take away soft fries and cole slaw (something I don’t usually like to begin with) and I feel like I should be paying less money because I may not be poor but I do not like wasting money on food … says the man who can live off of triple steakburgers for a con.

My food truck noodles weren’t bad, but they needed to be poured out of the container into like a bowl.  They were too bland at first and too salty later.  I would have used less soy sauce in the sauce, but whatever.  My hatred of food trucks has only something to do with how bad I think foodtruck food is on average.

Again, Indianapolis Airport is one of the few airports I don’t feel bad about paying overpriced prices at.  I got a huge Pom Beach smoothie.  I got a burger with not awful fries.  It was overpriced, but the airport is just so pleasant in the hub.

 


HoR4 – Same But More

June 25, 2017

I skimmed through my earlier post about HoR4 – Early Read.

Is there anything to add?  In terms of how I feel about playing, no, not really.

So, what’s the point of posting a rehash?  Let’s try to newhash as much as possible.

I’ve played CIT00 to CIT04, CIT06, CIT07, CIT10.  I can’t recall any standout mod.  Early on in HoR3, I thought some of the mods were way underdeveloped – SoB02 and SoB03, with SoB04 being suddenly over as well.  But, I liked SoB00 quite a bit, SoB01 seemed like interesting things were afoot, like maybe the Phoenix would be relevant for a change.  Then, SoB07 was one of my favorites, with all sorts of points for originality even if running it was not as good as playing it.

Then, there was SoB09.  SoB09 was something I thought was really cool at first.  As time wore on, probably because there wasn’t the payoff on Nothing in the series mattering, I grew less enamored with it.  I also read the Fire side which I neither played nor ran and was less interested in that part.  Even late in the campaign, though, it was memorable for having engaging combat, having the fantasy aspects I am more interested in, and just flowing well … like water or some liquid that flows well.

Playing HoR4/CIT, I now look back on SoB09 with much more fondness.

I’ve run at least four of the mods I’ve played – 02, 03, 06, 10.  Maybe ran 00, but whatever.

02 and 03 are both okay.  Neither 06 nor 10 appeal to me.  Yet, 10 was precisely my sort of mod in HoR3.

What happened?

I can reiterate how disconnected I feel towards CIT not just because I go months without playing or because I lack personal goals but also just because I have no concept as to what the campaign is even hinting at.  SoB may have had themes that our group never felt were (properly) executed on, but, early on, at least there felt like themes.  Balishnimpur, tension with Ivinda (not Ivindi, which is the language, or Invindi which is who knows what).  Except, Balishnimpur as a setting hasn’t mattered at all, could just as easily substitute more common things and tension with peasant Ivinda feels just like tension with peasant Rokugani.

I hated the Second City Boxed Set, well, hated may be only slightly off, more felt was a waste of effort because it didn’t develop the setting into something that was “yeah, dude, Ivory Kingdoms safari, yo”.  I feel like the point of having a setting is to explore that setting.  L5R does an amazing job of developing its setting, well, its Rokugan setting, kind of terrible job of developing the other parts of the world or other worlds.  Somehow, it would seem to me that more effort could be put into scoping out what the Ivory Kingdoms is really about for a five year campaign that theoretically is going to be spending half the time in it.

But, there’s more to whine about.

I realize I could write mods.  I realize volunteers aren’t being paid to entertain me.  I realize that Rob Hobart and his crew were fantastic at putting together HoR.  I cut SoB some slack for being a first time for a lot of folks – the mods weren’t my major complaint or my second major complaint.  Nightmare War, in my limited experience with it, actually was very cool, far far more interesting and coherent than I expected it to be.

I just feel like there’s too much similarity in mod structure.  Where HoR3 had a huge advancement was in court mods.  Sure, some of the mechanics didn’t hold together at all once you GMed the mod, but you could see what they were trying to do and provided a new spin on playing through social stuff.  At some point during that campaign and in this campaign, I already feel like the same court well is over used.  There are mechanics that never pay off that may seem like they matter when playing but are just tedious when GMing and become extremely repetitive for certain players.

In general, there just comes across a feeling of sameness to mods.  Yes, HoR4 has had one mod that was very noticeably different, even if it may have had some similarities to a previous or two.  By sameness, I don’t mean “oh, here’s another travel to a fight mod” or “is the mod just about talking down a god/crazy/recalcitrant kuge/etc.?”.  I mean that within the half dozen or so common mod archetypes, there just feels like going through the motions.

Yes, earlier stuff has the advantage of coming earlier.  Originality is going to generally fade.  But, that can be fought.  Engaging recurring NPCs like Daniel from HoR2 (not like cursed Toritaka) help.  What else?  I don’t know.  I’d have to think more about it.  I’m not saying it’s easy to be original and cool and cater to my tastes and whatever, though I thought some SoB mods that had way too much going on had some really cool things that I wish were expanded upon.

Oh, there is one thing.  Have what each and every PC do matter more often.  I’m tired of mods where, at the end, I realize that my efforts were pretty much irrelevant.  I also really dislike having mods where the crucial stuff doesn’t feel like a significant part of the mod, having been burnt on that in HoR2 once and still being irritated by that mod both for that and for having the most obnoxious NPC I recall.  Can’t have every mod be a “everyone is a special snowflake mod”, though Words and Deeds from HoR2 felt like that to me and I loved how that played for my character.  But, I feel so much like I’m tagging along in CIT not so much in an adventure but in an exercise to gain more XP.

I can try to fight this on my end.  I can try to finally figure out what to care about to where I can begin my character’s story arc.  I can actually put together my Bushido Tenet Ratings for this character.  What is going to be difficult, though, is being dedicated enough to complete a mod.  It doesn’t help that when I ask about whether one of my ideas should be followed up on, I don’t get any response.


Underpromotion

June 18, 2017

Since KublaCon, in terms of actual play, it has been pretty much Shadowfist.

But, let me digress for a while.

I finished the Last Chronicles of Thomas Covenant.  That was disappointing.  It was a slog to get through the books what with the constant verbiage taken up with “I can’t continue.  Someone else is better than I am.”  Just beaten over the head constantly with how awesome haruchai are, giants are, someone else is.  Sure, there was the gratuitous use of pretentious diction replete in the quadripertitus series.  I’m sure a staff could be found with lenitive properties to flush the experience.  Look, I’m sure it’s condign to make yourself hard to understand to the reader, your audience will grow properly chary.  But, when the first page of a new chapter is like 10 words you haven’t (over)used in book four, most of the way towards the end, that stick out like a sore pollex, feels like you are just trolling the reader.

But, here’s the ultimate problem – the ending was boring.  There were moments when things were cool.  There was potential, like the weird alliance that was crucial in book four.  But, it just seemed like after dragging and dragging, the ending was rushed just to get it over with.

Anyway, it’s not the only series where much more cool stuff could have happened.  So, how does this tie into gaming?

Satisfying endings aren’t easy.  I do find that con RPGs can often create the appropriate ending by simply having a very linear structure to the adventure.  This … does … not … bother … me.  You know, dungeon crawling has the feature of (typically) a linear path to the end.  I don’t dislike dungeon crawling.  I just view it different from role-playing.  One thing I don’t formulate in my mind well are endings.  And, I, too, fall into the “trap” of wanting players to have freedom to make terrible results.

Number second:  Don’t be repetitive.  Fights shouldn’t all feel the same.  NPCs shouldn’t feel the same.  Missions shouldn’t feel the same.  Unfortunately, when it comes to game mechanics, very often PC actions are highly repetitive.  Use same attacks or always try Diplomacy +26 roll or whatever.  Now, this is where having a player explain what they say or do can vary from just rolling dice.  Is this an argument for spell memorization with inability to duplicate overmuch spell choice?  Hmmm …

Number three:  Make your gods interesting.  Actually, one of the godlike powers in the series actually became interesting, though it didn’t get a story arc.  I’m a big fan of gods.  But, if they just do things the protagonists can’t or can’t affect, kind of not so exciting.  Then, if they just get owned by chumps, that’s kind of eh, too.  I should be more specific, since the point of Lord of the Rings is that a god gets owned by chumps.  If chumps are clever or cool in their ownage, okay, but it’s when chumps are just chumping and happy ending in the post-carnage world that it’s kind of chumptastic.

As you probably don’t recall, a recent Gen Con saw me playing yet another game where you play a god.  I complained about how the game was like two hours for something not actually billed as two hours.  But, I had relatively lots of pleasure in that brief period.  My god was cool.  My god licked blood off of folks.

Switching offhand weapons.  Back to thinking about True Dungeon.  We really don’t need more tokens at this point, well, except maybe one and only if we somehow play something besides normal level.  Didn’t get into Grind and probably don’t have to worry about it since my schedule is rather tight at Gen Con.

One question is whether to loan tokens to other players.  I actually did that last year when we had like nothing in the way of relevant collections, as class specific uncommons are still better than not.  I can see it to a degree – talking about PUGs where we actually have much more stuff than the others.  I mostly see it with class specific tokens below ultrarare rarity.  Masterwork Thieves’ Tools, Ring of Soothing Touch, instrument if Eric isn’t our Bard, whatever crap Monks use.  I don’t want to be in the position of being pushy in any way.  On the other hand, as unlikely as it seems based on comments on the forums that we would have a more beefed up group, sure, switch out your Redoubt Plate for this largely devalued Blessed Redoubt Plate.

I have even more tokens that make me want to vaguely try a different class just to see the token get used, though the problem is that it would encourage me to play a style that doesn’t interest me, with probable results that don’t interest me.  For example, I have a solid one-handed melee weapon.  In a PUG, playing normal, I might do something boring like play a Paladin that goes sword and board or, just to see how boring it is, a Fighter.  In this scenario, I’d likely be a prime damage dealer at air hockey shuffleboard.  I can’t see how this is a fun result.  I want other folks to be +2 Slayers.  They will enjoy murder.  I will be embarrassed or bored hitting or missing for average double digit damage.

Contrast with Barbarian.  I cannot actually see how you build a Barbarian that doesn’t just annihilate things.  Even when you aren’t using a +3 relic, damage output is so absurd when you make even a token effort [ha, ha ha] to not undermine what the class does.  I have a STR 14, level 5 Barbarian build written up, and it still is just gross.  Then, I decided to see what our best Grind, Barbarian build would be, and it averages 22.5 damage ranged and just under 38 damage melee.  Point of reference?  Last year, most of my spells did 6 damage.  Even now, with my normal build where I don’t worry about damage pumps much, looking at those spells doing 10 damage.  Sure, I could Mad Evoker’s Charm for some base doubling, but that’s not why you … I mean … why I play a Wizard.  I play a Wizard to point out planes of existence on a chart, not because I feel a need to polish off monsters.

It’s going to be really interesting to see how it will play out at GC, when we finally get a chance to use collections that didn’t exist prior and whether I want to regress into playing builds that are more green or red than purple or whether I’ll want to be even more violet end of the color spectrum.  Or, gasp, get orange.

I’m trying to find builds that are different yet still relevant.  Purple tokens have a habit of converging builds, at least for me and for my concerns.  Paladin retribution damage build is an interesting build, though not one we could do.  All Dex, all the time Wizardy builds (more Elf Wizard) may end up more interesting than it seems what with maybe having a decent AC somehow mattering.  Ranged damage builds with Bard or others is maybe a thing to do that’s different.  Unfortunately, there’s only so many ways to pump ranged damage not dependent upon STR, and I doubt there will be a lot more tokens to pump ranged damage given what Rangers can do.  Of course, just put it into a slot Rangers may care about, which is … uh, probably all of the slots I already care about, like wrist slot, feet slot, neck slot.

Haven’t tried to put together a V:TES session, haven’t even been able to make Berkeley sessions on the weekend – just too many things going on.  Do plan on playing next HoR mod tomorrow.  Expect to play Saturday, two weeks after, so may start talking about HoR again before Gen Con.

So, Shadowfist.  We have had short games and long games but less in the middle games.  In our last session, we actually failed to complete a game because the new rule at the store is you have to be out of there by 10PM.

It’s hard to hate in Shadowfist since everybody does obnoxious things.  Oh wait, I hate lots of stuff already, including non-Feng Shui Sites, monkeys, Lotus recursion, most edges people play, site removal (not site damage, though Orbital Laser Strike is essentially site removal).  I’ve tried not to hate the Jammers.  They have some non-monkey, non-nuke cards.  Unfortunately, they don’t have enough joy and only lend the world Pain.  I may have to just abandon any pretense of not being a hater and go full on hating with maximum metahate.

Then, there’s Ascended.  I struggle so hard to find things I want to do with Ascended.  For instance, I have a module of Ascended cards I want to play with another faction, but I can’t find another faction to put the module in.  Something like Syndicate might make sense, but it’s a Modern module.  To be fair, I do find Ascended cards I will play and even not hate long enough to play the decks multiple times.  But, I find that even then I’m discouraged, as the Ascended just can’t hold back.  I was sitting on a bunch of power and had two hitters in play that allowed me to do stuff, so I didn’t want to overcommit, yet by not dumping my hand to have four hitters in play, I lost a dude I didn’t want to lose and expected to not even make a bid for victory.

Of course, I might have tried harder to play the game if the three Nuked that successfully resolved didn’t Nuked my FSSs.  Jammers just make you want to stop doing anything.  Or, maybe, the only answer is to load a deck up with counterspells and go for hand size so that you can always counterspell when you try to do anything.  Yup, that’s how gagworthy Jammers play – I’m thinking of hand size increasing plays.

If you’ve read this far, you finally get an explanation for the post title.  What else have I been doing gamingwise?  Why, I’ve been reading my shogi book, taking the quizzes over and over and still not seeing the moves without memorization.  I have this huge problem with chess where I just don’t see the connections between pieces.  With shogi, I feel like I have a better sense because the ranges are more limited and the emphasis is less on gaining material.  But, I still think my brain that does some things so well does some things so poorly, like get spatial connections.  Of course, there’s a lack of experience element.  People get better by doing.  Since shogi isn’t like a thing that I’m likely to do and chess doesn’t interest me, seems like getting better isn’t going to happen.

Yup, still haven’t gotten to the point of talking about deckbuilding with Anthology Set cards.  Well, I do need to get back to all things Traveller for a while.


KublaCon 2017

June 3, 2017

It seems like each year KublaCon is less and less convenient for me.  I don’t know if it’s because I do monthly financial reporting for work that is timed toward end of month/beginning of month or what.  Well, even with my previous company, where I didn’t have such things, there were things like doing training on the East Coast, so maybe what.

Add in how less enamored I am by local con RPG play and add in how Gen Con did something dumb and scheduled event registration on a holiday weekend, and what I get is a barely there fare.

I skipped Friday to try to get rest and/or something done for the Saturday evening Traveller demo.  I skipped Monday, even though there were two RPGs I had interest in, because of old man disease.

Saturday

I move slow.  Build my Shadowfist Classic deck, figure I’ll play it multiple times rather than switch decks between games, so I bloat it to an absurd 45 cards to give me lots of extra options.  Base it on my ole Aerial Bombardment, Fire in the Sky deck that sometimes worked … somehow.

I get to the con about 11:30AM and find out CCGs are in a different room this year.  Get to the room.  A good room!?!

Maybe trying to separate CCGers from mainstream sorts is a new goal, and we just got the benefit of isolation’s blessed windowfulness.

Watch Earl and Jason finish up on Star Realms.  Then, we get five players.  Earl keeps offering to sit out so that we don’t have to endure five, but he-y-y-y, it’s all good, who doesn’t love five player CCG play?

Game 1:

Drew (Architects) -> Earl (Hand Monkeys) -> Jason (Architects w/ Napalm Belchers) -> Miguel (Big Bruisers, et al) -> Ian (Blood Eagles)

Actually, I think maybe Miguel went first.  I’d give my deck a better name except:  1, unlike V:TES, there isn’t a bunch of real world flavor text to steal; 2, Blood Eagles.

I lived the cheese dream … I actually make an effort to do strong things in my Shadowfist tournament decks because I don’t have a history of repeated accidental success that leads to winning every tournament I’ve ever played with a Sensory Overload deck … and get Möbius Gardens, Test Subjects, and Manufactured Island out on turn one.  Or, I could be totally wrong and my Gardens was a Dockyard, otherwise known as the only other Modern relevant FSS, but I think it was a Gardens.

Then, it doesn’t take forever for me to get a Blood Eagles in play.  I’m doing stuff … I’m doing stuff.  Miguel also does stuff and I’m not so threatening that he doesn’t backwards or crosstable his stuff.  In fact, his armada of two Good Ol’ Boys is feverishly eager to inflict heinous beats upon my poor partially damaged Manufactured Island.

So, I Bzzzzzt! one of them.

Drew plays Loyalty Officers.  They eventually get cleared by Final Brawl.  Earl has a slow game, lacking Monkey madness but still Iron Monkeys and picks on people who have more power than I.  Jason can’t get any resources so keeps playing sites but eventually gets out a Napalm Belcher and the “fun” part of Shadowfist ensues.

Drew puts out Dr. Jean-Marc Ngubane, so he can unturn a Belcher.  My CHAR gets Tracer Implanted, so I never turn it again, though I considered the possibility of turning it when going for the vic-tor-y play.

Instead, CHAR is an Expendable Unit, and I eventually get down to Assassin Bug, Arcanomoth, Blood Eagles.  I believe Arcanomoth is turned for some reason and still in play but maybe got wiped by this point, then all of this stuff is wiped.  Earl and Miguel have generated heft, with Big Bruisers being kind of easy for my deck to kill if I have the cards but not so much when I don’t have the cards.  Everyone has been a threat except Drew.

I survey the sadness that will come after I pass my turn and decide there’s no place like resting all hope on an Assassin Bug.  Assassin Bug feasts on Ngubane’s soul as nobody has anything to intercept with.  Blood Eagles with two damage and an Arcano- … wait, not an Arcanomoth since my Reinvigoration Process gets undone … my Dark Traveler … my 2-Fighting Dark Traveler go for Drew’s damaged FSS for the win.

And, that’s Shadowfist.  Hey, pun-time.  My deck could have been called Traveler, The Next Generation to … um … to … em … to achieve ultimate dorkiness.

That was not a quick game.  Then, there was game two.

Game 2:

Drew  -> Miguel (Monarchs) -> Earl (Lotus w/ Uniqueness) -> Ian -> Jason (Lords)

This was not a quick game.  Miguel came out fast with Queen of the Ice Pagoda and continued to threaten, though never did the annoying Ice Sword play on her that I see so often.  With his Netherworld Returns, the game got funky at times.  His Monarchs kept getting beaten up, even Darkness going down, but Returns was undermining Drew’s ability to “We Can Rebuild Him”.

Earl just got stronger and stronger over time, though we did manage to toast a couple of his Underworld Trackers and Miguel did turn the Queen of the Ice Pagoda into a ghost before she could get Tortured Memoriesed.

I was not strong.  I discarded a couple of times before playing any cards.  By the time I could get a site and a foundation in play, I had lost something like six characters to discards.  When I finally play a CHAR to have something that isn’t a foundation in play, it gets toasted by a redirected fight of the Darkness Queen, leaving me with pretty much Arcanomoth as my only way to have more than a 4-Fighting character in play, and I couldn’t even do that because I didn’t have three Architects resources.

Seemed to be payback for game one to prevent someone from sweeping to undisputed victory for the Championship of the sixth largest economy in the world.

Miguel was so threatful, only by decking did he ceased being a factor, which also didn’t help me any as I kind of liked his threat factoriness to rein in Earl.  Jason got strong at one point with Lord Shi and Lord Hawksmoor, but he got beset by Wailing Apparitions.  Yes, that’s Shadowfist, and I told Earl I’ve routinely seen their annoying ability matter.

Drew got a Napalm Belcher and didn’t Belch Earl when Earl had one location and lots of little stuff.  Typical Shadowfist stoppage (aka every possible effect) stopped stuff to keep the game going.  Oh, I remember why I wanted Miguel in play – his sites were easier to take than other people’s.  I decked without a real chance to win.

Later, I found out Earl had won.  For you see, I had a Traveller demo to do.

Traveller Demo

We had like seven people, no one who actually knew about our Kickstarter.  We didn’t have great demo product to show people, but things seemed okay.  We are still moving towards putting what we think is a good looking, solid game out.  Mostly need to get things printed at this point.

Bohnanza

As mentioned, I defeat a 10-year old on tiebreakers.  Who’s the Bean Harvester Now?

Game 3:

Back to Shadowfist.  Miguel has stuff he needs to do, so time to play crummy less than five-player Fist.

Ian (Lotus Killing Rain) -> Jason (Reentry Squad) -> Drew (Hand) -> Earl (Purists)

I so hated this game.  It happens.  It happens with V:TES, with B5, with … er … Blood Wars? and all sorts of other multiplayer card games.

Some day, I need to actually have more Killing Rains in my Killing Rain deck since I rarely play them.

Here’s the problem.  Jason’s deck is a site suppression deck.  Drew didn’t play sites but somehow got enough power to keep putting out annoying Hand characters like Buddhist Bellringer and Reformed Bandit.

None of us had answers to Reentry Squad until late in the game, when I was irrelevant.  The thing was that early in the game I wasn’t irrelevant, getting enough fight in play to take sites, but I didn’t know what to do when only Earl had any sites in play.  Oh, sure, if I was the only one with dudes, I could take on the table, but Jason and Drew had dudes, just no sites.  Then, my sites kept getting taken out by either Jammer crap or being attacked, which meant I couldn’t generate any power as my dudes started disappearing, which led to Shadowfisticus Ineffectualitus – an extremely common disease when playing normal rules.

Sure, it was funny when I took one damage to each of my FSSs and I revealed two Diamond Beaches to go with my third Diamond Beach, but, after that, I was sitting around waiting for Earl to win.  For, you see, Earl’s decks tend to have long game play, so they will keep getting Mutators out or whatever and no one will board wipe.  I did try an Underworld Coronation on my Exorcist, but, predictably, Jammers players always have Who’s the Monkey Now? in hand when I play character removal.

Drew eventually ended up winning after spending much of the game attacking right, with a decent sized horde that included some superleap.

The Thursday night group whines about superleap constantly, but it doesn’t really bother me that much.  I find sitenuke far more annoying not because it’s more powerful but because it undermines the basic nature of the game of putting sites in play and having characters attack them.  I find power steal far more annoying because it can easily lock a player out of the game.  I find edges far more annoying because the power level on a lot of them is way too high for a repeatable effect when there’s really relatively little edge removal in the game.

Pretty much every Shadowfist game really needs one Final Brawl played, one Thunder on Thunder played, maybe one Neutron Bomb played.  Instead, either feast or famine on these sorts of plays, though only the first gets really annoying when it happens multiple times.

Sunday

Gen Con event registration, the second most stressful day of every year, though, actually, my wish list hardly mattered due to how many HoR events I was signing up for.  When I saw Don Thursday, he said he didn’t get into anything he tried to.  I just assumed I’d get into everything except Friday 2PM because I wasn’t our group’s True Dungeon guy.  Dave had the lamentable task of trying to get us into TD and True Grind.

We did well.

I go back to sleep.  I eat something at home.  While I did have tan tan mian from Shanghai Dumpling Shop, I will say this – I’m disappointed with what was my favorite restaurant.  Both tan tan mian and the sesame dumplings in crushed peanuts are nowhere near as good as they used to be.  Yeah, I can continue to get savory dumplings from them, but I miss what were two of my favorite dishes in the panverse.  Also, Zorba’s pizza way overpriced for what it was.  So many places could drive to in the area that would interest me.

I roll into the con 3:30PM to be available for pickup V:TES and to drop off Anthology Sets.  I sit around for a while with only Brad and Rob being around to talk about stuff.  I also unload some 30,000 cards I was sitting on to be passed to needful players.

Seriously, I don’t know if it’s because of shipment costs, but anyone in California can effortless have a 30,000 card collection just by waiting around until someone leaves the game.  V:TES staples are not remotely hard to get.  I could probably drop 10,000 extras on someone if I felt so inclined.

My V:TES event starts half an hour after the Shadowfist Modern tournament.  I have no chance to prove I dominate at all multiplayer CCGs that lack Dominate.  I was the defending Modern champion from last year’s Kubla.

We have seven players at first.  Yes, multiplayer CCGs are a Bear Market when it comes to having the right number of players.

I don’t try running tournaments at cons anymore, just too unpredictable who is playing, how long anyone is playing, etc.  So, I give away my precious boosters as table prizes and let people play for a pack.

I win my first game with like 11 Hermana Mayors in play or it timed out or whatever.  I remember the last game, when tiredness was kicking in, that I killed my predator with Can’t Take it with You to table split with my prey.  My predator had like double digit pool.

It’s not that I’d rather play Shadowfist.  It’s just that getting to play CCGs is rare enough that I don’t want to miss out on an opportunity to play all of the CCGs I could.

Long, boring drives home after midnight.  I’ve got to start scheduling my events at 8AM, when I’m up and at ’em.

Traveler, The Next Junction Point

Faction: Architect
Size: 45

Architect Cards (24)
Characters (14)
3x Arcanomoth
2x Assassin Bug
4x Blood Eagles
2x CHAR
3x Test Subjects

Edges (2)
2x Reinvigoration Process

Events (8)
3x Aerial Bombardment
2x Bzzzzzt!
1x Expendable Unit
2x Fire in the Sky

Generic Cards (21)
Characters (2)
2x Dark Traveler

Events (8)
1x Ejector Seat Malfunction
1x Salvage
5x Scrounging
1x The Algernon Effect

Feng Shui Sites (10)
2x Dockyard
5x Möbius Gardens
3x Manufactured Island

States (1)
1x Disintegrator Ray

You know, just because Imprisoned, Nerve Gas, and Neutron Bomb are on my personal banned list doesn’t mean I don’t love me my Architects.  Yeah, I actually find Architects very pleasing, sometimes even more pleasing than Lotus for when I’m tired of same old, same old deck building with Lotus.  That’s me – the removal guy.  Yup, I’m a Red/Black kind of player.  I Shake Up.  I … I … have a hard time continuing the theme though B5, WoT, et al do have character removal.